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Grinner Background

The Golden Grin began in the far-off land of Tal'Dorei, trading secret messages through a network of bards and minstrels to undermine an iron-fisted king's authoritarian rule. Today, Tal'Dorei is a relatively peaceful republic, and some Grinners have grown restless while waiting for tyranny to raise its ugly head again. A contingent of such Grinners traveled to the Menagerie Coast and set up a network of secret bases in the cities of the Clovis Concord, from which they are presently working their way into the highest echelons of the Dwendalian Empire.   You are a Grinner. Your goals are to spread freedom and inspire hope-or, in time, revolution-in the hearts of the oppressed.

Skill Proficiencies Deception, Performance
Tool Proficiencies One type of musical instrument, thieves' tools
Equipment A set of fine clothes, a disguise kit, a musical instrument of your choice, a gold-plated ring depicting a smiling face, and a pouch containing 15 gp.

Features

FAVORITE CODE-SONG   All members of the Golden Grin have learned a handful of folk songs in their travels, and use those songs to send secret codes and alert fellow Grinners to danger. Choose a favorite song or roll on the Favorite Code Songs table.  

d6 Favorite Code Song
1 Zan's Comin' Back. This hopeful Tal'Dorei folk song declares the inevitable return of a just ruler. Use it to seek out potential allies.
2 Blow Fire Down the Coast. A rowdy fighting song from the Clovis Concord, this ditty talks of blasting up pirate ships. Use it to encourage battle.
3 Hush! Onward Come the Dragons. This Tal'Dorei folk song recounts the terror in the days after the invasion of the red dragon called the Cinder King. Use it to encourage caution in speech and deed.
4 Let the Sword Grow Rust. An antiwar anthem from Marquet, this song has uncertain origins. Use it to help quell violent encounters.
5 Drink Deep, Li'/ Hummingbird. A drinking rondo from the Menagerie Coast, this song tells the tale of a young person who drinks so heavily that they awaken to find they've stowed away on a ship. Use it to encourage alertness in social situations.
6 Dirge for the Emerald Fire. This elven song supposedly has thousands of obscure verses. Use the first two verses to spread news of death or defeat.
    FEATURE : BALLAD OF THE GRINNING FOOL   Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more on the Menagerie Coast or in the lands of the Dwendalian Empire, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion.   This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny.

Suggested Characteristics

SUGGESTED CHARACTERISTICS   Grinners are trained in the art of secrecy and innuendo, and are skilled at hiding in plain sight by being the loudest and brightest person in the room. Their skills in subterfuge and combat lend themselves well to an adventuring lifestyle, and traveling with mercenaries and treasure hunters creates a convenient excuse to journey through lands bent under tyranny.

Traits

Ideal

Bond

Flaw


Created by

3crows.

Statblock Type

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