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==Grog Trebonk==
==Grog Trebonk==
Grog is a large Ogrekin, Long white hair in a ponytail, and a well trimmed white gotee. Owner and proprietor of the Vultures Vineyard Lodge
Grog Trebonk is a large Ogrekin with a formidable presence. His long white hair tied in a ponytail and well-trimmed white goatee add to his imposing appearance. He is the owner and proprietor of the Vultures Vineyard Lodge, a place that has a long and bloody history. Despite his fierce exterior, Grog is known for his hospitality and his love for wine-making. He takes great pride in the vineyard that has been passed down to him by his ancestors, and he is always willing to share his passion for wine with anyone who is interested.


Grog is also known for his shrewd business acumen. He has managed to turn the Vultures Vineyard Lodge into a successful enterprise, attracting visitors from all over the realm to taste his unique wines. He is always on the lookout for ways to improve his business and expand his operations. However, he is also deeply connected to the history of the vineyard and the surrounding area, and he is fiercely protective of his land and his people.
He's up before the staff most mornings, walking the rows himself with a hand on the vines the way another man might check on sleeping children. He doesn't talk much about the war that gave the vineyard its name, but he doesn't have to, it's in how carefully he tends ground that used to be a battlefield, and in the old, dulled axe he keeps mounted behind the bar without ever quite explaining why. Pieces of his family's history have gone missing over the generations, scattered by the fighting and the years since, and it's a quiet sore point he doesn't raise unless something reminds him of it.
He runs a warm house. He also runs a house with rules, and he enforces them personally, not with a raised voice, Grog rarely raises his voice, but with a stillness that makes clear the conversation is already over before it started.
==Event==
Roll 1d6 on a 6, Grog catches you doing something he doesn't approve of under his roof, rowdy, careless, or disrespectful to the house or its history, and sets down whatever he's holding to have a word.
*Social(2): if you succeed, own up to it plainly, no excuses. He respects that more than he minds the mess. He softens, tells you a piece of the vineyard's founding you hadn't heard, and waves off your next purchase at the Lodge, on the house.
*If you fail, he doesn't yell. He just goes quiet, the kind of quiet that's worse than shouting, and turns back to his work without another word. Word travels fast in a house this size. Add 1 [[File:Dice-Black-Icon.png|40px]].
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[[Category:CCVV]]
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[[Category:Rogues' Gallery]]
[[Category:Rogues' Gallery]]
[[Category:Ogrekin]]
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Latest revision as of 16:53, 11 July 2026

Dicey Dangers, The Creepy Creature of Vulture's Vineyard Game by Joel Hills

Grog Trebonk

Grog Trebonk is a large Ogrekin with a formidable presence. His long white hair tied in a ponytail and well-trimmed white goatee add to his imposing appearance. He is the owner and proprietor of the Vultures Vineyard Lodge, a place that has a long and bloody history. Despite his fierce exterior, Grog is known for his hospitality and his love for wine-making. He takes great pride in the vineyard that has been passed down to him by his ancestors, and he is always willing to share his passion for wine with anyone who is interested.

Grog is also known for his shrewd business acumen. He has managed to turn the Vultures Vineyard Lodge into a successful enterprise, attracting visitors from all over the realm to taste his unique wines. He is always on the lookout for ways to improve his business and expand his operations. However, he is also deeply connected to the history of the vineyard and the surrounding area, and he is fiercely protective of his land and his people.

He's up before the staff most mornings, walking the rows himself with a hand on the vines the way another man might check on sleeping children. He doesn't talk much about the war that gave the vineyard its name, but he doesn't have to, it's in how carefully he tends ground that used to be a battlefield, and in the old, dulled axe he keeps mounted behind the bar without ever quite explaining why. Pieces of his family's history have gone missing over the generations, scattered by the fighting and the years since, and it's a quiet sore point he doesn't raise unless something reminds him of it.

He runs a warm house. He also runs a house with rules, and he enforces them personally, not with a raised voice, Grog rarely raises his voice, but with a stillness that makes clear the conversation is already over before it started.

Event

Roll 1d6 on a 6, Grog catches you doing something he doesn't approve of under his roof, rowdy, careless, or disrespectful to the house or its history, and sets down whatever he's holding to have a word.

  • Social(2): if you succeed, own up to it plainly, no excuses. He respects that more than he minds the mess. He softens, tells you a piece of the vineyard's founding you hadn't heard, and waves off your next purchase at the Lodge, on the house.
  • If you fail, he doesn't yell. He just goes quiet, the kind of quiet that's worse than shouting, and turns back to his work without another word. Word travels fast in a house this size. Add 1 Dice-Black-Icon.png.

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CCVV-Icon.png The Creepy Creature of Vulture's Vineyard ********************************************************************************************************************************************