Krumgrum Murray

Krumgrum Murray is a one-of-a-kind Mountain Dwarf and Bard of the College of Valor. He is the OB (original bard) of the IKP, being a party member from day 1. Krumgrum typically performs his bardly duties using a pan-flute, and during combat he prefers to freestyle instead of using a standard weapon. Krumgrum has brown hair, hazel eyes, and a fair complexion; he also has remarkable girth. The vast expanse of his body is clothed eclectically. Krumgrum is, undeniably, the protagonist.

Personality
Krumgrum is an exceptionally charismatic and fun-loving person. He is charming not because of artful words or quick-witted persuasion, but because of his cheerful, humorous, and good-natured personality. At times Krumgrum can be gullible and impulsive, and he has a strong tendency towards hedonism—he has a particular weakness for alcohol which can lead him astray. Any friend of Krumgrum is a friend for life, as this Dwarf prizes loyalty above all.

History
Not much is known about this boisterous little Dwarf's history, apart from the following facts. Firstly, Krumgrum left his previous life as an ordinary Mountain Dwarf in order to seek adventure on the high seas, reforging himself as Krumgrum the Pirate. Secondly, Krumgrum had a paramour who made him question his seafaring ways. Thirdly, after a mysterious and traumatic event on his ship, Krumgrum abandoned his new life and swore off swashbuckling—forever. With a newfound fear of water, Krumgrum sought to try his luck at land-bound adventuring, a pursuit which eventually lead him to becoming the de-facto leader of the Insane Krumgrum Posse (IKP). Now, he leads the party forwards with tenacious enthusiasm and little to no common sense, the metaphorical, salty wind in their sails.

Relationships

 * Krumgrum had a serious relationship with an unnamed paramour, who he is apparently no longer with.
 * Krumgrum considers himself the close friend of everyone in the IKP, in addition to every other person he meets.

Trivia

 * In Chapter 4, as a result of his learning the Fly and Fireball spells, Krumgrum developed a god complex. After returning to the Prime Material Plane in Intermission 4, he returned to normal.
 * Prior to the start of the campaign when he obtained the mace Lightbringer, Krumgrum wielded an abacus tied to a chain as an improvised weapon.

Inventory

 * Lightbringer. This brass mace was made for a cleric of the god of light. You gain a +1 to attack and damage rolls with this mace, and it deals an extra 1d6 radiant damage to Undead creatures. Additionally, this mace shines as bright as a torch when its wielder commands. Given to Krumgrum before the second campaign started by the mayor of Phandalin.
 * Dragonguard. Made for a human hero of old, this breastplate has a gold dragon motif worked into it. While wearing this armor, you gain advantage on saving throws against Dragon’s Breath type attacks. Given to Krumgrum before the second campaign started by the mayor of Phandalin.
 * Rabba's Resilience. A bundle of 5 baked treats. Each treat restores 4d4 +4 HP. Bought at Wishbone, by Krumgrum.
 * Stone of Very Far Speech. A green, tear-drop shaped opalescent stone. The outline of a fern has been carved onto the face, and it hangs on a simple leather string. Fernwei gifts one to each of the members of the IKP; she enchanted them to work across different planes of existence. They have been attuned to the frequency of Fernwei and Lazlow's stones.
 * Selune's Talisman. A smooth shard of sea glass, carefully etched with the symbol of Selune (a pair of eyes surrounded by seven stars). Each shard has been strung with a short length of twine, as if it could be attached to a bag or charm bracelet. Planchette sends the talismans to Nyx in a letter, who then shares them with Faetra, Callus, and Krumgrum.
 * MMSS Field Research Journal. A large, magical tome enchanted by Lazlow. The leather binding is emblazoned across the front with the emblem of the MMSS, which is a simple Spirograph made up of three ovoids. Lazlow gifts one to each of the members of the IKP; the journals automatically record data about whatever plane the user is in.
 * UniBugle. The Unibugle is a horn made out of pearlescent material, set in a spiral pattern. The unibugle can be sounded to magically summon steeds. Additionally, once per day, the unibugle can be used to cast Healing Touch. Upon hearing the magnificent bugling of this horn, up to 3 targets magically regain 2d8 +2 HP, as well as healing any diseases or poisons afflicting the targets.
 * Dancing Juice. Dancing Juice is a special potion that exists only because there are people who get nervous whilst dancing. This potion gives you the knowledge of any dance that you need to learn, and allows you to perform it perfectly. You never forget the dance.
 * Magic Mystery Take-A-Chance Potion. An assortment of small glass vials sit arranged in a velvet box—shimmering blues, metallic blacks and silvers, opaque purple and viscous orange, to name a few. A handwritten label besides the box proclaims no take-backs. Roll a d20 and a random effect will take place.
 * Magic Ring. Function currently unknown. Bought at Wishbone.