07 - NPC - Ultimate NPCs Skulduggery 5e
07 - NPC - Ultimate NPCs Skulduggery 5e
07 - NPC - Ultimate NPCs Skulduggery 5e
1
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Legal Credits
Nord Games LLC is not affiliated with Wizards of the Coast™ Authors: Ralph Stickley, Chris Haskins, Lou Fryer
We make no claim to or challenge to any trademarks held by Lead Designers: Chris Haskins, Ralph Stickley
Wizards of the Coast™ Proofing: Lou Fryer, Emma Stickley, Chris Wolfe, Lee Acker,
Nord Games LLC 2016, all rights reserved. Carl Andersson, Ben Moore, John Easley, Alexander Penner,
Product Identity: The following items are hereby identified as Rick Underwood, Robert Acker, Tim Rose, Steve Fletcher, Ryan
Nord Games LLC’s Product Identity, as defined in the Open Ammann, James Redmon
Game License version 1.0a, Section 1(e), and are not Open Game Art Director: Ralph Stickley, Chris Haskins
Content: product and product line names, logos and identifying Layout and Typesetting: Ralph Stickley, Chris Haskins
marks including trade dress; artifacts; creatures; characters; stories, Illustrator: Takashi Tan
storylines, plots, thematic elements, dialogue, incidents, language,
Additional Contributors: Alyssia Haskins, Lou Fryer
artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual Project Management: Chris Haskins
or audio representations; names and descriptions of characters, Character Creation: Chris Haskins, Ralph Stickley
spells, enchantments, personalities, teams, personas, likenesses Brand and Marketing: Chris Haskins
and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product Identity. Previously
released Open Game Content is excluded from the above list.
Nord Games does not condone any of the acts presented in this
book including, but not limited to, theft, murder, burglary, intent
to commit arson, fraud, larceny, stealing a key from an angry
warlock, making a deal with an ancient green dragon, turning on
your assassin partner, or owning an exotic pet without appropriate
licenses.
2
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Table of Contents
Foreword ........................................................... 4 Frug Timbers ............................................................100
Jana .............................................................................106
Instructions ..................................................... 4 Orryn Turen ..............................................................112
Encounter Table ............................................. 5 Quranis Kuilanya......................................................118
Good Aligned Guilds .................................. 6 Rurik Rockfist ...........................................................124
Good Aligned Characters ....................... 7 Evil Aligned Guilds ..................................130
Aelar Oakenheel ........................................................... 8 Evil Aligned Characters .......................131
Aticus Greenmoss ...................................................... 14 Bram Rothwell ..........................................................132
Cogrin Heavyfist ........................................................ 20 Erdan Liadon ............................................................138
Criella........................................................................... 26 Garrin Ashcopse .......................................................144
Elenor Ravenhair ........................................................ 32 Ka’laera of Many Faces ............................................150
Mardren Mar............................................................... 38 Mal Addik..................................................................156
Natterjack .................................................................... 44 Nimh the Surgeon ...................................................162
Nell ............................................................................... 50 Stanus Millrun ..........................................................168
Tam Fletcher ............................................................... 56 Talim Nezara .............................................................174
Tauberel ....................................................................... 62 Utan Brabus ..............................................................180
Neutral Aligned Guilds .......................... 68 Yrla Silverhand..........................................................186
Neutral Aligned Characters ............... 69 Generic NPCs ................................................192
Akirro .......................................................................... 70 Unique Items .................................................218
Ankharasos Skarn ...................................................... 76 Unique Spells ................................................222
Ashdan ......................................................................... 82
Acknowledgments ....................................224
Dariel Chaime ............................................................. 88
Enna Moonwhisper.................................................... 94
3
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Foreword Instructions
Like many gamers out there, we have been overflowing with This book was written to be a resource to Game Masters and
creativity since an early age. Creative writing, poetry, art and music Players alike. It contains a wealth of information for developing
have always played a large role in our lives, but it was during our plot points, character behaviors, histories, guilds, and many other
teenage years that all of those talents and passions were ignited into valuable assets designed to aid in the running and playing of
a fire storm of excitement when we sat down for our first session fantasy role playing games.
of Dungeons & Dragons. Although we didn’t know it at the time,
that first game would be a life changing experience. For almost two Game Masters
decades now we’ve been creating characters and going on fantastic For Game Masters this book is a valuable resource and time saving
adventures, each more exciting than the last! tool. Whether during your pre-game prep, or on the fly, you’ll
When the latest version of D&D hit the shelves, we were eager to be able to pull NPCs from this book to aid, hinder, or challenge
try it out. We had been part of the beta testing process and saw your Players. The book is split into three large sections— Good
many new and interesting rules enter the scene. We enjoyed the Aligned Characters, Neutral Aligned Characters, and Evil Aligned
Starter Set, and we picked up each of the core rule books as soon Characters. Each of these sections is self-explanatory and contains
as they were available. For a year we’ve been meeting weekly, and ten unique characters who have been completely detailed with
sometimes daily, for game sessions where we’ve explored perilous backstory, traits, roleplaying cues, actions, and items. This attention
dungeons, faced insurmountable hordes, fought deadly foes, and to detail during the character creation and writing process saves
conquered monstrous beasts. We’ve lost a few party members along you time during the preparation process and game session.
the way, but their names will be remembered as we reminisce for You have access to 30 completely unique NPCs at six different
years to come about the epic adventures we all had together. levels, effectively giving you 180 different NPCs to use during your
This very topic got all of us thinking. How can we help the gaming campaign or game session. Make sure to utilize the Encounter
community, both Game Masters and Players, to get the most out of Table on page 5, as well as the encounter tables at the beginning of
their gaming experience? The question wasn’t easy to answer. There each group of similarly aligned characters.
is already so much excellent content out there, what would gamers Players
really need that doesn’t already exist?
Have you ever had an idea for a character but didn’t know where
The answer came quite naturally one night during a game session to start? Or perhaps you knew where you’d like to start but didn’t
when our Game Master was going a bit off script and needed an know where your path would lead you. This book fixes both
unplanned NPC to interact with the Players. It took him longer dilemmas by providing Players with a starting point, mid points,
than usual to create the NPC from what he had to work with, and and an ending point for each character.
after a few rolls he had enough, but not much more than that.
This makes it possible to not only duplicate an NPC for your level 1
There was no backstory, no real personality beyond the stereotype
character, but to also use higher level NPCs as your own character
based on race and gender.
in the eventuality that you need a higher level character. All of their
We instantly saw a need for a resource book that didn’t exist attributes, skills, features, items, weapons, and other mechanics
yet: a book populated by NPCs that had more to them than just have already been calculated and optimized. This means you spend
a name, race and class. A book that could be used by a Game less time working out the math, and more time slaying dragons!
Master to populate a tavern, or a trading post, or a banquet hall.
Alternatively, the book could be used by Players to create starting
characters, or to spy out character progression, or to create
characters at later levels if they come late to the adventure and the
rest of the Players’ characters have already leveled up a few times.
We brainstormed and collaborated, seeing our quest unfold before
us. It would not be an easy task, but nothing worth doing ever is.
We all know that; our years of role playing games have proven it
time and time again. You can’t just stroll in and slay the dragon, it
takes planning, preparation, talent, and teamwork to accomplish
the hardest quests. So that’s what we’ve done.
4
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Encounter Table
If you’re looking for an interesting NPC for your players to encounter with no specific purpose in mind, or you’re looking for inspiration,
use this table to randomly select a character. If you know what alignment you need, more specific tables can be found at the start of each
section.
d30 Name Race Alignment Class Background Occupation Page
1 Aelar Oakenheel Wood Elf Neutral Good Ranger Outlander Bounty Hunter 8
2 Aticus Greenmoss Lightfoot Halfling Neutral Good Bard Entertainer Instrumentalist 14
3 Cogrin Heavyfist Human Chaotic Good Barbarian Folk Hero Blacksmith 20
4 Criella Tiefling Chaotic Good Rogue Urchin Thief 26
5 Elenor Ravenhair Human Chaotic Good Rogue Criminal Highway Robber 32
6 Mardren Mar Human Neutral Good Fighter Criminal Watchman 38
7 Natterjack Forest Gnome Chaotic Good Bard Entertainer Musician 44
8 Nell Human Neutral Good Rogue Urchin Pickpocket 50
9 Tam Fletcher Human Chaotic Good Fighter Entertainer Musician 56
10 Tauberel Wood Elf Chaotic Good Rogue Criminal Thief 62
11 Akirro High Elf Chaotic Neutral Ranger Outlander Bounty Hunter 70
12 Ankharasos Skarn Dragonborn Lawful Neutral Fighter Soldier Mercenary 76
13 Ashdan Tiefling Chaotic Neutral Rogue Urchin Vagabond 82
14 Dariel Chaime Half Elf Chaotic Neutral Warlock Charlatan Swindler 88
15 Enna Moonwhisper Wood Elf Chaotic Neutral Fighter Guild Artisan Fletcher 94
16 Frug Timbers Rock Gnome Chaotic Neutral Rogue Guild Artisan Tinker 100
17 Jana Human Neutral Fighter Gladiator Mercenary 106
18 Orryn Turen Forest Gnome Neutral Rogue Charlatan Gambler 112
19 Quranis Kuilanya High Elf Neutral Rogue Archaeologist Antiquarian 118
20 Rurik Rockfist Mountain Dwarf Neutral Fighter Criminal Smuggler 124
21 Bram Rothwell Human Chaotic Evil Fighter Sailor Slaver 130
22 Erdan Liadon Half Elf Lawful Evil Rogue Charlatan Con Artist 138
23 Garrin Ashcopse Lightfoot Halfling Chaotic Evil Warlock Criminal Crime Baron 144
24 Ka’Laera Shape Changer Neutral Evil Rogue Criminal Spy 150
25 Mal Addik Human Lawful Evil Ranger Criminal Sellsword 156
26 Nihm Tiefling Lawful Evil Rogue Apothecary Surgeon 162
27 Stanus Millrun Human Neutral Evil Bard Sailor Slaver 168
28 Talim Nezara Human Neutral Evil Rogue Assassin Thief 174
29 Utan Brabus Dark Elf Chaotic Evil Fighter Noble Mercenary 180
30 Yrla Silverhand Mountain Dwarf Neutral Evil Rogue Assassin Guild Leader 186
5
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Good Aligned Guilds The king was understandably furious when the news reached him
that his scribes had vanished. He cursed their names and offered a
Not all groups that work outside the law work to a nefarious end; prince’s ransom for their capture, but the search was fruitless. The
perhaps the law is inflexible, negligent, or even evil itself. Below scribes had all taken new names and histories and settled in new
are some examples of shady organizations working for the greater cities as far away as they could manage.
good, along with a suggested membership. Now, decades on, whispers and rumors of The Ravens have begun
Purse Cutters to be spoken around the tables at local inns. News is spread
through small notes, often transported on a trained raven’s ankle.
Taxes, rent, tithes; as The Purse Cutters see it, the rich are all
The literate then spread the news among those who can only speak
thieves of one stripe or another, and everyone knows that stealing
the common tongue.
from thieves doesn’t count. Besides, any decent sort of person
would be glad to see their money go towards helping the poor The Ravens stand for truth above all else, and if any story in the
and needy. Sometimes specific realm is to have weight, it often starts with the words: “A Raven
targets are pointed out — the told me...”
particularly corrupt, greedy The Red Gloves
or tyrannical—other times
The Red Gloves have a long and sordid history.
each member is free to do
Originally they were an aristocratic group lead by
as they see fit, as long as
a man called Hammonder Strattenbury, a wealthy
they make a contribution to
land owner in the realm. He and his constituents
the group’s earnings. Said
were often invited to fancy gatherings reserved
earnings are distributed
for nobility and the landed gentry. The reason was
amongst the lower rungs of
simple: he controlled vast tracts of land excellent for
society. Strangely enough,
farming and, although not everyone needs a fancy
whenever the city watch
palace with a view overlooking a valley, everyone
makes enquiries about the
does need to eat. This made Hammonder very
latest wave of pickpockets,
powerful in times of plenty, and even more so in
the poorer populace seem to
times of need.
forget all about these transactions...
The Red Gloves remained a welcome addition to any social
Tauberel (p.62) is the de facto leader of the group. She never strove
gathering of the upper class for many decades but little did they
for leadership, but she is the best thief among them, and has the
know there was a vagabond in their midst.
most fire for the cause.
Tatan of the house Freely, as he named himself when first
Tam Fletcher (p.56) and Natterjack (p.44) are associates and
introduced to Hammonder, was an imposter. He
accessories with varying levels of commitment to The Purse
was not of a noble house, as he claimed to
Cutters as a whole, but great personal loyalty to Tauberel.
be, nor indeed did he have any wealth
The Ravens to speak of. He was, in fact, a thief.
Is there any animal more loyal than a raven? Not if you ask any He had traveled the realm, never
member of this guild. What started in antiquity as an organization staying in a village, town, or city
of messengers for the king’s personal use became much more long enough to get comfortable.
through the generations. Before long, The Ravens had become This time, however, he saw the
a society of scribes, bird trainers and messengers whose sole chance to tip the scales in the favor
purpose was the spreading of knowledge. of those less fortunate.
Their intention was to quickly spread news across the realm He quickly gained the favor of
to the benefit of all but, as is all too common, their power was Hammonder, representing himself as a
soon turned to darker purposes. The king used The Ravens as a man with a long history concerning trade and commerce. After
platform to spread propaganda and condemn many years of improving business from the farms, he proposed to
those groups who opposed or spoke ill of him. Hammonder that he handle more of the business arrangements. By
this time, the old man was living comfortably in his retirement and
The Raven leaders who did not agree
felt there was no one more suited to the task. Promptly agreeing, he
to spread the king’s messages
spent the rest of his years enjoying his wealth and attending lavish
were jailed, and the remaining
gatherings with the realm’s elite until his death at a well-earned,
scribes, forced to write falsities,
but untimely, age of sixty three. With Hammonder having no heirs
conspired together. The
to lay claim to the land or the vast wealth he had accumulated,
remaining elders among them,
Tatan found himself in a hard place. The law of the land stated that
meanwhile, decided to leave the
the property of an heirless lord, in absense of a will, would become
service of the king and instead live a
the property of the crown. Tatan and other friends of the old man
life of seclusion and secrecy. No longer
had searched through his belongings for such a document, but to
would they live in the lap of luxury
no avail.
within the palace. Their dedication to the
spreading of truth and knowledge led to a collective agreement to
abandon the lap of luxury in the dead of night.
6
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
7
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
the other traders’ wagons. The whole trade quarter of the city
Aelar Oakenheel was in an uproar over the thefts. A reward was offered to the first
Medium Humanoid (Wood Elf), Neutral Good
person to bring the thief or thieves to justice. Aelar, having a vested
Class Ranger (lvl 1) Armor Class 14 (Hide) interest in the matter, tracked the thieves who had fled with the
Background Outlander Hit Points 11 (1d10+1) stolen merchandise through a small forest and to a nearby river.
Occupation Bounty Hunter Speed 35 ft. There was no negotiation; instead, his arrows found their mark and
STR DEX CON INT WIS CHA all three thieves were slain on the bank of the river as they loaded
13 (+1) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 8 (–1) their boat. The stolen goods were returned to their rightful owners
and Aelar was given a handsome reward.
Saving Throws Strength +3, Dexterity +5
Skills Acrobatics +5, Athletics +3, Insight +4, Perception +4, In the decades since, he has spent his days collecting on contracts
Stealth +5, Survival +4, Flute for outlaws, murderers and violent criminals. All the while, he
Senses Darkvision 60 ft., Passive Perception 14 has gained much fame, and enough gold to get by. Now he finds
Languages Common, Elvish, Goblin, Orcish, Thieves’ Cant himself the target of other hunters in his trade looking to collect a
Challenge 1/2 (100XP) bounty on him.
Fey Ancestry. Aelar has advantage on saving throws against It would seem that he has unwittingly accepted and delivered
being charmed, and magic cannot put him to sleep. on contracts for important members of criminal organizations.
Whenever he spends time in and around civilization, he has to
Trance. Aelar does not sleep. Instead, he meditates for four
hide his face, and is habitually looking over his shoulder.
hours each night. This grants him the benefit of a long rest.
Mask of the Wild. Aelar may attempt to hide when only lightly Personality Traits
obscured by natural phenomenon such as rain. “Money’s fine, but I’ve yet to see a wolf take a bribe.” Aelar places
Wanderer. Aelar can find no stock in wealthy or well mannered folk. Money and manners
enough food and water for can’t save you from harm in the wild. He is very quiet,
himself and 5 others in the speaking only when absolutely necessary.
wilderness, provided the
area is adequately stocked. Ideals
Additionally, he always recalls “It’s everyone’s responsibility to be the best they can
the general layout of the area be.” Aelar believes in the greater good, and that each
around him. individual should make the best future for the
Favored Enemy (Orcs, Goblins). whole tribe.
Aelar has advantage on survival Bonds
checks made when tracking
“Hunting rabbits to hunting thieves. What
his favored enemies, as well as
will they think of me?” Aelar’s family is
advantage on Intelligence checks to
the most important thing in his life, even
recall information about them.
when they are far away. He desires to go
Natural Explorer (Forests). back some day, but fears how his family will
Aelar may double his react when he does.
proficiency bonus when making Intelligence or
Wisdom checks about his favored terrain, as well as Flaws
other benefits listed on the following pages. “Carry your own weight and we’ll get along just
fine.” Don’t count on Aelar to save those who can’t
Actions
save themselves. It’s nature’s way to let the strong
Longsword. Melee Weapon Attack (Versatile): survive and the weak perish. He may help his party members out
+3 to hit, reach 5ft, one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) of a deadly situation if they lack the wits or strength themselves,
slashing damage. but only the first time.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
Roleplaying Aelar
creature. Hit: 8 (1d8 + 3) piercing damage.
Aelar does not boast about himself or his achievements, he lets
Overview others do that for him. He doesn’t often start conversations
Aelar spent his youth tracking and hunting wild animals in a with people, or even continue them once someone has started a
forested valley near his tribe’s village, selling the pelts to traveling conversation with him. Instead, he watches and listens—ever aware
merchants. It was a simple life, but when he reached maturity he of those around him and what’s being said.
wanted more. He sought fortune in the settlements he had learned “An arrow to the chest. If you ask me, it couldn’t have happened
about from passing traders and weary travelers. He joined a to a more deserving target.”
caravan and journeyed far from home over several weeks. It wasn’t
long after reaching the first city that he realized civilization isn’t Weapons, Armor & Items
very civilized.
Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with
His entire stock of pelts which he brought with him was stolen on 20 arrows. 15cp, 6sp, Thief Slayer’s Ring
the first night they arrived, along with many other things from
8
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
9
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
10
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
11
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
12
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
13
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Aticus’ parents were against his leaving, forbidding it, which only
Aticus Greenmoss made Aticus want to leave even more. He left one night through
Small Humanoid (Lightfoot Halfling), Neutral Good
his bedroom window, taking with him only a few items, most
Class Bard (lvl 1) Armor Class 14 (Leather) importantly, his grandfather’s flute. Ever since, he’s been finding
Background Entertainer Hit Points 9 (1d8+1) work as an entertainer in various taverns and inns across the
Occupation Instrumentalist Speed 25 ft. land, longing to one day return home with a fortune beyond
STR DEX CON INT WIS CHA imagination to prove his parents wrong.
8 (–1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 16 (+3) Personality Traits
Saving Throws Dexterity +5, Charisma +5 “That reminds me of when...” Aticus knows a story for almost
Skills Acrobatics +5, History +2, Insight +3, Performance +5, every situation, even if he embellishes the details a bit. He’s not
Persuasion +5, Disguise Kit, Flute opposed to lying if it makes for a good story. Not easily insulted, he
Senses Passive Perception 11 uses his small stature to his advantage from time to time.
Languages Common, Halfling
Challenge 1/2 (100 XP) Ideals
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or “Come! Sit! Drink! Let me play you a tune!”
saving throw, he can reroll the die and must take the Aticus is a people person. He likes seeing the
new result. smiles on peoples’ faces when he performs. He longs
Brave. Aticus has advantage on saving for bigger and better things, but doesn’t want to let
throws against being frightened. down his current employers.
Halfling Nimbleness. Aticus can move Bonds
through a space occupied by a creature
“This? Oh, it’s just my little piece of home.” His flute is
that is larger than him.
his most treasured possession; it reminds him of his
Naturally Stealthy. Aticus can attempt to grandfather, who was also an entertainer. Sometimes,
hide even when he’s only obscured by a he regrets ever leaving his family behind.
creature at least one size bigger than him.
By Popular Demand. Aticus can always Flaws
find a place to perform, and can expect “I suppose one more little ditty won’t hurt...”
free food and lodging at the venue for Despite his best efforts he is unreliable, often
each performance day. choosing a gig and a chance at riches over his
Spellcasting. Aticus uses Charisma as his friends. This has left him with very few of them to
spellcasting ability (Spell Save DC 13, +5 speak of. He has a hard time saying no when it comes to
to hit with spell attacks). He may cast the performing, not only because of the money, but for the
following spells: attention as well. His outlandish claims have caused
Cantrips: Minor
inor Illusion, Prestidigitation people to question his stories more than once.
1st level 2/day: Charm Person, Comprehend Languages, Cure Roleplaying Aticus
Wounds, Disguise Self Although barely twenty years old, his life has been filled with
Bardic Inspiration (d6). Aticus can use his bonus action to give countless interesting people, who all had their own tales to
a creature within 60 ft. his bardic inspiration die. Once within tell. Of course he doesn’t always know or remember every
the next 10 minutes the creature can roll the die and add the detail when he comes to retell them, so he often shifts the topic
number rolled to one ability check, attack roll, or saving throw it of the conversation to himself, or an experience that he had, or
makes. Aticus can use bardic inspiration 3 times per day. merges them with other stories that he heard second hand. This is
not out of selfishness, but rather a desire to entertain people.
Actions
He would never go out of his way to steal from someone, but if he
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. happened to find a lost coin purse, he would be very conflicted on
Hit: 8 (1d8 + 3) piercing damage. whether to seek out its owner or consider it an extra tip.
Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Most folk pay him little mind, considering him more of an oddity
creature. Hit: 5 (1d4 + 3) piercing damage. than anyone of worth. He uses this to his advantage so as to avoid
too much attention from the less than reputable folk that he often
Overview performs for. After all, when a thief thinks him penniless, they’re
Aticus was born and raised in a beautiful green country, in a not likely to make him their mark.
small village of lightfoot halflings. He and his parents, along with
four brothers and one sister, lived quite comfortably in their vast “If it’s a story worth telling, I’ll tell it,
burrow and Aticus had little care for the world of the big folk. even if I have to fudge the details.”
That was, until one day when a traveling merchant came to town
to trade with the little folk. Promising that Aticus would have Weapons, Armor & Items
astounding tales to relate on his return, the merchant convinced Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone
the eager halfling to accompany him during his travels. Flute, 23cp, 5sp, 1gp.
14
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
15
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
16
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
17
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
18
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
19
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
20
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
21
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
22
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
23
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
24
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
25
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
26
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
The rooftops were risky; they were slippery and exposed, but the
Criella (Level 4) rain thudding against the tiles masked her approach. She was not
Medium Humanoid (Tiefling), Chaotic Good
one to pass up an opportunity like this; allegedly one of the most
Class Rogue (lvl 4) Armor Class 15 (Std. Leather) prolific collectors of magical artifacts in the region was visiting the
Background Urchin Hit Points 23 (4d8+0) city, and she intended to find out (and steal) the reason why.
Occupation Thief Speed 30 ft. ‘Ashcorpse’ Ashcopse was the name her sources whispered, but
STR DEX CON INT WIS CHA Criella had no fear of a name. She had some misgivings - her
12 (+1) 16 (+3) 10 (+0) 15 (+2) 8 (–1) 16 (+3) understanding of the magical arts was limited - but the potential
Saving Throws Dexterity +5, Intelligence +4 gain was too great to pass up.
Skills Acrobatics +5, Deception +5, Insight +1, Perception +3, The window of the residence’s upper floor was cracked open. As
Sleight of Hand +5, Stealth +7, Disguise Kit, Thieves’ Tools she pried it further just enough to slip through, she realised why;
Senses Darkvision 60 ft., Passive Perception 13 it was baking hot inside. The rain steamed from her as she entered
Languages Common, Infernal, Thieves’ Cant and the room smelled of ash, rotten eggs, and scorched meat.
Challenge 1 (200 XP) Breathing through her mouth, she began to creep around
Hellish Resistance. Criella has resistance to fire. the room, keeping close to the wall, when she heard pained
Infernal Legacy. Criella can cast the Thaumaturgy cantrip, murmuring from the bed. With a start, she realised he was in there
and Hellish Rebuke as a 2nd level spell using Charisma as her with her, a tiny figure stirring restlessly. She would have to work
spellcasting modifier. quickly, and quietly.
City Secrets. Out of combat, Criella can lead a group between The disheveled room was full of containers: trunks, chests, and
any two points in the city she grew up in twice as fast as her crates. Clearly he intended to pick up a number of items on his
speed would allow. stay, but empty box after empty box frustrated Criella. She mopped
sweat from the back of her neck and reached towards a shallow
Expertise (Perception, Stealth). Criella adds double her
chest the size of her forearm. As soon as the tips of her fingers
proficiency bonus to skill checks she has expertise with.
made contact, she knew she’d found something worth having. A
Sneak Attack (+2d6). Once per turn, Criella can deal an extra pulse of purple light whirled over the surface of the box and, to her
2d6 damage to one creature she hits with an attack if she has horror, the figure in the bed shot upright.
advantage on the attack roll. The attack must use a finesse or
“NO!”
ranged weapon. She doesn’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy isn’t She grabbed the box and hurtled towards the open window,
incapacitated, and she doesn’t have disadvantage on the fragments of shattered crates and ceiling plaster raining down
attack roll. around her as the room was filled with the flame and fury of the
crazed little man. She leapt towards the rooftop opposite, reaching
Cunning Action. On her turn, as a bonus action, Criella can
wildly, when a sudden, burning pain seared over her shoulder.
take a Dash, Dodge, Disengage, or Hide action.
Her fingers slipped on the wet tile, and she was falling, the
Fast Hands. Criella can use her Cunning Action to make a
blissfully cool night air rushing around her. She grabbed hold of
Sleight of Hand check, use her thieves’ tools to disarm a trap or
a washing line strung across the alley, which gave way. The box
open a lock, or take the Use an Object action.
shattered on the street below her. Finally, she landed on a fabric
Second-Story Work. Criella can climb without expending extra awning, rolled, and landed with a sizzle and a smoking thud on the
movement. In addition, when she makes a running jump, the soaking cobbles.
distance she covers increases by 3 ft.
Lucky. If she’d made the jump, she’d be a clear target. He couldn’t
Actions hit her easily down here (though from the shouting, thunder and
flashes of light, he was certainly trying), and she knew these alleys
Dual Wield. When Criella makes an attack with her Shortsword, better than anyone. He’d never catch up to her with her head start.
she may also attack with her Dagger or Throwing Knife, but gains
She grabbed the contents of the pile of tinder that had been a chest
no bonus to the damage roll
and made herself scarce.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
A key. Now to find out what it unlocked...
creature. Hit: 7 (1d6 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d4+3) piercing damage.
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one creature. Hit: 6 (1d4+3) piercing damage.
Weapons, Armor & Items
Studded Leather Armor, Shortsword, Dagger, 5 Throwing Knives,
Ragged Clothes, Skeleton Key of Karn Ithel
27
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
28
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
29
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
30
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
31
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
32
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
33
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
34
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
35
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
needful longing.
requirements for the use of magic items.
Blindsense. If Elenor is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
Your loving
L
36
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Thief ’s Reflexes. Elenor can take two turns during the first
Elenor Ravenhair (Level 20) round of any combat. She takes her first turn at her normal
Medium Humanoid (Human), Chaotic Good
initiative, and her second turn at her initiative minus 10. She
Class Rogue (lvl 20) Armor Class 17 (Std. Leather) can’t use this feature when she is surprised
Background Criminal Hit Points 123 (20d8+20) Elusive. No attack roll can have advantage against Elenor unless
Occupation Highway Robber Speed 30 ft. she is incapacitated.
STR DEX CON INT WIS CHA Stroke of Luck. If Elenor’s attack misses a target within range,
9 (–1) 20 (+5) 12 (+1) 20 (+5) 13 (+1) 16 (+3) she can turn the miss into a hit. Alternatively, if she fails an
Saving Throws Dexterity +11, Intelligence +11 ability check, she can treat the d20 roll as a 20. Once she uses
Skills Acrobatics +17, Deception +9, Intimidation +15, this feature she cannot use it again until she finishes a short or
Perception +7, Sleight of Hand +17, Stealth +17, Playing Cards, long rest.
Thieves’ Tools
Actions
Senses Passive Perception 17
Languages Common, Dwarvish Two-Weapon Fighting. When Elenor makes an attack with her
Challenge 6 (2,300 XP) main-hand Shortsword, she may also attack with her off-hand
Criminal Contact. Elenor has a contact in the criminal Shortsword as a bonus action but gains no bonus to the
network, and can send and receive messages to them through damage roll
various means, even over great distances. Shortsword (Main-hand). Melee Weapon Attack: +11 to hit, reach
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth). 5 ft., one creature. Hit: 9 (1d6 + 5) piercing damage.
Elenor adds double her proficiency bonus to skill checks she has Shortsword (Off-hand). Melee Weapon Attack: +11 to hit, reach 5 ft.,
expertise with. one creature. Hit: 4 (1d6 + 0) piercing damage.
Sneak Attack (+10d6). Once per turn, Elenor can deal an extra Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
10d6 damage to one creature she hits with an attack if she has one creature. Hit: 10 (1d8 + 5) piercing damage
advantage on the attack roll. The attack must use a finesse or
Weapons, Armor & Items
ranged weapon. She doesn’t need advantage on the attack roll if
2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather
another enemy of the target is within 5 feet of it, that enemy isn’t
Armor, 2 Poppy Milk Vials, Signet Ring
incapacitated, and she doesn’t have disadvantage on the
attack roll.
Cunning Action. On her turn, as a bonus action, Elenor can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Elenor can use her Cunning Action to make a
Sleight of Hand check, use her thieves’ tools to disarm a trap or
open a lock, or take the Use an Object action.
Second-Story Work. Elenor can climb without expending extra
movement. In addition, when she makes a running jump, the
distance she covers increases by 5 ft.
Uncanny Dodge. When Elenor is hit with an attack from an
attacker that she can see, she can use her reaction to halve the
attack’s damage.
Evasion. When Elenor is subjected to an effect that allows her
to make a Dexterity saving throw to only take half damage, she
takes no damage on a successful saving throw and half damage
on a failed one.
Supreme Sneak. Elenor has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Elenor makes an ability check that lets
her add her proficiency bonus she can treat a d20 roll of a 9 or
lower as a 10.
Use Magic Device. Elenor ignores all class, race, and level
requirements for the use of magic items.
Blindsense. If Elenor is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
37
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
38
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
39
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
40
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
41
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
42
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
43
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
44
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
45
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
46
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
47
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
48
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
49
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Actions Flaws
“You say you want to help? I see a lot of talkers.
Shank. Melee Weapon Attack: +5 to hit, I don’t see a lot of doers.” Nell distrusts anyone
reach 5 ft., one creature. Hit: 6 (1d4 + 3) outside The Rats, and will read nefarious motives
piercing damage. where there are none in reality.
Throwing Knife. Ranged Weapon Attack: +5
to hit, range 20/60 ft., one creature. Hit: 6 Roleplaying Nell
(1d4 + 3) piercing damage. Nell has the bearing and speech of one much
older, and is naturally kind and honest,
Overview resenting the life she has to lead. She has a
Moving from wharf to wharf, Nell has had to fight for survival every day vague memory of a kind lady when she was very young teaching
of her mere thirteen-year life. As the leader of the ‘Wharf Rats’, Nell is a her good manners, so tries to uphold these and pass them on to
mother figure to the orphans and misfits in her care, who have come to her children. She will always think of those in her care before
her when they have nowhere else to go. considering herself.
With the exception of the wellbeing of one of her children being on
Abandoned with her little brother when she was just seven (and him 5), the line, nothing will compel her to seek or accept help from an adult.
Nell had to grow up fast. Making a home for themselves in a different
warehouse or docked ship-hold every night, the two children learned “Hungry, eh? Ye’d best come in then…
to scrape and steal any food they could. But her brother, already a frail Wipe yer feet; we’re guests ‘ere.”
and sickly boy, failed to survive their first harsh winter, and Nell was left
alone. Nell blames herself for the death of her brother and has tried ever Weapons, Armor & Items
since to atone by looking after others who cannot look after themselves. Tattered Clothes, Shank, 4 Throwing Knives, Lockpick, Child’s
Drawing of 2 Mice, Crude Beaded Necklace
50
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
51
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
52
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
53
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
54
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
55
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
56
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
57
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
58
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
59
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
60
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
61
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
62
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
63
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
64
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
65
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
66
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
67
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Neutral Aligned Guilds debutante making herself available for potential suitors, a wealthy
land owner searching for a bride to bear his children, or even a
Sometimes you don’t need a higher purpose to ply a trade or distant, aging cousin with no heir, but wealth beyond count that he
provide a service; the pursuit of coin, or renown, or simply the must leave to someone, you see...
love of the work itself is enough. Below are some example guilds No matter the con, the target never suspects and, as is all
working towards no particularly good or ill end, along with too common among the wealthy, the prospect of yet more
suggested membership and affiliates. wealth makes them blind to treachery and easily seduced
The Parliament by the agent.
The members of The Parliament aren’t generally ones to get their Once the assassin is accepted into the
hands dirty; they won’t be delving into lost temples and digging up lost inner circle, the process of sizing up the
artifacts, but someone in their number will be able to tell you where target begins, and the choosing of a
that temple is, and who made the artifact. Enthusiastic amateurs method that best suits the situation. If
without the formal training or funding to be truly respected, The the target is a young, athletic fellow, an
Parliament is nonetheless a well-learned collective, and always eager to unfortunate accident may befall him
learn more. They meet every so often to compare notes, share findings during his afternoon ride. A low branch
and pool funds to finance occasional expeditions. on the trail at head height, or an
exposed tree root to trip the horse.
Quranis Kuilanya (p.118) has been a very active member in the
There are so many possibilities...
past, but for the last few years has been uncharacteristically silent,
taking in far more information than she gives out. Perhaps if the target is elderly, a
bad cough or fever is in order—
Aticus Greenmoss (p.14) can often be found at gatherings. He is
one they are unlikely to
tolerated by the assembled enthusiasts by virtue of many of his
recover from, of course—
stories having a basis in historical fact, lending interesting context.
introduced so elegantly
However, his contributions are often… dubious.
through a poisoned thorn
On the rare occasions that biology in their slipper, or
and anatomy are discussed, Nimh a needle expertly
(p.162) is likely to be found. She placed into a feather
does not come to socialize, but pillow. Eiderdown can
seems to have a great deal of be bothersome, as we
knowledge on the topic from her all know.
enigmatic research...
It doesn’t matter who the target may be. Most agents are in
it for the coin, but a select few participate for the rush and the
craft. Their identity remains a complete mystery to all but a
select few high-ranking agents.
Rumor has it that Talim Nezara (p.174) used to be associated with
The Purple Rose, but no one seems to know for sure.
The Quills
Literacy is not a key concern for most of the populace; readers are
The Purple rare, writers are rarer, and forgers are nearly unheard of. Among
this unusual breed, The Quills are the best of the best.
Rose “Applications must be filled out clearly with 1) The purpose of the
From time to time many document(s) required 2) A preferred collection point (deliveries will
of the more affluent folk be made to most commonly inhabited planes. Note that requests to
throughout the realm have deliver to pocket dimensions will not be fulfilled) and 3) Full name
need of a particular service. It’s a and signature of the applicant. The blood mark is final and binding;
necessity that most wouldn’t speak of around polite company, and no alterations or rescindments are possible once a mark is made.
only comes up when another member of the upper class society (Note that non-blood signatures carry no guarantee of completion
oversteps their bounds, or makes a social faux-pas that simply can’t and may delay the application process)”
be forgiven. The document, having been filled out to specifications, will disappear
This service, of course, is the honored tradition of an elegant in a theatrical puff of smoke and be replaced with a gray goose feather
assassination. Not your typical throat slash or strangulation; no, as proof of receipt. The document will then pass through the hands
The Purple Rose are responsible for the more subtle approaches, of various experts, each adding their own flair to the piece until it is
and are well known among the upper elite. entirely indistinguishable from the genuine article.
An agent of The Purple Rose may take weeks to get the job done, The Quills will ask for a favor (of varying legality, difficulty and
but they will invariably arrange things to look like an accident, commitment) at an unspecified point in the future. There may
or natural causes. They may infiltrate the family, posing as a be consequences for this favor but The Quills individually tailor
member of a more powerful noble house than that of the target. favors to ensure that their consequences will never be worse than
Cover stories are often elaborate and well thought out; a beautiful those of your forgery being made public. You pay for what you get.
68
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
69
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
70
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
71
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
72
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
73
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
74
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
75
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
76
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
77
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
78
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
79
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
80
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
81
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
82
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
83
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
84
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
85
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
86
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
87
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
88
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
89
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
90
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
91
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
92
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
93
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
linger too long however, her itchy feet soon moved her on to a new
Enna Moonwhisper city, and soon after that, another. That was years ago, and she still
Medium Humanoid (Wood Elf), Chaotic Neutral
has yet to return home; part of her fears what her family will say or
Class Fighter (lvl 1) Armor Class 14 (Leather) do when she returns.
Background Guild Artisan Hit Points 12 (1d10+2) Most recently, Enna has settled in to a double life. Crafting
Occupation Fletcher Speed 35 ft. beautiful bows, and masterful arrows by day, rubbing shoulders
STR DEX CON INT WIS CHA and sharing stories with brigands and thieves in the local taverns
13 (+1) 17 (+3) 14 (+2) 10 (+0) 13 (+1) 8 (–1) by night.
Saving Throws Strength +3, Constitution +4 Personality Traits
Skills Acrobatics +5, Insight +3, Persuasion +1, Survival +3,
“Anything worth doing is worth doing right.” Enna can’t help being
Woodcarver’s Tools
a perfectionist. This often results in others resenting her for her
Senses Darkvision 60ft., Passive Perception 11
snobbish attitude.
Languages Common, Elvish
Challenge 1 (200 XP) Ideals
Fey Ancestry. Enna has advantage on saving throws against “I want it all. I don’t much care about ‘how’” Enna wants many
being charmed, and magic cannot put her to sleep. things out of life, to experience anything and everything it has to
Trance. Enna does not sleep. Instead, she meditates for four offer, most of which she will never have unless by illegal means,
hours each night. This grants her the benefit of a long rest. and she knows it.
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild,
Bonds
including lodging and food, funeral expenses, “I’ll handle this one, shall I?” Her best friends
use of a guild hall, legal defense, and access to are a bunch of brigands and thieves. Sometimes
allied politicians. she joins them in their escapades, but only
if she can be in charge of the planning. She
Fighting Style (Archery). Enna gains a +2 to attack
misses her family but is constantly wary
rolls with ranged weapons.
of encountering her brothers who
Second Wind. On her turn Enna can use a bonus might be looking for her.
action to regain 1d10 + 1 hit points. Once she uses
this feature, she must finish a long or short rest before Flaws
using it again. “Of course I will! Why? Shouldn’t I?”
She sometimes lacks a moral compass
Actions
and has more than one regret about her
Longsword. Melee Weapon Attack (Versatile): +3 to past deeds. The thought of acquiring wealth
hit, reach 5 ft., one creature. Hit: 6 / 7 (1d8 / 1d10 and valuable things sets a fire inside her that
+ 1) slashing damage. can only be extinguished by obtaining them.
Longbow. Ranged Weapon Attack: +7 to hit, But once she has them, she often no longer
range 150/600 ft., one creature. Hit: 8 (1d8 + desires them. More often than not, she is
3) piercing damage. too quick to trust people, being naive to the
motivations and intentions of others.
Overview
Enna spent her childhood climbing high
Roleplaying Enna
in the trees and walking softly on the Enna is not easily offended and falsely assumes
forest floors. She was the youngest of her that other people feel the same way. She will often
siblings and, often left to her own devices, insult others without meaning to with the words she chooses, and is
wandered the furthest, sometimes not quick to dismiss the feelings of others if they do appear offended.
returning home for days at a time. She She is very flirtatious with humans and elves, but rarely finds a
learned to craft bows, fletch arrows, partner who can match her in personality and willpower.
and hunt from her father and Although she is a capable fighter, she is wise enough to retreat
older brothers. when she is outnumbered or out of her league.
After decades of a somewhat “Don’t be a fool! We don’t stand a chance if we take the guards
solitary existence in the forest, she found a road and, assuming that head on, we’re going to need a diversion...”
her father, mother, and siblings wouldn’t miss her for a few weeks,
began to follow it. She never said goodbye, and she never looked back.
Weapons, Armor & Items
She found a small village, then continuing on the road, eventually
Longbow, Longsword, Leather Armor, Quiver with 20 Arrows,
found a town. Traveling further still, she came upon that which
4gp, 21sp, 34cp, Rowan Bead Necklace
she sought—a city—and decided to stay a while, freelancing her
crafting skills to make just enough coin to get by. Unwilling to
94
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
95
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
96
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
97
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
98
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
99
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
100
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
101
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
102
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
103
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Mage Hand Legerdemain. Frug can use his Mage Hand spell
Frug Timbers (Level 16) to stow or retrieve an object in a container worn or carried
Small Humanoid (Rock Gnome), Chaotic Neutral
by another creature, or use thieves’ tools to pick locks and
Class Rogue (lvl 16) Armor Class 15 (Leather) disarm traps at range. If he succeeds on a Sleight of Hand check
Background Guild Artisan Hit Points 115 (16d8+32) contested by the creature’s Perception, he can perform one of
Occupation Tinker Speed 25 ft. these tasks without being noticed. In addition, he can use his
STR DEX CON INT WIS CHA Cunning Action to control the hand.
10 (+0) 20 (+5) 14 (+2) 20 (+5) 13 (+1) 8 (–1) Uncanny Dodge. When Frug is hit with an attack from an
Saving Throws Dexterity +10, Intelligence +10, Wisdom +6 attacker that he can see, he can use his reaction to halve the
Skills Insight +11, Investigation +15, Perception +6, Persuasion attack’s damage.
+9, Sleight of Hand +15, Stealth +10, Tinker’s Tools Evasion. When Frug is subjected to an effect that allows him
Senses Darkvision 60 ft., Passive Perception 16 to make a Dexterity saving throw to only take half damage, he
Languages Common, Gnomish, Elvish takes no damage on a successful saving throw and half damage
Challenge 6 (2,300 XP) on a failed one.
Magical Ambush. If Frug casts a spell on a creature he is hidden
Gnome Cunning. Frug has advantage on all Intelligence,
from, that creature makes any saving throws against the spell
Wisdom, and Charisma saving throws against magic.
this turn with disadvantage.
Artificer’s Lore. When Frug makes a History check related to
Reliable Talent. Whenever Frug makes an ability check that lets
magic items, alchemical objects, or technological devices, he can
him add his proficiency bonus, he can treat a d20 roll of 9 or
add twice his proficiency bonus.
lower as a 10.
Tinker. Frug can spend 1 hour and 10 gp worth of materials to
Versatile Trickster. As a bonus action on his turn, Frug may
construct a tiny clockwork device. The device ceases to function
designate a creature within 5 ft. of his Mage Hand spell. He has
within 24 hours unless he spends one hour repairing it to keep
advantage on attack rolls against that creature until the end of
the device functioning. He can disassemble the device to reclaim
the turn.
the materials. Frug can have up to 3 devices at a time. He can
either create a clockwork toy, a firestarter, or a music box. Blindsense. If Frug is able to hear, he is aware of the location of
any hidden or invisible creature within 10 ft. of him.
Guild Membership. For a monthly payment of 5 gp, Frug has
the benefits of being part of a tinkers’ guild, including lodging Actions
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians. Two-Weapon Fighting. When Frug makes an attack with his
main-hand Dagger, he may also attack with his off-hand Dagger
Expertise (Insight, Investigation, Persuasion, Sleight of
or Throwing Knife as a bonus action, but gains no bonus to the
Hand). Frug adds double his proficiency bonus to skill checks he
damage roll.
has expertise with.
Dagger (Main-hand). Melee Weapon Attack: +10 to hit, reach 5
Sneak Attack (+8d6). Once per turn, Frug can deal an extra
ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
8d6 damage to one creature he hits with an attack if he has
advantage on the attack roll. The attack must use a finesse or Dagger (Off-hand). Melee Weapon Attack: +10 to hit, reach 5 ft.,
ranged weapon. He doesn’t need advantage on the attack roll if one creature. Hit: 3 (1d4+0) piercing damage.
another enemy of the target is within 5 feet of it, that enemy isn’t Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
incapacitated, and he doesn’t have disadvantage on the ft., one creature. Hit: 8 (1d4+5) piercing damage.
attack roll. Weapons, Armor & Items
Cunning Action. On his turn, as a bonus action, Frug can take a Leather Apron, 2 Daggers, 2 Throwing Knives, Magnifying
Dash, Dodge, Disengage, or Hide action. Goggles, Tinker’s Tools, Most of a Music Box, Multitool
Spellcasting. Frug uses Intelligence as his spellcasting ability
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the
following spells:
Cantrips: Firebolt, Friends, Mage Hand, Minor Illusion
1st level, 4/day: Charm Person, Magic Missile, Sleep,
Hideous Laughter
2nd level, 3/day: Hold Person, Invisibility, Mirror Image,
Scorching Ray
3rd level, 3/day: Hypnotic Pattern, Lightning Bolt, Major Image
104
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
105
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
She’s won enough fights and enough gold to leave the fighting pits
Jana behind, but this life is all she’s known. She may not choose her
Medium Humanoid (Human), Neutral
path, but at least now she chooses her fights. She has a reputation
Class Fighter (lvl 1) Armor Class 17 (Halfplate) – a bad one – one that makes her desirable as hired muscle,
Background Gladiator Hit Points 12 (1d10+2) bodyguard or mercenary.
Occupation Mercenary Speed 30 ft. She does the job and earns the coin, but she’s seen the world for
STR DEX CON INT WIS CHA what it is. She’s seen the men in their finery, all silks and rings,
16 ( +3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0) blood-drunk at the pits; jeering, shouting, laughing as she bled and
Saving Throws Strength +5, Constitution +4 killed for them, and she’s not forgotten one face.
Skills Acrobatics +4, Athletics +5, Intimidation +2, Perception +3 Personality Traits
Senses Passive Perception 13
“What was I going to do? Tart myself up and marry a blacksmith?”
Languages Common, Goblin
Most of Jana’s experiences with people living “normal” lives
Challenge 1 (200 XP)
have been with slavers and patrons of the fighting pits. She sees
By Popular Demand. Jana can always find a place to fight “womanly duties”, and even permanent employment, as another
professionally, and can expect free food and lodging at the venue form of servitude.
for each fight day.
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a Ideals
damage die for an attack she makes with a melee weapon that “If I don’t come out on top, I’ll at
she is wielding with two hands, she can reroll the die and must least come out standing.” Jana doesn’t
use the new roll, even if it is a 1 or a 2. care about wealth, success, or even
Second Wind. On her turn Jana can use a bonus action to victory. Jana’s priority is survival.
regain 1d10 + 1 hit points. Once she uses this feature, she must
finish a long or short rest before using it again.
Bonds
“You need a slaver dead? I’ll slash my
Actions prices. A goblin? That’s on the house.”
Woe betide any slaver that walks into
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,
the same tap-house as Jana. He will
one creature. Hit: 9 (1d10 + 3) slashing damage.
not be walking out again.
Longsword. Melee Weapon Attack (Versatile): +5
to hit, reach 5 ft., one creature. Hit: 8 / 9 Flaws
(1d8 / 1d10 + 3) slashing damage. “If I’ve not earned a drink,
Longbow. Ranged Weapon I need a drink. If I don’t need
Attack: +4 to hit, range one, I’ve earned one.” Jana is strong, but
150/600 ft., one creature. Hit: her experiences have made a profound
7 (1d8 + 2) piercing damage. psychological impact on her, which
drink helps to quell. She’s still a capable
Overview fighter when drunk, but meaner, more
Jana was… young… when impatient. And she’s often drunk.
the hobgoblins sacked her village. She can’t remember
how young exactly. She remembers fire and iron and Roleplaying Jana
screaming. She can’t remember her mother’s face, but she Jana is a woman of few words, and
remembers her screams. After divvying up spoils, the those few are not minced. People
slavers thought it would be funny to see the little girl get who talk too much, deliberate or
torn apart by wolves. They stopped laughing when the first twist words frustrate and anger her.
wolf died. If you need something hit with a glaive, let her know. Otherwise,
Everything after that is blurry, violent. Training. Fighting. Killing. she’ll be at the tavern “not wasting time”.
Aching muscles. The taste of blood. Growing strong. “I’ve killed bigger and uglier than you.
At some point money changes hands. “I paid a pretty price for Don’t get in my way.”
you.” The fat man has a dead tooth; she can smell every word.
“You’d best be worth it.” Weapons, Armor & Items
The memories grow clearer. Lodgings are more comfortable. Fights Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20
are less frequent. She’s still expected to kill, but now she likes it. Arrows, Wolf Fang Necklace, 26sp, 2gp
Now she’s rewarded for it. Money buys drink. Drink helps her
sleep. She’s very strong now.
106
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
107
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
108
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
109
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
St ar ting bid
THREE HUND
gold pieces, o RED
r equivalent.
110
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
111
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
elixirs that were “guaranteed to work” after only seven doses and
Orryn Turen seven days. Of course, Orryn and his crafty father would be miles
Small Humanoid (Forest Gnome), Lawful Neutral
away by the time their customers caught on to the scam. As a
Class Rogue (lvl 1) Armor Class 13 (Leather) result, Orryn is comfortable living one step ahead of an angry mob.
Background Charlatan Hit Points 8 (1d8+0) In the years since Orryn came up with his own con; “Find the
Occupation Gambler Speed 25 ft. Dragon”, a simple (rigged) card game, he has been honing his skills
STR DEX CON INT WIS CHA and doing a very good job of cultivating a legitimate reputation,
8 (–1) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 15 (+2) although from time to time he slips up and his greed gets the better
Saving Throws Dexterity +4, Intelligence +4 of him. The result is a quick trip out of town in the early morning
Skills Deception +6, Insight +3, Investigation +4, Persuasion +4, hours, and a search for a new town or city with a plethora of new
Sleight of Hand +6, Stealth +4, Disguise Kit, Forgery Kit inns and taverns.
Senses Darkvision 60 ft., Passive Perception 11 Personality Traits
Languages Common, Gnomish
“Five gold on the little one! I’m feeling lucky!” Orryn is a born
Challenge 1/4 (50 XP)
gambler and can’t resist taking a risk for a potential payoff. This is
Gnome Cunning. Orryn has advantage on all Intelligence, true on and off the gambling table as he has aspirations of going on
Wisdom, and Charisma saving throws against magic. adventures and coming home with chests full of treasure.
Natural Illusionist. Orryn knows the Minor Illusion cantrip,
using Intelligence as his spellcasting modifier. Ideals
Speak with Small Beasts. Orryn can communicate “You’ll see. One day, I’ll hold all the cards.” He is determined to
simple ideas with Small or smaller beasts. make something of himself, even if that means he can’t show his
False Identity. Orryn has created a second identity, face in half the taverns in the realm.
including relevant documents, contacts and Bonds
disguises. In addition, he can forge documents
“You watch my back, I’ll watch yours.” He fleeced a
and mimic handwriting as long as he has
powerful crime boss and has had a price on his head ever
seen an example of the kind of document or a
since. He has a partner in crime named Frug Timbers (p.100)
sample of the handwriting.
who often helps lure marks into his schemes.
Expertise (Deception, Sleight of Hand).
Orryn adds double his proficiency bonus to Flaws
skill checks he has expertise with. “Damn right I’m all in!” He is too greedy for his own
Sneak Attack (+1d6). Once per turn, good. He can’t resist taking big risks if there is big
Orryn can deal an extra 1d6 damage money involved. He doesn’t care if he scams peasants
to one creature he hits with an attack if or royalty, as long as he takes their money.
he has advantage on the attack roll. The
attack must use a finesse or ranged weapon. Roleplaying Orryn
He doesn’t need advantage on the attack roll if Orryn is very charismatic, often wearing a smile
another enemy of the target is within 5 feet of or a smirk on his face, and can appear very
it, that enemy isn’t incapacitated, and he doesn’t well meaning without an ulterior motive;
have disadvantage on the attack roll. those in his inner circle, however, are fully
aware that he always most certainly does.
Actions Surprisingly, he doesn’t drink or chase women. He would
Two-Weapon Fighting. When Orryn makes an never have made it as far as he has if he let such vices get
attack with his main-hand Dagger, he may also in the way of his con.
attack with his off-hand Dagger or Throwing He can often talk people down from a fight, offering
Knife as a bonus action, but gains no bonus to to return their lost money to avoid things getting
the damage roll physical. This does not mean however that Orryn is
Dagger (Main-hand). Melee Weapon Attack: +4 to hit, reach 5 ft., not willing to defend himself. He has had to use his daggers before,
one creature. Hit: 5 (1d4 + 2) piercing damage. but regretted it later.
Dagger (Off-hand). Melee Weapon Attack: +4 to hit, reach 5 ft., “If I have to claim one vice it would be my love of gambling,
one creature. Hit: 3 (1d4+0) piercing damage. or, more accurately, my love of winning.”
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
one creature. Hit: 5 (1d4+2) piercing damage. Weapons, Armor & Items
Overview Two Daggers, Throwing Knife, Leather Armor, Orryn’s Enchanted
Playing Cards, 8gp, 15sp, 30cp.
Orryn was raised on the road, traveling from place to place, never
having a home. His father, who made his money as a con man,
set a bad example and taught him how to prey on the stupid and
desperate. The old gnome went from town to town selling “magic”
112
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
113
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
114
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
115
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Use Magic Device. Orryn ignores all class, race, and level
Orryn Turen (level 16) requirements for the use of magic items.
Small Humanoid (Forest Gnome), Lawful Neutral
Blindsense. If Orryn is able to hear, he is aware of the location
Class Rogue (lvl 16) Armor Class 16 (Leather)
of any hidden or invisible creatures within 10 feet of him.
Background Charlatan Hit Points 83 (16d8+0)
Occupation Gambler Speed 25 ft. Actions
STR DEX CON INT WIS CHA Two-Weapon Fighting. When Orryn makes an attack with his
8 (–1) 20 (+5) 10 (+0) 14 (+2) 13 (+1) 20 (+5) main-hand Dagger, he may also attack with his off-hand Dagger
Saving Throws Dexterity +10, Intelligence +7, Wisdom +6 or Throwing Knife as a bonus action, but gains no bonus to the
Skills Deception +15, Insight +11, Investigation +7, Persuasion +15, damage roll
Sleight of Hand +15, Stealth +10, Disguise Kit, Forgery Kit Dagger (Main-hand). Melee Weapon Attack: +10 to hit, reach 5
Senses Darkvision 60 ft., Passive Perception 11 ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
Languages Common, Gnomish Dagger (Off-hand). Melee Weapon Attack: +10 to hit, reach 5 ft.,
Challenge 5 (1,800 XP) one creature. Hit: 3 (1d4+0) piercing damage.
Gnome Cunning. Orryn has advantage on all Intelligence, Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
Wisdom, and Charisma saving throws against magic. ft., one creature. Hit: 8 (1d4+5) piercing damage.
Natural Illusionist. Orryn knows the Minor Illusion cantrip,
using Intelligence as his spellcasting modifier. Weapons, Armor & Items
Speak with Small Beasts. Orryn can communicate simple ideas Two Daggers, Throwing Knife, Leather Armor, Orryn’s Enchanted
with Small or smaller beasts. Playing Cards, 20pp, 50gp, 150sp.
False Identity. Orryn has created a second identity, including
relevant documents, contacts and disguises. In addition, he
can forge documents and mimic handwriting as long as he has
seen an example of the kind of document or a sample of the
handwriting.
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Orryn adds double his proficiency bonus to skill checks he has
expertise with.
Sneak Attack (+8d6). Once per turn, Orryn can deal an extra
8d6 damage to one creature he hits with an attack if he has
advantage on the attack roll. The attack must use a finesse or
ranged weapon. He doesn’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and he doesn’t have disadvantage on the
attack roll.
Cunning Action. On his turn, as a bonus action, Orryn can take
a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Orryn can use his Cunning Action to make a
Sleight of Hand check, use his thieves’ tools to disarm a trap or
open a lock, or take the Use an Object action.
Second-Story Work. Orryn can climb without expending extra
movement. In addition, when he makes a running jump, the
distance he covers increases by 5 ft.
Uncanny Dodge. When Orryn is hit with an attack from an
attacker that he can see, he can use his reaction to halve the
attack’s damage.
Evasion. When Orryn is subjected to an effect that allows him
to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage
on a failed one.
Supreme Sneak. Orryn has advantage on Stealth checks if he
moves no more than half his speed on the same turn.
Reliable Talent. When Orryn makes an ability check that lets
him add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
116
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
117
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
elf ’s life. The deal was simple; bring Aarvakshza tribute every year
Quranis Kuilanya and be taught secrets of history unknown to any short-life; fail to
Medium Humanoid (High Elf), Neutral
do so and suffer the consequences.
Class Rogue (lvl 1) Armor Class 11 As Quranis’ considerable collection depleted, shipped off to the
Background Archaeologist Hit Points 8 (1d8+0) dragon year by year, so her knowledge grew. Going out in the field
Occupation Antiquarian Speed 30 ft. herself became too time consuming and unreliable, so she started
STR DEX CON INT WIS CHA funding other archaeological expeditions, which became hiring
10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 13 (+1) mercenaries to do the same job quicker and cheaper. Soon she was
Saving Throws Dexterity +3, Intelligence +5 paying anyone who could come by any sort of relic, by legitimate
Skills Deception +5, History +7, Insight +4, Perception +4, means or otherwise.
Religion +5 Quranis is a relatively young elf, and Aarvakshaza is a relatively old
Senses Darkvision 60ft., Passive Perception 12 dragon. To begin with, she was confident in her abilities to simply
Languages Common, Elvish, Draconic put up with this inconvenience and wait it out, but it is becoming
Challenge 1/4 (50 XP) increasingly apparent that Aarvakshaza has no intention of dying
Fey Ancestry. Quranis has advantage on saving throws against any time soon, and Quranis’ funds are dwindling...
being charmed, and magic cannot Personality Traits
put her to sleep.
“Why do so many look to the future when the past contains
Trance. Quranis does not sleep. such wonder?” Quranis has been able to follow her dreams of
Instead, she meditates for four the past in financial security without concern for the future,
hours each night. This grants her until now.
the benefit of a long rest.
Spellcasting. Quranis can cast the Ideals
Mending cantrip. “Knowledge is the greatest treasure.” If it weren’t for
Researcher. If Quranis is unable to recall a the fascinating insights Aarvakshaza shares with her,
piece of lore, she probably knows where the Quranis probably would have tried hiring someone to
information can be found. kill the beast by now.
Expertise (Deception, History). Quranis Bonds
adds double her proficiency bonus to skill
“I could simply break our agreement and run, but
checks she has expertise with.
somehow I doubt a year’s head start would do me
Sneak Attack (+1d6). Once per turn, Quranis much good...” Every year without fail, Quranis must
can deal an extra 1d6 damage to one creature make the journey to Aarvakshaza’s lair, and every year
she hits with an attack if she has advantage she grows in knowledge, resentment and fear.
on the attack roll. The attack must use
a finesse or ranged weapon. She Flaws
doesn’t need advantage on the “It’s only a matter of time before I have to steal these
attack roll if another enemy of things myself.” Quranis’ situation is getting out of hand.
the target is within 5 feet of it, that She’s constantly looking for ways to make her search
enemy isn’t incapacitated, and she more efficient, possibly cutting out the middle man. If
doesn’t have disadvantage on the she gets caught... well... prison walls won’t stop a dragon.
attack roll.
Roleplaying Quranis
Actions Quranis is well educated, fairly wealthy, and becoming
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one increasingly desperate. She’ll happily give any likely
creature. Hit: 6 (1d8 + 1) piercing damage. looking group directions to some previously assumed
Light Crossbow. Ranged Weapon Attack: +3 to hit, range lost ruin or ancient dungeon in exchange for a few choice
80/320 ft., one creature. Hit: 6 (1d8 + 1) piercing damage. items upon their return, or pay far more than her competitors for
a recently pilfered family heirloom. Quranis resents the recent
Overview criminal direction her life has taken, but the life of a fence is at
Quranis describes herself as an antiquarian, others might find least a life.
“treasure hunter” easier to pronounce. She was lucky enough “That sword you carry. Fascinating inlay on the hilt.
to have sufficient inherited wealth to pursue her passion for Were you looking to sell, perchance?”
unearthing history. Those who probe too deeply into the past,
however, can uncover far more than they expected…
Weapons, Armor & Items
On one of her expeditions, Quranis stumbled upon a trove of
Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20
artifacts; relics of innumerable empires, statues of forgotten gods
Bolts, Staff, Dungeoneer’s Pack, Gold Dragon Figurine, 20sp, 12gp
and, in their midst, the enormous Green Dragon, Aarvakshaza.
The dragon was in a forgiving mood, gorged as she was on the
expedition’s pack mules, and willing to hear out a bargain for the
118
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
119
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
120
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
121
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
122
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
123
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
124
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
125
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
126
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
127
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
128
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
129
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
130
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
and young noblemen, until she did what a companion should Two Blades
never do, and fell in love with one. Her house mother, a cruel Assassins are greedy. Assassins are ruthless. Assassins are utterly
woman who had long since given up on the idea of love, made self-assured in their own abilities. Exploit these traits to their
gentle threats to keep things professional. When Elenor ignored extreme, and you’ll find the Two Blades. Theirs is an elegantly
her and met with her new love in secret, quick and merciless action blunt method—two assassins are sent on every mission, each with
was taken. two targets: firstly, the mark, secondly, the other assassin. Some
To punish Elenor, the house mother went after her forbidden love. covet wealth; the promise of close to double what they could make
In no time at all he was accused of conspiracy by a member of working for another guild entices them. Some desire esteem; ‘the
his own noble house and banished within a month. Elenor wept assassin of assassins’ is an epithet worth risking all for. Some…well,
alone in her quarters. When her tears had dried and the pain of some are just blood-thirsty maniacs. All share an uneasy truce at
his memory was only a lingering wound, she decided to leave the their headquarters, each of them knowing that any other of them
sisterhood, dreaming of a day that her love would once again hold could have a knife to their throat on the next job, and that as each
her in his arms. Often she thinks of ways that she could claim job goes by, the blades are only getting sharper.
retribution on those responsible for his banishment. Yrla Silverhand (p.186) leads the Blades, inspired by the traumatic
incidents of her past; she’s a shrewd businesswoman, keeping work
steady, and having the history, skills, and charisma to keep her
‘boys’ in check and her word above contestation. She takes sadistic
amusement in predicting the outcomes
of every job, and every rivalry, she
orchestrates.
131
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
132
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
133
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
134
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
135
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
136
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
137
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
138
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
139
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
140
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
L
being charmed and magic can’t put him to sleep.
False Identity. Erdan has created a second identity, including
et it be known that this man, my
relevant documents, contacts and disguises. In addition, he son and heir Erdan, is in need of
can forge documents and mimic handwriting as long as he has
seen an example of the kind of document or a sample of the a wife.
handwriting.
Expertise (Deception, Insight, Persuasion, and Stealth).
Erdan adds double his proficiency bonus to skill checks he has Too long has he squandered his money
expertise with..
Sneak Attack (+6d6). Once per turn, Erdan can deal an extra on trinkets for the objects of his
6d6 damage to one creature he hits with an attack if he has
advantage on the attack roll. The attack must use a finesse or
fancy, and throwing lavish parties for
ranged weapon. He doesn’t need advantage on the attack roll if their companions.
another enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and he doesn’t have disadvantage on the
attack roll.
Cunning Action. Erdan can take a bonus action on each of his Such is my will for him to be wed
turns during combat. He can use this action to Dash, Disengage,
or Hide.
with haste, I am prepared to settle
Assassinate. Erdan has advantage on attack rolls on any creature for even the meanest dowry.
that hasn’t taken a turn in combat yet. In addition any hit he
scores against a creature that is surprised is a critical hit.
Uncanny Dodge. When Erdan is hit with an attack from an
attacker that he can see, he can use his reaction to halve the
Eldan Liandon
attack’s damage. Lord of Cragholme
Evasion. When Erdan is subjected to an effect that allows him
to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage
on a failed one.
Infiltration Expertise. Erdan can spend seven days and 25gp
to create a false identity for himself with established history
and connections. He can’t establish an identity that belongs to
someone else. When disguised this way, people will believe him
to be the new identity unless given reason not to.
Reliable Talent. Whenever Erdan makes an ability check that
lets him add his proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.
141
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
142
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
143
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
What they do not know is that Garrin is little more than a pawn
Garrin Ashcopse himself, a puppet dancing to the whims of The Voice; a demonic
Small Humanoid (Lightfoot Halfling), Chaotic Evil
maelstrom of threats, mocking laughter and half-remembered
Class Warlock (lvl 1) Armor Class 13 (Std. Leather) promises plaguing Garrin’s psyche. What is left of Garrin is almost
Background Criminal Hit Points 9 (1d8+1) certain The Voice is lying when it claims the items are for a device
Occupation Crime Baron Speed 25 ft. to return Filna from the dead but, for a man as desperate and
STR DEX CON INT WIS CHA broken as Garrin, “almost certain” is not certain enough.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Garrin has the face of a man who sees nightmares on a regular
Saving Throws Wisdom +3, Charisma +5 basis. His weight has dropped quickly and he appears sunken as
Skills Arcana +4, Deception +5, Religion +4, Stealth +2, a result. His eyes are surrounded by deep grey bags and rimmed
Dragonchess, Thieves’ Tools with red. When his anger flares, it might be possible to notice his
Senses Passive Perception 11 eyes shift to a fiery hue.
Languages Common, Halfling Personality Traits
Challenge 1/2 (100 XP)
“Disobey me, you’re dead. Laugh at me, you’re dead. Look
Lucky. When Garrin rolls a 1 on an attack roll, ability at me funny... you getting the picture?” Garrin is a hard
check, or saving throw, he can reroll the die and must use taskmaster and expects absolute and unwavering loyalty. No
the new roll. shortcomings will be tolerated or forgiven, even in his
Brave. Garrin has advantage on saving throws against own kin.
being frightened.
Halfling Nimbleness. Garrin can move through the Ideals
space of any creature that is a size larger than him. “If I can please The Voice, perhaps the dreams will
Naturally Stealthy. Garrin can attempt to hide stop.” Sometimes It promises power for success,
even when he is obscured only by a creature that sometimes only pain for failure. Either way,
is at least one size larger than him. servitude is the only way Garrin can survive.
Criminal Contact. Garrin has a contact Bonds
in the criminal network, and can send and “The Voice is... demanding.” Garrin hates The
receive messages to them through various Voice in his head, but he fears it even more. It’s
means, even over great distances. broken him down into an instrument which
Pact Magic. Garrin uses Charisma as his heeds only It.
spellcasting ability (Spell Save DC 13, +5
to hit with spell attacks). He may cast the Flaws
following spells: “I WILL NOT BE MOCKED!” Garrin’s
Cantrips: Eldrich Blast, Poison Spray nightmares are filled with manic laughter.
1st level, 1/day: Burning Hands, Hellish Rebuke. Even the merest threat of laughter in the
waking world fills him with paranoia and fury.
Otherworldly Patron (The Fiend). Garrin’s
fiendish patron gives him access to the spells Roleplaying Garrin
Burning Hands and Command. Garrin Ashcopse is entirely bereft of humor
Dark One’s Blessing. When Garrin reduces a or compassion. All that matters to him is the
hostile creature to 0 hit points, he gains 4 temporary hit points. procurement of magical items, and anyone who interferes with
this goal will face the inferno. Insecure and temperamental, he
Actions will flare up at the smallest slight, keeping his children constantly
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. deferential and fearful. In combat, he is fearless and wrathful,
Hit: 3 (1d4 + 0) piercing damage. focusing mercilessly on any who have provoked his rage.
Overview “Think I’m funny, eh? Let’s see how much you’re laughing when
you’re smeared against the walls!”
Garrin Ashcopse was a devoted husband to his wife Filna, and
a loving father to their six children. That man has not been seen
since Filna’s death giving birth to their seventh. Unable to come to Weapons, Armor & Items
terms with her loss, Garrin disappeared for years and returned… Ragged Fine Clothes, Studded Leather, Orb of The Voice, Dagger,
changed. Lock of Hair, 5gp
Gone was any warmth in the man, any humor or forgiveness.
His children mourned his loss, even as they feared what he had
become. They are now unwilling pawns in Garrin’s criminal
enterprise, collecting for him any items of magical power they can
get their hands on to an end they know better than to ask about.
144
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
145
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
146
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
147
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
148
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
149
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
150
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
151
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
152
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
153
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
154
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
155
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
On the floor just outside his cell door there sat an oil lamp and
Mal Addik a key ring. Mal knelt down to take them, but when he looked up
Medium Humanoid (Human), Lawful Evil
again, the thieves were gone. He was on his own.
Class Ranger (lvl 1) Armor Class 16 (Scale) He crept slowly, but not very quietly, through the network of
Background Criminal (18 w/shield) hallways and passages for several tense minutes, trying to recall
Occupation Sellsword Hit Points 11 (1d10+1) the exact route that he was brought days earlier. It was hard to
Speed 30 ft. remember as he had been badly beaten by the city guard during his
STR DEX CON INT WIS CHA arrest, then again as he was brought to the prison and questioned.
16 (+3) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 9 (–1) He thought about slitting the throats of every guard he might meet
but, surprisingly, there were none on patrol. The thieves and their
Saving Throws Strength +5, Dexterity +4
guild mates’ work, he thought.
Skills Athletics +5, Deception +1, Perception +4, Stealth +4,
Survival +4, Playing Cards, Thieves’ Tools Suddenly he rounded a corner, and there was the flickering of fire
Senses Passive Perception 14 light. He crept closer as quietly as he could, discovering one of
Languages Common, Elven many guard rooms. In it were several guards lying in bunks, or
Challenge 1 (200 XP) sitting around a fire in the middle of the room, but there was no
Criminal Contact. Mal has a contact in the criminal sound besides the crackling of the dwindling fire. Mal approached
network, and can send and receive messages to them cautiously to find that all of the guards had been slain with a
through various means, even over great distances. single slice to the throat.
Favored Enemy (Humans, Elves). Mal has advantage He quickly ransacked the room, taking any coin he could
on survival checks made when tracking his favored lay his hands on, along with arms and armor. He left the oil
enemies, as well as advantage on Intelligence lamp but kept the keys, exiting the large door to the north.
checks to recall information about them. Finding himself in the moonlight of the early morning,
he took a deep breath of free air. Having been spat on
Natural Explorer (Grasslands). Mal may
by the world for attempting an honest living, Mal
double his proficiency bonus when making
turned his back on his old life and vowed to bring
Intelligence or Wisdom checks about his
down the system of “justice” which
favored terrain, as well as other benefits
allowed him to be jailed.
listed on the following pages.
Actions
Personality Traits
“Keep your head, or lose it.” Mal is always calm
Longsword. Melee Weapon Attack no matter what the situation. He never raises his
(Versatile): +5 to hit, reach 5 ft., one creature. voice or lets his emotions control him.
Hit: 8 / 9 (1d8 / 1d10 + 3) slashing damage.
Shortbow. Ranged Weapon Attack +4 to Ideals
hit, range 80/320, one creature. Hit 6 (1d6 “Can’t buy drinks with reputation.”
+2) piercing damage. Mal will do whatever it takes to become wealthy, even
if that means sacrificing his honor.
Overview
Once a hunter and trapper selling furs and game,
Bonds
Mal began his criminal career by accident—he “My life’s worth more than a pat on the back.”He owes his
was falsely accused of murder shortly after entering life to the guild responsible for his release from prison, but
a foreign city. While awaiting his turn at the gallows, has no way of ever paying them back.
he shared a jail cell with two members of a local Flaws
thieves guild. Although they spoke the common
“You know I’m good for it.” Mal spends all his money on
tongue to him, they spoke to one another in a strange
luxuries and ale and never has enough to pay off his debt.
language. The night before they were to be executed,
Mal was suddenly roused from sleep. His cell mates were Roleplaying Mal
conspiring. When they noticed he was awake they motioned Mal only speaks when he has something worth saying, and
for him to stay silent. They spoke in whispers, “How much do you is easily annoyed by folk who talk too much.
want to live?”
In combat, Mal takes any opportunity that is presented to him.
Mal became suddenly frightened, thinking these thieves meant
to slit his throat. He was, however, mistaken. They explained that “Try not to draw too much attention to yourself.”
their guild brothers would be unlocking their cell shortly, and, if he
so desired, he could go free as well. He was skeptical but desperate. Weapons, Armor & Items
Sure enough, minutes later, the light from a guard’s oil lamp came
Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden
through the small barred window in the cell door. A hushed voice
Wrist Blade, 18sp, 22cp
echoed in the chamber just outside and one of the thieves in Mal’s
cell answered. The key in the lock chattered. It was now or never
and Mal’s cell mates didn’t waste time.
156
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
157
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
158
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
159
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
160
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
161
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
162
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
163
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
164
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
165
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
166
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
167
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
to the music before dropping a copper into the hat. Stanus bowed
Stanus Millrun his head to him as he continued to play. That’s when the other
Medium Humanoid (Human), Neutral Evil
two ruffians snuck up from either side. He was grabbed and
Class Bard (lvl 1) Armor Class 13 (Leather) pushed up against the tavern wall. One ruffian quickly grabbed
Background Sailor Hit Points 10 (1d8+2) the hat and ran. The other two began to turn out his pockets. He
Occupation Slaver Speed 30 ft. struggled until a swift punch to the stomach doubled him over.
STR DEX CON INT WIS CHA One of them ripped the lute from his hands, breaking the shoulder
13 (+1) 15 (+2) 14 (+2) 11 (+0) 9 (–1) 16 (+3) strap. The other one found his coin purse, “Where is the rest?!” He
demanded. Another punch to the stomach.
Saving Throws Dexterity +4, Charisma +5
Skills Athletics +3, Deception +5, Perception +1, Persuasion +5, At that moment, a tall figure opened the tavern door and staggered
Stealth +4, Navigator’s Tools, Water Vehicles out. He looked over at the three of them and said, “Let him go.”
Senses Passive Perception 11 The ruffians chuckled. The figure stepped closer, Stanus looked
Languages Common, Orcish up to see a dapper sailor with tanned skin and long dark hair. “He
Challenge 1/2 (100 XP) may not be the best musician, but what he lacks in talent he makes
up for in determination.”
Ship’s Passage. Stanus can secure free passage on a ship for
himself and his companions. The ruffian who had taken the lute approached, intending to use
it as a club. Without a second thought, the man drew a pistol
Spellcasting. Stanus uses Charisma as his spellcasting ability
concealed under his jacket and fired, killing him. The other
(Spell Save DC 13, +5 to hit with spell attacks). He may cast
thief began to run, so the man drew another pistol,
the following spells:
took aim, and fired. He fell with a grunt. The stranger
Cantrips: Dancing Lights, Vicious Mockery looked down at Stanus, “Care to join me for an ale?”
1st level 2/day: Bane, Cure Wounds, Faerie Fire, Stanus was shocked and surprised. He had no idea who
Hideous Laughter he had just met, or how this man would change his life,
Bardic Inspiration (d6). Stanus can use his and his views, forever.
bonus action to give a creature within 60 ft.
His Bardic Inspiration die. Once within the Personality Traits
next 10 minutes the creature can roll the die and add “I’ll be there.” His friends know he’s reliable and
the number rolled to one ability check, attack roll, can count on him no matter what. He doesn’t
or saving throw it makes. Stanus can use Bardic talk much, but when he does, most people listen.
Inspiration 3 times per day, and regains
expended uses after a long rest. Ideals
“Enough wealth can set any man free.” Gold and
Actions platinum are the key to a better life. He means to one
Rapier. Melee Weapon day buy or steal a ship and chart his own destiny.
Attack: +5 to hit, reach 5 Bonds
ft., one creature. Hit: 7 (1d8 + 2)
“I’m loyal to the Captain first, everything else
piercing damage.
second.” He and Bram (p.132) have been
Overview friends for over a decade.
Stanus once had aspirations of being Flaws
a famous musician, traveling from town
“Have you tried saying ‘no’ to that
to town, making people smile and laugh. It
man? Let me know how it turns out for
didn’t take long for the cruel reality of life to take
you.” He will follow orders even if he
advantage of a young and naive Stanus. Discovering that
thinks they’re wrong. He doesn’t have
bards just starting out are not unquestioningly invited to
the confidence to stand up to Bram on any
play at court to those of quality, he resorted to playing
major matters for fear of how he might react.
for coppers in disgusting taverns and outside
inns. He didn’t even make enough to rent a room, Roleplaying Stanus
and often slept in dirty allyways and under eaves. Not the man he once was, Stanus’ good nature has all
Despite his poor lodgings, he maintained his dignity with fine but been forgotten, snuffed out by the corruption of his
clothes and a fantastic hat. surroundings and associates. Not unduly cruel, but far from kind,
Late one night, he was playing his lute outside of a tavern in the he does what he needs to get by, and doesn’t much care who he
dim lamp light. His hat, with a handful of coppers and a few hurts.
silvers, was upturned on a stool in front of him. Unbeknownst to
him, he had attracted the attention of a few ruffians who falsely “No I don’t know that song, stop asking!”
assumed that such a well-dressed fellow would have more than a
his fair share of coins and other valuables. They waited until the Weapons, Armor & Items
streets were fairly clear before making their move. Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 5gp,
One of the three ruffians approached casually, bobbing his head 15sp, Potion of Spell Rejuvenation
168
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
169
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
170
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
171
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Jack of all Trades. Stanus can add half his proficiency bonus,
Stanus Millrun (level 16) rounded down, to any ability check he makes that doesn’t
Medium Humanoid (Human), Neutral Evil
already include his proficiency bonus.
Class Bard (lvl 16) Armor Class 14 (Leather) Song of Rest (d10). During a short rest, when Stanus or any
Background Sailor Hit Points 131 (16d8+48) friendly creature who can hear him regains HP by spending hit
Occupation Slaver Speed 30 ft. dice, Stanus can use his Song of Rest to allow each creature to
STR DEX CON INT WIS CHA regain an additional 1d10 HP.
13 (+1) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 20 (+5) College of Valor. Stanus gains proficiency with martial weapons,
Saving Throws Dexterity +8, Charisma +10 medium armor, and shields.
Skills Athletics +6, Deception +15, Perception +10, Persuasion +15, Expertise (Athletics, Deception, Persuasion, Stealth). Stanus
Stealth +12, Navigator’s Tools, Water Vehicles adds double his proficiency bonus to skill checks he has
Senses Passive Perception 20 expertise with.
Languages Common, Orcish Combat Inspiration. A creature given Bardic Inspiration die by
Challenge 5 (1,800 XP) Stanus can use it on a weapon damage roll. Alternatively, if the
Ship’s Passage. Stanus can secure free passage on a ship for creature is targeted by an attack roll, it can use its reaction to add
himself and his companions. the Bardic Inspiration die to its AC against it.
Spellcasting. Stanus uses Charisma as his spellcasting ability Font of Inspiration. Stanus regains all uses of his Bardic
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the Inspiration ability when he finishes a long or short rest.
following spells: Countercharm. As an action, Stanus can start a performance
Cantrips: Blade Ward, Dancing Lights, Minor Illusion, that lasts until his next turn. During that time, he and any
Vicious Mockery friendly creature within 30 feet of him have advantage on saving
1st level 2/day: Bane, Cure Wounds, Faerie Fire, throws against being frightened or charmed.
Hideous Laughter Battle Magic. When Stanus casts a bard spell using his action,
2nd level 3/day: Cloud of Daggers, Crown of Madness, he may make one weapon attack as a bonus action.
Hold Person
Actions
3rd level 3/day: Fear, Hypnotic Pattern
4th level 3/day: Confusion, Freedom of Movement Extra Attack. Stanus can attack twice with each Attack action.
5th level 3/day: Blade Barrier, Dominate Person Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 3) piercing damage.
6th level 2/day: Chain Lightning, Mass Suggestion
7th level 2/day: Fire Storm, Teleport Weapons, Armor & Items
8th level 1/day: Dominate Monster, Finger of Death Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes,
75gp, 150sp, Potion of Spell Rejuvenation
Bardic Inspiration (d12). Stanus can use his bonus action to
give a creature within 60 ft. his Bardic Inspiration die. Once
within the next 10 minutes the creature can roll the die and add
the number rolled to one ability check, attack roll, or saving
throw it makes. Stanus can use Bardic Inspiration 5 times per
day , and regains expended uses after a long rest.
172
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
173
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
of the house and the location of any valuables, and scratch this
Talim Nezara information in Thieves’ Cant nearby, in exchange for a share of the
Medium Humanoid (Human), Neutral Evil
loot. Once the populous becomes suspicious, Talim cuts his losses
Class Rogue (lvl 1) Armor Class 9 and moves on to the next town.
Background Assassin Hit Points 8 (1d8+0)
Occupation Thief Speed 20 ft. Personality Traits
“What I do is risky, but I’d rather be knifed in a mark’s house than
STR DEX CON INT WIS CHA
cough myself to death in some back-alley.” Risk and danger make
9 (–1) 7 (–2) 10 (+0) 14 (+2) 15 (+2) 16 (+3)
Talim feel alive; they’re the only vestiges of his old life he has
Saving Throws Dexterity +0, Intelligence +4 left. He’ll occasionally show almost suicidal recklessness, but is
Skills Deception +7, Insight +5, Perception +6, Performance +5, ultimately more scared of dying than he is hateful of living.
Persuasion +7, Sleight of Hand +0, Dice, Thieves’ Tools
Senses Dark Vision 60ft., Passive Perception 14 Ideals
Languages Common, Dwarvish, Thieves’ Cant “If I can’t be at the top, I can at least bring everyone else to the
Challenge 1/8 (25 XP) bottom.” Talim’s dreams have been shattered; it is only fair
Criminal Contact. Talim has a contact in the criminal network, that no-one else should get to achieve theirs. He finds
and can send and receive messages to them through various amusement in sabotaging the efforts of others, or
means, even over great distances. belittling their achievements should they succeed.
Expertise (Deception and Persuasion). Talim adds
double his proficiency bonus to skill checks he
Bonds
has expertise with. “I’d love to get even with Yrla Silverhand, but I’m no fool;
she’d get me right between the eyes this time.” Talim longs for
Sneak Attack (+1d6). Once per turn,
a day when he can gloat over Yrla’s battered corpse. If he had
Talim can deal an extra 1d6 damage
a gang of his own, or anyone he was in control
to one creature he hits with an attack
of, he knows just where he’d send them.
if he has advantage on the attack roll.
The attack must use a finesse or ranged Flaws
weapon. He doesn’t need advantage on “I would kill every last whoreson in this
the attack roll if another enemy of the town if I thought it would get me my legs
target is within 5 feet of it, that enemy back.” Any relationship Talim has built up
isn’t incapacitated, and he doesn’t have in the last 50 years is truly meaningless
disadvantage on the attack roll. to him and he would cut them dead in a
Actions second if someone offered him a cure.
174
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
175
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
176
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
177
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
178
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
179
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
180
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
181
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Parry. Utan can use his reaction to expend one superiority die
Utan Brabus (level 8) when damaged by another creature’s melee attack, reducing the
Medium Humanoid (Drow), Chaotic Evil
damage taken by the number rolled + 5.
Class Fighter (lvl 8) Armor Class 18 (Plate) Trip Attack. Utan may expend one superiority die when he hits
Background Noble Hit Points 72 (8d10+24) a creature with a weapon attack to attempt to knock the target
Occupation Mercenary Speed 30 ft. down. He adds the superiority die to the attack’s damage roll.
STR DEX CON INT WIS CHA If it is Large or smaller, the target must make a Strength saving
14 (+2) 20 (+5) 16 (+3) 10 (+0) 8 (–1) 14 (+2) throw, DC 16, or fall prone.
Saving Throws Strength +5, Constitution +6 Know Your Enemy. Utan can learn certain information about
Skills Athletics +5, History +3, Intimidation +5, Perception +2, a creature’s capabilities compared to his own if he spends at
Persuasion +5, Dragonchess least one minute observing or interacting with it outside of
Senses Darkvision 120ft, Passive Perception 12 combat. He can discern if the creature is his equal, superior, or
Languages Common, Elven, Undercommon inferior in up to two categories: Strength score, Dexterity score,
Challenge 3 (700 XP) Constitution score, Armor Class, current hit points, total class
Fey Ancestry. Utan has advantage on saving throws against levels, or Fighter class levels.
being charmed, and magic cannot put him to sleep. Actions
Trance. Utan does not sleep. Instead, he meditates for four hours
Extra Attack. Utan can attack twice with each Attack action.
each night. This grants him the benefit of a long rest.
Longsword. Melee Weapon Attack (Versatile): +5 to hit, reach 5 ft.,
Sunlight Sensitivity. Utan has disadvantage on attack rolls and
one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
on Perception checks based on sight when he’s in direct sunlight.
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft.,
Drow Magic. Utan knows the Dancing Lights cantrip. He may
one creature. Hit: 10 (1d8 + 5) piercing damage.
also cast Faerie Fire and Darkness once per day, using Charisma
as his spellcasting modifier. Weapons, Armor & Items
Position of Privilege. Utan can secure an audience with a local Blade of Dagr-Nath, Light Crossbow, Plate Armor, 2pp, 15gp,
noble, is welcome in high society, and common people will try 25sp, 80cp
their best to accommodate him.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Utan deals +2 damage with it. Utan in Your Game
Second Wind. On his turn Utan can use a bonus action to If the party ever encounter Utan, it is likely they will be unaware
regain 1d10 + 8 hit points. Once he uses this feature, he must until it is too late. While in civilization, he travels hooded and
finish a long or short rest before using it again. cloaked to hide his ancestry unless he is in the right company.
Action Surge. Once per day, on his turn, Utan can take an He might take the part of a criminal mastermind scheming
additional action on top of his normal action and possible bonus against the player characters if they infringe on his interests,
action. Once he uses this feature, he must finish a long or short using his hard-earned leadership skills to manipulate the
rest before using it again. criminal underworld against them.
Combat Superiority. Utan has five superiority dice which are Quest Hook. Several criminal guilds have had disastrous
d8’s. These dice are expended when used and are regained after a encounters with a dark elf, who has united several low level
short or long rest. gangs into his “legion”. Without their usual infighting, these
Disarming Attack. Utan can expend one superiority die when gangs have the potential to drag the entire city into chaos. The
he hits a creature with a weapon attack to attempt to disarm the party is offered a significant reward for the dark elf ’s head.
target. He adds the superiority die to the attack’s damage roll.
The target must make a Strength saving throw, DC 16, or drop
one item of Utan’s choice that it’s holding.
Feinting Attack. Utan can expend one superiority dice to
choose a creature within 5 ft. of him. He gains advantage on his
next attack roll against that target and adds the superiority die to
attack’s damage roll on a hit.
Menacing Attack. Utan can expend one superiority die when
he hits a creature with a weapon attack. He adds the superiority
die to the attack’s damage roll. The target must make a Wisdom
saving throw, DC 16, or become frightened by Utan until the
end of his next turn.
182
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Parry. Utan can use his reaction to expend one superiority die
Utan Brabus (level 12) when damaged by another creature’s melee attack, reducing the
Medium Humanoid (Drow), Chaotic Evil
damage taken by the number rolled + 5.
Class Fighter (lvl 12) Armor Class 18 (Plate) Sweeping Attack. Utan can expend one superiority die when
Background Noble Hit Points 128 (12d10+60) he hits a creature with a melee weapon attack to damage an
Occupation Mercenary Speed 30 ft. additional creature. If the creature would have been hit by the
STR DEX CON INT WIS CHA original attack roll, is within 5ft of the original target, and within
14 (+2) 20 (+5) 20 (+3) 10 (+0) 8 (–1) 14 (+2) Utan’s reach, it takes damage equal to the number rolled on the
superiority die
Saving Throws Strength +6, Constitution +9
Skills Athletics +6, History +4, Intimidation +6, Perception +3, Trip Attack. Utan may expend one superiority die when he hits
Persuasion +6, Dragonchess a creature with a weapon attack to attempt to knock the target
Senses Darkvision 120ft, Passive Perception 13 down. He adds the superiority die to the attack’s damage roll.
Languages Common, Elven, Undercommon If it is Large or smaller, the target must make a Strength saving
Challenge 5 (1,800 XP) throw, DC 17, or fall prone.
Fey Ancestry. Utan has advantage on saving throws against Know Your Enemy. Utan can learn certain information about
being charmed, and magic cannot put him to sleep. a creature’s capabilities compared to his own if he spends at
Trance. Utan does not sleep. Instead, he meditates for four hours least one minute observing or interacting with it outside of
each night. This grants him the benefit of a long rest. combat. He can discern if the creature is his equal, superior, or
inferior in up to two categories: Strength score, Dexterity score,
Sunlight Sensitivity. Utan has disadvantage on attack rolls and
Constitution score, Armor Class, current hit points, total class
on Perception checks based on sight when he’s in direct sunlight.
levels, or Fighter class levels.
Drow Magic. Utan knows the Dancing Lights cantrip. He may
Indomitable. Once per day, Utan can reroll a failed saving
also cast Faerie Fire and Darkness once per day, using Charisma
throw. Once he uses this feature, he must finish a short or long
as his spellcasting modifier.
rest before using it again.
Position of Privilege. Utan can secure an audience with a local
noble, is welcome in high society, and common people will try Actions
their best to accommodate him. Extra Attack. Utan can attack three times with each Attack action.
Fighting Style (Dueling). When using a melee weapon in one Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 ft.,
hand and no other weapons, Utan deals +2 damage with it. one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
Second Wind. On his turn Utan can use a bonus action to Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
regain 1d10 + 12 hit points. Once he uses this feature, he must one creature. Hit: 10 (1d8 + 5) piercing damage.
finish a long or short rest before using it again.
Weapons, Armor & Items
Action Surge. Once per day, on his turn, Utan can take an
Blade of Dagr-Nath,, Light Crossbow, Plate Armor, 4pp, 30gp, 55sp
additional action on top of his normal action and possible bonus
action. Once he uses this feature, he must finish a long or short
rest before using it again.
Combat Superiority. Utan has five superiority dice which are
d10’s. These dice are expended when used and are regained after
a short or long rest.
Disarming Attack. Utan can expend one superiority die when
he hits a creature with a weapon attack to attempt to disarm the
target. He adds the superiority die to the attack’s damage roll.
The target must make a Strength saving throw, DC 17, or drop
one item of Utan’s choice that it’s holding.
Evasive Footwork. Utan can expend one superiority die when
moving, adding the number rolled to his AC until he stops.
Feinting Attack. Utan can expend one superiority dice to
choose a creature within 5 ft. of him. He gains advantage on his
next attack roll against that target and adds the superiority die to
attack’s damage roll on a hit.
Menacing Attack. Utan can expend one superiority die when
he hits a creature with a weapon attack. He adds the superiority
die to the attack’s damage roll. The target must make a Wisdom
saving throw, DC 17, or become frightened by Utan until the
end of his next turn.
183
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
184
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
185
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
186
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
187
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
188
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
189
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Reliable Talent. When Yrla makes an ability check that lets her
Yrla Silverhand (level 16) add her proficiency bonus she can treat a d20 roll of a 9 or lower
Medium Humanoid (Mountain Dwarf), Neutral Evil
as a 10.
Class Rogue (lvl 16) Armor Class 17 (Halfplate) Impostor. Yrla can flawlessly mimic another person’s speech,
Background Assassin Hit Points 131 (16d8+48) writing, and behavior if she spends at least three hours studying
Occupation Guild Leader Speed 25 ft. the person’s speech, hand writing, and mannerisms. She has
STR DEX CON INT WIS CHA advantage on any Deception check made to avoid detection.
11 (+0) 20 (+5) 16 (+3) 13 (+1) 16 (+3) 11 (+0) Blindsense. If Yrla is able to hear, she is aware of the location of
Saving Throws Dexterity +10, Intelligence+6, Wisdom +8 any hidden or invisible creatures within 10 feet of her.
Skills Acrobatics +15, Deception +10, Insight +13, Perception +13, Actions
Sleight of Hand +10, Stealth +10, Playing Cards,
Thieves’ Tools Metal Hand. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses Darkvision 60ft, Passive Perception 23 creature. Hit: 4 (1d6 + 0) bludgeoning damage.
Languages Common, Dwarvish, Thieves’ Cant Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range
Challenge 6 (2,300 XP) 100/400 ft., one creature. Hit: 11 (1d10 + 5) piercing damage.
Dwarven Resilience. Yrla has advantage on saving throws Weapons, Armor & Items
against poison, and resistance to poison damage.
Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes,
Criminal Contact. Yrla has a contact in the criminal network, Pipe, Silver Choker (4gp), 200sp, 80gp
and can send and receive messages to them through various
means, even over great distances.
Expertise (Acrobatics, Deception, Insight, and Perception).
Yrla adds double her proficiency bonus to skill checks she has
expertise with.
Sneak attack (+8d6). Once per turn, Yrla can deal an extra
8d6 damage to one creature she hits with an attack if she has
advantage on the attack roll. The attack must use a finesse or
ranged weapon. She doesn’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and she doesn’t have disadvantage on the
attack roll.
Cunning Action. On her turn, as a bonus action, Yrla can take a
Dash, Dodge, Disengage, or Hide action.
Assassinate. Yrla has advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet. Additionally, if
she hits a surprised creature, it is counted as a critical hit.
Uncanny Dodge. When Yrla is hit with an attack from an
attacker that she can see, she can use her reaction to halve the
attack’s damage.
Evasion. When Yrla is subjected to an effect that allows her to
make a Dexterity saving throw to only take half damage, she
takes no damage on a successful saving throw and half damage
on a failed one.
Infiltration Expertise. Yrla can spend seven days and 25gp to
create a false identity for herself with established history and
connections. She can’t establish an identity that belongs to
someone else. When disguised this way, people will believe her
to be the new identity unless given reason not to.
190
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
191
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
192
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
193
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Brigands
Brigands are the lowest level of criminal scum. Most are simply
dumb, violent and, more often than not, drunk, rather than
actively malicious. This is not to say, however, that they do not
pose a threat should one get on the wrong side of them; a
broken bottle to the face is just as unpleasant whether or not
the person wielding it has a higher purpose in mind.
It is rare to find brigands in the employ of criminal
organizations; they are simply below most guilds’ attention,
and mostly lack the determination or viciousness to pledge
themselves to such. That being said, if the Jackdaws have need of
a sudden influx of men, regardless of quality or skill, they may
become rather generous with the ale at the lower class taverns.
Brigands don’t often have much on them other than their armor
and weapons (if they even have those), but here is a handy table to
quickly generate items for loot drops:
d12 Item(s)
1-5 A coin purse with 1d4 cp.
6-8 A coin purse with 1d6 cp, and 1d4 sp.
9-10 A coin purse with 1d8 cp, 1d6 sp, and 1d4 ep.
11 A coin purse with 1d10 cp, 1d8 sp, 1d6 ep, and 1d4 gp.
12 Roll twice for this loot drop.
Basic Brigand
Medium Humanoid (Any Race), Neutral
Average Brigand
Armor Class 11 (Leather) Medium Humanoid (Any Race), Neutral
Hit Points 12 (2d8 + 3)
Speed 30 ft. Armor Class 12 (Std. Leather)
Hit Points 24 (4d10 + 2)
STR DEX CON INT WIS CHA Speed 30 ft.
13 (+1) 10 (+0) 12 (+1) 8 (-1) 6 (-2) 10 (+0)
STR DEX CON INT WIS CHA
Saving Throws Strength +2, Constitution +2 14 (+2) 11 (+0) 13 (+1) 9 (-1) 7 (-2) 11 (+0)
Skills Athletics +2
Senses Passive Perception 8 Saving Throws Strength +4, Constitution +3
Languages Any one language (usually Common) Skills Athletics +4
Challenge 1/8 (25 XP) Senses Passive Perception 8
Languages Any one language (usually Common)
Tavern Fighter. The basic brigand has proficiency with Challenge 1/4 (50 XP)
improvised weapons found in most taverns.
Tavern Fighter. The average brigand has proficiency with
Actions improvised weapons found in most taverns.
Dagger. Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: Actions
3 (1d4 + 1) piercing damage.
Club. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4
Ale Mug. Melee or Ranged Weapon Attack: +1 to hit, reach 5ft. or
(1d4 + 2) bludgeoning damage.
range 15/25 ft., one target. Hit: 1 (1d2) bludgeoning damage.
Ale Mug. Melee or Ranged Weapon Attack: +2 to hit, reach 5ft. or
Bar Stool/Chair. Melee Weapon Attack: +2 to hit, reach 5ft, one
range 15/25 ft., one target. Hit: 1 (1d2) bludgeoning damage.
target. Hit: 5 (1d8 + 1) bludgeoning damage.
Bar Stool/Chair. Melee Weapon Attack: +4 to hit, reach 5ft, one
target. Hit: 6 (1d8 + 2) bludgeoning damage.
194
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
195
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
196
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
197
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Ruffians
Muggers, cut-throats and back-alley thugs, ruffians are a parasite
infesting most major cities. While some are driven to a life of
crime and violence by desperation, just as many take to the life
by choice.
Ruffians make up the ranks of both the Jackdaws and
the Black Mast, guilds where the average thug can go
far in the world if they exhibit more than the usual level
of cruelty and greed. A few ambitious (or deluded) ruffians may
find themselves on the Two Blades’ books, but they seldom last
long. Some ruffians fight for the greater good and become ancillary
members of the Purse Cutters, working directly against their more
villainous counterparts.
Ruffians usually have something worth taking; if it wasn’t worth
having, they wouldn’t have taken it in the first place.
d12 Title
1-2 A coin purse with 2d4 cp.
3-4 A coin purse with 2d6 cp, and 2d4 sp.
5-6 A coin purse with 2d8 cp, 2d6 sp, and 2d4 ep.
7-8 A coin purse with 2d10 cp, 2d8 sp, 2d6 ep, and 2d4 gp.
9 A random trinket (DM’s choice).
10 A set of 2d6 dice crafted from knuckle bones.
Average Ruffian
11 A silver ring with a strange insignia on its face. Medium Humanoid (Any Race), Neutral Evil
12 Roll twice for this loot drop. Armor Class 13 (Leather)
Hit Points 28 (4d10 + 6)
Basic Ruffian Speed 30 ft.
Medium Humanoid (Any Race), Neutral Evil
STR DEX CON INT WIS CHA
Armor Class 12 (Leather)
13 (+1) 14 (+2) 12 (+1) 9 (-1) 11 (+1) 12 (+1)
Hit Points 14 (2d8 + 5)
Speed 30 ft. Saving Throws Strength +3, Dexterity +4
Skills Athletics +3, Slight of Hand +4, Stealth +4
STR DEX CON INT WIS CHA Senses Passive Perception 11
12 (+1) 13 (+1) 11 (+0) 9 (-1) 10 (+0) 11 (+0) Languages Any one language (usually Common)
Saving Throws Strength +2, Dexterity +2 Challenge 1/4 (50 XP)
Skills Athletics +2, Slight of Hand +2, Stealth +2
Pack Tactics. The average ruffian has advantage on an attack roll
Senses Passive Perception 10
against a creature if at least one of the ruffian’s allies is within 5
Languages Any one language (usually Common)
feet of the creature and the ally isn’t incapacitated.
Challenge 1/8 (25 XP)
Pack Tactics. The basic ruffian has advantage on an attack roll Actions
against a creature if at least one of the ruffian’s allies is within 5 Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one creature.
feet of the creature and the ally isn’t incapacitated. Hit: 5 (1d6 + 2) slashing damage.
Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft, one creature.
Hit: 4 (1d4 + 2) piercing damage.
Quarterstaff. Melee Weapon Attack (Versatile): +2 to hit, reach 5
Throwing Dagger. Ranged Weapon Attack: +4 to hit, range
ft., one creature. Hit: 4/ 5 (1d6 / 1d8 + 1) bludgeoning damage.
20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
198
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
199
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
200
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
201
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Swindlers
Swindlers run cons from simple, crooked card and dice games in
alleyways, to high class scams, months in planning and execution.
High level swindlers may make use of the Quills to add
credence to their cons and a few (sometimes the same
individuals) may occasionally attempt to delude the
Parliament with an ‘exciting new find’, but it is a rare conman
who can serve to gain from that scholarly—not to mention
tight-fisted—organization. A swindler’s people skills can take them
far in a career with The Sisters of Sin, or help them out of a tough
spot with the authorities if they find themselves working for
The Silent Road.
Swindlers are, as a rule, rather solitary types, and often have no
fixed address, so it is not uncommon for them to carry a good deal
of wealth on their person.
d20 Item(s)
1-4 A coin purse with 5d4 cp.
5-7 A coin purse with 5d6 cp, and 5d4 sp.
8-9 A coin purse with 5d8 cp, 5d6 sp, and 5d4 ep.
10 A coin purse with 5d10 cp, 5d8 sp, 5d6 ep, and 5d4 gp.
11-13 A set of 3 strange dice, each with 12 sides and the faces
marked with strange runes.
Basic Swindler
14-16 A deck of 52 fortune telling cards. Medium Humanoid (Any Race), Neutral
17-19 A pouch containing 1d10 pieces of gold and silver Armor Class 10
jewelry (many of the pieces could be fake or stolen). Hit Points 6 (1d6 + 3)
20 Roll twice for this loot drop. Speed 30 ft.
The Art of the Con STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 10 (+0) 14 (+2) 13 (+1) 14 (+2)
Swindlers are known for having subtle cons that they run on
unsuspecting folk. Their cons include, but are not limited to, the Saving Throws Intelligence +3, Charisma +3
ones listed below: Skills Deception +3, Insight +2, Perception +2, Persuasion +3,
Slight of Hand +2
d10 Preferred Scam or Con Senses Passive Perception 12
1 Running rigged card or dice games. Languages Any one language (usually Common)
2 Telling fortunes at a bargain price—none of which are Challenge 1/2 (100 XP)
true, but all are certainly convincing. Overwhelming Charm. The basic swindler has advantage on
3 Passing off counterfeit coinage as the real thing (gold skill checks that rely on Charisma.
plated steel coins are common).
Roleplaying Cues
4 Feigning need or danger, then picking the pockets of those
who come to their aid. The basic swindler can run a variety of cons (see con table) and
they usually run them alone.
5 Selling fake or stolen items to unsuspecting buyers.
If rumbled, the basic swindler will either try to talk their way out
6 Forging documents of debt and posing as a representative of the situation using their Charisma, or will simply flee. The basic
to collect. swindler will not engage in combat.
7 Selling ‘Snake Oil’ and/or other such miracle remedies that
will “Cure what ails ya”.
8 Posing as someone of high status to enjoy the benefits of
such a role.
9 Seducing an unsuspecting victim and robbing them at the
first opportunity, or leaching off of them long term.
10 A complex con (p.204)
202
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
203
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
204
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Those who bought one of the deeds quickly seek out their newly- Fiddle Game
acquired property, only to find them occupied, or the address Swindler #1 enters an expensive tavern and orders a round of drinks
non-existent. In the mean time, Swindler #1 and #2 have had time or a meal. When it comes to payment, Swindler #1 claims to have
to get their massive take out of sight and disguise themselves yet left their coin purse at home, which is nearby, but is willing to hand
again as they acquire the items they need to forge more deeds and over a valuable item (traditionally a fiddle, but many items could be
plan the next con. used instead) to be used as collateral until they can return.
Fire Sale While Swindler #1 is out, Swindler #2 enters and approaches
The Swindler stands at the entrance to a large shop. They call out the innkeeper, claiming to be a collector and expert in the field
to passers by that the owner of the business is retiring and selling of the item in question (a collector of rare musical instruments
all of their wares at incredible bargains. When the Mark(s) go to in the case of the fiddle). This item, Swindler #2 claims, is
enter, The Swindler declares that the owner has asked that patrons an exceptionally rare example, and they are willing to pay a
pay a small cover charge (1d4 coins) to enter and take advantage ludicrous sum to add it to their collection. However, they have an
of the discounted merchandise. It’s a hard offer to resist, especially appointment to keep and don’t have time to work out the details
when Swindler #1 claims that the cover charge is going toward the now, so they leave details of their (fictitious) lodgings with the
owner’s retirement fund. innkeeper and leave.
Once the Mark(s) make it inside, a little lighter in the coin purse, When Swindler #1 returns the innkeeper, sensing an opportunity,
they see that the shop is full of people all clamoring and shouting. offers to buy the item from them. Swindler #1 reluctantly accepts
After a few minutes the owner of the shop stands up and declares after some haggling, and leaves with a full coin purse.
“There is no discount and I am not retiring! Stop asking!” The two Swindlers split their coin (less the price of a cheap fiddle)
When the Mark(s) go back outside to face the Swindler, they are and move on to the next target.
long gone with just enough money for a hot meal and a room for
the night.
The Hobgoblin Hostage
The Swindler approaches the Mark, claiming to be a relative or
friend of a wealthy businessman who has been captured by a band
of hobgoblin mercenaries. Supposedly, he cannot approach the
authorities, either due to the businessman’s involvement in some
activities of questionable legality, or because he would suffer an
unrecoverable blow to his reputation or finances if his situation
were widely known. The Swindler says that they have chosen to
ask the Mark for help as they seem honest, trustworthy and able to
keep this embarrassing affair a secret.
The Swindler asks the Mark to help him raise funds to pay a
ransom to the hobgoblins and secure the businessman’s release.
In return, the businessman will reward them with a pay-out far
exceeding this investment (to encourage trust, the Swindler may
suggest the Mark be in charge of splitting the reward when it is
issued). As an additional incentive, the businessman may have a
beautiful daughter or handsome son he is looking to marry off who
(if the Swindler has an accomplice) may just-so-happen to be in
town and may just-so-happen to take a fancy to the Mark.
As the Mark gathers funds, the Swindler will continually run into
complications: the hobgoblins raise the ransom, a guarded caravan
must be rented for safe passage to the drop-off point or, in the case
of particularly ruthless swindlers, a package containing a finger or
ear might be produced to shock the Mark into action.
This con will last for as long as the Mark believes the lies, or until
the Swindler runs out of ideas for additional complications. When
this happens, it is up to the Swindler to decide whether to bother
keeping up the pretence long enough to leave town to ‘meet with
the hobgoblins’, or simply sneak out in the dead of night with the
ill-gotten gains.
205
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Thieves
Thieves cover the gamut of pickpockets, burglars, and larcenists.
These are folk who make a living off what they can take from
others, with or without the threat of force.
The Purse Cutters are, of course, made up mostly of thieves; some
of whom are amongst the best in the business. By necessity, the
Wharf Rats also have some excellent thieves, whose smaller size
give them an advantage over their older, slower targets.
Any thief worth their salt has a few interesting bits and pieces
rattling around in their pockets.
d12 Item(s)
1-2 A coin purse with 3d4 cp.
3-4 A coin purse with 3d6 cp, and 3d4 sp.
5-6 A coin purse with 3d8 cp, 3d6 sp, and 3d4 ep.
7-8 A coin purse with 3d10 cp, 3d8 sp, 3d6 ep, and 3d4 gp.
9 A random trinket (DM’s choice).
10 A scrap of paper with the Purse Cutters’ insignia (p.6)
11 A small family heirloom belonging to a member of a
noble house.
12 Roll twice for this loot drop. Average Thief
Medium Humanoid (Any Race), Neutral
Basic Thief Armor Class 14 (Leather)
Medium Humanoid (Any Race), Neutral Hit Points 16 (2d8 + 7)
Armor Class 13 Speed 30 ft.
Hit Points 8 (1d8 + 4) STR DEX CON INT WIS CHA
Speed 30 ft. 10 (+0) 17 (+3) 10 (+0) 15 (+2) 11 (+0) 13 (+1)
STR DEX CON INT WIS CHA Saving Throws Dexterity +5, Intelligence +4
10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) Skills Acrobatics +5, Perception +2, Slight of Hand +5,
Saving Throws Dexterity +4, Intelligence +3 Stealth +5
Skills Acrobatics +4, Perception +1, Slight of Hand +4, Senses Passive Perception 12
Stealth +4 Languages Any one language (usually Common), and
Senses Passive Perception 11 Thieves’ Cant
Languages Any one language (usually Common), and Challenge 1/2 (100 XP)
Thieves’ Cant Cunning Action. On their turn, as a bonus action, the average
Challenge 1/4 (50 XP) thief can take a Dash, Dodge, Disengage, or Hide action.
Cunning Action. On their turn, as a bonus action, the basic Sneak Attack (+1d6). Once per turn, the average thief can deal
thief can take a Dash, Dodge, Disengage, or Hide action. an extra 1d6 damage to one creature they hit with an attack if
they have advantage on the attack roll. The attack must use a
Actions finesse or ranged weapon. They don’t need advantage on the
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft, one creature. attack roll if another enemy of the target is within 5 feet of it,
Hit: 5 (1d4 + 3) piercing damage. that enemy isn’t incapacitated, and they don’t have disadvantage
Throwing Dagger. Ranged Weapon Attack: +5 to hit, range on the attack roll.
20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft, one creature.
Hit: 5 (1d4 + 3) piercing damage.
Throwing Dagger. Ranged Weapon Attack: +5 to hit, range
20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
206
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
207
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
208
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
209
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
210
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
211
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
212
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
213
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Assassins
Assassins are the elite of the criminal underworld, with desirable
skills which can demand high prices. Successful assassins can live
lives of relative luxury, which can make them a valuable target for
less skilled criminals.
The Two Blades guild commands a high number of assassins
who hone their skills with every job taken, and The Purple Rose
allow none but assassins into their ranks. Freelancers can find
employment from any of the criminal organization who have
rivals, and may even find a permanent spot in their ranks if the pay
is good enough.
Assassins equip themselves with the best gear available, and have
the coin to pay for it.
d20 Item(s)
1-4 A coin purse with 1d4 pp.
5-7 A coin purse with 1d6 gp, and 2d4 pp.
8-9 A coin purse with 1d8 ep, 2d6 gp, and 3d4 pp.
10 A coin purse with 1d10 sp, 2d8 ep, 3d6 gp, and 4d4 pp.
11-13 A vial with an extremely deadly and fast-acting poison.
14-16 A finely crafted dagger with beautiful inlay and sheath.
17-19 A tight-fitting leather harness that can be worn under
clothing to hide weapons.
20 Roll twice for this loot drop.
214
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
215
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
216
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
217
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Unique Items bonus damage that the blade can gain, however all bonus damage
is nullified 60 seconds after the last successful attack.
Each of these items can be found on one of the NPCs within this Legends say that Vazim Tell’ani was a vicious warlord from the
book, and can be used or distributed at the DM’s discretion. Far East. He ruled a nomadic people centuries ago who made war
Black Beast’s Gaze with many kingdoms. On his 50th birthday he was betrayed by
his lover, drugged, and sold to a brutal and unforgiving king who
Wondrous item, rare
had him burned alive on the top of a high dune for all to see. Many
The eye of a massive burrowing insect monstrosity. It is kept in a days passed as word reached his sons of his death. They rode many
leather pouch and fits in the palm of a hand. It appears to most days and many nights to the high dune and, once there, gathered
people as a large, black, translucent opal with flecks of amber deep what they could of their father’s ashes. They swore revenge on
within it. all kingdoms in the realm and took the ashes, gathering them
When the eye is taken out of its leather pouch, any creature within in a copper urn. Vabrum, Vasim’s eldest son, commissioned the
30 feet that looks at it, including the eye’s holder, must make a DC smithing of a new sword which he would use to remove the head
15 Wisdom saving throw. On a failed save, the viewer is forced to of every king who had conspired against his father. He instructed
roll a d6 to determine their new condition or action on their next the smith to mix his father’s ashes into the coal he would use to
turn. The viewer can re-roll their saving throw at the end of each smelt the ore, thereby imbuing the blade with the very soul of
of their future turns. Once they have succeeded, they will not be Vasim himself. The blade remained an heirloom of the Tell’ani
affected by the eye until they look at it again. brothers and their decedents until well after it had fulfilled
d6 Condition / Action Vabrum’s curse on the kings. After that, the blade mysteriously
went missing, but has been claimed to exist mounted on the wall of
1 The viewer is blinded. countless armories throughout the realms.
2 The viewer is charmed by the holder of the eye. Value: ~35,000 gp
3 The viewer is frightened by the holder of the eye.
Blackheart’s Blade
4 The viewer is incapacitated.
Weapon (longsword), rare
5 The viewer attacks any target within 5 feet of them with This blade was once owned by the infamous pirate Samul
whatever weapon they are holding, or their fists if they are Blackheart, whose name is legendary amount the pirates, slavers,
unarmed. bandits and ruffians from throughout the realm. Whoever wields
6 The viewer runs for their entire movement speed in a it has advantage on skill checks using Charisma against non-
random direction of the DM’s choosing. law-abiding citizens—the sort of scum who would hold Captain
Value: ~4,000 gp Blackheart in high esteem.
Damage: 4 (1d8) slashing
The Blade of Dagr-Nath Value: ~4,500 gp
Weapon (longsword), rare
This blade was originally forged to commemorate the victory of Book of Blackmail
a dark elf army over that of a vastly larger alliance of high elves Book, rare
and wood elves. The weapons were taken from the bodies of the This book contains a wealth of information about local lords,
alliance commanders and melted down to create the steel used to leaders and people of high status—even those of high status in
forge this blade. low places such as the leader of a thieves’ guild. Some of the
The sword itself is well-known among those who information is pure fantasy (but not beyond possibility)
pledge allegiance to the dark forces. It is a sign of and the rest of the information is cold, hard fact, the sort
power and bestows its owner with advantage on of fact that most folk wouldn’t want going public.
Intimidation and Persuasion checks against elves. The knowledge in the book grants the owner +1d6
Damage: 10 (1d8 + 6) slashing on Insight, Intimidation, and Persuasion checks
Value: ~3,000 gp made against anyone named in the book.
Value: ~350 gp
Blade of Vasim Tell’ani
Weapon (scimitar), very rare (requires Crude Beaded Necklace
attunement) Jewelry, uncommon (requires attunement)
This wickedly sharp scimitar is enchanted This necklace was crafted from remnants of
with a unique spell. When the attuned other jewelry found on the streets and back allies
wielder hits an enemy with an attack using this of a merchant quarter in the city. It has been
weapon, the blade glows with a faint yellow light slowly assembled by a young girl named Nell and,
and its damage is increased by +1. Each time the though she doesn’t know it, one of the remnants is a
wielder lands a successful attack, the blade gains small piece of a very powerful ancient seal. Its magical
+1 damage. The damage increases until the wielder energy still lingers, and may prove to be a very important
misses an attack, at which point all bonus damage is relic to any nefarious character on the lookout for it, or that
nullified and the blade fades, now smoking with a dark gray learned of its whereabouts.
fume and hot to the touch. There is no limit to the amount of Value: ~10 gp
218
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Drum Chest The owner (once attuned) can speak the words, “let forth your
Wondrous item, uncommon breath” in Draconic within 50 feet of the figurine, to have it
instantly belch a dark green cloud of poison in a 30 foot sphere.
This drum has a hidden hatch near one of the shoulder straps,
Additionally, the owner can give the figurine delayed commands,
opened with a unique key. The hatch is the length and width of a
such as, “the next time you are picked up, let forth your breath” or
flattened palm, and opens inward on a hidden hinge. The space
can give more specific times such as ,“in one hour...” in Draconic,
inside is large enough to fit as much as an average backpack, as
and the figurine will follow the instructions. The figurine can be
long as you can fit the object through the hatch. The drum is
disarmed when the owner says, “sleep and be still” in Draconic
most commonly used to temporarily conceal loot after a spree of
within 50 feet of the figurine.
pickpocketing. Even when full, the drum’s sound is not affected by
the items inside it due to the clever design and craftsmanship. The figurine will recharge its poison breath 24 hours after it’s
been expelled.
Value: ~190 gp
Value: ~2,250 gp
Enhanced Forger’s Kit
Forgery kit, rare Heads & Tails
Wondrous item, rare (requires attunement)
This kit not only contains all of the standard items contained
within a forgery kit, but also contains wooden replica rings of all A pair of gold coins, one with the impression of a monarch’s face
the major lords and noble houses from throughout the realm. The at profile on both sides, and the other with the impression of a
use of authentic-looking wax seals makes forging documents from thieving magpie on both sides. When the coins are within 5 feet
the upper elite even more convincing. of each other they have no effect. But when they are separated, the
tails coin teleports coins worth at least 1 copper piece (starting
Value: ~45 gp
with the highest denomination) to the heads coin at a rate of 1 coin
Finger Blade per minute for 1 hour, at which point the tails coin will teleport
Tool, common itself to within 1 inch of the heads coin.
This slender knife, used for cutting purses and picking locks, This wondrous item is best utilizes by swindlers and thieves who
is small enough to be easily concealed in one’s hand, or can be slip the tails coin into the coin purse of their unsuspecting victim,
incorporated into a glove for ease of access. When used, it grants or pay for goods with a handful of gold pieces so that the tails coin
advantage to any attempt the user makes to cut a purse or pick a won’t stand out.
simple lock. Value: ~2,900 gp
Value: ~5 gp
Hidden Wrist-Blade
Fury Weapon (dagger), uncommon
Weapon (warhammer), rare (requires attunement) This devilish little device is designed to fit under the wearers glove,
The wielder of this impressive hammer can forgo their movement strapped around the wrist. When the wearer pulls their hand
and bonus action during their turn to charge up Fury with magical back to make their palm perpendicular with their forearm, the
energy. When charged, the head of the warhammer glows with a blade deploys and extends out 6 or so inches. The blade locks in
pulsing red light. place when fully extended, and is most commonly used to stab an
unsuspecting target.
On the next successful attack, Fury unleashes its magical energy
in the form of a massive blow that causes the target of the attack Damage: 2 (1d4) piercing
to take an additional 1d8 force damage. Additionally, all targets of Value: ~10 gp
Medium size or smaller within a 15 foot cone must make a DC 15
Constitution saving throw, or be knocked back 10 feet. Hobgoblin Glaive
Weapon (reach), uncommon
Damage: 5 (1d8) bludgeoning, +5 (1d8) force damage
This glaive, made by master hobgoblin craftsmen, deals +1 damage,
Value: ~5,000 gp
and is long enough to extend the wielder’s reach by an additional 5
Gemstone Flute feet (on top of the 5 feet granted by its reach property) but giving
Instrument, uncommon (requires attunement) the wielder disadvantage on attack rolls made at this distance.
This finely crafted flute is adorned with a glittering gemstone Damage: 12 (1d10 + 1) slashing
suspended from a cord. When playing this instrument the Value: ~60 gp
musician has advantage on Performance checks.
Knot of Romantic Entanglement
Value: ~160 gp
Bracelet, common
Gold Dragon Figurine This bracelet, weaved from tatty cotton thread, grants the wearer
Wondrous item, rare (requires attunement) +1d4 when performing skill checks using Charisma if the check
This small dragon figurine is finely crafted from pure gold and has anything to do with flirtation, seduction or romance.
could fit in the palm of a hand. It is enchanted to contain an entire Value: ~50 gp
rooms worth of poisonous gas within, which can be triggered in a
variety of ways.
219
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Loupe of True Sight 9 When the character casts a spell, roll a d20. On a 1,
Wondrous item, very rare the spell backfires, creating the opposite effect to that
One of the most useful items for a jeweler or collector of fine gems, intended, or targeting the caster or an ally rather than an
the Loupe of True Sight grants the wearer the ability to identify enemy (or vice-versa) at the DM’s discretion.
the magical properties of gems, jewels and other precious stones. 10 The character immediately takes 1d12 psychic damage,
These magical properties can be innate to the item, or could have and its hit point maximum is reduced by the damage
been imbued in the item through a spell, ritual, or enchantment. taken for the duration of the week.
Value: ~8,250 gp On a successful save, the orb’s bonus increases to +2 and the
wielder has advantage on Wisdom and Intelligence saving throws.
Multitool These benefits last for 24 hours.
Tool, uncommon
Value: ~4,600 gp
This hand held tool has many
different tools within it, giving Orryn’s Enchanted Playing Cards
the user advantage when picking Wondrous item, rare (requires attunement)
locks, disarming traps, and other
This magical deck of playing cards has been enchanted with an
complex tasks requiring Dexterity
illusion spell. Each card has a blank face but, when dealt, the cards
or Intelligence.
take on their value according to the desires of the person who the
Value: ~350 gp deck is attuned to. If someone looks at the card faces before they
are dealt, they will all be assigned a random face value.
Orb of The Voice
Wondrous item, rare A magic user proficient in illusion spells can detect the
enchantment on the cards with an DC 20 Arcana check.
This orb is a means of
communication for the Value: ~2,500 gp
entity known only as The Poppy Milk Vial
Voice. Within is a whirling, churning maelstrom
Elixir, rare
which feeds paranoia, mocks, threatens and
laughs. When the orb is nearby, sentient creatures A small vial full of viscous white liquid. When diluted into a drink
suffer frequent nightmares. The orb can be used as it has no flavor or smell and when consumed in such a fashion it
a +1 spellcasting focus and, in addition, a creature can gaze into causes the drinker to become drowsy and fall asleep within thirty
the orb to attempt to harness a portion of its power. Each time minutes. They will be in a sleep so deep that, though a vigorous
a creature gazes into the orb, they must make a DC 20 Wisdom shake or a slap in the face will temporarily rouse them, they will
saving throw. On a failed save, roll a d10. The creature is given a immediately be drawn back into sleep, and must rest for at least
new flaw or personality quirk that lasts for 1 week (use the table eight hours before they are able to come to their senses.
below, or use it as inspiration to create your own); after multiple Value: ~1,000 gp
failures, these can become severe.
Potion of Spell Rejuvenation
d10 Effect Potion, rare
1 New flaw - “I WILL NOT BE MOCKED!” When a creature drinks this foul-smelling, bitter potion, roll a d10
2 New flaw - “Gold. I have to have it. I have to have it!” and refer to the following table for the effect.
3 Every time the character faces a new enemy, they must d10 Effect
make a Wisdom saving throw (DC 15). On a failed save, 1-3 The drinker recovers their lowest level expended spell
the character is frightened of the enemy. The character slot.
may repeat this saving throw as a bonus action on their
4-5 The drinker recovers their two lowest level expended
turn.
spell slots.
4 The character is mute.
6-7 The drinker recovers their highest level expended spell
5 New flaw - “The Voice knows best. If I’m the only one that slot.
can hear it, that just means I’m special.”
8-9 The drinker recovers their two highest level expended
6 Every time the character finishes speaking, they must say spell slots.
“so says The Voice” or suffer intense pain (1d4 psychic
10 The drinker recovers all expended spell slots, and must
damage)
make a DC 17 Constitution saving thrown. On a failed
7 Once per turn, before the character declares an attack, save, they suffer one level of exhaustion.
they must roll a d20. On a 1, the character must attack the Value: ~2000 gp
closest ally, moving up to their speed if necessary.
8 Animals fear the character intensely and are unable to be Potion of Suggestion
calmed in their presence, instead fleeing or fighting as best Potion, uncommon
suits their nature. Just two drops of this bright blue, magic liquid, consumed
directly from the vial or concealed in an unsuspecting target’s
220
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
ale mug, drinking horn, or wine glass, causes the target to have Skeleton Key of Karn Ithel
disadvantage on saving throws against Deception, Intimidation, Wondrous item, very rare (requires attunement)
and Persuasion from any creature for 1 hour.
This key is enchanted with an alteration spell purposed to unlock
Value: ~185 gp even the most masterfully locked doors, chests, and even objects
locked with magic.
Powerful Crossbow
Weapon (crossbow), rare Karn Ithel is the name of a long-dead mage who was entombed
beneath a great fortress of his own making. Legends tell of his
A heavy crossbow of Dwarvish origin (with specialized
rise to power through the use of elemental magic, and how he
adaptations), its multiple limbs and thick string allow for
was eventually betrayed and incarcerated by his followers, who
a frightening draw weight. Despite this, its unique design
sought his power and wished to bend it to their own purposes.
allows it to be loaded and drawn with ease. Whenever this
Encased in a great metal sarcophagus, he was kept alive for many
bow deals maximum damage, the target must succeed at a DC
decades while his once-loyal followers fed from his life force. They
15 Constitution saving throw. On a failed save, the attack is
had crafted a key from the amulet he wore, which is said to be the
considered a critical hit.
only way to open his casket, the location of which, along with the
Damage: 5 (1d10) piercing fortress, has been lost to time.
Value: ~2,500 gp Value: ~37,000 gp
221
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
222
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
223
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
224
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
225
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
226
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
227
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
228
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
Legal Appendix the extent such content does not embody the Product Identity and
is an enhancement over the prior art and any additional content
Designation of Product Identity: The following items are hereby clearly identified as Open Game Content by the Contributor, and
designated as Product Identity as provided in section 1(e) of the means any work covered by this License, including translations
Open Game License: Any and all material or content that could and derivative works under copyright law, but specifically
be claimed as Product Identity pursuant to section 1(e), below, is excludes Product Identity. (e) “Product Identity” means product
hereby claimed as product identity, including but not limited to: 1. and product line names, logos and identifying marks including
The name “Nord Games” as well as all logos and identifying marks trade dress; artifacts; creatures characters; stories, storylines,
of Nord Games, LLC, including but not limited to the Nord Games plots, thematic elements, dialogue, incidents, language, artwork,
logo as well as the trade dress of Nord Games products; 2. The symbols, designs, depictions, likenesses, formats, poses, concepts,
product name “Game Master’s Toolbox,” “Ultimate NPCs,” as well themes and graphic, photographic and other visual or audio
as any and all Nord Games product names referenced in the work; representations; names and descriptions of characters, spells,
3. All artwork, illustration, graphic design, maps, and cartography, enchantments, personalities, teams, personas, likenesses and
including any text contained within such artwork, illustration, special abilities; places, locations, environments, creatures,
maps or cartography; 4. The proper names, personality, equipment, magical or supernatural abilities or effects, logos,
descriptions and/or motivations of all artifacts, characters, races, symbols, or graphic designs; and any other trademark or registered
countries, geographic locations, plane or planes of existence, gods, trademark clearly identified as Product identity by the owner of the
deities, events, magic items, organizations and/or groups unique Product Identity, and which specifically excludes the Open Game
to this book, but not their stat blocks or other game mechanic Content; (f) “Trademark” means the logos, names, mark, sign,
descriptions (if any), and also excluding any such names when they motto, designs that are used by a Contributor to identify itself or its
are included in monster, spell or feat names. 5. Any other content products or the associated products contributed to the Open Game
previously designated as Product Identity is hereby designated as License by the Contributor (g) “Use”, “Used” or “Using” means to
Product Identity and is used with permission and/or pursuant to use, Distribute, copy, edit, format, modify, translate and otherwise
license. create Derivative Material of Open Game Content. (h) “You” or
This printing is done under version 1.0a of the Open Game “Your” means the licensee in terms of this agreement.
License, below. 2. The License: This License applies to any Open Game Content
OPEN GAME LICENSE Version 1.0a that contains a notice indicating that the Open Game Content
The following text is the property of Wizards of the Coast, Inc. may only be Used under and in terms of this License. You must
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All affix such a notice to any Open Game Content that you Use. No
Rights Reserved. terms may be added to or subtracted from this License except
Notice of Open Game Content: This product contains Open as described by the License itself. No other terms or conditions
Game Content, as defined in the Open Game License, below. Open may be applied to any Open Game Content distributed using this
Game Content may only be Used under and in terms of the Open License.
Game License. 3. Offer and Acceptance: By Using the Open Game Content You
Designation of Open Game Content: Subject to the Product indicate Your acceptance of the terms of this License.
Identity Designation herein, the following material is designated 4. Grant and Consideration: In consideration for agreeing to use
as Open Game Content. (1) all monster statistics, descriptions of this License, the Contributors grant You a perpetual, worldwide,
special abilities, and sentences including game mechanics such as royalty-free, non-exclusive license with the exact terms of this
die rolls, probabilities, and/or other material required to be open License to Use, the Open Game Content.
game con-tent as part of the game rules, or previously released
5. Representation of Authority to Contribute: If You are
as Open Game Content, (2) all portions of spell descriptions that
contributing original material as Open Game Content, You
include rules-specific definitions of the effect of the spells, and
represent that Your Contributions are Your original creation and/
all material previously released as Open Game Content, (3) all
or You have sufficient rights to grant the rights conveyed by this
other descriptions of game-rule effects specifying die rolls or other
License.
mechanic features of the game, whether in traps, magic items,
hazards, or anywhere else in the text, (4) all previously released 6. Notice of License Copyright: You must update the
Open Game Content, material required to be Open Game Content COPYRIGHT NOTICE portion of this License to include the exact
under the terms of the Open Game License, and public domain text of the COPYRIGHT NOTICE of any Open Game Content
material anywhere in the text. You are copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holder’s name to the
1. Definitions: (a)”Contributors” means the copyright and/or
COPYRIGHT NOTICE of any original Open Game Content you
trademark owners who have contributed Open Game Content;
Distribute.
(b)”Derivative Material” means copyrighted material including
derivative works and translations (including into other computer 7. Use of Product Identity: You agree not to Use any Product
languages), potation, modification, correction, addition, Identity, including as an indication as to compatibility, except as
extension, upgrade, improvement, compilation, abridgment or expressly licensed in another, independent Agreement with the
other form in which an existing work may be recast, transformed owner of each element of that Product Identity. You agree not
or adapted; (c) “Distribute” means to reproduce, license, rent, to indicate compatibility or co-adaptability with any Trademark
lease, sell, broadcast, publicly display, transmit or otherwise or Registered Trademark in conjunction with a work containing
distribute;(d)”Open Game Content” means the game mechanic Open Game Content except as expressly licensed in another,
and includes the methods, procedures, processes and routines to independent Agreement with the owner of such Trademark or
229
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
230
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
231
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677
232