Bram Hollow, the Hunter

Level 6 Human (Seven Nations descent) Ranger (Hunter)

Available with DM subscription
STR
16 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11

Defense

Armor Class 15 (Studded leather armor (+3 DEX))
Hit Points 52 (10 + (5ร—5 + 2ร—6) + 6ร—2 +2)
Speed 35 ft., swim 30 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws strength, dexterity
Skills Nature +2, Insight +4, Stealth +5, Survival +4, Athletics +6, Perception +4, Animal handling +4

Features

The Face He Knows

custom (story trait) Level 1
special

Bram has started to recognise the face of the thing that comes up the Ossuary stair at night. Mechanically: once per long rest, when he first sees the creature (a Blooming Tithed or similar blooming undead of his father's shape), he may make a DC 13 Wisdom saving throw; on a success he can act normally for the encounter, and on a failure he cannot bring himself to strike it with his spear for 1 round (he may still use other actions and other weapons). He has told no one, least of all Ithra.

Night-Walker of the Hollow

custom (background trait) Level 1

Bram is the only person in Sevenfold Hollow who is not afraid of the dark. He has darkvision out to 60 feet (a gift of his Seven Nations blood, thinned but not gone), and he does not suffer disadvantage on Perception (Wisdom) checks made in darkness while alone in the jungle. He gains this trait from his grandmother's line, not from any training.

Favored Enemy

class Level 1

Bram has advantage on Wisdom (Survival) checks to track undead and on Intelligence checks to recall information about them. He has spent the last year hunting the thing that comes up the Ossuary stair, and it is undead โ€” though he does not yet know the word for what his father has become.

Roving

class Level 6

Bram's walking speed increases to 35 feet, and he gains a swimming speed and climbing speed equal to his walking speed. He has climbed every terrace of Sevenfold Hollow and swum every black cove of the island.

Hunter's Prey: Colossus Slayer

subclass (Hunter) Level 3
once per turn

Once per turn when Bram hits a creature with a weapon attack, if the target is below its hit point maximum, he deals an extra 1d8 damage. He has learned where the blooming things keep their hearts.

Fighting Style: Dueling

class Level 2

When Bram wields his boar-spear (treated as a spear) in one hand and no other weapon, he gains a +2 bonus to damage rolls with it.

Deft Explorer (Expertise)

class Level 2

Bram gains Expertise in one skill he is proficient in: Stealth. He moves through the jungle of Borealis without sound.

Extra Attack

class Level 5

Bram attacks twice when he takes the Attack action on his turn.

Spellcasting

wisdom DC 11 +4 to hit Level 1: 4 slots Level 2: 2 slots

Ranger spells known at 6th level: 6. No cantrips. Spell save DC = 8 + proficiency bonus (+3) + Wisdom modifier (+1) = 12? Corrected: DC 12; attack bonus = proficiency (+3) + Wisdom (+1) = +4. Spell slots: 4 first-level, 2 second-level.

Hunter's Mark

Level 1 ranger
divination Bonus Action 90 feet V

Choose a creature you can see within range. You deal an extra 1d6 damage to the target the first time you hit it with a weapon attack per turn, and you have advantage on Perception and Survival checks to find it. Concentration, up to 1 hour.

Cure Wounds

Level 1 ranger
evocation 1 action Touch V, S

A creature you touch regains 2d8 + spell-modifier hit points. Bram learned it from the Hollow's old herb-lore, though he uses it grudgingly โ€” mostly on children who wander near the Ossuary door.

Goodberry

Level 1 ranger
conjuration 1 action Touch V, S, M (a sprig of mistletoe)

Up to ten berries appear, each restoring 1 hit point and providing a day's nourishment. Bram is careful never to use the island's own fruit for this.

Pass Without Trace

Level 2 ranger
abjuration 1 action Self (30-foot radius) V, S, M (ashes from a burned leaf)

A veil of shadows and smoke masks you and your companions. Each creature in the radius gains +10 to Stealth checks, cannot be tracked except by magical means, and leaves no tracks. Concentration, up to 1 hour. This is how Bram hunts the thing from the Ossuary without it hunting him back.

Silence

Level 2 ranger
illusion 1 action 120 feet V, S, M (a pinch of dirt and a drop of blood)

A 20-foot-radius sphere of silence blocks all sound within it; creatures within are deafened and cannot cast spells with verbal components. Concentration, up to 10 minutes. Bram developed a personal theory that the thing from the stair follows sound, and he has never told anyone why he casts this one.

Spike Growth

Level 2 ranger
transmutation 1 action 150 feet V, S, M (seven short thorns)

The ground in a 20-foot-radius circle becomes difficult terrain covered in spikes; any creature moving through it takes 2d4 piercing damage for every 5 feet it moves. Concentration, up to 10 minutes. Bram seeds the lowest terrace with it at night.

Behind the character

Character Information

Bram Hollow is a broad young hunter of about twenty, sun-browned and broad-shouldered, with close-cropped black hair and a crooked grin that never quite reaches his eyes. He wears a patched jerkin of cured hide over a vine-woven shirt, a necklace of carved teeth โ€” boar, cat, and one tooth too long and too human to name โ€” and carries a boar-spear of black island hardwood with a barbed iron head.

A shortbow, a quiver of green-fletched arrows, and a coil of braided cord hang from his shoulder. He moves through the jungle of Borealis without a sound: Expertise in Stealth, a Roving stride of 35 feet, and a lifetime of hunting the lower terraces of Sevenfold Hollow have made him functionally invisible in his own homeland. He is a 6th-level Ranger of the Hunter archetype โ€” Colossus Slayer, Extra Attack, Dueling โ€” with a spellbook of island herb-lore: Hunter's Mark, Cure Wounds, Goodberry, Pass Without Trace, Silence, and Spike Growth, the last seeded nightly at the lowest terrace gate.

His Favored Enemy is the undead that comes up the Ossuary stair, though he does not yet know the word for what his father has become. He carries two story traits that are also wounds: Night-Walker of the Hollow, the darkvision and fearlessness inherited from his grandmother Ithra's Seven Nations blood, and The Face He Knows โ€” a DC 13 Wisdom save on first seeing the blooming thing from the stair, because he has begun to recognise it, and on a failure he cannot bring himself to strike it with his spear.

He is Chaotic Good, the only person in the Hollow unafraid of the dark, and he grins at everything because his father taught him that a grin held up against grief is a kind of armour. He is Ithra's grandson, the Hollow's guide and spear, and the keeper of a secret that is eating him alive.

Before the adventure

Character Background

Bram Hollow was born in the lowest terrace of Sevenfold Hollow twenty years ago, in a house patched with sailcloth and grown over with flowering vine, the second child of Sela Hollow and a father he was told to call Coram. His grandmother Ithra taught him the old tongue one word at a time, and his mother taught him the jungle: which vines sleep, which cats hunt, which coves swallow swimmers.

His father taught him the spear. Coram Hollow was the Hollow's best hunter, broad and quick and always grinning, and Bram copied the grin before he understood it โ€” because he does not understand it yet, and that is the shape of his whole life. Eleven years ago, when the island's accounts came due and the bloom began to thin, the elders of the Hollow made the old arithmetic work one more time: a tithe, given at the turning of the tide, to keep the fruit heavy and the wind warm.

Coram volunteered, or was chosen โ€” the story changes depending on who tells it โ€” and he walked down the Ossuary stair with his own spear and did not come back up. He was not permitted to die. The island kept him. Bram was nine. He was told his father had 'gone into the gift', a phrase that means everything and explains nothing, and he was told never to go down the stair, and he obeyed for exactly one year.

He is now the Hollow's only hunter and its unofficial guide, and he has spent the last twelve months doing something no one in living memory has done: hunting the thing that comes up the Ossuary stair at night. He tracks it through the lower terraces with Pass Without Trace, seeds the lowest gate with Spike Growth, casts Silence over the stair because he has a private theory that the thing follows sound, and he has never told anyone the theory's real reason โ€” that he does not want to hear it speak, because lately, when it does, the voice is almost familiar. He has started to recognise its face. The face is his father's, blooming. He has not told Ithra. He suspects she knows.

Bram is the only person in the Hollow without fear of the dark, a gift of thinned Seven Nations blood from Ithra's line โ€” darkvision, and a stillness in blackness that the other islanders read as either courage or wrongness. He is Chaotic Good in the specific way of someone who has decided that rules made by frightened people are not the same as right: he will break the elders' prohibition on the stair, lie to his grandmother out of love, and give his last Goodberry to a child who wandered too near the Ossuary door.

He grins at everything โ€” strangers, danger, grief โ€” because his father grinned, and because a grin held up against the dark is a wall as good as any gate. He is impatient with mainlanders and their paperwork, deeply loyal to the forty-odd souls of the Hollow, and quietly starving for the outside: he has climbed every terrace and swum every cove, and none of it has ever answered the question he cannot ask aloud.

When Peg Leg Carl's expedition lands on the Verdant Strand, Bram will be the first islander to find them โ€” because he is always out at night, and because the thing on the stair has begun to walk further, and he needs help he cannot name.

Threads to follow

Unresolved Plots

  • The Hollow's elders have begun quietly arguing about whether another tithe is owed โ€” the bloom has been thinning since the Concord's landings disrupted the island's arithmetic, and the children of the lower terrace have noticed the fruit turning bitter.
  • Sister Venn has been watching Bram hunt the stair-thing from the third step for months, and she knows what it is โ€” she is waiting for him to ask her, and he does not know she knows.
  • Aurel Vane's diggers at the Hall of Nations are looking for the Thirteenth's name, and Bram has seen them carry something out of the dig site at night โ€” a chiselled stone โ€” toward the Tide-Heart.
  • The thing on the stair has begun walking further each night: last week it reached the second terrace gate, and the children have started leaving offerings of fruit at the broken doors, which the thing does not eat.
  • Bram found a Concord map in the treeline โ€” Oren Sallow's abandoned pack โ€” and it marks a dig site beneath the Ossuary that the Hollow's elders do not know exists, and he has not yet worked up the courage to go down and look.

Beneath the surface

Secrets

  • He has started to recognise the face of the thing that comes up the Ossuary stair โ€” and he knows whose face it is. He has told no one, least of all Ithra.
  • He casts Silence over the stair every night not as a tactic but as a mercy on himself: he has a private theory that the thing follows sound, and he does not want to hear it speak his name.
  • The longest tooth on his necklace is his father's โ€” taken from the lowest terrace gate the morning after the first tithe, when he was nine, and worn ever since.

What haunts them

Fears

  • That he will one day look at the thing on the stair and feel glad to see it โ€” that the recognition is not grief but welcome.
  • That Ithra has known for a year and has been letting him hunt his own father because she cannot bring herself to end it โ€” that his courage has been someone else's mercy.
  • That the island will one day ask the Hollow for another tithe, and that he will be the one chosen โ€” or the one who chooses someone else.

What drives them

Aspirations

  • To end the thing on the stair โ€” cleanly, finally, and without ever having to say its name to his grandmother's face.
  • To be the hunter his father was: the one who walked out of the jungle with meat and a grin and nothing following him home.
  • To see the outside world โ€” the harbours, the fog, the ships โ€” and come back and tell the children of the lower terrace that there is more than the seven terraces and the stair.

Personal quest ยท 1

The Hollow's Last Hunt

Bram has hunted the blooming thing from the Ossuary stair for a year, and he needs the party's help for the final track: down through the lower terrace, past the Spike Growth he seeds nightly, and into the coral vaults where it dens by day. What he does not say is that he has started to recognise its face, and that the name painted on a skull on the third shelf is the name of the man who taught him the spear.

The hunt ends in a choice Bram cannot make alone: kill it and never learn what it was, speak its name and lay it to rest, or stand aside and let the party decide for him.

Current Stage

Track the blooming thing through the lower terrace at night, descend the Ossuary stair, and discover on the third shelf the painted skull that names it.

Choice
Speak the father's name and lay the creature to rest without a fight.
Bram grieves cleanly, and the Ossuary stair is quiet for the first time in eleven years.
Alternative
Kill it without learning its name.
Bram is grateful and never quite forgives the party for the mercy of ignorance.
Alternative
Refuse to act, and let the party choose.
Bram's spear-hand fails him before his father's face, and the party must finish it โ€” or not.
Mechanical Rewards
  • The Driftwood Buckler (+2 AC against attacks from concealment or fog)
  • Ithra's blessing: advantage on one death saving throw, declared before the roll
  • Bram's lifelong loyalty as the party's guide on Borealis
Narrative Rewards
  • Ithra gives the party the Thirteenth's true name without being asked, if the creature is laid to rest rather than killed.

Personal quest ยท 2

The Silence Between Tides

Bram has lied to his grandmother every night for a year, and the lie is starting to cost him his aim. This quest is not a dungeon but a conversation Bram cannot have alone: he must tell Ithra that the thing on the stair wears her son's face, that he has known for months, and that he has been hunting it in secret because he could not bear to watch her grieve a thing still walking.

Ithra, in turn, must decide whether to confess that she has known โ€” that she has been letting her grandson hunt his own father because she could not bring herself to end it. The party's role is to get Bram to the middle terrace at dusk, keep the Ossuary quiet for one night, and stand witness.

Current Stage

Bring Bram to the middle terrace at dusk, hold the Ossuary door quiet for one night, and witness the confession he has been unable to make.

Choice
Bram confesses, and Ithra confesses back.
Grandmother and grandson grieve together for the first time in eleven years, and the Hollow's trust in the party deepens.
Alternative
Bram keeps the secret, and the party helps him keep it.
Bram keeps the silence, and the silence keeps him โ€” the lie hardens into armour, and Ithra's trust is permanently damaged.
Mechanical Rewards
  • Advantage on all Religion and Survival checks relating to undead and the island's workings, taught by Ithra
  • The party gains Ithra's translation of any carving on Borealis without a check
  • A vine-woven charm: once per day, Bram or the party's bearer may reroll one saving throw against a fear or charm effect
Narrative Rewards
  • If the party has not yet earned the Thirteenth's name, Ithra offers it here, unprompted.

Personal quest ยท 3

The Boy Who Counted the Teeth

Bram has never been off Borealis, and he has never stopped wanting to be. When the expedition's ship is ready to sail โ€” or when the party needs a guide through the fog on the way out โ€” Bram asks to come aboard, knowing what it means: the island takes a life for every landing, and the island takes a life for every leaving. He wants to see the Harrow Light, the Grey Gull, the city of red brick where nobody says his island's name after dark โ€” and he wants, more than anything, to learn whether the outside world has ever heard of the tithe, or whether the erasure runs that deep. The journey is the quest: the Gate of the Twelve's price, the fog, and the question of whether Bram can ever come home.

Current Stage

Sail with Bram through the Gate of the Twelve, show him the Crown Coast, and bring him home โ€” or leave him on the black sand with a whistle and a promise.

Choice
Bram sails with the party and sees the world that forgot his people.
Bram sees the erasure with his own eyes and comes back to the Hollow changed โ€” harder, and more determined.
Alternative
Bram stays, and gives the party his whistle and his cache instead.
Bram stays to guard the stair, and the whistle becomes the party's lifeline on the island.
Mechanical Rewards
  • The Thirteenth's Nail, if the party recovers it from the Ossuary's third shelf and Bram carries it
  • Bram's Favored Enemy expands: he gains advantage on checks to track and recall information about plant creatures and the fog-touched
  • A Crown writ of passage naming Bram Hollow as a guide of the Crown Coast, if the party's standing with the King is good
Narrative Rewards
  • Bram returns to the Hollow with news of the outside, and the children of the lower terrace listen โ€” changing what the Hollow believes is possible.

Major Decision

Context

During The Hollow's Last Hunt, at the bottom of the Ossuary stair, the party discovers the creature's name and its nature before the killing blow falls.

Choice Made
Bram may learn his father's name is painted on a skull on the third shelf and speak it to the blooming thing โ€” laying it to rest without a fight โ€” or strike it down in ignorance, or refuse to act at all and let the party choose.
Impact

Laying it to rest: Bram gains Ithra's blessing (advantage on one death saving throw), the Driftwood Buckler, and the story trait 'The Face He Knows' is removed entirely โ€” he can fight blooming undead without hesitation thereafter. Killing it in ignorance: Bram gains the buckler but keeps the trait permanently, gains +1 Wisdom (the hardening of grief), and never quite forgives the party. Refusing to act: Bram loses his Favored Enemy (undead) advantage โ€” he can no longer bring himself to hunt them โ€” but gains the Thirteenth's attention and a new story trait, 'Marked by the Refused', granting advantage on Charisma checks with the Thirteenth and Sister Venn.

Major Decision

Context

After the Hall of Nations' record is read, or during a quiet night on the middle terraces, the truth between grandmother and grandson can no longer be avoided.

Choice Made
Bram may confess to Ithra that he has been hunting the stair-thing for a year and that he recognises its face โ€” or keep the silence and let her keep hers.
Impact

Confession: Ithra teaches him the old tongue's true names for the tithed and the bloom, granting him advantage on all Religion and Survival checks relating to undead and the island's workings, and she will give the party the Thirteenth's name without being asked. Silence: Bram gains +1 to Stealth (Expertise deepens into a permanent +1 bonus on all Dexterity checks made alone in darkness), but Ithra's trust is permanently damaged โ€” she will not teach him the record under the floor, and the party must find another translator.

Major Decision

Context

At the Tide-Heart, when the breaking rite is offered and the cost is the death of the bloom, the fruit, and the warm wind itself.

Choice Made
Bram may cast his lot with the expedition and the breaking of the tithe โ€” knowing the paradise of his childhood is the bloom of blood โ€” or side with the Hollow's elders who would rather keep the tithe than watch the island die.
Impact

Breaking the tithe with the party: Bram gains the Thirteenth's Nail if recovered, permanent advantage on Survival checks on Borealis even after the bloom dies, and becomes the Hollow's elder-in-waiting โ€” Ithra names him her heir. Siding with the elders: Bram loses the party's trust, gains the island's partial protection (the wind turns against his enemies once per day, as a 1/day ability imposing disadvantage on one attack roll against him), and becomes the campaign's tragic antagonist in the finale โ€” he will stand at the Tide-Heart's rim beside the kneeling crew.

Transformative Moment

Trigger

Discovering his father's painted skull in the Ossuary bone-vaults

Transformation

The Name on the Third Shelf

Mechanical Changes

story trait

'The Face He Knows' is removed or permanently hardened depending on the hunt's outcome.

Confronting his father's blooming remnant

Transformative Moment

Trigger

Telling Ithra the truth about the year of night hunts

Transformation

The Confession

Mechanical Changes

skill bonus

Advantage on Religion and Survival checks relating to the island's undead and workings, or a permanent +1 Stealth bonus in darkness.

The truth shared or the truth buried

Transformative Moment

Trigger

The breaking of the tithe at the Tide-Heart

Transformation

The Heir of the Hollow

Mechanical Changes

allegiance

Bram becomes either the Hollow's heir and the party's steadfast ally, or the Tide-Heart's defender and the finale's tragic foe.

The arithmetic of paradise

Ally

Ithra of the Hollow

Relationship Grandmother, elder, teacher
Influence 5/10
Loyalty 9/10

Shared History

Ithra raised Bram from the age of nine, after the tithe took his father and grief took his mother's voice. She taught him the old tongue one word at a time on the middle terrace at dusk, taught him which vines sleep and which coves swallow, and gave him the darkvision and fearlessness of her Seven Nations blood โ€” thinned but not gone. She also taught him, by never saying it, the shape of the thing they do not discuss: that the island keeps accounts, and that his father walked down the Ossuary stair to pay one.

Bram loves her with the fierce, guilty love of a child who suspects his protector is protecting him from the truth. He lies to her nightly about where he goes in the dark, and she lets him believe the lie works, and each of them believes the other does not know. Their shared history is a conspiracy of tenderness: two people keeping the same secret from each other out of love, in a house grown over with flowering vine, on a terrace where the fruit has begun to turn bitter.

Potential Breaking Points

  • If the party pays the Gate of the Twelve with a life taken, Ithra withdraws from them โ€” and from Bram, if he stood by.
  • If Bram chooses the elders' side at the Tide-Heart, Ithra will stand against him, and it will break her.

Enemy

The Blooming Tithed of the Ossuary Stair (Bram's father)

Threat Level 7/10
Conflict Type The island's arithmetic

Personal Stakes

The thing that comes up the Ossuary stair at night is Bram's father, Coram Hollow, given to the island eleven years ago as a tithe and not permitted to die. He has been blooming in the dark ever since โ€” vines through the ribs, fruit at the collarbones, a face still recognisably a man's, and that face is the face Bram has begun to recognise. Bram has hunted him for a year with spear and Silence and Spike Growth, telling himself it is duty, and every night the recognition gets a little harder to deny.

The creature does not attack Bram; it walks the lower terrace, and once it reached the second gate, and once โ€” Bram has told no one โ€” it stood at the door of the house where he was born and said a name in a voice almost familiar. Bram's hatred of the thing is real and his love for what it was is realer, and the two cannot both be true, which is why he grins. The personal stakes are not survival. They are the question of whether Bram can end his father, and whether his father, blooming, would want him to.

Possible Resolutions

  • Speak the name painted on the third shelf and lay the creature to rest without a fight.
  • Kill it in ignorance and harden Bram forever.
  • Learn what the Thirteenth knows of the tithed, and find a third way โ€” the breaking rite that returns the tithed to the tide.

Faction

Sevenfold Hollow (the islanders of the lower terraces)

Standing 8/10

Influence

Bram is the Hollow's spear โ€” its hunter, its guide, and the only able-bodied man of fighting age among forty souls of old women, children, and a handful of hunters. The faction's influence on him is total and tender: the Hollow raised him, fed him its bittering fruit, and taught him that the terraces are the whole world. He owes the elders obedience he does not feel, owes Ithra a truth he has not given, and owes the children of the lower terrace the quiet โ€” he hunts the stair-thing so they can sleep.

When the Ashvane Concord's diggers pried up the Hall of Nations' floor, it was Bram who scouted them for a week and Bram who could not convince the elders to fight. His standing in the faction is complicated: the elders see a boy who goes into the dark alone and comes back grinning, and they do not ask where. If the party protects the Hollow and drives off the diggers, Bram's loyalty becomes the party's greatest asset on the island; if the party threatens the tithe without offering a way to keep the Hollow fed, the faction will turn on them โ€” and Bram will be standing in the middle, holding a spear, choosing.

Obligations

  • Bram must keep the lower terrace's children away from the Ossuary door
  • Bram owes the elders a tithe of every hunt โ€” half his meat goes to the communal stores
  • If the Hollow calls, Bram answers, even against the party

Benefits

  • Bram as guide: advantage on all Survival and Stealth checks on Borealis for the party
  • The Hollow's shelter: the forty islanders will hide, feed, and arm the party if Bram vouches for them
  • Ithra's teaching: access to the old tongue and the Hall's carvings

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