Quilby Quick – a homebrew DnD 5e tavern NPC | Foundry VTT compatible

Free DnD 5e Homebrew NPC

Quilby “Quick” Thistledown: Informant NPC for DnD 5e

A chaotic good gnome barkeeper and retired intelligence operative who turns any tavern scene into rumors, favors, safe-house drama, and warm trouble.

  • Informant
  • Gnome Bard
  • Friendly
  • The White Mouse Tavern
Quilby Quick Thistledown, a cheerful gnome barkeeper and informant NPC for DnD 5e
Quilby “Quick” Thistledown by RuneForge Studio

Download Quilby NPC Token Image

Caution: For GMs Only The sections below contain Quilby’s secrets, plot hooks, relationships, equipment, and full table-use information. Players should stop here unless their GM says otherwise. Reveal Full Information

NPC at a Glance

Role
Informant
Importance
Recurring
Status
Alive
Race / Type
Gnome Humanoid
Class / Level
Bard 4, College of Lore
Alignment
Chaotic Good
Location
The White Mouse Tavern, Market District
Faction
Merchants’ Guild contact, informal Thieves’ Guild arrangement
Voice
Warm deep baritone with a northern lilt

How to Use Quilby at the Table

Use Quilby as a welcoming first contact, a rumor broker, a safe-house keeper, or the warm tavern face who knows far more than he should. He keeps The White Mouse prosperous and genuinely enjoys helping adventurers because their stories keep the common room alive.

He sells casual rumors for 1 gp, confirmed information for 5 gp, and sensitive intelligence for 10 gp plus a favor. After three or more positive party interactions, he can become a reliable safe house and a recurring source of dangerous leads.

Quilby is approachable, but not helpless. If cornered, he will use Suggestion, Charm Person, or Cutting Words without hesitation. His spy past should eventually come knocking.

Roleplaying Quilby

Personality

Quilby never forgets a face or a drink order. He collects rumors the way others collect coins, speaks in elaborate metaphors when nervous, and makes every customer feel like the most important person in the room.

Mannerisms

He always polishes a glass when thinking, even if it is already bone dry. He refers to himself in third person for solemn declarations and winks at nearly everyone, making each person feel they share a private secret.

Ideals, Bonds, and Flaws

Ideal: Information is the most valuable currency in the world. Everyone deserves a fair deal, but knowledge must be earned.

Bond: The White Mouse was left to him by his late mentor, Marta Plum. Her portrait hangs above the bar, and Quilby talks to it when closing up alone.

Flaw: He cannot resist a truly juicy piece of gossip and hides a serious gambling problem behind his cheerful exterior.

Combat Snapshot

Small humanoid (gnome), chaotic good. AC 12 (leather apron), HP 22 (4d6+8), Speed 25 ft.

STR8 (-1)
DEX14 (+2)
CON12 (+1)
INT16 (+3)
WIS14 (+2)
CHA18 (+4)

Saving Throws: DEX, CHA. Skills: Persuasion, Deception, History, Insight, Perception, Performance.

Senses: Darkvision 60 ft. Passive Perception: 14. Languages: Common, Gnomish, Elvish, Thieves’ Cant.

Plot Hooks

  1. A merchant left his satchel at the bar and has since vanished. Dangerous people are asking questions.
  2. Someone is poisoning the town well, and Quilby noticed a pattern in which regulars are falling ill.
  3. A beloved regular has not been in for two weeks. Quilby offers 20 gp for information.
  4. The Thieves’ Guild doubled their protection fee. Quilby needs the party to negotiate or solve the problem.

Relationships and Location

The White Mouse stands in the Market District and is recognizable by the carved wooden mouse above the door and the smell of Quilby’s Copperpot Stew drifting into the street.

Marta Plum: deceased mentor. Captain Aldric: mutual blackmail truce. “Needle” Voss: Thieves’ Guild contact. Lady Orvaine: dangerous patron. Brother Stelwick: temple healer who trades potions for discretion.

Full Statblock

Show copy-ready statblock
Quilby "Quick" Thistledown
Small humanoid (gnome), chaotic good

Armor Class 12 (leather)
Hit Points 22 (4d6+8)
Speed 25 ft.

STR 8 (-1) | DEX 14 (+2) | CON 12 (+1) | INT 16 (+3) | WIS 14 (+2) | CHA 18 (+4)

Saving Throws Dex +4, Cha +6
Skills Deception +6, History +5, Insight +4, Perception +4, Persuasion +6, Sleight of Hand +4
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Gnomish, Halfling
Proficiency Bonus +2

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