Leterra Layfirm
| Dicey Dangers, The Creepy Creature of Vulture's Vineyard | Game by Joel Hills |
Leterra Layfirm
Leterra Layfirm has the kind of face that's been laughing for fifty years and shows every bit of it, deep creases at the eyes, a permanent half-grin, skin weathered brown-gold from decades on the road under open sky. A Human Bard with a genuine flair for fire magic, he talks fast, jokes faster, and somehow still gets more done in a day than anyone expects from a man who never seems to stop clowning around. Ask anyone who's worked beside him and they'll tell you the same thing: underneath the grin is one of the hardest workers they've ever met. His Charlatan's instincts run just as deep as his talent, quick to read a room, quicker to talk his way into or out of one.
His signature trick is a small miracle he treats like a party favor. Concentrate for a moment and Leterra can pull the exact tool a hero needs right out of thin air, a crowbar, a set of thieves' picks, a hammer, whatever the moment calls for, humming faintly with a few bars of soft music only he seems able to hear first. It only lasts a few hours before it fades on its own. He can also, if he wants, will a second tool into being early and let the first one simply vanish mid-use, usually as a joke at someone's expense, though anyone who's crossed him knows he's just as capable of doing it out of spite.
Beyond his own hands, Leterra fields a small band of animated helpers he calls his Dancing Items, everyday objects rigged with just enough magic to swing, block, and scramble around a fight at his side. He's just as generous with encouragement as he is with tools: a few words from Leterra, a wink and a nod, and a hero walks away with a genuine boost they can call on whenever they need it most. He's intelligent in more ways than most people expect from a showman, and endlessly creative, though put a deck of cards or a set of dice in front of him and the joking stops getting quite so gentle. Leterra Layfirm does not like to lose.
Actions
A Spark of Inspiration
Leterra claps you on the shoulder before you've even asked for anything, already halfway into a joke about your last stumble through the dungeon.
"You've got this. Go on, I believe in you. Use it wisely, or don't, your call."
Once per day,
talk with Leterra. He plucks a Clover Potion out of thin air, humming a few bars as it appears, and presses it into your hand. Drink it whenever the moment calls for it, not necessarily right away.
A Dancing Item of Your Own
He rummages through a pocket nowhere near big enough for what comes out of it, humming a few bars as something small and metal starts to twitch to life in his palm.
"Here. Take my new friend along. Try not to lose it in there."
Once per day,
Leterra conjures a Dancing Item and offers to send it with you into the dungeon. Recruit it using the standard Henchman rules (Recruit a Henchman).
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