Jimjar

Race: Deep Gnome (Svirfneblin)
Status: Active
Role: Prisoner
Flaw: Chronic Gambler


A feckless deep gnome rogue with an irrepressible gambling problem, Jimjar is sharp and cunning but constantly seeking the next wager.

Description

Appearance

A male deep gnome with typical gray skin and white hair. Like all svirfneblin, he is small and wiry, standing roughly three feet tall.

Personality

Jimjar is a born schemer and gambler who will bet on virtually anything, with seemingly no regard for the odds or consequences. He is inveterate in his love of gambling—a character flaw that defines much of his behavior. Despite this weakness, he is shrewd and sharp-minded: he regularly offers the party bets on things from their own efforts ("I bet you good coin you can't get past this tunnel the right way"), turning random events into gambling opportunities.

Jimjar finds the whole situation amusing and can turn tables knowing that he can keep exact track of his debits and credits in his head. His behavior is unusual for the dour deep gnomes; he is gregarious and enjoys the company of others, although his constant wagering grates on even the most patient of his companions.

Role in Campaign

Jimjar is one of the ten other prisoners held with the player characters in Velkenvelve's slave pen. He is described as a "feckless rogue with a devil-may-care attitude and a fondness for coin."

His presence in the party's escape can create both opportunities and challenges. He is willing to help the party escape but is motivated primarily by self-interest and the possibility of future wealth and wagering. He can serve as a guide to the Underdark but is unreliable and deceptive, offering information in exchange for continued gambling opportunities.

Key Moments

Moment Details
Imprisonment at Velkenvelve Held in slave pen; views even captivity as an opportunity for bets
Prison Life Proposes bets and wagers to other prisoners; maintains his spirits through gambling
Escape Opportunity Present during escape; likely joins the party if offered continued access to gambling
Post-Escape Behavior Continues to proposition the party with increasingly risky wagers

Background

Jimjar is a deep gnome (svirfneblin) originally from Sloobludop, the kuo-toa settlement near the Darklake. He was captured by the drow during one of his various schemes and brought to Velkenvelve. Unlike many of his fellow prisoners, Jimjar seems to take his captivity in stride, viewing it as just another in a long series of unfortunate circumstances resulting from his poor judgment at the gaming table.

He can guide the party to Sloobludop and other Underdark locations, but his knowledge is colored by his personal interests and his tendency to exaggerate or misremember details when it might benefit him. He claims intimate knowledge of the twisting routes of the Darklake, having navigated them many times during his travels.

Relationships

NPC Relationship
Topsy and Turvy Finds the wererat twins "annoying at best, unstable and potentially mad at worst"; suspicious of them but not openly hostile
Ront Victim of Ront's bullying; his sharp tongue and quick wit sometimes let him escape the orc's full wrath, though not always
Stool Fellow prisoner; may gamble with Stool if the myconid can be convinced to participate
Eldeth Feldrun Fellow prisoner; likely bets against her shield-maiden demeanor and warrior's resolve
The Party Potential gambling partners; views them as both allies and marks for future bets

GM Notes