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07 - NPC - Ultimate NPCs Skulduggery 5e

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Game Master’s Toolbox

Ultimate NPCs: Skulduggery


5th Edition Compatible

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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.

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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

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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.

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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

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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.

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Digging through his connections to underground networks of Wharf Rats


thieves and criminals, Tatan sought the aid of The Quills (p.68), a It happens in the city; parents die, weaken in sickness or turn to
tight-lipped guild of forgers who artfully produce any document drink, and children are abandoned or are forced to run away. These
that need requires, if the requester is willing to pay the price... waifs and strays trickle down through the cracks in society almost
Just two days before the king was to lay claim on the property of exclusively illiterate, hungry and frightened and, if they’re lucky,
Hammonder, a will was unexpectantly discovered in his most they find the Wharf Rats. Their exact numbers are difficult to guess
personal effects declaring Tatan and four other members of The and constantly fluctuating, but generally there are around 15. They
Red Gloves beneficiaries of his vast estate. The wealth was divided are always on the move, scratching their crude symbol on walls
evenly between the five and, so great a compensation was just and rooftiles to indicate the current place of safety. Without greed,
one fifth of his wealth, the other four kept to themselves any and taking no pleasure in their situation, they steal what they must,
grievance that Tatan appeared to have been given the entirety of and only what they must, to survive, but generally try to lead as
Hammonder’s land. Tatan was quickly named Lord and took up legitimate and “normal” a life as possible (albeit one fraught with
residence in the Lord’s House in which Hammonder had lived. danger and which could be cut short at any time), if only so that
Even today, members of The Red Gloves consist of former no one can say they owe anything to society as a whole. They look
criminals of one ilk or another. They use their power to subtly sway after each other and their own business. Those that grow up to find
the pendulum of politics in their favor, with a philosophy that life work or apprenticeships are luckiest, but even those that grow up
is but a play and we are all actors in it. We each have much to gain to join criminal enterprises are fortunate compared to the all-too-
if we play the right part. many that don’t grow up at all.
Nell (p.50) leads The Rats, acting as part gang leader and part
communal mother.

Good Aligned Characters


If you’re looking for an ally, patron, or a temporary party member, this chapter contains a selection of (to varying degrees) good
characters within the murky sphere of skulduggery. Use this table to select a character at random.
d10 Name Class Alignment Background Occupation Page
1 Aelar Oakenheel Ranger Neutral Good Outlander Bounty Hunter 8
2 Aticus Greenmoss Bard Neutral Good Entertainer Instrumentalist 14
3 Cogrin Heavyfist Barbarian Chaotic Good Folk Hero Blacksmith 20
4 Criella Rogue Chaotic Good Urchin Thief 26
5 Elenor Ravenhair Rogue Chaotic Good Criminal Highway Robber 32
6 Mardren Mar Fighter Neutral Good Criminal Watchman 38
7 Natterjack Bard Chaotic Good Entertainer Musician 44
8 Nell Rogue Neutral Good Urchin Pickpocket 50
9 Tam Fletcher Fighter Chaotic Good Entertainer Musician 56
10 Tauberel Rogue Chaotic Good Criminal Thief 62

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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

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Aelar Oakenheel (level 4) Actions


Medium Humanoid (Wood Elf), Neutral Good Longsword. Melee Weapon Attack (Versatile): +3 to hit, reach 5ft,
Class Ranger (lvl 4) Armor Class 14 (Hide) one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
Background Outlander Hit Points 32 (4d10+4) Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
Occupation Bounty Hunter Speed 35 ft. creature. Hit: 9 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
13 (+1) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 8 (–1) Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with
Saving Throws Strength+3, Dexterity +6 20 arrows. 8cp, 5sp, 1gp, Thief Slayer’s Ring
Skills Acrobatics +6, Athletics +3, Insight +5, Perception +5,
Stealth +6, Survival +5, Flute Thief Slayer
Senses Darkvision 60 ft., Passive Perception 15 It had been nearly two months of hard work: freezing nights on
Languages Common, Elvish, Goblin, Orcish, Thieves’ Cant rooftops and up to his knees in filth in the sewers, but it had all
Challenge 1 (200 XP) been worth it. The information he had gathered—watch schedules,
Fey Ancestry. Aelar has advantage on saving throws against rivalries, fears—meant his plan went off without a hitch. After
being charmed, and magic cannot put him to sleep. tonight, The Vipers would never take out another bounty on him.
Trance. Aelar does not sleep. Instead, he meditates for four Last night was hard, but by sunrise twelve of the highest ranking
hours each night. This grants him the benefit of a long rest. members of the group lay dead. Aelar had used their own
Mask of the Wild. Aelar may attempt to hide when only techniques against them, making it look like old rivalries had
lightly obscured by natural phenomenon such as rain. flared, or treacherous deals had been made. Come the morning
Wanderer. Aelar can find enough food and water for himself the bodies were discovered, and the entire gang dissolved into
and 5 others in the wilderness, provided the area is adequately infighting factions. Those that weren’t killed were now in chains
stocked. Additionally, he always recalls the general layout of the and would doubtless face the hangman. Now there were just a few
area around him. loose ends to clear up. Three loose ends to be precise, limping their
way through the woods a few miles out from the city: the chief and
Favored Enemy (Orcs, Goblins). Aelar has advantage on
his last two remaining loyal men.
survival checks made when tracking his favored enemies, as well
as advantage on Intelligence checks to recall information Aelar had been close on their trail throughout the evening and,
about them. now that they had stopped to make camp, he had his opportunity.
The chief had taken the first watch, staring slumped into the
Natural Explorer (Forests). Aelar is particularly adept at
campfire. Aelar nocked an arrow and drew back the string but,
traversing his favored terrain and may double his proficiency
just as he leveled his aim, the chief ’s face hardened with a sudden
bonus when making Intelligence or Wisdom checks about
resolve. Slowly, he got to his feet, a flash of fire at his belt as his
such areas. In favored terrain, difficult terrain doesn’t slow his
knife left its sheath. Aelar held his breath, but he was seemingly
group’s travel, his group can’t get lost except by magical means,
not the chief ’s target. Instead, he moved towards his sleeping men,
he can engage in another activity such as foraging or tracking
clearly meaning to put to rest any suspicion in his mind that they
and remain alert to danger, he can move stealthily at a normal
would turn on him as the others had.
pace if traveling alone, finds twice as much food as normal while
foraging and, when tracking other creatures, he learns their Aelar loosed the arrow; the chief grunted as it pierced his chest,
exact number, sizes, and how long ago they passed through and he sank to his knees. The two men awoke, startled, and
the area. reached for their weapons but two arrows piercing their wrists
put a stop to such thoughts. The chief toppled forwards snapping
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
a smoldering log and sending embers flying, and the men
ranged weapons.
surrendered.
Spellcasting. Aelar uses Wisdom as his spellcasting ability
Aelar left them tied to a tree by the city’s main gate, and ordered
(Spell Save DC 13, +5 to hit with spell attacks). He may cast the
them to call for help, “and when it comes,” he told them, “you shall
following spells:
confess your crimes and lead the guard to your camp.”
1st level, 3/day: Alarm, Hail of Thorns, Hunter’s Mark
As he disappeared into the night, he had a sudden thought.
Horde Breaker. Once per turn, when Aelar makes a weapon
“And tell them The Thief Slayer sent you.”
attack against a creature, he may make another attack against
another creature within 5 ft. of the target and within range of
his weapon.
Primeval Awareness. Aelar may use his action and expend
one ranger spell slot to focus on the region around him. For 1
minute per level of the spell expended he can sense whether
there are any aberrations, celestials, dragons, elementals, fey,
fiends or undead within a mile of his current location. (6 miles if
in favored terrain.)

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Primeval Awareness. Aelar may use his action and expend


Aelar Oakenheel (level 8) one ranger spell slot to focus on the region around him. For 1
Medium Humanoid (Wood Elf), Neutral Good
minute per level of the spell expended he can sense whether
Class Ranger (lvl 8) Armor Class 14 (Hide) there are any aberrations, celestials, dragons, elementals, fey,
Background Outlander Hit Points 60 (8d10+8) fiends or undead within a mile of his current location. (6 miles if
Occupation Bounty Hunter Speed 35 ft. in favored terrain.)
STR DEX CON INT WIS CHA Steel Will. Aelar has advantage on saving throws against
13 (+1) 20 (+5) 12 (+1) 10 (+0) 16 (+3) 8 (–1) being frightened.
Saving Throws Strength +4, Dexterity +8 Land’s Stride. Aelar may move through non-magical difficult
Skills Acrobatics +8, Athletics +4, Insight +6, Perception +6, terrain at no extra movement cost. He takes no damage from
Stealth +8, Survival +6, Flute non-magical plants via thorns, spikes, and other similar hazards.
Senses Darkvision 60ft, Passive Perception 16 In addition, he has advantage on saving throws against plants
Languages Common, Elvish, Goblin, Orcish, Giant, that are magically created or manipulated to impede movement.
Thieves’ Cant
Actions
Challenge 3 (700 XP)
Fey Ancestry. Aelar has advantage on saving throws against Extra Attack. Aelar makes two attacks per Attack action.
being charmed, and magic cannot put him to sleep. Longsword. Melee Weapon Attack (Versatile): +4 to hit, reach 5ft,
Trance. Aelar does not sleep. Instead, he meditates for four one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
hours each night. This grants him the benefit of a long rest. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
Mask of the Wild. Aelar may attempt to hide when only one creature. Hit: 10 (1d8 + 5) piercing damage.
lightly obscured by natural phenomenon such as rain. Weapons, Armor & Items
Wanderer. Aelar can find enough food and water for himself Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with
and 5 others in the wilderness, provided the area is adequately 20 arrows. 90sp, 10gp, Thief Slayer’s Ring
stocked. Additionally, he always recalls the general layout of the
area around him.
Favored Enemy (Orcs, Goblins, Giants). Aelar has advantage Aelar in Your Game
on survival checks made when tracking his favored enemies, as
well as advantage on Intelligence checks to recall information Aelar is most likely to be met out in the wilderness, possibly
about them. pursuing one of his bounties. He may turn up out of the blue
Natural Explorer (Forests, Mountains). Aelar is particularly to save the party from a group of ne’er-do-wells he has been
adept at traversing his favored terrain and may double his tracking, or to help bring them to justice. If the party were to
proficiency bonus when making Intelligence or Wisdom checks encounter him in a more civilized setting, he is unlikely to start
about such areas. In favored terrain, difficult terrain doesn’t up a conversation, but would respond cordially if spoken to.
slow his group’s travel, his group can’t get lost except by magical Quest Hook. Aelar sees potential in the player characters and
means, he can engage in another activity such as foraging or asks them to help him gather intelligence on the leader of a
tracking and remain alert to danger, he can move stealthily at group of ruffians by attempting to bluff their way into the gang.
a normal pace if traveling alone, finds twice as much food as If they are found out, will Aelar come to their rescue, or abandon
normal while foraging and, when tracking other creatures, he them to their fate?
learns their exact number, sizes, and how long ago they passed
through the area.
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
ranged weapons.
Spellcasting. Aelar uses Wisdom as his spellcasting ability
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the
following spells:
1st level, 4/day: Alarm, Ensnaring Strike, Hunter’s Mark
2nd level, 3/day: Lesser Restoration, Pass Without Trace
Horde Breaker. Once per turn, when Aelar makes a weapon
attack against a creature, he may make another attack against
another creature within 5 ft. of the target and within range of
his weapon.

10
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677

Primeval Awareness. Aelar may use his action and expend


Aelar Oakenheel (level 12) one ranger spell slot to focus on the region around him. For 1
Medium Humanoid (Wood Elf), Neutral Good
minute per level of the spell expended he can sense whether
Class Ranger (lvl 12) Armor Class 14 (Hide) there are any aberrations, celestials, dragons, elementals, fey,
Background Outlander Hit Points 100 (12d10+24) fiends or undead within a mile of his current location. (6 miles if
Occupation Bounty Hunter Speed 35 ft. in favored terrain.)
STR DEX CON INT WIS CHA Steel Will. Aelar has advantage on saving throws against
13 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (–1) being frightened.
Saving Throws Strength +5, Dexterity +9 Land’s Stride. Aelar may move through non-magical difficult
Skills Acrobatics +9, Athletics +5, Insight +7, Perception +7, terrain at no extra movement cost. He takes no damage from
Stealth +9, Survival +7, Flute non-magical plants via thorns, spikes, and other similar hazards.
Senses Darkvision 60ft, Passive Perception 17 In addition, he has advantage on saving throws against plants
Languages Common, Elvish, Goblin, Orcish, Giant, that are magically created or manipulated to impede movement.
Thieves’ Cant Hide in Plain Sight. Aelar may spend 1 minute creating
Challenge 5 (1,800 XP) camouflage for himself. He must have access to fresh mud, dirt,
Fey Ancestry. Aelar has advantage on saving throws against plants, soot, or other naturally occurring materials with which to
being charmed, and magic cannot put him to sleep. create his camouflage. Once Aelar is camouflaged in this way he
Trance. Aelar does not sleep. Instead, he meditates for four gains +10 to his Stealth checks as long as he remains stationary
hours each night. This grants him the benefit of a long rest. without taking actions. Once he moves or takes an action or
reaction he must camouflage himself again to gain this benefit
Mask of the Wild. Aelar may attempt to hide when only
lightly obscured by natural phenomenon such as rain. Volley. Aelar can use his action to make a ranged attack against
any number of creatures within 10 feet of a point he can see
Wanderer. Aelar can find enough food and water for himself
within his weapon’s range. He must have ammunition for each
and 5 others in the wilderness, provided the area is adequately
target as normal and he makes a separate attack for each target.
stocked. Additionally, he always recalls the general layout of the
area around him. Actions
Favored Enemy (Orcs, Goblins, Giants). Aelar has advantage
Extra Attack. Aelar makes two attacks per Attack action.
on survival checks made when tracking his favored enemies, as
well as advantage on Intelligence checks to recall information Longsword. Melee Weapon Attack (Versatile): +5 to hit, reach 5ft,
about them. one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
Natural Explorer (Forests, Mountains, Swamp). Aelar is Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
particularly adept at traversing his favored terrain and may one creature. Hit: 10 (1d8 + 5) piercing damage.
double his proficiency bonus when making Intelligence or Weapons, Armor & Items
Wisdom checks about such areas. In favored terrain, difficult Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with
terrain doesn’t slow his group’s travel, his group can’t get lost 20 arrows. 210sp, 30gp, Thief Slayer’s Ring
except by magical means, he can engage in another activity
such as foraging or tracking and remain alert to danger, he can
move stealthily at a normal pace if traveling alone, finds twice as
much food as normal while foraging and, when tracking other
creatures, he learns their exact number, sizes, and how long ago
they passed through the area.
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
ranged weapons.
Spellcasting. Aelar uses Wisdom as his spellcasting ability
(Spell Save DC 15, +7 to hit with spell attacks). He may cast the
following spells:
1st level, 4/day: Alarm, Ensnaring Strike, Hunter’s Mark
2nd level, 3/day: Lesser Restoration, Pass Without Trace
3rd level, 3/day: Plant Growth, Speak with Plants
Horde Breaker. Once per turn, when Aelar makes a weapon
attack against a creature, he may make another attack against
another creature within 5 ft. of the target and within range of
his weapon.

11
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677

Primeval Awareness. Aelar may use his action and expend


Aelar Oakenheel (level 16) one ranger spell slot to focus on the region around him. For 1
Medium Humanoid (Wood Elf), Neutral Good
minute per level of the spell expended he can sense whether
Class Ranger (lvl 16) Armor Class 14 (Hide) there are any aberrations, celestials, dragons, elementals, fey,
Background Outlander Hit Points 132 (16d10+32) fiends or undead within a mile of his current location. (6 miles if
Occupation Bounty Hunter Speed 35 ft. in favored terrain.)
STR DEX CON INT WIS CHA Steel Will. Aelar has advantage on saving throws against
13 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (–1) being frightened.
Saving Throws Strength +6, Dexterity +10 Land’s Stride. Aelar may move through non-magical difficult
Skills Acrobatics +10, Athletics +6. Insight +9, Perception +9, terrain at no extra movement cost. He takes no damage from
Stealth +10, Survival +9, Flute non-magical plants via thorns, spikes, and other similar hazards.
Senses Darkvision 60ft, Passive Perception 19 In addition, he has advantage on saving throws against plants
Languages Common, Elvish, Goblin, Orcish, Giant, Draconic, that are magically created or manipulated to impede movement.
Thieves’ Cant Hide in Plain Sight. Aelar may spend 1 minute creating
Challenge 6 (2,300 XP) camouflage for himself. He must have access to fresh mud, dirt,
Fey Ancestry. Aelar has advantage on saving throws against plants, soot, or other naturally occurring materials with which to
being charmed, and magic cannot put him to sleep. create his camouflage. Once Aelar is camouflaged in this way he
Trance. Aelar does not sleep. Instead, he meditates for four gains +10 to his Stealth checks as long as he remains stationary
hours each night. This grants him the benefit of a long rest. without taking actions. Once he moves or takes an action or
reaction he must camouflage himself again to gain this benefit
Mask of the Wild. Aelar may attempt to hide when only
lightly obscured by natural phenomenon such as rain. Volley. Aelar can use his action to make a ranged attack against
any number of creatures within 10 feet of a point he can see
Wanderer. Aelar can find enough food and water for himself
within his weapon’s range. He must have ammunition for each
and 5 others in the wilderness, provided the area is adequately
target as normal and he makes a separate attack for each target.
stocked. Additionally, he always recalls the general layout of the
area around him. Vanish. Aelar may use the Hide action as a bonus action on his
turn. Also he can’t be tracked by non-magical means unless he
Favored Enemy (Orcs, Goblins, Giants, Dragons). Aelar has
chooses to leave a trail.
advantage on survival checks made when tracking his favored
enemies, as well as advantage on Intelligence checks to recall Evasion. When Aelar is subjected to an effect that allows him
information about them. to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage
Natural Explorer (Forests, Mountains, Swamp). Aelar is
on a failed one.
particularly adept at traversing his favored terrain and may
double his proficiency bonus when making Intelligence or Actions
Wisdom checks about such areas. In favored terrain, difficult
terrain doesn’t slow his group’s travel, his group can’t get lost Extra Attack. Aelar makes two attacks per Attack action.
except by magical means, he can engage in another activity Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5ft,
such as foraging or tracking and remain alert to danger, he can one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage
move stealthily at a normal pace if traveling alone, finds twice as Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft.,
much food as normal while foraging and, when tracking other one creature. Hit: 10 (1d8 + 5) piercing damage.
creatures, he learns their exact number, sizes, and how long ago
Weapons, Armor & Items
they passed through the area.
Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with
Fighting Style (Archery). Aelar gains a +2 to attack rolls with
20 arrows. 300sp, 70gp, Thief Slayer’s Ring
ranged weapons.
Spellcasting. Aelar uses Wisdom as his spellcasting ability
(Spell Save DC 15, +7 to hit with spell attacks). He may cast the
following spells:
1st level, 4/day: Alarm, Ensnaring Strike, Hunter’s Mark
2nd level, 3/day: Lesser Restoration, Pass Without Trace
3rd level, 3/day: Plant Growth, Speak with Plants
4th level, 2/day: Freedom of Movement, Grasping Vine
Horde Breaker. Once per turn, when Aelar makes a weapon
attack against a creature, he may make another attack against
another creature within 5 ft. of the target and within range of
his weapon.

12
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677

Primeval Awareness. Aelar may use his action and expend


Aelar Oakenheel (level 20) one ranger spell slot to focus on the region around him. For 1
Medium Humanoid (Wood Elf), Neutral Good
minute per level of the spell expended he can sense whether
Class Ranger (lvl 20) Armor Class 14 (Hide) there are any aberrations, celestials, dragons, elementals, fey,
Background Outlander Hit Points 164 (20d10+40) fiends or undead within a mile of his current location. (6 miles if
Occupation Bounty Hunter Speed 35 ft. in favored terrain.)
STR DEX CON INT WIS CHA Steel Will. Aelar has advantage on saving throws against
13 (+1) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (–1) being frightened.
Saving Throws Strength +7, Dexterity +11 Land’s Stride. Aelar may move through non-magical difficult
Skills Acrobatics +11, Athletics +7. Insight +11, Perception terrain at no extra movement cost. He takes no damage from
+11, Stealth +11, Survival +11, Flute non-magical plants via thorns, spikes, and other similar hazards.
Senses Darkvision 60ft, Passive Perception 21 In addition, he has advantage on saving throws against plants
Languages Common, Elvish, Goblin, Orcish, Giant, Draconic, that are magically created or manipulated to impede movement.
Thieves’ Cant Hide in Plain Sight. Aelar may spend 1 minute creating
Challenge 7 (2,900 XP) camouflage for himself. He must have access to fresh mud, dirt,
Fey Ancestry. Aelar has advantage on saving throws against plants, soot, or other naturally occurring materials with which to
being charmed, and magic cannot put him to sleep. create his camouflage. Once Aelar is camouflaged in this way he
Trance. Aelar does not sleep. Instead, he meditates for four gains +10 to his Stealth checks as long as he remains stationary
hours each night. This grants him the benefit of a long rest. without taking actions. Once he moves or takes an action or
reaction he must camouflage himself again to gain this benefit
Mask of the Wild. Aelar may attempt to hide when only
lightly obscured by natural phenomenon such as rain. Volley. Aelar can use his action to make a ranged attack against
any number of creatures within 10 feet of a point he can see
Wanderer. Aelar can find enough food and water for himself
within his weapon’s range. He must have ammunition for each
and 5 others in the wilderness, provided the area is adequately
target as normal and he makes a separate attack for each target.
stocked. Additionally, he always recalls the general layout of the
area around him. Vanish. Aelar may use the Hide action as a bonus action on his
turn. Also he can’t be tracked by non-magical means unless he
Favored Enemy (Orcs, Goblins, Giants, Dragons). Aelar has
chooses to leave a trail.
advantage on survival checks made when tracking his favored
enemies, as well as advantage on Intelligence checks to recall Evasion. When Aelar is subjected to an effect that allows him
information about them. to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage
Natural Explorer (Forests, Mountains, Swamp). Aelar is
on a failed one.
particularly adept at traversing his favored terrain and may
double his proficiency bonus when making Intelligence or Feral Senses. When Aelar attacks a creature he can’t see, his
Wisdom checks about such areas. In favored terrain, difficult inability to see it doesn’t impose disadvantage on his attack
terrain doesn’t slow his group’s travel, his group can’t get lost roll against it. He is also aware of the location of any invisible
except by magical means, he can engage in another activity creature within 30 ft. of him, provided the creature is not hidden
such as foraging or tracking and remain alert to danger, he can from him and he is not blinded of deafened
move stealthily at a normal pace if traveling alone, finds twice as Foe Slayer. Once per turn, Aelar can add his Wisdom modifier
much food as normal while foraging and, when tracking other to the attack roll or the damage roll of an attack he makes
creatures, he learns their exact number, sizes, and how long ago against one of his favored enemies. He can choose to use this
they passed through the area. feature before or after the roll but before any effects of the roll
Fighting Style (Archery). Aelar gains a +2 to attack rolls with are applied.
ranged weapons. Actions
Spellcasting. Aelar uses Wisdom as his spellcasting ability
(Spell Save DC 15, +7 to hit with spell attacks). He may cast the Extra Attack. Aelar makes two attacks per Attack action.
following spells: Longsword. Melee Weapon Attack (Versatile): +7 to hit, reach 5ft,
1st level, 4/day: Alarm, Ensnaring Strike, Hunter’s Mark one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
2nd level, 3/day: Lesser Restoration, Pass Without Trace Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft.,
one creature. Hit: 10 (1d8 + 5) piercing damage.
3rd level, 3/day: Plant Growth, Speak with Plants
4th level, 3/day: Freedom of Movement, Grasping Vine Weapons, Armor & Items
5th level, 2/day: Locate Creature, Swift Quiver Longsword, Longbow, Hide Armor, Explorer’s Kit, Quiver with
20 arrows. 300sp, 120gp, Thief Slayer’s Ring
Horde Breaker. Once per turn, when Aelar makes a weapon
attack against a creature, he may make another attack against
another creature within 5 ft. of the target and within range of
his weapon.

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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.

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Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677

Aticus Greenmoss (Level 4) Actions


Small Humanoid (Lightfoot Halfling), Neutral Good Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Class Bard (lvl 4) Armor Class 14 (Leather) Hit: 8 (1d8 + 3) piercing damage.
Background Entertainer Hit Points 27 (4d8+4) Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
Occupation Instrumentalist Speed 25 ft. creature. Hit: 5 (1d4 + 3) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
8 (–1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 18 (+4) Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone
Saving Throws Dexterity +5, Charisma +6 Flute, 15cp, 15sp, 2gp.
Skills Acrobatics +5, History +2, Insight +3, Investigation +4,
Performance +8, Persuasion +8, Sleight of Hand +5, Stealth +5, Storyteller
Disguise Kit, Flute This is it, Aticus thought as he stumped up the track after his
Senses Passive Perception 12 companions, this will be a tale worth telling.
Languages Common, Halfling He hadn’t exactly been unhappy with his progress in the years
Challenge 1 (200 XP) since he left home, but he hadn’t been exactly satisfied either. By
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or now he expected to be performing on stages with more renown
saving throw, he can reroll the die and must take the new result. and audience than taverns and inns. That said, it was in a tavern
Brave. Aticus has advantage on saving throws against that the opportunity for this little adventure had come up, so he
being frightened. couldn’t complain.
Halfling Nimbleness. Aticus can move through a space “I’ll wager you fellows are glad you ran into me,” he puffed as
occupied by a creature that is larger than him. his little legs worked to keep up, “I’ve more than a little treasure-
Naturally Stealthy. Aticus can attempt to hide even when he’s hunting experience myself, in fact, that reminds me of one time-”
only obscured by a creature at least one size bigger than him. “Let’s save some stories for when we make camp, eh?” snapped
By Popular Demand. Aticus can always find a place to perform, Rhona, the leader of the band of soldiers-turned-treasure-hunters.
and can expect free food and lodging at the venue for each Rhona looked weary and short-tempered, despite Aticus doing his
performance day. best to keep up spirits with stories and songs but, he reasoned, it
Spellcasting. Aticus uses Charisma as his spellcasting ability had been a long day of travel.
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the As the path they were following approached a river crossing, a
following spells: voice called out from the rocks ahead of them, ordering them to
Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery stop. A group of half a dozen figures stepped into view.
1st level 4/day: Charm Person, Comprehend Languages, Cure “There’s a toll for this bridge,” said a rough-looking fellow Aticus
Wounds, Disguise Self had a sneaking suspicion was not a bridge warden.
2nd level 3/day: Enthrall, Phantasmal Force, Suggestion “Is that right?” Rhona looked ready to draw her sword.
Bardic Inspiration (d6). Aticus can use his bonus action to give “Give us everything you’ve got and you can cross, or-”
a creature within 60 ft. his bardic inspiration die. Once within “You could kill us all and take our valuables, it’s true,” cut in
the next 10 minutes the creature can roll the die and add the Aticus, sidling into the front of the group. “It would be easy. A
number rolled to one ability check, attack roll, or saving throw it trifle really, wouldn’t it, friends?”
makes. Aticus can use bardic inspiration 4 times per day He looked towards his companions for assurance, but they were
Jack of all Trades. Aticus can add half his proficiency bonus, staring at him blankly.
rounded down, to any ability check he makes that doesn’t “That’s right,” he continued regardless, “we’re outmatched and
already include his proficiency bonus. outnumbered,” possibly over-doing it a bit, “anyway, the point is you
Song of Rest (d6). During a short rest, when Aticus or any shouldn’t. If you kill us, you’ll be passing up the opportunity of a
friendly creature who can hear him regains HP by spending hit life time. We are on an expedition to ruins teeming with plunder
dice, Aticus can use his Song of Rest to allow each creature to and, what’s more, we’ve been offered a rich reward upon our return
regain an additional 1d6 HP. with a few choice artifacts, which I’m sure we could split to our
Expertise (Performance, Persuasion). Aticus adds double his mutual satisfaction.”
proficiency bonus to skill checks he has expertise with. There was a pregnant pause. After mulling it over, the bandit
Cutting Words. When a creature that Aticus can see within 60 sheathed his weapon.
ft. of him makes an attack roll, an ability check, or a damage “‘Teeming with plunder’, you say?”
roll, he can use his reaction and expend on of his uses of Bardic
Inspiration to roll a Bardic Inspiration die and subtract the
number rolled from the creature’s roll. He can choose to use
this feature after the creature makes its roll but before the DM
determines whether the attack roll or ability check succeeds or
fails, or before the creature deals its damage.

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Cutting Words. When a creature that Aticus can see within 60


Aticus Greenmoss (Level 8) ft. of him makes an attack roll, an ability check, or a damage
Small Humanoid (Lightfoot Halfling), Neutral Good
roll, he can use his reaction and expend on of his uses of Bardic
Class Bard (lvl 8) Armor Class 14 (Leather) Inspiration to roll a Bardic Inspiration die and subtract the
Background Entertainer Hit Points 51 (8d8+8) number rolled from the creature’s roll. He can choose to use
Occupation Instrumentalist Speed 25 ft. this feature after the creature makes its roll but before the DM
STR DEX CON INT WIS CHA determines whether the attack roll or ability check succeeds or
8 (–1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 20 (+5) fails, or before the creature deals its damage.
Saving Throws Dexterity +6, Charisma +8 Font of Inspiration. Aticus regains all uses of his bardic
Skills Acrobatics +6, History +3, Insight +3, Performance +11, inspiration ability when he finishes a long or short rest.
Persuasion +11, Sleight of Hand +6, Stealth +6, Disguise Kit, Flute Countercharm. As an action, Aticus can start a performance
Senses Passive Perception 12 that lasts until his next turn. During that time, he and any
Languages Common, Halfling friendly creature within 30 feet of him have advantage on saving
Challenge 2 (450 XP) throws against being frightened or charmed.
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or Actions
saving throw, he can reroll the die and must take the new result.
Brave. Aticus has advantage on saving throws against being Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
frightened. Hit: 8 (1d8 + 3) piercing damage.
Halfling Nimbleness. Aticus can move through a space Dagger. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
occupied by a creature that is larger than him. creature. Hit: 5 (1d4 + 3) piercing damage.
Naturally Stealthy. Aticus can attempt to hide even when he’s Weapons, Armor & Items
only obscured by a creature at least one size bigger than him. Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone
By Popular Demand. Aticus can always find a place to perform, Flute, 21sp, 7gp.
and can expect free food and lodging at the venue for each
performance day.
Spellcasting. Aticus uses Charisma as his spellcasting ability Aticus in Your Game
(Spell Save DC 16, +8 to hit with spell attacks). He may cast the
following spells: The party is most likely to meet Aticus in a tavern, performing.
He is eager to speak to adventurers to hear details of their
Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery
exploits he can spin into a legendary tale, so will seek out the
1st level 4/day: Charm Person, Comprehend Languages, Cure player characters if he hears they are nearby. Due to his love of
Wounds, Disguise Self stories, Aticus can be counted on if the party needs to gather
2nd level 3/day: Detect Thoughts, Enthrall, Phantasmal Force, information or rumors, but he can’t always be relied upon for the
Suggestion details...
3rd level 3/day: Counterspell, Fireball, Hypnotic Pattern Quest Hook. The rumor of a legendary artifact is on every
4th level 2/day: Confusion, Greater Invisibility townsperson’s lips; Aticus has spun an incredible tale, and is
Bardic Inspiration (d8). Aticus can use his bonus action to give happy to fill in any extra details for an interested party. Does the
a creature within 60 ft. his bardic inspiration die. Once within truth live up to the legend? Well, that’s up to you!
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. Aticus can use bardic inspiration 5 times per day.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d6). During a short rest, when Aticus or any
friendly creature who can hear him regains HP by spending hit
dice, Aticus can use his Song of Rest to allow each creature to
regain an additional 1d6 HP.
Expertise (Performance, Persuasion). Aticus adds double his
proficiency bonus to skill checks he has expertise with.

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Cutting Words. When a creature that Aticus can see within 60


Aticus Greenmoss (Level 12) ft. of him makes an attack roll, an ability check, or a damage
Small Humanoid (Lightfoot Halfling), Neutral Good
roll, he can use his reaction and expend on of his uses of Bardic
Class Bard (lvl 12) Armor Class 14 (Leather) Inspiration to roll a Bardic Inspiration die and subtract the
Background Entertainer Hit Points 75 (12d8+12) number rolled from the creature’s roll. He can choose to use
Occupation Instrumentalist Speed 25 ft. this feature after the creature makes its roll but before the DM
STR DEX CON INT WIS CHA determines whether the attack roll or ability check succeeds or
8 (–1) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 20 (+5) fails, or before the creature deals its damage.
Saving Throws Dexterity +7, Charisma +9 Font of Inspiration. Aticus regains all uses of his bardic
Skills Acrobatics +11, History +4, Insight +6, Performance +13, inspiration ability when he finishes a long or short rest.
Persuasion +13, Sleight of Hand +11, Stealth +7, Disguise Kit, Flute Countercharm. As an action, Aticus can start a performance
Senses Passive Perception 14 that lasts until his next turn. During that time, he and any
Languages Common, Halfling friendly creature within 30 feet of him have advantage on saving
Challenge 3 (700 XP) throws against being frightened or charmed.
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or Actions
saving throw, he can reroll the die and must take the new result.
Brave. Aticus has advantage on saving throws against being Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
frightened. Hit: 8 (1d8 + 3) piercing damage.
Halfling Nimbleness. Aticus can move through a space Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one
occupied by a creature that is larger than him. creature. Hit: 5 (1d4 + 3) piercing damage.
Naturally Stealthy. Aticus can attempt to hide even when he’s Weapons, Armor & Items
only obscured by a creature at least one size bigger than him. Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone
By Popular Demand. Aticus can always find a place to perform, Flute, 24sp, 16gp.
and can expect free food and lodging at the venue for each
performance day.
Spellcasting. Aticus uses Charisma as his spellcasting ability
(Spell Save DC 17, +9 to hit with spell attacks). He may cast the
following spells:
Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious
Mockery
1st level 4/day: Charm Person, Comprehend Languages, Cure
Wounds, Disguise Self
2nd level 3/day: Detect Thoughts, Enthrall, Phantasmal Force,
Suggestion
3rd level 3/day: Counterspell, Fireball, Hypnotic Pattern
4th level 3/day: Confusion, Dimension Door, Greater Invisibility
5th level 2/day: Animate Objects, Mass Cure Wounds
6th level 1/day: Otto’s Irresistible Dance
Bardic Inspiration (d10). Aticus 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. Aticus can use bardic inspiration 5 times
per day.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d8). During a short rest, when Aticus or any
friendly creature who can hear him regains HP by spending hit
dice, Aticus can use his Song of Rest to allow each creature to
regain an additional 1d8 HP.
Expertise (Acrobatics, Performance, Persuasion, Sleight of
Hand). Aticus adds double his proficiency bonus to skill checks
he has expertise with.

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Song of Rest (d10). During a short rest, when Aticus or any


Aticus Greenmoss (Level 16) friendly creature who can hear him regains HP by spending hit
Small Humanoid (Lightfoot Halfling), Neutral Good
dice, Aticus can use his Song of Rest to allow each creature to
Class Bard (lvl 16) Armor Class 14 (Leather) regain an additional 1d10 HP.
Background Entertainer Hit Points 115 (16d8+32) Expertise (Acrobatics, Performance, Persuasion, Sleight of
Occupation Instrumentalist Speed 25 ft. Hand). Aticus adds double his proficiency bonus to skill checks
STR DEX CON INT WIS CHA he has expertise with.
8 (–1) 17 (+3) 14 (+2) 10 (+0) 14 (+2) 20 (+5) Cutting Words. When a creature that Aticus can see within 60
Saving Throws Dexterity +8, Charisma +10 ft. of him makes an attack roll, an ability check, or a damage
Skills Acrobatics +13, History +5, Insight +7, Performance +15, roll, he can use his reaction and expend on of his uses of Bardic
Persuasion +15, Sleight of Hand +13, Stealth +8, Disguise Kit, Flute Inspiration to roll a Bardic Inspiration die and subtract the
Senses Passive Perception 14 number rolled from the creature’s roll. He can choose to use
Languages Common, Halfling this feature after the creature makes its roll but before the DM
Challenge 5 (1,800 XP) determines whether the attack roll or ability check succeeds or
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or fails, or before the creature deals its damage.
saving throw, he can reroll the die and must take the new result. Font of Inspiration. Aticus regains all uses of his bardic
Brave. Aticus has advantage on saving throws against inspiration ability when he finishes a long or short rest.
being frightened. Countercharm. As an action, Aticus can start a performance
Halfling Nimbleness. Aticus can move through a space that lasts until his next turn. During that time, he and any
occupied by a creature that is larger than him. friendly creature within 30 feet of him have advantage on saving
throws against being frightened or charmed.
Naturally Stealthy. Aticus can attempt to hide even when he’s
only obscured by a creature at least one size bigger than him. Peerless Skill. When Aticus makes an ability check, he can
expend one use of Bardic Inspiration to roll a Bardic Inspiration
By Popular Demand. Aticus can always find a place to perform,
die and add the number rolled to his ability check. He can
and can expect free food and lodging at the venue for each
choose to do so after the roll but before the DM tells him
performance day.
whether he succeeds or fails.
Spellcasting. Aticus uses Charisma as his spellcasting ability
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the Actions
following spells:
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious Hit: 8 (1d8 + 3) piercing damage.
Mockery
Dagger. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
1st level 4/day: Charm Person, Comprehend Languages, Cure creature. Hit: 5 (1d4 + 3) piercing damage.
Wounds, Disguise Self, Heroism, Identify
2nd level 3/day: Detect Thoughts, Enthrall, Phantasmal Force, Weapons, Armor & Items
Suggestion Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone
Flute, 24sp, 130gp.
3rd level 3/day: Calm Emotions, Counterspell, Fireball, Hypnotic
Pattern, Sending
4th level 3/day: Confusion, Dimension Door, Greater Invisibility
5th level 2/day: Animate Objects, Legend Lore, Mass Cure
Wounds
6th level 1/day: Mass Suggestion, Otto’s Irresistible Dance
7th level 1/day: Project Image, Symbol
8th level 1/day: Power Word Stun
Bardic Inspiration (d12). Aticus 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. Aticus can use bardic inspiration 5 times
per day.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.

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Song of Rest (d12). During a short rest, when Aticus or any


Aticus Greenmoss (Level 20) friendly creature who can hear him regains HP by spending hit
Small Humanoid (Lightfoot Halfling), Neutral Good
dice, Aticus can use his Song of Rest to allow each creature to
Class Bard (lvl 20) Armor Class 15 (Leather) regain an additional 1d12 HP.
Background Entertainer Hit Points 143 (20d8+40) Expertise (Acrobatics, Performance, Persuasion, Sleight of
Occupation Instrumentalist Speed 25 ft. Hand). Aticus adds double his proficiency bonus to skill checks
STR DEX CON INT WIS CHA he has expertise with.
8 (–1) 19 (+4) 14 (+2) 10 (+0) 14 (+2) 20 (+5) Cutting Words. When a creature that Aticus can see within 60
Saving Throws Dexterity +10, Charisma +11 ft. of him makes an attack roll, an ability check, or a damage
Skills Acrobatics +16, History +6, Insight +8, Performance +17, roll, he can use his reaction and expend on of his uses of Bardic
Persuasion +17, Sleight of Hand +16, Stealth +10, Disguise Kit, Flute Inspiration to roll a Bardic Inspiration die and subtract the
Senses Passive Perception 15 number rolled from the creature’s roll. He can choose to use
Languages Common, Halfling this feature after the creature makes its roll but before the DM
Challenge 6 (2,300 XP) determines whether the attack roll or ability check succeeds or
Lucky. If Aticus rolls a 1 on an attack roll, ability check, or fails, or before the creature deals its damage.
saving throw, he can reroll the die and must take the new result. Font of Inspiration. Aticus regains all uses of his Bardic
Brave. Aticus has advantage on saving throws against Inspiration ability when he finishes a long or short rest.
being frightened. Countercharm. As an action, Aticus can start a performance
Halfling Nimbleness. Aticus can move through a space that lasts until his next turn. During that time, he and any
occupied by a creature that is larger than him. friendly creature within 30 feet of him have advantage on saving
throws against being frightened or charmed.
Naturally Stealthy. Aticus can attempt to hide even when he’s
only obscured by a creature at least one size bigger than him. Peerless Skill. When Aticus makes an ability check, he can
expend one use of Bardic Inspiration to roll a Bardic Inspiration
By Popular Demand. Aticus can always find a place to perform,
die and add the number rolled to his ability check. He can
and can expect free food and lodging at the venue for each
choose to do so after the roll but before the DM tells him
performance day.
whether he succeeds or fails.
Spellcasting. Aticus uses Charisma as his spellcasting ability
Superior Inspiration. When Aticus rolls initiative, if he has no
(Spell Save DC 19, +11 to hit with spell attacks). He may cast the
uses of Bardic Inspiration left, he regains one use.
following spells:
Cantrips: Friends, Minor Illusion, Prestidigitation, Vicious Actions
Mockery, Heroism, Identify
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
1st level 4/day: Charm Person, Comprehend Languages, Cure Hit: 9 (1d8 + 4) piercing damage.
Wounds, Disguise Self
Dagger. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one
2nd level 3/day: Detect Thoughts, Enthrall, Phantasmal Force, creature. Hit: 6 (1d4 + 4) piercing damage.
Suggestion
3rd level 3/day: Calm Emotions, Counterspell, Fireball, Hypnotic Weapons, Armor & Items
Pattern, Sending Rapier, Dagger, Fine Leather Shirt, Jester’s Clothes, Gemstone
Flute, 50sp, 140gp.
4th level 3/day: Confusion, Dimension Door, Greater Invisibility
5th level 3/day: Animate Objects, Legend Lore, Mass Cure
Wounds
6th level 2/day: Mass Suggestion, Otto’s Irresistible Dance
7th level 2/day: Prismatic Spray, Project Image, Symbol
8th level 1/day: Dominate Monster, Power Word Stun
9th level 1/day: Power Word Heal
Bardic Inspiration (d12). Aticus 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. Aticus can use Bardic Inspiration 5 times
per day.
Jack of all Trades. Aticus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.

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found it ablaze. Their families were either slain or taken, along


Cogrin Heavyfist with anything valuable. Cogrin found his father’s body near his
Medium Humanoid (Human), Chaotic Good
forge, pierced with many arrows and laying in a circle of slain foes.
Class Barbarian (lvl 1) Armor Class 11 His sword was missing, as was Cogrin’s mother.
Background Folk Hero Hit Points 14 (1d12+2)
Occupation Blacksmith Speed 30 ft. Personality Traits
“Talk is cheap.” Cogrin judges people by their actions, not their
STR DEX CON INT WIS CHA
words. He has little patience for folk who speak too much, or
16 (+3) 9 (–1) 15 (+2) 13 (+1) 11 (+0) 14 (+2)
refuse to pay other folk proper respect. He does not hide his
Saving Throws Strength +5, Constitution +4 emotions, expressing his thoughts and feelings without care for
Skills Animal Handling +2, Athletics +5, Intimidation +4, who he might offend.
Survival +2, Smith’s Tools, Land Vehicles
Senses Passive Perception 10 Ideals
Languages Common, Dwarvish “We are all born free.” He values freedom
Challenge 1/2 (100 XP) above all other things in life. Tyrants must
Rustic Hospitality. Commoners will happily accept not be allowed to oppress people, he will gladly be
Cogrin if he has need of shelter, food or part of any plan that involves disrupting their schemes.
rest. They won’t risk their lives for him,
but will shield him from any pursuers Bonds
if they are able. “I will find her. One day.” He is constantly on
Rage. Twice per day, on the move, searching for any sign of his mother
his turn, Cogrin can enter and the villains who took her. He has a deeply
a rage as a bonus action. ingrained desire to protect those who cannot
He gains advantage on protect themselves.
Strength checks and Strength saving Flaws
throws, a +2 bonus to damage
“I’ll tell you when I’ve had enough!”
when making Strength based melee
He has a weakness for vices of the city,
attacks, and resistance to bludgeoning, piercing,
especially hard drink and easy women.
and slashing damage. Rage lasts for 1 minute; it
He’s been the instigator in more than a
ends early if his turn ends and he hasn’t attacked
few tavern brawls. He uses his great size
a hostile creature since his last turn or taken
to intimidate people more often than he
damage since then. He can also choose to end
should, and often regrets his actions
his rage early as a bonus action. Rage recharges
in retrospect.
after a long rest.
Actions Roleplaying Cogrin
Cogrin has two very different
Greatsword. Melee Weapon Attack: +5 to personalities. Around men, he is gruff
hit, reach 5 ft., one creature. Hit: 13 (2d6 + 5) and quick to accept, or issue, a challenge.
slashing damage. He will speak his mind, even going so far
Javelin. Ranged Weapon Attack: +5 to hit, range as to put another man’s reputation and honor into
30/120 ft., one creature. Hit: 7 (1d6 + 3) question publicly. Around women, he is respectful
piercing damage. and chivalrous. A gentle hulk, whose reputation
among the fairer sex may actually be more wide
Overview spread than it is among men who either fear or
Cogrin’s father taught him the art of admire him.
swordplay from an early age, imparting all of his own knowledge He is not above stealing what he needs to
to his son. On his sixteenth birthday, he was given a masterfully survive and rarely has any money to pay for goods and services. He
crafted greatsword which his father had spent weeks forging, has been known to sneak into a hayloft for a good night’s rest if he
balancing, sharpening, and polishing. It was a thing to behold, and can’t find a free room in the local inn.
he was grateful. Cogrin’s people were natural warriors, but only
In combat, Cogrin will not back down to insurmountable odds,
ever meant to defend what was theirs; their land and their families.
believing that he will be victorious over evil no matter what. He
The village lived in relative peace for many years until one day, prefers to meet his enemies head on, but his experience in battle
when Cogrin and his uncle were hunting in the forest for deer prevents him from passing up an attack of opportunity.
and small game, they spied a troop of half a dozen vagabonds,
scurrying through the forest with a common purpose: a scouting “Hm.”
party, his uncle thought. They were headed toward Cogrin’s village,
each of them heavily armed and ready for battle. Weapons, Armor & Items
Cogrin and his uncle intercepted the group and slew every one Skera, 5 Javelins, Bear Skin Cloak
of them, by bow and by sword. It was the first time his blade had
tasted human blood. When they returned to their village they

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Cogrin Heavyfist (Level 4) Diplomat


Medium Humanoid (Human), Chaotic Good The more he looked, the more he was sure that it was his father’s
sword. The man carrying it was not his father, not of his village - he
Class Barbarian (lvl 4) Armor Class 11
had no right to bear his steel.
Background Folk Hero Hit Points 41 (4d12+8)
Occupation Blacksmith Speed 30 ft. Cogrin took another swig of beer and signaled to Martha for more.
Most of the tavern’s patrons were giving him the sideways glances
STR DEX CON INT WIS CHA he was used to receiving, but this fellow with his father’s sword,
18 (+4) 9 (–1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) and the two rough-looking cronies sitting with him, paid him no
Saving Throws Strength +6, Constitution +4 heed in their arrogance.
Skills Animal Handling +2, Athletics +6, Intimidation +4, Three men. He was reluctant to start a fight here. He thought of
Survival +2, Smith’s Tools, Land Vehicles Martha, Rosalind, Bess and the others. They could pour a decent
Senses Passive Perception 10 pint and he was fond of their pleasurable company. They would be
Languages Common, Dwarvish sore displeased if he wrecked the place again, not to mention they
Challenge 1 (200 XP) could get hurt.
Rustic Hospitality. Commoners will happily accept Cogrin if Though more used to using Skera to solve his problems and
he has need of shelter, food or rest. They won’t risk their lives for grievances, he knew he could talk down three men. Rising to his
him, but will shield him from any pursuers if they are able. considerable height, he made towards their table with strides twice
Rage. Three times per day, on his turn, Cogrin can enter a rage that of most men.
as a bonus action. He gains advantage on Strength checks and As he crossed the floor his battle-senses twitched as he felt the
Strength saving throws, a +2 bonus to damage when making eyes that had been warily glancing his way were now directly and
Strength based melee attacks, and resistance to bludgeoning, unflinchingly trained on him. Soon enough, behind and to the
piercing, and slashing damage. Rage lasts for 1 minute; it ends sides, he heard the scraping of stools as more men got to their feet
early if his turn ends and he hasn’t attacked a hostile creature to surround him.
since his last turn or taken damage since then. He can also A few daggers, a mace, two shortswords, an axe, and his father’s
choose to end his rage early as a bonus action. Rage recharges blade. Little armor between them but a few scraps of mail. He
after a long rest. could handle it. Martha emerged with his drink; he glared at her
Reckless Attack. When making his first attack on his turn, and she scurried into the back room.
Cogrin may choose to attack recklessly, giving him advantage He couldn’t talk down eight men. Only one thing for it. He sniffed.
on all Strength-based attacks during his turn, but granting
“If any of you want to leave,” he said, his hand reaching up for
advantage to all attacks made against him until his next turn.
Skera’s hilt, “do it now.”
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
Frenzy. When raging, Cogrin can make a single melee weapon
attack on each of his turns as a bonus action. When his rage
ends he suffers one level of exhaustion.
Actions
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 14 (2d6 + 6) slashing damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
creature. Hit: 8 (1d6 + 4) piercing damage.
Weapons, Armor & Items
Skera, 5 Javelins, Bear Skin Cloak

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Cogrin Heavyfist (Level 8) Actions


Medium Humanoid (Human), Chaotic Good Extra Attack. Cogrin can attack twice with each Attack action.
Class Barbarian (lvl 8) Armor Class 11 Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Background Folk Hero Hit Points 77 (8d12+16) creature. Hit: 15 (2d6 + 7) slashing damage.
Occupation Blacksmith Speed 40 ft. Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d6 + 5) piercing damage.
20 (+5) 9 (–1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) Weapons, Armor & Items
Saving Throws Strength +8, Constitution +5 Skera, 5 Javelins, Bear Skin Cloak
Skills Animal Handling +3, Athletics +8, Intimidation +5,
Survival +3, Smith’s Tools, Land Vehicles
Senses Passive Perception 10
Languages Common, Dwarvish
Challenge 3 (700 XP)
Cogrin in Your Game
Rustic Hospitality. Commoners will happily accept Cogrin if The party is most likely to find Cogrin in his cups, halfway
he has need of shelter, food or rest. They won’t risk their lives for through a barrel of the tavern’s cheapest ale. It is entirely
him, but will shield him from any pursuers if they are able. probable he will challenge the strongest-looking party member
Rage. Four times per day, on his turn, Cogrin can enter a rage to a fist fight or, at least, a friendly drinking contest (if not both).
as a bonus action. He gains advantage on Strength checks and Cogrin may offer his services to the player characters if they
Strength saving throws, a +2 bonus to damage when making have the coin, especially if there are women in the party who
Strength based melee attacks, and resistance to bludgeoning, ‘need protection’.
piercing, and slashing damage. Rage lasts for 1 minute; it ends Quest Hook. Cogrin enlists the party’s help to track down the
early if his turn ends and he hasn’t attacked a hostile creature bandits who destroyed his village. Upon investigating his leads,
since his last turn or taken damage since then. He can also it gradually becomes clear that the bandits he seeks are long
choose to end his rage early as a bonus action. Rage recharges gone. Unbeknownst to Cogrin, he slew them years ago, thinking
after a long rest. they were just another band of villains. How does the barbarian
Reckless Attack. When making his first attack on his turn, react to the news that his revenge has already been carried out,
Cogrin may choose to attack recklessly, giving him advantage and in such an unsatisfactory manner?
on all Strength-based attacks during his turn, but granting
advantage to all attacks made against him until his next turn.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
Frenzy. When raging, Cogrin can make a single melee weapon
attack on each of his turns as a bonus action. When his rage
ends he suffers one level of exhaustion.
Mindless Rage. Cogrin can’t be charmed or frightened while
raging. If he enters a rage while charmed or frightened the effect
is suspended for the duration of the rage.
Feral Instinct. Cogrin has advantage on initiative rolls. In
addition, if he is surprised at the beginning of combat and isn’t
incapacitated he may act normally during his first turn but only
if he enters a rage before doing anything else.

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Intimidating Presence. Cogrin can use his action to frighten


Cogrin Heavyfist (Level 12) someone with his menacing presence. He can choose one
Medium Humanoid (Human), Chaotic Good
creature within 30 ft. which can see or hear him. That creature
Class Barbarian (lvl 12) Armor Class 13 must succeed on a Wisdom saving throw (DC 14) or be
Background Folk Hero Hit Points 125 (12d12+36) frightened until the end of Cogrin’s next turn. He can use
Occupation Blacksmith Speed 40 ft. his action to extend this condition. The creature stops being
STR DEX CON INT WIS CHA frightened if it ends its turn out of line of sight or more than
20 (+5) 10 (+0) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 60ft. away from Cogrin. If it succeeds on its saving throw,
Cogrin cannot use this feature on that creature again for
Saving Throws Strength +9, Constitution +7
24 hours.
Skills Animal Handling +4, Athletics +9, Intimidation +6,
Survival +4, Smith’s Tools, Land Vehicles Relentless Rage. If Cogrin drops below 0 hit points while raging
Senses Passive Perception 10 and doesn’t die outright, he can make a DC 10 Constitution
Languages Common, Dwarvish saving throw. If he succeeds he drops to 1 hit point instead. Each
Challenge 5 (1,800 XP) time he uses this feature after the first, the DC increases by 5.
When he finishes a long or short rest the DC resets to 10.
Rustic Hospitality. Commoners will happily accept Cogrin if
he has need of shelter, food or rest. They won’t risk their lives for Actions
him, but will shield him from any pursuers if they are able.
Extra Attack. Cogrin can attack twice with each Attack action.
Rage. Five times per day, on his turn, Cogrin can enter a rage
as a bonus action. He gains advantage on Strength checks and Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Strength saving throws, a +3 bonus to damage when making creature. Hit: 15 (2d6 + 7) slashing damage.
Strength based melee attacks, and resistance to bludgeoning, Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
piercing, and slashing damage. Rage lasts for 1 minute; it ends creature. Hit: 9 (1d6 + 5) piercing damage.
early if his turn ends and he hasn’t attacked a hostile creature Weapons, Armor & Items
since his last turn or taken damage since then. He can also Skera, 5 Javelins, Bear Skin Cloak
choose to end his rage early as a bonus action. Rage recharges
after a long rest.
Reckless Attack. When making his first attack on his turn,
Cogrin may choose to attack recklessly, giving him advantage
on all Strength-based attacks during his turn, but granting
advantage to all attacks made against him until his next turn.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
Frenzy. When raging, Cogrin can make a single melee weapon
attack on each of his turns as a bonus action. When his rage
ends he suffers one level of exhaustion.
Mindless Rage. Cogrin can’t be charmed or frightened while
raging. If he enters a rage while charmed or frightened the effect
is suspended for the duration of the rage.
Feral Instinct. Cogrin has advantage on initiative rolls. In
addition, if he is surprised at the beginning of combat and isn’t
incapacitated he may act normally during his first turn but only
if he enters a rage before doing anything else.
Brutal Critical. When Cogrin scores a melee critical hit he may
roll one additional weapon damage die when determining the
extra damage.

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Relentless Rage. If Cogrin drops below 0 hit points while raging


Cogrin Heavyfist (Level 16) and doesn’t die outright, he can make a DC 10 Constitution
Medium Humanoid (Human), Chaotic Good
saving throw. If he succeeds he drops to 1 hit point instead. Each
Class Barbarian (lvl 16) Armor Class 14 time he uses this feature after the first, the DC increases by 5.
Background Folk Hero Hit Points 181 (16d12+64) When he finishes a long or short rest the DC resets to 10.
Occupation Blacksmith Speed 40 ft. Retaliation. When Cogrin takes damage from a creature within
STR DEX CON INT WIS CHA 5 ft. of him, he can use his reaction to make a melee attack
20 (+5) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 14 (+2) against that creature.
Saving Throws Strength +10, Constitution +9 Persistent Rage. Cogrin’s rage only ends early if he falls
Skills Animal Handling +5, Athletics +10, Intimidation +7, unconscious or chooses to end it.
Survival +5, Smith’s Tools, Land Vehicles
Senses Passive Perception 10
Actions
Languages Common, Dwarvish Extra Attack. Cogrin can attack twice with each Attack action.
Challenge 7 (2,900 XP) Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Rustic Hospitality. Commoners will happily accept Cogrin if creature. Hit: 15 (2d6 + 7) slashing damage.
he has need of shelter, food or rest. They won’t risk their lives for Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
him, but will shield him from any pursuers if they are able. creature. Hit: 9 (1d6 + 5) piercing damage.
Rage. Five times per day, on his turn, Cogrin can enter a rage
as a bonus action. He gains advantage on Strength checks and Weapons, Armor & Items
Strength saving throws, a +4 bonus to damage when making Skera, 5 Javelins, Bear Skin Cloak
Strength based melee attacks, and resistance to bludgeoning,
piercing, and slashing damage. Rage lasts for 1 minute; he can
choose to end his rage early as a bonus action. Rage recharges
after a long rest.
Reckless Attack. When making his first attack on his turn,
Cogrin may choose to attack recklessly, giving him advantage
on all Strength-based attacks during his turn, but granting
advantage to all attacks made against him until his next turn.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
Frenzy. When raging, Cogrin can make a single melee weapon
attack on each of his turns as a bonus action. When his rage
ends he suffers one level of exhaustion.
Mindless Rage. Cogrin can’t be charmed or frightened while
raging. If he enters a rage while charmed or frightened the effect
is suspended for the duration of the rage.
Feral Instinct. Cogrin has advantage on initiative rolls. In
addition, if he is surprised at the beginning of combat and isn’t
incapacitated he may act normally during his first turn but only
if he enters a rage before doing anything else.
Brutal Critical. When Cogrin scores a melee critical hit he may
roll two additional weapon damage die when determining the
extra damage.
Intimidating Presence. Cogrin can use his action to frighten
someone with his menacing presence. He can choose one
creature within 30 ft. which can see or hear him. That creature
must succeed on a Wisdom saving throw (DC 15) or be
frightened until the end of Cogrin’s next turn. He can use
his action to extend this condition. The creature stops being
frightened if it ends its turn out of line of sight or more than
60ft. away from Cogrin. If it succeeds on its saving throw,
Cogrin cannot use this feature on that creature again for
24 hours.

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Relentless Rage. If Cogrin drops below 0 hit points while raging


Cogrin Heavyfist (Level 20) and doesn’t die outright, he can make a DC 10 Constitution
Medium Humanoid (Human), Chaotic Good
saving throw. If he succeeds he drops to 1 hit point instead. Each
Class Barbarian (lvl 20) Armor Class 17 time he uses this feature after the first, the DC increases by 5.
Background Folk Hero Hit Points 285 (20d12+140) When he finishes a long or short rest the DC resets to 10.
Occupation Blacksmith Speed 40 ft. Retaliation. When Cogrin takes damage from a creature within
STR DEX CON INT WIS CHA 5 ft. of him, he can use his reaction to make a melee attack
24 (+7) 10 (+0) 24 (+7) 13 (+1) 11 (+0) 14 (+2) against that creature.
Saving Throws Strength +13, Constitution +13 Persistent Rage. Cogrin’s rage only ends early if he falls
Skills Animal Handling +6, Athletics +13, Intimidation +8, unconscious or chooses to end it.
Survival +6, Smith’s Tools, Land Vehicles Indomitable Might. If Cogrin’s total for a Strength check is less
Senses Passive Perception 10 than his Strength score he can use that score in place of his total.
Languages Common, Dwarvish
Challenge 11 (7,200 XP) Actions
Rustic Hospitality. Commoners will happily accept Cogrin if Extra Attack. Cogrin can attack twice with each Attack action.
he has need of shelter, food or rest. They won’t risk their lives for Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one
him, but will shield him from any pursuers if they are able. creature. Hit: 17 (2d6 + 9) slashing damage.
Rage. On his turn, Cogrin can enter a rage as a bonus action. He Javelin. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one
gains advantage on Strength checks and Strength saving throws, creature. Hit: 11 (1d6 + 7) piercing damage.
a +4 bonus to damage when making Strength based melee
attacks, and resistance to bludgeoning, piercing, and slashing Weapons, Armor & Items
damage. Rage lasts for 1 minute; he can choose to end his rage Skera, 5 Javelins, Bear Skin Cloak
early as a bonus action. There is no limit to the amount of times
Cogrin can rage.
Reckless Attack. When making his first attack on his turn,
Cogrin may choose to attack recklessly, giving him advantage
on all Strength-based attacks during his turn, but granting
advantage to all attacks made against him until his next turn.
Danger Sense. Cogrin has advantage on Dexterity saving throws
against effects he can see, such as traps and spells, as long as he is
not blinded, deafened, or incapacitated.
Frenzy. When raging, Cogrin can make a single melee weapon
attack on each of his turns as a bonus action. When his rage
ends he suffers one level of exhaustion.
Mindless Rage. Cogrin can’t be charmed or frightened while
raging. If he enters a rage while charmed or frightened the effect
is suspended for the duration of the rage.
Feral Instinct. Cogrin has advantage on initiative rolls. In
addition, if he is surprised at the beginning of combat and isn’t
incapacitated he may act normally during his first turn but only
if he enters a rage before doing anything else.
Brutal Critical. When Cogrin scores a melee critical hit he may
roll three additional weapon damage die when determining the
extra damage.
Intimidating Presence. Cogrin can use his action to frighten
someone with his menacing presence. He can choose one
creature within 30 ft. which can see or hear him. That creature
must succeed on a Wisdom saving throw (DC 16) or be
frightened until the end of Cogrin’s next turn. He can use
his action to extend this condition. The creature stops being
frightened if it ends its turn out of line of sight or more than
60ft. away from Cogrin. If it succeeds on its saving throw,
Cogrin cannot use this feature on that creature again for
24 hours.

25
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Strong in spirit and in body, she hunted rats in alleyways, climbed


Criella the sheer stone walls around her, and slept under the eaves on
Medium Humanoid (Tiefling), Chaotic Good
rainy nights. She wrapped herself in rags and didn’t try to hide
Class Rogue (lvl 1) Armor Class 14 (Std. Leather) her more outstanding features; her tail and horns. Criella was
Background Urchin Hit Points 8 (1d8+0) proud of what she was and was determined to live the way she
Occupation Thief Speed 30 ft. wanted, without care for the opinions or judgments of others and,
STR DEX CON INT WIS CHA moreover, to help others do the same.
12 (+1) 15 (+2) 10 (+0) 15 (+2) 8 (–1) 15 (+2) There came a time when she took to thieving, starting small by
Saving Throws Dexterity +4, Intelligence +4 burglarizing homes, only taking what she needed. A few coins
Skills Acrobatics +4, Deception +4, Insight +1, Perception +3, here, a trinket there, but soon she set her sights on larger targets.
Sleight of Hand +4, Stealth +6, Disguise Kit, Thieves’ Tools Rumors among jewelers and other artisans spread about a greedy
Senses Darkvision 60 ft., Passive Perception 13 demon who crept in through closed windows to take anything
Languages Common, Infernal, Thieves’ Cant shiny that could fit in its hand, and they weren’t wrong.
Challenge 1/2 (100 XP) Personality Traits
Hellish Resistance. Criella has resistance to fire. “Say what you mean, or shut up.” She has a hard time
Infernal Legacy. Criella can cast the understanding hints and innuendo, speaking bluntly and rarely
Thaumaturgy cantrip using Charisma as in whispers.
her spellcasting modifier.
City Secrets. Out of combat, Criella can Ideals
lead a group between any two points in the “Wealth is the key.” She intends to prove that she is worthy of a
city she grew up in twice as fast as her better life than the one she was given by helping raise up those
speed would allow. below her on the social ladder.
Expertise (Perception, Stealth). Bonds
Criella adds double her proficiency
“I can’t run forever, but I’ll try anyway.” Criella robbed an
bonus to skill checks she has expertise
infamous warlock of great power in what proved to be a
with.
turning point in her thieving career. Now she is scared
Sneak Attack (+1d6). Once per turn, of what might happen to her, and even more scared of
Criella can deal an extra 1d6 damage to the artifact she stole.
one creature she hits with an attack if she has
advantage on the attack roll. The attack must Flaws
use a finesse or ranged weapon. She doesn’t “Calm down, you were all thinking it.”
need advantage on the attack roll if another Sometimes her blunt way of speaking gets
enemy of the target is within her into trouble, especially with folk who
5 feet of it, that enemy isn’t don’t know her, or of her.
incapacitated, and she doesn’t
have disadvantage on the attack Roleplaying Criella
roll. Criella is outgoing and friendly, although she
doesn’t give up too much information about
Actions herself, even to her closest friends. She doesn’t put
Dual Wield. When Criella makes an attack much stock in making friends, unless it’s with a
with her Shortsword, she may also attack with beggar on the street or an orphaned child searching
her Dagger or Throwing Knife, but gains no for food in a back ally. She sees much of herself in
bonus to the damage roll the faces of the destitute and her truly good nature
Shortsword. Melee Weapon Attack: +4 forces her to give them a few copper pieces, even
to hit, reach 5 ft., one creature. Hit: 6 if it’s all she has to her name at the time.
(1d6 + 2) slashing damage. She is not an assassin, but she is willing to kill if
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. pushed to it. If things go that far, she’d rather kill someone in their
Hit: 5 (1d4+2) piercing damage. sleep, or with a powerful poison than fight toe to toe. Although
agile and strong, she will run from a fight unless she can attack
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
from behind and the target is unaware of her.
one creature. Hit: 5 (1d4+2) piercing damage.
“You’re better than this.
Overview I’m better than this and I’m part devil.”
Criella was abandoned too young to remember her parents. It was
a miracle that she survived, having been left on the filthy streets Weapons, Armor & Items
of the peasant quarter. It is said that tieflings are not of this world, Studded Leather Armor, Shortsword, Dagger, 5 Throwing Knives,
and that they are more demon than mortal. Much is said, but what Ragged Clothes, Skeleton Key of Karn Ithel
is true is that their infants are not as helpless as those of men, and
that they develop quickly. This was indeed true of Criella.

26
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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

Thief in the Night

27
Purchased by miesman@gmail.com on 2016-06-26 13:49:15 from Nord Games Order #677

Dual Wield. When Criella makes an attack with her Shortsword,


Criella (Level 8) she may also attack with her Dagger or Throwing Knife, but gains
Medium Humanoid (Tiefling), Chaotic Good
no bonus to the damage roll
Class Rogue (lvl 8) Armor Class 16 (Std. Leather) Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Background Urchin Hit Points 43 (8d8+0) creature. Hit: 8 (1d6 + 4) slashing damage.
Occupation Thief Speed 30 ft.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 7 (1d4+4) piercing damage.
12 (+1) 18 (+4) 10 (+0) 15 (+2) 8 (–1) 16 (+3) Throwing Knife. Ranged Weapon Attack: +7 to hit, range 20/60 ft.,
Saving Throws Dexterity +7, Intelligence +5 one creature. Hit: 7 (1d4+4) piercing damage.
Skills Acrobatics +7, Deception +9, Insight +2, Perception +5,
Weapons, Armor & Items
Sleight of Hand +10, Stealth +10, Disguise Kit, Thieves’ Tools
Studded Leather Armor, Shortsword, Dagger, 5 Throwing Knives,
Senses Darkvision 60 ft., Passive Perception 15
Ragged Clothes, Skeleton Key of Karn Ithel
Languages Common, Infernal, Thieves’ Cant
Challenge 2 (450 XP)
Hellish Resistance. Criella has resistance to fire.
Infernal Legacy. Criella can cast the Thaumaturgy cantrip, Criella in Your Game
Hellish Rebuke as a 2nd level spell, and the Darkness spell using Criella is likely to be encountered by the party in their lodgings,
Charisma as her spellcasting modifier. in the dead of night, rifling through their belongings. If
City Secrets. Out of combat, Criella can lead a group between apprehended, she will offer her services as a thief-for-hire in
any two points in the city she grew up in twice as fast as her exchange for her life, hinting that she has the means to bypass
speed would allow. even the most stubborn of locks...
Expertise (Deception, Perception, Sleight of Hand, Stealth). If the party are themselves a group of thieves, Criella will likely
Criella adds double her proficiency bonus to skill checks she has seek them out if she hears of a challenging job, in exchange for a
expertise with. share of the loot.
Sneak Attack (+4d6). Once per turn, Criella can deal an extra Quest Hook. Criella needs the party’s help to discover the
4d6 damage to one creature she hits with an attack if she has intended purpose of the Skeleton Key in her possession. Time
advantage on the attack roll. The attack must use a finesse or is running out, as Garrin Ashcopse, the key’s previous owner,
ranged weapon. She doesn’t need advantage on the attack roll if draws ever closer on her trail...
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, Criella can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Criella 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. Criella can climb without expending extra
movement. In addition, when she makes a running jump, the
distance she covers increases by 4 ft.
Uncanny Dodge. When Criella 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 Criella 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.
Actions

28
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Criella (Level 12) Actions


Medium Humanoid (Tiefling), Chaotic Good Dual Wield. When Criella makes an attack with her Shortsword,
Class Rogue (lvl 12) Armor Class 17 (Std. Leather) she may also attack with her Dagger or Throwing Knife, but gains
Background Urchin Hit Points 63 (12d8+0) no bonus to the damage roll
Occupation Thief Speed 30 ft. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 9 (1d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 10 (+0) 15 (+2) 8 (–1) 18 (+4) Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Hit: 8 (1d4 + 5) piercing damage.
Saving Throws Dexterity +9, Intelligence +6
Throwing Knife. Ranged Weapon Attack: +9 to hit, range 20/60 ft.,
Skills Acrobatics +9, Deception +12, Insight +3, Perception +7,
one creature. Hit: 8 (1d4 + 5) piercing damage.
Sleight of Hand +13, Stealth +13, Disguise Kit, Thieves’ Tools
Senses Darkvision 60 ft., Passive Perception 17 Weapons, Armor & Items
Languages Common, Infernal, Thieves’ Cant Studded Leather Armor, Shortsword, Dagger, 5 Throwing Knives,
Challenge 4 (1,100 XP) Ragged Clothes, Skeleton Key of Karn Ithel
Hellish Resistance. Criella has resistance to fire.
Infernal Legacy. Criella can cast the Thaumaturgy cantrip,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using
Charisma as her spellcasting modifier.
City Secrets. Out of combat, Criella can lead a group between
any two points in the city she grew up in twice as fast as her
speed would allow. Criella,
Expertise (Deception, Perception, Sleight of Hand, Stealth).
Criella adds double her proficiency bonus to skill checks she
ea who you stole
Do you have any id
has expertise with.
Sneak Attack (+6d6). Once per turn, Criella can deal an extra
6d6 damage to one creature she hits with an attack if she has from?!
advantage on the attack roll. The attack must use a finesse or
ev er it w as is w or th it ; you’ve
ranged weapon. She doesn’t need advantage on the attack roll if I hope wh at
f a price on your
gone and got yoursel
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.
head.
Cunning Action. On her turn, as a bonus action, Criella can
ay fr om ta ve rn s for a while, hide
take a Dash, Dodge, Disengage, or Hide action. Keep aw
Fast Hands. Criella can use her Cunning Action to make a
n s an d if yo u se e a dragonborn
your h or
Sleight of Hand check, use her thieves’ tools to disarm a trap or
A n k h ar as os S k ar n; get out of town.
open a lock, or take the Use an Object action.
Second-Story Work. Criella can climb without expending extra
called
movement. In addition, when she makes a running jump, the
distance she covers increases by 5 ft.
Uncanny Dodge. When Criella is hit with an attack from an Keep safe,
attacker that she can see, she can use her reaction to halve the
attack’s damage. Tauberel
Evasion. When Criella 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. Criella has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Criella 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.

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Dual Wield. When Criella makes an attack with her Shortsword,


Criella (Level 16) she may also attack with her Dagger or Throwing Knife, but gains
Medium Humanoid (Tiefling), Chaotic Good
no bonus to the damage roll
Class Rogue (lvl 16) Armor Class 17 (Std. Leather) Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Background Urchin Hit Points 83 (16d8+0) creature. Hit: 9 (1d6 + 5) slashing damage.
Occupation Thief Speed 30 ft.
Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 8 (1d4 + 5) piercing damage.
12 (+1) 20 (+5) 10 (+0) 15 (+2) 8 (–1) 20 (+5) Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
Saving Throws Dexterity +10, Intelligence +7, Wisdom +4 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Skills Acrobatics +10, Deception +115, Insight +4, Perception
Weapons, Armor & Items
+9, Sleight of Hand +15, Stealth +15, Disguise Kit, Thieves’ Tools
Studded Leather Armor, Shortsword, Dagger, 5 Throwing Knives,
Senses Darkvision 60 ft., Passive Perception 19
Ragged Clothes, Skeleton Key of Karn Ithel
Languages Common, Infernal, Thieves’ Cant
Challenge 5 (1,800 XP)
Hellish Resistance. Criella has resistance to fire.
Infernal Legacy. Criella can cast the Thaumaturgy cantrip,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using
Charisma as her spellcasting modifier.
City Secrets. Out of combat, Criella can lead a group between
any two points in the city she grew up in twice as fast as her
speed would allow.
Expertise (Deception, Perception, Sleight of Hand, Stealth).
Criella adds double her proficiency bonus to skill checks she has
expertise with.
Sneak Attack (+8d6). Once per turn, Criella 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, Criella can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Criella 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. Criella 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 Criella 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 Criella 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. Criella has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Criella 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. Criella ignores all class, race, and level
requirements for the use of magic items.
Blindsense. If Criella is able to hear, she is aware of the location
of any hidden or invisible creatures within 10 feet of her.
Actions

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of any hidden or invisible creatures within 10 feet of her.


Criella (Level 20)
Medium Humanoid (Tiefling), Chaotic Good Thief ’s Reflexes. Criella can take two turns during the first
round of any combat. She takes her first turn at her normal
Class Rogue (lvl 20) Armor Class 17 (Std. Leather) initiative, and her second turn at her initiative minus 10. She
Background Urchin Hit Points 123 (20d8+20) can’t use this feature when she is surprised.
Occupation Thief Speed 30 ft.
Elusive. No attack roll can have advantage against Criella unless
STR DEX CON INT WIS CHA she is incapacitated.
12 (+1) 20 (+5) 12 (+1) 15 (+2) 8 (–1) 20 (+5) Stroke of Luck. If Criella’s attack misses a target within range,
Saving Throws Dexterity +11, Intelligence +8, Wisdom +5 she can turn the miss into a hit. Alternatively, if she fails an
Skills Acrobatics +11, Deception +17, Insight +5, Perception ability check, she can treat the d20 roll as a 20. Once she uses
+11, Sleight of Hand +17, Stealth +17, Disguise Kit, this feature she cannot use it again until she finishes a short or
Thieves’ Tools long rest.
Senses Darkvision 60 ft., Passive Perception 21
Languages Common, Infernal, Thieves’ Cant
Actions
Challenge 6 (2,300 XP) Dual Wield. When Criella makes an attack with her Shortsword,
Hellish Resistance. Criella has resistance to fire. she may also attack with her Dagger or Throwing Knife, but gains
Infernal Legacy. Criella can cast the Thaumaturgy cantrip, no bonus to the damage roll
Hellish Rebuke as a 2nd level spell, and the Darkness spell using Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Charisma as her spellcasting modifier. creature. Hit: 9 (1d6 + 5) slashing damage.
City Secrets. Out of combat, Criella can lead a group between Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
any two points in the city she grew up in twice as fast as her Hit: 8 (1d4 + 5) piercing damage.
speed would allow. Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
Expertise (Deception, Perception, Sleight of Hand, Stealth). ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
Criella adds double her proficiency bonus to skill checks she has
Weapons, Armor & Items
expertise with.
Studded Leather Armor, Shortsword, Dagger, 5 Throwing Knives,
Sneak Attack (+10d6). Once per turn, Criella can deal an extra Ragged Clothes, Skeleton Key of Karn Ithel
10d6 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, Criella can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Criella 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. Criella 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 Criella 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 Criella 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. Criella has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Criella 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. Criella ignores all class, race, and level
requirements for the use of magic items.
Blindsense. If Criella is able to hear, she is aware of the location

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On occasion, Elenor plies her trade as an avenger for scorned and


Elenor Ravenhair wronged women; teaching unfaithful partners a quick lesson in
Medium Humanoid (Human), Chaotic Good
humility, and those who would raise their hand to a woman some
Class Rogue (lvl 1) Armor Class 15 (Std. Leather) manners.
Background Criminal Hit Points 8 (1d8+0)
Occupation Highway Robber Speed 30 ft. Personality Traits
“That’s quite a scar—I’d love to know how you got it...” Quick to
STR DEX CON INT WIS CHA
hand out compliments to even the most wretched of men in order
9 (–1) 16 (+3) 11 (+0) 14 (+2) 13 (+1) 15 (+2)
to win their affections, Elenor is also quick to anger from the
Saving Throws Dexterity +5, Intelligence +4 slightest insult, often throwing a mug of ale in someone’s face or
Skills Acrobatics +5, Deception +4, Intimidation +4, Perception giving them a quick slap.
+3, Sleight of Hand +7, Stealth +7, Playing Cards, Thieves’ Tools
Senses Passive Perception 13 Ideals
Languages Common, Dwarvish “He thinks he’s in control. How sweet.” She is a free woman, and
Challenge 1/2 (100 XP) intends to stay that way. No man has power over her; quite the
Criminal Contact. Elenor has a contact in the criminal network, opposite is the case. Men who don’t watch after their valuables
and can send and receive messages to them through various close enough can afford to lose them.
means, even over great distances.
Expertise (Sleight of Hand, Stealth). Elenor adds double her
Bonds
proficiency bonus to skill checks she has expertise with. “I can never make amends for what I did.” Elenor fled the
city where she grew up after seducing and robbing the
Sneak Attack (+1d6). Once per turn, Elenor can deal
prince of his signet ring. The con went wrong when
an extra 1d6 damage to one creature she hits with an
instead of simply falling into a deep sleep from his
attack if she has advantage on the attack roll. The
drugged wine, he slipped into a coma and died days
attack must use a finesse or ranged weapon. She
later. She feels terrible about having taken the young
doesn’t need advantage on the attack roll if another
man’s life.
enemy of the target is within 5 feet of it, that
enemy isn’t incapacitated, and she doesn’t have Flaws
disadvantage on the attack roll. “Well aren’t you just perfection... Time to go.” Elenor
Actions is reckless, often putting herself into a seemingly
impossible situation where there is no escape if
Two-Weapon Fighting. things don’t go exactly according to plan. From
When Elenor makes an time to time she has regrets; she has even felt
attack with her main-hand herself beginning to feel something for her mark,
Shortsword, she may also specifically the young handsome ones.
attack with her off-hand
Shortsword as a bonus action but gains Roleplaying Elenor
no bonus to the damage roll Addicted to the thrill of the con, Elenor
Shortsword (Main-hand). Melee tempts unsuspecting men, but more
Weapon Attack: +5 to hit, reach 5 ft., often than not deserving men, into
one creature. Hit: 7 (1d6 + 3) piercing damage. accepting her company, then drugs them and robs
Shortsword (Off-hand). Melee Weapon Attack: +5 to hit, reach them blind. When she isn’t plotting her next scheme or picking
5 ft., one creature. Hit: 4 (1d6 + 0) piercing damage. her next mark, she is spending money on all of the luxuries of life
that she feels she deserves.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
She will always appear friendly and insist on joining a group of
80/320 ft., one creature. Hit: 8 (1d8 + 3) piercing damage.
travelers. Once she is in, she sizes up each member of the group.
Overview If she decides that one of them requires one of her “lessons” and
Elenor is a highly skilled temptress. She presents herself as a plans her con, it’s only a matter of time before she makes a move.
young, beautiful, naive companion who desperately needs the help If forced to engage in combat, she is both agile and stealthy. Hiding
of men. The reality is that she is both young and beautiful, but far in the shadows and striking at the most opportune moment, then
from naïve. She is a highly calculating woman, who has made it fleeing back to safety. She attacks with both of her twin blades,
this far on her own, and intends to keep it that way. maximizing her damage.
Her marks are often too enamored with her and too drunk with “It doesn’t take much more than a smile and a wink
her compliments to realize that anything is amiss, welcoming her to relieve a man of his valuables, but a little poppy milk
with hopes of romance or a night they’ll never forget. The romance in his ale doesn’t hurt.”
is one sided, and they’ll never remember what happened in the
night, waking to find themselves relieved of their coin purse and Weapons, Armor & Items
jewelry in the morning. Their only souvenir will be a throbbing
2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather
headache and a bit of wisdom if they’re lucky.
Armor, 2 Poppy Milk Vials, Signet Ring

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Elenor Ravenhair (Level 4) A Fool and His Money


Medium Humanoid (Human), Chaotic Good The finest silk and lace swished round the ankles of women
dripping in jewels as they danced to the rousing tarantara of the
Class Rogue (lvl 4) Armor Class 16 (Std. Leather)
band. Their husbands stood in small clusters, sipping vintage wines
Background Criminal Hit Points 23 (4d8+0)
and feigning modesty at their latest investments and the excellent
Occupation Highway Robber Speed 30 ft.
marriages of their daughters. The scent of money and power oozed
STR DEX CON INT WIS CHA from every guest and Elenor was bored as all hell, though you
9 (–1) 18 (+4) 11 (+0) 14 (+2) 13 (+1) 15 (+2) wouldn’t know it to look at her.
Saving Throws Dexterity +6, Intelligence +4
She was commanding the attention of a group of bachelors at
Skills Acrobatics +6, Deception +4, Intimidation +4, Perception
the edge of the party, with a combination of her scintillating
+3, Sleight of Hand +8, Stealth +8, Playing Cards, Thieves’ Tools
Senses Passive Perception 13 conversation, dazzling smile and plunging neckline. She usually
Languages Common, Dwarvish liked the edges of parties; away from the disapproving sneers of
Challenge 1 (200 XP) old-money girls and directly in the throng of the desperately single
(yet desperately wealthy) types too old or too timid or too drunk
Criminal Contact. Elenor has a contact in the criminal to be at the centre. They were always crying out for a siren in a
network, and can send and receive messages to them through tight dress to make them forget about their pathetic existences. A
various means, even over great distances. particularly slimy half-elf kept ‘accidentally’ brushing against her,
Expertise (Sleight of Hand, Stealth). Elenor adds double her but she paid him no heed.
proficiency bonus to skill checks she has expertise with.
Elenor would have left hours ago if not for the lone promising
Sneak Attack (+2d6). Once per turn, Elenor can deal an extra
2d6 damage to one creature she hits with an attack if she has suitor across from her. Her flirtatious caresses on the knees and
advantage on the attack roll. The attack must use a finesse or shoulders of those adjacent kept them interested, but her eyes
ranged weapon. She doesn’t need advantage on the attack roll if across their table let him know her attention was his and the fool
another enemy of the target is within 5 feet of it, that enemy isn’t was eating out of her hand. It was just so easy. His insistence on
incapacitated, and she doesn’t have disadvantage on the never letting a glass at the table remain empty had set him apart
attack roll. from the middle-class social climbers. This one was rich, and
Cunning Action. On her turn, as a bonus action, Elenor can obviously not very attached to his money. She slipped her slender
take a Dash, Dodge, Disengage, or Hide action. foot out of her silk slipper and ran it up the inside of his thigh. He
flushed under his starched collar. Three... two...
Fast Hands. Elenor can use her Cunning Action to make a
Sleight of Hand check, use her thieves’ tools to disarm a trap or “Miss Elenor, would you care for a walk in the gardens?”
open a lock, or take the Use an Object action.
Show time.
Second-Story Work. Elenor can climb without expending extra
*
movement. In addition, when she makes a running jump, the
Elenor, not for the first time, cursed the fashion for backless
distance she covers increases by 4 ft.
dresses and the insistence of attention-starved men to press her
Actions against stone walls.
Two-Weapon Fighting. When Elenor makes an attack with her “I beg your pardon, Miss Elenor,” he was murmuring into her
main-hand Shortsword, she may also attack with her off-hand collar-bone while his hands groped inexpertly round her skirts.
Shortsword as a bonus action but gains no bonus to the She didn’t mind men who babbled; they tended to reveal secrets.
damage roll “I don’t mean to be... I’ve not usually the time... my orphanage
Shortsword (Main-hand). Melee Weapon Attack: +6 to hit, reach takes up so much of my attention and the rest of it I spend hearing
5 ft., one creature. Hit: 8 (1d6 + 4) piercing damage. applicants for my grants… and you are so very beautiful, I -”
Shortsword (Off-hand). Melee Weapon Attack: +6 to hit, reach 5 ft., A regular philanthropist. Damn. Elenor rolled her eyes, put one of
one creature. Hit: 4 (1d6 + 0) piercing damage. her elegant hands over his and the other raised a finger to his lips.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one creature. Hit: 9 (1d8 + 4) piercing damage “Hush, my love. You just need another glass to steady your
nerves. Let me fetch you one. Find a spot where we can be more
Weapons, Armor & Items comfortable and I will come to you.” Her eyes held promises she
2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather knew he wouldn’t resist, so she slipped out from his embrace,
Armor, 2 Poppy Milk Vials, Signet Ring leaving him spell-bound. Why was it the good ones were so easy?
As she headed towards the main gate disappointed, she caught
a glimpse of an expensive shoe poking out from behind a gaudy
topiary. Curious, she stole closer until she could see the shoe’s
owner. The slimy half-elf was passed out drunk, his chin lolling on
his chest, dampening his fine tailoring with drool. Her expert eyes
travelled over his prone figure to the gold chain poking out of his
ruffled collar. Maybe not a total waste of an evening, after all...

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Elenor Ravenhair (Level 8) Actions


Medium Humanoid (Human), Chaotic Good Two-Weapon Fighting. When Elenor makes an attack with her
Class Rogue (lvl 8) Armor Class 17 (Std. Leather) main-hand Shortsword, she may also attack with her off-hand
Background Criminal Hit Points 43 (8d8+0) Shortsword as a bonus action but gains no bonus to the
Occupation Highway Robber Speed 30 ft. damage roll
Shortsword (Main-hand). Melee Weapon Attack: +8 to hit, reach
STR DEX CON INT WIS CHA
5 ft., one creature. Hit: 9 (1d6 + 5) piercing damage.
9 (–1) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 15 (+2)
Shortsword (Off-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Saving Throws Dexterity +8, Intelligence +5 one creature. Hit: 4 (1d6 + 0) piercing damage.
Skills Acrobatics +11, Deception +5, Intimidation +8,
Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft.,
Perception +4, Sleight of Hand +11, Stealth +11, Playing Cards,
one creature. Hit: 10 (1d8 + 5) piercing damage
Thieves’ Tools
Senses Passive Perception 14 Weapons, Armor & Items
Languages Common, Dwarvish 2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather
Challenge 2 (450 XP) Armor, 2 Poppy Milk Vials, Signet Ring
Criminal Contact. Elenor has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Elenor in Your Game
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor adds double her proficiency bonus to skill checks she has Elenor will, of course, attempt to seduce, drug, and steal
expertise with. valuables from any unwary player character. If the party’s
Sneak Attack (+4d6). Once per turn, Elenor can deal an extra intentions are obviously good, she may have reservations
4d6 damage to one creature she hits with an attack if she has and submit to her conscience, but if they sway more towards
advantage on the attack roll. The attack must use a finesse or neutrality, she will, most-likely, try to befriend the party and
ranged weapon. She doesn’t need advantage on the attack roll if seek out the most easily manipulated among them as her target.
another enemy of the target is within 5 feet of it, that enemy isn’t Evil parties, beware – Elenor will ruin those with ignoble
incapacitated, and she doesn’t have disadvantage on the intentions simply for sport.
attack roll. Quest Hook. After years of deliberation, Elenor decides she
Cunning Action. On her turn, as a bonus action, Elenor can must make amends to the family of the prince she accidentally
take a Dash, Dodge, Disengage, or Hide action. killed, and gives the party the job of returning the prince’s signet
ring. Will the party keep Elenors secret, or alert the royal family
Fast Hands. Elenor can use her Cunning Action to make a
to Elenor’s accidental crime, risking their own implication?
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.

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Elenor Ravenhair (Level 12) Actions


Medium Humanoid (Human), Chaotic Good Two-Weapon Fighting. When Elenor makes an attack with her
Class Rogue (lvl 12) Armor Class 17 (Std. Leather) main-hand Shortsword, she may also attack with her off-hand
Background Criminal Hit Points 75 (12d8+12) Shortsword as a bonus action but gains no bonus to the
Occupation Highway Robber Speed 30 ft. damage roll
Shortsword (Main-hand). Melee Weapon Attack: +9 to hit, reach
STR DEX CON INT WIS CHA
5 ft., one creature. Hit: 9 (1d6 + 5) piercing damage.
9 (–1) 20 (+5) 12 (+1) 16 (+3) 13 (+1) 16 (+3)
Shortsword (Off-hand). Melee Weapon Attack: +9 to hit, reach 5 ft.,
Saving Throws Dexterity +9, Intelligence +7 one creature. Hit: 4 (1d6 + 0) piercing damage.
Skills Acrobatics +13, Deception +7, Intimidation +11,
Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
Perception +5, Sleight of Hand +13, Stealth +13, Playing Cards,
one creature. Hit: 10 (1d8 + 5) piercing damage
Thieves’ Tools
Senses Passive Perception 15 Weapons, Armor & Items
Languages Common, Dwarvish 2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather
Challenge 4 (1,100 XP) Armor, 2 Poppy Milk Vials, Signet Ring
Criminal Contact. Elenor has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor adds double her proficiency bonus to skill checks she has
expertise with.
Sneak Attack (+6d6). Once per turn, Elenor can deal an extra
6d6 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, 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.

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Elenor Ravenhair (Level 16) Actions


Medium Humanoid (Human), Chaotic Good Two-Weapon Fighting. When Elenor makes an attack with her
Class Rogue (lvl 16) Armor Class 17 (Std. Leather) main-hand Shortsword, she may also attack with her off-hand
Background Criminal Hit Points 99 (16d8+16) Shortsword as a bonus action but gains no bonus to the
Occupation Highway Robber Speed 30 ft. damage roll
Shortsword (Main-hand). Melee Weapon Attack: +10 to hit, reach
STR DEX CON INT WIS CHA
5 ft., one creature. Hit: 9 (1d6 + 5) piercing damage.
9 (–1) 20 (+5) 12 (+1) 18 (+4) 13 (+1) 16 (+3)
Shortsword (Off-hand). Melee Weapon Attack: +10 to hit, reach 5 ft.,
Saving Throws Dexterity +10, Intelligence +9 one creature. Hit: 4 (1d6 + 0) piercing damage.
Skills Acrobatics +15, Deception +8, Intimidation +13,
Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
Perception +6, Sleight of Hand +15, Stealth +15, Playing Cards,
one creature. Hit: 10 (1d8 + 5) piercing damage
Thieves’ Tools
Senses Passive Perception 16 Weapons, Armor & Items
Languages Common, Dwarvish 2 Shortswords, Light Crossbow, Quiver, 20 bolts, Studded Leather
Challenge 5 (1,800 XP) Armor, 2 Poppy Milk Vials, Signet Ring
Criminal Contact. Elenor has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Expertise (Acrobatics, Intimidation, Sleight of Hand, Stealth).
Elenor adds double her proficiency bonus to skill checks she has
expertise with.
Sneak Attack (+8d6). Once per turn, Elenor 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
To my beautiful Elenor,
another enemy of the target is within 5 feet of it, that enemy isn’t I must apologize for my behavior. So
enraptured was I by your company,
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.
I must have overindulged on the fine
Fast Hands. Elenor can use her Cunning Action to make a bottle of 1756 red I brought you, for
I do not remember a thing from after
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 our meal!
I hope beyond hope that my conduct,
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 whatever it may have been, was not
attack’s damage. offensive to your delicate feminine
sensibilities.
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. Perhaps if we could but meet again,
Supreme Sneak. Elenor has advantage on Stealth checks if she I could atone? Though advanced in
years ,I can assure you I have lost
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 none of my passion, nor virility.
I await your answer with a deep and
lower as a 10.
Use Magic Device. Elenor ignores all class, race, and level

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

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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.

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hearing rumors she may be at risk from criminal activities. Moira


Mardren Mar smiled, assured him she was just fine, and asked if he’d like to help
Medium Humanoid (Human), Neutral Good
her water the horses. Mardren didn’t return to the gang that night.
Class Fighter (lvl 1) Armor Class 16 (Chainmail) Mardren Mar had never been conflicted before. Moira was so
Background Criminal Hit Points 9 (1d10–1) good, kind and gentle – how could she love a petty thug? Resigned
Occupation Watchman Speed 30 ft. to turn things around, he made good on his lie and signed up with
STR DEX CON INT WIS CHA the watch the very next day. Now he’s their man on the inside,
15 (+2) 12 (+1) 9 (–1) 11 (+0) 14 (+2) 16 (+3) hoping desperately that he will make himself invaluable, be able to
Saving Throws Strength +4, Constitution +1 turn his back on the gang (or what’s left of it afterwards), and start
Skills Deception +5, Insight +4, Intimidation +5, Perception +4 a new life with his beloved Moira.
Senses Passive Perception 14, Dice, Thieves’ Tools Personality Traits
Languages Common, Thieves’ Cant
“Play dumb, and you’ll be amazed at what people will let slip.”
Challenge 1/2 (100 XP)
Mardren has perfected playing the thug in front of the rest of the
Criminal Contact. Mardren has a contact in the criminal gang. He’ll hang back in proceedings, letting others make the
network, and can send and receive messages to them decisions and quietly gather evidence against them.
through various means, even over great distances.
Fighting Style (Two-Weapon Fighting). Mardren may Ideals
add his ability modifier to damage rolls with his “I’ll leave this place in a better shape than I made it.” Mardren
offhand weapon. hopes to find redemption in what he does, and strives to be
Second Wind. On his turn Mardren can use a a better man than he is expected to be.
bonus action to regain 1d10 + 1 hit points. Once
he uses this feature, he must finish a long or short
Bonds
rest before using it again. “Everything I do is for Moira. She must never know.”
Mardren truly and deeply loves Moira. He would
Actions never risk exposing his past to her, unless it was to
save her from it.
Two-Weapon Fighting. When Mardren makes
an attack with his Scimitar, he may also attack Flaws
with his Shortsword as a bonus action. “You can make a decent living as a crook. Maybe it
Scimitar. Melee Weapon Attack: +4 to hit, suited me better.” In his weaker moments, Mardren
reach 5 ft., one creature. Hit: 6 (1d6 + 2) remembers just how easy and uncomplicated his
slashing damage. life was back when he was just a petty thug.
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 6 (1d6 + 2) Roleplaying Mardren
piercing damage Mardren’s life is dangerous; he spends his days
surrounded by violent criminals he is actively
Overview working against. As much as he’s trying to
Mardren Mar had never been a man of ambition. make the world a better place, and himself
A gang member of relative unimportance, he a better man, he’s no fool; he knows that if
drifted through life job by job – roughing up he refuses an order or argues against the
those who owed debts, running security, and the gang’s course of action he’ll be found out.
odd smash-and-grab burglary. Accepting his lot If possible though, he will try to lessen
in life, he was content if not happy. the impact of his criminal actions; perhaps a family’s
That was until the gang saw an opportunity to hidden strongbox will prove “impossible to find” or the
‘persuade’ the stablemaster to hire them for protection money he collects might be “stolen” on his
protection and to keep competition away. way back.
Mardren flexed his muscles, ambled through the “Get lost now, and we’ll say no more about it.
yard into the barn and stopped dead in his tracks… You’re lucky it’s me on lookout.”
Mardren Mar had never been a man of romance. But as soon as
he locked eyes on Moira Forrest, he fell instantly in love. After he’d
stared for longer than is polite, Moira asked what his business was Weapons, Armor & Items
with her. Instantly panicked and flustered, Mardren lied that he was
Chainmail, Blade of Vasim Tell’ani, Shortsword, Common
a member of the city watch, come to check that all was well after
Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 22cp,
6sp, 2gp

38
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Mardren Mar (Level 4) Love Thy Neighbor


Medium Humanoid (Human), Neutral Good Mardren Mar had never felt as nervous as he did right at this moment.
Class Fighter (lvl 4) Armor Class 16 (Chainmail) It wasn’t the job; the Watch had asked him to accompany a few
Background Criminal Hit Points 28 (4d10+0) of the Jackdaws on a simple breaking and entering job, the kind
Occupation Watchman Speed 30 ft. of thing he’d done a hundred times before. The owners of the
property were already aware that the thugs were coming and
STR DEX CON INT WIS CHA would ‘call the guards’ (on standby round the corner) when they
16 (+3) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 16 (+3) heard three taps on their stair, catching the gang red-handed while
Saving Throws Strength +5, Constitution +2 Mardren ‘managed to escape’ out the back door.
Skills Deception +5, Insight +4, Intimidation +5, Perception +4, No, the job was fine. Fool-proof. What he wasn’t aware of when he
Dice, Thieves’ Tools agreed to the plan was the target of the job. Artash the blacksmith:
Senses Passive Perception 14 friend—and next-door-neighbor—to Moira Forrest.
Languages Common, Thieves’ Cant Mardren snuck a glance over his shoulder at the curtains drawn
Challenge 1 (200 XP) across the window of the dark room that he knew Moira must be
Criminal Contact. Mardren has a contact in the criminal sleeping soundly in. As long as that room stayed dark he knew it
network, and can send and receive messages to them through would be alright. The job would go as planned and tomorrow he
various means, even over great distances. could visit and proudly regale her with a tale of the night’s raid,
Fighting Style (Two-Weapon Fighting). Mardren may add his creatively withholding his true role in the proceedings… Mardren
ability modifier to damage rolls with his offhand weapon. fingered the tiny wooden box in his pocket and thought of the
Second Wind. On his turn Mardren can use a bonus action to delight in her eyes as he dropped to his knee...
regain 1d10 + 4 hit points. Once he uses this feature, he must No. Don’t think about that now. Concentrate on the job. Quicker it
finish a long or short rest before using it again. gets done, quicker I can get out of here.
Action Surge. Once per day, on his turn, Mardren can take an Mardren’s musings were interrupted by the click of a lock. The
additional action on top of his normal action and possible bonus ‘daws were in. The successful fingersmith gave a triumphant, burly
action. Once he uses this feature, he must finish a long or short yell and grasped the hand of his nearest companion.
rest before using it again. Quiet! Mardren’s heart was beating hard in his chest and he risked
Improved Critical. Mardren scores critical hits on rolls of 19 and 20. another glance up at the window. Darkness still. It was all going to
be alright…
Actions
“Oi! What are you lot doing there?” A staggering figure emerged
Two-Weapon Fighting. When Mardren makes an attack with his from the other end of the street and started towards the gang. The
Scimitar, he may also attack with his Shortsword as a bonus action. tavern must have kicked out early tonight.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. This isn’t part of the plan…
Hit: 7 (1d6 + 3) slashing damage. Mardren’s head was swimming now. The gang were spooked too
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one and were looking frantically at each other, desperately wanting
creature. Hit: 7 (1d6 + 3) piercing damage someone else to decide whether to carry on or run. Mardren
couldn’t bear another second.
Weapons, Armor & Items
“Bail! Run!”
Chainmail, Blade of Vasim Tell’ani, Shortsword, Common
Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 22cp, The gang turned on their heels and fled. Mardren, so intent on
16sp, 2gp being far away, didn’t notice the lone candle flicker into life in an
upstairs window…

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Mardren Mar (Level 8) Actions


Medium Humanoid (Human), Neutral Good Extra Attack. Mardren can attack twice with each Attack action.
Class Fighter (lvl 8) Armor Class 16 (Chainmail) Two-Weapon Fighting. When Mardren makes an attack with his
Background Criminal Hit Points 52 (8d10+0) Scimitar, he may also attack with his Shortsword as a bonus action.
Occupation Watchman Speed 30 ft. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 9 (1d6 + 5) slashing damage.
20 (+5) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 16 (+3) Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 9 (1d6 + 5) piercing damage
Saving Throws Strength +8, Constitution +3
Skills Deception +6, Insight +5, Intimidation +6, Perception +5, Weapons, Armor & Items
Dice, Thieves’ Tools Chainmail, Blade of Vasim Tell’ani, Shortsword, Common
Senses Passive Perception 15 Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 22cp,
Languages Common, Thieves’ Cant 30sp, 4gp
Challenge 3 (700 XP)
Criminal Contact. Mardren has a contact in the criminal
network, and can send and receive messages to them through
Mardren in Your Game
various means, even over great distances.
Fighting Style (Two-Weapon Fighting). Mardren may add his Mardren could add an interesting wrinkle to an otherwise standard
ability modifier to damage rolls with his offhand weapon. bandit lair. Perhaps he pretends to attack the party with the other
Second Wind. On his turn Mardren can use a bonus action to thugs, discreetly making his good intentions known to them
regain 1d10 + 8 hit points. Once he uses this feature, he must without blowing his cover, and letting them in on some important
finish a long or short rest before using it again. information about the gang after the melee. But will the party trust
him?
Action Surge. Once per day, on his turn, Mardren can take an
additional action on top of his normal action and possible bonus Quest Hook. After a melee, which results in Mardren and a few
action. Once he uses this feature, he must finish a long or short other survivors from the gang fleeing from the party, a player
rest before using it again. character discovers a note on their person (planted there by
Mardren during the fight) addressed to his “Uncle”. This is a
Improved Critical. Marden scores critical hits on rolls of 19
coded letter, warning the guard that the gang are starting to
and 20.
suspect him and the guard must act quickly to save him, but do
Remarkable Athlete. Mardren can add half his proficiency the party have the wits to find the letter’s intended recipient?
bonus (rounded up) to any Strength, Dexterity, or Constitution
check that doesn’t already use his proficiency bonus.
Additionally, the distance Mardren covers with a running long
jump increases by 5 ft.

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Mardren Mar (Level 12) Actions


Medium Humanoid (Human), Neutral Good Extra Attack. Mardren can attack three times with each Attack action.
Class Fighter (lvl 12) Armor Class 16 (Chainmail) Two-Weapon Fighting. When Mardren makes an attack with his
Background Criminal Hit Points 76 (12d10+0) Scimitar, he may also attack with his Shortsword as a bonus action.
Occupation Watchman Speed 30 ft. Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 9 (1d6 + 5) slashing damage.
20 (+5) 12 (+1) 10 (+0) 11 (+0) 14 (+2) 18 (+4) Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 9 (1d6 + 5) piercing damage
Saving Throws Strength +9, Constitution +4
Skills Deception +8, Insight +6, Intimidation +8, Perception +6, Weapons, Armor & Items
Dice, Thieves’ Tools Chainmail, Blade of Vasim Tell’ani, Shortsword, Common
Senses Passive Perception 16 Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 40sp, 15gp
Languages Common, Thieves’ Cant
Challenge 5 (1,800 XP)
Criminal Contact. Mardren has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Fighting Style (Two-Weapon Fighting). Mardren may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Mardren adds +1 to his AC when
wearing armor.
Second Wind. On his turn Mardren can use a bonus action to
regain 1d10 + 12 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Once per day, on his turn, Mardren can take an
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.
Improved Critical. Mardren scores critical hits on rolls of 19
and 20.
Remarkable Athlete. Mardren can add half his proficiency
bonus (rounded up) to any Strength, Dexterity, or Constitution
check that doesn’t already use his proficiency bonus.
Additionally, the distance Mardren covers with a running long
jump increases by 5 ft.
Indomitable. Once per day, Mardren can reroll a failed saving
throw. Once he uses this feature, he must finish a short or long
rest before using it again.

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Mardren Mar (Level 16) Actions


Medium Humanoid (Human), Neutral Good Extra Attack. Mardren can attack three times with each Attack action.
Class Fighter (lvl 16) Armor Class 16 (Chainmail) Two-Weapon Fighting. When Mardren makes an attack with his
Background Criminal Hit Points 116 (16d10+16) Scimitar, he may also attack with his Shortsword as a bonus action.
Occupation Watchman Speed 30 ft. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d6 + 5) slashing damage.
20 (+5) 12 (+1) 12 (+1) 11 (+0) 14 (+2) 20 (+5) Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 9 (1d6 + 5) piercing damage
Saving Throws Strength +10, Constitution +6
Skills Deception +10, Insight +7, Intimidation +10, Perception +7, Weapons, Armor & Items
Dice, Thieves’ Tools Chainmail, Blade of Vasim Tell’ani, Shortsword, Common
Senses Passive Perception 17 Clothes, Waterproof Cloak, Horse Brush, Set of Dice, 120sp, 50gp
Languages Common, Thieves’ Cant
Challenge 6 (2,300 XP)
Criminal Contact. Mardren has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Fighting Style (Two-Weapon Fighting). Mardren may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Mardren adds +1 to his AC when
wearing armor.
Second Wind. On his turn Mardren can use a bonus action to
regain 1d10 + 16 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Once per day, on his turn, Mardren can take an
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.
Superior Critical. Mardren scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Mardren can add half his proficiency
bonus (rounded up) to any Strength, Dexterity, or Constitution
check that doesn’t already use his proficiency bonus.
Additionally, the distance Mardren covers with a running long
jump increases by 5 ft.
Uncle,
Indomitable. Two times per day, Mardren can reroll a failed The blackbirds have
saving throw. Once he expends all uses of this feature, he must made a nest by the
the end of the gard pond at
finish a short or long rest before using it again.
en. There are man
around, but 5 or 6 y flying
are always in the n
est.
I’ve not seen the big
crow for 3 weeks now
I think he’s left the .
garden after your
attacked him and is dog
looking for food on
road. I’ll let you kn the
ow when I see him a
gain.

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Mardren Mar (Level 20) Actions


Medium Humanoid (Human), Neutral Good Extra Attack. Mardren can attack four times with each Attack action.
Class Fighter (lvl 20) Armor Class 16 (Chainmail) Two-Weapon Fighting. When Mardren makes an attack with his
Background Criminal Hit Points 164 (20d10+40) Scimitar, he may also attack with his Shortsword as a bonus action.
Occupation Watchman Speed 30 ft. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 9 (1d6 + 5) slashing damage.
20 (+5) 12 (+1) 14 (+2) 11 (+0) 14 (+2) 20 (+5) Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
creature. Hit: 9 (1d6 + 5) piercing damage
Saving Throws Strength +11, Constitution +8
Skills Deception +11, Insight +8, Intimidation +11, Perception +8, Weapons, Armor & Items
Dice, Thieves’ Tools Chainmail, Blade of Vasim Tell’ani, Shortsword, Common
Senses Passive Perception 18 Clothes, Waterproof Cloak, Horse Brush, Set of Dice,
Languages Common, Thieves’ Cant 120sp, 140gp
Challenge 7 (2,900 XP)
Criminal Contact. Mardren has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Fighting Style (Two-Weapon Fighting). Mardren may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Mardren adds +1 to his AC when
wearing armor.
Second Wind. On his turn Mardren can use a bonus action to
regain 1d10 + 20 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Twice per day on his turn, Mardren can take one
additional action on top of his regular action and a possible
bonus action. Once he expends all uses of this feature, he must
finish a short or long rest before using it again.
Superior Critical. Mardren scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Mardren can add half his proficiency
bonus (rounded up) to any Strength, Dexterity, or Constitution
check that doesn’t already use his proficiency bonus.
Additionally, the distance Mardren covers with a running long
jump increases by 5 ft.
Indomitable. Three times per day, Mardren can reroll a failed
saving throw. Once he expends all uses of this feature, he must
finish a short or long rest before using it again.
Survivor. At the beginning of each of his turns, if Mardren has
less than half of his hit points remaining, he regains 7 hit points.
He does not gain this benefit if he has 0 hit points.

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corrupt noble’s relative and in these cases, Natterjack robs them


Natterjack blind. It’s for the greater good.
Small Humanoid (Forest Gnome), Chaotic Good
In these situations, Natterjack will typically use illusions to
Class Bard (lvl 1) Armor Class 13 appear to be performing alongside Tam, while approaching the
Background Entertainer Hit Points 9 (1d8+1) mark either invisibly or disguised. If discovered, he’ll attempt to
Occupation Musician Speed 25 ft. embark on a fast-paced, rambling explanation as to the nature of
STR DEX CON INT WIS CHA this “misunderstanding”. Until the point at which he is physically
10 (+0) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 15 (+2) dragged away to safety by Tam, he will think his deception going
Saving Throws Dexterity +5, Charisma +4 really well. It is never going really well…
Skills Acrobatics +5, Perception +3, Performance +4, Sleight of Natterjack’s wiry white hair has a mind of its own and erupts
Hand +5, Stealth +5, Disguise Kit, Pipe and Tabor from his scalp seemingly in random directions, his right ear is
Senses Darkvision 60 ft., Passive Perception 13 mangled and partially missing but, as if to make up for it, his left is
Languages Common, Gnomish particularly pointed. When performing, he plays the pipe with one
Challenge 1/2 (100 XP) hand and beats a tabor (rivalling himself in size) with the other.
Gnome Cunning. Natterjack has advantage on all Personality Traits
Intelligence Wisdom, and Charisma saving “Everything will work out in the end. No idea how, but I’m sure
throws against magic. it will.” Natterjack is a bit clueless, but bumbles along happily
Natural Illusionist. Natterjack knows the in his own way, convinced that all will be well.
Minor Illusion cantrip, using Intelligence as
his spellcasting modifier. Ideals
Speak with Small Beasts. Natterjack can “You’ve got to be fair. That’s why I only steal a little
communicate simple ideas with Small or from a lot and a lot from a little.” If Natterjack
smaller beasts. didn’t think what he was doing would somehow
help people, he wouldn’t do it.
By Popular Demand. Natterjack can always
find a place to perform, and can expect free Bonds
food and lodging at the venue for each “My friends are everything to me. For one
performance day. thing, they tell me when it’s time to stop
Spellcasting. Natterjack uses Charisma as talking and run away.” Natterjack is
his spellcasting ability (Spell Save DC 12, genuinely unaware of just how many
+4 to hit with spell attacks). He may cast times his friends have saved his
the following spells: backside, but he knows enough to
Cantrips: Mage Hand, Minor Illusion, be grateful.
Prestidigitation
1st level 2/day: Charm Person, Cure Wounds, Flaws
Disguise Self, Silent Image “Everyone’s got a bit of good in them. If
Bardic Inspiration (d6). Natterjack can use I can appeal to that, I can talk anyone down.
his bonus action to give a creature within 60 ft. Thus far, I have been unsuccessful, but next time...”
his Bardic Inspiration die. Once within the next 10 Natterjack doesn’t learn from his mistakes. Ever.
minutes the creature can roll the die and add the number Roleplaying Natterjack
rolled to one ability check, attack roll, or saving throw
Natterjack is relentlessly optimistic; he was attacked by
it makes. Natterjack can use Bardic Inspiration 2 times
a mastiff once, he was just thankful it wasn’t a tiger,
per day.
besides, he had two ears so he could afford to lose one.
Actions He fundamentally believes that there is good in everyone
and that, deep down, most people have good intentions. This has
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. gotten him into a great deal of trouble before but he’ll never learn,
Hit: 6 (1d4 + 3) slashing damage. and his friends only grow in his estimations each time they pull
him out of the fire.
Overview
Natterjack has never been particularly rich; he is terrible with
Suspicious. Cautious. Realistic. None of these words could be
money and far too susceptible to small luxuries, such as fine
used to describe Natterjack. He and Tam Fletcher (p.56) tour
clothes or his solid silver beard curling iron.
alehouses, particularly those by the docks, with their musical
double act. While Tam plucks strings, Natterjack picks pockets, “There was a spider in your coin pouch! Surely you don’t mind
and the patrons are too drunk and distracted to take notice at the me trying to get rid of it for you?”
loss of a few coppers. Natterjack takes great pains to be equal in
this thievery, taking a similar and small amount from each patron’s Weapons, Armor & Items
purse. On occasion, however, Tauberel (p.62), the leader of the Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver
Purse Cutters thieves’ guild, will point out a particularly wealthy Curling Iron, 14cp, 12sp
and dangerous target; perhaps a newly arrived slave catcher or a

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Natterjack (Level 4) Weapons, Armor & Items


Small Humanoid (Forest Gnome), Chaotic Good Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver
Class Bard (lvl 4) Armor Class 13 Curling Iron, 14cp, 12sp, 10gp
Background Entertainer Hit Points 31 (4d8+8)
Occupation Musician Speed 25 ft. Band Together
STR DEX CON INT WIS CHA Natterjack made a promise to no one in particular that he would
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 16 (+3) most definitely never ever ever do something this ridiculous
again, but had to dismiss the thought as quickly as it came as it
Saving Throws Dexterity +5, Charisma +5
was getting in the way of thinking about running. If he stopped
Skills Acrobatics +5, Perception +3, Performance +7, Sleight of
thinking about running then perhaps he would stop running and
Hand +7, Stealth +5, Disguise Kit, Pipe and Tabor
then he would find himself in the custody of very cross-looking
Senses Darkvision 60 ft., Passive Perception 13
men who he definitely shouldn’t have decided wouldn’t miss a coin
Languages Common, Gnomish
or two of their ill-gotten gains. He wasn’t running anywhere in
Challenge 1 (200 XP)
particular, but knew that the running part was a priority right now.
Gnome Cunning. Natterjack has advantage on all Intelligence
Wisdom, and Charisma saving throws against magic. A shout drew his attention as he hopped and skipped and puffed
between ramshackle tenements in tumbledown alleys. Swerving
Natural Illusionist. Natterjack knows the Minor Illusion cantrip,
sharply (a manoeuvre sure to outfox his witless pursuers), he
using Intelligence as his spellcasting modifier.
stumbled towards the noise.
Speak with Small Beasts. Natterjack can communicate simple
ideas with Small or smaller beasts. A small boy of eight or nine (or twenty - Natterjack could never
By Popular Demand. Natterjack can always find a place to tell with big folk) was crouched over a very battered looking
perform, and can expect free food and lodging at the venue for mandolin, which sounded reluctant to remain in tune. Although
each performance day. absorbed in trying to coax a tune out of the unwilling strings just
seconds before, the child promptly abandoned the instrument,
Spellcasting. Natterjack uses Charisma as his spellcasting ability beckoned with a skinny, grubby hand, and darted through what
(Spell Save DC 13, +5 to hit with spell attacks). He may cast the must have been a front-door. By virtue of being a better alternative
following spells: than his current plan (none), Natterjack followed, taking one last
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation peek over his shoulder.
1st level 4/day: Charm Person, Cure Wounds, Disguise Self,
Inside the single, cramped room was a huge assortment of musical
Silent Image
instruments of every shape, size and style covering every wall
2nd level 3/day: Calm Emotions, Invisibility, Suggestion and surface. Someone was clearly a collector, although every item
Bardic Inspiration (d6). Natterjack can use his bonus action appeared well-used and worn. Against the back wall, beneath a
to give a creature within 60 ft. his Bardic Inspiration die. Once poster depicting a woman surrounded by children playing a variety
within the next 10 minutes the creature can roll the die and add of instruments (‘Book now to avoid disappointment!’), stood a
the number rolled to one ability check, attack roll, or saving drum, once brightly painted, now faded, over half Natterjack’s size
throw it makes. Natterjack can use Bardic Inspiration 3 times in both height and width. The boy gestured to the drum, turning
per day. it slightly and revealing the back skin, which had come away
Jack of all Trades. Natterjack can add half his proficiency completely on one side. He grinned and pointed and Natterjack
bonus, rounded down, to any ability check he makes that doesn’t realised that the boy expected him to climb inside.
already include his proficiency bonus. His protest had almost reached his lips when the unmistakable
Song of Rest (d6). During a short rest, when Natterjack or any sound of several pairs of boots (worn by very cross men who by
friendly creature who can hear him regains HP by spending hit now, it was clear, very much missed a coin or two of their ill-
dice, Natterjack can use his Song of Rest to allow each creature gotten gains) entered the alley, leaving Natterjack no choice but to
to regain an additional 1d6 HP. awkwardly clamber inside. Definitely never ever, he thought.
Expertise (Perform, Sleight of Hand). Natterjack adds double The boots, and the feet they belonged to, went as quickly as they
his proficiency bonus to skill checks he has expertise with. came and, minutes later, the boy’s grinning face appeared at the
Cutting Words. When a creature that Natterjack can see within drumskin. Natterjack tumbled out, brushing dust out of his beard.
60 ft. of him makes an attack roll, an ability check, or a damage
“Thank you, my lad. Could have been tricky, that one...” He
roll, he can use his reaction and expend on of his uses of Bardic
caught himself, and tried to act casual by removing a waxy build
Inspiration to roll a Bardic Inspiration die and subtract the
up in his remaining good ear, but it wouldn’t budge. “Not that I’d
number rolled from the creature’s roll. He can choose to use
done anything wrong, mind you. What do they call you then?”
this feature after the creature makes its roll but before the DM
determines whether the attack roll or ability check succeeds or “Tom, mister. Tom Fletcher.”
fails, or before the creature deals its damage. “Well, Tam,” Natterjack smiled absentmindedly, rapping his
Actions fingers against the old drumskin and tossing the boy a coin out of
his patched pocket, “I think you and I are going to be fast friends.”
Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Well, perhaps not ever, ever.
Hit: 6 (1d4 + 3) slashing damage.

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Cutting Words. When a creature that Natterjack can see within


Natterjack (Level 8) 60 ft. of him makes an attack roll, an ability check, or a damage
Small Humanoid (Forest Gnome), Chaotic Good
roll, he can use his reaction and expend on of his uses of Bardic
Class Bard (lvl 8) Armor Class 13 Inspiration to roll a Bardic Inspiration die and subtract the
Background Entertainer Hit Points 59 (8d8+16) number rolled from the creature’s roll. He can choose to use
Occupation Musician Speed 25 ft. this feature after the creature makes its roll but before the DM
STR DEX CON INT WIS CHA determines whether the attack roll or ability check succeeds or
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 18 (+4) fails, or before the creature deals its damage.
Saving Throws Dexterity +6, Charisma +7 Font of Inspiration. Natterjack regains all uses of his Bardic
Skills Acrobatics +6, Perception +4, Performance +10, Sleight of Inspiration ability when he finishes a long or short rest.
Hand +9, Stealth +6, Disguise Kit, Pipe and Tabor Countercharm. As an action, Natterjack can start a
Senses Darkvision 60 ft., Passive Perception 14 performance that lasts until his next turn. During that time, he
Languages Common, Gnomish and any friendly creature within 30 feet of him have advantage
Challenge 2 (450 XP) on saving throws against being frightened or charmed.
Gnome Cunning. Natterjack has advantage on all Intelligence Actions
Wisdom, and Charisma saving throws against magic.
Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Natural Illusionist. Natterjack knows the Minor Illusion cantrip, Hit: 6 (1d4 + 3) slashing damage.
using Intelligence as his spellcasting modifier.
Speak with Small Beasts. Natterjack can communicate simple Weapons, Armor & Items
ideas with Small or smaller beasts. Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver
Curling Iron, 14cp, 42sp, 10gp
By Popular Demand. Natterjack can always find a place to
perform, and can expect free food and lodging at the venue for
each performance day.
Spellcasting. Natterjack uses Charisma as his spellcasting ability Natterjack in Your Game
(Spell Save DC 15, +7 to hit with spell attacks). He may cast the
The party will most likely find Natterjack performing - or, at
following spells:
least, appearing to perform - in a tavern with Tam Fletcher. If
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation introduced via Tam or Tauberel, Natterjack will be a stalwart
1st level 4/day: Charm Person, Cure Wounds, Disguise Self, ally, and will be happy to lend his aid to the party on any
Silent Image business benefiting the Purse Cutters. If not, he is likely to be
2nd level 3/day: Calm Emotions, Invisibility, Mirror Image, introduced by means of his hand in someone else’s pocket (an
Suggestion honest mistake, of course).
3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image Quest Hook. The party are hired by the guard to investigate
4th level 2/day: Freedom of Movement, Greater Invisibility a spate of mysterious thefts in local taverns. All of the crimes
appear to have targeted less than savory characters, and taken
Bardic Inspiration (d8). Natterjack can use his bonus action
place while the same two musicians were playing, and the
to give a creature within 60 ft. his Bardic Inspiration die. Once
guard suspects a third party is involved (they do not know that
within the next 10 minutes the creature can roll the die and add
Natterjack is using illusions to play and pick pockets at the
the number rolled to one ability check, attack roll, or saving
same time).
throw it makes. Natterjack can use Bardic Inspiration 4 times
per day.
Jack of all Trades. Natterjack can add half his proficiency
bonus, rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d6). During a short rest, when Natterjack or any
friendly creature who can hear him regains HP by spending hit
dice, Natterjack can use his Song of Rest to allow each creature
to regain an additional 1d6 HP.
Expertise (Perform, Sleight of Hand). Natterjack adds double
his proficiency bonus to skill checks he has expertise with.

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Cutting Words. When a creature that Natterjack can see within


Natterjack (Level 12) 60 ft. of him makes an attack roll, an ability check, or a damage
Small Humanoid (Forest Gnome), Chaotic Good
roll, he can use his reaction and expend on of his uses of Bardic
Class Bard (lvl 12) Armor Class 13 Inspiration to roll a Bardic Inspiration die and subtract the
Background Entertainer Hit Points 87 (12d8+24) number rolled from the creature’s roll. He can choose to use
Occupation Musician Speed 25 ft. this feature after the creature makes its roll but before the DM
STR DEX CON INT WIS CHA determines whether the attack roll or ability check succeeds or
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 20 (+5) fails, or before the creature deals its damage.
Saving Throws Dexterity +7, Charisma +9 Font of Inspiration. Natterjack regains all uses of his Bardic
Skills Acrobatics +11, Perception +4, Performance +13, Sleight Inspiration ability when he finishes a long or short rest.
of Hand +11, Stealth +11, Disguise Kit, Pipe and Tabor Countercharm. As an action, Natterjack can start a
Senses Darkvision 60 ft., Passive Perception 14 performance that lasts until his next turn. During that time, he
Languages Common, Gnomish and any friendly creature within 30 feet of him have advantage
Challenge 3 (700 XP) on saving throws against being frightened or charmed.
Gnome Cunning. Natterjack has advantage on all Intelligence Actions
Wisdom, and Charisma saving throws against magic.
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Natural Illusionist. Natterjack knows the Minor Illusion cantrip, Hit: 6 (1d4 + 3) slashing damage.
using Intelligence as his spellcasting modifier.
Speak with Small Beasts. Natterjack can communicate simple Weapons, Armor & Items
ideas with Small or smaller beasts. Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver
Curling Iron, 50sp, 12gp
By Popular Demand. Natterjack can always find a place to
perform, and can expect free food and lodging at the venue for
each performance day.
Spellcasting. Natterjack uses Charisma as his spellcasting ability
(Spell Save DC 17, +9 to hit with spell attacks). He may cast the
following spells:
Cantrips: Friends, Mage Hand, Minor inor Illusion, Prestidigitation
1st level 4/day: Charm Person, Cure Wounds, Disguise Self,
Silent Image
2nd level 3/day: Calm Emotions, Invisibility, Mirror Image,
Suggestion
3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image
4th level 3/day: Confusion, Freedom of Movement, Greater
Invisibility
5th level 2/day: Mislead, Modify Memory, Passwall, Seeming
6th level 1/day: Programmed Illusion
Bardic Inspiration (d10). Natterjack 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. Natterjack can use Bardic Inspiration 5 times
per day.
Jack of all Trades. Natterjack can add half his proficiency
bonus, rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d8). During a short rest, when Natterjack or any
friendly creature who can hear him regains HP by spending hit
dice, Natterjack can use his Song of Rest to allow each creature
to regain an additional 1d8 HP.
Expertise (Acrobatics, Perform, Sleight of Hand, Stealth).
Natterjack adds double his proficiency bonus to skill checks he
has expertise with.

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Expertise (Acrobatics, Perform, Sleight of Hand, Stealth).


Natterjack (Level 16) Natterjack adds double his proficiency bonus to skill checks he
Small Humanoid (Forest Gnome), Chaotic Good
has expertise with.
Class Bard (lvl 16) Armor Class 13 Cutting Words. When a creature that Natterjack can see within
Background Entertainer Hit Points 115 (16d8+32) 60 ft. of him makes an attack roll, an ability check, or a damage
Occupation Musician Speed 25 ft. roll, he can use his reaction and expend on of his uses of Bardic
STR DEX CON INT WIS CHA Inspiration to roll a Bardic Inspiration die and subtract the
10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 20 (+5) number rolled from the creature’s roll. He can choose to use
Saving Throws Dexterity +8, Charisma +10 this feature after the creature makes its roll but before the DM
Skills Acrobatics +13, Perception +6, Performance +15, Sleight determines whether the attack roll or ability check succeeds or
of Hand +13, Stealth +13, Disguise Kit, Pipe and Tabor fails, or before the creature deals its damage.
Senses Darkvision 60 ft., Passive Perception 16 Font of Inspiration. Natterjack regains all uses of his Bardic
Languages Common, Gnomish Inspiration ability when he finishes a long or short rest.
Challenge 5 (1,800 XP) Countercharm. As an action, Natterjack can start a
performance that lasts until his next turn. During that time, he
Gnome Cunning. Natterjack has advantage on all Intelligence
and any friendly creature within 30 feet of him have advantage
Wisdom, and Charisma saving throws against magic.
on saving throws against being frightened or charmed.
Natural Illusionist. Natterjack knows the Minor Illusion cantrip,
Peerless Skill. When Natterjack makes an ability check, he
using Intelligence as his spellcasting modifier.
can expend one use of Bardic Inspiration to roll a Bardic
Speak with Small Beasts. Natterjack can communicate simple Inspiration die and add the number rolled to his ability check.
ideas with Small or smaller beasts. He can choose to do so after the roll but before the DM tells him
By Popular Demand. Natterjack can always find a place to whether he succeeds or fails.
perform, and can expect free food and lodging at the venue for
each performance day. Actions
Spellcasting. Natterjack uses Charisma as his spellcasting ability Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the Hit: 6 (1d4 + 3) slashing damage.
following spells:
Weapons, Armor & Items
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver
1st level 4/day: Charm Person, Cure Wounds, Disguise Self, Curling Iron, 190sp, 72gp
Silent Image
2nd level 3/day: Calm Emotions, Invisibility, Suggestion
3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image
4th level 3/day: Confusion, Freedom of Movement, Greater
Invisibility
5th level 2/day: Mislead, Modify Memory, Passwall, Seeming
6th level 1/day: Programmed Illusion, True Seeing
7th level 1/day: Mirage Arcane, Project Image, Simulacrum
8th level 1/day: Clone, Glibness, Mind Blank
Bardic Inspiration (d12). Natterjack 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. Natterjack can use Bardic Inspiration 5 times
per day.
Jack of all Trades. Natterjack can add half his proficiency
bonus, rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d10). During a short rest, when Natterjack or any
friendly creature who can hear him regains HP by spending hit
dice, Natterjack can use his Song of Rest to allow each creature
to regain an additional 1d10 HP.

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Song of Rest (d12). During a short rest, when Natterjack or any


Natterjack (Level 20) friendly creature who can hear him regains HP by spending hit
Small Humanoid (Forest Gnome), Chaotic Good
dice, Natterjack can use his Song of Rest to allow each creature
Class Bard (lvl 20) Armor Class 13 to regain an additional 1d12 HP.
Background Entertainer Hit Points 115 (20d8+60) Expertise (Acrobatics, Perform, Sleight of Hand, Stealth).
Occupation Musician Speed 25 ft. Natterjack adds double his proficiency bonus to skill checks he
STR DEX CON INT WIS CHA has expertise with.
10 (+0) 16 (+3) 16 (+2) 10 (+0) 12 (+1) 20 (+5) Cutting Words. When a creature that Natterjack can see within
Saving Throws Dexterity +9, Charisma +11 60 ft. of him makes an attack roll, an ability check, or a damage
Skills Acrobatics +15, Perception +7, Performance +17, Sleight roll, he can use his reaction and expend on of his uses of Bardic
of Hand +15, Stealth +15, Disguise Kit, Pipe and Tabor Inspiration to roll a Bardic Inspiration die and subtract the
Senses Darkvision 60 ft., Passive Perception 17 number rolled from the creature’s roll. He can choose to use
Languages Common, Gnomish this feature after the creature makes its roll but before the DM
Challenge 6 (2,300 XP) determines whether the attack roll or ability check succeeds or
fails, or before the creature deals its damage.
Gnome Cunning. Natterjack has advantage on all Intelligence
Font of Inspiration. Natterjack regains all uses of his Bardic
Wisdom, and Charisma saving throws against magic.
Inspiration ability when he finishes a long or short rest.
Natural Illusionist. Natterjack knows the Minor Illusion cantrip,
Countercharm. As an action, Natterjack can start a
using Intelligence as his spellcasting modifier.
performance that lasts until his next turn. During that time, he
Speak with Small Beasts. Natterjack can communicate simple and any friendly creature within 30 feet of him have advantage
ideas with Small or smaller beasts. on saving throws against being frightened or charmed.
By Popular Demand. Natterjack can always find a place to Peerless Skill. When Natterjack makes an ability check, he
perform, and can expect free food and lodging at the venue for can expend one use of Bardic Inspiration to roll a Bardic
each performance day. Inspiration die and add the number rolled to his ability check.
Spellcasting. Natterjack uses Charisma as his spellcasting ability He can choose to do so after the roll but before the DM tells him
(Spell Save DC 19, +11 to hit with spell attacks). He may cast the whether he succeeds or fails.
following spells: Superior Inspiration. When Natterjack rolls initiative, if he has
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation no uses of Bardic Inspiration left, he regains one use.
1st level 4/day: Charm Person, Cure Wounds, Disguise Self,
Silent Image Actions
2nd level 3/day: Alter Self, Calm Emotions, Invisibility, Whip. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Suggestion Hit: 6 (1d4 + 3) slashing damage.
3rd level 3/day: Feign Death, Hypnotic Pattern, Major Image Weapons, Armor & Items
4th level 3/day: Confusion, Freedom of Movement, Greater Drum Chest, Pipe, Whip, Performing Clothes, Fine Clothes, Silver
Invisibility Curling Iron, 200sp, 110gp
5th level 3/day: Mislead, Modify Memory, Passwall, Seeming,
Teleportation Circle
6th level 3/day: Programmed Illusion, True Seeing
7th level 2/day: Etherealness, Mirage Arcane, Project Image,
Simulacrum
8th level 2/day: Clone, Glibness, Mind Blank
9th level 1/day: Shapechange, True Polymorph
Bardic Inspiration (d12). Natterjack 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. Natterjack can use Bardic Inspiration 5 times
per day.
Jack of all Trades. Natterjack can add half his proficiency
bonus, rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.

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Forced to be a criminal, despite her moral objections, she teaches ‘her


Nell children’ to steal food (or money for food), but just enough to feed
Medium Humanoid (Human), Neutral Good themselves and each other, insisting that only those that can afford it
Class Rogue (lvl 1) Armor Class 13 “contribute” to filling their hungry bellies. She also teaches them to read
Background Urchin Hit Points 8 (1d8+0) and look after themselves, hoping that some of them will get lucky
Occupation Pickpocket Speed 30 ft. and escape the life she has been forced into. She also needs to
STR DEX CON INT WIS CHA prepare them for the time she knows is coming when she will grow
9 (–1) 16 (+3) 11 (+0) 13 (+1) 15 (+2) 14 (+2) too big and womanly to live as a child of the streets, and will have
to find another way of surviving in the city…
Saving Throws Dexterity +5, Intelligence +3
Skills Insight +6, Perception +4, Sleight of Hand +5, Stealth +5, Nell is small and slight for her age, but nearing a time when she
Survival +6, Disguise Kit, Thieves’ Tools will no longer be able to dart out of a side street or sleep between
Senses Passive Perception 14 crates. She has mousy-coloured hair and brown eyes and would be
Languages Common, Halfling, Thieves’ Cant beginning to turn into an attractive young woman, were she not so
Challenge 1/2 (100 XP) dirty and dressed in rags.
City Secrets. Out of combat, Nell can lead a group between any Personality Traits
two points in the city she grew up in twice as fast as
“If there’s not enough to go round, I can do without.” Nell is selfless
her speed would allow.
when it comes to the Wharf Rats, taking complete responsibility
Expertise (Insight, Survival). Nell adds double for any failing, be it lack of food or physical injury, regardless of
her proficiency bonus to skill checks she has her level of involvement.
expertise with.
Sneak Attack (+1d6). Once per turn, Ideals
Nell can deal an extra 1d6 damage to one “They all deserve better, and no one else is gonna give it to
creature she hits with an attack if she has them.” Nell has taken it upon herself to personally better her
advantage on the attack roll. The attack charges. If just one or two of them go on to lead a normal
must use a finesse or ranged weapon. She life, she will have succeeded.
doesn’t need advantage on the attack
roll if another enemy of the target is Bonds
within 5 feet of it, that enemy isn’t “Mess with The Rats, you get bit.” Nell is fiercely
incapacitated, and she doesn’t have protective of her group, and will do anything to
disadvantage on the attack roll. protect their safety and wellbeing.

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

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Nell (Level 4) The Rats’ Nest


Medium Humanoid (Human), Neutral Good Charcoal was usually a reassuring sight to a Wharf Rat. A symbol
crudely drawn on a wall meant somewhere to rest your head for
Class Rogue (lvl 4) Armor Class 13
the night and safety in numbers.
Background Urchin Hit Points 23 (4d8+0)
Occupation Pickpocket Speed 30 ft. Today, the charcoal in Nell’s hand marked only death. After five
days of ever-dwindling hope, Odo and his scouting party had
STR DEX CON INT WIS CHA finally found Iseult’s body surrounded by fishing nets down on the
9 (–1) 16 (+3) 11 (+0) 14 (+2) 16 (+3) 14 (+2) water’s edge. A drowned Rat. Maybe she’d been clumsy and fallen
Saving Throws Dexterity +5, Intelligence +4 in. Maybe she’d been caught with her hand in the wrong person’s
Skills Insight +7, Perception +5, Sleight of Hand +5, Stealth +5, pocket. It didn’t matter. She was dead and no one outside the
Survival +7, Disguise Kit, Thieves’ Tools Rats would miss her. The younger children would forget what she
Senses Passive Perception 15 looked like in a few weeks.
Languages Common, Halfling, Thieves’ Cant Like she had done with so many other names before, Nell drew a
Challenge 1 (200 XP) sooty line through Iseult’s name on the scraggy parchment nailed
City Secrets. Out of combat, Nell can lead a group between any to the wall.
two points in the city she grew up in twice as fast as her speed Nell sighed but shed no tears. Membership in the Wharf Rats
would allow. fluctuated as children came and went. Some moved on or moved
Expertise (Insight, Survival). Nell adds double her proficiency up but many more turned up dead or didn’t turn up at all. Iseult
bonus to skill checks she has expertise with. was the third this month. The Rats were still reeling from losing
Sneak Attack (+2d6). Once per turn, Nell can deal an extra Wulf nearly 3 weeks back, and Little Erik just 2 days after. Wulf
2d6 damage to one creature she hits with an attack if she has had been one of the oldest, the strongest. Bull and Big Erik—she
advantage on the attack roll. The attack must use a finesse or supposed they should just call him ‘Erik’ now—had been going
ranged weapon. She doesn’t need advantage on the attack roll if out twice as much to try and fill the gap. Nell smiled a sad smile as
another enemy of the target is within 5 feet of it, that enemy isn’t she thought of Akosh; the tiefling was only nine, but had already
incapacitated, and she doesn’t have disadvantage on the started mimicking Bull and the other long-timers, taking charge
attack roll. of the little ones who had hung around Wulf. The Rats looked after
Cunning Action. On her turn, as a bonus action, Nell can take a their own.
Dash, Dodge, Disengage, or Hide action. A child’s giggle outside the boatshed that was their current home
Fast Hands. Nell can use her Cunning Action to make a Sleight caught Nell’s attention and drew her away from her private grief.
of Hand check, use her thieves’ tools to disarm a trap or open a Still as nimble as, well, a rat, Nell clambered up into the rafters and
lock, or take the Use an Object action. peeked out through the planks at the street below. A handsome
elven couple were hand-in hand; the man’s other hand held that of
Second-Story Work. Nell can climb without expending extra
a pretty little girl in her best party dress, carrying a beautiful paper
movement. In addition, when she makes a running jump, the
lantern, and with a smudge of chocolate on her cheek. The lateness
distance she covers increases by 3 feet.
of the hour for one of her age must have warranted a special
Actions occasion. A birthday party, perhaps.
Nell looked at the girl excitedly chattering away to her parents,
Shank. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
trying her hardest to pretend not to be tired. She knew that at some
Hit: 6 (1d4 + 3) piercing damage.
point she must have had a birthday; she just didn’t know when it
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft., was. It didn’t matter anyway, every day was much the same. She
one creature. Hit: 6 (1d4 + 3) piercing damage. judged time by winters and markets and feast days. Nell wasn’t one
Weapons, Armor & Items for feeling sorry for herself, but she allowed herself to watch the
Tattered Clothes, Shank, 4 Throwing Knives, Lockpick, Child’s family until they passed out of sight. Everyone had their place in
Drawing of 2 Mice, Crude Beaded Necklace this world, she reckoned, and everyone had to play with the hand
they were dealt.
She descended back into the shed proper, looking over the painted
dinghies that each held one or more sleeping Rats. Murron, one of
the smallest girls, sat up in hers, bleary-eyed, tired and confused.
“Where’s mama?”
Nell held out her arms.
“’Ere,” she said, holding Murron close, “I’m right ‘ere.”

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Nell (Level 8) Actions


Medium Humanoid (Human), Neutral Good Shank. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 13 Hit: 6 (1d4 + 3) piercing damage.
Background Urchin Hit Points 43 (8d8+0) Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
Occupation Pickpocket Speed 30 ft. one creature. Hit: 6 (1d4 + 3) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
9 (–1) 16 (+3) 11 (+0) 14 (+2) 18 (+4) 14 (+2) Tattered Clothes, Shank, 4 Throwing Knives, Lockpick, Child’s
Saving Throws Dexterity +6, Intelligence +5 Drawing of 2 Mice, Crude Beaded Necklace
Skills Insight +10, Perception +7, Sleight of Hand +6, Stealth +6,
Survival +10, Disguise Kit, Thieves’ Tools
Senses Passive Perception 17 Nell in Your Game
Languages Common, Halfling, Thieves’ Cant
Nell can be used to drive home the idea of inequality in the city,
Challenge 2 (450 XP)
perhaps inequality caused by the actions of a villain known to
City Secrets. Out of combat, Nell can lead a group between any the party. She is utterly distrustful of adults, but it is possible that
two points in the city she grew up in twice as fast as her speed one may earn her trust enough for her to pass them information,
would allow. should it be in the Wharf Rats’ best interests.
Expertise (Insight, Survival). Nell adds double her proficiency Nell would only join a group of adults if the life of one of
bonus to skill checks she has expertise with. her children was on the line, and even then she would be
Sneak Attack (+4d6). Once per turn, Nell can deal an extra uncomfortable in their presence and ready to flee into a back-
4d6 damage to one creature she hits with an attack if she has alley at any time.
advantage on the attack roll. The attack must use a finesse or Quest Hook. One of the Wharf Rats is a convenient scapegoat
ranged weapon. She doesn’t need advantage on the attack roll if for a theft, and has been imprisoned, with the possibility
another enemy of the target is within 5 feet of it, that enemy isn’t of facing the gallows. Having heard their reputation, Nell
incapacitated, and she doesn’t have disadvantage on the reluctantly pleads for the party’s help in arranging a jail-break.
attack roll.
Cunning Action. On her turn, as a bonus action, Nell can take a
Dash, Dodge, Disengage, or Hide action.
Fast Hands. Nell 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. Nell can climb without expending extra
movement. In addition, when she makes a running jump, the
distance she covers increases by 3 feet.
Uncanny Dodge. When Nell 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 Nell 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.

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Evasion. When Nell is subjected to an effect that allows her to


Nell (Level 12) make a Dexterity saving throw to only take half damage, she
Medium Humanoid (Human), Neutral Good
takes no damage on a successful saving throw and half damage
Class Rogue (lvl 12) Armor Class 14 on a failed one.
Background Urchin Hit Points 63 (12d8+0) Supreme Sneak. Nell has advantage on Stealth checks if she
Occupation Pickpocket Speed 30 ft. moves no more than half her speed on the same turn.
STR DEX CON INT WIS CHA Reliable Talent. When Nell makes an ability check that lets her
9 (–1) 18 (+4) 11 (+0) 14 (+2) 20 (+5) 14 (+2) add her proficiency bonus she can treat a d20 roll of a 9 or lower
Saving Throws Dexterity +6, Intelligence +5 as a 10.
Skills Insight +13, Perception +13, Sleight of Hand +11,
Actions
Stealth +8, Survival +13, Disguise Kit, Thieves’ Tools
Senses Passive Perception 23 Shank. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Languages Common, Halfling, Thieves’ Cant Hit: 7 (1d4 + 4) piercing damage.
Challenge 3 (700 XP) Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
City Secrets. Out of combat, Nell can lead a group between any one creature. Hit: 7 (1d4 + 4) piercing damage.
two points in the city she grew up in twice as fast as her speed Weapons, Armor & Items
would allow. Tattered Clothes, Shank, 4 Throwing Knives, Lockpick, Child’s
Expertise (Insight, Perception, Sleight of Hand, Survival). Drawing of 2 Mice, Crude Beaded Necklace
Nell adds double her proficiency bonus to skill checks she has
expertise with.
Sneak Attack (+6d6). Once per turn, Nell can deal an extra
6d6 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, Nell can take a
Dash, Dodge, Disengage, or Hide action.
Fast Hands. Nell 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. Nell can climb without expending extra
movement. In addition, when she makes a running jump, the
distance she covers increases by 4 feet.
Uncanny Dodge. When Nell is hit with an attack from an
attacker that she can see, she can use her reaction to halve the
attack’s damage.

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Evasion. When Nell is subjected to an effect that allows her to


Nell (Level 16) make a Dexterity saving throw to only take half damage, she
Medium Humanoid (Human), Neutral Good
takes no damage on a successful saving throw and half damage
Class Rogue (lvl 16) Armor Class 15 on a failed one.
Background Urchin Hit Points 99 (16d8+16) Supreme Sneak. Nell has advantage on Stealth checks if she
Occupation Pickpocket Speed 30 ft. moves no more than half her speed on the same turn.
STR DEX CON INT WIS CHA Reliable Talent. When Nell makes an ability check that lets her
10 (+0) 20 (+5) 12 (+1) 14 (+2) 20 (+5) 14 (+2) add her proficiency bonus she can treat a d20 roll of a 9 or lower
Saving Throws Dexterity +10, Intelligence +7, Wisdom +10 as a 10.
Skills Insight +15, Perception +15, Sleight of Hand +15, Use Magic Device. Nell ignores all class, race, and level
Stealth +10, Survival +15, Disguise Kit, Thieves’ Tools requirements for the use of magic items.
Senses Passive Perception 25 Blindsense. If Nell is able to hear, she is aware of the location of
Languages Common, Halfling, Thieves’ Cant any hidden or invisible creatures within 10 feet of her.
Challenge 5 (1,800 XP)
Actions
City Secrets. Out of combat, Nell can lead a group between any
two points in the city she grew up in twice as fast as her speed Shank. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
would allow. Hit: 8 (1d4 + 5) piercing damage.
Expertise (Insight, Perception, Sleight of Hand, Survival). Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
Nell adds double her proficiency bonus to skill checks she has ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
expertise with. Weapons, Armor & Items
Sneak Attack (+8d6). Once per turn, Nell can deal an extra Tattered Clothes, Shank, 4 Throwing Knives, Lockpick, Child’s
8d6 damage to one creature she hits with an attack if she has Drawing of 2 Mice, Crude Beaded Necklace
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, Nell can take a
Dash, Dodge, Disengage, or Hide action.
Fast Hands. Nell 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. Nell can climb without expending extra
movement. In addition, when she makes a running jump, the
distance she covers increases by 5 feet.
Uncanny Dodge. When Nell is hit with an attack from an
attacker that she can see, she can use her reaction to halve the
attack’s damage.

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Blindsense. If Nell is able to hear, she is aware of the location of


Nell (Level 20) any hidden or invisible creatures within 10 feet of her.
Medium Humanoid (Human), Neutral Good
Thief ’s Reflexes. Nell can take two turns during the first round
Class Rogue (lvl 20) Armor Class 15 of any combat. She takes her first turn at her normal initiative,
Background Urchin Hit Points 143 (20d8+40) and her second turn at her initiative minus 10. She can’t use this
Occupation Pickpocket Speed 30 ft. feature when she is surprised
STR DEX CON INT WIS CHA Elusive. No attack roll can have advantage against Nell unless
10 (+0) 20 (+5) 14 (+2) 14 (+2) 20 (+5) 14 (+2) she is incapacitated.
Saving Throws Dexterity +11, Intelligence +8, Wisdom +11 Stroke of Luck. If Nell’s attack misses a target within range, she
Skills Insight +17, Perception +17, Sleight of Hand +17, can turn the miss into a hit. Alternatively, if she fails an ability
Stealth +11, Survival +17, Disguise Kit, Thieves’ Tools check, she can treat the d20 roll as a 20. Once she uses this
Senses Passive Perception 27 feature she cannot use it again until she finishes a short or
Languages Common, Halfling, Thieves’ Cant long rest.
Challenge 6 (2,300 XP)
Actions
City Secrets. Out of combat, Nell can lead a group between any
two points in the city she grew up in twice as fast as her speed Shank. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
would allow. Hit: 8 (1d4 + 5) piercing damage.
Expertise (Insight, Perception, Sleight of Hand, Survival). Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
Nell adds double her proficiency bonus to skill checks she has ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
expertise with. Weapons, Armor & Items
Sneak Attack (+10d6). Once per turn, Nell can deal an extra Tattered Clothes, Shank, 4 Throwing Knives, Lockpick, Child’s
10d6 damage to one creature she hits with an attack if she has Drawing of 2 Mice, Crude Beaded Necklace
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, Nell can take a
Dash, Dodge, Disengage, or Hide action. WhARF RATS
Fast Hands. Nell can use her Cunning Action to make a Sleight Gav
of Hand check, use her thieves’ tools to disarm a trap or open a
lock, or take the Use an Object action. Barda
Second-Story Work. Nell can climb without expending extra
movement. In addition, when she makes a running jump, the
Krea
distance she covers increases by 5 feet.
Iseult 2days 5 days
Uncanny Dodge. When Nell is hit with an attack from an
attacker that she can see, she can use her reaction to halve the Dumpy
attack’s damage.
Evasion. When Nell is subjected to an effect that allows her to
Odo
make a Dexterity saving throw to only take half damage, she
takes no damage on a successful saving throw and half damage Elle 2 days
on a failed one.
Supreme Sneak. Nell has advantage on Stealth checks if she Big Erik
moves no more than half her speed on the same turn.
Reliable Talent. When Nell makes an ability check that lets her
Esdeline
add her proficiency bonus she can treat a d20 roll of a 9 or lower
as a 10.
Bull
Use Magic Device. Nell ignores all class, race, and level Little Erik 2 days
requirements for the use of magic items.
Murron
Akosh
Wulf

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Tam thinks himself the embodiment of a dashing rogue; he is tall


Tam Fletcher and slim, with dark, tousled hair and an open collar. When he’s not
Medium Humanoid (Human), Chaotic Good
got his mandolin in hand, a half-filled ale mug will typically take
Class Fighter (lvl 1) Armor Class 15 (Std. Leather) its place.
Background Entertainer Hit Points 11 (1d10+1)
Occupation Musician Speed 30 ft. Personality Traits
“I’m at my happiest with a girl on each arm and a tankard in my
STR DEX CON INT WIS CHA
hand. But usually, that’s just when the fighting starts.” Tam is
9 (–1) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 15 (+2)
somewhat resigned to his life of crime. He’s not a fan of violence or
Saving Throws Strength +1, Constitution +3 risk taking, but he has a good heart, and is loyal to his friends.
Skills Insight +4, Perception +4, Performance +4, Persuasion +4,
Disguise Kit, Mandolin Ideals
Senses Passive Perception 14 “One of these days I’ll have enough to retire. And then no one will
Languages Common, Elvish throw bottles at me.” Tam doesn’t have any great plans or aims in
Challenge 1/2 (100 XP) life. He just wants to be comfortable and happy.
By Popular Demand. Tam can always find a place to
perform, and can expect free food and lodging at the Bonds
venue for each performance day. “I’ve known Natterjack since I was a child. He needs a hand
Fighting Style (Dueling). When using a melee every now and then.” Tam’s plans and romantic conquests
weapon in one hand and no other weapons, go on hold if his friends are in danger. He may not always
Tam deals +2 damage with it. be happy about it, but he will always run to his friends’
aid without hesitation.
Second Wind. On his turn Tam can use a
bonus action to regain 1d10 + 1 hit points. Flaws
Once he uses this feature, he must finish a “This next song is for you, Branwynn...
long or short rest before using it again. sorry, Rosalind...no...Kathryn?”
Actions Promises Tam makes in his cups
and his bed are soon forgotten; he
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., has good intentions, but can get a bit
one creature. Hit: 10 (1d8 + 5) piercing damage. caught up in the moment.
Overview Roleplaying Tam
Tam Fletcher is very good at three things; playing the Tam fancies himself a ladies’ man and is a
mandolin, running away while carrying a Gnome and, shameless flirt, though he’s resilient—and
well, he’ll tell you the other thing later… well practiced—enough to take rejection in
First and foremost, Tam just wants to play music, have a good natured fashion (which he does on a
drinks bought for him and wake up next to an adoring fairly regular basis).
fan. However, his performances are also of great help One of his pastimes is attempting to craft
to the thieves’ guild know as the Purse Cutters. The a suitable nickname for himself; “Dapper
guild arrange for him and Natterjack (p.44) to play at Tam” is the current favorite, having been
locations where individuals dangerous to the good of preceded by “Eight-Strings Fletcher” and
the people are known to frequent, and the pair provide a “Tam Quickfingers”. These, unsurprisingly,
perfect distraction for the thieves to add a few coins to the never catch on, but he takes this as a sign
guild’s coffers. that he’s not hit upon the perfect one yet.
He finds being accessory to cutpurses Tam will fight if he has to, as a last resort
uncomfortable, or even downright dangerous, to protect his friends—and he’s not bad at it
but it is very difficult for him to say no, especially either—but much prefers running.
to a pretty face like Tauberel (p.62), and deep down
he knows he’s helping to do good, despite the risks.
Tam is loyal to his friends, as evidenced by his long-suffering “Another risky thieving job.
devotion to Natterjack. He may sigh and roll his eyes every Anyone else remember when we just played music?”
now and then (he is a performer after all), but he’ll always come
through if he’s needed, no matter how beautiful the girl on his arm Weapons, Armor & Items
may be. Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier,
Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of
Romantic Entanglement, 14cp, 12sp

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Tam Fletcher (Level 4) The Ballad of Dapper Tam


Medium Humanoid (Human), Chaotic Good As Dapper Tam plucked at his strings,
Class Fighter (lvl 4) Armor Class 16 (Std. Leather) An inspired new motif,
Background Entertainer Hit Points 31 (4d10+4) A flame-haired maiden caught his eye,
Occupation Musician Speed 30 ft. Beauty beyond be-
STR DEX CON INT WIS CHA “Thief!”
9 (–1) 18 (+4) 13 (+1) 11 (+0) 14(+2) 15 (+2) The gruff shout cut through the general babble of the tavern like
Saving Throws Strength +1, Constitution +3 a knife. There was a final, strained twang from Tam’s mandolin
Skills Insight +4, Perception +4, Performance +4, Persuasion +4, and then there was silence. Tam sighed; he was sure he was getting
Disguise Kit, Mandolin somewhere with the redhead at the corner table...
Senses Passive Perception 14 Across the room, a man had Natterjack by the wrist. A worryingly
Languages Common, Elvish tall, worryingly rough-looking man.
Challenge 1 (200 XP) “Well done, sir! Well done! I’m with the watch,” Natterjack was
By Popular Demand. Tam can always find a place to perform, yammering, “a lot of pickpockets in this area you see; we’re making
and can expect free food and lodging at the venue for each sure people have their guard up...”
performance day. “Let him go,” brave Tam declared,
Fighting Style (Dueling). When using a melee weapon in one Descending from the stage,
hand and no other weapons, Tam deals +2 damage with it. “Oi!” shouted Tam, approaching the scuffle, enthusiasm waning
Second Wind. On his turn Tam can use a bonus action to regain as he got closer, and the man got larger. “...Stop,” he finished lamely.
1d10 + 4 hit points. Once he uses this feature, he must finish a The man threw the old gnome aside (still explaining the watch’s
long or short rest before using it again. anti-pickpocketing strategy), and squared up to Tam, his nasty-
Action Surge. On his turn, Tam can take one additional action looking blade half-way out of its sheath.
on top of his regular action and a possible bonus action. Once he “Don’t you know who I am, boy?” he snarled, twisting the ragged
uses this feature he must finish a short or long rest before using scar that ran down his cheek.
it again.
Was Tam a-feared? Oh no, not he!
Improved Critical. Tam scores critical hits on rolls of 19 and 20.
His blade was in his hand!
Actions Tam reached, found a handle, and swung, throwing a heavy
tankard (along with its contents) into his opponent’s face. He liked
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
to think he heard the man’s nose crunch but, regardless, the eyeful
Hit: 11 (1d8 + 6) piercing damage.
of ale was distraction enough.
Weapons, Armor & Items “Time to go?” asked Natterjack, innocently.
Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier, “Time to go,” Tam confirmed, hoisting him over one shoulder.
Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of He could write the sword fight in later...
Romantic Entanglement, 25cp, 12sp

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Tam Fletcher (Level 8) Tam in Your Game


Medium Humanoid (Human), Chaotic Good
Tam is most commonly found at a tavern entertaining the
Class Fighter (lvl 8) Armor Class 17 (Std. Leather) patrons (whether or not this performance is a cover to allow
Background Entertainer Hit Points 68 (8d10+16) Natterjack to steal a few coppers is up to you). He will certainly
Occupation Musician Speed 30 ft. introduce himself to any female party members, and has a song
STR DEX CON INT WIS CHA written just for them.
9 (–1) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 16 (+3) Tam could be persuaded to join the party, albeit somewhat
Saving Throws Strength +2, Constitution +5 reluctantly, if there is a promise of a rich reward, or if he’d be
Skills Insight +5, Perception +5, Performance +6, Persuasion +6, disappointing a pretty girl by saying no.
Disguise Kit, Mandolin Quest Hook. Tam is fleeing the scene of a crime, pursued by
Senses Passive Perception 15 the guard, and/or another, rougher criminal element (he may
Languages Common, Elvish or may not be accompanied by Natterjack). Does the party
Challenge 3 (700 XP) intervene?
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with it.
Second Wind. On his turn Tam can use a bonus action to regain
1d10 + 8 hit points. Once he uses this feature, he must finish a
long or short rest before using it again.
Action Surge. On his turn, Tam can take one additional action
on top of his regular action and a possible bonus action. Once he
uses this feature he must finish a short or long rest before using
it again.
Improved Critical. Tam scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Tam can add half his proficiency bonus
to any Strength, Dexterity, or Constitution check that doesn’t
already use his proficiency bonus.
Actions
Extra Attack. Tam can attack twice with each Attack action.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 12 (1d8 + 7) piercing damage.
Weapons, Armor & Items
Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier,
Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of
Romantic Entanglement, 25cp, 12sp, 15gp

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Tam Fletcher (Level 12) Actions


Medium Humanoid (Human), Chaotic Good Extra Attack. Tam can attack three times with each Attack action.
Class Fighter (lvl 12) Armor Class 18 (Std. Leather) Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Background Entertainer Hit Points 100 (12d10+24) Hit: 12 (1d8 + 7) piercing damage.
Occupation Musician Speed 30 ft. Weapons, Armor & Items
STR DEX CON INT WIS CHA Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier,
9 (–1) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 18 (+4) Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of
Saving Throws Strength +3, Constitution +6 Romantic Entanglement, 25cp, 112sp, 20gp
Skills Insight +6, Perception +6, Performance +8, Persuasion +8,
Disguise Kit, Mandolin
Senses Passive Perception 16
Languages Common, Elvish
Challenge 5 (1,800 XP)
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with it.
Fighting Style (Defense). Tam adds +1 to his AC when
wearing armor.
Second Wind. On his turn Tam can use a bonus action to regain
1d10 + 12 hit points. Once he uses this feature, he must finish a
long or short rest before using it again.
Action Surge. On his turn, Tam can take one additional action
on top of his regular action and a possible bonus action. Once he Master co
uses this feature he must finish a short or long rest before using py:
it again. If I could
roam the
Improved Critical. Tam scores critical hits on rolls of 19 and 20.
thy form gentle hil
Remarkable Athlete. Tam can add half his proficiency bonus ls and val
to any Strength, Dexterity, or Constitution check that doesn’t Thine eye leys of
already use his proficiency bonus. s, twin (sa
pools pphire/em
Indomitable. Once per day, Tam can reroll a failed saving throw. erald/ony
Once he uses this feature, he must finish a short or long rest Would su x)
before using it again. rely drow
Thy (nut n this poe
-brown/fl t ’s soul
would ent aming/gol
wine den/raven
All thoug ) roots
ht but tha
If I could t I was th
roam the ine
thy face g e ntle hills
and valley
My unwo s of
r thy lips
a kiss to p
lace

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Tam Fletcher (Level 16) Actions


Medium Humanoid (Human), Chaotic Good Extra Attack. Tam can attack three times with each Attack action.
Class Fighter (lvl 16) Armor Class 18 (Std. Leather) Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Background Entertainer Hit Points 144 (16d10+48) Hit: 12 (1d8 + 7) piercing damage.
Occupation Musician Speed 30 ft. Weapons, Armor & Items
STR DEX CON INT WIS CHA Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier,
9 (–1) 20 (+5) 16 (+3) 11 (+0) 14 (+2) 20 (+5) Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of
Saving Throws Strength +4, Constitution +8 Romantic Entanglement, 200sp, 65gp
Skills Insight +7, Perception +7, Performance +10, Persuasion +10,
Disguise Kit, Mandolin
Senses Passive Perception 17
Languages Common, Elvish
Challenge 6 (2,300 XP)
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with it.
Fighting Style (Defense). Tam adds +1 to his AC when
wearing armor.
Second Wind. On his turn Tam can use a bonus action to regain
1d10 + 16 hit points. Once he uses this feature, he must finish a
long or short rest before using it again.
Action Surge. On his turn, Tam can take one additional action
on top of his regular action and a possible bonus action. Once he
uses this feature he must finish a short or long rest before using
it again.
Superior Critical. Tam scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Tam can add half his proficiency bonus
to any Strength, Dexterity, or Constitution check that doesn’t
already use his proficiency bonus.
Indomitable. Twice per day, Tam can reroll a failed saving
throw. Once he expends all uses of this feature, he must finish a
short or long rest before using it again.

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Tam Fletcher (Level 20) Actions


Medium Humanoid (Human), Chaotic Good Extra Attack. Tam can attack four times with each Attack action.
Class Fighter (lvl 20) Armor Class 18 (Std. Leather) Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Background Entertainer Hit Points 204 (20d10+80) Hit: 12 (1d8 + 7) piercing damage.
Occupation Musician Speed 30 ft. Weapons, Armor & Items
STR DEX CON INT WIS CHA Studded Leather Vest, Slightly Tattered Fine Clothes, Rapier,
9 (–1) 20 (+5) 18 (+4) 11 (+0) 14 (+2) 20 (+5) Mandolin, Bottle of Ink, Ink Pen, 5 Sheets of Parchment, Knot of
Saving Throws Strength +5, Constitution +10 Romantic Entanglement, 220sp, 160gp
Skills Insight +8, Perception +8, Performance +11, Persuasion +11,
Disguise Kit, Mandolin
Senses Passive Perception 18
Languages Common, Elvish
Challenge 9 (5,000 XP)
By Popular Demand. Tam can always find a place to perform,
and can expect free food and lodging at the venue for each
performance day.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Tam deals +2 damage with it.
Fighting Style (Defense). Tam adds +1 to his AC when
wearing armor.
Second Wind. On his turn Tam can use a bonus action to regain
1d10 + 20 hit points. Once he uses this feature, he must finish a
long or short rest before using it again.
Action Surge. Twice per day, on his turn, Tam can take an
additional action on top of his normal action and possible bonus
action. Once he expends all uses of this feature he must finish a
short or long rest before using it again.
Superior Critical. Tam scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Tam can add half his proficiency bonus
to any Strength, Dexterity, or Constitution check that doesn’t
already use his proficiency bonus.
Indomitable. Three times per day, Tam can reroll a failed saving
throw. Once he expends all uses of this feature, he must finish a
short or long rest before using it again.
Survivor. At the beginning of each of his turns, if Tam has less
than half of his hit points remaining, he regains 9 hit points. He
does not gain this benefit if he has 0 hit points.

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Tauberel is generous with her winnings; she always has a coin to


Tauberel spare for beggars, poor houses and struggling inn keeps.
Medium Humanoid (Wood Elf), Chaotic Good
In return she expects information and, if necessary, sanctuary. It
Class Rogue (lvl 1) Armor Class 14 (Leather) is not uncommon for a family about to be turned out to suddenly
Background Criminal Hit Points 8 (1d8+0) find their outstanding debts paid or for a nobleman to find the plot
Occupation Thief Speed 35 ft. he intended to expand into mysteriously bought up (usually with
STR DEX CON INT WIS CHA his own coin, unbeknownst to him).
8 (–1) 17 (+3) 10 (+0) 12 (+1) 15 (+2) 13 (+1) The poorer population consider Tauberel a “voice of the people”,
Saving Throws Dexterity +5, Intelligence +3 and can be relied upon to champion the views and rights of the
Skills Acrobatics +5, Deception +3, Insight +4, Perception +4, downtrodden, secure in the knowledge that she can simply melt
Sleight of Hand +7, Stealth +7, Dice, Thieves’ Tools away. Tauberel has piercing hazel eyes and her sandy brown hair is
Senses Darkvision 60ft., Passive Perception 14 worn braided with beads, rare coins and other trinkets.
Languages Common, Elvish, Thieves’ Cant
Personality Traits
Challenge 1/2 (100 XP)
“I love to acquire wealth. Can’t say I have much use for it
Fey Ancestry. Tauberel has advantage on saving throws
myself though...” Tauberel loves the sport of theft, approaching
against being charmed, and magic cannot put her
a well-guarded purse or lockbox like a trophy hunter would
to sleep.
a stag. She can’t resist a challenge, but once the prize is in
Trance. Tauberel does not sleep. Instead, she her hands, she soon loses interest and is happy to part
meditates for four hours each night. This grants with it.
her the benefit of a long rest.
Mask of the City. Tauberel may attempt to Ideals
hide in a crowd even if she is only partly obscured. “Those at the top have more than enough.
Criminal Contact. Tauberel has a contact in the Those at the bottom have nothing.” Tauberel
criminal network, and can send and receive messages loves seeing the well-to-do taken down a few
to them through various means, even over pegs. Those she respects could do with their
great distances. ego being deflated, those she despises need to
Expertise (Sleight of Hand, Stealth). know they are not untouchable.
Tauberel adds double her proficiency bonus Bonds
to skill checks she has expertise with.
“Without my network, I’m just a pickpocket.” Tauberel’s
Sneak Attack (+1d6). Once per turn, success is defined by her contacts, criminal or
Tauberel can deal an extra 1d6 damage to otherwise. She relies upon them completely, and utterly
one creature she hits with an attack if she has advantage trusts them.
on the attack roll. The attack must use a finesse or
ranged weapon. She doesn’t need advantage on the Flaws
attack roll if another enemy of the target is within 5 feet “I’m not a killer. Force me towards violence, and you’ll
of it, that enemy isn’t incapacitated, and she doesn’t have never see me again.” If a fight breaks out, the most
disadvantage on the attack roll. Tauberel will do is throw one of her purse-cutting
blades to distract an opponent before making good
Actions
her escape. She may throw down a smoke bomb to
Two-Weapon Fighting. When Tauberel makes an attack help a friend run but, if they’re intent on fighting,
with her main-hand Dagger, she may also attack with they fight alone.
her off-hand Dagger or Throwing Knife as a bonus
action, but gains no bonus to the damage roll. Roleplaying Tauberel
Dagger (Main-hand). Melee Weapon Attack: Tauberel believes in equality; she has no time for the wealthy and
+5 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 3) well-to-do (apart from the time it takes to inspect their pockets,
piercing damage. naturally), but cares deeply for the plight of those at the bottom of
the social ladder. She’s an impulsive kleptomaniac, with absolute
Dagger (Off-hand). Melee Weapon Attack: +5 to hit, reach 5 ft.,
confidence in her network to shield her if she needs to make a
one creature. Hit: 3 (1d4+0) piercing damage.
break for it.
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
“If those fancy folk need those fancy things so badly,
one creature. Hit: 6 (1d4+3) piercing damage.
you’d think they’d keep a closer eye on them…”
Overview
Having grown up in the city, the rooftops and alleyways are Weapons, Armor & Items
Tauberel’s forest; here she can track her quarry and disappear
Leather Armor, 2 Daggers, 2 Throwing Knives, 4 Smoke Bombs,
without a trace as easily as any wood elf. A natural thief, she
Caltrops, Finger Blade, 18sp, 4gp. 10 gems each worth 5gp
steals for the sport of it, seeking a challenge over a wealthy prize.

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Tauberel (Level 4) Networking


Medium Humanoid (Wood Elf), Chaotic Good “He’ll be taking lodging in Knights Row, and will be gone again
within the week. Probably will meet up with that fat trader—you
Class Rogue (lvl 4) Armor Class 15 (Leather) know, the charming fellow with the dead tooth he was with a lot on
Background Criminal Hit Points 23 (4d8+0) his last visit—and has a shipment coming in any day now, so he’ll
Occupation Thief Speed 35 ft. be scouting the docks, looking out. Doesn’t trust anyone else to do
STR DEX CON INT WIS CHA that for him. He’s a right nasty customer, Jingles,” Ashdan glanced
8 (–1) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 13 (+1) to see if the new nickname riled her.
Saving Throws Dexterity +6, Intelligence +3 “Thanks, Ash.” She smirked and carried on. “Yes, he’s a real piece
Skills Acrobatics +6, Deception +3, Insight +5, Perception +5, of work; I need all the help I can get. I’ve called in more or less
Sleight of Hand +8, Stealth +8, Dice, Thieves’ Tools every favor I’m owed, but it’s worth it if we can bleed him dry.”
Senses Darkvision 60ft., Passive Perception 15 “Speaking of…” the tiefling gestured to his rapier.
Languages Common, Elvish, Thieves’ Cant
“Not this time.”
Challenge 1 (200 XP)
Fey Ancestry. Tauberel has advantage on saving throws against Ashdan pouted sarcastically.
being charmed, and magic cannot put her to sleep. “I’m serious, do not engage. If it gets to the point you need to
Trance. Tauberel does not sleep. Instead, she meditates for four get involved, we’ve blown it anyway. Stick to the shadows.”
hours each night. This grants her the benefit of a long rest. *
Mask of the City. Tauberel may attempt to hide in a crowd even “Natterjack, I’m going to need you to pay attention to this.”
if she is only partly obscured. The gnome was busy investigating a weevil he’d found in a
Criminal Contact. Tauberel has a contact in the criminal discarded cork. He shrugged, pocketed the cork, and trotted back
network, and can send and receive messages to them through over to his companions.
various means, even over great distances. “This is a big one, lads, and risky, but if we play our cards right,
Expertise (Sleight of Hand, Stealth). Tauberel adds double her we’ll have a fortune on our hands. The target is visiting this tavern
proficiency bonus to skill checks she has expertise with. tomorrow night. Tam, I’m going to need you to play your best
Sneak Attack (+2d6). Once per turn, Tauberel can deal an extra songs the best you can, I want the place packed. Natterjack, take
2d6 damage to one creature she hits with an attack if she has what you can, but if you can lift his keys, so much the better. If you
advantage on the attack roll. The attack must use a finesse or have to run, lead him away from Knights Row. Got it?”
ranged weapon. She doesn’t need advantage on the attack roll if “I think I’ll call him Wilbur,” Natterjack said, to no one in particular.
another enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and she doesn’t have disadvantage on the Tauberel raised an eyebrow.
attack roll. *
“I’m just saying it would be incredibly helpful if several smaller
Cunning Action. On her turn, as a bonus action, Tauberel can
jobs were all going on at the same time, is all. Makes it harder to
take a Dash, Dodge, Disengage, or Hide action.
point fingers, glean motives, you know?”
Fast Hands. Tauberel can use her Cunning Action to make a
Sleight of Hand check, use her thieves’ tools to disarm a trap or “My Rats ain’t on your books, lady.”
open a lock, or take the Use an Object action. Nell had always been a sticking point, but she was getting better.
Second-Story Work. Tauberel can climb without expending At least now the girl was willing to talk to her, provided she set the
extra movement. In addition, when she makes a running jump, terms of the meeting (not that Tauberel could argue; she still didn’t
the distance she covers increases by 4 ft. know where the Rats had their nest).
“I’m not asking for a commitment. I just came to tell you what
Actions was going on, and that pickings will probably be good. No strings.”
Two-Weapon Fighting. When Tauberel makes an attack with her “I’ll think about it, “ replied Nell, turning her back. Tauberel
main-hand Dagger, she may also attack with her off-hand Dagger knew that she would, and that was the best she would get.
or Throwing Knife as a bonus action, but gains no bonus to the *
damage roll. “He’ll be out this evening, and I have a feeling he’ll run into
Dagger (Main-hand). Melee Weapon Attack: +6 to hit, reach 5 ft., some complications at the tavern which might, unfortunately,
one creature. Hit: 7 (1d4 + 4) piercing damage. delay him. He’ll be moving out of his lodgings within the week, so
Dagger (Off-hand). Melee Weapon Attack: +6 to hit, reach 5 ft., I suggest you and I help ease that process…”
one creature. Hit: 3 (1d4+0) piercing damage. “By clearing him out,” Criella finished bluntly. She lacked
Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft., subtlety, but was an excellent housebreaker. “You love this, don’t
one creature. Hit: 7 (1d4+4) piercing damage. you? Making the rich look like fools, raising the common folk up.”
Weapons, Armor & Items “Yes,” smiled Tauberel.
Leather Armor, 2 Daggers, 2 Throwing Knives, 4 Smoke Bombs, “The stealing or the helping?”
Caltrops, Finger Blade, 30sp, 4gp. 10 gems each worth 5gp
“Yes,” smiled Tauberel.

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Tauberel (Level 8) Actions


Medium Humanoid (Wood Elf), Chaotic Good Two-Weapon Fighting. When Tauberel makes an attack with her
Class Rogue (lvl 8) Armor Class 16 (Leather) main-hand Dagger, she may also attack with her off-hand Dagger
Background Criminal Hit Points 43 (8d8+0) or Throwing Knife as a bonus action, but gains no bonus to the
Occupation Thief Speed 35 ft. damage roll.
Dagger (Main-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one creature. Hit: 8 (1d4 + 5) piercing damage.
8 (–1) 20 (+5) 10 (+0) 12 (+1) 16 (+3) 13 (+1)
Dagger (Off-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Saving Throws Dexterity +8, Intelligence +4 one creature. Hit: 3 (1d4+0) piercing damage.
Skills Acrobatics +11, Deception +4, Insight +9, Perception +6,
Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
Sleight of Hand +11, Stealth +11, Dice, Thieves’ Tools
one creature. Hit: 8 (1d4+5) piercing damage.
Senses Darkvision 60ft., Passive Perception 16
Languages Common, Elvish, Thieves’ Cant Weapons, Armor & Items
Challenge 3 (700 XP) Leather Armor, 2 Daggers, 2 Throwing Knives, 4 Smoke Bombs,
Fey Ancestry. Tauberel has advantage on saving throws against Caltrops, Finger Blade, 30sp, 15gp. 10 gems each worth 5gp
being charmed, and magic cannot put her to sleep.
Trance. Tauberel does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Mask of the City. Tauberel may attempt to hide in a crowd even Tauberel in Your Game
if she is only partly obscured. Tauberel represents a rare crime boss with true altruistic
Criminal Contact. Tauberel has a contact in the criminal intentions. If the player characters need to uncover a criminal
network, and can send and receive messages to them through conspiracy which will harm the common people, Tauberel will
various means, even over great distances. surely know something about it, or at least be willing to lend her
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). aid to find out more.
Tauberel adds double her proficiency bonus to skill checks she Tauberel might take a more active role in proceedings if the
has expertise with. party elect to take a non-violent route against enemies of the
Sneak Attack (+4d6). Once per turn, Tauberel can deal an extra people; choosing to remove their threat by stealing an object of
4d6 damage to one creature she hits with an attack if she has power for example. However, should the party not do everything
advantage on the attack roll. The attack must use a finesse or they can to avoid unnecessary death along the way, Tauberel can
ranged weapon. She doesn’t need advantage on the attack roll if very easily disappear entirely from their lives.
another enemy of the target is within 5 feet of it, that enemy isn’t Quest Hook. Tauberel needs the party’s help to transport one
incapacitated, and she doesn’t have disadvantage on the of her contacts away from the city – they are in over their head,
attack roll. and are being sought after by a dangerous individual, who has
Cunning Action. On her turn, as a bonus action, Tauberel can a vendetta against them, and a group of mercenaries at their
take a Dash, Dodge, Disengage, or Hide action. disposal. This could be Criella (p. 26), pursued by Garrin (p.144).
Fast Hands. Tauberel 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. Tauberel 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 Tauberel 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 Tauberel 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.

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Tauberel (Level 12) Actions


Medium Humanoid (Wood Elf), Chaotic Good Two-Weapon Fighting. When Tauberel makes an attack with her
Class Rogue (lvl 12) Armor Class 16 (Leather) main-hand Dagger, she may also attack with her off-hand Dagger
Background Criminal Hit Points 63 (12d8+0) or Throwing Knife as a bonus action, but gains no bonus to the
Occupation Thief Speed 35 ft. damage roll.
Dagger (Main-hand). Melee Weapon Attack: +9 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one creature. Hit: 8 (1d4 + 5) piercing damage.
8 (–1) 20 (+5) 10 (+0) 12 (+1) 18 (+4) 15 (+2)
Dagger (Off-hand). Melee Weapon Attack: +9 to hit, reach 5 ft.,
Saving Throws Dexterity +9, Intelligence +5 one creature. Hit: 3 (1d4+0) piercing damage.
Skills Acrobatics +13, Deception +6, Insight +12, Perception +8,
Throwing Knife. Ranged Weapon Attack: +9 to hit, range 20/60 ft.,
Sleight of Hand +13, Stealth +13, Dice, Thieves’ Tools
one creature. Hit: 8 (1d4+5) piercing damage.
Senses Darkvision 60ft., Passive Perception 18
Languages Common, Elvish, Thieves’ Cant Weapons, Armor & Items
Challenge 4 (1,100 XP) Leather Armor, 2 Daggers, 2 Throwing Knives, 4 Smoke Bombs,
Fey Ancestry. Tauberel has advantage on saving throws against Caltrops, Finger Blade, 40sp, 18gp. 10 gems each worth 5gp
being charmed, and magic cannot put her to sleep.
Trance. Tauberel does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Mask of the City. Tauberel may attempt to hide in a crowd even
if she is only partly obscured.
Criminal Contact. Tauberel has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth).
Tauberel adds double her proficiency bonus to skill checks she
has expertise with.
Sneak Attack (+6d6). Once per turn, Tauberel can deal an extra
6d6 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, Tauberel can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Tauberel 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. Tauberel 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 Tauberel 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 Tauberel 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. Tauberel has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Tauberel 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.

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Supreme Sneak. Tauberel has advantage on Stealth checks if she


Tauberel (Level 16) moves no more than half her speed on the same turn.
Medium Humanoid (Wood Elf), Chaotic Good
Reliable Talent. When Tauberel makes an ability check that lets
Class Rogue (lvl 16) Armor Class 16 (Leather) her add her proficiency bonus she can treat a d20 roll of a 9 or
Background Criminal Hit Points 83 (16d8+0) lower as a 10.
Occupation Thief Speed 35 ft.
Use Magic Device. Tauberel ignores all class, race, and level
STR DEX CON INT WIS CHA requirements for the use of magic items.
8 (–1) 20 (+5) 10 (+0) 12 (+1) 20 (+5) 15 (+2) Blindsense. If Tauberel is able to hear, she is aware of the
Saving Throws Dexterity +10, Intelligence +6, Wisdom +10 location of any hidden or invisible creatures within 10 feet
Skills Acrobatics +15, Deception +7, Insight +15, Perception +10, of her.
Sleight of Hand +15, Stealth +15, Dice, Thieves’ Tools
Senses Darkvision 60ft., Passive Perception 20 Actions
Languages Common, Elvish, Thieves’ Cant Two-Weapon Fighting. When Tauberel makes an attack with her
Challenge 5 (1,800 XP) main-hand Dagger, she may also attack with her off-hand Dagger
Fey Ancestry. Tauberel has advantage on saving throws against or Throwing Knife as a bonus action, but gains no bonus to the
being charmed, and magic cannot put her to sleep. damage roll.
Trance. Tauberel does not sleep. Instead, she meditates for four Dagger (Main-hand). Melee Weapon Attack: +10 to hit, reach 5
hours each night. This grants her the benefit of a long rest. ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
Mask of the City. Tauberel may attempt to hide in a crowd even Dagger (Off-hand). Melee Weapon Attack: +10 to hit, reach 5 ft.,
if she is only partly obscured. one creature. Hit: 3 (1d4+0) piercing damage.
Criminal Contact. Tauberel has a contact in the criminal Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60
network, and can send and receive messages to them through ft., one creature. Hit: 8 (1d4+5) piercing damage.
various means, even over great distances. Weapons, Armor & Items
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth). Leather Armor, 2 Daggers, 2 Throwing Knives, 4 Smoke Bombs,
Tauberel adds double her proficiency bonus to skill checks she Caltrops, Finger Blade, 140sp, 60gp. 10 gems each worth 5gp
has expertise with.
Sneak Attack (+8d6). Once per turn, Tauberel 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, Tauberel can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Tauberel 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. Tauberel 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 Tauberel 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 Tauberel 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.

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Blindsense. If Tauberel is able to hear, she is aware of the


Tauberel (Level 20) location of any hidden or invisible creatures within 10 feet
Medium Humanoid (Wood Elf), Chaotic Good
of her.
Class Rogue (lvl 20) Armor Class 16 (Leather) Thief ’s Reflexes. Tauberel can take two turns during the first
Background Criminal Hit Points 103 (20d8+0) round of any combat. She takes her first turn at her normal
Occupation Thief Speed 35 ft. initiative, and her second turn at her initiative minus 10. She
STR DEX CON INT WIS CHA can’t use this feature when she is surprised.
8 (–1) 20 (+5) 10 (+0) 12 (+1) 20 (+5) 17 (+3) Elusive. No attack roll can have advantage against Tauberel
Saving Throws Dexterity +11, Intelligence +7, Wisdom +11 unless she is incapacitated.
Skills Acrobatics +17, Deception +9, Insight +17, Perception +11, Stroke of Luck. If Tauberel’s attack misses a target within range,
Sleight of Hand +17, Stealth +17, Dice, Thieves’ Tools she can turn the miss into a hit. Alternatively, if she fails an
Senses Darkvision 60ft., Passive Perception 21 ability check, she can treat the d20 roll as a 20. Once she uses
Languages Common, Elvish, Thieves’ Cant this feature she cannot use it again until she finishes a short or
Challenge 6 (2,300 XP) long rest.
Fey Ancestry. Tauberel has advantage on saving throws against Actions
being charmed, and magic cannot put her to sleep.
Two-Weapon Fighting. When Tauberel makes an attack with her
Trance. Tauberel does not sleep. Instead, she meditates for four
main-hand Dagger, she may also attack with her off-hand Dagger
hours each night. This grants her the benefit of a long rest.
or Throwing Knife as a bonus action, but gains no bonus to the
Mask of the City. Tauberel may attempt to hide in a crowd even damage roll.
if she is only partly obscured.
Dagger (Main-hand). Melee Weapon Attack: +11 to hit, reach 5
Criminal Contact. Tauberel has a contact in the criminal ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
network, and can send and receive messages to them through
Dagger (Off-hand). Melee Weapon Attack: +11 to hit, reach 5 ft.,
various means, even over great distances.
one creature. Hit: 3 (1d4+0) piercing damage.
Expertise (Acrobatics, Insight, Sleight of Hand, Stealth).
Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
Tauberel adds double her proficiency bonus to skill checks she
ft., one creature. Hit: 8 (1d4+5) piercing damage
has expertise with.
Sneak Attack (+10d6). Once per turn, Tauberel can deal an Weapons, Armor & Items
extra 10d6 damage to one creature she hits with an attack if she Leather Armor, 2 Daggers, 2 Throwing Knives, 4 Smoke Bombs,
has advantage on the attack roll. The attack must use a finesse or Caltrops, Finger Blade, 300sp, 80gp. 10 gems each worth 5gp
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, Tauberel can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Tauberel 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. Tauberel 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 Tauberel 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 Tauberel 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. Tauberel has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Tauberel 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. Tauberel ignores all class, race, and level
requirements for the use of magic items.

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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.

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Ka’Laera (p.150) is a master of impersonation, but in the few cases


where documentation is necessary, she turns to The Quills to give
her disguise that extra layer of authenticity (signing with the name
and blood of whoever she is wearing at the time, naturally).
Tauberel (p.62) has been known to make use of their services in
dire straits, when it is vital to buy up a deed or sow temporary
confusion amongst the upper classes by, for example, casting doubt
over a noble’s legitimacy.

The Silent Road


No matter what, no matter where, and no matter when, folk will
always have a need for transport. Whether that be for themselves,
their belongings (or someone else’s) there is always coin to be made.
That is the motto of any person claiming to be part of the age old
transporter’s guild, The Silent Road. Most of them wear it (and the
signet ring that proves their membership) as a badge of pride, not
least because the guild is credited for being reliable. Additionally,
they often fetch higher prices, especially for transporting moody
goods; the guild also has a reputation for not asking too many
questions.
The Silent Road consists of all manner of traders, smugglers, and
wagoneers from all across the realm that make their living from
transporting a huge array of goods of varying legality, size, scope
and destination. Not exclusively used by the unsavory world of
the underground, The Silent Road are also open to accepting
legitimate long and short-haul cargo or passenger-movement jobs.
Rurik Rockfist (p.124) has been a member of the Silent Road for many
decades, and is an excellent contact for anyone looking to transport
whatever kinds of goods to almost any place within the realm.

Neutral Aligned Characters


Some of these characters could provide interesting interactions for your players, some could be intriguing wrinkles in an otherwise
smooth narrative, and some could be full-on adversaries. Use this table to select a neutral character at random.
d10 Name Class Alignment Background Occupation Page
1 Akirro Ranger Chaotic Neutral Outlander Bounty Hunter 70
2 Ankharasos Skarn Fighter Lawful Neutral Soldier Mercenary 76
3 Ashdan Rogue Chaotic Neutral Urchin Vagabond 82
4 Dariel Chaime Warlock Chaotic Neutral Charlatan Swindler 88
5 Enna Moonwhisper Fighter Chaotic Neutral Guild Artisan Fletcher 94
6 Frug Timbers Rogue Chaotic Neutral Guild Artisan Tinker 100
7 Jana Fighter Neutral Gladiator Mercenary 106
8 Orryn Turen Rogue Neutral Charlatan Gambler 112
9 Quranis Kuilanya Rogue Neutral Archaeologist Antiquarian 118
10 Rurik Rockfist Fighter Neutral Criminal Smuggler 124

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For many decades he has wandered the realm, seeking adventure


Akirro and often danger. Sometimes adventure and danger has sought
Medium Humanoid (High Elf), Chaotic Neutral
him. Through all of his various encounters with beasts, monsters,
Class Ranger (lvl 1) Armor Class 15 (Chain Shirt) and bandits, he has sustained many injuries, but always manages to
Background Outlander Hit Points 12 (1d10+2) survive even deadly wounds.
Occupation Bounty Hunter Speed 30 ft.
Personality Traits
STR DEX CON INT WIS CHA
“A fork? Why? I’ve two perfectly good hands...” Akirro’s time
8 (–1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0)
spent surviving alone in the wilderness has made him rather feral
Saving Throws Strength +1, Dexterity +5 on occasion. It takes him several days to get used to civilization
Skills Animal Handling +3, Athletics +1, Investigation +4, whenever he enters a town or city to trade.
Perception +3, Stealth +5, Survival +3, Lyre
Senses Darkvision 60ft., Passive Perception 13 Ideals
Languages Common, Elvish, Dwarvish, Draconic, Goblin “Life is like the seasons; in constant change. We all must change
Challenge 1/2 (100 XP) with it.” Akirro is not quick to pity his enemies, and has little
Fey Ancestry. Akirro has advantage on saving throws against sympathy even for his party members who happen to get injured
being charmed, and magic cannot put him to sleep. or slain.
Trance. Akirro does not sleep. Instead, he
meditates for four hours each night. This
Bonds
grants him the benefit of a long rest. “I hunt alone.” Akirro has no family to speak of and now harbors
a dark secret from his exile. Very few people can get past his
Spellcasting: Akirro uses Wisdom as his
standoffish personality, but those who do, become
spellcasting ability (Spell Save DC 11, +3
longtime friends.
to hit with spell attacks). He may cast the
following spells: Flaws
Cantrips: True Strike “A lion can sheathe its claws; it’s still a lion.” He
Wanderer. Akirro can find enough is slow to trust members of other races, tribes,
food and water for himself and 5 and societies. Even if they are well meaning
others in the wilderness, provided the and well mannered folk.
area is adequately stocked.
Additionally, he always recalls Roleplaying Akirro
the general layout of the area Akirro spends more time observing the conversations
around him. and behaviors of others than speaking, especially when in
Favored Enemy (Kobolds, Goblins). a crowded tavern. Although he speaks many languages, he
Akirro has advantage on survival checks made primarily speaks in common, and sometimes in elvish.
when tracking his favored enemies, as well He treasures his bow above
as advantage on Intelligence checks to recall all other possessions, but he is
information about them. always seeking unique types of
Natural Explorer (Mountains). Akirro may double arrows to use with is it. To pay for such unique
his proficiency bonus when making Intelligence or items, he often joins parties of adventurers with
Wisdom checks about his favored terrain, as well as no particular goal apart from treasure, and to
other benefits listed on the following pages. stay alive, naturally.
In combat, Akirro will sneak up on his target
Actions and loose several arrows before getting close enough to use his
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one sword. He is particularly good at hunting and slaying kobolds and
creature. Hit: 8 (1d8 + 3) piercing damage. goblins, often tagging along with hunting parties charged with
clearing out camps or even hordes of the wretched creatures.
Longbow: Ranged Weapon Attack: +5 to hit, range
150/600 ft., one creature. Hit: 8 (1d8 + 3) piercing damage. “It is better to remain silent and let people think you are a fool,
than to open your mouth and confirm their suspicions.”
Overview
Akirro never spends too much time in any one place. He comes Weapons, Armor & Items
from a nomadic tribe of elves that live primarily in the rolling Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s
plains in the foothills of the mountains that sprawl across the Pack, Black Beast’s Gaze, 10gp, 34sp, 5cp.
realm. He was once part of a noble house, but no longer. It is said
among some that he was banished from the tribe because of a
forbidden romance, but few know the tale in full.

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Primeval Awareness: Akirro may use his action and expend


Akirro (level 4) one ranger spell slot to focus on the region around him. For 1
Medium Humanoid (High Elf), Chaotic Neutral
minute per level of the spell expended he can sense whether
Class Ranger (lvl 4) Armor Class 15 (Chain Shirt) there are any aberrations, celestials, dragons, elementals, fey,
Background Outlander Hit Points 36 (4d10+8) fiends, or undead within a mile of his current location. (6 miles
Occupation Bounty Hunter Speed 30 ft. if in favored terrain.)
STR DEX CON INT WIS CHA Actions
8 (–1) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 10 (+0)
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Saving Throws Strength +1, Dexterity +9
Hit: 9 (1d8 + 4) piercing damage.
Skills Animal Handling +3, Athletics +1, Investigation +4,
Perception +3, Stealth +6, Survival +3, Lyre Longbow: Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
Senses Darkvision 60ft., Passive Perception 13 creature. Hit: 9 (1d8 + 4) piercing damage.
Languages Common, Elvish, Dwarvish, Draconic, Goblin Weapons, Armor & Items
Challenge 2 (450 XP) Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s
Fey Ancestry. Akirro has advantage on saving throws against Pack, Black Beast’s Gaze, 10gp, 42sp, 5cp.
being charmed, and magic cannot put him to sleep.
Trance. Akirro does not sleep. Instead, he meditates for four LONE WOLF
hours each night. This grants him the benefit of a long rest.
Out in the night, the pack howled. Akirro was attuned to the needs
Wanderer. Akirro can find enough food and water for himself and ways of beasts; after all, what was a wolf but a hound with a
and 5 others in the wilderness, provided the area is adequately wild heart? He had positioned himself close to the wolf den as
stocked. Additionally, he always recalls the general layout of the an extra layer of protection. This was a wild place; man held no
area around him. dominion here and feared to tread. He stared into the one vestige
Favored Enemy (Kobolds, Goblins). Akirro has advantage on of civilization he allowed himself—his paltry fire—and thought of
survival checks made when tracking his favored enemies, as well his own pack, now doubtless leagues distant.
as advantage on Intelligence checks to recall information Years ago the victorious clan had taken him in, along with the
about them. other children of their former enemies. They said an infant could
Natural Explorer (Mountains). Akirro is particularly adept at not be held accountable for the sins of his tribe. Indeed, the
traversing his favored terrain and may double his proficiency dominant pair had themselves taken him in and set him to work
bonus when making Intelligence or Wisdom checks about with the hounds. As he came of age he found that he was far fonder
such areas. In favored terrain, difficult terrain doesn’t slow his of these loyal animals than those who had captured him. He grew
group’s travel, his group can’t get lost except by magical means, up side-by-side with the leaders’ daughter: would that he had not.
he can engage in another activity such as foraging or tracking He remembered being dragged before her father when he
and remain alert to danger, he can move stealthily at a normal discovered their courting.
pace if traveling alone, finds twice as much food as normal while
“You? The son of a traitor? For the hand of my daughter?”
foraging and, when tracking other creatures, he learns their
exact number, sizes, and how long ago they passed through Akirro had started off so brave and defiant, clutching the hand of
the area. his beloved and staring down her belligerent father, but felt
himself weakening.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with
ranged weapons. “I gave you a second chance, took you in, raised you as my
own son, and this is how you repay my kindness? I should have
Spellcasting: Akirro uses Wisdom as his spellcasting ability
expected no different, given your breeding.”
(Spell Save DC 11, +3 to hit with spell attacks). He may cast the
following spells: Was it his breeding; that his father had been chief of the conquered
clan? Or was it that Akirro, a simple houndsman, would be an
Cantrips: True Strike
unsuitable match for his daughter? Akirro didn’t know, but he
1st level 3/day: Cure Wounds, Hail of Thorns, Hunter’s Mark guessed it leveled out to the same end.
Ranger’s Companion (Wolf). Akirro has a beast companion Banished. He stoked the flames.
which acts on his turn in initiative order, but takes no action
At the mouth of the cave, a shape emerged. A wolf, braver than
unless commanded. For no action, Akirro may verbally
the others, faced him across his meagre campfire. A guardian of
command the beast to move. Akirro can use an action to
nature, eyes and bared teeth stained with glowing firelight.
command the beast to Attack, Dash, Disengage, Dodge, or Help,
and it will follow commands to the best of its ability. When Akirro held its gaze, and approached with an out-faced palm,
traveling through his favored terrain with only his companion, murmuring an elvish prayer. The wolf snapped once, then calmly
Akirro can move stealthily at a normal pace. The Beast gains a licked the offered hand. Akirro breathed a sigh of relief.
+2 to its AC, attack and damage rolls, and saving throws and Perhaps he had found his new pack.
skills it is proficient in. Its maximum hit points are as presented
in its stat block or 16, whichever is higher.

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Primeval Awareness: Akirro may use his action and expend


Akirro (level 8) one ranger spell slot to focus on the region around him. For 1
Medium Humanoid (High Elf), Chaotic Neutral
minute per level of the spell expended he can sense whether
Class Ranger (lvl 8) Armor Class 15 (Chain Shirt) there are any aberrations, celestials, dragons, elementals, fey,
Background Outlander Hit Points 68 (8d10+16) fiends, or undead within a mile of his current location. (6 miles
Occupation Bounty Hunter Speed 30 ft. if in favored terrain.)
STR DEX CON INT WIS CHA Exceptional Training. Akirro can use a bonus action to
8 (–1) 20 (+5) 15 (+2) 14 (+2) 12 (+1) 10 (+0) command his beast companion to Dash, Disengage, Dodge, or
Saving Throws Strength +2, Dexterity +8 Help on any turn when it does not attack.
Skills Animal Handling +4, Athletics +2, Investigation +5, Land’s Stride: Akirro may move through non-magical difficult
Perception +4, Stealth +8, Survival +4, Lyre terrain at no extra movement cost. He takes no damage from
Senses Darkvision 60ft., Passive Perception 14 non-magical plants via thorns, spikes, and other similar hazards.
Languages Common, Elvish, Dwarvish, Draconic, Goblin, Giant In addition, he has advantage on saving throws against plants
Challenge 3 (700 XP) that are magically created or manipulated to impede movement.
Fey Ancestry. Akirro has advantage on saving throws against Actions
being charmed, and magic cannot put him to sleep.
Trance. Akirro does not sleep. Instead, he meditates for four Extra Attack. Akirro makes two attacks per Attack action.
hours each night. This grants him the benefit of a long rest. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Wanderer. Akirro can find enough food and water for himself Hit: 10 (1d8 + 5) piercing damage.
and 5 others in the wilderness, provided the area is adequately Longbow: Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
stocked. Additionally, he always recalls the general layout of the one creature. Hit: 10 (1d8 + 5) piercing damage.
area around him. Weapons, Armor & Items
Favored Enemy (Kobolds, Goblins, Giants). Akirro has Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s
advantage on survival checks made when tracking his favored Pack, Black Beast’s Gaze, 15gp, 42sp, 20cp.
enemies, as well as advantage on Intelligence checks to recall
information about them.
Natural Explorer (Mountains, Underground). Akirro is Akirro in Your Game
particularly adept at traversing his favored terrain and may
double his proficiency bonus when making Intelligence or The player characters are most likely to encounter Akirro out in
Wisdom checks about such areas. In favored terrain, difficult the wilderness, and he could be used to break up, or add interest
terrain doesn’t slow his group’s travel, his group can’t get lost to, a long journey. He is willing to join the party for a time but
except by magical means, he can engage in another activity will most likely leave in the dead of night, without a word. His
such as foraging or tracking and remain alert to danger, he can specialist animal-handling skills could be invaluable to folk that
move stealthily at a normal pace if traveling alone, finds twice as require assistance, whether to cure or placate a friendly beast, or
much food as normal while foraging and, when tracking other to subdue or vanquish a foe.
creatures, he learns their exact number, sizes, and how long ago Quest Hook. Akirro is available for hire as a tracker, bounty
they passed through the area. hunter and animal handler to those who have need of his
Fighting Style (Archery). Akirro gains a +2 to attack rolls with services. If the party need someone found, Akirro will make
ranged weapons. himself known to them, if he is not sought out by them first.
Spellcasting: Akirro uses Wisdom as his spellcasting ability
(Spell Save DC 12, +4 to hit with spell attacks). He may cast the
following spells:
Cantrips: True Strike
1st level 4/day: Cure Wounds, Hail of Thorns, Hunter’s Mark
2nd level 3/day: Cordon of Arrows, Pass without a Trace
Ranger’s Companion (Wolf). Akirro has a beast companion
which acts on his turn in initiative order, but takes no action
unless commanded. For no action, Akirro may verbally
command the beast to move. Akirro can use an action to
command the beast to Attack, Dash, Disengage, Dodge, or Help,
and it will follow commands to the best of its ability. When
traveling through his favored terrain with only his companion,
Akirro can move stealthily at a normal pace. The Beast gains a
+3 to its AC, attack and damage rolls, and saving throws and
skills it is proficient in. Its maximum hit points are as presented
in its stat block or 32, whichever is higher.

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Exceptional Training. Akirro can use a bonus action to


Akirro (level 12) command his beast companion to Dash, Disengage, Dodge, or
Medium Humanoid (High Elf), Chaotic Neutral
Help on any turn when it does not attack.
Class Ranger (lvl 12) Armor Class 15 (Chain Shirt) Primeval Awareness: Akirro may use his action and expend
Background Outlander Hit Points 100 (12d10+24) one ranger spell slot to focus on the region around him. For 1
Occupation Bounty Hunter Speed 30 ft. minute per level of the spell expended he can sense whether
STR DEX CON INT WIS CHA there are any aberrations, celestials, dragons, elementals, fey,
8 (–1) 20 (+5) 15 (+2) 14 (+2) 14 (+2) 10 (+0) fiends, or undead within a mile of his current location. (6 miles
Saving Throws Strength +3, Dexterity +9 if in favored terrain.)
Skills Animal Handling +6, Athletics +3, Investigation +6, Land’s Stride: Akirro may move through non-magical difficult
Perception +6, Stealth +9, Survival +6, Lyre terrain at no extra movement cost. He takes no damage from
Senses Darkvision 60ft., Passive Perception 16 non-magical plants via thorns, spikes, and other similar hazards.
Languages Common, Elvish, Dwarvish, Draconic, Giant, Goblin In addition, he has advantage on saving throws against plants
Challenge 5 (1,800 XP) that are magically created or manipulated to impede movement.
Fey Ancestry. Akirro has advantage on saving throws against Hide in Plain Sight: Akirro may spend 1 minute creating
being charmed, and magic cannot put him to sleep. camouflage for himself. He must have access to fresh mud, dirt,
Trance. Akirro does not sleep. Instead, he meditates for four plants, soot, or other naturally occurring materials with which
hours each night. This grants him the benefit of a long rest. to create his camouflage. Once Akirro is camouflaged in this
way he gains +10 to his Stealth checks as long as he remains
Wanderer. Akirro can find enough food and water for himself
stationary without taking actions. Once he moves or takes an
and 5 others in the wilderness, provided the area is adequately
action or reaction he must camouflage himself again to gain this
stocked. Additionally, he always recalls the general layout of the
benefit.
area around him.
Bestial Fury. When Akirro commands his beast companion to
Favored Enemy (Kobolds, Goblins, Giants). Akirro has
attack, it can make two attacks.
advantage on survival checks made when tracking his favored
enemies, as well as advantage on Intelligence checks to recall Actions
information about them.
Extra Attack. Akirro makes two Attacks per attack action.
Natural Explorer (Mountains, Underground, Plains). Akirro
is particularly adept at traversing his favored terrain and may Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
double his proficiency bonus when making Intelligence or Hit: 10 (1d8 + 5) piercing damage.
Wisdom checks about such areas. In favored terrain, difficult Longbow: Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
terrain doesn’t slow his group’s travel, his group can’t get lost one creature. Hit: 10 (1d8 + 5) piercing damage.
except by magical means, he can engage in another activity Weapons, Armor & Items
such as foraging or tracking and remain alert to danger, he can Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s
move stealthily at a normal pace if traveling alone, finds twice as Pack, Black Beast’s Gaze, 60gp, 150sp.
much food as normal while foraging and, when tracking other
creatures, he learns their exact number, sizes, and how long ago
they passed through the area.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with
ranged weapons.
Spellcasting: Akirro uses Wisdom as his spellcasting ability
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the
following spells:
Cantrips: True Strike
1st level 4/day: Cure Wounds, Hail of Thorns, Hunter’s Mark
2nd level 3/day: Cordon of Arrows, Pass without a Trace
3rd level 3/day: Conjure Barrage, Windwall
Ranger’s Companion (Wolf). Akirro has a beast companion
which acts on his turn in initiative order, but takes no action
unless commanded. For no action, Akirro may verbally
command the beast to move. Akirro can use an action to
command the beast to Attack, Dash, Disengage, Dodge, or Help,
and it will follow commands to the best of its ability. When
traveling through his favored terrain with only his companion,
Akirro can move stealthily at a normal pace. The Beast gains a
+4 to its AC, attack and damage rolls, and saving throws and
skills it is proficient in. Its maximum hit points are as presented
in its stat block or 48, whichever is higher.

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Ranger’s Companion (Wolf). Akirro has a beast companion


Akirro (level 16) which acts on his turn in initiative order, but takes no action
Medium Humanoid (High Elf), Chaotic Neutral
unless commanded. For no action, Akirro may verbally
Class Ranger (lvl 16) Armor Class 15 (Chain Shirt) command the beast to move. Akirro can use an action to
Background Outlander Hit Points 132 (16d10+32) command the beast to Attack, Dash, Disengage, Dodge, or Help,
Occupation Bounty Hunter Speed 30 ft. and it will follow commands to the best of its ability. When
STR DEX CON INT WIS CHA traveling through his favored terrain with only his companion,
8 (–1) 20 (+5) 15 (+2) 14 (+2) 16 (+3) 10 (+0) Akirro can move stealthily at a normal pace. The Beast gains a
+5 to its AC, attack and damage rolls, and saving throws and
Saving Throws Strength +4, Dexterity +10
skills it is proficient in. Its maximum hit points are as presented
Skills Animal Handling +8, Athletics +4, Investigation +7,
in its stat block or 64, whichever is higher.
Perception +8, Stealth +10, Survival +8, Lyre
Senses Darkvision 60ft., Passive Perception 18 Primeval Awareness: Akirro may use his action and expend
Languages Common, Elvish, Draconic, Dwarvish, Giant, Goblin one ranger spell slot to focus on the region around him. For 1
Challenge 6 (2,300 XP) minute per level of the spell expended he can sense whether
there are any aberrations, celestials, dragons, elementals, fey,
Fey Ancestry. Akirro has advantage on saving throws against
fiends and undead within a mile of his current location. (6 miles
being charmed, and magic cannot put him to sleep.
if in favored terrain.)
Trance. Akirro does not sleep. Instead, he meditates for four
Exceptional Training. Akirro can use a bonus action to
hours each night. This grants him the benefit of a long rest.
command his beast companion to Dash, Disengage, Dodge, or
Wanderer. Akirro can find enough food and water for himself Help on any turn when it does not attack.
and 5 others in the wilderness, provided the area is adequately
Land’s Stride: Akirro may move through non-magical difficult
stocked. Additionally, he always recalls the general layout of the
terrain at no extra movement cost. He takes no damage from
area around him.
non-magical plants via thorns, spikes, and other similar hazards.
Favored Enemy (Kobolds, Goblins, Giants, Elves, Dwarves). In addition, he has advantage on saving throws against plants
Akirro has advantage on survival checks made when tracking that are magically created or manipulated to impede movement.
his favored enemies, as well as advantage on Intelligence checks
Hide in Plain Sight: Akirro may spend 1 minute creating
to recall information about them.
camouflage for himself. He must have access to fresh mud, dirt,
Natural Explorer (Mountains, Underground, Plains). Akirro plants, soot, or other naturally occurring materials with which
is particularly adept at traversing his favored terrain and may to create his camouflage. Once Akirro is camouflaged in this
double his proficiency bonus when making Intelligence or way he gains +10 to his Stealth checks as long as he remains
Wisdom checks about such areas. In favored terrain, difficult stationary without taking actions. Once he moves or takes an
terrain doesn’t slow his group’s travel, his group can’t get lost action or reaction he must camouflage himself again to gain this
except by magical means, he can engage in another activity benefit.
such as foraging or tracking and remain alert to danger, he can
Bestial Fury. When Akirro commands his beast companion to
move stealthily at a normal pace if traveling alone, finds twice as
attack, it can make two attacks.
much food as normal while foraging and, when tracking other
creatures, he learns their exact number, sizes, and how long ago Vanish. Akirro may use the Hide action as a bonus action on his
they passed through the area. turn. Also he can’t be tracked by non-magical means unless he
chooses to leave a trail.
Fighting Style (Archery). Akirro gains a +2 to attack rolls with
ranged weapons. Share Spells. If his beast companion is within 30 ft. of him, any
spell Akirro casts targeting himself can also target the beast.
Spellcasting. Akirro uses Wisdom as his spellcasting ability
(Spell Save DC 16, +8 to hit with spell attacks). He may cast the Actions
following spells:
Extra Attack. Akirro makes two attacks per Attack action.
Cantrips: True Strike
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
1st level, 4/day: Cure Wounds, Hail of Thorns, Hunter’s Mark
Hit: 10 (1d8 + 5) piercing damage.
2nd level, 3/day: Cordon of Arrows, Pass without a Trace
Longbow: Ranged Weapon Attack: +12 to hit, range 150/600 ft.,
3rd level, 3/day: Conjure Barrage, Windwall one creature. Hit: 10 (1d8 + 5) piercing damage.
4th level, 2/day: Conjure Woodland Beings, Grasping Vine
Weapons, Armor & Items
Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s
Pack, Black Beast’s Gaze, 74gp, 175sp.

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Akirro can move stealthily at a normal pace. The Beast gains a


Akirro (level 20) +6 to its AC, attack and damage rolls, and saving throws and
Medium Humanoid (High Elf), Chaotic Neutral
skills it is proficient in. Its maximum hit points are as presented
Class Ranger (lvl 20) Armor Class 15 (Chain Shirt) in its stat block or 80, whichever is higher.
Background Outlander Hit Points 164 (20d10+40) Primeval Awareness: Akirro may use his action and expend
Occupation Bounty Hunter Speed 30 ft. one ranger spell slot to focus on the region around him. For 1
STR DEX CON INT WIS CHA minute per level of the spell expended he can sense whether
8 (–1) 20 (+5) 15 (+2) 14 (+2) 18 (+4) 10 (+0) there are any aberrations, celestials, dragons, elementals, fey,
Saving Throws Strength +5, Dexterity +11 fiends and undead within a mile of his current location. (6 miles
Skills Animal Handling +10, Athletics +5, Investigation +8, if in favored terrain.)
Perception +10, Stealth +11, Survival +10, Lyre Exceptional Training. Akirro can use a bonus action to
Senses Darkvision 60ft., Passive Perception 20 command his beast companion to Dash, Disengage, Dodge, or
Languages Common, Elvish, Draconic, Dwarvish, Giant, Goblin Help on any turn when it does not attack.
Challenge 7 (2,900 XP) Land’s Stride: Akirro may move through non-magical difficult
Fey Ancestry. Akirro has advantage on saving throws against terrain at no extra movement cost. He takes no damage from
being charmed, and magic cannot put him to sleep. non-magical plants via thorns, spikes, and other similar hazards.
Trance. Akirro does not sleep. Instead, he meditates for four In addition, he has advantage on saving throws against plants
hours each night. This grants him the benefit of a long rest. that are magically created or manipulated to impede movement.
Wanderer. Akirro can find enough food and water for himself Hide in Plain Sight: Akirro may spend 1 minute creating
and 5 others in the wilderness, provided the area is adequately camouflage for himself. He must have access to fresh mud, dirt,
stocked. Additionally, he always recalls the general layout of the plants, soot, or other naturally occurring materials with which
area around him. to create his camouflage. Once Akirro is camouflaged in this
way he gains +10 to his Stealth checks as long as he remains
Favored Enemy (Kobolds, Goblins, Giants, Elves, Dwarves).
stationary without taking actions. Once he moves or takes an
Akirro has advantage on survival checks made when tracking
action or reaction he must camouflage himself again to gain this
his favored enemies, as well as advantage on Intelligence checks
benefit.
to recall information about them.
Bestial Fury. When Akirro commands his beast companion to
Natural Explorer (Mountains, Underground, Plains). Akirro
attack, it can make two attacks.
is particularly adept at traversing his favored terrain and may
double his proficiency bonus when making Intelligence or Vanish. Akirro may use the Hide action as a bonus action on his
Wisdom checks about such areas. In favored terrain, difficult turn. Also he can’t be tracked by non-magical means unless he
terrain doesn’t slow his group’s travel, his group can’t get lost chooses to leave a trail.
except by magical means, he can engage in another activity Share Spells. If his beast companion is within 30 ft. of him, any
such as foraging or tracking and remain alert to danger, he can spell Akirro casts targeting himself can also target the beast.
move stealthily at a normal pace if traveling alone, finds twice as Feral Senses. When Akirro attacks a creature he can’t see, his
much food as normal while foraging and, when tracking other inability to see it doesn’t impose disadvantage on his attack
creatures, he learns their exact number, sizes, and how long ago roll against it. He is also aware of the location of any invisible
they passed through the area. creature within 30 ft. of him, provided the creature is not hidden
Fighting Style (Archery). Akirro gains a +2 to attack rolls with from him and he is not blinded of deafened
ranged weapons. Foe Slayer. Once per turn, Akirro can add his Wisdom modifier
Spellcasting. Akirro uses Wisdom as his spellcasting ability to the attack roll or the damage roll of an attack he makes
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the against one of his favored enemies. He can choose to use this
following spells: feature before or after the roll but before any effects of the roll
Cantrips: True Strike are applied.
1st level, 4/day: Cure Wounds, Hail of Thorns, Hunter’s Mark Actions
2nd level, 3/day: Cordon of Arrows, Pass without a Trace
Extra Attack. Akirro makes two attacks per Attack action.
3rd level, 3/day: Conjure Barrage, Windwall
Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
4th level, 3/day: Conjure Woodland Beings, Grasping Vine Hit: 10 (1d8 + 5) piercing damage.
5th level, 2/day: Conjure Volley, Swift Quiver Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft.,
Ranger’s Companion (Wolf). Akirro has a beast companion one creature. Hit: 10 (1d8 + 5) piercing damage.
which acts on his turn in initiative order, but takes no action
unless commanded. For no action, Akirro may verbally Weapons, Armor & Items
command the beast to move. Akirro can use an action to Longbow, Quiver with 20 Arrows, Rapier, Chain Shirt, Explorer’s
command the beast to Attack, Dash, Disengage, Dodge, or Help, Pack, Black Beast’s Gaze, 140gp, 175sp.
and it will follow commands to the best of its ability. When
traveling through his favored terrain with only his companion,

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Once decided on a course, Ankharasos is relentless, ruthless and


Ankharasos Skarn utterly unyielding to his current path. He will make enquiries
Medium Humanoid (Dragonborn), Lawful Neutral
and gather information – violently, if necessary – before forcing a
Class Fighter (lvl 1) Armor Class 16 (Chainmail) confrontation with his target. Not one to work in shadows, when
Background Soldier Hit Points 12 (1d10+2) Ankharasos Skarn comes for you, you’ll know about it.
Occupation Mercenary Speed 30 ft. A hulking giant, even by Dragonborn standards, Ankharasos
STR DEX CON INT WIS CHA strikes an imposing figure not forgotten in a hurry, his natural
17 (+3) 8 (–1) 14 (+2) 12 (+1) 13 (+1) 10 (+0) size and strength are augmented with rigorous training and his
Saving Throws Strength +5, Constitution +4 warhammer, Fury.
Skills Athletics +5, Insight +3, Intimidation +2, Perception +3, Personality Traits
Dice, Land Vehicles
“If Ankharasos Skarn gives his word, it will be done.” Ankharasos
Senses Passive Perception 13
sees it as his duty to live and die by his honor. It is not for him to
Languages Common, Draconic
question his contracts (provided that his target is worthy of his
Challenge 1/2 (100 XP)
martial skill), only to unrelentingly pursue them.
Draconic Ancestry (Red). Ankharasos has resistance
to fire. Ideals
Breath Weapon. Ankharasos can use his action to “Cowards strike from the dark. A warrior fights with
breathe fire out in a 15 ft. cone. The target must honor.” If you find yourself fighting Ankharasos
make a DC 12 Dexterity saving throw and Skarn, you do so one-on-one, face to face, and
take 2d6 damage on a failed saving throw, or fully armed.
half on a successful one. Once he uses this
feature, he must finish a long or short rest Bonds
before using it again. “Gold corrodes. Iron rusts. My honor
Military Rank. Ankharasos has the rank is untarnishable” Ankharasos has no
of captain. Soldiers loyal to his material ties to the world. The only
former organization recognize thing precious to him is his honor.
this rank. Flaws
Fighting Style (Great Weapon). When “Compromise is a gap in the armor.”
Ankharasos rolls a 1 or 2 on a damage die for Ankharasos’ morals, code and ethics are
an attack he makes with a melee weapon rigid and inflexible. He will break before
that he is wielding with two hands, he he bends.
can reroll the die and must use the new
roll, even if it is a 1 or a 2. Roleplaying
Second Wind. On his turn Ankharasos
Ankharasos can use a
Ankharasos is unlikely to be
bonus action to regain
talked round to a point of
1d10 + 1 hit points. Once
view contrary to one already
he uses this feature, he
established – a fight is usually
must finish a long or short
going to be on the cards. Not
rest before using it again.
an evil creature, or particularly
Actions bloodthirsty, he will let an opponent go if
he is beaten in fair combat and accept a
Warhammer. Melee Weapon Attack
yield without hesitation.
(Versatile): +5 to hit, reach 5 ft., one
creature. Hit: 8 / 9 (1d8 / 1d10 + 3) Should his target get wind of the assured
bludgeoning damage. encounter and attempt to flee, Ankharasos
will hunt them down mercilessly, not with speed, but with
Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
glacial inevitability; always at their heels no matter how many
creature. Hit: 7 (1d6 + 3) piercing damage. cities, kingdoms or leagues of wilderness lie between them.
Overview
Motivated only by fighting, Ankharasos has spent years honing his “Crawl out of your cowardly hidey-hole!
combat skills, effectively modeling himself into a living weapon. Come out and face me!”
It would seem only natural therefore that he is highly sought-after
as a bounty hunter, a service he provides only when he deems his
Weapons, Armor & Items
employer, or his quarry, worthy of him.
Chainmail, Fury, 4 Javelins, Explorer’s Pack

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Ankharasos Skarn (level 4) Actions


Medium Humanoid (Dragonborn), Lawful Neutral Warhammer. Melee Weapon Attack (Versatile): +6 to hit, reach 5
Class Fighter (lvl 4) Armor Class 16 (Chainmail) ft., one creature. Hit: 9 / 10 (1d8 / 1d10 + 4) bludgeoning damage.
Background Soldier Hit Points 36 (4d10+8) Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
Occupation Mercenary Speed 30 ft. creature. Hit: 8 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
19 (+4) 8 (–1) 14 (+2) 12 (+1) 13 (+1) 10 (+0) Chainmail, Fury, 4 Javelins, Explorer’s Pack
Saving Throws Strength +6, Constitution +4
Skills Athletics +6, Insight +3, Intimidation +2, Perception +3, Confrontation
Dice, Land Vehicles “Come out! Come out and face me!”
Senses Passive Perception 13
Ankharasos had been shouting at the house for ten minutes now,
Languages Common, Draconic
punctuating his cries with Fury’s haft on the cobblestones… Ten
Challenge 2 (450 XP)
minutes more and he would kick the door down, but he hoped it
Draconic Ancestry (Red). Ankharasos has resistance to fire. wouldn’t come to that; better that the quarry come willingly.
Breath Weapon. Ankharsos can use his action to breathe fire Seven minutes later, the man emerged. Ankharasos eyed him
out in a 15 ft. cone. The target must make a DC 12 Dexterity dispassionately. His mail was in poor condition, but the sword
saving throw and take 2d6 damage on a failed saving throw, or looked like good quality steel; perhaps he had stolen it. It was not
half on a successful one. Once he uses this feature, he must finish for Ankharasos to ask why he was to be brought in.
a long or short rest before using it again.
“You have been judged worthy of the skills of Ankharasos Skarn.
Military Rank. Ankharasos has the rank of captain. Soldiers For this you should be honored. Defeat me and you go free; yield
loyal to his former organization recognize this rank. and you shall accompany me to my employer to answer for your
Fighting Style (Great Weapon). When Ankharsos rolls a 1 or transgressions. Do you accept the terms?”
2 on a damage die for an attack he makes with a melee weapon The man sniffed, spat, and, with a wordless yell, charged with
that he is wielding with two hands, he can reroll the die and sword held high.
must use the new roll, even if it is a 1 or a 2.
“Do you accept the terms?” Ankharasos remained unmoving.
Second Wind. On his turn Ankharasos can use a bonus action
The man swung, off-balance from the charge; Ankharasos
to regain 1d10 + 4 hit points. Once he uses this feature, he must
sidestepped with ease.
finish a long or short rest before using it again.
“Do you accept the terms?” he repeated.
Action Surge. Once per day, on his turn, Ankharasos can take
an additional action on top of his normal action and possible “Shut it! I accept!”
bonus action. Once he uses this feature, he must finish a long or The sword arced again, and Fury flashed up to meet it.
short rest before using it again. He was strong, no doubt about it: he’d probably won every tavern
Combat Superiority. Ankharasos has four superiority dice brawl he’d instigated, but he was not Ankharasos Skarn. His
which are d8’s. These dice are expended when used and are training was rusty, his technique was sloppy, and soon he had a
regained after a short or long rest. broken rib and two less teeth, as he sank to the ground.
Disarming Attack. Ankharasos can expend one superiority A scuffing of a boot on cobbles alerted Ankharasos and he
die when he hits a creature with a weapon attack to attempt to snatched at the air behind, catching the throat of an interloper to
disarm the target. He adds the superiority die to the attack’s the duel. This one was just recognizably female under a thick layer
damage roll. The target must make a Strength saving throw, DC of dirt and grime, and held a knife in each hand. She attacked like
14, or drop one item of Ankharasos’ choice that it’s holding. a coward.
Riposte. Ankharasos can use his reaction and expend one “I do not have a quarrel with you,” Ankharasos hoisted her up
superiority die when missed by a creature’s melee attack to make until their faces were level, “but continue on this path, and I shall.”
a melee weapon attack against it and adds the superiority die to He tossed the woman aside, leaving her to fall in a crumpled heap
attack’s damage roll on a hit. at the foot of the gathered crowd.
Trip Attack. Trip Attack. Ankharasos may expend one Ankharasos approached his quarry, with Fury at the ready.
superiority die when he hits a creature with a weapon attack to “I yield!” the man cried, eyes on his stricken companion.
attempt to knock the target down. He adds the superiority die to Ankharasos held out his hand.
the attack’s damage roll. If it is Large or smaller, the target must
make a Strength saving throw, DC 14, or fall prone.

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Riposte. Ankharasos can use his reaction and expend one


Ankharasos Skarn (level 8) superiority die when missed by a creature’s melee attack to make
Medium Humanoid (Dragonborn), Lawful Neutral
a melee weapon attack against it and adds the superiority die to
Class Fighter (lvl 8) Armor Class 16 (Chainmail) attack’s damage roll on a hit.
Background Soldier Hit Points 76 (8d10+24) Trip Attack. Trip Attack. Ankharasos may expend one
Occupation Mercenary Speed 30 ft. superiority die when he hits a creature with a weapon attack to
STR DEX CON INT WIS CHA attempt to knock the target down. He adds the superiority die to
20 (+5) 8 (–1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) the attack’s damage roll. If it is Large or smaller, the target must
Saving Throws Strength +8, Constitution +6 make a Strength saving throw, DC 16, or fall prone.
Skills Athletics +8, Insight +5, Intimidation +3, Perception +5, Know Your Enemy. Ankharasos can learn certain information
Dice, Land Vehicles about a creature’s capabilities compared to his own if he spends
Senses Passive Perception 15 at least one minute observing or interacting with it outside of
Languages Common, Draconic combat. He can discern if the creature is his equal, superior, or
Challenge 3 (700 XP) inferior in up to two categories: Strength score, Dexterity score,
Draconic Ancestry (Red). Ankharasos has resistance to fire. Constitution score, Armor Class, current hit points, total class
levels, or Fighter class levels.
Breath Weapon. Ankharasos can use his action to breathe fire
out in a 15 ft. cone. The target must make a DC 14 Dexterity Actions
saving throw and take 3d6 damage on a failed saving throw, or
half on a successful one. Once he uses this feature, he must finish Extra Attack. Ankharasos can attack twice with each Attack action.
a long or short rest before using it again. Warhammer. Melee Weapon Attack (Versatile): +8 to hit, reach 5
Military Rank. Ankharasos has the rank of captain. Soldiers ft., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
loyal to his former organization recognize this rank. Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one
Fighting Style (Great Weapon). When Ankharasos rolls a 1 or creature. Hit: 9 (1d6 + 5) piercing damage.
2 on a damage die for an attack he makes with a melee weapon Weapons, Armor & Items
that he is wielding with two hands, he can reroll the die and Chainmail, Fury, 4 Javelins, Explorer’s Pack
must use the new roll, even if it is a 1 or a 2.
Second Wind. On his turn Ankharasos can use a bonus action
to regain 1d10 + 8 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Ankharasos in Your Game
Action Surge. Once per day, on his turn, Ankharasos can take Ankharasos could appear as an adversary or an ally for hire in
an additional action on top of his normal action and possible your game. He could be used to drive home the risks of leaving
bonus action. Once he uses this feature, he must finish a long or a villain alive if said villain goes on to hire him to hunt down the
short rest before using it again. party (or, perhaps more interestingly, a single member). A player
Combat Superiority. Ankharasos has five superiority dice character with links to bounty hunters may know of his unusual
which are d8’s. These dice are expended when used and are methods, or even live in fear of him - perhaps being a rare target
regained after a short or long rest. who slipped through his net.
Disarming Attack. Ankharasos can expend one superiority Ankharasos works alone as a rule, but will work together with
die when he hits a creature with a weapon attack to attempt to others if he finds they are tracking the same target, providing he
disarm the target. He adds the superiority die to the attack’s alone has the honor of combat with the quarry.
damage roll. The target must make a Strength saving throw, DC Quest Hook. A character from the party’s past has hired
16, or drop one item of Ankharasos’ choice that it’s holding. Ankharasos to hunt them down. After many hints that they
Feinting Attack. Ankharasos can expend one superiority dice to are being followed and asked after, Ankharasos forces a
choose a creature within 5 ft. of him. He gains advantage on his confrontation. Do they fight with honor, sparing his life if they
next attack roll against that target and adds the superiority die to defeat him, as he would theirs? If they fight well, perhaps a
attack’s damage roll on a hit. beaten Ankharasos will accept a contract from them as a life
debt.
Menacing Attack. Ankharasos 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
Ankharasos until the end of his next turn.

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Riposte. Ankharasos can use his reaction and expend one


Ankharasos Skarn (level 12) superiority die when missed by a creature’s melee attack to make
Medium Humanoid (Dragonborn), Lawful Neutral
a melee weapon attack against it and adds the superiority die to
Class Fighter (lvl 12) Armor Class 17 (Splint) attack’s damage roll on a hit.
Background Soldier Hit Points 124 (12d10+48) Trip Attack. Trip Attack. Ankharasos may expend one
Occupation Mercenary Speed 30 ft. superiority die when he hits a creature with a weapon attack to
STR DEX CON INT WIS CHA attempt to knock the target down. He adds the superiority die to
20 (+5) 8 (–1) 18 (+4) 12 (+1) 14 (+2) 10 (+0) the attack’s damage roll. If it is Large or smaller, the target must
Saving Throws Strength +9, Constitution +8 make a Strength saving throw, DC 17, or fall prone.
Skills Athletics +9, Insight +6, Intimidation +4, Perception +6, Know Your Enemy. Ankharasos can learn certain information
Dice, Land Vehicles about a creature’s capabilities compared to his own if he spends
Senses Passive Perception 16 at least one minute observing or interacting with it outside of
Languages Common, Draconic combat. He can discern if the creature is his equal, superior, or
Challenge 6 (2,300 XP) inferior in up to two categories: Strength score, Dexterity score,
Draconic Ancestry (Red). Ankharasos has resistance to fire. Constitution score, Armor Class, current hit points, total class
levels, or Fighter class levels.
Breath Weapon. Ankharasos can use his action to breathe fire
out in a 15 ft. cone. The target must make a DC 16 Dexterity Indomitable. Once per day, Ankharasos can reroll a failed
saving throw and take 4d6 damage on a failed saving throw, or saving throw. Once he uses this feature, he must finish a short or
half on a successful one. Once he uses this feature, he must finish long rest before using it again.
a long or short rest before using it again. Actions
Military Rank. Ankharasos has the rank of captain. Soldiers
loyal to his former organization recognize this rank. Extra Attack. Ankharasos can attack three times with each
Attack action.
Fighting Style (Great Weapon). When Ankharasos rolls a 1 or
2 on a damage die for an attack he makes with a melee weapon Warhammer. Melee Weapon Attack (Versatile): +9 to hit, reach 5
that he is wielding with two hands, he can reroll the die and ft., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
must use the new roll, even if it is a 1 or a 2. Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one
Second Wind. On his turn Ankharasos can use a bonus action creature. Hit: 9 (1d6 + 5) piercing damage.
to regain 1d10 + 12 hit points. Once he uses this feature, he must Weapons, Armor & Items
finish a long or short rest before using it again. Splint Armor, Fury, 4 Javelins, Explorer’s Pack
Action Surge. Once per day, on his turn, Ankharasos can take
an 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. Ankharasos 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. Ankharasos 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 Ankharasos’ choice that it’s holding.
Feinting Attack. Ankharasos 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.
Lunging Attack.. Ankharasos can expend one superiority die
to increase his reach for one melee weapon attack by 5 feet and
adds the superiority die to attack’s damage roll on a hit.
Menacing Attack. Ankharasos 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
Ankharasos until the end of his next turn.
Precision Attack. Ankharasos can expend a superiority die
when making a weapon attack against a creature, adding the
number rolled to the attack roll.

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Precision Attack. Ankharasos can expend a superiority die


Ankharasos Skarn (level 16) when making a weapon attack against a creature, adding the
Medium Humanoid (Dragonborn), Lawful Neutral
number rolled to the attack roll.
Class Fighter (lvl 16) Armor Class 17 (Splint) Pushing Attack. Ankharasos can expend one superiority die
Background Soldier Hit Points 180 (16d10+80) when he hits a creature with a weapon attack to attempt to
Occupation Mercenary Speed 30 ft. push the target away. He adds the superiority die to the attack’s
STR DEX CON INT WIS CHA damage roll. If it is Large or smaller, the target must make a
20 (+5) 8 (–1) 20 (+5) 12 (+1) 16 (+3) 10 (+0) Strength saving throw, DC 18, or be pushed away up to 15 ft.
Saving Throws Strength +10, Constitution +10 Riposte. Ankharasos can use his reaction and expend one
Skills Athletics +10, Insight +8, Intimidation +5, Perception +8, superiority die when missed by a creature’s melee attack to make
Dice, Land Vehicles a melee weapon attack against it and adds the superiority die to
Senses Passive Perception 18 attack’s damage roll on a hit.
Languages Common, Draconic Trip Attack. Trip Attack. Ankharasos may expend one
Challenge 8 (3,900 XP) superiority die when he hits a creature with a weapon attack to
Draconic Ancestry (Red). Ankharasos has resistance to fire. attempt to knock the target down. He adds the superiority die to
Breath Weapon. Ankharasos can use his action to breathe fire the attack’s damage roll. If it is Large or smaller, the target must
out in a 15 ft. cone. The target must make a DC 18 Dexterity make a Strength saving throw, DC 18, or fall prone.
saving throw and take 5d6 damage on a failed saving throw, or Know Your Enemy. Ankharasos can learn certain information
half on a successful one. Once he uses this feature, he must finish about a creature’s capabilities compared to his own if he spends
a long or short rest before using it again. at least one minute observing or interacting with it outside of
Military Rank. Ankharasos has the rank of captain. Soldiers combat. He can discern if the creature is his equal, superior, or
loyal to his former organization recognize this rank. inferior in up to two categories: Strength score, Dexterity score,
Constitution score, Armor Class, current hit points, total class
Fighting Style (Great Weapon). When Ankharasos rolls a 1 or
levels, or Fighter class levels.
2 on a damage die for an attack he makes with a melee weapon
that he is wielding with two hands, he can reroll the die and Relentless. When Ankharasos rolls initiative and has no
must use the new roll, even if it is a 1 or a 2. superiority dice remaining he gains one superiority die.
Second Wind. On his turn Ankharasos can use a bonus action Indomitable. Twice per day, Ankharasos can reroll a failed
to regain 1d10 + 16 hit points. Once he uses this feature, he must saving throw. Once he expends all uses of this feature, he must
finish a long or short rest before using it again. finish a short or long rest before using it again.
Action Surge. Once per day, on his turn, Ankharasos can take Actions
an additional action on top of his normal action and possible
bonus action. Once he uses this feature, he must finish a long or Extra Attack. Ankharasos can attack three times with each
short rest before using it again. Attack action.
Combat Superiority. Ankharasos has six superiority dice which Warhammer. Melee Weapon Attack (Versatile): +10 to hit, reach 5
are d10’s. These dice are expended when used and are regained ft., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
after a short or long rest. Javelin. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one
Disarming Attack. Ankharasos can expend one superiority creature. Hit: 9 (1d6 + 5) piercing damage.
die when he hits a creature with a weapon attack to attempt to Weapons, Armor & Items
disarm the target. He adds the superiority die to the attack’s Splint Armor, Fury, 4 Javelins, Explorer’s Pack
damage roll. The target must make a Strength saving throw, DC
18, or drop one item of Ankharasos’ choice that it’s holding.
Evasive Footwork. Ankharasos can expend one superiority die
when moving, adding the number rolled to his AC until
he stops.
Feinting Attack. Ankharasos 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.
Lunging Attack. Ankharasos can expend one superiority die
to increase his reach for one melee weapon attack by 5 feet and
adds the superiority die to attack’s damage roll on a hit.
Menacing Attack. Ankharasos 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 19, or become frightened by
Ankharasos until the end of his next turn.

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Precision Attack. Ankharasos can expend a superiority die


Ankharasos Skarn (level 20) when making a weapon attack against a creature, adding the
Medium Humanoid (Dragonborn), Lawful Neutral
number rolled to the attack roll.
Class Fighter (lvl 20) Armor Class 17 (Splint) Pushing Attack. Ankharasos can expend one superiority die
Background Soldier Hit Points 224 (20d10+100) when he hits a creature with a weapon attack to attempt to
Occupation Mercenary Speed 30 ft. push the target away. He adds the superiority die to the attack’s
STR DEX CON INT WIS CHA damage roll. If it is Large or smaller, the target must make a
20 (+5) 8 (–1) 20 (+5) 12 (+1) 18 (+4) 10 (+0) Strength saving throw, DC 19, or be pushed away up to 15 ft.
Saving Throws Strength +11, Constitution +11 Riposte. Ankharasos can use his reaction and expend one
Skills Athletics +11, Insight +10, Intimidation +6, Perception +10, superiority die when missed by a creature’s melee attack to make
Dice, Land Vehicles a melee weapon attack against it and adds the superiority die to
Senses Passive Perception 20 attack’s damage roll on a hit.
Languages Common, Draconic Trip Attack. Trip Attack. Ankharasos may expend one
Challenge 10 (5,900 XP) superiority die when he hits a creature with a weapon attack to
Draconic Ancestry (Red). Ankharasos has resistance to fire. attempt to knock the target down. He adds the superiority die to
Breath Weapon. Ankharasos can use his action to breathe fire the attack’s damage roll. If it is Large or smaller, the target must
out in a 15 ft. cone. The target must make a DC 19 Dexterity make a Strength saving throw, DC 19, or fall prone.
saving throw and take 5d6 damage on a failed saving throw, or Know Your Enemy. Ankharasos can learn certain information
half on a successful one. Once he uses this feature, he must finish about a creature’s capabilities compared to his own if he spends
a long or short rest before using it again. at least one minute observing or interacting with it outside of
Military Rank. Ankharasos has the rank of captain. Soldiers combat. He can discern if the creature is his equal, superior, or
loyal to his former organization recognize this rank. inferior in up to two categories: Strength score, Dexterity score,
Constitution score, Armor Class, current hit points, total class
Fighting Style (Great Weapon). When Ankharasos rolls a 1 or
levels, or Fighter class levels.
2 on a damage die for an attack he makes with a melee weapon
that he is wielding with two hands, he can reroll the die and Relentless. If Ankharasos has no superiority dice when he rolls
must use the new roll, even if it is a 1 or a 2. initiative, he gains one superiority die.
Second Wind. On his turn Ankharasos can use a bonus action Indomitable. Three times per day, Ankharasos can reroll a failed
to regain 1d10 + 20 hit points. Once he uses this feature, he must saving throw. Once he expends all uses of this feature, he must
finish a long or short rest before using it again. finish a short or long rest before using it again.
Action Surge. Twice per day on his turn, Ankharasos can take Actions
one additional action on top of his regular action and a possible
bonus action. Once he expends all uses of this feature, he must Extra Attack. Ankharasos can attack four times with each
finish a short or long rest before using it again. Attack action.
Combat Superiority. Ankharasos has six superiority dice which Warhammer. Melee Weapon Attack (Versatile): +11 to hit, reach 5
are d12’s. These dice are expended when used and are regained ft., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) bludgeoning damage.
after a short or long rest. Javelin. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one
Disarming Attack. Ankharasos can expend one superiority creature. Hit: 9 (1d6 + 5) piercing damage.
die when he hits a creature with a weapon attack to attempt to Weapons, Armor & Items
disarm the target. He adds the superiority die to the attack’s Splint Armor, Fury, 4 Javelins, Explorer’s Pack
damage roll. The target must make a Strength saving throw, DC
19, or drop one item of Ankharasos’ choice that it’s holding.
Evasive Footwork. Ankharasos can expend one superiority die
when moving, adding the number rolled to his AC until
he stops.
Feinting Attack. Ankharasos 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.
Lunging Attack. Ankharasos can expend one superiority die
to increase his reach for one melee weapon attack by 5 feet and
adds the superiority die to attack’s damage roll on a hit.
Menacing Attack. Ankharasos 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 19, or become frightened by
Ankharasos until the end of his next turn.

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Ashdan has been a thief and an assassin in a society that mistrusts


Ashdan or outright despises his kind, though he keeps some standards
Medium Humanoid (Tiefling), Chaotic Neutral
and refuses to kill those who don’t deserve it. He has no loyalties
Class Rogue (lvl 1) Armor Class 14 (Std. Leather) to any particular gang, and none would have him. However, he is
Background Urchin Hit Points 7 (1d8–1) willing to work for anyone who has enough coin and a job not too
Occupation Vagabond Speed 30 ft. repulsive to his, admittedly somewhat lax, morals. His quick wits
STR DEX CON INT WIS CHA and sharp tongue have kept him alive on more than one occasion,
10 (+0) 15 (+2) 8 (–1) 12 (+1) 14 (+2) 15 (+2) and almost killed him on many others.
Saving Throws Dexterity +4, Intelligence +3 Ashdan’s skin is a brick red, as befits his fiendish heritage. This,
Skills Acrobatics +4, Deception +6, Insight +4, Persuasion +4, along with his curving ram’s horns would make him cut an
Sleight of Hand +6, Stealth +4, Disguise Kit, Thieves’ Tools imposing figure if not for his skinny, gangly frame. He wears one of
Senses Darkvision 60ft., Passive Perception 12 Emeline’s bangles on his left horn.
Languages Common, Infernal, Thieves’ Cant Personality Traits
Challenge 1/2 (100 XP)
“If I insult you, I like you. If I give you an unflattering nickname,
Hellish Resistance. Ashdan has resistance to fire. we may be friends for life.” Ashdan doesn’t have time for those
Infernal Legacy. Ashdan can cast the Thaumaturgy cantrip who take themselves too seriously. How someone takes a
using Charisma as his spellcasting modifier. jibe or a nickname is a good way for him to quickly find
City Secrets. Out of combat, Ashdan can lead a group out how much respect someone deserves.
between any two points in the city he grew up in twice as
fast as his speed would allow. Ideals
Expertise (Deception and Sleight of Hand). Ashdan adds “Can’t we all just enjoy ourselves?” Ashdan doesn’t
double his proficiency bonus to skill checks he has really have a plan beyond finding a place to bed down
expertise with. for the night. He wants others to be happy, but doesn’t
have a great deal of investment in it.
Sneak Attack (+1d6). Once per turn, Ashdan can deal an
extra 1d6 damage to one creature he hits with an attack Bonds
if he has advantage on the attack roll. “I’m never losing someone I care about again.”
The attack must use a finesse or Ashdan’s choice not to care too much about anyone or
ranged weapon. He doesn’t need anything is, in part, a defence mechanism, and became
advantage on the attack roll if far more pronounced after losing Emeline.
another enemy of the target is within 5 feet
of it, that enemy isn’t incapacitated, and he Flaws
doesn’t have disadvantage on the “Everyone is open to my mockery. Unfortunately,
attack roll. ‘everyone’ includes some very dangerous people.” There
are some places Ashdan simply cannot go any more. The
Actions
wrong insult to the wrong crime lord can mean a hefty
Rapier. Melee Weapon Attack: +4 to price on your head...
hit, reach 5 ft., one creature. Hit: 7
(1d8 + 2) piercing damage. Roleplaying Ashdan
Hand Crossbow. Ranged Weapon Due to his past experiences, Ashdan hates persecution
Attack: +4 to hit, range 30/120 ft., one and people being put down simply because of the way
creature. Hit: 6 (1d6 + 2) piercing damage. they are. He actively refuses to take anything seriously,
affecting a devil-may-care attitude and lying about his
Overview motivations for doing good deeds, citing the promise of gold
Union of a tiefling and any other race always produce or similar rather than admitting he simply wants to bring some
a tiefling. Ashdan’s mother was unaware of this, and good into the world.
upon his birth was reminded of that shameful night If he finds himself in combat, Ashdan fights dirty, with no qualms
nine months ago with an unscrupulous but charming traveling about distracting an opponent (be it sand to the eyes or a rambling,
showman. Rather than live with that disgrace, the baby was insulting tirade). Should the opportunity present itself, he has a
abandoned, growing up first in a poorhouse and then in various particular fondness for head butts, where his thickened forehead
gangs. gives him a natural advantage.
Fearing that any children he might have would meet a similar “Serious is overrated. I was serious once;
fate, Ashdan has been mostly successful at avoiding the romantic it was awful.”
side of life. His one notable lapse ended with the death of his love,
Emeline, at the hands of a superstitious mob.
Weapons, Armor & Items
Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather,
Worn Common Clothes, Thieves’ Tools, 4gp, 20sp, 16cp, Gold
Bangle (5gp), Heads & Tails

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Ashdan (level 4) Child’s Play


Medium Humanoid (Tiefling), Chaotic Neutral “Sir! Sir! Alms for a poor orphan, sir!”
Class Rogue (lvl 4) Armor Class 15 (Std. Leather) Ashdan wasn’t used to being a ‘sir’. He knew the ‘poor orphan’ bit
Background Urchin Hit Points 19 (4d8–4) well enough, though. He guessed the girl was about thirteen, far
Occupation Vagabond Speed 30 ft. too young for this life.
“What’s your story then?” He crossed to her, crouched, and
STR DEX CON INT WIS CHA
reached for his coin purse for a silver (not gold, he wasn’t made of
10 (+0) 16 (+3) 8 (–1) 12 (+1) 14 (+2) 16 (+3)
money). It was at this point he realized his coin purse was missing.
Saving Throws Dexterity +5, Intelligence +3 That little…
Skills Acrobatics +5, Deception +7, Insight +4, Persuasion +5, Through the crowd, he saw a second, even smaller figure running,
Sleight of Hand +7, Stealth +5, Disguise Kit, Thieves’ Tools nimbly dodging the bigger folk. Ashdan afforded a quick glance to
Senses Darkvision 60ft., Passive Perception 12 the now very smug-looking girl.
Languages Common, Infernal, Thieves’ Cant
“Very nice.” Professional courtesy never hurt, but it wouldn’t get
Challenge 1 (200 XP)
him back his damned silver…
Hellish Resistance. Ashdan has resistance to fire.
People tended to give Ashdan a wide berth anyway, so he had little
Infernal Legacy. Ashdan can cast the Thaumaturgy cantrip, issue giving chase, past a pottery merchant throwing curses, over
and Hellish Rebuke as a 2nd level spell using Charisma as his the back of a hog on its way to market, through a back alley and…
spellcasting modifier. lost him. A roof tile fell and shattered on the cobbles at his feet.
City Secrets. Out of combat, Ashdan can lead a group between Perhaps not…
any two points in the city he grew up in twice as fast as his speed Ashdan hadn’t been up on the rooftops for a while; he would not
would allow. describe his ascent as ‘smooth’, or ‘on his first try’. By the time he
Expertise (Deception and Sleight of Hand). Ashdan adds double got up there, there was no sign of the child.
his proficiency bonus to skill checks he has expertise with. Beneath his feet, he heard the muffled chanting of supplicants at
Sneak Attack (+2d6). Once per turn, Ashdan can deal an extra prayer. Temples made Ashdan uneasy and, he mused, he made
2d6 damage to one creature he hits with an attack if he has people in temples uneasy. Best they kept to themselves.
advantage on the attack roll. The attack must use a finesse or Scouring the rooftops took the better part of the afternoon. It was
ranged weapon. He doesn’t need advantage on the attack roll if getting dark, and it was their fire that gave them away; supposedly
another enemy of the target is within 5 feet of it, that enemy isn’t empty warehouses on the docks didn’t tend to keep a light among
incapacitated, and he doesn’t have disadvantage on the attack the rafters. There looked to be about ten of them gathered around
roll. it, the girl included, Ashdan saw through a gap in the roof which
Cunning Action. Ashdan can take a bonus action on each of his he supposed they were using as an entrance. Stealing closer, he
turns during combat. He can use this action to Dash, Disengage, could see, piled on a crate with a few others, his coin purse. He
or Hide. inched forward, grabbed it, and struck what he hoped was an
Fast Hands. Ashdan can use his Cunning Action to make a impressive pose.
Sleight of Hand check, use his thieves’ tools to disarm a trap or “Lesson one, children: choose your mark.”
open a lock, or take the Use an Object action.
Second-Story Work. Ashdan can climb without expending extra
movement. In addition, when he makes a running jump, the
distance he covers increases by 4 ft.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft.,
one creature. Hit: 7 (1d6 + 3) piercing damage.
Weapons, Armor & Items
Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather,
Worn Common Clothes, Thieves’ Tools, 13gp, 20sp, 16cp, Gold
Bangle (5gp), Heads & Tails

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Ashdan (level 8) Actions


Medium Humanoid (Tiefling), Chaotic Neutral Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 15 (Std. Leather) Hit: 9 (1d8 + 4) piercing damage.
Background Urchin Hit Points 35 (8d8–8) Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft.,
Occupation Vagabond Speed 30 ft. one creature. Hit: 8 (1d6 + 4) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
10 (+0) 18 (+4) 8 (–1) 12 (+1) 14 (+2) 16 (+3) Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather,
Saving Throws Dexterity +7, Intelligence +4 Worn Common Clothes, Thieves’ Tools, 13gp, 44sp, 16cp, Gold
Skills Acrobatics +7, Deception +9, Insight +5, Persuasion +9, Bangle (5gp), Heads & Tails
Sleight of Hand +10, Stealth +10, Disguise Kit, Thieves’ Tools
Senses Darkvision 60ft., Passive Perception 12
Languages Common, Infernal, Thieves’ Cant Ashdan in Your Game
Challenge 2 (450 XP)
Ashdan, as a low level criminal with no particular affiliations,
Hellish Resistance. Ashdan has resistance to fire. sees a lot of what goes on in the criminal underworld, and has
Infernal Legacy. Ashdan can cast the Thaumaturgy cantrip, no compunctions about passing this information on to the right
Hellish Rebuke as a 2nd level spell, and the Darkness spell using person for the right price. For this reason, he is an ideal regular
Charisma as his spellcasting modifier. contact for any player character with a criminal past, but also
City Secrets. Out of combat, Ashdan can lead a group between works as an NPC to dispense information about shady goings-
any two points in the city he grew up in twice as fast as his speed on to an investigating party.
would allow. Ashdan might join the party if they are pursuing a quest to
Expertise (Deception, Persuasion, Sleight of Hand, Stealth). stop discrimination or subjugation, though, of course, he will
Ashdan adds double his proficiency bonus to skill checks he has maintain that his interests are purely financial.
expertise with. Quest Hook. After providing useful information to the players
Sneak Attack (+4d6). Once per turn, Ashdan can deal an extra on a few occasions, Ashdan is kidnapped by an adversary and
4d6 damage to one creature he hits with an attack if he has held to ransom. Do the players care enough about this low-life
advantage on the attack roll. The attack must use a finesse or to risk his rescue?
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. Ashdan can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Fast Hands. Ashdan 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. Ashdan 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 Ashdan 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 Ashdan 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.

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Ashdan (level 12) Actions


Medium Humanoid (Tiefling), Chaotic Neutral Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 16 (Std. Leather) Hit: 10 (1d8 + 5) piercing damage.
Background Urchin Hit Points 51 (12d8-12) Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft.,
Occupation Vagabond Speed 30 ft. one creature. Hit: 9 (1d6 + 5) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
10 (+0) 20 (+5) 8 (-1) 12 (+1) 14 (+2) 18 (+4) Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather,
Saving Throws Dexterity +9, Intelligence +5 Worn Common Clothes, Thieves’ Tools, 14gp, 60sp, 16cp, Gold
Skills Acrobatics +9, Deception +12, Insight +6, Persuasion +12, Bangle (5gp), Heads & Tails
Sleight of Hand +13, Stealth +13, Disguise Kit, Thieves’ Tools
Senses Darkvision 60ft., Passive Perception 12
Languages Common, Infernal, Thieves’ Cant
Challenge 4 (1,100 XP)
Hellish Resistance. Ashdan has resistance to fire.
Infernal Legacy. Ashdan can cast the Thaumaturgy cantrip,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using
Charisma as his spellcasting modifier.
City Secrets. Out of combat, Ashdan can lead a group between
any two points in the city he grew up in twice as fast as his speed
would allow.
Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
Ashdan adds double his proficiency bonus to skill checks he has
expertise with.
Sneak Attack (+6d6). Once per turn, Ashdan can deal an extra
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
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. Ashdan can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Fast Hands. Ashdan 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. Ashdan 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 Ashdan 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 Ashdan 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. Ashdan has advantage on Stealth checks if he
moves no more than half his speed on the same turn.
Reliable Talent. When Ashdan 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.

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Uncanny Dodge. When Ashdan is hit with an attack from an


Ashdan (level 16) attacker that he can see, he can use his reaction to halve the
Medium Humanoid (Tiefling), Chaotic Neutral
attack’s damage.
Class Rogue (lvl 16) Armor Class 16 (Std. Leather) Evasion. When Ashdan is subjected to an effect that allows him
Background Urchin Hit Points 67 (16d8–16) to make a Dexterity saving throw to only take half damage, he
Occupation Vagabond Speed 30 ft. takes no damage on a successful saving throw and half damage
STR DEX CON INT WIS CHA on a failed one.
10 (+0) 20 (+5) 8 (–1) 12 (+1) 14 (+2) 20 (+5) Supreme Sneak. Ashdan has advantage on Stealth checks if he
Saving Throws Dexterity +10, Intelligence +6 moves no more than half his speed on the same turn.
Skills Acrobatics +10, Deception +15, Insight +7, Persuasion +15, Reliable Talent. When Ashdan makes an ability check that lets
Sleight of Hand +15, Stealth +15, Disguise Kit, him add his proficiency bonus he can treat a d20 roll of a 9 or
Thieves’ Tools lower as a 10.
Senses Darkvision 60ft., Passive Perception 12 Use Magic Device. Ashdan ignores all class, race, and level
Languages Common, Infernal, Thieves’ Cant requirements for the use of magic items.
Challenge 5 (1,800 XP) Blindsense. If Ashdan is able to hear, he is aware of the location
Hellish Resistance. Ashdan has resistance to fire. of any hidden or invisible creatures within 10 feet of him.
Infernal Legacy. Ashdan can cast the Thaumaturgy cantrip,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using Actions
Charisma as his spellcasting modifier. Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
City Secrets. Out of combat, Ashdan can lead a group between Hit: 10 (1d8 + 5) piercing damage.
any two points in the city he grew up in twice as fast as his speed Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft.,
would allow. one creature. Hit: 9 (1d6 + 5) piercing damage.
Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
Weapons, Armor & Items
Ashdan adds double his proficiency bonus to skill checks he has
Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather,
expertise with.
Worn Common Clothes, Thieves’ Tools, 74gp, 60sp, Gold Bangle
Sneak Attack (+8d6). Once per turn, Ashdan can deal an extra (5gp), Heads & Tails
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, Ashdan can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Ashdan 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. Ashdan can climb without expending extra
movement. In addition, when he makes a running jump, the
distance he covers increases by 5 ft.

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Blindsense. If Ashdan is able to hear, he is aware of the location


Ashdan (level 20) of any hidden or invisible creatures within 10 feet of him.
Medium Humanoid (Tiefling), Chaotic Neutral
Thief ’s Reflexes. Ashdan can take two turns during the first
Class Rogue (lvl 20) Armor Class 16 (Std. Leather) round of any combat. He takes his first turn at his normal
Background Urchin Hit Points 83 (20d8–20) initiative, and his second turn at his initiative minus 10. He can’t
Occupation Vagabond Speed 30 ft. use this feature when he is surprised.
STR DEX CON INT WIS CHA Elusive. No attack roll can have advantage against Ashdan
10 (+0) 20 (+5) 8 (–1) 12 (+1) 16 (+3) 20 (+5) unless he is incapacitated.
Saving Throws Dexterity +11, Intelligence +7 Stroke of Luck. If Ashdan’s attack misses a target within range,
Skills Acrobatics +11, Deception +17, Insight +9, Persuasion +17, he can turn the miss into a hit. Alternatively, if he fails an ability
Sleight of Hand +17, Stealth +17, Disguise Kit, check, he can treat the d20 roll as a 20. Once he uses this feature
Thieves’ Tools he cannot use it again until he finishes a short or long rest.
Senses Darkvision 60ft., Passive Perception 13
Languages Common, Infernal, Thieves’ Cant Actions
Challenge 6 (2,300 XP) Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hellish Resistance. Ashdan has resistance to fire. Hit: 10 (1d8 + 5) piercing damage.
Infernal Legacy. Ashdan can cast the Thaumaturgy cantrip, Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120 ft.,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using one creature. Hit: 9 (1d6 + 5) piercing damage.
Charisma as his spellcasting modifier.
Weapons, Armor & Items
City Secrets. Out of combat, Ashdan can lead a group between Rapier, Hand Crossbow, 20 Bolts, 4 Daggers, Studded Leather,
any two points in the city he grew up in twice as fast as his speed Worn Common Clothes, Thieves’ Tools, 90gp, 100sp, Gold Bangle
would allow. (5gp), Heads & Tails
Expertise (Deception, Persuasion, Sleight of Hand, Stealth).
Ashdan adds double his proficiency bonus to skill checks he has
expertise with.
Sneak Attack (+10d6). Once per turn, Ashdan can deal an extra
10d6 damage to one creature he hits with an attack if he has You do not know me and, until recently, I
advantage on the attack roll. The attack must use a finesse or
ranged weapon. He doesn’t need advantage on the attack roll if knew nothing of you.
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, Ashdan can
I know that you and I have both been
take a Dash, Dodge, Disengage, or Hide action. dealt unfair hands by fate. We have both
Fast Hands. Ashdan can use his Cunning Action to make a
Sleight of Hand check, use his thieves’ tools to disarm a trap or
grown up alone, abandoned, with no
open a lock, or take the Use an Object action. family to speak of. We do not have to be
Second-Story Work. Ashdan can climb without expending extra
movement. In addition, when he makes a running jump, the alone any more.
distance he covers increases by 5 ft.
Uncanny Dodge. When Ashdan is hit with an attack from an
attacker that he can see, he can use his reaction to halve the
attack’s damage.
I understand if you do not wish to meet me
Evasion. When Ashdan is subjected to an effect that allows him after all these years. We have lasted this
to make a Dexterity saving throw to only take half damage, he
takes no damage on a successful saving throw and half damage
long without each other after all. If,
on a failed one. however, you wish to see me, I will keep a
Supreme Sneak. Ashdan has advantage on Stealth checks if he
moves no more than half his speed on the same turn. table at The Drake and Griffon. First one’s
Reliable Talent. When Ashdan makes an ability check that lets on me.
his add his proficiency bonus he can treat a d20 roll of a 9 or
lower as a 10.
Use Magic Device. Ashdan ignores all class, race, and level
requirements for the use of magic items. Your sister,
Criella

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bastioned roots and knotted vines, he met Vasivasy, the antlered


Dariel Chaime lord. Amused by the capering of mortals, the Spirit took Dariel
Medium Humanoid (Half Elf), Chaotic Neutral
into his service, giving him a measure of power to use to trick and
Class Warlock (lvl 1) Armor Class 11 deceive – “Entertain me.”
Background Charlatan Hit Points 8 (1d8+0) Dariel returned home with a new directive, new skills and,
Occupation Swindler Speed 30 ft. crouched on his shoulder, a new companion and familiar, Oogra; a
STR DEX CON INT WIS CHA gift from his patron. The lemur has an uncanny knack for ferreting
8 (–1) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 17 (+3) out hidden valuables, and sniffing out lies.
Saving Throws Wisdom +4, Charisma +5 Dariel has set up shop offering marvelous remedies, fortune telling
Skills Deception +5, Insight +4, Perception +4, Performance +5, and general magical assistance. The more audacious the lie he sells,
Persuasion +5, Sleight of Hand +3, Disguise Kit, Forgery Kit the more amused The Archfey grows, and the stronger the charm
Senses Darkvision 60ft., Passive Perception 14 he casts on his mark has to be to cover his tracks…
Languages Common, Elvish, Sylvan
Personality Traits
Challenge 1/2 (100 XP)
“I provide a service. If people think they’re getting helped, that’s
Fey Ancestry. Dariel has advantage on saving throws against
helping, right?” Dariel is a compulsive liar and, with the charms to
being charmed, and magic cannot put him to sleep.
back it up, is completely unpredictable, but he won’t pursue any
False Identity. Dariel has created a second identity, clearly evil end which would lead to death and suffering.
including relevant documents, contacts and
disguises. In addition, he can forge Ideals
documents and mimic handwriting as long “Deceive, humiliate and financially
as he has seen an example of the kind of ruin, but it’s not funny if someone dies”
document or a sample of the handwriting. Dariel sees himself as something of a cut above
Pact Magic. Dariel uses Charisma as his other criminals due to his refusal to kill. His priority
spellcasting ability (Spell Save DC 13, +5 to hit is his own entertainment and gain, not others’ loss.
with spell attacks). He may cast the following
spells: Bonds
Cantrips: Friends, Minor Illusion “If she’s happy, I’m happy” Oogra is Dariel’s link to
his patron, and acts as a partner in crime. Neither
1st level, 1/day: Charm Person, Expeditious
of them is truly in control of the other, but they
Retreat
work towards the same aim.
Otherworldly Patron (The Archfey). Dariel’s Fey
patron gives him access to the spells Faerie Fire Flaws
and Sleep. “My course is the one that’s most entertaining at the
Fey Presence. Dariel’s patron gives him the time” ...and if that means selling you out, well,
ability to project the beguiling and fearsome that’s just too bad for you.
presence of the fey. As an action he can cause
each creature in a 10-foot cube originating Roleplaying Dariel
from him to make a Wisdom saving throw DC Dariel is a supreme trickster; any
13. The creatures that fail their saving throw chance he has to deceive others he’ll
are either charmed or frightened by him, his take, both to keep in his patron’s
choice, until the end of his next turn. He must good books and to amuse his own
take a rest before using this feature again. mischievous nature. He is not a violent man,
fleeing if his charms prove ineffective and combat
Actions breaks out.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 Oogra is constantly goading Dariel on to greater and
ft., one creature. Hit: 4 (1d4 + 1) piercing damage. greater trickery. She uses her somewhat off-putting
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one appearance to great effect; generally leaping on and
creature. Hit: 4 (1d4 + 1) piercing damage. pawing at customers as soon as they walk through the
door, both getting a sense of their valuables and putting
Overview them on the back foot in one fell swoop.
You want your stars read? Find Dariel Chaime. Unlucky in love? “You know, I think I’ve got just the thing, and you… well, that’s
Dariel Chaime can help. Unsightly warts, moles or other facial a very pretty necklace.”
growths? You’re in luck. A steady stream of satisfied customers
trickle through his door but, some cynics remark, it doesn’t seem
that Dariel Chaime does anything at all…
Weapons, Armor & Items
Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5
A keen traveller in his youth, Dariel ventured as far as the steaming
Potions of Suggestion, 8gp, 26sp, 30cp, 3 gems each worth 5gp
jungles across the sea. There, in the damp, green dark, amid

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Dariel Chaime (level 4) Actions


Medium Humanoid (Half Elf), Chaotic Neutral Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Class Warlock (lvl 4) Armor Class 11 Hit: 4 (1d4 + 1) piercing damage.
Background Charlatan Hit Points 23 (4d8+0) Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one
Occupation Swindler Speed 30 ft. creature. Hit: 4 (1d4 + 1) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
8 (–1) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 19 (+4) Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5
Saving Throws Wisdom +4, Charisma +6 Potions of Suggestion, 14gp, 26sp, 30cp, 3 gems each worth 5gp
Skills Deception +6, Insight +4, Perception +4, Performance +6,
Persuasion +6, Sleight of Hand +3, Disguise Kit, Forgery Kit
Senses Darkvision 60ft., Passive Perception 14 Quid Pro Quo
Languages Common, Elvish, Sylvan The sign above the dingy shopfront, fashioned in the shape of what
Challenge 1 (200 XP) many (to Oogra’s great annoyance) thought was a bushy-tailed black
Fey Ancestry. Dariel has advantage on saving throws against cat, read ‘Dariel Chaime: Fortunes Told and Miracles Dispensed’.
being charmed, and magic cannot put him to sleep. Through the grubby windows were walls of shelves and cubbyholes
False Identity. Dariel has created a second identity, including packed with bottles, herbs, totems, tins, and jars, closing in around
relevant documents, contacts and disguises. In addition, he a table strewn with star charts and card decks. At the table was sat
can forge documents and mimic handwriting as long as he has Dariel Chaime, and on Dariel Chaime was sat Oogra.
seen an example of the kind of document or a sample of the The bell on the door tinkled and immediately Oogra leapt,
handwriting. squirrel-like, onto the visitor, tap-tap-tapping with her spindly
Pact Magic. Dariel uses Charisma as his spellcasting ability middle finger, pawing at the disgruntled-looking gnome.
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the Twelve crowns, twenty moons, sixteen groats. Oogra was always
following spells: swift and accurate with her assessment.
Cantrips: Friends, Minor Illusion, Prestidigitation “She is a friendly one, no?” Dariel smiled as Oogra returned to
2nd level, 2/day: Charm Person, Enthrall, Expeditious Retreat, his shoulder, “What can I do for you today, my friend?”
Illusory Script, Suggestion “I’ve got a project I’m working on,” the gnome said, brushing
Otherworldly Patron (The Archfey). Dariel’s Fey patron gives black hairs from his grimy shirt and taking a seat, “a complex
him access to the spells Calm Emotions, Faerie Fire, Phantasmal mechanism. I need sharp wits and a steady hand.”
Force, and Sleep. “I think I have just the thing.” Dariel rose and pantomimed
Fey Presence. As an action, Dariel can attempt to charm or rummaging through boxes of vials as he circled the room. He knew
frighten a group of creatures. Each creature in a 10-foot cube exactly what he was aiming for, of course, but the theatrics were
originating from him must make a Wisdom saving throw, DC important. With a flourish, he produced a vial of blue liquid.
14, or become frightened or charmed (Dariel’s choice) until the “A tonic to heighten the senses, to focus mental acuity, to
end of his next turn. Once he uses this feature, he cannot use it maximise manual dexterity. A taste, please.”
again until he finishes a short or long rest. He poured a few drops onto the gnome’s tongue, and he smacked
Pact of the Chain (Oogra). Dariel knows the Find Familiar his lips. The gnome’s eyes widened as the potion took effect.
spell and can cast it as a ritual. The spell doesn’t count against his “Everything is so clear, I’ve the eyes of a hawk! The mind of a
number of spells known. His familiar is Oogra, an aye aye lemur sage! The hands of-” the gnome began to reach for the vial, but
(p.90). Additionally, when he takes the Attack action, he can Dariel withdrew, holding out his hand for payment.
forgo one of his own attacks to allow his familiar to make one
“I’ve only ten silver, no more. I trust that will be enough for four
attack of its own.
or five bottles?”
Misty Visions. Dariel can cast Silent Image at will, without
Dariel glanced at the lemur. Twelve crowns, rolled up in his sleeves.
expending a spell slot or material components.
“I’m afraid I could not let these go for any less than twelve gold
Voice of the Chain Master. Dariel can communicate
pieces. If that is all, my friend, I shall bid you good day.” Dariel
telepathically with Oogra and perceive through her senses as
moved to return the vial.
long as she is on the same plane of existence. Additionally, while
perceiving through her senses, he can speak through Oogra in “Wait, wait!” the gnome started unrolling his sleeves, “seems I’ve
his own voice. some gold I forgot about…”
The gnome left with a whole box of vials; Dariel was able to
cut him a deal – just twenty silver and sixteen copper for the
remainder.

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Voice of the Chain Master. Dariel can communicate


Dariel Chaime (level 8) telepathically with Oogra and perceive through her senses as
Medium Humanoid (Half Elf), Chaotic Neutral
long as she is on the same plane of existence. Additionally, while
Class Warlock (lvl 8) Armor Class 11 perceiving through her senses, he can speak through Oogra in
Background Charlatan Hit Points 43 (8d8+0) his own voice.
Occupation Swindler Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
8 (–1) 13 (+1) 10 (+0) 14 (+2) 14 (+2) 20 (+5) Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 1) piercing damage.
Saving Throws Wisdom +5, Charisma +8
Skills Deception +8, Insight +5, Perception +5, Performance +8, Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one
Persuasion +8, Sleight of Hand +4, Disguise Kit, Forgery Kit creature. Hit: 4 (1d4 + 1) piercing damage.
Senses Darkvision 60ft., Passive Perception 15 Weapons, Armor & Items
Languages Common, Elvish, Sylvan Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5
Challenge 3 (700 XP) Potions of Suggestion, 14gp, 42sp, 30cp, 3 gems each worth 5gp
Fey Ancestry. Dariel has advantage on saving throws against
being charmed, and magic cannot put him to sleep.
False Identity. Dariel has created a second identity, including Oogra
relevant documents, contacts and disguises. In addition, he Tiny Beast (Aye Aye), Chaotic Neutral
can forge documents and mimic handwriting as long as he has
Armor Class 12
seen an example of the kind of document or a sample of the
Hit Points 2 (1d4+0)
handwriting.
Speed 30 ft., climb 30 ft.
Pact Magic. Dariel uses Charisma as his spellcasting ability
(Spell Save DC 16, +8 to hit with spell attacks). He may cast the STR DEX CON INT WIS CHA
following spells: 6 (–2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 8 (+0)
Cantrips: Friends, Minor Illusion, Prestidigitation Skills Insight +4, Perception +4, Stealth +4
4th level, 2/day: Charm Person, Enthrall, Expeditious Retreat, Senses Darkvision 60ft., Passive Perception 14
Fear, Hypnotic Pattern, Illusory Script, Major Image, Remove Languages Can communicate telepathically with Dariel, under-
Curse, Suggestion stands Common, Elvish, and Sylvan but cannot speak.
Challenge 0 (10 XP)
Otherworldly Patron (The Archfey). Dariel’s Fey patron gives
him access to the spells Blink, Calm Emotions, Dominate Beast, Percussive Finger. By tapping a surface or object, Oogra
Faerie Fire, Greater Invisibility, Phantasmal Force, Plant Growth, can discover hollow spaces and other means of physical
and Sleep. concealment.
Fey Presence. As an action, Dariel can attempt to charm or Actions
frighten a group of creatures. Each creature in a 10-foot cube
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit:
originating from him must make a Wisdom saving throw, DC
2 (1d4 + 0) piercing damage.
16, or become frightened or charmed (Dariel’s choice) until the
end of his next turn. Once he uses this feature, he cannot use it
again until he finishes a short or long rest. Dariel in Your Game
Pact of the Chain (Oogra). Dariel knows the Find Familiar
spell and can cast it as a ritual. The spell doesn’t count against his Dariel is the keeper of a shop selling all manner of potions and
number of spells known. His familiar is Oogra, an aye aye lemur. elixirs – any of which may be required, or simply desired, by the
Additionally, when he takes the Attack action, he can forgo one of players. Whether he gives them what they actually want or need
his own attacks to allow his familiar to make one attack of its own. is an entirely different matter, and entirely at his, or rather your,
discretion.
Misty Escape. When Dariel takes damage he can use his
reaction to turn invisible and teleport up to 60 ft., to an Quest Hook. The party needs something, and are told that
unoccupied space he can see. He remains invisible until the start Dariel Chaime is the only person around who may have it.
of a his next turn or until he attacks or casts a spell. Once he uses He will attempt to send the party on a quest to collect a “vital
this feature he cannot use it again until he finishes a short or ingredient” for what they seek. Should they see through his
long rest. ruse, he will laugh it off and could become a useful source of
arcane supplies (assuming they give him no opening for further
Bewitching Whispers. Dariel can cast Compulsion once using a
mischief). Should they fall for it, he will produce the, already
spell slot. He cannot do so again until he finishes a long rest.
very much complete, item upon their return.
Dreadful Word. Dariel can cast Confusion once using a spell
slot. He cannot do so again until he finishes a long rest.
Misty Visions. Dariel can cast Silent Image at will, without
expending a spell slot or material components.

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Mystic Arcanum (Conjure Fey). Dariel may cast Conjure Fey as


Dariel Chaime (level 12) a 6th level spell once per day without expending a spell slot.
Medium Humanoid (Half Elf), Chaotic Neutral
Bewitching Whispers. Dariel can cast Compulsion once using a
Class Warlock (lvl 12) Armor Class 12 spell slot. He cannot do so again until he finishes a long rest.
Background Charlatan Hit Points 63 (12d8+0)
Dreadful Word. Dariel can cast Confusion once using a spell
Occupation Swindler Speed 30 ft.
slot. He cannot do so again until he finishes a long rest.
STR DEX CON INT WIS CHA Misty Visions. Dariel can cast Silent Image at will, without
8 (–1) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 20 (+5) expending a spell slot or material components.
Saving Throws Wisdom +6, Charisma +9 One With Shadows. When he is in an area of dim light or
Skills Deception +9, Insight +6, Perception +6, Performance +9, darkness, Dariel can use his action to become invisible until he
Persuasion +9, Sleight of Hand +6, Disguise Kit, Forgery Kit moves or takes an action or reaction
Senses Darkvision 60ft., Passive Perception 16 Otherworldly Leap. Dariel can cast Jump on himself at will,
Languages Common, Elvish, Sylvan without expending a spell slot or material components
Challenge 4 (1,100 XP)
Voice of the Chain Master. Dariel can communicate
Fey Ancestry. Dariel has advantage on saving throws against telepathically with Oogra and perceive through her senses as
being charmed, and magic cannot put him to sleep. long as she is on the same plane of existence. Additionally, while
False Identity. Dariel has created a second identity, including perceiving through her senses, he can speak through Oogra in
relevant documents, contacts and disguises. In addition, he his own voice.
can forge documents and mimic handwriting as long as he has
seen an example of the kind of document or a sample of the Actions
handwriting. Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Pact Magic. Dariel uses Charisma as his spellcasting ability Hit: 5 (1d4 + 2) piercing damage.
(Spell Save DC 17, +9 to hit with spell attacks). He may cast the Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one
following spells: creature. Hit: 5 (1d4 + 2) piercing damage.
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation
Weapons, Armor & Items
5th level, 3/day: Charm Person, Dream, Enthrall, Expeditious
Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5
Retreat, Fear, Hypnotic Pattern, Illusory Script, Major Image,
Potions of Suggestion, 14gp, 62sp, 30cp, 3 gems each worth 5gp
Remove Curse, Scrying, Suggestion
Otherworldly Patron (The Archfey). Dariel’s Fey patron gives
him access to the spells Blink, Calm Emotions, Dominate Beast,
Dominate Person, Faerie Fire, Greater Invisibility, Phantasmal
Force, Plant Growth, Seeming, and Sleep.
Fey Presence. As an action, Dariel can attempt to charm or
frighten a group of creatures. Each creature in a 10-foot cube
originating from him must make a Wisdom saving throw, DC
17, or become frightened or charmed (Dariel’s choice) until the
end of his next turn. Once he uses this feature, he cannot use it
again until he finishes a short or long rest.
Pact of the Chain (Oogra). Dariel knows the Find Familiar
spell and can cast it as a ritual. The spell doesn’t count against his
number of spells known. His familiar is Oogra, an aye aye lemur
(p.90). Additionally, when he takes the Attack action, he can
forgo one of his own attacks to allow his familiar to make one
attack of its own.
Misty Escape. When Dariel takes damage he can use his
reaction to turn invisible and teleport up to 60 ft., to an
unoccupied space he can see. He remains invisible until the start
of a his next turn or until he attacks or casts a spell. Once he uses
this feature he cannot use it again until he finishes a short or
long rest.
Beguiling Defenses. Dariel is immune to being charmed.
Additionally, if a creature attempts to charm him, he can use his
reaction to force the creature to make a Wisdom saving throw,
DC 17, or be charmed by him for 1 minute or until the creature
takes any damage.

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Mystic Arcanum (Conjure Fey, Dominate Monster,


Dariel Chaime (level 16) Etherealness). Dariel may cast Conjure Fey as a 6th level spell,
Medium Humanoid (Half Elf), Chaotic Neutral
Etherealness as a 7th level spell, and Dominate Monster as an 8th
Class Warlock (lvl 16) Armor Class 13 level spell once per day without expending a spell slot.
Background Charlatan Hit Points 83 (16d8+0) Dark Delirium. As an action, Dariel can choose a creature he
Occupation Swindler Speed 30 ft. can see within 60 ft. and attempt to charm or frighten it with an
STR DEX CON INT WIS CHA illusory realm of his creation. The creature must make a Wisdom
8 (–1) 17 (+3) 10 (+0) 14 (+2) 14 (+2) 20 (+5) saving throw, DC 18, or be charmed or frightened (Dariel’s
Saving Throws Wisdom +7, Charisma +10 choice) for 1 minute, or until Dariel’s concentration is broken,
Skills Deception +10, Insight +7, Perception +7, Performance seeing only itself, Dariel, and the illusion for the duration. Once
+10, Persuasion +10, Sleight of Hand +8, Disguise Kit, Dariel uses this feature he cannot use it again until he finishes a
Forgery Kit short or long rest.
Senses Darkvision 60ft., Passive Perception 17 Bewitching Whispers. Dariel can cast Compulsion once using a
Languages Common, Elvish, Sylvan spell slot. He cannot do so again until he finishes a long rest.
Challenge 5 (1,800 XP) Dreadful Word. Dariel can cast Confusion once using a spell
Fey Ancestry. Dariel has advantage on saving throws against slot. He cannot do so again until he finishes a long rest.
being charmed, and magic cannot put him to sleep. Master of Myriad Forms. Dariel can cast Alter Self at will,
False Identity. Dariel has created a second identity, including without expending a spell slot.
relevant documents, contacts and disguises. In addition, he Misty Visions. Dariel can cast Silent Image at will, without
can forge documents and mimic handwriting as long as he has expending a spell slot or material components.
seen an example of the kind of document or a sample of the One With Shadows. When he is in an area of dim light or
handwriting. darkness, Dariel can use his action to become invisible until he
Pact Magic. Dariel uses Charisma as his spellcasting ability moves or takes an action or reaction
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the Otherworldly Leap. Dariel can cast Jump on himself at will,
following spells: without expending a spell slot or material components
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation Voice of the Chain Master. Dariel can communicate
5th level, 3/day: Charm Person, Dispel Magic, Dream, Enthrall, telepathically with Oogra and perceive through her senses as
Expeditious Retreat, Fear, Hold Person. Hypnotic Pattern, Illusory long as she is on the same plane of existence. Additionally, while
Script, Major Image, Remove Curse, Scrying, Suggestion perceiving through her senses, he can speak through Oogra in
Otherworldly Patron (The Archfey). Dariel’s Fey patron gives his own voice.
him access to the spells Blink, Calm Emotions, Dominate Beast,
Actions
Dominate Person, Faerie Fire, Greater Invisibility, Phantasmal
Force, Plant Growth, Seeming, and Sleep. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Fey Presence. As an action, Dariel can attempt to charm or Hit: 6 (1d4 + 3) piercing damage.
frighten a group of creatures. Each creature in a 10-foot cube Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one
originating from him must make a Wisdom saving throw, DC creature. Hit: 6 (1d4 + 3) piercing damage.
18, or become frightened or charmed (Dariel’s choice) until the
Weapons, Armor & Items
end of his next turn. Once he uses this feature, he cannot use it
Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5
again until he finishes a short or long rest.
Potions of Suggestion, 84gp, 120sp, 3 gems each worth 5gp
Pact of the Chain (Oogra). Dariel knows the Find Familiar
spell and can cast it as a ritual. The spell doesn’t count against his
number of spells known. His familiar is Oogra, an aye aye lemur
(p.90). Additionally, when he takes the Attack action, he can
forgo one of his own attacks to allow his familiar to make one
attack of its own.
Misty Escape. When Dariel takes damage he can use his
reaction to turn invisible and teleport up to 60 ft., to an
unoccupied space he can see. He remains invisible until the start
of a his next turn or until he attacks or casts a spell. Once he uses
this feature he cannot use it again until he finishes a short or
long rest.
Beguiling Defenses. Dariel is immune to being charmed.
Additionally, if a creature attempts to charm him, he can use his
reaction to force the creature to make a Wisdom saving throw,
DC 18, or be charmed by him for 1 minute or until the creature
takes any damage.

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Mystic Arcanum (Conjure Fey, Dominate Monster,


Dariel Chaime (level 20) Etherealness, True Polymorph). Dariel may cast Conjure Fey as a
Medium Humanoid (Half Elf), Chaotic Neutral
6th level spell, Etherealness as a 7th level spell, Dominate Monster
Class Warlock (lvl 20) Armor Class 14 as an 8th level spell, and True Polymorph as a 9th level spell once
Background Charlatan Hit Points 103 (20d8+0) per day without expending a spell slot.
Occupation Swindler Speed 30 ft. Dark Delirium. As an action, Dariel can choose a creature he
STR DEX CON INT WIS CHA can see within 60 ft. and attempt to charm or frighten it with an
8 (–1) 19 (+4) 10 (+0) 14 (+2) 14 (+2) 20 (+5) illusory realm of his creation. The creature must make a Wisdom
Saving Throws Wisdom +8, Charisma +11 saving throw, DC 19, or be charmed or frightened (Dariel’s
Skills Deception +11, Insight +8, Perception +8, Performance choice) for 1 minute, or until Dariel’s concentration is broken,
+11, Persuasion +11, Sleight of Hand +10, Disguise Kit, seeing only itself, Dariel, and the illusion for the duration. Once
Forgery Kit Dariel uses this feature he cannot use it again until he finishes a
Senses Darkvision 60ft., Passive Perception 18 short or long rest.
Languages Common, Elvish, Sylvan Eldritch Master. Dariel can spend one minute entreating his
Challenge 7 (2,900 XP) patron to regain all his expended spell slots from his Pact Magic
Fey Ancestry. Dariel has advantage on saving throws against feature. Once he regains spells this way he must take a long rest
being charmed, and magic cannot put him to sleep. before using this ability again.
False Identity. Dariel has created a second identity, including Bewitching Whispers. Dariel can cast Compulsion once using a
relevant documents, contacts and disguises. In addition, he spell slot. He cannot do so again until he finishes a long rest.
can forge documents and mimic handwriting as long as he has Dreadful Word. Dariel can cast Confusion once using a spell
seen an example of the kind of document or a sample of the slot. He cannot do so again until he finishes a long rest.
handwriting. Master of Myriad Forms. Dariel can cast Alter Self at will,
Pact Magic. Dariel uses Charisma as his spellcasting ability without expending a spell slot.
(Spell Save DC 19, +11 to hit with spell attacks). He may cast the Misty Visions. Dariel can cast Silent Image at will, without
following spells: expending a spell slot or material components.
Cantrips: Friends, Mage Hand, Minor Illusion, Prestidigitation One With Shadows. When he is in an area of dim light or
5th level, 4/day: Banishment, Charm Person, Dispel Magic, darkness, Dariel can use his action to become invisible until he
Dream, Enthrall, Expeditious Retreat, Fear, Gaseous Form, Hold moves or takes an action or reaction
Person. Hypnotic Pattern, Illusory Script, Major Image, Remove Otherworldly Leap. Dariel can cast Jump on himself at will,
Curse, Scrying, Suggestion without expending a spell slot or material components
Otherworldly Patron (The Archfey). Dariel’s Fey patron gives Voice of the Chain Master. Dariel can communicate
him access to the spells Blink, Calm Emotions, Dominate Beast, telepathically with Oogra and perceive through her senses as
Dominate Person, Faerie Fire, Greater Invisibility, Phantasmal long as she is on the same plane of existence. Additionally, while
Force, Plant Growth, Seeming, and Sleep. perceiving through her senses, he can speak through Oogra in
Fey Presence. As an action, Dariel can attempt to charm or his own voice.
frighten a group of creatures. Each creature in a 10-foot cube Witch Sight. Dariel can see the true form of any shapechanger
originating from him must make a Wisdom saving throw, DC or creature concealed by illusion or transmutation magic while
19, or become frightened or charmed (Dariel’s choice) until the the creature is within 30 ft. of him and within line of sight.
end of his next turn. Once he uses this feature, he cannot use it
again until he finishes a short or long rest. Actions
Pact of the Chain (Oogra). Dariel knows the Find Familiar Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
spell and can cast it as a ritual. The spell doesn’t count against his Hit: 7 (1d4 + 4) piercing damage.
number of spells known. His familiar is Oogra, an aye aye lemur Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one
(p.90). Additionally, when he takes the Attack action, he can creature. Hit: 7 (1d4 + 4) piercing damage.
forgo one of his own attacks to allow his familiar to make one
attack of its own. Weapons, Armor & Items
Misty Escape. When Dariel takes damage he can use his Exotic Fine Clothes, Dagger, 4 Darts, Component Pouch, 5
reaction to turn invisible and teleport up to 60 ft., to an Potions of Suggestion, 140gp, 120sp, 3 gems each worth 5gp
unoccupied space he can see. He remains invisible until the start
of a his next turn or until he attacks or casts a spell. Once he uses
this feature he cannot use it again until he finishes a short or
long rest.
Beguiling Defenses. Dariel is immune to being charmed.
Additionally, if a creature attempts to charm him, he can use his
reaction to force the creature to make a Wisdom saving throw,
DC 19, or be charmed by him for 1 minute or until the creature
takes any damage.

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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

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Enna Moonwhisper (Level 4) BOTTOMS UP


Medium Humanoid (Wood Elf), Chaotic Neutral The dwarf ’s head hit the table with a rebounding thud, met with a
weak cheer from the handful of drinkers still conscious enough
Class Fighter (lvl 4) Armor Class 15 (Leather)
to notice.
Background Guild Artisan Hit Points 36 (4d10+8)
Occupation Fletcher Speed 35 ft. “Well,” slurred Enna’s last remaining competitor, slamming her
cup down on the table, “I wouldn’t have thought you’d have it in
STR DEX CON INT WIS CHA you. A poxy wood elf...”
13 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (–1)
This was what Enna lived for; she’d spent weeks trying to coax a
Saving Throws Strength +3, Constitution +4 conversation out of this woman, and this was the most words she’d
Skills Acrobatics +6, Insight +4, Persuasion +1, Survival +4, heard her say at any one time.
Woodcarver’s Tools “What? Didn’t think I could out-drink a beaten-up battle-axe
Senses Darkvision 60ft., Passive Perception 12 like you?”
Languages Common, Elvish
There was a pause. Then the woman snorted with laughter,
Challenge 2 (450 XP)
spraying foam into Enna’s hair. She didn’t even mind.
Fey Ancestry. Enna has advantage on saving throws against
The battle-axe motioned for more ale, which the barkeep brought,
being charmed, and magic cannot put her to sleep.
along with a look that said he really would have liked to have shut
Trance. Enna does not sleep. Instead, she meditates for four up shop by now, that the pair chose not to acknowledge.
hours each night. This grants her the benefit of a long rest.
Enna decided to push her luck with her usually-silent companion.
Guild Membership. For a monthly payment of 5 gp, Enna has
“I have a few more rounds in me if you have. I take from your
the benefits of being part of a fletchers’ guild, including lodging
tone that you are not used to being bested by wood elves...”
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians. The woman paused, took an inhumanly large swig and then
answered with a quiet ferocity into her mug, “I’m not bested
Fighting Style (Archery). Enna gains a +2 to attack rolls with
by anybody.”
ranged weapons.
This was why she had come to the city; character. The woods were
Second Wind. On her turn Enna can use a bonus action to
wonderfully serene, but there was no grime, no coarseness. It had
regain 1d10 + 4 hit points. Once she uses this feature, she must
been her home, though; she didn’t know if she could say the same
finish a long or short rest before using it again.
of her current surroundings.
Action Surge. Once per day, on her turn, Enna can take an
Something must have shown in her face - her new friend leaned in
additional action on top of her normal action and possible
conspiratorially.
bonus action. Once she uses this feature, she must finish a long
or short rest before using it again. “Listen, some prissy elf wants me to be her bodyguard while she
raids the crypt to the west of the city. Not my usual kind of job, but
Improved Critical. Enna scores critical hits on rolls of 19 and 20.
there’s the opportunity to smash a few skulls and make some coin.”
Actions “The west crypt? Isn’t that place full of goblins?”
Longsword. Melee Weapon Attack (Versatile): +3 to hit, reach 5 ft., The woman fixed her a stare. “Soon it will be full of dead goblins.”
one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage. “Right!” said Enna, finishing her drink and unsteadily getting to
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one her feet, “When do we start?”
creature. Hit: 9 (1d8 + 4) piercing damage.
Weapons, Armor & Items
Longbow, Longsword, Leather Armor, Quiver with 20 Arrows,
15gp, 21sp, 34cp, Rowan Bead Necklace

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Enna Moonwhisper (Level 8) Enna in Your Game


Medium Humanoid (Wood Elf), Chaotic Neutral
Flitting between the dingiest taverns and back-alley saloons,
Class Fighter (lvl 8) Armor Class 16 (Leather) Enna stands apart as a bright rose amongst thorns. She is eager
Background Guild Artisan Hit Points 68 (8d10+16) for conversation with interesting characters, so is likely to make
Occupation Fletcher Speed 35 ft. the first move in approaching the party, and would rather stay
STR DEX CON INT WIS CHA up talking into the night than return to her quarters.
13 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 8 (–1) Quest Hook. A mysterious wood elf appears in town and is
Saving Throws Strength +4, Constitution +5 willing to pay handsomely for any information regarding the
Skills Acrobatics +8, Insight +6, Persuasion +2, Survival +6, whereabouts of his sister, who has been missing for many years.
Woodcarver’s Tools Based on his description, the party tracks down Enna, who
Senses Darkvision 60ft., Passive Perception 13 implores them to keep her secret.
Languages Common, Elvish
Challenge 4 (1,100 XP)
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Fighting Style (Archery). Enna gains a +2 to attack rolls with
ranged weapons.
Second Wind. On her turn Enna can use a bonus action to
regain 1d10 + 8 hit points. Once she uses this feature, she must
finish a long or short rest before using it again.
Action Surge. Once per day, on her turn, Enna can take an
additional action on top of her normal action and possible
bonus action. Once she uses this feature, she must finish a long
or short rest before using it again.
Improved Critical. Enna scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Enna can add half her proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 1 ft.
Actions
Extra Attack. Enna can attack twice with each Attack action.
Longsword. Melee Weapon Attack (Versatile): +4 to hit, reach 5 ft.,
one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
one creature. Hit: 10 (1d8 + 5) piercing damage.
Weapons, Armor & Items
Longbow, Longsword, Leather Armor, Quiver with 20 Arrows,
15gp, 35sp, 34cp, Rowan Bead Necklace

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Enna Moonwhisper (Level 12) Actions


Medium Humanoid (Wood Elf), Chaotic Neutral Extra Attack. Enna can attack three times with each Attack action
Class Fighter (lvl 12) Armor Class 16 (Leather) Longsword. Melee Weapon Attack (Versatile): +5 to hit, reach 5 ft.,
Background Guild Artisan Hit Points 100 (12d10+24) one creature. Hit: 6 / 7 (1d8 / 1d10 + 3) slashing damage.
Occupation Fletcher Speed 35 ft. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 10 (1d8 + 5) piercing damage.
13 (+1) 20 (+5) 14 (+2) 10 (+0) 14 (+3) 8 (–1) Weapons, Armor & Items
Saving Throws Strength +5, Constitution +6 Longbow, Longsword, Leather Armor, Quiver with 20 Arrows,
Skills Acrobatics +9, Insight +7, Persuasion +3, Survival +7, 80gp, 50sp, Rowan Bead Necklace
Woodcarver’s Tools
Senses Darkvision 60ft., Passive Perception 13
Languages Common, Elvish
Challenge 5 (1,800 XP)
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Guild Membership. For a monthly payment of 5 gp, Enna has To do:
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and Akirro (no last name
given)- 30 broadhea
access to allied politicians.
(if he bothers to collec ds
Fighting Style (Archery). Enna gains a +2 to attack rolls with t them this time. Low
ranged weapons. priority)
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Enna deals +2 damage with it.
Second Wind. On her turn Enna can use a bonus action to
Vanara Lothaen - 12
regain 1d10 + 12 hit points. Once she uses this feature, she must broadheads (grooved
finish a long or short rest before using it again. (push the price - she )
Action Surge. Once per day, on her turn, Enna can take an seems to be doing wel
additional action on top of her normal action and possible for herself) l
bonus action. Once she uses this feature, she must finish a long
or short rest before using it again.
Improved Critical. Enna scores critical hits on rolls of 19 and 20.
Dustan Kinreed - 20
Remarkable Athlete. Enna can add half her proficiency bonus spiral fletched bodkins
(rounded up) to any Strength, Dexterity, or Constitution check (Save the good steel-
he couldn’t hit a tree
that doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 1 ft. the forest) in
Indomitable. Once per day, Enna can reroll a failed saving
throw. Once she uses this feature, she must finish a short or long
rest before using it again.

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Enna Moonwhisper (Level 16) Actions


Medium Humanoid (Wood Elf), Chaotic Neutral Extra Attack. Enna can attack three times with each Attack action
Class Fighter (lvl 16) Armor Class 16 (Leather) Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 ft.,
Background Guild Artisan Hit Points 132 (16d10+32) one creature. Hit: 6 / 7 (1d8 / 1d10 + 3) slashing damage.
Occupation Fletcher Speed 35 ft. Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 10 (1d8 + 5) piercing damage.
13 (+1) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (–1) Weapons, Armor & Items
Saving Throws Strength +6, Constitution +7 Longbow, Longsword, Leather Armor, Quiver with 20 Arrows,
Skills Acrobatics +10, Insight +10, Persuasion +4, Survival +10, 100gp, 90sp, Rowan Bead Necklace
Woodcarver’s Tools
Senses Darkvision 60ft., Passive Perception 15
Languages Common, Elvish
Challenge 6 (2,300 XP)
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Fighting Style (Archery). Enna gains a +2 to attack rolls with
ranged weapons.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Enna deals +2 damage with it.
Second Wind. On her turn Enna can use a bonus action to
regain 1d10 + 16 hit points. Once she uses this feature, she must
finish a long or short rest before using it again.
Action Surge. Once per day, on her turn, Enna can take an
additional action on top of her normal action and possible
bonus action. Once she uses this feature, she must finish a long
or short rest before using it again.
Superior Critical. Enna scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Enna can add half her proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 2 ft.
Indomitable. Twice per day, Enna can reroll a failed saving
throw. Once she expends all uses of this feature, she must finish
a short or long rest before using it again.

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Enna Moonwhisper (Level 20) Actions


Medium Humanoid (Wood Elf), Chaotic Neutral Extra Attack. Enna can attack four times with each Attack action
Class Fighter (lvl 20) Armor Class 16 (Leather) Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 ft.,
Background Guild Artisan Hit Points 164 (20d10+40) one creature. Hit: 7 / 8 (1d8 / 1d10 + 4) slashing damage.
Occupation Fletcher Speed 35 ft. Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 10 (1d8 + 5) piercing damage.
15 (+2) 20 (+5) 14 (+2) 10 (+0) 20 (+5) 8 (–1) Weapons, Armor & Items
Saving Throws Strength +8, Constitution +8 Longbow, Longsword, Leather Armor, Quiver with 20 Arrows,
Skills Acrobatics +11, Insight +11, Persuasion +5, Survival +11, 125gp, 200sp, Rowan Bead Necklace
Woodcarver’s Tools
Senses Darkvision 60ft., Passive Perception 15
Languages Common, Elvish
Challenge 8 (3,900 XP)
Fey Ancestry. Enna has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Trance. Enna does not sleep. Instead, she meditates for four
hours each night. This grants her the benefit of a long rest.
Guild Membership. For a monthly payment of 5 gp, Enna has
the benefits of being part of a fletchers’ guild, including lodging
and food, funeral expenses, use of a guild hall, legal defense, and
access to allied politicians.
Fighting Style (Archery). Enna gains a +2 to attack rolls with
ranged weapons.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Enna deals +2 damage with it.
Second Wind. On her turn Enna can use a bonus action to
regain 1d10 + 20 hit points. Once she uses this feature, she must
finish a long or short rest before using it again.
Action Surge. Twice per day on her turn, Enna can take one
additional action on top of her regular action and a possible
bonus action. Once she expends all uses of this feature, she must
finish a short or long rest before using it again.
Superior Critical. Enna scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Enna can add half her proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use her proficiency bonus. Additionally, the
distance Enna covers with a running long jump increases by 2 ft.
Indomitable. Three times per day, Enna can reroll a failed
saving throw. Once she expends all uses of this feature, she must
finish a short or long rest before using it again.
Survivor. At the beginning of each of her turns, if Enna has less
than half of her hit points remaining, she regains 7 hit points.
She does not gain this benefit if she has 0 hit points.

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Frug Timbers Overview


Small Humanoid (Rock Gnome), Chaotic Neutral Frug usually keeps to himself and has very few friends. He spends
his time in his master’s shop tinkering at various mechanical
Class Rogue (lvl 1) Armor Class 13 (Leather)
oddities. Each of them serves as an outlet for Frug’s genius and as a
Background Guild Artisan Hit Points 10 (1d8+2)
source of unending frustration.
Occupation Tinker Speed 25 ft.
He spends his time with his head down and mind focussed on
STR DEX CON INT WIS CHA his inventions in an effort to keep his mind occupied, otherwise
10 (+0) 15 (+2) 14 (+2) 16 (+3) 12 (+1) 8 (–1) it festers on thoughts and aspirations of Sunali. He first met her
Saving Throws Dexterity +4, Intelligence +5 when his guild was commissioned with crafting a wedding present
Skills Insight +5, Investigation +7, Perception +3, Persuasion +1, for the eldest daughter of Lord Braskot, the head of a local noble
Sleight of Hand +4, Stealth +4, Tinker’s Tools family. Sunali is the youngest of the four sisters, petite, and soft
Senses Darkvision 60 ft., Passive Perception 13 spoken. Frug fell in love at first sight when he and his master went
Languages Common, Gnomish, Elvish to Lord Braskot’s home to present him with a selection of fine
Challenge 1/4 (50 XP) craftworks from various members of the guild.
Gnome Cunning. Frug has advantage on all Intelligence, Lord Braskot invited them into his study to present their wares,
Wisdom, and Charisma saving throws against magic. then brought in his three youngest daughters so each could
Artificer’s Lore. When Frug makes a History check related to pick a gift for their sister. When Sunali could not decide, Frug
magic items, alchemical objects, or technological devices, he can awkwardly interjected, offering to craft her something personally
add twice his proficiency bonus. to her exact specifications. She asked for a music box that would
Tinker. Frug can spend 1 hour and 10 gp worth play a tune which she hummed for him. He could barely hide
of materials to construct a tiny clockwork his overwhelming bliss as he listened. His bliss was quickly
device. The device ceases to function within 24 squelched however as the Lord asked “Well boy, can you do it?”
hours unless he spends one hour repairing it to Frug looked up at him and said “Of course, M’Lord, it will be
keep the device functioning. He can done in no time,” then turning and speaking to Sunali, “and it
disassemble the device to reclaim will have a dancing angel adorned in the finest jewels.” In the
the materials. Frug can have up to 3 end he would never deliver the music box, bringing shame
devices at a time. He can either create a to himself and to his guild, but especially his master.
clockwork toy, a firestarter, or a music box.
Personality Traits
Guild Membership. For a monthly payment
“Name your best price.” Frug doesn’t part from his
of 5 gp, Frug has the benefits of being part of
coin easily and will haggle tirelessly for the best
a tinkers’ guild, including lodging and food, funeral
deal possible.
expenses, use of a guild hall, legal defense, and access
to allied politicians. Ideals
Expertise (Insight, Investigation). Frug adds “‘Course my stuff ’s the best. Well, it will be...” He works
double his proficiency bonus to skill checks he has very hard to outdo others and be recognized as the best
expertise with. in his craft, but rarely do his inventions actually work.
Sneak Attack (+1d6). Once per turn, Frug can deal
an extra 1d6 damage to one creature he hits with Bonds
an attack if he has advantage on the attack roll. The “One day, Sunali, one day...” He pursues wealth and power
attack must use a finesse or ranged weapon. He doesn’t need to secure the love of a woman he cannot hope to have.
advantage on the attack roll if another enemy of the target is He is friendly with Orryn Turen (p.112) and often acts as a
within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t shill, setting up cons on unsuspecting gamblers.
have disadvantage on the attack roll.
Flaws
Actions “Bah, you don’t look so big to me!” His love of drinking, chasing
women, and boasting has nearly cost him his life more than once.
Two-Weapon Fighting. When Frug makes an attack with his
main-hand Dagger, he may also attack with his off-hand Dagger Roleplaying Frug
or Throwing Knife as a bonus action, but gains no bonus to the He has a rather abrasive personality, relying more on his wits than
damage roll. his charisma to get by. When it comes to fighting, he will often act
Dagger (Main-hand). Melee Weapon Attack: +4 to hit, reach 5 ft., tough until the first punch is thrown or the first sword is drawn,
one creature. Hit: 5 (1d4 + 2) piercing damage. then he’ll run.
Dagger (Off-hand). Melee Weapon Attack: +4 to hit, reach 5 ft.,
“Don’t bother me now!
one creature. Hit: 3 (1d4+0) piercing damage.
I’m close to mastering this wretched contraption!”
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
one creature. Hit: 5 (1d4+2) piercing damage.
Weapons, Armor & Items
Leather Apron, 2 Daggers, 2 Throwing Knives, Magnifying
Goggles, Tinker’s Tools, Most of a Music Box, Multitool

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Frug Timbers (Level 4) Actions


Small Humanoid (Rock Gnome), Chaotic Neutral Two-Weapon Fighting. When Frug makes an attack with his
Class Rogue (lvl 4) Armor Class 13 (Leather) main-hand Dagger, he may also attack with his off-hand Dagger
Background Guild Artisan Hit Points 31 (4d8+8) or Throwing Knife as a bonus action, but gains no bonus to the
Occupation Tinker Speed 25 ft. damage roll.
Dagger (Main-hand). Melee Weapon Attack: +4 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one creature. Hit: 5 (1d4 + 2) piercing damage.
10 (+0) 15 (+2) 14 (+2) 18 (+4) 12 (+1) 8 (–1)
Dagger (Off-hand). Melee Weapon Attack: +4 to hit, reach 5 ft.,
Saving Throws Dexterity +4, Intelligence +6 one creature. Hit: 3 (1d4+0) piercing damage.
Skills Insight +5, Investigation +8, Perception +3, Persuasion +1,
Throwing Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
Sleight of Hand +4, Stealth +4, Tinker’s Tools
one creature. Hit: 5 (1d4+2) piercing damage.
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Gnomish, Elvish Weapons, Armor & Items
Challenge 1 (200 XP) Leather Apron, 2 Daggers, 2 Throwing Knives, Magnifying
Gnome Cunning. Frug has advantage on all Intelligence, Goggles, Tinker’s Tools, Most of a Music Box, Multitool
Wisdom, and Charisma saving throws against magic.
Artificer’s Lore. When Frug makes a History check related to For a Song
magic items, alchemical objects, or technological devices, he can The bazaar was heaving with big folk. As a rule, Frug hated crowds,
add twice his proficiency bonus. but he was getting desperate now. Another sleepless night of
Tinker. Frug can spend 1 hour and 10 gp worth of materials to tinkering, trying to get that dratted music box to function, and
construct a tiny clockwork device. The device ceases to function another morning of it stubbornly refusing to produce a note.
within 24 hours unless he spends one hour repairing it to keep Desperate times called for desperate measures. He pulled open the
the device functioning. He can disassemble the device to reclaim flap of a gaudily decorated tent, and his nose was assaulted by a thick
the materials. Frug can have up to 3 devices at a time. He can waft of incense. The woman, sat cross-legged by a low table, seemed
either create a clockwork toy, a firestarter, or a music box. expectant, though tieflings were difficult to read under the horns.
Guild Membership. For a monthly payment of 5 gp, Frug has “Frug Timbers, sit with me.”
the benefits of being part of a tinkers’ guild, including lodging He found himself unsurprised that she knew his name. If what he’d
and food, funeral expenses, use of a guild hall, legal defense, and heard about her was true, that was only the start of it. Uneasy, Frug
access to allied politicians. took a seat on a luxuriant purple cushion across the table from her.
Expertise (Insight, Investigation). Frug adds double his “You will say you are here about a woman,” the tiefling said,
proficiency bonus to skill checks he has expertise with. pouring two cups of steaming, aromatic tea, “but I think otherwise.”
Sneak Attack (+2d6). Once per turn, Frug can deal an extra “Yes,” replied Frug, a little confused, “Sunali. I promised her a
2d6 damage to one creature he hits with an attack if he has music box, but I can’t get the accursed thing to work. I just don’t
advantage on the attack roll. The attack must use a finesse or have the skills.”
ranged weapon. He doesn’t need advantage on the attack roll if The tiefling smiled a secret smile.
another enemy of the target is within 5 feet of it, that enemy isn’t “It can be done, of course, but all things have their price. A
incapacitated, and he doesn’t have disadvantage on the balance which must be struck.”
attack roll.
“Name it.”
Cunning Action. On his turn, as a bonus action, Frug can take a
“This will be your swan-song. You shall never speak another
Dash, Dodge, Disengage, or Hide action.
word to Sunali Braskot as long as you live. This is the price for your
Spellcasting. Frug uses Intelligence as his spellcasting ability music box.”
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the
“Isn’t coin good enough for you people anymore?”
following spells:
“If you wish to take this power then you must give something
Cantrips: Firebolt, Mage Hand, Minor Illusion
more than gold in return. The balance demands it.”
1st level, 3/day: Charm Person, Magic Missile, Sleep,
“But... it’s for her. What purpose is there in finishing it if I can’t
Hideous Laughter
talk to her? It’s all for her-”
Mage Hand Legerdemain. Frug can use his Mage Hand spell
to stow or retrieve an object in a container worn or carried The woman glanced at him casually over her cup, but to Frug, it
by another creature, or use thieves’ tools to pick locks and felt like she was staring into his soul.
disarm traps at range. If he succeeds on a Sleight of Hand check “Is it?”
contested by the creature’s Perception, he can perform one of
these tasks without being noticed. In addition, he can use his
Cunning Action to control the hand.

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Uncanny Dodge. When Frug is hit with an attack from an


Frug Timbers (Level 8) attacker that he can see, he can use his reaction to halve the
Small Humanoid (Rock Gnome), Chaotic Neutral
attack’s damage.
Class Rogue (lvl 8) Armor Class 13 (Leather) Evasion. When Frug is subjected to an effect that allows him
Background Guild Artisan Hit Points 59 (8d8+16) to make a Dexterity saving throw to only take half damage, he
Occupation Tinker Speed 25 ft. takes no damage on a successful saving throw and half damage
STR DEX CON INT WIS CHA on a failed one.
10 (+0) 15 (+2) 14 (+2) 20 (+5) 12 (+1) 8 (–1)
Actions
Saving Throws Dexterity +5, Intelligence +8
Skills Insight +7, Investigation +11, Perception +4, Persuasion Two-Weapon Fighting. When Frug makes an attack with his
+5, Sleight of Hand +8, Stealth +5, Tinker’s Tools main-hand Dagger, he may also attack with his off-hand Dagger
Senses Darkvision 60 ft., Passive Perception 14 or Throwing Knife as a bonus action, but gains no bonus to the
Languages Common, Gnomish, Elvish damage roll.
Challenge 3 (700 XP) Dagger (Main-hand). Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 2) piercing damage.
Gnome Cunning. Frug has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic. Dagger (Off-hand). Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 3 (1d4+0) piercing damage.
Artificer’s Lore. When Frug makes a History check related to
magic items, alchemical objects, or technological devices, he can Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
add twice his proficiency bonus. one creature. Hit: 5 (1d4+2) piercing damage.
Tinker. Frug can spend 1 hour and 10 gp worth of materials to Weapons, Armor & Items
construct a tiny clockwork device. The device ceases to function Leather Apron, 2 Daggers, 2 Throwing Knives, Magnifying
within 24 hours unless he spends one hour repairing it to keep Goggles, Tinker’s Tools, Most of a Music Box, Multitool
the device functioning. He can disassemble the device to reclaim
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. Frug in Your Game
Guild Membership. For a monthly payment of 5 gp, Frug has
the benefits of being part of a tinkers’ guild, including lodging If the party have some complex equipment in need of repair or
and food, funeral expenses, use of a guild hall, legal defense, and identification, they may find themselves in Frug’s workshop; his
access to allied politicians. customer service skills leave quite a bit to be desired, but he gets
the job done most of the time. Outside of business hours, Frug is
Expertise (Insight, Investigation, Persuasion, Sleight of
usually to be found at a tavern, although he is far from sociable
Hand). Frug adds double his proficiency bonus to skill checks he
unless he is a few drinks in.
has expertise with.
Frug’s mechanical skills could be employed by the party if they
Sneak Attack (+4d6). Once per turn, Frug can deal an extra
needed to set up or disarm complicated traps or other such
4d6 damage to one creature he hits with an attack if he has
mechanisms.
advantage on the attack roll. The attack must use a finesse or
ranged weapon. He doesn’t need advantage on the attack roll if Quest Hook. Frug requires a rare resource (perhaps miniscule
another enemy of the target is within 5 feet of it, that enemy isn’t gemstones which form with age in the eyeballs of a powerful
incapacitated, and he doesn’t have disadvantage on the monster), in order to complete his music box, and is willing to
attack roll. pay a fair price. If the music box is completed, how does Frug
react to the culmination of his life’s work?
Cunning Action. On his turn, as a bonus action, Frug can take a
Dash, Dodge, Disengage, or Hide action.
Spellcasting. Frug uses Intelligence as his spellcasting ability
(Spell Save DC 16, +8 to hit with spell attacks). He may cast the
following spells:
Cantrips: Firebolt, Mage Hand, Minor Illusion
1st level, 4/day: Charm Person, Magic Missile, Sleep,
Hideous Laughter
2nd level, 2/day: Invisibility, Scorching Ray
Mage Hand Legerdemain. Frug can use his Mage Hand spell
to stow or retrieve an object in a container worn or carried
by another creature, or use thieves’ tools to pick locks and
disarm traps at range. If he succeeds on a Sleight of Hand check
contested by the creature’s Perception, he can perform one of
these tasks without being noticed. In addition, he can use his
Cunning Action to control the hand.

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Uncanny Dodge. When Frug is hit with an attack from an


Frug Timbers (Level 12) attacker that he can see, he can use his reaction to halve the
Small Humanoid (Rock Gnome), Chaotic Neutral
attack’s damage.
Class Rogue (lvl 12) Armor Class 15 (Leather) Evasion. When Frug is subjected to an effect that allows him
Background Guild Artisan Hit Points 87 (12d8+24) to make a Dexterity saving throw to only take half damage, he
Occupation Tinker Speed 25 ft. takes no damage on a successful saving throw and half damage
STR DEX CON INT WIS CHA on a failed one.
10 (+0) 19 (+4) 14 (+2) 20 (+5) 12 (+1) 8 (–1) Magical Ambush. If Frug casts a spell on a creature he is hidden
Saving Throws Dexterity +8, Intelligence +9 from, that creature makes any saving throws against the spell
Skills Insight +9, Investigation +13, Perception +5, Persuasion this turn with disadvantage.
+7, Sleight of Hand +12, Stealth +8, Tinker’s Tools Reliable Talent. Whenever Frug makes an ability check that lets
Senses Darkvision 60 ft., Passive Perception 15 him add his proficiency bonus, he can treat a d20 roll of 9 or
Languages Common, Gnomish, Elvish lower as a 10.
Challenge 5 (1,800 XP)
Actions
Gnome Cunning. Frug has advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic. Two-Weapon Fighting. When Frug makes an attack with his
main-hand Dagger, he may also attack with his off-hand Dagger
Artificer’s Lore. When Frug makes a History check related to
or Throwing Knife as a bonus action, but gains no bonus to the
magic items, alchemical objects, or technological devices, he can
damage roll.
add twice his proficiency bonus.
Dagger (Main-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Tinker. Frug can spend 1 hour and 10 gp worth of materials to
one creature. Hit: 7 (1d4 + 4) piercing damage.
construct a tiny clockwork device. The device ceases to function
within 24 hours unless he spends one hour repairing it to keep Dagger (Off-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
the device functioning. He can disassemble the device to reclaim one creature. Hit: 3 (1d4+0) piercing damage.
the materials. Frug can have up to 3 devices at a time. He can Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
either create a clockwork toy, a firestarter, or a music box. one creature. Hit: 7 (1d4+4) piercing damage.
Guild Membership. For a monthly payment of 5 gp, Frug has Weapons, Armor & Items
the benefits of being part of a tinkers’ guild, including lodging Leather Apron, 2 Daggers, 2 Throwing Knives, Magnifying
and food, funeral expenses, use of a guild hall, legal defense, and Goggles, Tinker’s Tools, Most of a Music Box, Multitool
access to allied politicians.
Expertise (Insight, Investigation, Persuasion, Sleight of
Hand). Frug adds double his proficiency bonus to skill checks he
has expertise with.
Sneak Attack (+6d6). Once per turn, Frug can deal an extra
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
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, Frug can take a
Dash, Dodge, Disengage, or Hide action.
Spellcasting. Frug uses Intelligence as his spellcasting ability
(Spell Save DC 17, +9 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
Mage Hand Legerdemain. Frug can use his Mage Hand spell
to stow or retrieve an object in a container worn or carried
by another creature, or use thieves’ tools to pick locks and
disarm traps at range. If he succeeds on a Sleight of Hand check
contested by the creature’s Perception, he can perform one of
these tasks without being noticed. In addition, he can use his
Cunning Action to control the hand.

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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

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Evasion. When Frug is subjected to an effect that allows him


Frug Timbers (Level 20) to make a Dexterity saving throw to only take half damage, he
Small Humanoid (Rock Gnome), Chaotic Neutral
takes no damage on a successful saving throw and half damage
Class Rogue (lvl 20) Armor Class 15 (Leather) on a failed one.
Background Guild Artisan Hit Points 143 (20d8+40) Mage Hand Legerdemain. Frug can use his Mage Hand spell
Occupation Tinker Speed 25 ft. to stow or retrieve an object in a container worn or carried
STR DEX CON INT WIS CHA by another creature, or use thieves’ tools to pick locks and
10 (+0) 20 (+5) 14 (+2) 20 (+5) 15 (+2) 8 (–1) disarm traps at range. If he succeeds on a Sleight of Hand check
Saving Throws Dexterity +11, Intelligence +11, Wisdom +8 contested by the creature’s Perception, he can perform one of
Skills Insight +14, Investigation +17, Perception +8, Persuasion these tasks without being noticed. In addition, he can use his
+10, Sleight of Hand +17, Stealth +11, Tinker’s Tools Cunning Action to control the hand.
Senses Darkvision 60 ft., Passive Perception 18 Magical Ambush. If Frug casts a spell on a creature he is hidden
Languages Common, Gnomish, Elvish from, that creature makes any saving throws against the spell
Challenge 7 (2,900 XP) this turn with disadvantage.
Reliable Talent. Whenever Frug makes an ability check that lets
Gnome Cunning. Frug has advantage on all Intelligence,
him add his proficiency bonus, he can treat a d20 roll of 9 or
Wisdom, and Charisma saving throws against magic.
lower as a 10.
Artificer’s Lore. When Frug makes a History check related to
Versatile Trickster. As a bonus action on his turn, Frug may
magic items, alchemical objects, or technological devices, he can
designate a creature within 5 ft. of his Mage Hand spell. He has
add twice his proficiency bonus.
advantage on attack rolls against that creature until the end of
Tinker. Frug can spend 1 hour and 10 gp worth of materials to the turn.
construct a tiny clockwork device. The device ceases to function
Blindsense. If Frug is able to hear, he is aware of the location of
within 24 hours unless he spends one hour repairing it to keep
any hidden or invisible creature within 10 ft. of him.
the device functioning. He can disassemble the device to reclaim
the materials. Frug can have up to 3 devices at a time. He can Spell Thief. When Frug is targeted by a spell, or is included
either create a clockwork toy, a firestarter, or a music box. in its area of effect, he can attempt to steal it from the caster.
The spellcaster must make a saving throw with its spellcasting
Guild Membership. For a monthly payment of 5 gp, Frug has
modifier, DC 19. On a failed save, Frug is unaffected by the spell
the benefits of being part of a tinkers’ guild, including lodging
and, if it is at least level 1 and of a level he can cast, he can cast
and food, funeral expenses, use of a guild hall, legal defense, and
the spell using his spell slots for the next 8 hours. The spellcaster
access to allied politicians.
cannot use the spell for those 8 hours. Once Frug uses this
Expertise (Insight, Investigation, Persuasion, Sleight of feature he cannot use it again until he finishes a short or
Hand). Frug adds double his proficiency bonus to skill checks he long rest.
has expertise with.
Elusive. No attack rolls against Frug can have advantage as long
Sneak Attack (+10d6). Once per turn, Frug can deal an extra as he’s not incapacitated.
10d6 damage to one creature he hits with an attack if he has
Stroke of Luck. If Frug’s attack misses a target within range, he
advantage on the attack roll. The attack must use a finesse or
can turn the miss into a hit. Alternatively, if he fails an ability
ranged weapon. He doesn’t need advantage on the attack roll if
check, he can treat the d20 roll as a 20. Once he uses this feature
another enemy of the target is within 5 feet of it, that enemy isn’t
he cannot use it again until he finishes a short or long rest.
incapacitated, and he doesn’t have disadvantage on the
attack roll. Actions
Cunning Action. On his turn, as a bonus action, Frug can take a
Two-Weapon Fighting. When Frug makes an attack with his
Dash, Dodge, Disengage, or Hide action.
main-hand Dagger, he may also attack with his off-hand Dagger
Spellcasting. Frug uses Intelligence as his spellcasting ability or Throwing Knife as a bonus action, but gains no bonus to the
(Spell Save DC 19, +11 to hit with spell attacks). He may cast the damage roll.
following spells:
Dagger (Main-hand). Melee Weapon Attack: +11 to hit, reach 5
Cantrips: Firebolt, Friends, Mage Hand, Minor Illusion ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
1st level, 4/day: Charm Person, Magic Missile, Sleep, Dagger (Off-hand). Melee Weapon Attack: +11 to hit, reach 5 ft.,
Hideous Laughter one creature. Hit: 3 (1d4+0) piercing damage.
2nd level, 3/day: Hold Person, Invisibility, Mirror Image, Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
Scorching Ray ft., one creature. Hit: 8 (1d4+5) piercing damage.
3rd level, 3/day: Hypnotic Pattern, Lightning Bolt, Major Image
Weapons, Armor & Items
4th level, 1/day: Greater Invisibility, Wall of Fire
Leather Apron, 2 Daggers, 2 Throwing Knives, Magnifying
Uncanny Dodge. When Frug is hit with an attack from an Goggles, Tinker’s Tools, Most of a Music Box, Multitool
attacker that he can see, he can use his reaction to halve the
attack’s damage.

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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.

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Jana (Level 4) Dead Man Walking


Medium Humanoid (Human), Neutral The tavern door swung open, and the sudden bite of winter
bristled the hairs on the back of her neck.
Class Fighter (lvl 4) Armor Class 17 (Halfplate)
Background Gladiator Hit Points 36 (4d10+8) She listened.
Occupation Mercenary Speed 30 ft. There was a heel to the stranger’s boots; they clipped on the bare
wooden floor. Silks rustled and jewellery clinked. A wealthy man
STR DEX CON INT WIS CHA
had no business in this dive.
18 ( +4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 10 (+0)
She turned.
Saving Throws Strength +6, Constitution +4
His cloak was trimmed in spotted fur. The last time she’d seen
Skills Acrobatics +4, Athletics +6, Intimidation +2, Perception +3
fur like that, it had had its claws in her. He flipped a coin to the
Senses Passive Perception 13
halfling on the flute as he swaggered to the bar.
Languages Common, Goblin
Challenge 2 (450 XP) “One for me, and one for my friend here.” He motioned towards
her. She turned away and said nothing.
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue The barman tucked his greasy rag into a greasy apron, “Out-of-
for each fight day. towner, is it?”
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a “Businessman.” His mouth twitched as if at a private joke. “I
damage die for an attack she makes with a melee weapon that hear there’s top-quality merchandise to be had here.”
she is wielding with two hands, she can reroll the die and must He casually tossed the coin. It skittered with a splash in a puddle of
use the new roll, even if it is a 1 or a 2. old ale inches from her hand.
Second Wind. On her turn Jana can use a bonus action to regain Chains.
1d10 + 4 hit points. Once she uses this feature, she must finish a Slaver coin.
long or short rest before using it again. She glanced to his belt; a dirk. An amateur’s weapon. Too easy,
Action Surge. Once per day, on her turn, Jana can take an even without her glaive.
additional action on top of her normal action and possible “Reckon I’ll take that drink.” She did her best to smile. It was
bonus action. Once she uses this feature, she must finish a long more of a grimace.
or short rest before using it again.
The dead man passed her a mug, and smiled back.
Improved Critical. Jana scores critical hits on rolls of 19 and 20.
Actions
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 10 (1d10 + 4) slashing damage.
Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 ft.,
one creature. Hit: 9 / 10 (1d8 / 1d10 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 2) piercing damage.
Weapons, Armor & Items
Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20
Arrows, Wolf Fang Necklace, 30sp, 2gp

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Jana (Level 8) Actions


Medium Humanoid (Human), Neutral Extra Attack. Jana can attack twice with each Attack action.
Class Fighter (lvl 8) Armor Class 17 (Halfplate) Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 76 (8d10+24) Hit: 11 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
20 ( +5) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 10 (+0) Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 2) piercing damage.
Saving Throws Strength +8, Constitution +6
Skills Acrobatics +5, Athletics +8, Intimidation +3, Perception +4 Weapons, Armor & Items
Senses Passive Perception 14 Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20
Languages Common, Goblin Arrows, Wolf Fang Necklace, 30sp, 12gp
Challenge 4 (1,100 XP)
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Jana in Your Game
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a Jana might be available for hire by the party, should they be
damage die for an attack she makes with a melee weapon that in need of an extra blade. Not the friendliest sort, she’ll keep
she is wielding with two hands, she can reroll the die and must herself to herself and get the job done. Alternatively, she might
use the new roll, even if it is a 1 or a 2. be hired by a villainous character as a bodyguard. She’s the sort
Second Wind. On her turn Jana can use a bonus action to regain of character who may have witnessed something important (as
1d10 + 8 hit points. Once she uses this feature, she must finish a long as it happened in a tavern), and may be willing to part with
long or short rest before using it again. this information after she’s been bought a round of drinks.
Action Surge. Once per day, on her turn, Jana can take an Quest Hook. Jana has tracked down the hobgoblin mercenary
additional action on top of her normal action and possible group responsible for her enslavement, and she’s out for revenge.
bonus action. Once she uses this feature, she must finish a long Will the party help her against what could be suicidal odds?
or short rest before using it again.
Improved Critical. Jana scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Jana can add half her proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5 ft.

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Jana (Level 12) Actions


Medium Humanoid (Human), Neutral Extra Attack. Jana can attack three times with each Attack action.
Class Fighter (lvl 12) Armor Class 18 (Halfplate) Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 124 (12d10+48) Hit: 11 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack (Versatile): +9 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
20 ( +5) 14 (+2) 19 (+4) 10 (+0) 12 (+1) 10 (+0) Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 2) piercing damage.
Saving Throws Strength +9, Constitution +8
Skills Acrobatics +6, Athletics +9, Intimidation +4, Perception +5 Weapons, Armor & Items
Senses Passive Perception 15 Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20
Languages Common, Goblin Arrows, Wolf Fang Necklace, 130sp, 120gp
Challenge 6 (2,300 XP)
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a
damage die for an attack she makes with a melee weapon that
she is wielding with two hands, she can reroll the die and must
use the new roll, even if it is a 1 or a 2.
Fighting Style (Defense). Jana adds +1 to her AC when
wearing armor.
Second Wind. On her turn Jana can use a bonus action to regain
1d10 + 12 hit points. Once she uses this feature, she must finish
a long or short rest before using it again.
Action Surge. Once per day, on her turn, Jana can take an
additional action on top of her normal action and possible
bonus action. Once she uses this feature, she must finish a long
or short rest before using it again.
Improved Critical. Jana scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Jana can add half her proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5 ft.
Indomitable. Once per day, Jana can reroll a failed saving throw.
Once she uses this feature, she must finish a short or long rest
before using it again.

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Jana (Level 16) Actions


Medium Humanoid (Human), Neutral Extra Attack. Jana can attack three times with each Attack action.
Class Fighter (lvl 16) Armor Class 18 (Halfplate) Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 180 (16d10+80) Hit: 11 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack (Versatile): +10 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
20 ( +5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 12 (+1) Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 2) piercing damage.
Saving Throws Strength +10, Constitution +10
Skills Acrobatics +7, Athletics +10, Intimidation +6, Perception +6 Weapons, Armor & Items
Senses Passive Perception 16 Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20
Languages Common, Goblin Arrows, Wolf Fang Necklace, 180sp, 170gp
Challenge 8 (3,900 XP)
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a
damage die for an attack she makes with a melee weapon that
she is wielding with two hands, she can reroll the die and must
use the new roll, even if it is a 1 or a 2.
Fighting Style (Defense). Jana adds +1 to her AC when
wearing armor.
Second Wind. On her turn Jana can use a bonus action to regain
1d10 + 16 hit points. Once she uses this feature, she must finish
a long or short rest before using it again. LOT T WENT Y
Action Surge. Once per day, on her turn, Jana can take an
SIX
additional action on top of her normal action and possible
bonus action. Once she uses this feature, she must finish a long A f ine FIGHT
or short rest before using it again. ING specime
Superior Critical. Jana scores critical hits on rolls of 18 – 20. having been n,
victor ious ov
Remarkable Athlete. Jana can add half her proficiency bonus MEN AND BE er
(rounded up) to any Strength, Dexterity, or Constitution check AST S ALIKE.
that doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5 ft.
Indomitable. Twice per day, Jana can reroll a failed saving Assuredly de
adly with PO
throw. Once she expends all uses of this feature, she must finish
and S WORD LEARM
a short or long rest before using it again. but equally
prof icient wit
h ANY WEAP
ON
A GU ARANT
EED CROWD
PLEASER and -
wor thy addit
your st able ion to

St ar ting bid
THREE HUND
gold pieces, o RED
r equivalent.

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Jana (Level 20) Actions


Medium Humanoid (Human), Neutral Extra Attack. Jana can attack four times with each Attack action.
Class Fighter (lvl 20) Armor Class 18 (Halfplate) Glaive. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature.
Background Gladiator Hit Points 224 (20d10+100) Hit: 11 (1d10 + 5) slashing damage.
Occupation Mercenary Speed 30 ft. Longsword. Melee Weapon Attack (Versatile): +11 to hit, reach 5
STR DEX CON INT WIS CHA ft., one creature. Hit: 10 / 11 (1d8 / 1d10 + 5) slashing damage.
20 ( +5) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 14 (+2) Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one
creature. Hit: 7 (1d8 + 2) piercing damage.
Saving Throws Strength +11, Constitution +11
Skills Acrobatics +8, Athletics +11, Intimidation +8, Perception +7 Weapons, Armor & Items
Senses Passive Perception 17 Halfplate, Hobgoblin Glaive, Longsword, Longbow, Quiver, 20
Languages Common, Goblin Arrows, Wolf Fang Necklace, 230sp, 200gp
Challenge 9 (5,000 XP)
By Popular Demand. Jana can always find a place to fight
professionally, and can expect free food and lodging at the venue
for each fight day.
Fighting Style (Great Weapon). When Jana rolls a 1 or 2 on a
damage die for an attack she makes with a melee weapon that
she is wielding with two hands, she can reroll the die and must
use the new roll, even if it is a 1 or a 2.
Fighting Style (Defense). Jana adds +1 to her AC when
wearing armor.
Second Wind. On her turn Jana can use a bonus action to regain
1d10 + 20 hit points. Once she uses this feature, she must finish
a long or short rest before using it again.
Action Surge. Twice per day on her turn, Jana can take one
additional action on top of her regular action and a possible
bonus action. Once she expends all uses of this feature, she must
finish a short or long rest before using it again.
Superior Critical. Jana scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Jana can add half her proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use her proficiency bonus. Additionally, the
distance Jana covers with a running long jump increases by 5 ft.
Indomitable. Three times per day, Jana can reroll a failed saving
throw. Once she expends all uses of this feature, she must finish
a short or long rest before using it again.
Survivor. At the beginning of each of her turns, if Jana has less
than half of her hit points remaining, she regains 10 hit points.
She does not gain this benefit if she has 0 hit points.

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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”

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Orryn Turen (level 4) Weapons, Armor & Items


Small Humanoid (Forest Gnome), Lawful Neutral Two Daggers, Throwing Knife, Leather Armor, Orryn’s Enchanted
Class Rogue (lvl 4) Armor Class 14 (Leather) Playing Cards, 8gp, 25sp, 50cp.
Background Charlatan Hit Points 23 (4d8+0)
Occupation Gambler Speed 25 ft. DOUBLE OR NOTHING
STR DEX CON INT WIS CHA Orryn sat uncomfortably on a splintered barrel looking through
8 (–1) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 16 (+3) the tavern window, eyeing up this evening’s prospective candidates.
Better to be outside and catch them when they’ve drank their fill
Saving Throws Dexterity +5, Intelligence +4 than be inside amongst all those eyes. It was necessary to act the
Skills Deception +7, Insight +3, Investigation +4, Persuasion +5, showman as part of his routine, but showmen got noticed and
Sleight of Hand +7, Stealth +5, Disguise Kit, Forgery Kit talked about...
Senses Darkvision 60 ft., Passive Perception 11
A tavern door slammed open from the inside with excessive
Languages Common, Gnomish
force was always a good sign. Orryn was not one to pass up an
Challenge 1 (200 XP)
opportunity and the man, dressed in sailor’s clothes and stumbling
Gnome Cunning. Orryn has advantage on all Intelligence,
drunk, seemed like he’d be a marvellous opportunity.
Wisdom, and Charisma saving throws against magic.
“You look to me to be a gambling man, sir. Fancy a game?”
Natural Illusionist. Orryn knows the Minor Illusion cantrip,
using Intelligence as his spellcasting modifier. The man staggered over to lean on an adjacent barrel; Orryn
fiddled in his pockets to see what he had. No enchanted cards, no
Speak with Small Beasts. Orryn can communicate simple ideas
loaded die. Alright, time to improvise.
with Small or smaller beasts.
“So here’s the game...” he said, hopping up onto a box to give
False Identity. Orryn has created a second identity, including
himself much needed height.
relevant documents, contacts and disguises. In addition, he
can forge documents and mimic handwriting as long as he has What was the game?
seen an example of the kind of document or a sample of the “Each player receives two cards which the dealer (that’s me)
handwriting. deals – you don’t look at the cards – you roll the dice (three dice,
Expertise (Deception, Sleight of Hand). Orryn adds double his sir!) and you make a wager as to whether the total value of the
proficiency bonus to skill checks he has expertise with. three dice rolled is lesser than, equal to or greater than the face
value of the two cards the dealer dealt you, but which you have not
Sneak Attack (+2d6). Once per turn, Orryn can deal an extra
looked at! You can double your stake to reroll all (that’s all three,
2d6 damage to one creature he hits with an attack if he has
sir!) of your dice. Simple, right?”
advantage on the attack roll. The attack must use a finesse or
ranged weapon. He doesn’t need advantage on the attack roll if “Uh-”
another enemy of the target is within 5 feet of it, that enemy isn’t Orryn flashed a toothy smile, looking as sincere as he could
incapacitated, and he doesn’t have disadvantage on the muster. Talking quickly confused the barflies, but pride made them
attack roll. unwilling to admit their confusion.
Cunning Action. On his turn, as a bonus action, Orryn can take “Wonderful.”
a Dash, Dodge, Disengage, or Hide action. As the man fumbled with his coin pouch with a badly concealed,
Fast Hands. Orryn can use his Cunning Action to make a furrowed brow, Orryn shuffled the cards, managing to force an ace
Sleight of Hand check, use his thieves’ tools to disarm a trap or to the top, which he dealt to his opponent.
open a lock, or take the Use an Object action. The man clumsily scooped up the dice and they clattered across the
Second-Story Work. Orryn can climb without expending extra barrel. Three, four, one.
movement. In addition, when he makes a running jump, the “Your bet?”
distance he covers increases by 3 ft. “Uh-”
Actions “That seems like a low roll to me, up to you what to do of
course.” Make it seem like his choice.
Two-Weapon Fighting. When Orryn makes an attack with his “Alright,” the man slurred, “I bet the cards are higher.”
main-hand Dagger, he may also attack with his off-hand Dagger
He turned his cards, revealing the ace Orryn had planted, and a five.
or Throwing Knife as a bonus action, but gains no bonus to the
damage roll “Bad luck,” said Orryn, “aces are low in this game.”
Dagger (Main-hand). Melee Weapon Attack: +5 to hit, reach 5 ft., “You cheat, little man!” The man drew a cutlass and held it
one creature. Hit: 6 (1d4 + 3) piercing damage. barely an inch from Orryn’s face, right between his eyes. Luckily,
the gnome was used to losers’ ferocity. He looked at the man
Dagger (Off-hand). Melee Weapon Attack: +5 to hit, reach 5 ft.,
beyond the weapon, and smiled his winning smile.
one creature. Hit: 3 (1d4+0) piercing damage.
“Double or nothing?”
Throwing Knife. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one creature. Hit: 6 (1d4+3) piercing damage.

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Orryn Turen (level 8) Actions


Small Humanoid (Forest Gnome), Lawful Neutral Two-Weapon Fighting. When Orryn makes an attack with his
Class Rogue (lvl 8) Armor Class 14 (Leather) main-hand Dagger, he may also attack with his off-hand Dagger
Background Charlatan Hit Points 43 (8d8+0) or Throwing Knife as a bonus action, but gains no bonus to the
Occupation Gambler Speed 25 ft. damage roll
Dagger (Main-hand). Melee Weapon Attack: +6 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one creature. Hit: 6 (1d4 + 3) piercing damage.
8 (–1) 16 (+3) 10 (+0) 14 (+2) 13 (+1) 18 (+4)
Dagger (Off-hand). Melee Weapon Attack: +6 to hit, reach 5 ft.,
Saving Throws Dexterity +6, Intelligence +5 one creature. Hit: 3 (1d4+0) piercing damage.
Skills Deception +10, Insight +7, Investigation +5, Persuasion +10,
Throwing Knife. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
Sleight of Hand +10, Stealth +6, Disguise Kit, Forgery Kit
one creature. Hit: 6 (1d4+3) piercing damage.
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Gnomish Weapons, Armor & Items
Challenge 2 (450 XP) Two Daggers, Throwing Knife, Leather Armor, Orryn’s Enchanted
Gnome Cunning. Orryn has advantage on all Intelligence, Playing Cards, 15gp, 60sp, 85cp.
Wisdom, and Charisma saving throws against magic.
Natural Illusionist. Orryn knows the Minor Illusion cantrip,
using Intelligence as his spellcasting modifier. Orryn in Your Game
Speak with Small Beasts. Orryn can communicate simple ideas Orryn is always seen on one side of a card table, whether that be
with Small or smaller beasts. in a taphouse, an alley, or out by the side of a muddy road. He
False Identity. Orryn has created a second identity, including always has a smile to spare for strangers, and will happily invite
relevant documents, contacts and disguises. In addition, he new faces over for a game of chance.
can forge documents and mimic handwriting as long as he has Quest Hook. After years of evading his fate at the hands of a
seen an example of the kind of document or a sample of the crime boss he conned, Orryn has finally been tracked down. The
handwriting. confrontation comes to a head in the party’s vicinity. A group
Expertise (Deception, Insight, Persuasion, Sleight of Hand). of thugs, lead by the crime boss himself, means to make an
Orryn adds double his proficiency bonus to skill checks he has example of the gnome. Do the party help the swindler, or leave
expertise with. him to his, arguably deserved, fate? A reward for saving his life
Sneak Attack (+4d6). Once per turn, Orryn can deal an extra could be his magical deck of cards - a fine prize indeed for any
4d6 damage to one creature he hits with an attack if he has that fancy themselves a fellow charlatan.
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 3 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.

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Orryn Turen (level 12) Actions


Small Humanoid (Forest Gnome), Lawful Neutral Two-Weapon Fighting. When Orryn makes an attack with his
Class Rogue (lvl 12) Armor Class 15 (Leather) main-hand Dagger, he may also attack with his off-hand Dagger
Background Charlatan Hit Points 63 (12d8+0) or Throwing Knife as a bonus action, but gains no bonus to the
Occupation Gambler Speed 25 ft. damage roll
Dagger (Main-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one creature. Hit: 7 (1d4 + 4) piercing damage.
8 (–1) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 20 (+5)
Dagger (Off-hand). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Saving Throws Dexterity +8, Intelligence +6 one creature. Hit: 3 (1d4+0) piercing damage.
Skills Deception +13, Insight +9, Investigation +6, Persuasion +13,
Throwing Knife. Ranged Weapon Attack: +8 to hit, range 20/60 ft.,
Sleight of Hand +12, Stealth +8, Disguise Kit, Forgery Kit
one creature. Hit: 7 (1d4+4) piercing damage.
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Gnomish Weapons, Armor & Items
Challenge 3 (700 XP) Two Daggers, Throwing Knife, Leather Armor, Orryn’s Enchanted
Gnome Cunning. Orryn has advantage on all Intelligence, Playing Cards, 3pp, 15gp, 80sp, 85cp.
Wisdom, and Charisma saving throws against magic.
Natural Illusionist. Orryn knows the Minor Illusion cantrip,
using Intelligence as his spellcasting modifier.
Speak with Small Beasts. Orryn can communicate simple ideas
with Small or smaller beasts.
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 (+6d6). Once per turn, Orryn can deal an extra
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
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 4 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.

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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.

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Supreme Sneak. Orryn has advantage on Stealth checks if he


Orryn Turen (level 20) moves no more than half his speed on the same turn.
Small Humanoid (Forest Gnome), Lawful Neutral
Reliable Talent. When Orryn makes an ability check that lets
Class Rogue (lvl 20) Armor Class 16 (Leather) him add his proficiency bonus he can treat a d20 roll of a 9 or
Background Charlatan Hit Points 103 (20d8+0) lower as a 10.
Occupation Gambler Speed 25 ft.
Use Magic Device. Orryn ignores all class, race, and level
STR DEX CON INT WIS CHA requirements for the use of magic items.
8 (–1) 20 (+5) 10 (+0) 14 (+2) 15 (+2) 20 (+5) Blindsense. If Orryn is able to hear, he is aware of the location
Saving Throws Dexterity +11, Intelligence +8, Wisdom +8 of any hidden or invisible creatures within 10 feet of him.
Skills Deception +17, Insight +14, Investigation +8, Persuasion +17, Thief ’s Reflexes. Orryn can take two turns during the first
Sleight of Hand +17, Stealth +11, Disguise Kit, Forgery Kit round of any combat. He takes his first turn at his normal
Senses Darkvision 60 ft., Passive Perception 11 initiative, and his second turn at his initiative minus 10. He can’t
Languages Common, Gnomish use this feature when he is surprised.
Challenge 6 (2,300 XP) Elusive. No attack roll can have advantage against Orryn unless
Gnome Cunning. Orryn has advantage on all Intelligence, he is incapacitated.
Wisdom, and Charisma saving throws against magic. Stroke of Luck. If Orryn’s attack misses a target within range,
Natural Illusionist. Orryn knows the Minor Illusion cantrip, he can turn the miss into a hit. Alternatively, if he fails an ability
using Intelligence as his spellcasting modifier. check, he can treat the d20 roll as a 20. Once he uses this feature
Speak with Small Beasts. Orryn can communicate simple ideas he cannot use it again until he finishes a short or long rest.
with Small or smaller beasts.
Actions
False Identity. Orryn has created a second identity, including
relevant documents, contacts and disguises. In addition, he Two-Weapon Fighting. When Orryn makes an attack with his
can forge documents and mimic handwriting as long as he has main-hand Dagger, he may also attack with his off-hand Dagger
seen an example of the kind of document or a sample of the or Throwing Knife as a bonus action, but gains no bonus to the
handwriting. damage roll
Expertise (Deception, Insight, Persuasion, Sleight of Hand). Dagger (Main-hand). Melee Weapon Attack: +11 to hit, reach 5
Orryn adds double his proficiency bonus to skill checks he has ft., one creature. Hit: 8 (1d4 + 5) piercing damage.
expertise with. Dagger (Off-hand). Melee Weapon Attack: +11 to hit, reach 5 ft.,
Sneak Attack (+10d6). Once per turn, Orryn can deal an extra one creature. Hit: 3 (1d4+0) piercing damage.
10d6 damage to one creature he hits with an attack if he has Throwing Knife. Ranged Weapon Attack: +11 to hit, range 20/60
advantage on the attack roll. The attack must use a finesse or ft., one creature. Hit: 8 (1d4+5) piercing damage.
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 Weapons, Armor & Items
incapacitated, and he doesn’t have disadvantage on the Two Daggers, Throwing Knife, Leather Armor, Orryn’s Enchanted
attack roll. Playing Cards, 30pp, 75gp, 200sp.
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.

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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

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Quranis Kuilanya (level 4) The Last Tribute


Medium Humanoid (High Elf), Neutral It was the smell, she decided, inhaling another lungful, that she
hated the most. A dry, musky, reptile smell mixed with an acrid tang
Class Rogue (lvl 4) Armor Class 11
fermenting in that chamber for who-knew-how-many centuries.
Background Archaeologist Hit Points 23 (4d8+0)
Pushing aside vines, she adjusted the straps on her pack and
Occupation Antiquarian Speed 30 ft.
emerged from the entryway into the main chamber of the ziggurat.
STR DEX CON INT WIS CHA With the sounds of the forest deadened by the thick stone, all
10 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 13 (+1) Quranis could hear was the blood pounding in her ears and,
Saving Throws Dexterity +3, Intelligence +6 almost at the edge of hearing, the slow breath of the dragon
Skills Deception +5, History +8, Insight +4, Perception +4, reverberating around the walls like the purr of a jungle cat.
Religion +6 Perhaps it was asleep. She controlled her trembling legs enough
Senses Darkvision 60ft., Passive Perception 12 to creep to the centre of the chamber and set down the bag
Languages Common, Elvish, Draconic containing the last few artifacts in her collection.
Challenge 1/2 (100 XP) There was another, louder exhalation. Hot breath rustled her hair and
Fey Ancestry. Quranis has advantage on saving throws against jolted every nerve in her body. She hated that it could move so quietly.
being charmed, and magic cannot put her to sleep. She turned slowly. With its jaw resting on the ground, the beast’s
Trance. Quranis does not sleep. Instead, she meditates for four amber eyes were level with hers.
hours each night. This grants her the benefit of a long rest. “I come with my tribute, Aarvakshaza.”
Spellcasting. Quranis uses Intelligence as her spellcasting ability The dragon blinked once, slowly, expectantly.
(Spell Save DC 11, +3 to hit with spell attacks). She may cast the “... the great and merciful,”—inwardly, Quranis rolled her
following spell: eyes—“emerald crown of the forest and mistress of all she surveys.”
Cantrips: Mending “You’re not leaving already? You know how I enjoy our little
Researcher. If Quranis is unable to recall a piece of lore, she chats, Rani.”
probably knows where the information can be found. She hated that it called her Rani. Her mother had called her Rani.
Expertise (Deception, History). Quranis adds double her “A lighter tribute than previous,” the dragon continued, hooking
proficiency bonus to skill checks she has expertise with. it with a talon, “I do hope our arrangement isn’t inconveniencing
Sneak Attack (+2d6). Once per turn, Quranis can deal an extra you at all?”
2d6 damage to one creature she hits with an attack if she has Quranis coughed. With each syllable, a puff of poison poured
advantage on the attack roll. The attack must use a finesse or between the dragon’s fangs.
ranged weapon. She doesn’t need advantage on the attack roll if
“No matter. I know you won’t disappoint me next year.”
another enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and she doesn’t have disadvantage on the Her eyes were watering now; she was struggling to maintain
attack roll. composure.
Cunning Action. On her turn, as a bonus action, Quranis can “You know what will happen if you disappoint me, don’t you,
take a Dash, Dodge, Disengage, or Hide action. Rani?”
Fast Hands. Quranis can use her Cunning Action to make a Gulping down breaths, face burning, she forced herself to meet the
Sleight of Hand check, use her thieves’ tools to disarm a trap or dragon’s gaze.
open a lock, or take the Use an Object action. “I know.”
Second-Story Work. Quranis can climb without expending
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 1 ft.
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 1) piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
one creature. Hit: 6 (1d8 + 1) piercing damage.
Weapons, Armor & Items
Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20
Bolts, Staff, Dungeoneer’s Pack, Gold Dragon Figurine, 30sp, 15gp

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Quranis Kuilanya (level 8) Actions


Medium Humanoid (High Elf), Neutral Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 11 Hit: 6 (1d8 + 1) piercing damage.
Background Archaeologist Hit Points 43 (8d8+0) Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Occupation Antiquarian Speed 30 ft. one creature. Hit: 6 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
10 (+0) 13 (+1) 10 (+0) 20 (+5) 14 (+2) 13 (+1) Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20
Saving Throws Dexterity +4, Intelligence +8 Bolts, Staff, Dungeoneer’s Pack, Gold Dragon Figurine, 45sp, 18gp
Skills Deception +7, History +11, Insight +8, Perception +8,
Religion +8
Senses Darkvision 60ft., Passive Perception 18 Quranis in Your Game
Languages Common, Elvish, Draconic
Challenge 1 (200 XP) Quranis can be relied on to have a dungeon-crawl style quest
for your party. She is constantly reading up on forgotten lore
Fey Ancestry. Quranis has advantage on saving throws against
and poring over old maps, so often digs up references to ruins
being charmed, and magic cannot put her to sleep.
or tombs which house a wealth of historically interesting items.
Trance. Quranis does not sleep. Instead, she meditates for four She is, of course, tight-lipped about her specific interest in
hours each night. This grants her the benefit of a long rest. these items (for which the party can expect to be generously
Spellcasting. Quranis uses Intelligence as her spellcasting ability compensated), beyond simple archaeological curiosity.
(Spell Save DC 11, +3 to hit with spell attacks). She may cast the If there is a location or object of particular interest or
following spell: importance, Quranis might accompany the party as a guide,
Cantrips: Mending primarily out of curiosity to see the items in situ before
Researcher. If Quranis is unable to recall a piece of lore, she excavation.
probably knows where the information can be found. Quest hook. After many such quests over a number of years,
Expertise (Deception, History, Insight, Perception). Quranis an increasingly haggard looking Quranis lets the party in on a
adds double her proficiency bonus to skill checks she has secret. Her situation is entirely unsustainable at this point, and
expertise with. she needs a group of adventurers to slay a dragon...
Sneak Attack (+4d6). Once per turn, Quranis can deal an extra
4d6 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, Quranis can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Quranis 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. Quranis can climb without expending
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 1 ft.
Uncanny Dodge. When Quranis 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 Quranis 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.

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Quranis Kuilanya (level 12) Actions


Medium Humanoid (High Elf), Neutral Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 12 Hit: 7 (1d8 + 2) piercing damage.
Background Archaeologist Hit Points 63 (12d8+0) Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
Occupation Antiquarian Speed 30 ft. one creature. Hit: 7 (1d8 + 2) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
10 (+0) 14 (+2) 10 (+0) 20 (+5) 16 (+3) 14 (+2) Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20
Saving Throws Dexterity +6, Intelligence +9 Bolts, Staff, Dungeoneer’s Pack, Gold Dragon Figurine, 60sp, 36gp
Skills Deception +10, History +13, Insight +10, Perception +10,
Religion +9
Senses Darkvision 60ft., Passive Perception 20
Languages Common, Elvish, Draconic
Challenge 2 (450 XP)
Fey Ancestry. Quranis has advantage on saving throws against
being charmed, and magic cannot put her to sleep.
Trance. Quranis does not sleep. Instead, she meditates for four
Shipment for
hours each night. This grants her the benefit of a long rest.
Spellcasting. Quranis uses Intelligence as her spellcasting ability
A
(Spell Save DC 11, +3 to hit with spell attacks). She may cast the
following spell: String of prayer beads,
elven
Cantrips: Mending
approximately -1100
Researcher. If Quranis is unable to recall a piece of lore, she DA
probably knows where the information can be found.
Expertise (Deception, History, Insight, Perception). Quranis Two ceremonial obsidian
adds double her proficiency bonus to skill checks she has masks, dwarven
expertise with. (religious or theatrical ?)
Sneak Attack (+6d6). Once per turn, Quranis can deal an extra approximately 600 D
6d6 damage to one creature she hits with an attack if she has A
advantage on the attack roll. The attack must use a finesse or
ranged weapon. She doesn’t need advantage on the attack roll if
Unidentified humanoid
another enemy of the target is within 5 feet of it, that enemy isn’t (?) stone idol
incapacitated, and she doesn’t have disadvantage on the ancient (?)- BE SURE
attack roll. T O ASK
Cunning Action. On her turn, as a bonus action, Quranis can
take a Dash, Dodge, Disengage, or Hide action. Bronze dragon statuett
e (hollow),
Fast Hands. Quranis can use her Cunning Action to make a
Sleight of Hand check, use her thieves’ tools to disarm a trap or
presumably human
open a lock, or take the Use an Object action.
Second-Story Work. Quranis can climb without expending
Tapestry depicting elvis
extra movement. In addition, when she makes a running jump, h victory over orcs
the distance she covers increases by 2 ft. 1200 D A based on ar
Uncanny Dodge. When Quranis is hit with an attack from an mor
attacker that she can see, she can use her reaction to halve the
attack’s damage.
Evasion. When Quranis 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. Quranis has advantage on Stealth checks if she
moves no more than half her speed on the same turn.
Reliable Talent. When Quranis 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.

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Supreme Sneak. Quranis has advantage on Stealth checks if she


Quranis Kuilanya (level 16) moves no more than half her speed on the same turn.
Medium Humanoid (High Elf), Neutral
Reliable Talent. When Quranis makes an ability check that lets
Class Rogue (lvl 16) Armor Class 12 her add her proficiency bonus she can treat a d20 roll of a 9 or
Background Archaeologist Hit Points 83 (16d8+0) lower as a 10.
Occupation Antiquarian Speed 30 ft.
Use Magic Device. Quranis ignores all class, race, and level
STR DEX CON INT WIS CHA requirements for the use of magic items.
10 (+0) 14 (+2) 10 (+0) 20 (+5) 18 (+4) 14 (+2) Blindsense. If Quranis is able to hear, she is aware of the
Saving Throws Dexterity +7, Intelligence +10 location of any hidden or invisible creatures within 10 feet of
Skills Deception +12, History +15, Insight +14, Perception +14, her.
Religion +10
Senses Darkvision 60ft., Passive Perception 24 Actions
Languages Common, Elvish, Draconic Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Challenge 3 (700 XP) Hit: 7 (1d8 + 2) piercing damage.
Fey Ancestry. Quranis has advantage on saving throws against Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
being charmed, and magic cannot put her to sleep. one creature. Hit: 7 (1d8 + 2) piercing damage.
Trance. Quranis does not sleep. Instead, she meditates for four Weapons, Armor & Items
hours each night. This grants her the benefit of a long rest. Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20
Spellcasting. Quranis uses Intelligence as her spellcasting ability Bolts, Staff, Dungeoneer’s Pack, Gold Dragon Figurine, 200sp,
(Spell Save DC 11, +3 to hit with spell attacks). She may cast the 120gp
following spell:
Cantrips: Mending
Researcher. If Quranis is unable to recall a piece of lore, she
probably knows where the information can be found.
Expertise (Deception, History, Insight, Perception). Quranis
adds double her proficiency bonus to skill checks she has
expertise with.
Sneak Attack (+8d6). Once per turn, Quranis 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, Quranis can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Quranis 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. Quranis can climb without expending
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 2 ft.
Uncanny Dodge. When Quranis 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 Quranis 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.

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Supreme Sneak. Quranis has advantage on Stealth checks if she


Quranis Kuilanya (level 20) moves no more than half her speed on the same turn.
Medium Humanoid (High Elf), Neutral
Reliable Talent. When Quranis makes an ability check that lets
Class Rogue (lvl 20) Armor Class 13 her add her proficiency bonus she can treat a d20 roll of a 9 or
Background Archaeologist Hit Points 103 (20d8+0) lower as a 10.
Occupation Antiquarian Speed 30 ft.
Use Magic Device. Quranis ignores all class, race, and level
STR DEX CON INT WIS CHA requirements for the use of magic items.
10 (+0) 16 (+3) 10 (+0) 20 (+5) 18 (+4) 14 (+2) Blindsense. If Quranis is able to hear, she is aware of the
Saving Throws Dexterity +9, Intelligence +11 location of any hidden or invisible creatures within 10 feet
Skills Deception +14, History +17, Insight +16, Perception +16, of her.
Religion +11 Thief ’s Reflexes. Quranis can take two turns during the first
Senses Darkvision 60ft., Passive Perception 26 round of any combat. She takes her first turn at her normal
Languages Common, Elvish, Draconic initiative, and her second turn at her initiative minus 10. She
Challenge 5 (1,800 XP) can’t use this feature when she is surprised.
Fey Ancestry. Quranis has advantage on saving throws against Elusive. No attack roll can have advantage against Quranis
being charmed, and magic cannot put her to sleep. unless she is incapacitated.
Trance. Quranis does not sleep. Instead, she meditates for four Stroke of Luck. If Quranis’ attack misses a target within range,
hours each night. This grants her the benefit of a long rest. she can turn the miss into a hit. Alternatively, if she fails an
Spellcasting. Quranis uses Intelligence as her spellcasting ability ability check, she can treat the d20 roll as a 20. Once she uses
(Spell Save DC 11, +3 to hit with spell attacks). She may cast the this feature she cannot use it again until she finishes a short or
following spell: long rest.

Cantrips: Mending Actions


Researcher. If Quranis is unable to recall a piece of lore, she Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
probably knows where the information can be found. Hit: 8 (1d8 + 3) piercing damage.
Expertise (Deception, History, Insight, Perception). Quranis Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft.,
adds double her proficiency bonus to skill checks she has one creature. Hit: 8 (1d8 + 3) piercing damage.
expertise with.
Weapons, Armor & Items
Sneak Attack (+10d6). Once per turn, Quranis can deal an extra
Fine Clothes, Travelling Clothes, Rapier, Light Crossbow, 20
10d6 damage to one creature she hits with an attack if she has
Bolts, Staff, Dungeoneer’s Pack, Gold Dragon Figurine, 250sp,
advantage on the attack roll. The attack must use a finesse or
180gp
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, Quranis can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Quranis 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. Quranis can climb without expending
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 3 ft.
Uncanny Dodge. When Quranis 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 Quranis 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.

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reputation he so desperately desired.


Rurik Rockfist
Medium Humanoid (Mountain Dwarf), Neutral By chance he was given a proposition by an old friend in the
trades. He arrived at Rurik’s house one night wrapped in a long
Class Fighter (lvl 1) Armor Class 16 (Halfplate) hooded cloak. He appeared nervous and seeking refuge, and soon
Background Criminal Hit Points 13 (1d10+3) revealed that he was indeed avoiding the city watch, for he had in
Occupation Smuggler Speed 25 ft. his possession an item stolen from a member of a noble house. He
STR DEX CON INT WIS CHA revealed the item, a small golden statue in the likeness of a lion
16 (+3) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (–1) with finely cut sapphires for eyes and a beautiful yellow glow to
Saving Throws Strength +5, Constitution +5 the polished gold. Rurik was impressed by the craftsmanship, but
Skills Deception +1, Intimidation +1, Stealth +3, Survival +3, was confused. How could he help his friend in his predicament?
Dice, Thieves’ Tools This is when his friend’s plan was revealed, and Rurik first became
Senses Darkvision 60 ft., Passive Perception 11 a smuggler. The terms were simple, good pay; half up front, half
Languages Common, Dwarvish upon delivery to a city in the far north. Rurik would go on to take
Challenge 1/2 (100 XP) many jobs of this nature, posing as a trader. Over time he would
begin to make quite a name for himself.
Dwarven Resilience. Rurik has advantage on saving throws
against poison, and resistance to poison damage. Personality Traits
Criminal Contact. Rurik has a contact in the criminal network, “All part of the plan.” Calm and collected no matter what the
and can send and receive messages to them through situation, Rurik always has a plan for when things go wrong.
various means, even over great
distances. Ideals
Fighting Style (Two- “Coin’s coin, no matter whose.”
Weapon Fighting). Rurik Rurik doesn’t care if he’s working
may add his ability modifier on the side of good or evil, as
to damage rolls with his long as he gets paid his promised
offhand weapon. price.
Second Wind. On his turn Bonds
Rurik can use a bonus action to
“That’s need-to-know. You don’t need
regain 1d10 + 1 hit points. Once
to know.”He rarely works with others, but
he uses this feature, he must finish a
when he does he doesn’t share the whole plan
long or short rest before using it again.
with them. His well-earned or ill-gotten gains go to
Actions support his collection of fine gems and jewels which
he keeps in a secret place.
Two-Weapon Fighting. When Rurik
makes an attack with his main-hand axe, he Flaws
may also attack with his off-hand axe as a “What did you say to me?!” Rurik won’t back down
bonus action. from a fight or challenge, even when he’s outnumbered
Hand Axe. Melee Weapon Attack: +5 to hit, or outmatched. He has started more tavern brawls
reach 5 ft., one creature. Hit: 7 (1d6 + 3) than he can remember, but that’s mostly because of
slashing damage. how many ales he had in him at the time.
Overview Roleplaying Rurik
Rurik is the son of a gem trader. He grew up Rurik, like most dwarves, is outspoken and outgoing. He enjoys
with aspirations of one day taking over the family business. a rowdy crowd, good entertainment, and strong ale. When he is
Unfortunately, Rurik is the youngest of 5 brothers, each of whom not shouting or challenging others to arm wrestling and drinking
had the same desire. It became clear at an early age to Rurik that if contests, he listens to news from other travelers.
he intended to make something of himself, it would not be handed He is most interested in news about the roads and the safest routes
to him. He would have to set out on his own. throughout the realm. After all, his trade is the transportation of
At a relatively early age for a dwarf, Rurik left the underground goods, so he needs to know the best way to get them safely from
city of his birth and sought fortune in the lands beyond. He one place to another.
traveled with caravans of traders for many years, learning the art In combat Rurik is a no-nonsense brawler who most often
of negotiation, which did not suit him well at first. This was, until frightens his foes away before ever having to swing his axe. If it
he learned that folk can be persuaded by intimidation equally so, does come to blows he is deadly accurate and shows no mercy.
if not more effectively than by a silver tongue. This tactic gave him
quite a reputation among the traders, and indeed, with many folk “Another round on the daisy who can’t hold his liquor!”
throughout the realm.
It was many years of traveling from place to place before Rurik Weapons, Armor & Items
settled down for a bit, but the lifestyle didn’t suit him. He Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight,
thought long and hard about how he might make the fortune and 5gp, 10sp, 15cp, 5 gems each worth 5gp

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Rurik Rockfist (level 4) Moody Goods


Medium Humanoid (Mountain Dwarf), Neutral “Ten gold pieces now, ten more when you make the delivery to
my associate.”
Class Fighter (lvl 4) Armor Class 16 (Halfplate)
Background Criminal Hit Points 44 (4d10+16) “What’s the cargo?”
Occupation Smuggler Speed 25 ft. “Tapestries.”
STR DEX CON INT WIS CHA Rurik watched the woman’s two burly companions heave a large
16 (+3) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 8 (–1) crate over to his covered wagon. Bloody heavy tapestries. It was a
fair price, more or less, a little on the low side, but he was getting
Saving Throws Strength +5, Constitution +6 a good return on this trip anyway, and he’d lingered too long at
Skills Deception +1, Intimidation +1, Stealth +3, Survival +3, the trading post. The sky was already a dull purple, and he wanted
Dice, Thieves’ Tools to be away before sun-up. He nodded, pocketed the coin, and the
Senses Darkvision 60 ft., Passive Perception 11 men grunted and hoisted the crate into a gap in the piled goods
Languages Common, Dwarvish filling the wagon.
Challenge 1 (200 XP)
Rurik twitched the reins to get the mule moving and pulled up his
Dwarven Resilience. Rurik has advantage on saving throws hood. A few sacks of produce (one of which contained contraband
against poison, and resistance to poison damage. orcish liquor), some pelts, a barrel of ambergris, and a crate of,
Criminal Contact. Rurik has a contact in the criminal network, presumably stolen, tapestries. It was a five-day journey to the city
and can send and receive messages to them through various by his backroads, hidden paths and tracks. Easy money.
means, even over great distances. *
Fighting Style (Two-Weapon Fighting). Rurik may add his Four and a half uneventful days later, with the city visible ahead of
ability modifier to damage rolls with his offhand weapon. him, the crate of tapestries started yelling.
Second Wind. On his turn Rurik can use a bonus action to Rurik stopped the cart. Muffled shouts and banging emanated
regain 1d10 + 4 hit points. Once he uses this feature, he must from the crate. A deep, male voice, evidently recently awakened,
finish a long or short rest before using it again. confused and none-too-pleased with his predicament. Stolen
Action Surge. Once per day, on his turn, Rurik can take an goods were one thing, but a person was quite another. Very risky,
additional action on top of his normal action and possible bonus but a job’s a job. Rurik scratched his beard.
action. Once he uses this feature, he must finish a long or short Climbing into the back of the cart, he put his shoulder to the
rest before using it again. crate and shunted it onto the ground (more shouting from his
Improved Critical. Rurik scores critical hits on rolls of 19 and 20. unexpected traveling companion). Fetching a few empty sacks,
he gathered all of the detritus he could find—rocks, and bits of
Actions
wood— and filled the gap in his cargo. Leaving the crate and its
Two-Weapon Fighting. When Rurik makes an attack with his furious content behind him, he pressed on to the city gates.
main-hand axe, he may also attack with his off-hand axe as a “There’s a crate out on the road, officer, a few miles out. I’d ‘ve
bonus action. picked it up myself, but I’m full as it is.”
Hand Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one The guard glanced into his cart disinterestedly, nodded and said
creature. Hit: 7 (1d6 + 3) slashing damage. he’d send a few men out to retrieve it before the day was out.
Weapons, Armor & Items “Your ‘tapestries’ will be in the city by nightfall,” Rurik said to
Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight, his contact, holding out his hand for his ten gold pieces.
8gp, 22sp, 15cp, 5 gems each worth 5gp

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Rurik Rockfist (level 8) Actions


Medium Humanoid (Mountain Dwarf), Neutral Extra Attack. Rurik can attack twice with each Attack action.
Class Fighter (lvl 8) Armor Class 16 (Halfplate) Two-Weapon Fighting. When Rurik makes an attack with his
Background Criminal Hit Points 92 (8d10+40) main-hand axe, he may also attack with his off-hand axe as a
Occupation Smuggler Speed 25 ft. bonus action.
STR DEX CON INT WIS CHA Hand Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 8 (–1) creature. Hit: 7 (1d6 + 3) slashing damage.
Saving Throws Strength +6, Constitution +8 Weapons, Armor & Items
Skills Deception +2, Intimidation +2, Stealth +4, Survival +4, Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight,
Dice, Thieves’ Tools 10gp, 22sp, 36cp, 5 gems each worth 5gp
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Dwarvish
Challenge 4 (1,100 XP) Rurik in Your Game
Dwarven Resilience. Rurik has advantage on saving throws
against poison, and resistance to poison damage. Rurik spends most of his time on the move between a number
of cities, towns, and trading posts, so could potentially run into
Criminal Contact. Rurik has a contact in the criminal network,
the party anywhere - within civilization or outside it. He doesn’t
and can send and receive messages to them through various
often stray far from his mule-drawn wagon as it is, more often
means, even over great distances.
than not, full of contraband.
Fighting Style (Two-Weapon Fighting). Rurik may add his
If the party is in need of transport, Rurik may offer his services,
ability modifier to damage rolls with his offhand weapon.
especially if secrecy is paramount. Given the usually illicit nature
Second Wind. On his turn Rurik can use a bonus action to of his cargo, the party may find themselves on the wrong side of
regain 1d10 + 8 hit points. Once he uses this feature, he must the law if they encounter any watchmen on the road.
finish a long or short rest before using it again.
Quest Hook. Rurik is carrying out a particularly risky job –
Action Surge. Once per day, on his turn, Rurik can take an transporting a high value cargo through a dangerous area – and
additional action on top of his normal action and possible bonus needs the party’s services as bodyguards, promising a 1/5th
action. Once he uses this feature, he must finish a long or short share of the profits. He remains tight-lipped about the nature of
rest before using it again. the cargo, but will the party be willing to help a smuggler if the
Improved Critical. Rurik scores critical hits on rolls of 19 and 20. truth comes out?
Remarkable Athlete. Rurik can add half his proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3 ft.

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Rurik Rockfist (level 12) Actions


Medium Humanoid (Mountain Dwarf), Neutral Extra Attack. Rurik can attack three times with each Attack action.
Class Fighter (lvl 12) Armor Class 17 (Halfplate) Two-Weapon Fighting. When Rurik makes an attack with his
Background Criminal Hit Points 136 (12d10+60) main-hand axe, he may also attack with his off-hand axe as a
Occupation Smuggler Speed 25 ft. bonus action.
STR DEX CON INT WIS CHA Hand Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0) creature. Hit: 7 (1d6 + 3) slashing damage.
Saving Throws Strength +7, Constitution +9 Weapons, Armor & Items
Skills Deception +4, Intimidation +4, Stealth +5, Survival +5, Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight,
Dice, Thieves’ Tools 4pp, 25gp, 22sp, 36cp, 5 gems each worth 5gp
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Dwarvish
Challenge 5 (1,800 XP)
Dwarven Resilience. Rurik has advantage on saving throws
against poison, and resistance to poison damage.
Criminal Contact. Rurik has a contact in the criminal network,
and can send and receive messages to them through various
means, even over great distances.
Fighting Style (Two-Weapon Fighting). Rurik may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Rurik adds +1 to his AC when
wearing armor.
Second Wind. On his turn Rurik can use a bonus action to
regain 1d10 + 12 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Once per day, on his turn, Rurik can take an
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.
Improved Critical. Rurik scores critical hits on rolls of 19 and 20.
Remarkable Athlete. Rurik can add half his proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3 ft.
Indomitable. Once per day, Rurik can reroll a failed saving
throw. Once he uses this feature, he must finish a short or long
rest before using it again.

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Indomitable. Twice per day, Rurik can reroll a failed saving


Rurik Rockfist (level 16) throw. Once he expends all uses of this feature, he must finish a
Medium Humanoid (Mountain Dwarf), Neutral
short or long rest before using it again.
Class Fighter (lvl 16) Armor Class 17 (Halfplate)
Background Criminal Hit Points 170 (16d10+80) Actions
Occupation Smuggler Speed 25 ft. Extra Attack. Rurik can attack three times with each Attack action.
STR DEX CON INT WIS CHA Two-Weapon Fighting. When Rurik makes an attack with his
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 16 (+3) main-hand axe, he may also attack with his off-hand axe as a
Saving Throws Strength +8, Constitution +10 bonus action.
Skills Deception +8, Intimidation +8, Stealth +6, Survival +6, Hand Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Dice, Thieves’ Tools creature. Hit: 7 (1d6 + 3) slashing damage.
Senses Darkvision 60 ft., Passive Perception 11
Weapons, Armor & Items
Languages Common, Dwarvish
Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight,
Challenge 6 (2,300 XP)
4pp, 75gp, 22sp, 5 gems each worth 5gp
Dwarven Resilience. Rurik has advantage on saving throws
against poison, and resistance to poison damage.
Criminal Contact. Rurik has a contact in the criminal network,
and can send and receive messages to them through various
means, even over great distances.
Fighting Style (Two-Weapon Fighting). Rurik may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Rurik adds +1 to his AC when
wearing armor.
Second Wind. On his turn Rurik can use a bonus action to
regain 1d10 + 16 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Once per day, on his turn, Rurik can take an
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.
Superior Critical. Rurik scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Rurik can add half his proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3 ft.

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Rurik Rockfist (level 20) Actions


Medium Humanoid (Mountain Dwarf), Neutral Extra Attack. Rurik can attack four times with each Attack action.
Class Fighter (lvl 20) Armor Class 17 (Halfplate) Two-Weapon Fighting. When Rurik makes an attack with his
Background Criminal Hit Points 214 (20d10+100) main-hand axe, he may also attack with his off-hand axe as a
Occupation Smuggler Speed 25 ft. bonus action.
STR DEX CON INT WIS CHA Hand Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
16 (+3) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 18 (+4) creature. Hit: 7 (1d6 + 3) slashing damage.
Saving Throws Strength +9, Constitution +11 Weapons, Armor & Items
Skills Deception +10, Intimidation +10, Stealth +7, Survival +7, Two Hand Axes, Traders Clothes, Halfplate, Loupe of True Sight,
Dice, Thieves’ Tools 4pp, 140gp, 100sp, 5 gems each worth 5gp
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Dwarvish
Challenge 8 (3,900 XP)
Dwarven Resilience. Rurik has advantage on saving throws
against poison, and resistance to poison damage.
Criminal Contact. Rurik has a contact in the criminal network,
and can send and receive messages to them through various
means, even over great distances.
Fighting Style (Two-Weapon Fighting). Rurik may add his
ability modifier to damage rolls with his offhand weapon. Silk Slippers (8 pairs)
Fighting Style (Defense). Rurik adds +1 to his AC when
wearing armor.
Second Wind. On his turn Rurik can use a bonus action to
Pelts (4 Bear, 12 Deer, 1 Wyver
regain 1d10 + 20 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
n**)
Action Surge. Twice per day on his turn, Rurik can take one
additional action on top of his regular action and a possible Ale* (5 barrels)
bonus action. Once he expends all uses of this feature, he must
finish a short or long rest before using it again.
Superior Critical. Rurik scores critical hits on rolls of 18 – 20.
Spirits (2 barrels Dwarven, 2
Remarkable Athlete. Rurik can add half his proficiency bonus barrels
(rounded up) to any Strength, Dexterity, or Constitution check Gnomish)
that doesn’t already use his proficiency bonus. Additionally, the
distance Rurik covers with a running long jump increases by 3 ft.
Indomitable. Three times per day, Rurik can reroll a failed
saving throw. Once he expends all uses of this feature, he must Assorted alchemy supplies**
finish a short or long rest before using it again.
Survivor. At the beginning of each of his turns, if Rurik has less
than half of his hit points remaining, he regains 10 hit points. He Elvish armor (3 complete sets
does not gain this benefit if he has 0 hit points. )

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Evil Aligned Guilds


It’s generally the rule that a criminal organization attracts some
very unsavory characters, but some cross the line to become truly
evil; enjoying the chaos, destruction and death in their wake just as
much as the related rewards. Below are some examples of the sort
of gangs that your average thug would have to think twice before
joining, along with suggested membership.

The Black Mast


Slavers, brigands, ruffians, thieves. Their reputation precedes
them and their flag is the most feared among the free folk of the
realm. It is said that there is a special place in hell for the men
who crew any ship that flies the flag of The Black Mast.
They travel primarily by boat, but will travel overland if need
demands it. Most often they transport a cargo of slaves; folk
from all over the realm who have been bought or kidnapped
into a life of servitude. On occasion, members of The
Black Mast have been known to transport stolen goods and
contraband from port to port, but only if the coin is worth it.
Bram Rothwell (p.132) and Stanus Millrun (p.168) are both
members of The Black Mast. They are the captain and first mate,
respectively, of a ship that, more often than not, is outfitted with a
brand new crew up to no good. The two have worked out a rather
clever strategy for maintaining discretion about their business
ventures, and for maximizing their share of profits. Suffice it to say,
if you’re a lowlife looking for adventure, danger, and the promise of
riches, The Tyrant could be the last ship you ever crew...
Jackdaws Sisters of Sin
‘The Sisters’, as they are often called, are admired by some, and
In any city you can see them; scavenger birds crowding and
despised by others. They are a loosely-associated network of women
chattering over rubbish piles. As a city grows bigger and filthier
who run brothels throughout the major cities of the realm. The Sisters
and the trash accumulates, the jackdaws and other vermin grow
of Sin take pride in their work. Each leader, commonly referred to as
fat, content and numerous. Like the bird which gives them their
a ‘mother’, has control over a particular district of a city—if not the
name, The Jackdaws are opportunists, not ones to let a chance
entire city—and watches over all of the girls in her charge.
for profit slip through their fingers; mugging, burglary, extortion,
even the occasional assassination are all fair game as far as they’re The Sisters usually have a good idea of what’s going on politically,
concerned. Once the bones of the city are picked clean, or bigger as their prices for companionship only attract
scavengers show their faces, The the upper elite. Small talk can sometimes be
Jackdaws take flight, find a new nest, rather interesting, you see, and all of the
and leave others to clean up the mess. girls are good listeners. They have been
responsible for ruining many political
Mal Addik (p.156) is as close to a
careers throughout the decades, and
leader as The Jackdaws have. His
even for taking down some of the most
voice is listened to more often
powerful noble houses through scandal
than not, anyway.
and outrage.
Unwilling as he may be,
Willing to accept payment for useful
Talim Nezara (p.174)
information and spilled secrets, they don’t
finds a living of sorts
much care for who that knowledge might
amongst The Jackdaws
ruin, or the long term ramifications. They
as an infiltrator
view the world outside of their brothels as
and burglar.
a cruel place that they must have an edge
Once an unquestioning in to get by. Their private disclosures and
thug, Mardren the impact they could have is what gives
Mar (p.38) has, them that edge.
unbeknownst to his
Elenor Ravenhair (p.32) was once a
former cronies, turned
companion in a house controlled by The
his cloak and now
Sisters. She started learning the art of
works for the city watch,
seduction when she was barely a woman,
passing them information
and enjoyed being adored by handsome princes
from inside the gang.

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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.

Evil Aligned Characters


If you are in need of a villainous character for your campaign, whether it be a nemesis for an adventure, or just to add a bit of flavor to a
criminal headquarters, let these evil characters inspire you. Perhaps their schemes coincide, or even conflict, with the machinations of
existing villains.
d10 Name Class Alignment Background Occupation Page
1 Bram Rothwell Fighter Chaotic Evil Sailor Slaver 132
2 Erdan Liadon Rogue Lawful Evil Charlatan Con Artist 138
3 Garrin Ashcopse Warlock Chaotic Evil Criminal Crime Baron 144
4 Ka’Laera of Many Faces Rogue Neutral Evil Criminal Spy 150
5 Mal Addik Ranger Lawful Evil Criminal Sellsword 156
6 Nimh the Surgeon Rogue Lawful Evil Apothecary Surgeon 162
7 Stanus Millrun Bard Neutral Evil Sailor Slaver 168
8 Talim Nezara Rogue Neutral Evil Assassin Thief 174
9 Utan Brabus Fighter Chaotic Evil Noble Mercenary 180
10 Yrla Silverhand Rogue Neutral Evil Assassin Guild Leader 186

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first mate Stanus (p.168). This strategy is intended to prevent word


Bram Rothwell of their exploits from spreading too far, and to make sure the price
Medium Humanoid (Human), Chaotic Evil
for their services remains at a premium. After all the loose ends are
Class Fighter (lvl 1) Armor Class 16 (Breastplate) taken care of, Bram quickly spends his earnings on his vices and
Background Sailor Hit Points 12 (1d10+2) the whole cycle starts over again.
Occupation Slaver Speed 30 ft.
Personality Traits
STR DEX CON INT WIS CHA
"The right foot! Step with the right foot first, damn you!" Bram
16 (+3) 14 (+2) 15 (+2) 11 (+0) 9 (–1) 13 (+1)
has a deeply ingrained sense of superstition and sees omens in the
Saving Throws Strength +5 Constitution +4 most trivial things. He doesn’t believe in fate, but instead believes
Skills Athletics +5, Intimidation +3, Perception +1, Survival +1 that luck and bad luck shape his future.
Senses Passive Perception 11, Navigator's Tools, Water Vehicles
Languages Common, Orcish Ideals
Challenge 1 (200 XP) "I'd sooner be dead than take orders." Master and slaver are the
Ship's Passage. Bram can secure free passage on a ship for two roles in life. He is a predator and most other folk are the prey.
himself and his companions.
Fighting Style (Two-Weapon Fighting). Bram may add his
Bonds
ability modifier to damage rolls with his offhand weapon. "He's not a good man, but he's a fine sailor." His first mate
Stanus is the only man he trusts but he’d never give his
Second Wind. On his turn Bram can use a bonus action to
life for him. Bram has never been in love, but secretly
regain 1d10 + 1 hit points. Once he uses this feature, he
longs for romance.
must finish a long or short rest before using it again.
Actions
Flaws
"I just weeded out the weakest of the bunch.
Two-Weapon Fighting. When Bram makes an
You ought to be grateful." His methods
attack with his main-hand Cutlass, he may also
are brutal and often over-the-top even by
attack with his off-hand Cutlass as a
slaver standards. This has resulted in dead
bonus action.
merchandise on more than one occasion,
Cutlass. Melee Weapon Attack: +5 to hit, reach but Bram himself just snickers.
5 ft., one creature. Hit: 7 (1d6 + 3)
slashing damage Roleplaying Bram
Pistol. Ranged Weapon Attack: +4 to hit, range Bram Rothwell is a middle aged man with a
30/90 ft., one creature. Hit: 7 (1d10+2) terrible temper and little patience. For him there is
piercing damage no such thing as a friendly argument. Instead he sees
any disagreement with his orders or opinion as a
Overview direct attack.
Bram Rothwell has a reputation as a brutal Stanus is the only man he will allow to question
captain and tyrant. He is cold and calculating in him, as he’s been proven to have a much cooler
his business deals, that are most often related to head in times of stress and danger.
the acquisition, transport, and sale of slaves.
Bram has skipped out on so many debts, some
He is most frequently found in port cities, rather sizable, that he is always looking over his
spending his ill gotten gains on gambling, shoulder and ready at a moment’s notice to leave
hard drink, and female companionship. town. He is usually one step ahead of his pursuers, but
Bram claims that he lives his life in a constant and when he’s not, he’s not afraid of fighting.
repeating cycle. He wakes up one day in a drunken While in a fight Bram wields two cutlasses, one in each
stupor with not a copper to his name. This is how he hand, and is more than a match for the most highly
knows it’s time to leave town and put together a new trained swordsman. This is primarily due to his
group of hearty sailors. He assembles a skeleton crew fighting style and total disregard for honor. He will
and sets sail before anyone he owes money to realizes always stab an enemy in the back if he gets the chance and doesn’t
he’s gone. see much point in ever fighting fair.
He raises the flag common to all pirates and slavers that tells others
his ship is for hire and he is looking for crew. It doesn’t take long “Honor and chivalry are for knights and nobles,
for him to fill his bunks with the most wicked and unsavory of I am neither and don’t pretend to be one.”
men, each of them willing to do what ever it takes to make a few
gold pieces for services rendered. Weapons, Armor & Items
After he’s secured a job and delivered the merchandise, Bram Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2
systematically murders each one of his crew members; all but his Pistols, 10 Shot, 2gp, 30sp, Signet Ring (5gp)

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Bram Rothwell (level 4) Captain on Deck


Medium Humanoid (Human), Chaotic Evil The oilskin coat kept out the wet, but it did nothing for the cold.
The captain was used to it; he'd spent more of his life on deck than
Class Fighter (lvl 4) Armor Class 16 (Breastplate)
on land. The ship bucked under him like some great, angry beast,
Background Sailor Hit Points 36 (4d10+8)
the howling winds whipped the sea up over the bow and gunwales,
Occupation Slaver Speed 30 ft.
the deck was awash with foam, and Bram didn't miss a step as
STR DEX CON INT WIS CHA he paced the length of the Tyrant. Three nights now he'd spent
18 (+4) 14 (+2) 15 (+2) 11 (+0) 9 (–1) 13 (+1) pacing, and three nights the albatross had circled. An ill omen, he
Saving Throws Strength +6 Constitution +4 reckoned; all knew that the bird was the spirit of a dead sailor, and
Skills Athletics +6, Intimidation +3, Perception +1, Survival +1, Bram had plenty of those in his past, none of them a friend to him.
Navigator's Tools, Water Vehicles A crack of lightning illuminated the moonless sky and, through the
Senses Passive Perception 11 lashing rain, Bram saw no sign of white wings against the black.
Languages Common, Orcish Good. He strode to the stern and peered into the restless sea below.
Challenge 2 (450 XP) There. With another crack, the fin jutting from the water like a
Ship's Passage. Bram can secure free passage on a ship for jagged tooth was thrown into sharp relief. A shark following meant
himself and his companions. blood would soon be spilled. A good sign.
Fighting Style (Two-Weapon Fighting). Bram may add his Bram would have his work cut out for him; he'd assembled a good
ability modifier to damage rolls with his offhand weapon. crew for this voyage, or rather a bad crew - the baddest of the bad.
Second Wind. On his turn Bram can use a bonus action to Scum of the earth, just how he liked them. But—another crack
regain 1d10 + 4 hit points. Once he uses this feature, he must shadowed the sockets of the gull-pecked skull swinging from the
finish a long or short rest before using it again. yardarm; all that was left of the dwarven dissenter—he was captain,
and he was worse than any of them.
Action Surge. Once per day, on his turn, Bram can take an
additional action on top of his normal action and possible bonus Some of them had potential, it was true; there were always some
action. Once he uses this feature, he must finish a long or short with potential. Brophy excelled at keeping the cargo in line,
rest before using it again. Craddock was one of the strongest men he had ever met, and it
had been a long time since he'd seen anyone take to the work as
Improved Critical. Bram scores critical hits on rolls of 19 and 20.
quickly and enthusiastically as Rosset. In another life he'd have
Actions been proud to have them weigh his anchor, swab his decks and
gather his plunder.
Two-Weapon Fighting. When Bram makes an attack with his
They'd all be food for the sharks this time tomorrow.
main-hand Cutlass, he may also attack with his off-hand Cutlass as
a bonus action.
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 8 (1d6 + 4) slashing damage
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one
creature. Hit: 7 (1d10+2) piercing damage
Weapons, Armor & Items
Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2
Pistols, 10 Shot, 4gp, 30sp, Signet Ring (5gp)

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Bram Rothwell (level 8) Actions


Medium Humanoid (Human), Chaotic Evil Extra Attack. Bram can attack twice with each Attack action.
Class Fighter (lvl 8) Armor Class 16 (Breastplate) Two-Weapon Fighting. When Bram makes an attack with his
Background Sailor Hit Points 76 (8d10+24) main-hand Cutlass, he may also attack with his off-hand Cutlass as
Occupation Slaver Speed 30 ft. a bonus action.
STR DEX CON INT WIS CHA Cutlass. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
20 (+5) 14 (+2) 16 (+3) 11 (+0) 9 (–1) 14 (+2) Hit: 9 (1d6 + 5) slashing damage
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
Saving Throws Strength +8 Constitution +6
creature. Hit: 7 (1d10+2) piercing damage
Skills Athletics +8, Intimidation +5, Perception +2, Survival +2,
Navigator's Tools, Water Vehicles Weapons, Armor & Items
Senses Passive Perception 12 Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2
Languages Common, Orcish Pistols, 10 Shot, 10gp, 42sp, Signet Ring (5gp)
Challenge 4 (1,100 XP)
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
Fighting Style (Two-Weapon Fighting). Bram may add his Bram in Your Game
ability modifier to damage rolls with his offhand weapon.
While Bram is a villainous character, he is not a fool; if the party
Second Wind. On his turn Bram can use a bonus action to have coin to offer, he may legitimately offer his services, and his
regain 1d10 + 8 hit points. Once he uses this feature, he must vessel, to transport them across the sea. If the party discover
finish a long or short rest before using it again. the slaves he is transporting in the lower decks, that’s another
Action Surge. Once per day, on his turn, Bram can take an issue…
additional action on top of his normal action and possible bonus Quest Hook. A very drunk Bram offers the party a place in
action. Once he uses this feature, he must finish a long or short his crew, perhaps letting a little too much slip about the nature
rest before using it again. of his slaving racket. Do the party accept the coin, taking the
Improved Critical. Bram scores critical hits on rolls of 19 and 20. opportunity to take his operation down from the inside, or does
Remarkable Athlete. Bram can add half his proficiency bonus a battle with his eager new recruits ensue? An evil party might
(rounded up) to any Strength, Dexterity, or Constitution check even be persuaded to legitimately accept his offer, though they
that doesn’t already use his proficiency bonus. Additionally, the may get more than they bargained for...
distance Bram covers with a running long jump increases by 5 ft.

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Bram Rothwell (level 12) Actions


Medium Humanoid (Human), Chaotic Evil Extra Attack. Bram can attack three times with each Attack action.
Class Fighter (lvl 12) Armor Class 17 (Breastplate) Two-Weapon Fighting. When Bram makes an attack with his
Background Sailor Hit Points 124 (12d10+48) main-hand Cutlass, he may also attack with his off-hand Cutlass as
Occupation Slaver Speed 30 ft. a bonus action.
STR DEX CON INT WIS CHA Cutlass. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
20 (+5) 14 (+2) 18 (+4) 11 (+0) 9 (–1) 14 (+2) Hit: 9 (1d6 + 5) slashing damage
Pistol. Ranged Weapon Attack: +6 to hit, range 30/90
Saving Throws Strength +9 Constitution +8
ft., one creature. Hit: 7 (1d10+2) piercing damage
Skills Athletics +9, Intimidation +6, Perception +3, Survival +3,
Navigator's Tools, Water Vehicles Weapons, Armor & Items
Senses Passive Perception 13 Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2
Languages Common, Orcish Pistols, 10 Shot, 3pp, 10gp, 50sp, Signet Ring (5gp)
Challenge 6 (2,300 XP)
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
Fighting Style (Two-Weapon Fighting). Bram may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Bram adds +1 to his AC when
wearing armor.
Second Wind. On his turn Bram can use a bonus action to
regain 1d10 + 12 hit points. Once he uses this feature, he must A good stock gathered from
finish a long or short rest before using it again. the floating
Action Surge. Once per day, on his turn, Bram can take an market:
additional action on top of his normal action and possible bonus
action. Once he uses this feature, he must finish a long or short 11 dwarves, 8 elves, and 13
rest before using it again. men.
Improved Critical. Bram scores critical hits on rolls of 19 and 20. The dwarves should fetch
a good price with
Remarkable Athlete. Bram can add half his proficiency bonus
Brabus, and Annak is alw
(rounded up) to any Strength, Dexterity, or Constitution check
ays looking for
that doesn’t already use his proficiency bonus. Additionally, the
distance Bram covers with a running long jump increases by 5 ft.
elven fighters.
Indomitable. Once per day, Bram can reroll a failed saving
throw. Once he expends all uses of this feature he must finish a
short or long rest before using it again.
Less 1 dwarf already after
he saw fit to
speak out of turn. Shaved
, beaten, and
hanged from the yardarm
- should
discourage further bouts of
foolishness and
loss of merchandise.

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Bram Rothwell (level 16) Actions


Medium Humanoid (Human), Chaotic Evil Extra Attack. Bram can attack three times with each Attack action
Class Fighter (lvl 16) Armor Class 17 (Breastplate) Two-Weapon Fighting. When Bram makes an attack with his
Background Sailor Hit Points 180 (16d10+80) main-hand Cutlass, he may also attack with his off-hand Cutlass as
Occupation Slaver Speed 30 ft. a bonus action.
STR DEX CON INT WIS CHA Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
20 (+5) 14 (+2) 20 (+5) 11 (+0) 9 (–1) 14 (+2) Hit: 9 (1d6 + 5) slashing damage
Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one
Saving Throws Strength +10 Constitution +10
creature. Hit: 7 (1d10+2) piercing damage
Skills Athletics +10, Intimidation +7, Perception +4, Survival +4,
Navigator's Tools, Water Vehicles Weapons, Armor & Items
Senses Passive Perception 14 Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2
Languages Common, Orcish Pistols, 10 Shot, 4pp, 20gp, 75sp, Signet Ring (5gp)
Challenge 7 (2,900 XP)
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
Fighting Style (Two-Weapon Fighting). Bram may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Bram adds +1 to his AC when
wearing armor.
Second Wind. On his turn Bram can use a bonus action to
regain 1d10 + 16 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Once per day, on his turn, Bram can take an
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.
Superior Critical. Bram scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Bram can add half his proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Bram covers with a running long jump increases by 5 ft.
Indomitable. Twice per day, Bram can reroll a failed saving
throw. Once he expends all uses of this feature, he must finish a
short or long rest before using it again.

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Bram Rothwell (level 20) Actions


Medium Humanoid (Human), Chaotic Evil Extra Attack. Bram can attack four times with each Attack action
Class Fighter (lvl 20) Armor Class 17 (Breastplate) Two-Weapon Fighting. When Bram makes an attack with his
Background Sailor Hit Points 224 (20d10+80) main-hand Cutlass, he may also attack with his off-hand Cutlass as
Occupation Slaver Speed 30 ft. a bonus action.
STR DEX CON INT WIS CHA Cutlass. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
20 (+5) 14 (+2) 20 (+5) 11 (+0) 9 (–1) 18 (+4) Hit: 9 (1d6 + 5) slashing damage
Pistol. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one
Saving Throws Strength +11 Constitution +11
creature. Hit: 7 (1d10+2) piercing damage
Skills Athletics +11, Intimidation +10, Perception +5, Survival +5,
Navigator's Tools, Water Vehicles Weapons, Armor & Items
Senses Passive Perception 15 Sailors’ Clothes, Breastplate, Black Heart's Blade, Cutlasss, 2
Languages Common, Orcish Pistols, 10 Shot, 10pp, 50gp, 100sp, Signet Ring (5gp)
Challenge 9 (5,000 XP)
Ship's Passage. Bram can secure free passage on a ship for
himself and his companions.
Fighting Style (Two-Weapon Fighting). Bram may add his
ability modifier to damage rolls with his offhand weapon.
Fighting Style (Defense). Bram adds +1 to his AC when
wearing armor.
Second Wind. On his turn Bram can use a bonus action to
regain 1d10 + 20 hit points. Once he uses this feature, he must
finish a long or short rest before using it again.
Action Surge. Twice per day on his turn, Bram can take one
additional action on top of his regular action and a possible
bonus action. Once he expends all uses of this feature, he must
finish a short or long rest before using it again.
Superior Critical. Bram scores critical hits on rolls of 18 – 20.
Remarkable Athlete. Bram can add half his proficiency bonus
(rounded up) to any Strength, Dexterity, or Constitution check
that doesn’t already use his proficiency bonus. Additionally, the
distance Bram covers with a running long jump increases by 5 ft.
Indomitable. Three times per day, Bram can reroll a failed
saving throw. Once he expends all uses of this feature, he must
finish a short or long rest before using it again.
Survivor. At the beginning of each of his turns, if Bram has less
than half of his hit points remaining, he regains 10 hit points. He
does not gain this benefit if he has 0 hit points.

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opportunity to marry one of his daughters off to the son of a more


Erdan Liandon powerful house, and therefore enhance his own position. Erdan is
Medium Humanoid (Half Elf), Lawful Evil
welcomed in and given his pick. Then one day, without warning,
Class Rogue (lvl 1) Armor Class 14 (Leather) he vanishes without a trace, undoubtedly heavily burdened with
Background Charlatan Hit Points 8 (1d8+0) coins and valuable heirlooms.
Occupation Con Artist Speed 30 ft. Erdan was never formally trained in swordplay, but he’s picked
STR DEX CON INT WIS CHA up a few tricks. What he lacks in strength he makes up for with
8 (–1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 16 (+3) intelligence and charisma. He can often talk his way out of conflict
Saving Throws Dexterity +5, Intelligence +4 but will not hesitate to strike at the most opportune moment.
Skills Deception +7, Insight +6, Perception +4, Persuasion +5, Personality Traits
Sleight of Hand +5, Stealth +5, Disguise Kit, Forgery Kit
“I’ve never felt a love like this before...” Erdan falls in and out of
Senses Dark Vision 60ft., Passive Perception 14
love with the waxing and waning of the moon. He is a shameless
Languages Common, Elven, Draconic, Thieves’ Cant
flirt and is not afraid to compliment women and make them feel
Challenge 1/2 (100 XP)
like goddesses. He can deceive even the most suspicious of folk,
Fey Ancestry. Erdan has advantage on saving throws against and convince them that he is not only honorable, but trustworthy
being charmed and magic can’t put him to sleep. as well.
False Identity. Erdan has created a second identity, including
relevant documents, contacts and disguises. In addition, he Ideals
can forge documents and mimic handwriting as long as he “They should look out for themselves. I know I do.” He is
has seen an example of the kind of document or a sample of selfish and only ever looks out for number one, feeling that
the handwriting. sticking your neck out for someone else is foolish.
Expertise (Deception and Insight). Erdan adds
double his proficiency bonus to skill checks he has
Bonds
expertise with. “How many beautiful, illegitimate children must
be running around the halls of noble houses? Do
Sneak Attack (+1d6). Once per turn, Erdan can
you know, I’ve quite lost count.” Erdan has run
deal an extra 1d6 damage to one creature he hits
out of cities to hide in. He secretly desires to one
with an attack if he has advantage on the attack
day restore honor to his family name and reinstate
roll. The attack must use a finesse or ranged
their noble status.
weapon. He doesn’t need advantage on the attack
roll if another enemy of the target is within 5 feet of Flaws
it, that enemy isn’t incapacitated, and he doesn’t have “I’m in the hunt for the chase, not the kill.” He’s always
disadvantage on the attack roll. in debt, spending his ill-gotten gains faster than he can
Actions collect them. He can’t resist running a con if it means
even the smallest pay-off. For him, the excitement of
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., the con is more rewarding than the wealth it may
one creature. Hit: 8 (1d8 + 3) piercing damage. render, which has sometimes caused him to lose
focus on why he’s doing what he’s doing.
Overview
Erdan lives his life to the fullest and doesn’t Roleplaying Erdan
give much consideration to the feelings of Erdan is always bouncing from one lie to another. He has
others. He has always been good looking and, an extremely good memory and can weave together infinitely
being a half elf, is an exotic fling for many human women complex stories while keeping track of each detail.
of high status. Born the bastard of the youngest daughter He plans and executes cons out of a general desire for mischief
of a once-noble family (whose name had long-since and excitement. The fringe benefits of romancing beautiful
lost its power), his father was an elven vagabond more women certainly don’t hurt...
comely than faithful or honorable
He will always try to talk his way out of a fight, and when
Erdan grew up to be cut from the same cloth as the father diplomacy fails, he will run. He may be manipulative, but he’s
he never knew. He is what many folk call a ‘con artist’ and not stupid.
always has some nefarious activity in some state of planning
or execution. His most commonly used con is posing as a noble “I’ve never been much of a nobleman,
from an obscure family in a distant land, paying people to spread but if someone were to mistake me for one,
rumors of his new identity to add legitimacy to his claims. Then he I wouldn’t blame them.”
works his way into noble families in various ways, usually starting
with a proposition of marriage. The lord of the land can’t resist the Weapons, Armor & Items
Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged),
Enhanced Forger’s Kit, 8gp, 6sp, Fine Tooled Leather Gloves (5gp)

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Erdan Liandon (level 4) In the Henhouse


Medium Humanoid (Half Elf), Lawful Evil “This house, although undiminished in spirit, will soon be
great in stature once again, thanks to our imminent joining in
Class Rogue (lvl 4) Armor Class 14 (Leather)
matrimony with House Liandon…”
Background Charlatan Hit Points 23 (4d8+0)
Occupation Con Artist Speed 30 ft. Erdan politely smiled and tipped his head to the blustering oaf at
the head of their table. The ‘venerable’ head of House Thorne. A
STR DEX CON INT WIS CHA red-faced fool, and far from the richest fool at that. Why in all the
8 (–1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 18 (+4) hells was he here, anyway?
Saving Throws Dexterity +5, Intelligence +4 The slender foot brushing his calf brought the reason sharply
Skills Deception +8, Insight +6, Perception +4, Persuasion +6, into focus. Pretty, witty Elsie Thorne. He did his best not to
Sleight of Hand +5, Stealth +5, Disguise Kit, Forgery Kit acknowledge her when her father looked directly at him but it was
Senses Dark Vision 60ft., Passive Perception 14 difficult. Elsie was certainly an amusing (and energetic) diversion.
Languages Common, Elven, Draconic, Thieves’ Cant He’d have to have a word in her ear later. Several words in fact…
Challenge 1 (200 XP) “…I hope that as our houses grow in mutual prosperity, so too
Fey Ancestry. Erdan has advantage on saving throws against do they grow in affection...”
being charmed and magic can’t put him to sleep. Erdan’s attention was drawn away from Elsie and onto the hand
False Identity. Erdan has created a second identity, including traveling up his inner thigh, belonging to the beautiful Seraphina
relevant documents, contacts and disguises. In addition, he Thorne, his betrothed, though her face remained cordially
can forge documents and mimic handwriting as long as he has impassive. Seraphina was more outwardly proper than her wildcat
seen an example of the kind of document or a sample of the of a younger sister. Their engagement had been one of solemn,
handwriting. chaperoned strolls in the gardens and respectable goodnight kisses
Expertise (Deception and Insight). Erdan adds double his on the hand, but Erdan knew that, jealous of her sister’s carefree
proficiency bonus to skill checks he has expertise with. wantonness, she hid a desperate passion she hoped Erdan would
Sneak Attack (+2d6). Once per turn, Erdan can deal an extra satisfy. Her caresses made promises she clearly thought he’d never
2d6 damage to one creature he hits with an attack if he has known before, the naive little thing.
advantage on the attack roll. The attack must use a finesse or “As we restore this family to its former glory, let us not forget…”
ranged weapon. He doesn’t need advantage on the attack roll if Erdan glanced towards the end of the table and House Thorne’s
another enemy of the target is within 5 feet of it, that enemy isn’t matriarch, Lady Hortensia – middle-aged, but still elegant, assured,
incapacitated, and he doesn’t have disadvantage on the and…supple – cocked an eyebrow. Clearly she thought this small
attack roll. gesture all that was needed to captivate his attention, and she wasn’t
Cunning Action. Erdan can take a bonus action on each of his far off; a less-experienced man would have easily (and happily)
turns during combat. He can use this action to Dash, Disengage, succumbed. Erdan was happy to indulge the power fantasy she
or Hide. believed she had over him, and was enjoying himself immensely.
Assassinate. Erdan has advantage on attack rolls on any creature “Wouldn’t you agree, Erdan?” The lord of the manor had clearly
that hasn’t taken a turn in combat yet. In addition any hit he built himself up to a sufficient head of steam, and now expected his
scores against a creature that is surprised is a critical hit. hollow boasts to be confirmed.
Actions There was a pregnant pause, as Erdan realized he hadn’t heard a
word the old buffoon had been blathering on about.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. “Of course, my lord,” he said, non-commitally, raising his wine
Hit: 8 (1d8 + 3) piercing damage. glass. This seemed to be met with the desired effect, and Lord
Weapons, Armor & Items Thorne chuckled knowingly.
Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged), As all three women shot him what each thought was a secret smile,
Enhanced Forger’s Kit, 15gp, 26sp, Fine Tooled Leather Gloves Erdan smirked inwardly. Fathers were easy; it was everyone else you
(5gp) had to worry about.

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Erdan Liandon (level 8) Actions


Medium Humanoid (Half Elf), Lawful Evil Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 14 (Leather) Hit: 8 (1d8 + 3) piercing damage.
Background Charlatan Hit Points 43 (8d8+0) Weapons, Armor & Items
Occupation Con Artist Speed 30 ft. Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged),
STR DEX CON INT WIS CHA Enhanced Forger’s Kit, 25gp, 35sp, Fine Tooled Leather Gloves
8 (–1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 20 (+5) (5gp)
Saving Throws Dexterity +6, Intelligence +5
Skills Deception +11, Insight +8, Perception +5, Persuasion +11,
Sleight of Hand +6, Stealth +9, Disguise Kit, Forgery Kit Erdan in Your Game
Senses Dark Vision 60ft., Passive Perception 15
Erdan’s dual life means he could either be encountered at a
Languages Common, Elven, Draconic, Thieves’ Cant
noble’s dinner table, or crudely boasting about his conquests
Challenge 2 (450 XP)
in a seedy tavern. Unless they are obviously wealthy, Erdan
Fey Ancestry. Erdan has advantage on saving throws against will probably show little interest in the party; he will simply be
being charmed and magic can’t put him to sleep. another drunken bore.
False Identity. Erdan has created a second identity, including If a player character has a noble background, it is entirely
relevant documents, contacts and disguises. In addition, he possible they will recognize him from a previous event. Perhaps
can forge documents and mimic handwriting as long as he has he was even previously engaged to an acquaintance, but the
seen an example of the kind of document or a sample of the wedding never went ahead as planned.
handwriting.
Quest Hook. A wealthy family’s son-in-law to-be has apparently
Expertise (Deception, Insight, Persuasion, and Stealth). been kidnapped. The party are hired to track him down and
Erdan adds double his proficiency bonus to skill checks he has bring him home. What the family doesn’t know is that they have
expertise with. been the victim of one of Erdan’s cons, who left evidence of a
Sneak Attack (+4d6). Once per turn, Erdan can deal an extra break-in to cover his disappearance, and is currently enjoying
4d6 damage to one creature he hits with an attack if he has his spoils. Will the party bring him to justice, or accept his
advantage on the attack roll. The attack must use a finesse or generous offer of payment to deliver the news of his ‘untimely
ranged weapon. He doesn’t need advantage on the attack roll if death’?
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
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Erdan has advantage on attack rolls on any creature
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
attack’s damage.
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.

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Erdan Liandon (level 12) Actions


Medium Humanoid (Half Elf), Lawful Evil Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 15 (Leather) Hit: 9 (1d8 + 4) piercing damage.
Background Charlatan Hit Points 63 (12d8+0) Weapons, Armor & Items
Occupation Con Artist Speed 30 ft.
Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged),
STR DEX CON INT WIS CHA Enhanced Forger’s Kit, 45gp, 80sp, Fine Tooled Leather Gloves
8 (–1) 18 (+4) 10 (+0) 14 (+2) 14 (+2) 20 (+5) (5gp)
Saving Throws Dexterity +8, Intelligence +6
Skills Deception +13, Insight +10, Perception +6, Persuasion +13,
Sleight of Hand +6, Stealth +12, Disguise Kit, Forgery Kit
Senses Dark Vision 60ft., Passive Perception 16
Languages Common, Elven, Draconic, Thieves’ Cant
Challenge 3 (700 XP)
Fey Ancestry. Erdan has advantage on saving throws against

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.

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Infiltration Expertise. Erdan can spend seven days and 25gp


Erdan Liandon (level 16) to create a false identity for himself with established history
Medium Humanoid (Half Elf), Lawful Evil
and connections. He can’t establish an identity that belongs to
Class Rogue (lvl 16) Armor Class 16 (Leather) someone else. When disguised this way, people will believe him
Background Charlatan Hit Points 83 (16d8+0) to be the new identity unless given reason not to.
Occupation Con Artist Speed 30 ft. Reliable Talent. Whenever Erdan makes an ability check that
STR DEX CON INT WIS CHA lets him add his proficiency bonus, he can treat a d20 roll of 9 or
8 (–1) 20 (+5) 10 (+0) 14 (+2) 14 (+2) 20 (+5) lower as a 10.
Saving Throws Dexterity +10, Intelligence +7, Wisdom +7 Impostor. Erdan can flawlessly mimic another person’s speech,
Skills Deception +15, Insight +12, Perception +7, Persuasion +15, writing, and behavior if he spends at least three hours studying
Sleight of Hand +10, Stealth +15, Disguise Kit, Forgery Kit the person’s speech, hand writing, and mannerisms. He has
Senses Dark Vision 60ft., Passive Perception 17 advantage on any Deception check made to avoid detection.
Languages Common, Elven, Draconic, Thieves’ Cant Blindsense. If Erdan is able to hear, he is aware of the location of
Challenge 4 (1,100 XP) any hidden or invisible creature within 10 ft. of him.
Fey Ancestry. Erdan has advantage on saving throws against
Actions
being charmed and magic can’t put him to sleep.
False Identity. Erdan has created a second identity, including Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
relevant documents, contacts and disguises. In addition, he Hit: 10 (1d8 + 5) piercing damage.
can forge documents and mimic handwriting as long as he has
Weapons, Armor & Items
seen an example of the kind of document or a sample of the
Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged),
handwriting.
Enhanced Forger’s Kit, 90gp, 150sp, Fine Tooled Leather Gloves
Expertise (Deception, Insight, Persuasion, and Stealth). (5gp)
Erdan adds double his proficiency bonus to skill checks he has
expertise with.
Sneak Attack (+8d6). Once per turn, Erdan 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. Erdan can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Erdan has advantage on attack rolls on any creature
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
attack’s damage.
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.

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Impostor. Erdan can flawlessly mimic another person’s speech,


Erdan Liandon (level 20) writing, and behavior if he spends at least three hours studying
Medium Humanoid (Half Elf), Lawful Evil
the person’s speech, hand writing, and mannerisms. He has
Class Rogue (lvl 20) Armor Class 16 (Leather) advantage on any Deception check made to avoid detection.
Background Charlatan Hit Points 103 (20d8+0) Blindsense. If Erdan is able to hear, he is aware of the location of
Occupation Con Artist Speed 30 ft. any hidden or invisible creature within 10 ft. of him.
STR DEX CON INT WIS CHA Death Strike. When Erdan hits a surprised target, it must make
8 (–1) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 20 (+5) a Constitution saving throw, DC 19, or take double damage from
Saving Throws Dexterity +11, Intelligence +8, Wisdom +9 the attack.
Skills Deception +17, Insight +15, Perception +9, Persuasion +17, Elusive. No attack rolls against Erdan can have advantage as
Sleight of Hand +11, Stealth +17, Disguise Kit, Forgery Kit long as he’s not incapacitated.
Senses Dark Vision 60ft., Passive Perception 19 Stroke of Luck. If Erdan’s attack misses a target within range,
Languages Common, Elven, Draconic, Thieves’ Cant he can turn the miss into a hit. Alternatively, if he fails an ability
Challenge 6 (2,300 XP) check, he can treat the d20 roll as a 20. Once he uses this feature
Fey Ancestry. Erdan has advantage on saving throws against he cannot use it again until he finishes a short or long rest.
being charmed and magic can’t put him to sleep.
Actions
False Identity. Erdan has created a second identity, including
relevant documents, contacts and disguises. In addition, he Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
can forge documents and mimic handwriting as long as he has Hit: 10 (1d8 + 5) piercing damage.
seen an example of the kind of document or a sample of the
handwriting. Weapons, Armor & Items
Leather Armor, Rapier, Fine Clothes, Papers of Pedigree (Forged),
Expertise (Deception, Insight, Persuasion, and Stealth).
Enhanced Forger’s Kit, 200gp, 230sp, Fine Tooled Leather Gloves
Erdan adds double his proficiency bonus to skill checks he has
(5gp)
expertise with.
Sneak Attack (+10d6). Once per turn, Erdan can deal an extra
10d6 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. Erdan can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Erdan has advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet. Additionally, if
he hits a surprised creature, it is counted as 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
attack’s damage.
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.

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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.

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Garrin Ashcopse (level 4) One For Sorrow


Small Humanoid (Lightfoot Halfling), Chaotic Evil One for sorrow, two for joy, three for a girl, and four for a boy. Five
for silver, six for gold, and seven for a secret never to be told.
Class Warlock (lvl 4) Armor Class 13 (Std. Leather)
Background Criminal Hit Points 27 (4d8+4) The childhood rhyme rattled around his head as he found himself
Occupation Crime Baron Speed 25 ft. across the clearing from the six magpies perched patiently around
the corpse. The seventh, feathers and beak smeared with gore,
STR DEX CON INT WIS CHA chattered at him from the entrails.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 18 (+4)
They watched him calmly as he approached. Gently, he turned
Saving Throws Wisdom +3, Charisma +6 the corpse’s face to him. Her lips were slightly parted, as if she was
Skills Arcana +4, Deception +6, Religion +4, Stealth +2, merely sleeping. Beneath her lids, Garrin thought he saw a tiny
Dragonchess, Thieves’ Tools flicker of her eyes. Almost imperceptible. So familiar... He reached
Senses Passive Perception 11 out towards her.
Languages Common, Halfling Shattering his silent hope, a harsh, bubbling vomit of laughter.
Challenge 1 (200 XP)
The birds took flight, a storm of black and white and iridescence
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or dissolving into thick smoke which whirled around him like a
saving throw, he can reroll the die and must use the new roll. restless, roiling sea. Enveloped in inky blackness, he groped
Brave. Garrin has advantage on saving throws against blindly, and found nothing. There was no up, no down; only
being frightened. darkness in all directions.
Halfling Nimbleness. Garrin can move through the space of any As he lost hope, a dim light began to form, like the moon behind
creature that is a size larger than him. cloud. Gradually, it took on shape; a woman. Her. He stumbled
Naturally Stealthy. Garrin can attempt to hide even when he is forward desperately, arms outstretched, and embraced... nothing.
obscured only by a creature that is at least one size larger than him. The air was alive once more with wings and claws and beaks. A
Criminal Contact. Garrin has a contact in the criminal maelstrom of chattering birds tore at him, ripping his face, his
network, and can send and receive messages to them through hands, his eyes. He was driven on his knees to the foot of a bed, that
various means, even over great distances. bloodstained bed. A baby howled into a grave silence. No, not again.
Pact Magic. Garrin uses Charisma as his spellcasting ability “Filna,” he murmured.
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the When he awoke, he’d forgotten her face.
following spells: Outside, a magpie chattered. In the depths of his mind, a fresh peal
Cantrips: Blade Ward, Eldrich Blast, Poison Spray of laughter.
2nd level, 2/day: Armor of Agathys , Burning Hands,
Command, Hellish Rebuke, Scorching Ray.
Otherworldly Patron (The Fiend). Garrin’s fiendish patron
gives him access to the spells Burning Hands and Command.
Dark One’s Blessing. When Garrin reduces a hostile creature to
0 hit points, he gains 9 temporary hit points.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).
Agonizing Blast. Garrin adds +4 damage to his Eldrich Blast
spells on a hit.
Eyes of the Rune Keeper. Garrin can read all writing.
Actions
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 0) piercing damage.
Pact Flail. Melee Weapon Attack: +2 to hit, reach 5ft, one creature.
Hit: 5 (1d8 + 0) bludgeoning damage .
Weapons, Armor & Items
Ragged Fine Clothes, Studded Leather, Orb of The Voice, Dagger,
Lock of Hair, 10gp

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Garrin Ashcopse (level 8) Actions


Small Humanoid (Lightfoot Halfling), Chaotic Evil Thirsting Blade. Garrin can attack twice with his Pact Flail with
Class Warlock (lvl 8) Armor Class 13 (Std. Leather) each Attack action
Background Criminal Hit Points 51 (8d8+8) Pact Flail. Melee Weapon Attack: +3 to hit, reach 5ft, one creature.
Occupation Crime Baron Speed 25 ft. Hit: 5 (1d8 + 0) bludgeoning damage .
STR DEX CON INT WIS CHA Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 20 (+5) Hit: 3 (1d4 + 0) piercing damage.
Saving Throws Wisdom +4, Charisma +8 Weapons, Armor & Items
Skills Arcana +5, Deception +8, Religion +5, Stealth +3, Ragged Fine Clothes, Studded Leather, Orb of The Voice, Dagger,
Dragonchess, Thieves’ Tools Lock of Hair, 15gp
Senses Passive Perception 11
Languages Common, Halfling
Challenge 3 (700 XP)
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or Garrin in Your Game
saving throw, he can reroll the die and must use the new roll.
Consumed as he is with gathering magical items, Garrin has
Brave. Garrin has advantage on saving throws against no real reason to take interest in the party unless they interfere
being frightened. with his plans. He could however, through representatives, take
Halfling Nimbleness. Garrin can move through the space of any on the role of a patron, sending the party out to collect items
creature that is a size larger than him. for him, whether that’s a dungeon delve or a trade negotiation.
Naturally Stealthy. Garrin can attempt to hide even when he is Should the party get on the wrong side of him though (which
obscured only by a creature that is at least one size larger than him. is an easy thing to do, given his temperament), Garrin is a
Criminal Contact. Garrin has a contact in the criminal fearsome and unstable adversary who will stop at nothing to get
network, and can send and receive messages to them through even.
various means, even over great distances. Quest Hook. Garrin wants an artefact recovered from a tiefling
Pact Magic. Garrin uses Charisma as his spellcasting ability thief who stole it from his quarters in the dead of night. He has
(Spell Save DC 16, +8 to hit with spell attacks). He may cast the enough of a description for the player characters to eventually
following spells: track down Criella (p. 26), but will they be able, or even willing,
Cantrips: Blade Ward, Eldrich Blast, Poison Spray to take her treasured key before she evades capture again?
4th level, 2/day: Armor of Agathys, Burning Hands, Command,
Fireball, Fire Shield, Hellish Rebuke, Scorching Ray, Stinking
Cloud, Wall of Fire.
Otherworldly Patron (The Fiend). Garrin’s fiendish patron
gives him access to the spells Burning Hands and Command.
Dark One’s Blessing. When Garrin reduces a hostile creature to
0 hit points, he gains 13 temporary hit points.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).
Dark One’s Own Luck. When Garrin makes an ability check or
a saving throw, he may add a d10 to the roll. He can do so after
the initial roll but before determining success or failure. Once he
uses this feature, he cannot use it again until he finishes a short
or long rest.
Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast
spells on a hit.
Eldrich Sight. Garrin can cast Detect Magic at will without
expending a spell slot.
Eyes of the Rune Keeper. Garrin can read all writing.

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Mystic Arcanum (Mass Suggestion). Garrin may cast Mass


Garrin Ashcopse (level 12) Suggestion as a 6th level spell once per day without expending a
Small Humanoid (Lightfoot Halfling), Chaotic Evil
spell slot.
Class Warlock (lvl 12) Armor Class 13 (Std. Leather) Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast
Background Criminal Hit Points 75 (12d8+12) spells on a hit.
Occupation Crime Baron Speed 25 ft.
Eldrich Sight. Garrin can cast Detect Magic at will without
STR DEX CON INT WIS CHA expending a spell slot.
10 (+0) 10 (+0) 13 (+1) 16 (+3) 12 (+1) 20 (+5) Eyes of the Rune Keeper. Garrin can read all writing.
Saving Throws Wisdom +5, Charisma +9 Lifedrinker. When Garrin hits a creature with his pact weapon,
Skills Arcana +7, Deception +9, Religion +7, Stealth +4, it takes 5 Necrotic damage
Dragonchess, Thieves’ Tools Repelling Blast. When Garrin hits a creature with Eldrich Blast,
Senses Passive Perception 11 he can push the target up to 10ft away
Languages Common, Halfling
Challenge 5 (1,800 XP) Actions
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or Thirsting Blade. Garrin can attack twice with his Pact Flail with
saving throw, he can reroll the die and must use the new roll. each Attack action
Brave. Garrin has advantage on saving throws against Pact Flail. Melee Weapon Attack: +4 to hit, reach 5ft, one creature.
being frightened. Hit: 5 (1d8 + 0) bludgeoning damage + 5 necrotic damage
Halfling Nimbleness. Garrin can move through the space of any Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
creature that is a size larger than him. Hit: 3 (1d4 + 0) piercing damage.
Naturally Stealthy. Garrin can attempt to hide even when he is
obscured only by a creature that is at least one size larger than him. Weapons, Armor & Items
Ragged Fine Clothes, Studded Leather, Orb of The Voice, Dagger,
Criminal Contact. Garrin has a contact in the criminal
Lock of Hair, 20gp
network, and can send and receive messages to them through
various means, even over great distances.
Pact Magic. Garrin uses Charisma as his spellcasting ability
(Spell Save DC 17, +9 to hit with spell attacks). He may cast the
following spells:
Cantrips: Blade Ward, Eldrich Blast, Poison Spray, True Strike
5th level, 3/day: Armor of Agathys, Burning Hands, Command,
Fireball, Fire Shield, Flame Strike, Hellish Rebuke, Scorching
Ray, Scrying, Stinking Cloud, Wall of Fire.
Otherworldly Patron (The Fiend). Garrin’s fiendish patron
gives him access to the spells Burning Hands and Command.
Dark One’s Blessing. When Garrin reduces a hostile creature to
0 hit points, he gains 17 temporary hit points.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).
Dark One’s Own Luck. When Garrin makes an ability check or
a saving throw, he may add a d10 to the roll. He can do so after
the initial roll but before determining success or failure. Once he
uses this feature, he cannot use it again until he finishes a short
or long rest.
Fiendish Resilience. When Garrin finishes a long or short
rest, he may choose a damage type. He gains resistance to that
damage type until he chooses a new one with this feature.
Damage from magical weapons or silver weapons overcomes
this resistance.

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Mystic Arcanum (Mass Suggestion, Forcecage, Feeblemind).


Garrin Ashcopse (level 16) Garrin may cast Mass Suggestion as a 6th level spell, Forcecage
Small Humanoid (Lightfoot Halfling), Chaotic Evil
as a 7th level spell, and Feeblemind as an 8th level spell once per
Class Warlock (lvl 16) Armor Class 13 (Std. Leather) day without expending a spell slot.
Background Criminal Hit Points 99 (16d8+16) Hurl through Hell. When Garrin hits a creature with an attack,
Occupation Crime Baron Speed 25 ft. he can instantly teleport that creature through the lower planes.
STR DEX CON INT WIS CHA The creature disappears and hurtles through a nightmarish
10 (+0) 10 (+0) 13 (+1) 18 (+4) 12 (+1) 20 (+5) landscape. At the end of Garrin’s next turn, the target returns
Saving Throws Wisdom +6, Charisma +10 to the space it previously occupied or the nearest unoccupied
Skills Arcana +9, Deception +10, Religion +9, Stealth +5, space. If the target is not a fiend it takes 60 (10d10) psychic
Dragonchess, Thieves’ Tools damage as it reels from its horrific experience. Once he uses this
Senses Passive Perception 11 feature, he cannot use it again until he finishes a long rest.
Languages Common, Halfling Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast
Challenge 6 (2,300 XP) spells on a hit.
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or Eldrich Sight. Garrin can cast Detect Magic at will without
saving throw, he can reroll the die and must use the new roll. expending a spell slot.
Brave. Garrin has advantage on saving throws against Eyes of the Rune Keeper. Garrin can read all writing.
being frightened. Lifedrinker. When Garrin hits a creature with his pact weapon,
Halfling Nimbleness. Garrin can move through the space of any it takes 5 Necrotic damage
creature that is a size larger than him. One with Shadows. When Garrin is in an area of dim light
Naturally Stealthy. Garrin can attempt to hide even when he is or darkness, he can use his action to become invisible until he
obscured only by a creature that is at least one size larger than him. moves or takes an action or reaction.
Criminal Contact. Garrin has a contact in the criminal Repelling Blast. When Garrin hits a creature with Eldrich Blast,
network, and can send and receive messages to them through he can push the target up to 10ft away
various means, even over great distances.
Actions
Pact Magic. Garrin uses Charisma as his spellcasting ability
(Spell Save DC 18, +10 to hit with spell attacks). He may cast the Thirsting Blade. Garrin can attack twice with his Pact Flail with
following spells: each Attack action
Cantrips: Blade Ward, Eldrich Blast, Poison Spray, True Strike. Pact Flail. Melee Weapon Attack: +5 to hit, reach 5ft, one creature.
5th level, 4/day: Armor of Agathys, Burning Hands, Command, Hit: 5 (1d8 + 0) bludgeoning damage + 5 necrotic damage.
Fear, Fireball, Fire Shield, Flame Strike, Hellish Rebuke, Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Scorching Ray, Scrying, Stinking Cloud, Vampiric Touch, Wall Hit: 3 (1d4 + 0) piercing damage.
of Fire. Weapons, Armor & Items
Dark One’s Blessing. When Garrin reduces a hostile creature to Ragged Fine Clothes, Studded Leather, Orb of The Voice, Dagger,
0 hit points, he gains 21 temporary hit points. Lock of Hair, 25gp
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).
Dark One’s Own Luck. When Garrin makes an ability check or
a saving throw, he may add a d10 to the roll. He can do so after
the initial roll but before determining success or failure. Once he
uses this feature, he cannot use it again until he finishes a short
or long rest.
Fiendish Resilience. When Garrin finishes a long or short
rest, he may choose a damage type. He gains resistance to that
damage type until he chooses a new one with this feature.
Damage from magical weapons or silver weapons overcomes
this resistance.

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Mystic Arcanum (Mass Suggestion, Forcecage, Feeblemind,


Garrin Ashcopse (level 20) Power Word Kill). Garrin may cast Mass Suggestion as a 6th
Small Humanoid (Lightfoot Halfling), Chaotic Evil
level spell, Forcecage as a 7th level spell, Feeblemind as an 8th
Class Warlock (lvl 20) Armor Class 13 (Std. Leather) level spell, and Power Word Kill as a 9th level spell once per day
Background Criminal Hit Points 123 (20d8+20) without expending a spell slot.
Occupation Crime Baron Speed 25 ft. Hurl through Hell. When Garrin hits a creature with an attack,
STR DEX CON INT WIS CHA he can instantly teleport that creature through the lower planes.
10 (+0) 10 (+0) 13 (+1) 20 (+5) 12 (+1) 20 (+5) The creature disappears and hurtles through a nightmarish
Saving Throws Wisdom +7, Charisma +11 landscape. At the end of Garrin’s next turn, the target returns
Skills Arcana +11, Deception +11, Religion +11, Stealth +6, to the space it previously occupied or the nearest unoccupied
Dragonchess, Thieves’ Tools space. If the target is not a fiend it takes 60 (10d10) psychic
Senses Passive Perception 11 damage as it reels from its horrific experience. Once he uses this
Languages Common, Halfling feature, he cannot use it again until he finishes a long rest.
Challenge 7 (2,900 XP) Eldritch Master. Garrin can spend one minute entreating his
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or patron to regain all his expended spell slots from his Pact Magic
saving throw, he can reroll the die and must use the new roll. feature. Once he regains spells this way he must take a long rest
before using this ability again.
Brave. Garrin has advantage on saving throws against
being frightened. Agonizing Blast. Garrin adds +5 damage to his Eldrich Blast
spells on a hit.
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him. Devil’s Sight. Garrin can see in magical and non-magical
darkness to a distance of 120ft
Naturally Stealthy. Garrin can attempt to hide even when he is
obscured only by a creature that is at least one size larger than him. Eldrich Sight. Garrin can cast Detect Magic at will without
expending a spell slot.
Criminal Contact. Garrin has a contact in the criminal
network, and can send and receive messages to them through Eyes of the Rune Keeper. Garrin can read all writing.
various means, even over great distances. Lifedrinker. When Garrin hits a creature with his pact weapon,
Pact Magic. Garrin uses Charisma as his spellcasting ability it takes 5 Necrotic damage
(Spell Save DC 19, +11 to hit with spell attacks). He may cast the One with Shadows. When Garrin is in an area of dim light
following spells: or darkness, he can use his action to become invisible until he
Cantrips: Blade Ward, Eldrich Blast, Poison Spray, True Strike. moves or takes an action or reaction.
5th level, 4/day: Armor of Agathys, Burning Hands, Command, Repelling Blast. When Garrin hits a creature with Eldrich Blast,
Enthrall, Fear, Fireball, Fire Shield, Flame Strike, Hellish Rebuke, he can push the target up to 10ft away
Ray of Enfeeblement, Scorching Ray, Scrying, Stinking Cloud, Actions
Vampiric Touch, Wall of Fire.
Dark One’s Blessing. When Garrin reduces a hostile creature to Thirsting Blade. Garrin can attack twice with his Pact Flail with
0 hit points, he gains 25 temporary hit points. each Attack action
Pact of the Blade (Flail). Garrin can use his action to create a Pact Flail. Melee Weapon Attack: +6 to hit, reach 5ft, one creature.
pact weapon in a free hand. He is proficient with the weapon Hit: 5 (1d8 + 0) bludgeoning damage + 5 necrotic damage.
and it counts as magical for the purposes of overcoming Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
resistances and immunities. The weapon disappears if it is more Hit: 3 (1d4 + 0) piercing damage.
than 5 ft. away from Garrin for more than one minute, if he dies Weapons, Armor & Items
or if he dismisses it (no action required). Ragged Fine Clothes, Studded Leather, Orb of The Voice, Dagger,
Dark One’s Own Luck. When Garrin makes an ability check or Lock of Hair, 30gp
a saving throw, he may add a d10 to the roll. He can do so after
the initial roll but before determining success or failure. Once he
uses this feature, he cannot use it again until he finishes a short
or long rest.
Fiendish Resilience. When Garrin finishes a long or short
rest, he may choose a damage type. He gains resistance to that
damage type until he chooses a new one with this feature.
Damage from magical weapons or silver weapons overcomes
this resistance.

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Ka’laera of Many Faces Overview


Medium Monstrosity (Shapechanger), Neutral Evil You have met Ka’Laera before; she was that beggar you threw a
coin to, the stuttering dwarven trader, the noble’s son returned
Class Rogue (lvl 1) Armor Class 13 (Leather)
from his travels. She was your trusted friend, or your father, or
Background Criminal Hit Points 8 (1d8+0) your lover. Most spies have a network—Ka’Laera is the network.
Occupation Spy Speed 30 ft.
Ka’Laera lives to exert power over those weaker than herself and
STR DEX CON INT WIS CHA revels in the destruction and humiliation of any who have wronged
8 (–1) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 17 (+3) her. She sees any attack on her employer’s interests as a personal
Saving Throw Dexterity +4, Intelligence +3 slight, and any long term plans are put on hold to systematically
Skills Acrobatics +4, Deception +7, Insight +6, Perception +4, and brutally tear apart the lives of those responsible.
Sleight of Hand +4, Stealth +4, Dragonchess, Thieves’ Tools Ka’Laera’s primary weapon is fear; she spreads rumors amongst
Senses Passive Perception 14 her various personas, letting it be known that she is in the city,
Languages Common, Elven, Dwarven, Thieves’ Cant and could be anywhere. Overtime, this creates an environment of
Challenge 1/2 (100 XP) paranoia, where no one truly trusts anyone, and no coordinated
Change Shape. Ka’laera can use her action to polymorph response can be formulated for the schemes of her employer.
into a small or medium humanoid she’s seen or back into Personality Traits
her true form. Her statistics, other than her size, are the
“Your life is a tool I can use. Your face is a mask I can
same. Any equipment she is wearing or carrying isn’t
wear. Your ownership is irrelevant.” A narcissist, despite
transformed. She reverts to her true form if she dies.
spending no time in her true form, Ka’Laera’s life
Read Thoughts. Ka’laera can read the surface revolves around herself. The lives of others are
thoughts of one creature within 60 feet. The effect meaningless; the world is her plaything.
can penetrate barriers, but 3 feet of wood or dirt,
2 feet of stone, 2 inches of metal, or a thin sheet Ideals
of lead blocks it. While the target is in range, “When you look up at me from the gutter, you will
she can continue reading thoughts as long as her know that I am better than you.” Ka’Laera lives to
concentration isn’t broken. While doing so, she bring others down, for her boot on another’s throat
has advantage on Deception, Intimidation, and that final barbed jibe.
Insight, and Persuasion checks against
the target. Bonds
Ambusher. Ka’Laera has advantage on “I’ll serve my master unflinchingly. As long as it serves
attack rolls against any creature she has surprised. me.” Ka’Laera is talented and cruel, but she’s not a
planner. To truly enjoy herself, she wants someone to
Criminal Contact. Ka’Laera has a contact in the channel her malevolence in the right direction.
criminal network, and can send and receive messages
to them through various means, even over Flaws
great distances. “Lose your power, lose me.” Ka’Laera respects and
Expertise (Deception, Insight). Ka’laera adds serves only the wealthy, influential and strong. She
double her proficiency bonus to skill checks she chooses employers carefully, and should they fall
has expertise with. short of her exacting standards, won’t be around to
Sneak Attack (+1d6). Once per turn, Ka’Laera can pick up the pieces of their fallen empire.
deal an extra 1d6 damage to one creature she hits
Roleplaying Ka’laera
with an attack if she has advantage on the attack roll. The
attack must use a finesse or ranged weapon. She doesn’t need When the going is good, Ka’Laera has a near fanatical loyalty
advantage on the attack roll if another enemy of the target is to her employer; she cannot be threatened, reasoned with or
bribed. She’d rather die than let another have power over her,
within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t
but if she senses weakness, compassion or is offered a bribe, she
have disadvantage on the attack roll.
will readily give up false information (as disastrously wrong as
Actions possible) and escape at the first opportunity.
Those who cross her or her employer will be attacked in the most
Two-Weapon Fighting. When Ka’Laera makes an attack with her
personally damaging way possible; Ka’Laera has no sense of honor,
Shortsword, she may also attack with her Sickle as a bonus action,
and no compunctions about threatening or harming innocents if it
but gains no bonus to the damage roll
will help her get to her target.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 2) piercing damage. “All you have left now are memories. Meddle in my affairs again
and you won’t even have those.”
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 2) slashing damage.
Weapons, Armor & Items
Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor,
Thieves’ Tools, Book of Blackmail and a False Copy, 15sp, 4gp

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Ka’laera of Many Faces (level 4) Actions


Medium Monstrosity (Shapechanger), Neutral Evil Two-Weapon Fighting. When Ka’Laera makes an attack with her
Class Rogue (lvl 4) Armor Class 13 (Leather) Shortsword, she may also attack with her Sickle as a bonus action,
Background Criminal Hit Points 23 (4d8+0) but gains no bonus to the damage roll
Occupation Spy Speed 30 ft. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 18 (+4) Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 2) slashing damage.
Saving Throw Dexterity +4, Intelligence +3
Skills Acrobatics +4, Deception +8, Insight +6, Perception +4, Weapons, Armor & Items
Sleight of Hand +4, Stealth +4, Dragonchess, Thieves’ Tools Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor,
Senses Passive Perception 14 Thieves’ Tools, BBook of Blackmail and a False Copy, 30sp, 8gp
Languages Common, Elven, Dwarven, Thieves’ Cant
Challenge 1 (200 XP)
Change Shape. Ka’laera can use her action to polymorph into
Find the Lady
a small or medium humanoid she’s seen or back into her true
form. Her statistics, other than her size, are the same. Any “Friends,” began Clever Ivan, “you know why we are here. We
equipment she is wearing or carrying isn’t transformed. She have a mutual problem, and we’re only going to solve-”
reverts to her true form if she dies. “I ain’t your friend, Ivan,” cut in Skinner.
Read Thoughts. Ka’laera can read the surface thoughts of one “Let the man speak,” said The Smoothchin.
creature within 60 feet. The effect can penetrate barriers, but They were an unlikely trio; the paunchy, middle-aged man, the
3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a twitchy, rapier-thin elf woman, and the beardless dwarf, leaning in
thin sheet of lead blocks it. While the target is in range, she around the small table in the tavern’s dingy private parlor. None of
can continue reading thoughts as long as her concentration them had touched the food.
isn’t broken. While doing so, she has advantage on Deception, “The face-changer. She’s a threat to our operations. All of
Intimidation, Insight, and Persuasion checks against the target. our operations,” his gaze lingered on Skinner, who met his eye
Ambusher. Ka’Laera has advantage on attack rolls against any defiantly. “If we can’t trust our men, we can’t do business, we get
creature she has surprised. eaten up from the inside, and the three of us end up in the gutter.”
Criminal Contact. Ka’Laera has a contact in the criminal “What are you suggesting?”
network, and can send and receive messages to them through “I’m suggesting we work together. An alliance of sorts. Keep an
various means, even over great distances. eye out for one another, wheedle out any... undesirables.”
Expertise (Deception, Insight). Ka’laera adds double her “’Keep an eye out’? That’s your plan?” Skinner was on her feet.
proficiency bonus to skill checks she has expertise with. “How about I gut you here and now for wasting my time?”
Sneak Attack (+2d6). Once per turn, Ka’Laera can deal an extra “Calm yourself, girl.” When The Smoothchin talked, most
2d6 damage to one creature she hits with an attack if she has people listened.
advantage on the attack roll. The attack must use a finesse or “I don’t want her watched, I want her dead,” the elf slammed
ranged weapon. She doesn’t need advantage on the attack roll if her dagger deep into the table, “Don’t bother me again until you’re
another enemy of the target is within 5 feet of it, that enemy isn’t ready for a war.”
incapacitated, and she doesn’t have disadvantage on the
The remaining pair watched her leave the room in silence.
attack roll.
“You’re right, Ivan,” The Smoothchin said, turning back, “we
Cunning Action. On her turn, as a bonus action, Ka’Laera can
band together or we’re wiped out separately.”
take a Dash, Dodge, Disengage, or Hide action.
“I couldn’t agree more,” replied Ka’Laera, as she plunged
Fast Hands. Ka’Laera can use her Cunning Action to make a
Skinner’s knife between his ribs.
Sleight of Hand check, use her thieves’ tools to disarm a trap or
open a lock, or take the Use an Object action. Skinner’s little tantrum was expected; she would go on to decimate
her own gang, mad with suspicion and paranoia - Ka’Laera would
Second-Story Work. Ka’Laera can climb without expending
make sure of it. Clever Ivan would be found dead in this parlor
extra movement. In addition, when she makes a running jump,
(as soon as she could move his body there) slain, it would seem,
the distance she covers increases by 2 ft.
by The Smoothchin, before he too met his own ugly end. Using
Skinner’s knife for the dwarf was an unexpected bonus. Soon, all
three gangs would collapse from increasing pressure without and
within, and Ka’Laera could sit back and watch the curtain fall.
Meanwhile, her employer could continue his expansion
unimpeded...

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Ka’laera of Many Faces (level 8) Actions


Medium Monstrosity (Shapechanger), Neutral Evil Two-Weapon Fighting. When Ka’Laera makes an attack with her
Class Rogue (lvl 8) Armor Class 14 (Leather) Shortsword, she may also attack with her Sickle as a bonus action,
Background Criminal Hit Points 43 (8d8+0) but gains no bonus to the damage roll
Occupation Spy Speed 30 ft. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 7 (1d6 + 3) piercing damage.
STR DEX CON INT WIS CHA
8 (–1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 19 (+4) Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 6 (1d4 + 3) slashing damage.
Saving Throw Dexterity +6, Intelligence +4
Skills Acrobatics +6, Deception +10, Insight +8, Perception +5, Weapons, Armor & Items
Sleight of Hand +9, Stealth +9, Dragonchess, Thieves’ Tools Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor,
Senses Passive Perception 15 Thieves’ Tools, Book of Blackmail and a False Copy, 60sp, 20gp
Languages Common, Elven, Dwarven, Thieves’ Cant
Challenge 2 (450 XP)
Change Shape. Ka’laera can use her action to polymorph into
a small or medium humanoid she’s seen or back into her true Ka’Laera in Your Game
form. Her statistics, other than her size, are the same. Any
equipment she is wearing or carrying isn’t transformed. She Ka’Laera doesn’t have the big-picture thinking to be a main
reverts to her true form if she dies. adversary in a campaign, but she can be a potent secondary
threat nonetheless. She could be any (or all) of the NPCs in
Read Thoughts. Ka’laera can read the surface thoughts of one
a quest line that the players interact with. If her existence is
creature within 60 feet. The effect can penetrate barriers, but
unknown, the players could be easily duped. If, however, they
3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a
are aware that anyone could potentially be the shape-changer,
thin sheet of lead blocks it. While the target is in range, she
mistrust might influence, or even sully, interactions. With
can continue reading thoughts as long as her concentration
Ka’Laera around, the party should never feel entirely safe.
isn’t broken. While doing so, she has advantage on Deception,
Intimidation, Insight, and Persuasion checks against the target. Quest Hook. During the night, one of the player characters is
replaced by Ka’Laera. The character is being kept alive so she can
Ambusher. Ka’Laera has advantage on attack rolls against any
study them and perfect her performance, so it is up to the others
creature she has surprised.
to rescue them, assuming they see through the deception. You
Criminal Contact. Ka’Laera has a contact in the criminal could privately talk to the player in question about Ka’Laera’s
network, and can send and receive messages to them through motivations, adding an interesting extra dimension for the
various means, even over great distances. player to roleplay.
Expertise (Deception, Insight, Sleight of Hand, Stealth).
Ka’laera adds double her proficiency bonus to skill checks she
has expertise with.
Sneak Attack (+4d6). Once per turn, Ka’Laera can deal an extra
4d6 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, Ka’Laera can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Ka’Laera 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. Ka’Laera can climb without expending
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 3 ft.
Uncanny Dodge. When Ka’Laera 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 Ka’Laera 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.

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Supreme Sneak. Ka’Laera has advantage on Stealth checks if she


Ka’laera of Many Faces (level 12) moves no more than half her speed on the same turn.
Medium Monstrosity (Shapechanger), Neutral Evil
Reliable Talent. When Ka’Laera makes an ability check that lets
Class Rogue (lvl 12) Armor Class 15 (Leather) her add her proficiency bonus she can treat a d20 roll of a 9 or
Background Criminal Hit Points 63 (12d8+0) lower as a 10.
Occupation Spy Speed 30 ft.
STR DEX CON INT WIS CHA
Actions
8 (–1) 19 (+4) 10 (+0) 12 (+1) 14 (+2) 20 (+5) Two-Weapon Fighting. When Ka’Laera makes an attack with her
Saving Throw Dexterity +8, Intelligence +5 Shortsword, she may also attack with her Sickle as a bonus action,
Skills Acrobatics +8, Deception +13, Insight +10, Perception +6, but gains no bonus to the damage roll
Sleight of Hand +12, Stealth +12, Dragonchess, Thieves’ Tools Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses Passive Perception 16 creature. Hit: 8 (1d6 + 4) piercing damage.
Languages Common, Elven, Dwarven, Thieves’ Cant Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Challenge 3 (700 XP) Hit: 7 (1d4 + 4) slashing damage.
Change Shape. Ka’laera can use her action to polymorph into Weapons, Armor & Items
a small or medium humanoid she’s seen or back into her true Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor,
form. Her statistics, other than her size, are the same. Any Thieves’ Tools, Book of Blackmail and a False Copy, 80sp, 50gp
equipment she is wearing or carrying isn’t transformed. She
reverts to her true form if she dies.
Read Thoughts. Ka’laera can read the surface thoughts of one
creature within 60 feet. The effect can penetrate barriers, but
3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a
thin sheet of lead blocks it. While the target is in range, she
can continue reading thoughts as long as her concentration
isn’t broken. While doing so, she has advantage on Deception,
Intimidation, Insight, and Persuasion checks against the target.
Ambusher. Ka’Laera has advantage on attack rolls against any
creature she has surprised.
Criminal Contact. Ka’Laera has a contact in the criminal
network, and can send and receive messages to them through
various means, even over great distances.
Expertise (Deception, Insight, Sleight of Hand, Stealth).
Ka’laera adds double her proficiency bonus to skill checks she
has expertise with.
Sneak Attack (+6d6). Once per turn, Ka’Laera can deal an extra
6d6 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, Ka’Laera can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Ka’Laera 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. Ka’Laera can climb without expending
extra movement. In addition, when she makes a running jump,
the distance she covers increases by 4 ft.
Uncanny Dodge. When Ka’Laera 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 Ka’Laera 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.

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Fast Hands. Ka’Laera can use her Cunning Action to make a


Ka’laera of Many Faces (level 16) Sleight of Hand check, use her thieves’ tools to disarm a trap or
Medium Monstrosity (Shapechanger), Neutral Evil
open a lock, or take the Use an Object action.
Class Rogue (lvl 16) Armor Class 16 (Leather) Second-Story Work. Ka’Laera can climb without expending
Background Criminal Hit Points 83 (16d8+0) extra movement. In addition, when she makes a running jump,
Occupation Spy Speed 30 ft. the distance she covers increases by 5 ft.
STR DEX CON INT WIS CHA Uncanny Dodge. When Ka’Laera is hit with an attack from an
8 (–1) 20 (+5) 10 (+0) 12 (+1) 15 (+2) 20 (+5) attacker that she can see, she can use her reaction to halve the
Saving Throw Dexterity +10, Intelligence +6, Wisdom +7 attack’s damage.
Skills Acrobatics +10, Deception +15, Insight +12, Perception Evasion. When Ka’Laera is subjected to an effect that allows her
+7, Sleight of Hand +15, Stealth +15, Dragonchess, to make a Dexterity saving throw to only take half damage, she
Thieves’ Tools takes no damage on a successful saving throw and half damage
Senses Passive Perception 17 on a failed one.
Languages Common, Elven, Dwarven, Thieves’ Cant Supreme Sneak. Ka’Laera has advantage on Stealth checks if she
Challenge 5 (1,800 XP) moves no more than half her speed on the same turn.
Change Shape. Ka’laera can use her action to polymorph into Reliable Talent. When Ka’Laera makes an ability check that lets
a small or medium humanoid she’s seen or back into her true her add her proficiency bonus she can treat a d20 roll of a 9 or
form. Her statistics, other than her size, are the same. Any lower as a 10.
equipment she is wearing or carrying isn’t transformed. She Use Magic Device. Ka’Laera ignores all class, race, and level
reverts to her true form if she dies. requirements for the use of magic items.
Read Thoughts. Ka’laera can read the surface thoughts of one Blindsense. If Ka’Laera is able to hear, she is aware of the
creature within 60 feet. The effect can penetrate barriers, but location of any hidden or invisible creatures within 10 feet
3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a of her.
thin sheet of lead blocks it. While the target is in range, she
can continue reading thoughts as long as her concentration Actions
isn’t broken. While doing so, she has advantage on Deception,
Two-Weapon Fighting. When Ka’Laera makes an attack with her
Intimidation, Insight, and Persuasion checks against the target.
Shortsword, she may also attack with her Sickle as a bonus action,
Ambusher. Ka’Laera has advantage on attack rolls against any but gains no bonus to the damage roll
creature she has surprised.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Criminal Contact. Ka’Laera has a contact in the criminal creature. Hit: 9 (1d6 + 5) piercing damage.
network, and can send and receive messages to them through
Sickle. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
various means, even over great distances.
Hit: 8 (1d4 + 5) slashing damage.
Expertise (Deception, Insight, Sleight of Hand, Stealth).
Ka’Laera adds double her proficiency bonus to skill checks she Weapons, Armor & Items
has expertise with. Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor,
Sneak Attack (+8d6). Once per turn, Ka’Laera can deal an extra Thieves’ Tools, Book of Blackmail and a False Copy, 150sp, 130gp
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, Ka’Laera can
take a Dash, Dodge, Disengage, or Hide action.

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Supreme Sneak. Ka’Laera has advantage on Stealth checks if she


Ka’laera of Many Faces (level 20) moves no more than half her speed on the same turn.
Medium Monstrosity (Shapechanger), Neutral Evil
Reliable Talent. When Ka’Laera makes an ability check that lets
Class Rogue (lvl 20) Armor Class 16 (Leather) her add her proficiency bonus she can treat a d20 roll of a 9 or
Background Criminal Hit Points 103 (20d8+0) lower as a 10.
Occupation Spy Speed 30 ft.
Use Magic Device. Ka’Laera ignores all class, race, and level
STR DEX CON INT WIS CHA requirements for the use of magic items.
8 (–1) 20 (+5) 10 (+0) 12 (+1) 17 (+3) 20 (+5) Blindsense. If Ka’Laera is able to hear, she is aware of the
Saving Throw Dexterity +11, Intelligence +7, Wisdom +9 location of any hidden or invisible creatures within 10 feet
Skills Acrobatics +11, Deception +17, Insight +15, Perception of her.
+9, Sleight of Hand +17, Stealth +17, Dragonchess, Thief ’s Reflexes. Ka’Laera can take two turns during the first
Thieves’ Tools round of any combat. She takes her first turn at her normal
Senses Passive Perception 19 initiative, and her second turn at her initiative minus 10. She
Languages Common, Elven, Dwarven, Thieves’ Cant can’t use this feature when she is surprised.
Challenge 6 (2,300 XP) Elusive. No attack roll can have advantage against Ka’Laera
Change Shape. Ka’laera can use her action to polymorph into unless she is incapacitated.
a small or medium humanoid she’s seen or back into her true Stroke of Luck. If Ka’Laera’s attack misses a target within range,
form. Her statistics, other than her size, are the same. Any she can turn the miss into a hit. Alternatively, if she fails an
equipment she is wearing or carrying isn’t transformed. She ability check, she can treat the d20 roll as a 20. Once she uses
reverts to her true form if she dies. this feature she cannot use it again until she finishes a short or
Read Thoughts. Ka’laera can read the surface thoughts of one long rest.
creature within 60 feet. The effect can penetrate barriers, but
3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a Actions
thin sheet of lead blocks it. While the target is in range, she Two-Weapon Fighting. When Ka’Laera makes an attack with her
can continue reading thoughts as long as her concentration Shortsword, she may also attack with her Sickle as a bonus action,
isn’t broken. While doing so, she has advantage on Deception, but gains no bonus to the damage roll
Intimidation, Insight, and Persuasion checks against the target.
Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Ambusher. Ka’Laera has advantage on attack rolls against any creature. Hit: 9 (1d6 + 5) piercing damage.
creature she has surprised.
Sickle. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Criminal Contact. Ka’Laera has a contact in the criminal Hit: 8 (1d4 + 5) slashing damage.
network, and can send and receive messages to them through
various means, even over great distances. Weapons, Armor & Items
Expertise (Deception, Insight, Sleight of Hand, Stealth). Shortsword, Sickle, 5 vials of Drow Poison, Leather Armor,
Ka’Laera adds double her proficiency bonus to skill checks she Thieves’ Tools, Book of Blackmail and a False Copy, 200sp, 170gp
has expertise with.
Sneak Attack (+10d6). Once per turn, Ka’Laera can deal an
extra 10d6 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, Ka’Laera can
take a Dash, Dodge, Disengage, or Hide action.
Fast Hands. Ka’Laera 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. Ka’Laera 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 Ka’Laera 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 Ka’Laera 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.

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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.

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Mal Addik (level 4) Weapons, Armor & Items


Medium Humanoid (Human), Lawful Evil Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden
Class Ranger (lvl 4) Armor Class 16 (Scale) Wrist Blade, 3gp, 18sp, 22cp
Background Criminal (18 w/shield)
Occupation Sellsword Hit Points 32 (4d10+4) Shortcut
Speed 30 ft. Mal eyed the steep, slick, clay walls on either side of the road and
STR DEX CON INT WIS CHA the thick pine forest beyond, half-squinting through the driving
18 (+4) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 9 (–1) rain. The perfect spot for an ambush.
Saving Throws Strength +6, Dexterity +4 “Slow going,” shouted the leader of the militia group, “I had hoped
Skills Athletics +6, Deception +1, Perception +4, Stealth +4, to be there by now.”
Survival +4, Playing Cards, Thieves’ Tools The self-important captain, his quilted doublet now sodden and
Senses Passive Perception 14 his shining medals now caked in mud from a fall, had been loudly
Languages Common, Elven complaining to his men since they had left town. They were taking
Challenge 2 (450 XP) too long. The road was too rough. The rain.
Criminal Contact. Mal has a contact in the criminal network, “I didn’t build the road,” Mal said sharply, “nor do I control the
and can send and receive messages to them through various weather of the world. You hired me to guide you but, if you feel
means, even over great distances. you know better, by all means lead on.”
Favored Enemy (Humans, Elves). Mal has advantage on “If memory serves, it was you who approached us. I was happy to
survival checks made when tracking his favored enemies, as well take my men down the West Road-“
as advantage on Intelligence checks to recall information “The West Road would take you twice as long. Rain doesn’t care
about them. what road you take.”
Natural Explorer (Grasslands). Mal is particularly adept at The puffed-up little popinjay was getting unbearable. Mal found
traversing his favored terrain and may double his proficiency himself looking up the banks again. It really is the perfect spot.
bonus when making Intelligence or Wisdom checks about “Well, how much longer?”
such areas. In favored terrain, difficult terrain doesn’t slow his
Was it his imagination, or did Mal hear a twig crack above?
group’s travel, his group can’t get lost except by magical means,
he can engage in another activity such as foraging or tracking “Not far at all now.” Important to stay calm, don’t cause a panic.
and remain alert to danger, he can move stealthily at a normal A piercing whistle cut through the rain, and a dozen figures
pace if traveling alone, finds twice as much food as normal while appeared on the banks surrounding them, arrows nocked and
foraging, and when tracking other creatures, he learns their bows drawn.
exact number, sizes, and how long ago they passed through The captain sputtered, looking imploringly at Mal for any kind
the area. of guidance.
Fighting Style (Dueling). When using a melee weapon in one “This is where our journey ends, captain,” said Mal, taking a few
hand and no other weapons, Mal deals +2 damage with it. steps away from the stunned militia and signaling to his men to
Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell loose, “should’ve taken the West Road.”
Save DC 12, +4 to hit with spell attacks). He may cast the
following spells:
1st level, 3/day: Alarm, Cure Wounds, Hunter’s Mark
Primeval Awareness. Mal may use his action and expend
one ranger spell slot to focus on the region around him. For 1
minute per level of the spell expended he can sense whether
there are any aberrations, celestials, dragons, elementals, fey,
fiends or undead within a mile of his current location. (6 miles if
in favored terrain.)
Colossus Slayer. Once per turn, when Mal deals damage to a
creature that is below its hit point maximum, he can deal an
additional 1d8 damage.
Actions
Longsword. Melee Weapon Attack (Versatile): +6 to hit, reach 5 ft.,
one creature. Hit: 11 / 12 (1d8 / 1d10 + 6) slashing damage.
Shortbow. Ranged Weapon Attack +4 to hit, range 80/320, one
creature. Hit 6 (1d6 +2) piercing damage.

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Mal Addik (level 8) Actions


Medium Humanoid (Human), Lawful Evil Extra Attack. Mal can attack twice with each Attack action.
Class Ranger (lvl 8) Armor Class 16 (Scale) Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 ft.,
Background Criminal (18 w/shield) one creature. Hit: 12 / 13 (1d8 / 1d10 + 7) slashing damage.
Occupation Sellsword Hit Points 60 (8d10+8) Shortbow. Ranged Weapon Attack +5 to hit, range 80/320, one
Speed 30 ft. creature. Hit 6 (1d6 +2) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
20 (+5) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 9 (–1) Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden
Saving Throws Strength +8, Dexterity +5 Wrist Blade, 15gp, 25sp, 22cp
Skills Athletics +8, Deception +2, Perception +5, Stealth +5,
Survival +5, Playing Cards, Thieves’ Tools
Senses Passive Perception 15 Mal in Your Game
Languages Common, Dwarven, Elven
Challenge 4 (1,100 XP) Mal may be found in any place that has a place to sit down and
Criminal Contact. Mal has a contact in the criminal network, something strong to drink. While he is not the most sociable
and can send and receive messages to them through various of folk, he would not be rude to the party for the sake of it, and
means, even over great distances. may even offer them work if they appear to be working against
the system of law he so despises. If the players cross or interfere
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has
with The Jackdaws, they could find themselves crossing blades
advantage on survival checks made when tracking his favored
with the hands-on leader of the gang.
enemies, as well as advantage on Intelligence checks to recall
information about them. Quest Hook. Mal needs intel on the city guard’s armory, both
to deprive his enemies of equipment and to outfit his own
Natural Explorer (Grasslands, Desert). Mal is particularly
men. This is particularly interesting if the guard is known to be
adept at traversing his favored terrain and may double his
corrupt; which evil does the party support?
proficiency bonus when making Intelligence or Wisdom checks
about such areas. In favored terrain, difficult terrain doesn’t
slow his group’s travel, his group can’t get lost except by magical
means, he can engage in another activity such as foraging or
tracking and remain alert to danger, he can move stealthily at
a normal pace if traveling alone, finds twice as much food as
normal while foraging, and when tracking other creatures, he
learns their exact number, sizes, and how long ago they passed
through the area.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Mal deals +2 damage with it.
Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell
Save DC 13, +5 to hit with spell attacks). He may cast each of the
following spells once:
1st level, 4/day: Alarm, Cure Wounds, Hunter’s Mark
2nd level, 3/day: Barkskin, Spike Growth
Primeval Awareness. Mal may use his action and expend
one ranger spell slot to focus on the region around him. For 1
minute per level of the spell expended he can sense whether
there are any aberrations, celestials, dragons, elementals, fey,
fiends or undead within a mile of his current location. (6 miles if
in favored terrain.)
Colossus Slayer. Once per turn, when Mal deals damage to a
creature that is below its hit point maximum, he can deal an
additional 1d8 damage.
Steel Will. Mal has advantage on saving throws against
being frightened.

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Land’s Stride. Mal can move through non-magical difficult


Mal Addik (level 12) terrain at the cost of no extra movement. He can pass through
Medium Humanoid (Human), Lawful Evil
non-magical plants without being slowed by them and without
Class Ranger (lvl 12) Armor Class 16 (Scale) taking damage from them if they have spines or a similar hazard.
Background Criminal (18 w/shield) In addition, he has advantage on saving throws against magical
Occupation Sellsword Hit Points 100 (12d10+24) plants or are magically manipulated to impede him.
Speed 30 ft. Hide in Plain Sight. Mal may spend 1 minute creating
STR DEX CON INT WIS CHA camouflage for himself. He must have access to fresh mud, dirt,
20 (+5) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 9 (–1) plants, soot, or other naturally occurring materials with which to
create his camouflage. Once Mal is camouflaged in this way he
Saving Throws Strength +9, Dexterity +6
gains +10 to his Stealth checks as long as he remains stationary
Skills Athletics +9, Deception +3, Perception +6, Stealth +6,
without taking actions. Once he moves or takes an action or
Survival +6, Playing Cards, Thieves’ Tools
reaction he must camouflage himself again to gain this benefit
Senses Passive Perception 16
Languages Common, Dwarven, Elven Whirlwind Attack. Mal can use his action to attack any number
Challenge 5 (1,800 XP) of creatures within 5 ft. of him, with a separate attack roll for
Criminal Contact. Mal has a contact in the criminal network, each creature.
and can send and receive messages to them through various Actions
means, even over great distances.
Extra Attack. Mal can attack twice with each Attack action.
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has
advantage on survival checks made when tracking his favored Longsword. Melee Weapon Attack (Versatile): +9 to hit, reach 5 ft.,
enemies, as well as advantage on Intelligence checks to recall one creature. Hit: 12 / 13 (1d8 / 1d10 + 7) slashing damage.
information about them. Shortbow. Ranged Weapon Attack +6 to hit, range 80/320, one
Natural Explorer (Grasslands, Desert, Mountins). Mal is creature. Hit 6 (1d6 +2) piercing damage.
particularly adept at traversing his favored terrain and may Weapons, Armor & Items
double his proficiency bonus when making Intelligence or Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden
Wisdom checks about such areas. In favored terrain, difficult Wrist Blade, 60gp, 50sp
terrain doesn’t slow his group’s travel, his group can’t get lost
except by magical means, he can engage in another activity
such as foraging or tracking and remain alert to danger, he can
move stealthily at a normal pace if traveling alone, finds twice as
much food as normal while foraging, and when tracking other
creatures, he learns their exact number, sizes, and how long ago
they passed through the area.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Mal deals +2 damage with it.
Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell
Save DC 14, +6 to hit with spell attacks). He may cast each of the
following spells once:
1st level, 4/day: Alarm, Cure Wounds, Hunter’s Mark
2nd level, 3/day: Barkskin, Spike Growth
3rd level, 3/day: Conjure Animals, Plant Growth
Primeval Awareness. Mal may use his action and expend
one ranger spell slot to focus on the region around him. For 1
minute per level of the spell expended he can sense whether
there are any aberrations, celestials, dragons, elementals, fey,
fiends or undead within a mile of his current location. (6 miles if
in favored terrain.)
Colossus Slayer. Once per turn, when Mal deals damage to a
creature that is below its hit point maximum, he can deal an
additional 1d8 damage.
Steel Will. Mal has advantage on saving throws against
being frightened.

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Land’s Stride. Mal can move through non-magical difficult


Mal Addik (level 16) terrain at the cost of no extra movement. He can pass through
Medium Humanoid (Human), Lawful Evil
non-magical plants without being slowed by them and without
Class Ranger (lvl 16) Armor Class 16 (Scale) taking damage from them if they have spines or a similar hazard.
Background Criminal (18 w/shield) In addition, he has advantage on saving throws against magical
Occupation Sellsword Hit Points 148 (16d10+48) plants or are magically manipulated to impede him.
Speed 30 ft. Hide in Plain Sight. Mal may spend 1 minute creating
STR DEX CON INT WIS CHA camouflage for himself. He must have access to fresh mud, dirt,
20 (+5) 15 (+2) 16 (+3) 12 (+1) 14 (+2) 9 (–1) plants, soot, or other naturally occurring materials with which to
create his camouflage. Once Mal is camouflaged in this way he
Saving Throws Strength +10, Dexterity +7
gains +10 to his Stealth checks as long as he remains stationary
Skills Athletics +10, Deception +4, Perception +7, Stealth +7,
without taking actions. Once he moves or takes an action or
Survival +7, Playing Cards, Thieves’ Tools
reaction he must camouflage himself again to gain this benefit
Senses Passive Perception 17
Languages Common, Dwarven, Elven Whirlwind Attack. Mal can use his action to attack any number
Challenge 7 (2,900 XP) of creatures within 5 ft. of him, with a separate attack roll for
Criminal Contact. Mal has a contact in the criminal network, each creature.
and can send and receive messages to them through various Vanish. Mal can use the Hide action as a bonus action on his
means, even over great distances. turn. Also he can’t be tracked by non-magical means unless he
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has chooses to leave a trail.
advantage on survival checks made when tracking his favored Uncanny Dodge. When Mal is hit with an attack from an
enemies, as well as advantage on Intelligence checks to recall attacker that he can see, he can use his reaction to halve the
information about them. attack’s damage.
Natural Explorer (Grasslands, Desert, Mountain). Mal is Actions
particularly adept at traversing his favored terrain and may
double his proficiency bonus when making Intelligence or Extra Attack. Mal can attack twice with each Attack action.
Wisdom checks about such areas. In favored terrain, difficult Longsword. Melee Weapon Attack (Versatile): +10 to hit, reach 5
terrain doesn’t slow his group’s travel, his group can’t get lost ft., one creature. Hit: 12 / 13 (1d8 / 1d10 + 7) slashing damage.
except by magical means, he can engage in another activity Shortbow. Ranged Weapon Attack +7 to hit, range 80/320, one
such as foraging or tracking and remain alert to danger, he can creature. Hit 6 (1d6 +2) piercing damage.
move stealthily at a normal pace if traveling alone, finds twice as
much food as normal while foraging, and when tracking other Weapons, Armor & Items
creatures, he learns their exact number, sizes, and how long ago Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden
they passed through the area. Wrist Blade, 110gp, 115sp
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, Mal deals +2 damage with it.
Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell
Save DC 15, +7 to hit with spell attacks). He may cast each of the
following spells once:
1st level, 4/day: Alarm, Cure Wounds, Hunter’s Mark
2nd level, 3/day: Barkskin, Spike Growth
3rd level, 3/day: Conjure Animals , Plant Growth
4th level, 3/day: Grasping Vine, Stoneskin
Primeval Awareness. Mal may use his action and expend
one ranger spell slot to focus on the region around him. For 1
minute per level of the spell expended he can sense whether
there are any aberrations, celestials, dragons, elementals, fey,
fiends or undead within a mile of his current location. (6 miles if
in favored terrain.)
Colossus Slayer. Once per turn, when Mal deals damage to a
creature that is below its hit point maximum, he can deal an
additional 1d8 damage.
Steel Will. Mal has advantage on saving throws against
being frightened.

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Colossus Slayer. Once per turn, when Mal deals damage to a


Mal Addik (level 20) creature that is below its hit point maximum, he can deal an
Medium Humanoid (Human), Lawful Evil
additional 1d8 damage.
Class Ranger (lvl 20) Armor Class 16 (Scale) Steel Will. Mal has advantage on saving throws against
Background Criminal (18 w/shield) being frightened.
Occupation Sellsword Hit Points 204 (20d10+80) Land’s Stride. Mal can move through nonmagical difficult
Speed 30 ft. terrain at the cost of no extra movement. He can pass through
STR DEX CON INT WIS CHA nonmagical plants without being slowed by them and without
20 (+5) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 9 (–1) taking damage from them if they have spines or a similar hazard.
Saving Throws Strength +11, Dexterity +8 In addition, he has advantage on saving throws against magical
Skills Athletics +11, Deception +5, Perception +8, Stealth +8, plants or are magically manipulated to impede him.
Survival +7, Playing Cards, Thieves’ Tools Hide in Plain Sight. Mal may spend 1 minute creating
Senses Passive Perception 18 camouflage for himself. He must have access to fresh mud, dirt,
Languages Common, Dwarven, Elven plants, soot, or other naturally occurring materials with which to
Challenge 8 (3,900 XP) create his camouflage. Once Mal is camouflaged in this way he
Criminal Contact. Mal has a contact in the criminal network, gains +10 to his Stealth checks as long as he remains stationary
and can send and receive messages to them through various without taking actions. Once he moves or takes an action or
means, even over great distances. reaction he must camouflage himself again to gain this benefit
Favored Enemy (Humans, Elves, Dwarves, Halflings). Mal has Whirlwind Attack. Mal can use his action to attack any number
advantage on survival checks made when tracking his favored of creatures within 5 ft. of him, with a separate attack roll for
enemies, as well as advantage on Intelligence checks to recall each creature.
information about them. Vanish. Mal can use the Hide action as a bonus action on his
Natural Explorer (Grasslands, Desert, Mountain). Mal is turn. Also he can’t be tracked by nonmagical means unless he
particularly adept at traversing his favored terrain and may chooses to leave a trail.
double his proficiency bonus when making Intelligence or Uncanny Dodge. When Mal is hit with an attack from an
Wisdom checks about such areas. In favored terrain, difficult attacker that he can see, he can use his reaction to halve the
terrain doesn’t slow his group’s travel, his group can’t get lost attack’s damage.
except by magical means, he can engage in another activity Feral Senses. When Mal attacks a creature he can’t see, his
such as foraging or tracking and remain alert to danger, he can inability to see it doesn’t impose disadvantage on his attack
move stealthily at a normal pace if traveling alone, finds twice as roll against it. He is also aware of the location of any invisible
much food as normal while foraging, and when tracking other creature within 30 ft. of him, provided the creature is not hidden
creatures, he learns their exact number, sizes, and how long ago from him and he is not blinded of deafened
they passed through the area. Foe Slayer. Once per turn, Mal can add his Wisdom modifier to
Fighting Style (Dueling). When using a melee weapon in one the attack roll or the damage roll of an attack he makes against
hand and no other weapons, Mal deals +2 damage with it. one of his favored enemies. He can choose to use this feature
Spellcasting. Mal uses Wisdom as his spellcasting ability (Spell before or after the roll but before any effects of the roll
Save DC 16, +8 to hit with spell attacks). He may cast each of the are applied.
following spells once:
Actions
1st level, 4/day: Alarm, Cure Wounds, Hunter’s Mark
2nd level, 3/day: Barkskin, Spike Growth Extra Attack. Mal can attack twice with each Attack action.
3rd level, 3/day: Conjure Animals, Plant Growth Longsword. Melee Weapon Attack (Versatile): +11 to hit, reach 5
ft., one creature. Hit: 12 / 13 (1d8 / 1d10 + 7) slashing damage.
4th level, 3/day: Grasping Vine, Stoneskin
Shortbow. Ranged Weapon Attack +8 to hit, range 80/320, one
5th level, 2/day: Commune With Nature, Tree Stride
creature. Hit 6 (1d6 +2) piercing damage.
Primeval Awareness. Mal may use his action and expend
one ranger spell slot to focus on the region around him. For 1 Weapons, Armor & Items
minute per level of the spell expended he can sense whether Longsword, Shield, Shortbow, 20 Arrows, Scale Mail, Hidden
there are any aberrations, celestials, dragons, elementals, fey, Wrist Blade, 180gp, 150sp
fiends or undead within a mile of his current location. (6 miles if
in favored terrain.)

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Completely ruthless and clinical, she had no reservations


Nimh the Surgeon whatsoever when mortal representatives of the Demon Lord
Medium Humanoid (Tiefling), Lawful Evil
of the Afflicted appeared to her and offered her knowledge
Class Rogue (lvl 1) Armor Class 13 (Leather) beyond measure in exchange for what’s left of those who perish
Background Apothecary Hit Points 9 (1d8+1) on her table. To increase her body count, she now moonlights
Occupation Surgeon Speed 30 ft. as a backstreet surgeon, mostly for the less savory characters
STR DEX CON INT WIS CHA of the town, and can easily be persuaded to facilitate a ‘tragic
8 (–1) 15 (+2) 12 (+1) 15 (+2) 13 (+1) 12 (+1) complication’ if her patron would prefer the patient not make a full
recovery. After all, the necromancers get what they want and Nimh
Saving Throws Dexterity +4, Intelligence+4 can start a new ‘side-project’…
Skills Deception +5, Insight +3, Medicine +6, Persuasion +3,
Sleight of Hand +4, Stealth +4 Personality Traits
Senses Darkvision 60ft, Passive Perception 11 “Emotions cloud the mind. Logic fuels it.” Nimh doesn’t hate those
Languages Common, Infernal, Thieves’ Cant she kills, nor does she love what she does. Nimh approaches her
Challenge 1/4 (50 XP) work with cold, mechanical necessity.
Hellish Resistance. Nimh has resistance to fire.
Infernal Legacy. Nimh can cast the Thaumaturgy cantrip using Ideals
Charisma as her spellcasting modifier. “Life is learning. Everything has a lesson for those willing
Researcher. If Nimh is unable to recall a piece of lore, she to see it.” Nimh isn’t a sadist. She does what she does out
probably knows where the information can be found. of genuine inquisitiveness and a longing to learn more
about the world.
Expertise (Deception, Medicine). Nimh adds double her
proficiency bonus to skill checks she has expertise with. Bonds
Sneak attack (+1d6). Once per turn, Nimh can deal “So many people stumble through life with no
an extra 1d6 damage to one creature she hits with purpose. My subjects are lucky; they get to do
an attack if she has advantage on the attack roll. something of use as they die.” The high body count
The attack must use a finesse or ranged weapon. is a side-effect, not the aim. If Nimh’s research
She doesn’t need advantage on the attack roll if could be facilitated by just the one death then it
another enemy of the target is within 5 feet of it, would be so, for efficiency’s sake.
that enemy isn’t incapacitated, and she doesn’t
have disadvantage on the attack roll. Flaws
“People get in the way of my research. I’m better
Actions off without them.” Nimh’s only tie is to her work. She
Scalpel. Melee Weapon Attack: +4 to hit, recognizes that her methods are unusual and, even if
reach 5 ft., one creature. Hit: 5 (1d4 + it weren’t, having assistants would only mean having
2) slashing damage. to say her thoughts out loud, slowing the whole
process down.
Overview
Always fascinated, always reading, always learning; Roleplaying Nimh
Nimh was forever asking questions, finding out how Nimh is driven solely by the pursuit of
and why things worked, even as a child. The arthritic knowledge and has no sentiment, no empathy
dog of a neighbor mysteriously disappeared one and no moral compass; animals and humans
day and was found cut into neat pieces in the temple are meat. Although not a natural combatant,
grounds next to Nimh’s house. She had just wanted to she would not hesitate to kill to protect or further
know why it was broken and if it could be fixed. The final her research. However, while worth killing for, her
straw came as a teenager, when she ‘fixed’ the pneumonia of research is not worth dying for.
the farmer’s prize sheep by transplanting into it the lungs of his Naturally charismatic when it suits her, such as when
carthorse. The townsfolk hid their children and animals as she persuading lowlifes in off the street, she is generally
made her way to the road. solitary and quiet, believing interaction with others to be
She moved to a town where nobody knew of her peculiarities unnecessary, time-consuming and beneath her.
and trained as an apothecary, keeping her unusual ‘hobbies’
to herself. Her intensive study turned her into an accomplished
“You poor soul, you look close to death!
alchemist; observing the effects of elixirs on living things
Come in, maybe I can help…”
mesmerized her. Not satisfied with simply viewing their external
effects, waifs and strays both human and animal often found
themselves invited in out of the cold, then strapped to a table in her Weapons, Armor & Items
tiny backroom, flesh and muscle neatly clipped back to reveal their Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
inner workings. If they were lucky, Nimh would let them die first.

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Nimh the Surgeon (level 4) Confidentiality


Medium Humanoid (Tiefling), Lawful Evil Skeggi Stonehammer was used to being the toughest man in the
room. He was used to getting what he wanted, and putting anyone
Class Rogue (lvl 4) Armor Class 14 (Leather)
who tried to stop him in their place. Skeggi was tough enough to
Background Apothecary Hit Points 27 (4d8+4)
get out of any situation.
Occupation Surgeon Speed 30 ft.
Right now, he wasn’t going anywhere. Right now he was terrified. It
STR DEX CON INT WIS CHA was dark, and he couldn’t move, and he was terrified. The restraints
8 (–1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 12 (+1) bit into his wrists and his back ached from the cold, hard surface
Saving Throws Dexterity +5, Intelligence+5 beneath him.
Skills Deception +5, Insight +3, Medicine +7, Persuasion +3, Laid out like a corpse. He tried to silence the thought.
Sleight of Hand +5, Stealth +5 “Help!” he tried to shout, but only a croak emerged, startling a fly
Senses Darkvision 60ft, Passive Perception 11 from his cheek.
Languages Common, Infernal, Thieves’ Cant
He could make out metal glinting in what little light there was, and
Challenge 1/2 (100 XP)
glass jars. He was glad he couldn’t make out what they contained.
Hellish Resistance. Nimh has resistance to fire. His side and chest burned from the effort of twisting in his bonds;
Infernal Legacy. Nimh can cast the Thaumaturgy cantrip, was he injured? He didn’t remember, but something felt wrong
and Hellish Rebuke as a 2nd level spell using Charisma as her inside. Something in the room was dripping...
spellcasting modifier. A sudden light dazzled him. Silhouetted in the doorway, the figure
Researcher. If Nimh is unable to recall a piece of lore, she looked almost angelic. As he adjusted to the light, he saw the horns
probably knows where the information can be found. and tail. No, not an angel.
Expertise (Deception, Medicine). Nimh adds double her “Hush now.” Her voice was almost comforting, but her face was
proficiency bonus to skill checks she has expertise with. blank: an expressionless mask.
Sneak attack (+2d6). Once per turn, Nimh can deal an extra Reaching into her apron, she moved past him, out of his limited
2d6 damage to one creature she hits with an attack if she has vision. He felt the sudden stab of the needle in his neck and a
advantage on the attack roll. The attack must use a finesse or warm, spreading numbness.
ranged weapon. She doesn’t need advantage on the attack roll if Perhaps it would be alright. The fly was back, crawling around the
another enemy of the target is within 5 feet of it, that enemy isn’t corner of his smiling mouth as his vision faded into black. Maybe
incapacitated, and she doesn’t have disadvantage on the everything was going to be alright…
attack roll.
Cunning Action. On her turn, as a bonus action, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Assassinate. Nimh 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.
Actions
Scalpel. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d4 + 3) slashing damage.
Weapons, Armor & Items
Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes

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Nimh the Surgeon (level 8) Actions


Medium Humanoid (Tiefling), Lawful Evil Scalpel. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Class Rogue (lvl 8) Armor Class 15 (Leather) Hit: 7 (1d4 + 4) slashing damage.
Background Apothecary Hit Points 51 (8d8+8) Weapons, Armor & Items
Occupation Surgeon Speed 30 ft. Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
STR DEX CON INT WIS CHA
8 (–1) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 12 (+1)
Saving Throws Dexterity +7, Intelligence+6 Nimh in Your Game
Skills Deception +7, Insight +4, Medicine +9, Persuasion +7,
Nimh can be used as the culmination of rumors and threat built
Sleight of Hand +10, Stealth +7
up over many sessions. She is not much of a physical threat, but
Senses Darkvision 60ft, Passive Perception 11
her psychological threat should provide a good climax to an
Languages Common, Infernal, Thieves’ Cant
investigatory or intrigue adventure. An injured party member
Challenge 2 (450 XP)
directed towards her services and table may not experience the
Hellish Resistance. Nimh has resistance to fire. healing hands they’d hoped for.
Infernal Legacy. Nimh can cast the Thaumaturgy cantrip, Quest Hook. The party hear rumors of people going missing
Hellish Rebuke as a 2nd level spell, and the Darkness spell using in the city. Upon further investigation, it turns out that many
Charisma as her spellcasting modifier. of them had last been seen in one particular alley, others had
Researcher. If Nimh is unable to recall a piece of lore, she a criminal background with long term medical conditions, or
probably knows where the information can be found. recent injuries.
Expertise (Deception, Medicine, Persuasion, Sleight of Hand).
Nimh adds double her proficiency bonus to skill checks she has
expertise with.
Sneak attack (+4d6). Once per turn, Nimh can deal an extra
4d6 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, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Assassinate. Nimh 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 Nimh 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 Nimh 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.

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Nimh the Surgeon (level 12) Actions


Medium Humanoid (Tiefling), Lawful Evil Scalpel. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Class Rogue (lvl 12) Armor Class 16 (Leather) Hit: 8 (1d4 + 5) slashing damage.
Background Apothecary Hit Points 75 (12d8+12) Weapons, Armor & Items
Occupation Surgeon Speed 30 ft. Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
STR DEX CON INT WIS CHA
8 (–1) 20 (+5) 12 (+1) 18 (+4) 13 (+1) 12 (+1)
Saving Throws Dexterity +9, Intelligence+8
Skills Deception +9, Insight +5, Medicine +12, Persuasion +9,
Sleight of Hand +13, Stealth +9
Senses Darkvision 60ft, Passive Perception 11
Languages Common, Infernal, Thieves’ Cant
Challenge 3 (700 XP)
Hellish Resistance. Nimh has resistance to fire.
Infernal Legacy. Nimh can cast the Thaumaturgy cantrip,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using
Charisma as her spellcasting modifier.
Researcher. If Nimh is unable to recall a piece of lore, she
probably knows where the information can be found.
Expertise (Deception, Medicine, Persuasion, Sleight of Hand).
Nimh adds double her proficiency bonus to skill checks she has
expertise with.
Sneak attack (+6d6). Once per turn, Nimh can deal an extra
6d6 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, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Assassinate. Nimh 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 Nimh 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 Nimh 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. Nimh 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.
Reliable Talent. When Nimh 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.

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Infiltration Expertise. Nimh can spend seven days and 25gp


Nimh the Surgeon (level 16) to create a false identity for herself with established history
Medium Humanoid (Tiefling), Lawful Evil
and connections. She can’t establish an identity that belongs to
Class Rogue (lvl 16) Armor Class 16 (Leather) someone else. When disguised this way, people will believe her
Background Apothecary Hit Points 99 (16d8+16) to be the new identity unless given reason not to.
Occupation Surgeon Speed 30 ft. Reliable Talent. When Nimh makes an ability check that lets
STR DEX CON INT WIS CHA her add her proficiency bonus she can treat a d20 roll of a 9 or
8 (–1) 20 (+5) 12 (+1) 20 (+5) 13 (+1) 12 (+1) lower as a 10.
Saving Throws Dexterity +10, Intelligence+10, Wisdom +6 Impostor. Nimh can flawlessly mimic another person’s speech,
Skills Deception +11, Insight +6, Medicine +15, Persuasion +11, writing, and behavior if she spends at least three hours studying
Sleight of Hand +15, Stealth +10 the person’s speech, hand writing, and mannerisms. She has
Senses Darkvision 60ft, Passive Perception 11 advantage on any Deception check made to avoid detection.
Languages Common, Infernal, Thieves’ Cant Blindsense. If Nimh is able to hear, she is aware of the location
Challenge 5 (1,800 XP) of any hidden or invisible creatures within 10 feet of her.
Hellish Resistance. Nimh has resistance to fire.
Actions
Infernal Legacy. Nimh can cast the Thaumaturgy cantrip,
Hellish Rebuke as a 2nd level spell, and the Darkness spell using Scalpel. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Charisma as her spellcasting modifier. Hit: 8 (1d4 + 5) slashing damage.
Researcher. If Nimh is unable to recall a piece of lore, she Weapons, Armor & Items
probably knows where the information can be found. Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
Expertise (Deception, Medicine, Persuasion, Sleight of Hand).
Nimh adds double her proficiency bonus to skill checks she has
expertise with.
Sneak attack (+8d6). Once per turn, Nimh 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
Subject notes 64
attack roll.
2
Cunning Action. On her turn, as a bonus action, Nimh can take Have finally over
a Dash, Dodge, Disengage, or Hide action. come the dwar f
Assassinate. Nimh has advantage on attack rolls against any resistance to tox ’s natural
ins with batch 1
creature that hasn’t taken a turn in combat yet. Additionally, if
Results seem pr 2.
she hits a surprised creature, it is counted as a critical hit.
omising. State o
Uncanny Dodge. When Nimh is hit with an attack from an seemingly perma f torpor
attacker that she can see, she can use her reaction to halve the nent. No reactio
attack’s damage. extreme pain stim n to
Evasion. When Nimh is subjected to an effect that allows her
uli.
to make a Dexterity saving throw to only take half damage, she
takes no damage on a successful saving throw and half damage
Subject notes 64
on a failed one. 3
State of torpor
overcome. Subje
conscious but no ct
t lucid. Incapab
interaction. Con le of
stant screaming
distraction and becoming a
distressing other
subjects.

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Reliable Talent. When Nimh makes an ability check that lets


Nimh the Surgeon (level 20) her add her proficiency bonus she can treat a d20 roll of a 9 or
Medium Humanoid (Tiefling), Lawful Evil
lower as a 10.
Class Rogue (lvl 20) Armor Class 16 (Leather) Impostor. Nimh can flawlessly mimic another person’s speech,
Background Apothecary Hit Points 123 (20d8+20) writing, and behavior if she spends at least three hours studying
Occupation Surgeon Speed 30 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.
8 (–1) 20 (+5) 12 (+1) 20 (+5) 13 (+1) 14 (+2) Blindsense. If Nimh is able to hear, she is aware of the location
Saving Throws Dexterity +11, Intelligence+11, Wisdom +7 of any hidden or invisible creatures within 10 feet of her.
Skills Deception +14, Insight +7, Medicine +17, Persuasion +14, Death Strike. When Nimh hits a surprised target, it must make
Sleight of Hand +17, Stealth +11 a Constitution saving throw, DC 19, or take double damage from
Senses Darkvision 60ft, Passive Perception 11 the attack.
Languages Common, Infernal, Thieves’ Cant Elusive. No attack roll can have advantage against Nimh unless
Challenge 6 (2,300 XP) she is incapacitated.
Hellish Resistance. Nimh has resistance to fire. Stroke of Luck. If Nimh’s attack misses a target within range, she
Infernal Legacy. Nimh can cast the Thaumaturgy cantrip, can turn the miss into a hit. Alternatively, if she fails an ability
Hellish Rebuke as a 2nd level spell, and the Darkness spell using check, she can treat the d20 roll as a 20. Once she uses this
Charisma as her spellcasting modifier. feature she cannot use it again until she finishes a short or
Researcher. If Nimh is unable to recall a piece of lore, she long rest.
probably knows where the information can be found.
Actions
Expertise (Deception, Medicine, Persuasion, Sleight of Hand).
Nimh adds double her proficiency bonus to skill checks she has Scalpel. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
expertise with. Hit: 8 (1d4 + 5) slashing damage.
Sneak attack (+10d6). Once per turn, Nimh can deal an extra Weapons, Armor & Items
10d6 damage to one creature she hits with an attack if she has Scalpel, Surgical Tools, Leather Vest, Apron, Common Clothes
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, Nimh can take
a Dash, Dodge, Disengage, or Hide action.
Assassinate. Nimh 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 Nimh 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 Nimh 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. Nimh 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.

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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

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Stanus Millrun (level 4) Balancing the Books


Medium Humanoid (Human), Neutral Evil Stanus barely even registered the choked and muffled screams as
his quill scratched and scraped at the parchment. Once he had been
Class Bard (lvl 4) Armor Class 13 (Leather)
shocked, but that was many years ago. Now, if he had any feeling
Background Sailor Hit Points 30 (4d8+8)
about it at all, it was that he wished they would keep it down.
Occupation Slaver Speed 30 ft.
The rhythm was established now. From the beginning of the return
STR DEX CON INT WIS CHA voyage, he and Bram would nudge and wheedle at any rivalries
13 (+1) 15 (+2) 14 (+2) 11 (+0) 9 (–1) 18 (+4) and fractures in the crew, of which there were invariably many
Saving Throws Dexterity +4, Charisma +6 amongst the coarse and violent men such work attracted. Fights
Skills Athletics +3, Deception +8, Perception +1, Persuasion +8, would start breaking out, perhaps even a few ‘regrettable’ deaths,
Stealth +4, Navigator’s Tools, Water Vehicles the perpetrators of which would be punished in kind.
Senses Passive Perception 11 On occasion, Stanus would play to mask the noise of the first few
Languages Common, Orcish killings to prevent a panic. The handful of remaining crew was
Challenge 1 (200 XP) panicking now, so here was Stanus, locked in his cabin, working on
Ship’s Passage. Stanus can secure free passage on a ship for the lists, squinting in the light of the single, guttering candle.
himself and his companions. Twenty. Twenty was unnecessary, really, he thought while
Spellcasting. Stanus uses Charisma as his spellcasting ability scratching off names to be instantly forgotten. Just makes things
(Spell Save DC 14, +6 to hit with spell attacks). He may cast the take longer to finish off. Clean-up will be a bother too. Stanus’ quill
following spells: paused for several moments as he weighed up the cost and return
Cantrips: Dancing Lights, Minor Illusion, Vicious Mockery of future crews; he was a man who considered the margins. Sixteen
or seventeen should be adequate, and his quill moved from the
1st level 2/day: Bane, Cure Wounds, Faerie Fire,
ledger to a stray piece of parchment, a note to remind himself to
Hideous Laughter
mention it to the captain.
2nd level 3/day: Cloud of Daggers, Crown of Madness,
There was a sudden clamoring at his door—the banging and
Hold Person
scratching of a desperate man. Stanus’ cutlass was nearby, but he’d
Bardic Inspiration (d6). Stanus can use his bonus action to give rather not have to end up using it. If he got blood on the ledger,
a creature within 60 ft. his Bardic Inspiration die. Once within he’d need to start again, and he was tired as it was. The noise built
the next 10 minutes the creature can roll the die and add the to a crescendo and was suddenly cut off with a splintering of wood.
number rolled to one ability check, attack roll, or saving throw Stanus would need to get that door repaired; Bram never considered
it makes. Stanus can use Bardic Inspiration 4 times per day, and the details, the financial implications. Still, if the fighting had
regains expended uses after a long rest. progressed to Stanus’ door, then it must be nearly done.
Jack of all Trades. Stanus can add half his proficiency bonus, “How many?” he called out, without glancing from his work.
rounded down, to any ability check he makes that doesn’t
“Just one.” The solid wood of the door, despite its recent cosmetic
already include his proficiency bonus.
damage, muted the captain’s usual gruff and commanding tone.
Song of Rest (d6). During a short rest, when Stanus or any “Holed himself up in the bilge like the rat he is. Reckon one little
friendly creature who can hear him regains HP by spending hit squall and we’ll take on enough water that the poor wretch is like to
dice, Stanus can use his Song of Rest to allow each creature to drown.” Stanus could hear the glee in his voice. “Nasty way to go.”
regain an additional 1d6 HP.
It’d be easier just to run him through and be done with it, thought
College of Valor. Stanus gains proficiency with martial weapons, Stanus, but it was easier not to argue now. Not on such a trivial
medium armor, and shields. matter.
Expertise (Deception, Persuasion). Stanus adds double his “Fine,” he said, continuing to scribble, “but I’m not cleaning it up.”
proficiency bonus to skill checks he has expertise with.
Combat Inspiration. A creature given Bardic Inspiration die by
Stanus can use it on a weapon damage roll. Alternatively, if the
creature is targeted by an attack roll, it can use its reaction to add
the Bardic Inspiration die to its AC against it.
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 2) piercing damage.
Weapons, Armor & Items
Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes, 5gp,
25sp, Potion of Spell Rejuvenation

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Combat Inspiration. A creature given Bardic Inspiration die by


Stanus Millrun (level 8) Stanus can use it on a weapon damage roll. Alternatively, if the
Medium Humanoid (Human), Neutral Evil
creature is targeted by an attack roll, it can use its reaction to add
Class Bard (lvl 8) Armor Class 13 (Leather) the Bardic Inspiration die to its AC against it.
Background Sailor Hit Points 59 (8d8+16) Font of Inspiration. Stanus regains all uses of his Bardic
Occupation Slaver Speed 30 ft. Inspiration ability when he finishes a long or short rest.
STR DEX CON INT WIS CHA Countercharm. As an action, Stanus can start a performance
13 (+1) 15 (+2) 14 (+2) 11 (+0) 9 (–1) 20 (+5) that lasts until his next turn. During that time, he and any
Saving Throws Dexterity +5, Charisma +8 friendly creature within 30 feet of him have advantage on saving
Skills Athletics +4, Deception +11, Perception +2, Persuasion +11, throws against being frightened or charmed.
Stealth +5, Navigator’s Tools, Water Vehicles
Actions
Senses Passive Perception 12
Languages Common, Orcish Extra Attack. Stanus can attack twice with each Attack action.
Challenge 2 (450 XP) Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Ship’s Passage. Stanus can secure free passage on a ship for Hit: 7 (1d8 + 2) piercing damage.
himself and his companions.
Weapons, Armor & Items
Spellcasting. Stanus uses Charisma as his spellcasting ability Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes,
(Spell Save DC 16, +8 to hit with spell attacks). He may cast the 15gp, 25sp, Potion of Spell Rejuvenation
following spells:
Cantrips: Dancing Lights, Minor Illusion, Vicious Mockery
1st level 2/day: Bane, Cure Wounds, Faerie Fire,
Hideous Laughter Stanus in Your Game
2nd level 3/day: Cloud of Daggers, Crown of Madness, It is unlikely Stanus will be encountered far from Bram. He
Hold Person is cordial, often entertaining people with his songs, but is
3rd level 3/day: Fear, Hypnotic Pattern personally cold and distant, and is deliberately unlikely to get
4th level 2/day: Confusion, Freedom of Movement attached to any party members. Upon investigation, it seems
Bardic Inspiration (d8). Stanus can use his bonus action to give Stanus doesn’t even have any attachment to his own crew.
a creature within 60 ft. his Bardic Inspiration die. Once within Quest Hook. Stanus is tired of chafing under Bram’s borderline
the next 10 minutes the creature can roll the die and add the psychopathic yoke, and has decided a change of leadership
number rolled to one ability check, attack roll, or saving throw may be on the cards. Do the party back his cold detachment, or
it makes. Stanus can use Bardic Inspiration 5 times per day, and Bram’s violent predictability?
regains expended uses after a long rest.
Jack of all Trades. Stanus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d6). During a short rest, when Stanus or any
friendly creature who can hear him regains HP by spending hit
dice, Stanus can use his Song of Rest to allow each creature to
regain an additional 1d6 HP.
College of Valor. Stanus gains proficiency with martial weapons,
medium armor, and shields.
Expertise (Deception, Persuasion). Stanus adds double his
proficiency bonus to skill checks he has expertise with.

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Expertise (Athletics, Deception, Persuasion, Stealth). Stanus


Stanus Millrun (level 12) adds double his proficiency bonus to skill checks he has
Medium Humanoid (Human), Neutral Evil
expertise with.
Class Bard (lvl 12) Armor Class 13 (Leather) Combat Inspiration. A creature given Bardic Inspiration die by
Background Sailor Hit Points 77 (12d8+24) Stanus can use it on a weapon damage roll. Alternatively, if the
Occupation Slaver Speed 30 ft. creature is targeted by an attack roll, it can use its reaction to add
STR DEX CON INT WIS CHA the Bardic Inspiration die to its AC against it.
13 (+1) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 20 (+5) Font of Inspiration. Stanus regains all uses of his Bardic
Saving Throws Dexterity +7, Charisma +9 Inspiration ability when he finishes a long or short rest.
Skills Athletics +5, Deception +13, Perception +8, Persuasion +13, Countercharm. As an action, Stanus can start a performance
Stealth +11, Navigator’s Tools, Water Vehicles that lasts until his next turn. During that time, he and any
Senses Passive Perception 18 friendly creature within 30 feet of him have advantage on saving
Languages Common, Orcish throws against being frightened or charmed.
Challenge 3 (700 XP)
Actions
Ship’s Passage. Stanus can secure free passage on a ship for
himself and his companions. Extra Attack. Stanus can attack twice with each Attack action.
Spellcasting. Stanus uses Charisma as his spellcasting ability Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
(Spell Save DC 17, +9 to hit with spell attacks). He may cast the Hit: 8 (1d8 + 3) piercing damage.
following spells:
Weapons, Armor & Items
Cantrips: Blade Ward, Dancing Lights, Minor Illusion, Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes,
Vicious Mockery 35gp, 60sp, Potion of Spell Rejuvenation
1st level 2/day: Bane, Cure Wounds, Faerie Fire,
Hideous Laughter
2nd level 3/day: Cloud of Daggers, Crown of Madness,
Hold Person
3rd level 3/day: Fear, Hypnotic Pattern
4th level 2/day: Confusion, Freedom of Movement
5th level 2/day: Dominate Person, Blade Barrier
6th level 1/day: Mass Suggestion, Chain Lightning
Bardic Inspiration (d10). 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.
Jack of all Trades. Stanus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.
Song of Rest (d8). During a short rest, when Stanus or any
friendly creature who can hear him regains HP by spending hit
dice, Stanus can use his Song of Rest to allow each creature to
regain an additional 1d8 HP.
College of Valor. Stanus gains proficiency with martial weapons,
medium armor, and shields.

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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.

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Song of Rest (d12). During a short rest, when Stanus or any


Stanus Millrun (level 20) friendly creature who can hear him regains HP by spending hit
Medium Humanoid (Human), Neutral Evil
dice, Stanus can use his Song of Rest to allow each creature to
Class Bard (lvl 20) Armor Class 14 (Leather) regain an additional 1d12 HP.
Background Sailor Hit Points 183 (20d8+80) College of Valor. Stanus gains proficiency with martial weapons,
Occupation Slaver Speed 30 ft. medium armor, and shields.
STR DEX CON INT WIS CHA Expertise (Athletics, Deception, Persuasion, Stealth). Stanus
13 (+1) 16 (+3) 18 (+4) 11 (+0) 10 (+0) 20 (+5) adds double his proficiency bonus to skill checks he has
Saving Throws Dexterity +9, Charisma +11 expertise with.
Skills Athletics +7, Deception +17, Perception +12, Persuasion +17, Combat Inspiration. A creature given Bardic Inspiration die by
Stealth +13, Navigator’s Tools, Water Vehicles Stanus can use it on a weapon damage roll. Alternatively, if the
Senses Passive Perception 22 creature is targeted by an attack roll, it can use its reaction to add
Languages Common, Orcish the Bardic Inspiration die to its AC against it.
Challenge 7 (2,900 XP) Font of Inspiration. Stanus regains all uses of his Bardic
Ship’s Passage. Stanus can secure free passage on a ship for Inspiration ability when he finishes a long or short rest.
himself and his companions. Countercharm. As an action, Stanus can start a performance
Spellcasting. Stanus uses Charisma as his spellcasting ability that lasts until his next turn. During that time, he and any
(Spell Save DC 19, +11 to hit with spell attacks). He may cast the friendly creature within 30 feet of him have advantage on saving
following spells: throws against being frightened or charmed.
Cantrips: Blade Ward, Dancing Lights, Minor Illusion, Vicious Battle Magic. When Stanus casts a bard spell using his action,
Mockery he may make one weapon attack as a bonus action.
1st level 2/day: Bane, Cure Wounds, Faerie Fire, Superior Inspiration. When Stanus rolls initiative, if he has no
Hideous Laughter uses of Bardic Inspiration left, he regains one use.
2nd level 3/day: Cloud of Daggers, Crown of Madness,
Actions
Hold Person
3rd level 3/day: Fear, Hypnotic Pattern Extra Attack. Stanus can attack twice with each Attack action.
4th level 3/day: Confusion, Freedom of Movement Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
5th level 3/day: Blade Barrier, Dominate Person, Hold Monster Hit: 8 (1d8 + 3) piercing damage.
6th level 2/day: Chain Lightning, Mass Suggestion Weapons, Armor & Items
7th level 2/day: Fire Storm, Teleport Rapier, Leather Armor, Large Net, Fine Hat, Sailor’s Clothes,
8th level 1/day: Dominate Monster, Finger of Death 120gp, 210sp, Potion of Spell Rejuvenation
9th level 1/day: Power Word Kill, Time Stop
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.
Jack of all Trades. Stanus can add half his proficiency bonus,
rounded down, to any ability check he makes that doesn’t
already include his proficiency bonus.

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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.

Quarterstaff. Melee Weapon Attack Roleplaying Talim


(Versatile): +1 to hit, reach 5 ft., one Talim is proud and bitter; inwardly he
creature. Hit: 3/ 4 (1d6 / 1d8 – 1) chafes at the hand life has dealt him
bludgeoning damage. and is quick to remind his cohorts
Dagger. Melee Weapon Attack: +1 to that he used to be someone in
hit, reach 5ft, one creature. Hit 2 this world. A constant, seething
(1d4 –1) piercing damage resentments bubbles under the
surface, particularly towards
Overview those in whom he can see
Talim used to be one of the finest assassins available for hire. He glimpses of his youth.
and his partner Yrla (p.186) enjoyed a level of success and luxury He refuses to take responsibility for any of his misfortune
rare for someone in their line of work. That life is behind him or shortcomings and will always find some way of justifying
now; your partner’s crossbow bolt to the spine tends to do that to to himself that it was someone else’s fault; either through
a person. incompetence, vindictiveness or jealousy.
A wreck of his former self, 50 years of brooding has made Talim Talim knows he’d easily be outmatched in most combat situations,
a twisted thing—in body and mind. Relying on a cane to hobble but will try to play the poor beggar long enough to get a knife at
around on his one good leg, he can no longer ply his trade as an someone’s throat and bargain an escape.
assassin, and has been forced down to the lower echelons of the
criminal world, work he sees as below his considerable talents;
“Old couple live here. Savings in bookcase. Trusting.”
burglary.
It is common amongst civilised people to take pity on beggars
and travelers; to invite them into your home, give them a hot Weapons, Armor & Items
meal and a warm bed for the night. Much to his chagrin, Talim Quarterstaff, Tattered Clothes, Talim’s Blade
makes a convincing beggar. Once inside, he will note the layout

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Talim Nezara (level 4) Prosecution


Medium Humanoid (Human), Neutral Evil As he often did, Talim ran his thumb across the point at the end
of his staff. The ugly chunk of metal that had ended his life: Yrla’s
Class Rogue (lvl 4) Armor Class 9
bolt. His hands, which had been so strong, so quick, were worn,
Background Assassin Hit Points 23 (4d8+0)
leathered, old. He felt old, and tired, and done.
Occupation Thief Speed 20 ft.
Yrla.
STR DEX CON INT WIS CHA
He remembered the night. It was a cold that bit into your bones,
9 (–1) 7 (–2) 10 (+0) 14 (+2) 17 (+3) 16 (+3)
and there was a light dust of snow on the streets. Their tracks
Saving Throws Dexterity +0, Intelligence +4 would have given them away, so they’d escaped through the sewers.
Skills Deception +7, Insight +6, Perception +7, Performance +5, Talim didn’t even remember now who they’d been sent to kill.
Persuasion +7, Sleight of Hand +0, Dice, Thieves’ Tools Some gang leader, he thought, or maybe a watch officer.
Senses Dark Vision 60ft., Passive Perception 15 Yrla had been acting strange all day. Still a professional, still deadly,
Languages Common, Dwarvish, Thieves’ Cant but strange. Perhaps she’d been offered the same deal he had by
Challenge 1/4 (50 XP) their employer. He’d refused of course, but he couldn’t deny the
Criminal Contact. Talim has a contact in the criminal network, extra coin was tempting.
and can send and receive messages to them through various He was first up the ladder onto the street. Looking around, hand
means, even over great distances. on the hilt of his dagger, he saw the figure first, hooded, at the
Expertise (Deception and Persuasion). Talim adds double his corner of the next street. Then he heard the click of the bolt sliding
proficiency bonus to skill checks he has expertise with. into place.
Sneak Attack (+2d6). Once per turn, Talim can deal an extra She’d taken the deal.
2d6 damage to one creature he hits with an attack if he has Yrla was fast, but Talim had always been faster. The dagger flashed,
advantage on the attack roll. The attack must use a finesse or moonlight illuminating the faces in the hilt. Her face and his. Her
ranged weapon. He doesn’t need advantage on the attack roll if blood on the snow. His panic as he fled.
another enemy of the target is within 5 feet of it, that enemy isn’t
He remembered the breath suddenly driven from his body, fogging
incapacitated, and he doesn’t have disadvantage on the
the air. He remembered falling forwards as he ran, as if he had
attack roll.
simply tripped. He remembered the cold, hard ground coming up
Cunning Action. Talim can take a bonus action on each of his to meet him. And he remembered nothing more.
turns during combat. He can use this action to Dash, Disengage,
Talim coughed and spat. He still felt old, but the memory had
or Hide.
revitalised him; the years of anger had fuelled him. It was a cold
Assassinate. Talim has advantage on attack rolls on any creature night. The kind of cold that bit into your bones. A snowflake
that hasn’t taken a turn in combat yet. In addition any hit he drifted and settled on a weathered knuckle.
scores against a creature that is surprised is a critical hit.
Time to pay a visit to an old friend.
Actions
Quarterstaff. Melee Weapon Attack (Versatile): +1 to hit, reach
5 ft., one creature. Hit: 3 / 4 (1d6 / 1d8 – 1) bludgeoning damage.
Dagger. Melee Weapon Attack: +1 to hit, reach 5ft, one creature.
Hit 2 (1d4 –1) piercing damage
Weapons, Armor & Items
Quarterstaff, Tattered Clothes, Talim’s Blade

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Talim Nezara (level 8) Actions


Medium Humanoid (Human), Neutral Evil Quarterstaff. Melee Weapon Attack (Versatile): +2 to hit, reach
Class Rogue (lvl 8) Armor Class 9 5 ft., one creature. Hit: 3/ 4 (1d6 / 1d8 – 1) bludgeoning damage.
Background Assassin Hit Points 43 (8d8+0) Dagger. Melee Weapon Attack: +2 to hit, reach 5ft, one creature.
Occupation Thief Speed 20 ft. Hit 2 (1d4 –1) piercing damage
STR DEX CON INT WIS CHA Weapons, Armor & Items
9 (–1) 7 (–2) 10 (+0) 14 (+2) 19 (+4) 16 (+3) Quarterstaff, Tattered Clothes, Talim’s Blade
Saving Throws Dexterity +1, Intelligence +5
Skills Deception +9, Insight +10, Perception +7, Performance +6,
Persuasion +9, Sleight of Hand +4, Dice, Thieves’ Tools
Senses Dark Vision 60ft., Passive Perception 17 Talim in Your Game
Languages Common, Dwarvish, Thieves’ Cant
Challenge 1/2 (100 XP) Talim could make an appearance as a beggar at the door of the
party’s home base, afterwards marking it for an extremely well-
Criminal Contact. Talim has a contact in the criminal network,
armed and organized break-in the following night (assuming
and can send and receive messages to them through various
they have a stock of valuables which would be worth the
means, even over great distances.
risk). Does the party connect these two events? How does the
Expertise (Deception, Insight, Persuasion, Sleight of Hand). party deal with an evil character who is at a complete physical
Talim adds double his proficiency bonus to skill checks he has disadvantage?
expertise with.
Quest Hook. Talim feels that his end is near, and he is
Sneak Attack (+4d6). Once per turn, Talim can deal an extra determined to go out in a blaze of glory. As much as it disgusts
4d6 damage to one creature he hits with an attack if he has him, he requires the help of an able-bodied party to assault The
advantage on the attack roll. The attack must use a finesse or Silverhand’s base of operations and settle his 50-year grudge.
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. Talim can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Talim has advantage on attack rolls on any creature
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 Talim 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 Talim 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.

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Talim Nezara (level 12) Actions


Medium Humanoid (Human), Neutral Evil Quarterstaff. Melee Weapon Attack (Versatile): +3 to hit, reach
Class Rogue (lvl 12) Armor Class 9 5 ft., one creature. Hit: 3 / 4 (1d6 / 1d8 – 1) bludgeoning damage.
Background Assassin Hit Points 63 (12d8+0) Dagger. Melee Weapon Attack: +3 to hit, reach 5ft, one creature.
Occupation Thief Speed 20 ft. Hit 2 (1d4 –1) piercing damage
STR DEX CON INT WIS CHA Weapons, Armor & Items
9 (–1) 7 (–2) 10 (+0) 14 (+2) 19 (+4) 20 (+5) Quarterstaff, Tattered Clothes, Talim’s Blade
Saving Throws Dexterity +2, Intelligence +6
Skills Deception +13, Insight +12, Perception +8, Performance +9,
Persuasion +13, Sleight of Hand +6, Dice, Thieves’ Tools
Senses Dark Vision 60ft., Passive Perception 18
Languages Common, Dwarvish, Thieves’ Cant Right you dolts. Seems some of
Challenge 1 (200 XP)
you are having trouble with
my signs. Consider this a re-ed
Criminal Contact. Talim has a contact in the criminal network, uction
and can send and receive messages to them through various
means, even over great distances.
Expertise (Deception, Insight, Persuasion, Sleight of Hand). Armed
Talim adds double his proficiency bonus to skill checks he has
expertise with.
Sneak Attack (+6d6). Once per turn, Talim can deal an extra
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 Rich
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. Talim can take a bonus action on each of his
Cowardly
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Talim has advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet. Additionally, if Brave/tough
he hits a surprised creature, it is counted as a critical hit.
Uncanny Dodge. When Talim is hit with an attack from an
attacker that he can see, he can use his reaction to halve the Poor/not worth it
attack’s damage.
Evasion. When Talim is subjected to an effect that allows him
to make a Dexterity saving throw to only take half damage, he Links to the guard/rivals
takes no damage on a successful saving throw and half damage
on a failed one.
Infiltration Expertise. Talim can spend seven days and 25gp
to create a false identity for himself with established history lives alone
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 Talim makes an ability check that
lets him add his proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.

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Evasion. When Talim is subjected to an effect that allows him


Talim Nezara (level 16) to make a Dexterity saving throw to only take half damage, he
Medium Humanoid (Human), Neutral Evil
takes no damage on a successful saving throw and half damage
Class Rogue (lvl 16) Armor Class 9 on a failed one.
Background Assassin Hit Points 83 (16d8+0) Infiltration Expertise. Talim can spend seven days and 25gp
Occupation Thief Speed 20 ft. to create a false identity for himself with established history
STR DEX CON INT WIS CHA and connections. He can’t establish an identity that belongs to
10 (+0) 7 (–2) 10 (+0) 14 (+2) 20 (+5) 20 (+5) someone else. When disguised this way, people will believe him
Saving Throws Dexterity +3, Intelligence +7, Wisdom +10 to be the new identity unless given reason not to.
Skills Deception +15, Insight +15, Perception +10, Performance +9, Reliable Talent. Whenever Talim makes an ability check that
Persuasion +15, Sleight of Hand +8, Dice, Thieves’ Tools lets him add his proficiency bonus, he can treat a d20 roll of 9 or
Senses Dark Vision 60ft., Passive Perception 20 lower as a 10.
Languages Common, Dwarvish, Thieves’ Cant Impostor. Talim can flawlessly mimic another person’s speech,
Challenge 2 (450 XP) writing, and behavior if he spends at least three hours studying
Criminal Contact. Talim has a contact in the criminal network, the person’s speech, hand writing, and mannerisms. He has
and can send and receive messages to them through various advantage on any Deception check made to avoid detection.
means, even over great distances. Blindsense. If Talim is able to hear, he is aware of the location of
Expertise (Deception, Insight, Persuasion, Sleight of Hand). any hidden or invisible creature within 10 ft. of him.
Talim adds double his proficiency bonus to skill checks he has
Actions
expertise with.
Sneak Attack (+8d6). Once per turn, Talim can deal an extra Quarterstaff. Melee Weapon Attack (Versatile): +5 to hit, reach
8d6 damage to one creature he hits with an attack if he has 5 ft., one creature. Hit: 4 / 5 (1d6 / 1d8 + 0) bludgeoning damage
advantage on the attack roll. The attack must use a finesse or Dagger. Melee Weapon Attack: +5 to hit, reach 5ft, one creature.
ranged weapon. He doesn’t need advantage on the attack roll if Hit 3 (1d4 –0) piercing damage
another enemy of the target is within 5 feet of it, that enemy isn’t
Weapons, Armor & Items
incapacitated, and he doesn’t have disadvantage on the
Quarterstaff, Tattered Clothes, Talim’s Blade
attack roll.
Cunning Action. Talim can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Talim has advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet. Additionally, if
he hits a surprised creature, it is counted as a critical hit.
Uncanny Dodge. When Talim is hit with an attack from an
attacker that he can see, he can use his reaction to halve the
attack’s damage.

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Blindsense. If Talim is able to hear, he is aware of the location of


Talim Nezara (level 20) any hidden or invisible creature within 10 ft. of him.
Medium Humanoid (Human), Neutral Evil
Death Strike. When Talim hits a surprised target, it must make
Class Rogue (lvl 20) Armor Class 9 a Constitution saving throw, DC 19, or take double damage from
Background Assassin Hit Points 103 (20d8+0) the attack.
Occupation Thief Speed 20 ft.
Elusive. No attack rolls against Talim can have advantage as long
STR DEX CON INT WIS CHA as he’s not incapacitated.
10 (+0) 7 (–2) 10 (+0) 16 (+3) 20 (+5) 20 (+5) Stroke of Luck. If Talim’s attack misses a target within range, he
Saving Throws Dexterity +4, Intelligence +9, Wisdom +11 can turn the miss into a hit. Alternatively, if he fails an ability
Skills Deception +17, Insight +17, Perception +11, Performance +10, check, he can treat the d20 roll as a 20. Once he uses this feature
Persuasion +17, Sleight of Hand +10, Dice, Thieves’ Tools he cannot use it again until he finishes a short or long rest.
Senses Dark Vision 60ft., Passive Perception 21
Languages Common, Dwarvish, Thieves’ Cant Actions
Challenge 3 (700 XP) Quarterstaff. Melee Weapon Attack (Versatile): +6 to hit, reach
Criminal Contact. Talim has a contact in the criminal network, 5 ft., one creature. Hit: 4 / 5 (1d6 / 1d8 + 0) bludgeoning damage
and can send and receive messages to them through various Dagger. Melee Weapon Attack: +6 to hit, reach 5ft, one creature.
means, even over great distances. Hit 3 (1d4 +0) piercing damage
Expertise (Deception, Insight, Persuasion, Sleight of Hand).
Weapons, Armor & Items
Talim adds double his proficiency bonus to skill checks he has
Quarterstaff, Tattered Clothes, Talim’s Blade
expertise with.
Sneak Attack (+10d6). Once per turn, Talim can deal an extra
10d6 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. Talim can take a bonus action on each of his
turns during combat. He can use this action to Dash, Disengage,
or Hide.
Assassinate. Talim has advantage on attack rolls against any
creature that hasn’t taken a turn in combat yet. Additionally, if
he hits a surprised creature, it is counted as a critical hit.
Uncanny Dodge. When Talim 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 Talim 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. Talim 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 Talim makes an ability check that
lets him add his proficiency bonus, he can treat a d20 roll of 9 or
lower as a 10.
Impostor. Talim can flawlessly mimic another person’s speech,
writing, and behavior if he spends at least three hours studying
the person’s speech, hand writing, and mannerisms. He has
advantage on any Deception check made to avoid detection.

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in the darkness were put to agonizing torture. Cruel dwarves were


Utan Brabus paid by the queen to hold the brothers captive for weeks in the
Medium Humanoid (Drow), Chaotic Evil
darkest dungeons at their disposal. They were to be beaten, hung
Class Fighter (lvl 1) Armor Class 18 (Plate) upside down, starved, and set to the rack. There, another one of
Background Noble Hit Points 12 (1d10+2) his brothers died. Utan and his remaining brother Tuneer were
Occupation Mercenary Speed 30 ft. determined to escape, but they knew it would take their combined
STR DEX CON INT WIS CHA efforts, and secretly both of them suspected that only one of them
13 (+1) 16 (+3) 15 (+2) 10 (+0) 8 (–1) 14 (+2) was meant to leave this dungeon alive.
They had been locked in metal cages, adorned with rusty spikes,
Saving Throws Strength +3, Constitution +4
which hung high over a deep ravine. They were close enough to
Skills Athletics +3, History +2, Intimidation +4, Perception +1,
speak to one another, but had nothing to say. After many days of
Persuasion +4, Dragonchess
waiting for the dwarves to return and put to some new torture, it
Senses Darkvision 120ft, Passive Perception 11
seemed as though they were left for dead.
Languages Common, Elven, Undercommon
Challenge 1 (200 XP) Both Utan and Tuneer would in fact escape the dungeons of the
Fey Ancestry. Utan has advantage on saving throws against dwarves, but only one of them would go on to command the legion
being charmed, and magic cannot put him to sleep. of their kingdom. Such deeds are accounted elsewhere.
Trance. Utan does not sleep. Instead, he meditates for Personality Traits
four hours each night. This grants him the benefit of “My name is Utan Brabus. Perhaps you’ve heard of me.” Utan’s
a long rest. reputation as a merciless bastard precedes him wherever he goes.
Sunlight Sensitivity. Utan has disadvantage on He leverages his reputation to get what he wants.
attack rolls and on Perception checks based
on sight when he’s in direct sunlight. Ideals
Drow Magic. Utan knows the Dancing “One day, it will all be mine.” He seeks ultimate power, day-
Lights cantrip, using Charisma as his dreaming about legions of soldiers at his command, and
spellcasting modifier. peasants kneeling at his feet.
Position of Privilege. Utan can secure an Bonds
audience with a local noble, is welcome in
“They will see that I am worthy. I
high society, and common people will try
will make them see.” Utan believes
their best to accommodate him.
he will one day prove to his family that
Fighting Style (Dueling). When using he is worthy to rule their legions by
a melee weapon in one hand and no returning with a legion of his
other weapons, Utan deals +2 damage own creation.
with it.
Second Wind. On his turn Utan can Flaws
use a bonus action to regain 1d10 “Don’t you know who I am?!” Utan puts too much
+ 1 hit points. Once he uses this stock in his reputation, feeling as if all the folk of the
feature, he must finish a long or realm should have heard his name. He is also proud
short rest before using it again. to a fault, quick to anger, and often hears
insults and threats where none exist.
Actions
Roleplaying Utan
Longsword. Melee Weapon Attack
(Versatile): +3 to hit, reach 5 ft., one creature. Utan would just as soon spit wine
Hit: 5 / 6 (1d8 / 1d10 + 1) slashing damage. into the face of someone he didn’t like than pretend to be cordial
with them. He would be pleased to show such disrespect, and more
Light Crossbow. Ranged Weapon Attack: +5
than prepared if things escalated into a fight.
to hit, range 80/320 ft., one creature. Hit: 8
(1d8 + 3) piercing damage. He believes above all else that in order to get what he wants,
he must never show weakness. On the rare occasion he meets
Overview someone who impresses him, he can become an incredible ally.
Utan is one of five sons, the middle child of a powerful dark elf In combat he is very tactical, eliminating the highest threat first,
who rules a vast kingdom deep underground. Utan and each of his then dispatching the remaining threats in descending order.
brothers grew up in constant competition, vying for the attention
“Describe how you might be of use to me,
and respect of their mother. There came a time when their father
then I may let you live.”
decided his sons were ready to prove themselves worthy of
commanding the legion as powerful warlords.
Weapons, Armor & Items
The trials began challenging, but soon became deadly. Two of his
Blade of Dagr-Nath, Light Crossbow, Plate Armor, 2pp, 14sp, 20cp
four brothers were slain within the first month. The three of them
who survived combat with all manner of monstrosities that lurked

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Utan Brabus (level 4) Actions


Medium Humanoid (Drow), Chaotic Evil Longsword. Melee Weapon Attack (Versatile): +3 to hit, reach 5 ft.,
Class Fighter (lvl 4) Armor Class 18 (Plate) one creature. Hit: 6 / 7 (1d8 / 1d10 + 1) slashing damage.
Background Noble Hit Points 36 (4d10+8) Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
Occupation Mercenary Speed 30 ft. one creature. Hit: 9 (1d8 + 4) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
13 (+1) 18 (+4) 15 (+2) 10 (+0) 8 (–1) 14 (+2) Blade of Dagr-Nath, Light Crossbow, Plate Armor, 2pp, 10gp,
Saving Throws Strength +3, Constitution +4 14sp, 20cp
Skills Athletics +3, History +2, Intimidation +4, Perception +1,
Persuasion +4, Dragonchess Empire-building
Senses Darkvision 120ft, Passive Perception 11 Smoke, and the stench of human filth, filled Utan’s nostrils as he
Languages Common, Elven, Undercommon wiped the blood from his blade and surveyed his new empire. The
Challenge 2 (450 XP) inn – stronghold and front for the city’s dominant crime lord – was
Fey Ancestry. Utan has advantage on saving throws against quickly being reduced to a heaving pit of looting and wholesale
being charmed, and magic cannot put him to sleep. destruction, and he sat in the midst, enthroned on a seat of ruin.
Trance. Utan does not sleep. Instead, he meditates for four hours The crime lord, or rather his body, sat slumped amongst the
each night. This grants him the benefit of a long rest. broken furniture where he had fallen. Utan didn’t know where his
Sunlight Sensitivity. Utan has disadvantage on attack rolls and head was, and he didn’t much care. Those smart enough amongst
on Perception checks based on sight when he’s in direct sunlight. his men to switch sides when the fight turned against them now
Drow Magic. Utan knows the Dancing Lights cantrip. He joined in destroying their former hideout.
may also cast Faerie Fire once per day, using Charisma as his So, this was his legion; a few dozen mongrels barely fit to lick his
spellcasting modifier. boots, holding court at a ravaged inn. It was a start.
Position of Privilege. Utan can secure an audience with a local The door collapsed inwards, and a fresh pack of scum muscled inside.
noble, is welcome in high society, and common people will try “Nice work!” Their leader, the largest cur approached him where
their best to accommodate him. he sat, as he would approach a friend, an equal. “You and I should
Fighting Style (Dueling). When using a melee weapon in one talk business.”
hand Utan deals +2 damage with it. A blow to the head from Utan’s gauntleted fist put him on the ground.
Second Wind. On his turn Utan can use a bonus action to “Speak when you are spoken to.”
regain 1d10 + 4 hit points. Once he uses this feature, he must Utan brought his foot down hard again and again as the room
finish a long or short rest before using it again. watched, their activity suddenly halted.
Action Surge. Once per day, on his turn, Utan can take an “Understand?”
additional action on top of his normal action and possible bonus
“Y-yes...” The man whimpered, clutching his shattered face as
action. Once he uses this feature, he must finish a long or short
Utan’s eyes drilled into him, “...sir.”
rest before using it again.
He was lucky Utan was feeling magnanimous in victory. Utan sat
Combat Superiority. Utan has four superiority dice which are
and continued to wipe the crime lord’s blood off his sword with a
d8’s. These dice are expended when used and are regained after a
scrap of the crime lord’s shirt as the man dragged himself away.
short or long rest.
“My name is Utan Brabus. As of today, you work for me.”
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.
Parry. Utan can use his reaction to expend one superiority die
when damaged by another creature’s melee attack, reducing the
damage taken by the number rolled + 4.
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 14, or become frightened by Utan until the
end of his next turn.

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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.

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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.

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Menacing Attack. Utan can expend one superiority die when


Utan Brabus (level 16) he hits a creature with a weapon attack. He adds the superiority
Medium Humanoid (Drow), Chaotic Evil
die to the attack’s damage roll. The target must make a Wisdom
Class Fighter (lvl 16) Armor Class 18 (Plate) saving throw, DC 18, or become frightened by Utan until the
Background Noble Hit Points 180 (16d10+80) end of his next turn.
Occupation Mercenary Speed 30 ft. Parry. Utan can use his reaction to expend one superiority die
STR DEX CON INT WIS CHA when damaged by another creature’s melee attack, reducing the
14 (+2) 20 (+5) 20 (+3) 10 (+0) 8 (–1) 18 (+4) damage taken by the number rolled + 5.
Saving Throws Strength +7, Constitution +10 Precision Attack. Utan can expend a superiority die when
Skills Athletics +7, History +5, Intimidation +9, Perception +4, making a weapon attack against a creature, adding the number
Persuasion +9, Dragonchess rolled to the attack roll.
Senses Darkvision 120ft, Passive Perception 14 Sweeping Attack. Utan can expend one superiority die when
Languages Common, Elven, Undercommon he hits a creature with a melee weapon attack to damage an
Challenge 7 (2,900 XP) additional creature. If the creature would have been hit by the
Fey Ancestry. Utan has advantage on saving throws against original attack roll, is within 5ft of the original target, and within
being charmed, and magic cannot put him to sleep. Utan’s reach, it takes damage equal to the number rolled on the
Trance. Utan does not sleep. Instead, he meditates for four hours superiority die
each night. This grants him the benefit of a long rest. Trip Attack. Utan may expend one superiority die when he hits
Sunlight Sensitivity. Utan has disadvantage on attack rolls and a creature with a weapon attack to attempt to knock the target
on Perception checks based on sight when he’s in direct sunlight. down. He adds the superiority die to the attack’s damage roll.
If it is Large or smaller, the target must make a Strength saving
Drow Magic. Utan knows the Dancing Lights cantrip. He may
throw, DC 18, or fall prone.
also cast Faerie Fire and Darkness once per day, using Charisma
as his spellcasting modifier. Know Your Enemy. Utan can learn certain information about
a creature’s capabilities compared to his own if he spends at
Position of Privilege. Utan can secure an audience with a local
least one minute observing or interacting with it outside of
noble, is welcome in high society, and common people will try
combat. He can discern if the creature is his equal, superior, or
their best to accommodate him.
inferior in up to two categories: Strength score, Dexterity score,
Fighting Style (Dueling). When using a melee weapon in one Constitution score, Armor Class, current hit points, total class
hand and no other weapons, Utan deals +2 damage with it. levels, or Fighter class levels.
Second Wind. On his turn Utan can use a bonus action to Indomitable. Twice per day, Utan can reroll a failed saving
regain 1d10 + 16 hit points. Once he uses this feature, he must throw. Once he expends all uses of this feature, he must finish a
finish a long or short rest before using it again. short or long rest before using it again.
Action Surge. Once per day, on his turn, Utan can take an Relentless. When Utan rolls initiative and has no superiority
additional action on top of his normal action and possible bonus dice remaining he gains one superiority die.
action. Once he uses this feature, he must finish a long or short
rest before using it again. Actions
Combat Superiority. Utan has six superiority dice which are Extra Attack. Utan can attack three times with each Attack action.
d10’s. These dice are expended when used and are regained after Longsword. Melee Weapon Attack (Versatile): +7 to hit, reach 5 ft.,
a short or long rest. one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
Disarming Attack. Utan can expend one superiority die when Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
he hits a creature with a weapon attack to attempt to disarm the one creature. Hit: 10 (1d8 + 5) piercing damage.
target. He adds the superiority die to the attack’s damage roll.
The target must make a Strength saving throw, DC 18, or drop Weapons, Armor & Items
one item of Utan’s choice that it’s holding. Blade of Dagr-Nath, Light Crossbow, Plate Armor, 6pp, 70gp, 90sp
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.
Maneuvering Attack. Utan can expend one superiority die
when he hits a creature with a weapon attack to move an ally. He
adds the superiority die to the attack’s damage roll. An ally who
can see or hear him can use its reaction to move up to half its
speed, provoking no opportunity attacks from the target of the
attack.

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Menacing Attack. Utan can expend one superiority die when


Utan Brabus (level 20) he hits a creature with a weapon attack. He adds the superiority
Medium Humanoid (Drow), Chaotic Evil
die to the attack’s damage roll. The target must make a Wisdom
Class Fighter (lvl 20) Armor Class 18 (Plate) saving throw, DC 19, or become frightened by Utan until the
Background Noble Hit Points 224 (20d10+100) end of his next turn.
Occupation Mercenary Speed 30 ft. Parry. Utan can use his reaction to expend one superiority die
STR DEX CON INT WIS CHA when damaged by another creature’s melee attack, reducing the
14 (+2) 20 (+5) 20 (+3) 10 (+0) 8 (–1) 20 (+5) damage taken by the number rolled + 5.
Saving Throws Strength +8, Constitution +11 Precision Attack. Utan can expend a superiority die when
Skills Athletics +8, History +6, Intimidation +11, Perception +5, making a weapon attack against a creature, adding the number
Persuasion +11, Dragonchess rolled to the attack roll.
Senses Darkvision 120ft, Passive Perception 15 Sweeping Attack. Utan can expend one superiority die when
Languages Common, Elven, Undercommon he hits a creature with a melee weapon attack to damage an
Challenge 9 (5,000 XP) additional creature. If the creature would have been hit by the
Fey Ancestry. Utan has advantage on saving throws against original attack roll, is within 5ft of the original target, and within
being charmed, and magic cannot put him to sleep. Utan’s reach, it takes damage equal to the number rolled on the
Trance. Utan does not sleep. Instead, he meditates for four hours superiority die
each night. This grants him the benefit of a long rest. Trip Attack. Utan may expend one superiority die when he hits
Sunlight Sensitivity. Utan has disadvantage on attack rolls and a creature with a weapon attack to attempt to knock the target
on Perception checks based on sight when he’s in direct sunlight. down. He adds the superiority die to the attack’s damage roll.
If it is Large or smaller, the target must make a Strength saving
Drow Magic. Utan knows the Dancing Lights cantrip. He may
throw, DC 19, or fall prone.
also cast Faerie Fire and Darkness once per day, using Charisma
as his spellcasting modifier. Know Your Enemy. Utan can learn certain information about
a creature’s capabilities compared to his own if he spends at
Position of Privilege. Utan can secure an audience with a local
least one minute observing or interacting with it outside of
noble, is welcome in high society, and common people will try
combat. He can discern if the creature is his equal, superior, or
their best to accommodate him.
inferior in up to two categories: Strength score, Dexterity score,
Fighting Style (Dueling). When using a melee weapon in one Constitution score, Armor Class, current hit points, total class
hand and no other weapons, Utan deals +2 damage with it. levels, or Fighter class levels.
Second Wind. On his turn Utan can use a bonus action to Indomitable. Three times per day, Utan can reroll a failed saving
regain 1d10 + 20 hit points. Once he uses this feature, he must throw. Once he expends all uses of this feature, he must finish a
finish a long or short rest before using it again. short or long rest before using it again.
Action Surge. Twice per day on his turn, Utan can take one Relentless. When Utan rolls initiative and has no superiority
additional action on top of his regular action and a possible dice remaining he gains one superiority die.
bonus action. Once he expends all uses of this feature, he must
finish a short or long rest before using it again. Actions
Combat Superiority. Utan has six superiority dice which are Extra Attack. Utan can attack four times with each Attack action.
d12’s. These dice are expended when used and are regained after Longsword. Melee Weapon Attack (Versatile): +8 to hit, reach 5 ft.,
a short or long rest. one creature. Hit: 7 / 8 (1d8 / 1d10 + 2) slashing damage.
Disarming Attack. Utan can expend one superiority die when Light Crossbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
he hits a creature with a weapon attack to attempt to disarm the one creature. Hit: 10 (1d8 + 5) piercing damage.
target. He adds the superiority die to the attack’s damage roll.
The target must make a Strength saving throw, DC 19, or drop Weapons, Armor & Items
one item of Utan’s choice that it’s holding. Blade of Dagr-Nath, Light Crossbow, Plate Armor, 10pp, 150gp,
Evasive Footwork. Utan can expend one superiority die when 200sp
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.
Maneuvering Attack. Utan can expend one superiority die
when he hits a creature with a weapon attack to move an ally. He
adds the superiority die to the attack’s damage roll. An ally who
can see or hear him can use its reaction to move up to half its
speed, provoking no opportunity attacks from the target of the
attack.

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If a threat presents itself, Yrla is willing to make a deal to save her


Yrla Silverhand own skin, and has the resources to back it up. However, should any
Medium Humanoid (Mountain Dwarf), Neutral Evil
opportunity arise to get back at her enemies, she will take it for the
Class Rogue (lvl 1) Armor Class 17 (Halfplate) sake of her pride.
Background Assassin Hit Points 10 (1d8+2) Her office is a death-trap; concealed crossbows are rigged to riddle
Occupation Guild Leader Speed 25 ft. the area across her desk with quarrels and her own custom heavy
STR DEX CON INT WIS CHA crossbow is never out of reach. In combat, she replaces her silver
11 (+0) 15 (+2) 15 (+2) 13 (+1) 12 (+1) 11 (+0) hand with a specially designed windlass mechanism, allowing her
to reload with ease, despite her injury.
Saving Throws Dexterity +4, Intelligence+3
Skills Acrobatics +4, Deception +4, Insight +5, Perception +3, Personality Traits
Sleight of Hand +4, Stealth +4, Playing Cards, Thieves’ Tools “I got to where I am today by being the best. Don’t dare suggest
Senses Darkvision 60ft, Passive Perception 13 otherwise.” Yrla is convinced that no one else could have been
Languages Common, Dwarvish, Thieves’ Cant through what she has and come out on top, that she and she alone
Challenge 1/2 (100 XP) had the necessary wits and skill.
Dwarven Resilience. Yrla has advantage on saving throws
against poison, and resistance to poison damage. Ideals
Criminal Contact. Yrla has a contact in the criminal network, “I’m no-one’s fool.” Yrla has been surprised and outwitted once,
and can send and receive messages to them through various and has vowed that this will never happen again. If she even
means, even over great distances. remotely expects the other party will try to outsmart or double
Expertise (Deception and Insight). Yrla adds double cross her, the deal simply will not be made (and she’ll
her proficiency bonus to skill checks she has probably send a few quarrels their way for their trouble).
expertise with.
Bonds
Sneak attack (+1d6). Once per turn, Yrla
“He’s dead. I put a bolt in the bastard and he went down
can deal an extra 1d6 damage to one
like a sack of rocks. He’s dead.” Yrla is terrified of the
creature she hits with an attack if she
thought that Talim survived their last encounter
has advantage on the attack roll. The
and will return some day. Her paranoia
attack must use a finesse or ranged
surrounding this colors her interactions with
weapon. She doesn’t need advantage
any newcomers.
on the attack roll if another enemy
of the target is within 5 feet of it, Flaws
that enemy isn’t incapacitated, and “Get to the point; what’s in it for me?” Yrla
she doesn’t have disadvantage on the only truly trusts and respects herself. Short
attack roll. of her life being on the line, nothing will
Actions make her accept a deal where she gets less
than the other party on principle.
Metal Hand. Melee Weapon Attack: +2 to
hit, reach 5 ft., one creature. Hit: 4 (1d6 + 0) Roleplaying Yrla
bludgeoning damage. Yrla isn’t one to miss an opportunity. If she’s
Heavy Crossbow. Ranged Weapon Attack: +4 faced with an opening she can use to her benefit,
to hit, range 100/400 ft., one creature. Hit: 8 she will take it. Like many dwarves, she is proud
(1d10 + 2) piercing damage. and stubborn and her sadistic
streak means she will not forget
Overview or forgive any slight.
Yrla Silverhand formed the Two Blades Her underlings appreciate the life
assassins’ guild 50 years ago. Her partner, of relative luxury she affords them,
Talim (p.174), turned on her after they’d attempting to move up in her favor and,
killed their target, hoping for her share of the bounty. She lost understandably, trying to avoid forming too strong
her partner and her right hand, but gained an idea. Two assassins a connection with other members.
are sent after a target, each tasked with killing the other once the
deed is done. The promise of twice the pay attracts the greedy, and “Not another step. I didn’t get to where
the promise of testing their mettle against other assassins attracts I am today by missing.”
the bloodthirsty. Yrla treats her “boys” like an extended family or,
perhaps more accurately, favored pets, yet also has a (very well Weapons, Armor & Items
disguised) sadistic glee at setting them off to kill one another. Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes,
Pipe, Silver Choker (4gp), 36sp, 10gp

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Yrla Silverhand (level 4) Defense


Medium Humanoid (Mountain Dwarf), Neutral Evil As she often was, Yrla was still at her desk well past dusk. She
wore a satisfied sneer as she went through the week’s lists. She had
Class Rogue (lvl 4) Armor Class 17 (Halfplate)
guessed every outcome correctly: she nearly always did. A noise
Background Assassin Hit Points 35 (4d8+12)
outside her window interrupted her musings and she sat bolt
Occupation Guild Leader Speed 25 ft.
upright. You didn’t get where she was without taking any threat
STR DEX CON INT WIS CHA seriously. Looking around, she took in each of her traps in turn,
11 (+0) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 11 (+0) all rigged to hit various points in the room, her eyes resting at last
Saving Throws Dexterity +4, Intelligence+3 on the large, custom crossbow that she’d had to commission to be
Skills Acrobatics +5, Deception +4, Insight +5, Perception +3, compatible with her… condition.
Sleight of Hand +5, Stealth +5, Playing Cards, Thieves’ Tools Talim.
Senses Darkvision 60ft, Passive Perception 13 She remembered the night. She’d taken care of the guards from
Languages Common, Dwarvish, Thieves’ Cant afar, while he’d snuck into the mansion for the target. Some baron
Challenge 1 (200 XP) or other, she seemed to remember. Their tracks would have shown
Dwarven Resilience. Yrla has advantage on saving throws their escape route in the snow, so they made their way out through
against poison, and resistance to poison damage. the sewers.
Criminal Contact. Yrla has a contact in the criminal network, Talim had been acting strange all day. Still reckless, still deadly, but
and can send and receive messages to them through various strange. She wondered if their employer had offered him the same deal
means, even over great distances. as her. She’d turned him down, naturally, but that was a lot of coin.
Expertise (Deception and Insight). Yrla adds double her He was first up the ladder onto the street. As Yrla ascended, she
proficiency bonus to skill checks she has expertise with. saw Talim drawing his dagger and, across the street from him, a
Sneak attack (+2d6). Once per turn, Yrla can deal an extra stranger, hooded and cloaked.
2d6 damage to one creature she hits with an attack if she has He’d taken the deal.
advantage on the attack roll. The attack must use a finesse or Yrla could load and fire a crossbow faster than anyone, but not
ranged weapon. She doesn’t need advantage on the attack roll if faster than Talim could draw a dagger. She remembered moonlight
another enemy of the target is within 5 feet of it, that enemy isn’t on the blade as it came down. She remembered a jolt as it caught
incapacitated, and she doesn’t have disadvantage on the her in the arm, as if she had caught a blow while sparring. She
attack roll. remembered no pain as she fell, registering only distantly that her
Cunning Action. On her turn, as a bonus action, Yrla can take a hand lay in the snow beside her.
Dash, Dodge, Disengage, or Hide action. Talim ran. With all her strength, she hoisted up the crossbow as her
Assassinate. Yrla has advantage on attack rolls against any vision dimmed. The bolt whistled into the night. A blurred figure
creature that hasn’t taken a turn in combat yet. Additionally, if collapsed to the ground. And she remembered nothing more.
she hits a surprised creature, it is counted as a critical hit. Yrla twitched open the curtains to peer through the snow into the
street below. No, not Talim.
Actions
Just some old beggar.
Metal Hand. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 0) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400
ft., one creature. Hit: 9 (1d10 + 3) piercing damage.
Weapons, Armor & Items
Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes,
Pipe, Silver Choker (4gp), 40sp, 14gp

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Yrla Silverhand (level 8) Actions


Medium Humanoid (Mountain Dwarf), Neutral Evil Metal Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Class Rogue (lvl 8) Armor Class 17 (Halfplate) creature. Hit: 4 (1d6 + 0) bludgeoning damage.
Background Assassin Hit Points 67 (8d8+24) Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400
Occupation Guild Leader Speed 25 ft. ft., one creature. Hit: 10 (1d10 + 4) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
11 (+0) 18 (+4) 16 (+3) 13 (+1) 12 (+1) 11 (+0) Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes,
Saving Throws Dexterity +7, Intelligence+4 Pipe, Silver Choker (4gp), 75sp, 24gp
Skills Acrobatics +10, Deception +6, Insight +7, Perception +7,
Sleight of Hand +7, Stealth +7, Playing Cards, Thieves’ Tools
Senses Darkvision 60ft, Passive Perception 17
Yrla in Your Game
Languages Common, Dwarvish, Thieves’ Cant
Challenge 3 (700 XP) Yrla might become involved with the party if they catch the
Dwarven Resilience. Yrla has advantage on saving throws attention of a villain rich enough to employ the Two Blades to
against poison, and resistance to poison damage. go after them. Alternatively, she may send representatives in an
Criminal Contact. Yrla has a contact in the criminal network, attempt to make an offer of employment to any characters she
and can send and receive messages to them through various deems to have a ‘promising future’ on her books.
means, even over great distances. Quest Hook. The party unwittingly slay a target the Two Blades
Expertise (Acrobatics, Deception, Insight, and Perception). were seeking. Yrla seeks them out and offers them the payment
Yrla adds double her proficiency bonus to skill checks she has for the job (and promises of further employment) if they will
expertise with. find and kill the two assassins assigned to the target.
Sneak attack (+4d6). Once per turn, Yrla can deal an extra
4d6 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.

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Yrla Silverhand (level 12) Actions


Medium Humanoid (Mountain Dwarf), Neutral Evil Metal Hand. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Class Rogue (lvl 12) Armor Class 17 (Halfplate) creature. Hit: 4 (1d6 + 0) bludgeoning damage.
Background Assassin Hit Points 99 (12d8+36) Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400
Occupation Guild Leader Speed 25 ft. ft., one creature. Hit: 11 (1d10 + 5) piercing damage.
STR DEX CON INT WIS CHA Weapons, Armor & Items
11 (+0) 20 (+5) 16 (+3) 13 (+1) 14 (+2) 11 (+0) Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes,
Saving Throws Dexterity +9, Intelligence+5 Pipe, Silver Choker (4gp), 120sp, 40gp
Skills Acrobatics +13, Deception +8, Insight +10, Perception +10,
Sleight of Hand +9, Stealth +9, Playing Cards,
Thieves’ Tools
Senses Darkvision 60ft, Passive Perception 20
Languages Common, Dwarvish, Thieves’ Cant
Challenge 5 (1,800 XP)
Dwarven Resilience. Yrla has advantage on saving throws
against poison, and resistance to poison damage. Week 5 lists - stakes to Yrla by sunset
Criminal Contact. Yrla has a contact in the criminal network,
and can send and receive messages to them through various
means, even over great distances.
Expertise (Acrobatics, Deception, Insight, and Perception). Davin - Gr etk a
Yrla adds double her proficiency bonus to skill checks she has
expertise with. 1/ 14 - 13 /2
Sneak attack (+6d6). Once per turn, Yrla can deal an extra
6d6 damage to one creature she hits with an attack if she has
advantage on the attack roll. The attack must use a finesse or Jin al - Lot hri
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 15 /8 - 2/ 5
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.
Sh ath aza - Mi kel
Assassinate. Yrla has advantage on attack rolls against any 13 /5 - 3/ 10
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 No rri s - Tan ner
attack’s damage.
Evasion. When Yrla is subjected to an effect that allows her to
6/ 5 - 4/ 6
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. Van ara - Kov ig
Infiltration Expertise. Yrla can spend seven days and 25gp to
create a false identity for herself with established history and 2/ 9 - 3/ 1
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.
Reliable Talent. When Yrla 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.

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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.

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Blindsense. If Yrla is able to hear, she is aware of the location of


Yrla Silverhand (level 20) any hidden or invisible creatures within 10 feet of her.
Medium Humanoid (Mountain Dwarf), Neutral Evil
Death Strike. When Yrla hits a surprised target, it must make a
Class Rogue (lvl 16) Armor Class 17 (Halfplate) Constitution saving throw, DC 19, or take double damage from
Background Assassin Hit Points 163 (20d8+63) the attack.
Occupation Guild Leader Speed 25 ft.
Elusive. No attack roll can have advantage against Yrla unless
STR DEX CON INT WIS CHA she is incapacitated.
11 (+0) 20 (+5) 16 (+3) 13 (+1) 16 (+3) 11 (+0) Stroke of Luck. If Yrla’s attack misses a target within range, she
Saving Throws Dexterity +10, Intelligence+6, Wisdom +8 can turn the miss into a hit. Alternatively, if she fails an ability
Skills Acrobatics +15, Deception +10, Insight +13, Perception +13, check, she can treat the d20 roll as a 20. Once she uses this
Sleight of Hand +10, Stealth +10, Playing Cards, feature she cannot use it again until she finishes a short or long
Thieves’ Tools rest.
Senses Darkvision 60ft, Passive Perception 23
Languages Common, Dwarvish, Thieves’ Cant
Actions
Challenge 7 (2,900 XP) Metal Hand. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Dwarven Resilience. Yrla has advantage on saving throws creature. Hit: 4 (1d6 + 0) bludgeoning damage.
against poison, and resistance to poison damage. Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range
Criminal Contact. Yrla has a contact in the criminal network, 100/400 ft., one creature. Hit: 11 (1d10 + 5) piercing damage.
and can send and receive messages to them through various Weapons, Armor & Items
means, even over great distances.
Concealed Halfplate, Powerful Crossbow, 30 bolts, Fine Clothes,
Expertise (Acrobatics, Deception, Insight, and Perception). Pipe, Silver Choker (4gp), 250sp, 160gp
Yrla adds double her proficiency bonus to skill checks she has
expertise with.
Sneak attack (+10d6). Once per turn, Yrla can deal an extra
10d6 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.
Reliable Talent. When Yrla 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.
Impostor. Yrla can flawlessly mimic another person’s speech,
writing, and behavior if she spends at least three hours studying
the person’s speech, hand writing, and mannerisms. She has
advantage on any Deception check made to avoid detection.

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Generic NPCs 73-74 5 Advanced Thief Boss 209


This section contains examples of unnamed NPCs that can be 75-76 5 Legendary Bandit 211
used individually, or in groups. Their attributes, skills, features, 77-78 6 Intermediate Ruffian Boss 200
and actions have been carefully chosen to provide many different
79-80 6 Intermediate Bandit Boss 212
encounter possibilities with different challenge ratings.
81-82 6 Intermediate Assassin Boss 216
Individual Encounter Table 83-84 7 Advanced Brigand Boss 197
The following table can be used to generate a random NPC from
85-86 8 Advanced Ruffian Boss 201
this section. They are arranged by challenge rating if you are
looking to fit a particular encounter. 87-88 8 Advanced Assassin Boss 217
89-90 9 Advanced Bandit Boss 213
d100 CR Title Page
91-100 - Roll twice, ignoring results of 91-100 -
1-2 1/8 Basic Brigand 194
3-4 1/8 Basic Ruffian 198 Group Encounter Tables
5-6 1/4 Average Brigand 194 For generating encounter groups quickly and easily, you have
the following tables. You can either generate the group randomly
7-8 1/4 Average Ruffian 198
by rolling a d8 or choose a group according to the cumulative
9-10 1/4 Basic Thief 206 challenge rating. If you want to add a bit more challenge to
11-12 1/4 Basic Bandit 210 any group, consider adding a named character from the earlier
13-14 1/2 Skilled Brigand 195 chapters in this book, or one of the mini bosses found in each sub
category of generic NPCs.
15-16 1/2 Skilled Ruffian 199
17-18 1/2 Basic Swindler 202 Brigands
The party is most likely to encounter a rowdy group of brigands in
19-20 1/2 Average Thief 206
a tavern or inn, or at a trading post—any establishment that serves
21-22 1/2 Average Bandit 211 good ale (bad ale will, almost definitely, be sufficient).
23-24 1/2 Basic Assassin 214
d8 CR Group Members
25-26 1 Elite Brigand 195
1 1/2 2 Basic Brigands, 1 Average Brigand
27-28 1 Average Swindler 203
2 1 4 Basic Brigands, 2 Average Brigands, 1 Skilled
29-30 1 Skilled Thief 207
Brigand
31-32 1 Beginner Thief Boss 208
3 3 8 Basic Brigands, 4 Average Brigands, 2 Skilled
33-34 1 Average Assassin 215 Brigands
35-36 2 Elite Ruffian 199 4 4 4 Basic Brigands, 2 Average Brigands, 1 Skilled
37-38 2 Skilled Swindler 203 Brigand, 1 Elite Brigand
39-40 2 Elite Thief 207 5 6 8 Basic Brigands, 4 Average Brigands, 2 Skilled
41-42 2 Skilled Bandit 211 Brigands, 1 Legendary Brigand

43-44 2 Skilled Assassin 215 6 7 4 Basic Brigands, 2 Average Brigands, 1 Skilled


Brigand, 1 Beginner Brigand Boss
45-46 3 Legendary Brigand 195
7 8 4 Basic Brigands, 2 Average Brigands, 1 Skilled
47-48 3 Legendary Ruffian 199 Brigand, 1 Intermediate Brigand Boss
49-50 3 Elite Swindler 203 8 10 4 Basic Brigands, 2 Average Brigands, 1 Skilled
51-52 3 Legendary Thief 207 Brigand, 1 Advanced Brigand Boss
53-54 3 Intermediate Thief Boss 208
Ruffians
55-56 3 Elite Bandit 211
The party may be set upon by a group of ruffians while exploring
57-58 3 Elite Assassin 215 the streets or alley ways of most settlements. An encounter could
59-60 4 Beginner Brigand Boss 196 happen at any time of day, but are especially common at night, and
61-62 4 Beginner Ruffian Boss 200 particularly if the ruffians can get the drop on the party.

63-64 4 Legendary Swindler 204 d8 CR Group Members


65-66 4 Beginner Bandit Boss 212 1 1/2 4 Basic Ruffians
67-68 4 Legendary Assassin 215 2 1 6 Basic Ruffians, 2 Average Ruffians
69-70 4 Beginner Assassin Boss 216 3 2 8 Basic Ruffians, 2 Average Ruffians, 1 Skilled
Ruffian
71-72 5 Intermediate Brigand Boss 196

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4 4 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite Bandits


Ruffian The party is most likely to encounter bandits out on the road,
5 6 6 Average Ruffians, 3 Skilled Ruffians, 1 Legendary representing a band of criminals living on what they can take
Ruffian from travelers by force. However, bandit encounters can also take
place in settlements, where these strong enemies are the elite of a
6 8 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite criminal enterprise.
Ruffian, 1 Beginner Ruffian Boss
7 10 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite d8 CR Group Members
Ruffian, 1 Intermediate Ruffian Boss 1 1 4 Basic Bandits
8 12 4 Average Ruffians, 2 Skilled Ruffians, 1 Elite 2 2 4 Basic Bandits, 2 Average Bandits
Ruffian, 1 Advanced Ruffian Boss
3 4 4 Basic Bandits, 2 Average Bandits, 1 Skilled
Swindlers Bandit
Swindlers can be found in any decent-sized settlement where there 4 7 4 Basic Bandits, 2 Average Bandits, 1 Skilled
are easy marks to be found. Adventurers often have a great deal of Bandit, 1 Elite Bandit
wealth, so are a tempting target for swindlers, who may approach 5 8 4 Basic Bandits, 2 Average Bandits, 1 Skilled
them in a variety of ways, depending on the preferred con. Bandit, 1 Beginner Bandit Boss
d8 CR Group Members 6 9 4 Basic Bandits, 2 Average Bandits, 1 Skilled
Bandit, 1 Legendary Bandit
1 1 2 Basic Swindlers
7 10 4 Basic Bandits, 2 Average Bandits, 1 Skilled
2 2 2 Basic Swindlers, 1 Average Swindler Bandit, 1 Intermediate Bandit Boss
3 4 2 Average Swindlers, 1 Skilled Swindler 8 13 4 Basic Bandits, 2 Average Bandits, 1 Skilled
4 5 2 Average Swindlers, 1 Elite Swindler Bandit, 1 Advanced Bandit Boss
5 6 2 Average Swindlers, 1 Legendary Swindler
6 7 2 Skilled Swindlers, 1 Elite Swindler
Assassins
Assassins might strike at the party anywhere, dependent on their
7 8 2 Skilled Swindlers, 1 Legendary Swindler preferred tactics: a noble’s ball, their sleeping quarters in the dead
8 10 2 Elite Swindlers, 1 Legendary Swindler of night, or out on the road far away from any witnesses—any of
these could be the setting of a devastating surprise attack.
Thieves
Thieves are a constant annoyance everywhere, whether burglars d8 CR Group Members
in the night or pickpockets in a bustling market, but organized 1 1 2 Basic Assassins
groups can become a real menace. 2 2 2 Average Assassins
d8 CR Group Members 3 3 1 Average Assassin, 1 Skilled Assassin
1 1 4 Basic Thieves 4 5 1 Skilled Assassin, 1 Elite Assassin
2 2 4 Basic Thieves, 2 Average Thieves 5 6 1 Skilled Assassin, 1 Legendary Assassin
3 3 4 Basic Thieves, 2 Average Thieves, 1 Skilled Thief 6 8 2 Skilled Assassins, 1 Beginner Assassin Boss
4 4 2 Average Thieves, 1 Skilled Thief, 1 Elite Thief 7 10 2 Skilled Assassins, 1 Intermediate Assassin Boss
5 4 4 Basic Thieves, 2 Average Thieves, 1 Beginner 8 12 2 Skilled Assassins, 1 Advanced Assassin Boss
Thief Boss
6 5 1 Elite Thief, 1 Legendary Thief
7 7 4 Average Thieves, 2 Skilled Thieves, 1
Intermediate Thief Boss
8 9 2 Skilled Thieves, 1 Elite Thief, 1 Advanced Thief
Boss

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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.

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Skilled Brigand legendary Brigand


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 13 (Hide) Armor Class 15 (Chain Shirt)
Hit Points 36 (5d12 + 4) Hit Points 56 (4d12 + 30)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +5, Constitution +5 Saving Throws Strength +8, Constitution +8
Skills Athletics +5, Intimidation +4 Skills Athletics +8, Intimidation +7
Senses Passive Perception 9 Senses Passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Tavern Fighter. The skilled brigand has proficiency with Tavern Fighter. The legendary brigand has proficiency with
improvised weapons found in most taverns. improvised weapons found in most taverns.
Rage. Two times per day, on their turn, the legendary brigand
Actions
can enter a rage as a bonus action. They gain advantage on
Mace. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 5 Strength checks and Strength saving throws, a +2 bonus to
(1d6 + 2) bludgeoning damage. damage when making Strength based melee attacks, and
Ale Mug. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or resistance to slashing, piercing, and bludgeoning damage.
range 15/25 ft., one target. Hit: 2 (1d2 + 1) bludgeoning damage. Rage lasts for 1 minute; it ends early if their turn ends and they
Bar Stool/Chair. Melee Weapon Attack: +5 to hit, reach 5ft, one haven’t attacked a hostile creature since their last turn or taken
target. Hit: 6 (1d8 + 2) bludgeoning damage. damage since then. They can also end their rage on their own as
a bonus action. Rage recharges after a long rest.
Reckless Attack. The legendary brigand may decide to attack
Elite Brigand recklessly, giving themselves advantage on all attack rolls. If they
Medium Humanoid (any race), Neutral decide to do this, any attacks made against them are also done
with advantage.
Armor Class 14 (Chain Shirt)
Danger Sense. The legendary brigand has advantage on
Hit Points 48 (2d10 + 37)
Dexterity saving throws against effects they can see, such as
Speed 30 ft.
traps and spells.
STR DEX CON INT WIS CHA Frenzy. When raging, the legendary brigand can make a single
16 (+3) 13 (+1) 15 (+2) 10 (+0) 9 (-1) 13 (+1) melee weapon attack on each of their turns as a bonus action.
Saving Throws Strength +7, Constitution +6 When their rage ends, they suffer one level of exhaustion.
Skills Athletics +7, Intimidation +5 (proficiency +4)
Senses Passive Perception 9 Actions
Languages Any one language (usually Common) Multiattack. The legendary brigand makes two melee or ranged
Challenge 1 (200 XP) attacks. When raging, they can also make one additional melee
Tavern Fighter. The elite brigand has proficiency with attack as a bonus action (see Frenzy).
improvised weapons found in most taverns. Greatclub. Melee Weapon Attack: +8 to hit, reach 5ft, one target.
Fighting Style (Dueling). When the elite brigand is wielding a Hit: 9 (1d8 + 3) bludgeoning damage (+2 when raging).
melee weapon in one hand and no other weapons, they gain +2 Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or
bonus to damage rolls with that weapon. range 15/25 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage.
Second Wind. On their turn the elite brigand can use a bonus Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5ft, one
action to heal for 1d10 + 1. Once they uses this feature they target. Hit: 7 (1d8 + 3) bludgeoning damage.
must finish a long or short rest before using it again.
Actions
Multiattack. The elite brigand makes two melee or ranged attacks.
Mace. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 8
(1d6 + 5) bludgeoning damage.
Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or
range 15/25 ft., one target. Hit: 2 (1d2 + 1) bludgeoning damage.
Bar Stool/Chair. Melee Weapon Attack: +7 to hit, reach 5ft, one
target. Hit: 6 (1d8 + 2) bludgeoning damage.

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Beginner Brigand Boss Intermediate Brigand Boss


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 16 Armor Class 17
Hit Points 52 (5d12 + 20) Hit Points 84 (8d12 + 32)
Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 15 (+2) 19 (+4) 15 (+2) 20 (+5) 10 (+0) 10 (+0) 16 (+2)
Saving Throws Strength +7, Constitution +7 Saving Throws Strength +7, Constitution +8
Skills Athletics +7, Intimidation +5 Skills Athletics +7, Intimidation +5
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)
Tavern Fighter. The beginner brigand boss has proficiency with Tavern Fighter. The intermediate brigand boss has proficiency
improvised weapons found in most taverns. with improvised weapons found in most taverns.
Rage. Three times per day, on their turn, the beginner brigand Rage. Four times per day, on their turn, the intermediate
boss can enter a rage as a bonus action. They gain advantage brigand boss can enter a rage as a bonus action. They gain
on Strength checks and Strength saving throws, a +2 bonus advantage on Strength checks and Strength saving throws, a +2
to damage when making Strength based melee attacks, and bonus to damage when making Strength based melee attacks,
resistance to slashing, piercing, and bludgeoning damage. and resistance to slashing, piercing, and bludgeoning damage.
Rage lasts for 1 minute; it ends early if their turn ends and they Rage lasts for 1 minute; it ends early if their turn ends and they
haven’t attacked a hostile creature since their last turn or taken haven’t attacked a hostile creature since their last turn or taken
damage since then. They can also end their rage on their own as damage since then. They can also end their rage on their own as
a bonus action. Rage recharges after a long rest. a bonus action. Rage recharges after a long rest.
Reckless Attack. The beginner brigand boss may decide to Reckless Attack. The intermediate brigand boss may decide to
attack recklessly, giving themselves advantage on all attack rolls. attack recklessly, giving themselves advantage on all attack rolls.
If they decide to do this, any attacks made against them are also If they decide to do this, any attacks made against them are also
done with advantage. done with advantage.
Danger Sense. The beginner brigand boss has advantage on Danger Sense. The intermediate brigand boss has advantage
Dexterity saving throws against effects they can see, such as on Dexterity saving throws against effects they can see, such as
traps and spells. traps and spells.
Frenzy. When raging, the beginner brigand boss can make a Frenzy. When raging, the intermediate brigand boss can make
single melee weapon attack on each of their turns as a bonus a single melee weapon attack on each of their turns as a bonus
action. When their rage ends, they suffer one level of exhaustion. action. When their rage ends, they suffer one level of exhaustion.
Mindless Rage. The intermediate brigand boss can’t be charmed
Actions
or frightened while raging. If they enter a rage while charmed or
Multiattack. The beginner brigand boss makes two melee or frightened, the effect is suspended for the duration of the rage.
ranged attacks. When raging, they can also make one additional Feral Instinct. The intermediate brigand boss has advantage on
melee attack as a bonus action (see Frenzy). initiative rolls. In addition, if they are surprised at the beginning
Maul. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: of combat and aren’t incapacitated, they may act normally
13 (2d6 + 4) bludgeoning damage (+2 when raging). during their first turn, but only if they enter a rage before doing
Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or anything else.
range 15/25 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage.
Actions
Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5ft, one
target. Hit: 8 (1d8 + 4) bludgeoning damage. Multiattack. The intermediate brigand boss makes two melee or
ranged attacks. When raging, they can also make one additional
melee attack as a bonus action (see Frenzy).
Maul. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit:
13 (2d6 + 4) bludgeoning damage (+2 when raging).
Ale Mug. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or
range 15/25 ft., one target. Hit: 3 (1d2 + 2) bludgeoning damage.
Bar Stool/Chair. Melee Weapon Attack: +7 to hit, reach 5ft, one
target. Hit: 8 (1d8 + 4) bludgeoning damage.

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Relentless Rage. If the advanced brigand boss drops below 0 hit


Advanced Brigand Boss points while raging and doesn’t die outright, they can make a
Medium Humanoid (Any Race), Neutral
DC 10 Constitution saving throw. If they succeed, they drop to
Armor Class 18 1 hit point instead. Each time they use this feature after the first,
Hit Points 138 (12d12 + 60) the DC increases by 5. When they finish a long or short rest, the
Speed 40 ft. DC resets to 10.
STR DEX CON INT WIS CHA Actions
20 (+5) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 16 (+2)
Multiattack. The advanced brigand boss makes two melee or
Saving Throws Strength +9, Constitution +9
ranged attacks. When raging, they can also make one additional
Skills Athletics +9, Intimidation +7
melee attack as a bonus action (see Frenzy).
Senses Passive Perception 10
Languages Any one language (usually Common) Maul. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit:
Challenge 7 (2,900 XP) 15 (2d6 + 5) bludgeoning damage (+3 when raging).
Ale Mug. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft. or
Tavern Fighter. The advanced brigand boss has proficiency with
range 15/25 ft., one target. Hit: 4 (1d2 + 3) bludgeoning damage.
improvised weapons found in most taverns.
Bar Stool/Chair. Melee Weapon Attack: +8 to hit, reach 5ft, one
Rage. Five times per day, on their turn, the advanced brigand
target. Hit: 9 (1d8 + 5) bludgeoning damage.
boss can enter a rage as a bonus action. They gain advantage
on Strength checks and Strength saving throws, a +3 bonus
to damage when making Strength based melee attacks, and
resistance to slashing, piercing, and bludgeoning damage.
Rage lasts for 1 minute; it ends early if their turn ends and they
haven’t attacked a hostile creature since their last turn or taken
damage since then. They can also end their rage on their own as
a bonus action. Rage recharges after a long rest.
Reckless Attack. The advanced brigand boss may decide to
attack recklessly, giving themselves advantage on all attack rolls.
If they decide to do this, any attacks made against them are also
done with advantage.
Danger Sense. The advanced brigand boss has advantage on
Dexterity saving throws against effects they can see, such as
traps and spells.
Frenzy. When raging, the advanced brigand boss can make a
single melee weapon attack on each of their turns as a bonus
action. When their rage ends, they suffer one level of exhaustion.
Mindless Rage. The advanced brigand boss can’t be charmed or
frightened while raging. If they enter a rage while charmed or
frightened, the effect is suspended for the duration of the rage.
Feral Instinct. The advanced brigand boss has advantage on
initiative rolls. In addition, if they are surprised at the beginning
of combat and aren’t incapacitated, they may act normally
during their first turn, but only if they enter a rage before doing
anything else.
Brutal Critical. When the advanced brigand boss scores a melee
critical hit, they may roll two additional weapon damage die
when determining the extra damage.
Intimidating Presence. The advanced brigand boss can use
their action to frighten someone with their menacing presence.
They can choose one creature within 30 ft. which can see or
hear them. That creature must succeed on a Wisdom saving
throw (DC 14) or be frightened until the end of the advanced
brigand boss’ next turn. They can use their action to extend this
condition. The creature stops being frightened if it ends its turn
out of line of sight or more than 60ft. away from the advanced
brigand boss. If it succeeds on its saving throw, the advanced
brigand boss cannot use this feature on that creature again for
24 hours.

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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.

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Skilled Ruffian Actions


Medium Humanoid (Any Race), Neutral Evil Two-Weapon Fighting. When the elite ruffian makes an attack
Armor Class 14 (Std. Leather) with their Scimitar, they may also attack with their Dagger or
Hit Points 42 (6d10 + 9) Throwing Dagger as a bonus action, but gain no bonus to the
Speed 30 ft. damage roll.
Scimitar: Melee Weapon Attack: +7 to hit, reach 5ft, one creature.
STR DEX CON INT WIS CHA
Hit: 5 (1d6 + 2) slashing damage.
14 (+2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 13 (+1)
Dagger: Melee Weapon Attack: +7 to hit, reach 5ft, one creature.
Saving Throws Strength +5, Dexterity +5 Hit: 4 (1d4 + 2) piercing damage.
Skills Athletics +5, Slight of Hand +5, Stealth +5
Throwing Dagger: Ranged Weapon Attack: +7 to hit, range
Senses Passive Perception 11
20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The skilled ruffian has advantage on an attack roll Legendary Ruffian
against a creature if at least one of the ruffian’s allies is within 5 Medium Humanoid (any race), Neutral Evil
feet of the creature and the ally isn’t incapacitated. Armor Class 15 (Chain Shirt)
Actions Hit Points 70 (10d10 + 15)
Speed 30 ft.
Two-Weapon Fighting. When the skilled ruffian makes an attack
STR DEX CON INT WIS CHA
with their Scimitar, they may also attack with their Dagger or
16 (+3) 17 (+3) 15 (+2) 12 (+1) 12 (+1) 15 (+2)
Throwing Dagger as a bonus action, but gains no bonus to the
damage roll. Saving Throws Strength +8, Constitution +7
Scimitar: Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Skills Athletics +8, Perception +6, Intimidation +7
Hit: 5 (1d6 + 2) slashing damage. Senses Passive Perception 11
Languages Any one language (usually Common)
Dagger: Melee Weapon Attack: +5 to hit, reach 5ft, one creature.
Challenge 3 (700 XP)
Hit: 4 (1d4 + 2) piercing damage.
Throwing Dagger: Ranged Weapon Attack: +5 to hit, range Pack Tactics. The legendary ruffian has advantage on an attack
20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. roll against a creature if at least one of the ruffian’s allies is within
5 feet of the creature and the ally isn’t incapacitated.
Fighting Style (Two-Weapon Fighting). When they engage
Elite Ruffian in two weapon fighting, the legendary ruffian adds their ability
Medium Humanoid (Any Race), Neutral Evil
modifier to the damage of the second attack.
Armor Class 15 (Std. Leather)
Second Wind. On their turn, the legendary ruffian can use a
Hit Points 56 (10d8 + 11)
bonus action to heal themselves for 1d10 + 4. Once they use this
Speed 30 ft.
feature they must finish a long or short rest before using it again.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 11 (+1) 12 (+1) 14 (+2) Action Surge. On their turn, the legendary ruffian can take one
additional action on top of their regular action and a possible
Saving Throws Dexterity +7, Intelligence +5 bonus action. Once they use this feature they must finish a short
Skills Acrobatics +7, Perception +11, Slight of Hand +7, or long rest before using it again.
Stealth +13
Senses Passive Perception 11 Improved Critical. The legendary ruffian scores critical hits on
Languages Any one language (usually Common) rolls of 19 and 20.
Challenge 2 (450 XP)
Actions
Pack Tactics. The elite ruffian has advantage on an attack roll
Two-Weapon Fighting. When the elite ruffian makes an attack
against a creature if at least one of the ruffian’s allies is within 5
with their main-hand Scimitar, they may also attack with their off-
feet of the creature and the ally isn’t incapacitated.
hand Scimitar as a bonus action.
Sneak Attack (+1d6). Once per turn, the elite ruffian can deal Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
an extra 1d6 damage to one creature they hit with an attack Hit: 6 (1d6 + 3) slashing damage.
if they have advantage on the attack roll. The attack must use
a finesse or ranged weapon. The elite ruffian 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 the elite
ruffian doesn’t have disadvantage on the attack roll.
Cunning Action. On their turn, as a bonus action, the elite
ruffian can take a Dash, Dodge, Disengage, or Hide action.

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Beginner Ruffian Boss Intermediate Ruffian Boss


Medium Humanoid (Any Race), Neutral Evil Medium Humanoid (Any Race), Neutral Evil
Armor Class 16 (Std. Leather) Armor Class 16 (Std. Leather)
Hit Points 51 (6d10 + 18) Hit Points 93 (11d10 + 33)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 12 (+2) 12 (+1) 16 (+3) 17 (+3) 19 (+4) 17 (+3) 13 (+2) 13 (+1) 17 (+3)
Saving Throws Strength +6, Constitution +6 Saving Throws Strength +7, Constitution +7
Skills Athletics +6, Intimidation +6, Slight of Hand +7, Stealth +7 Skills Athletics +7, Intimidation +7, Slight of Hand +8, Stealth +8
Senses Passive Perception 11 Senses Passive Perception 11
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Pack Tactics. The beginner ruffian boss has advantage on an Pack Tactics. The intermediate ruffian boss has advantage on an
attack roll against a creature if at least one of the ruffian’s allies is attack roll against a creature if at least one of the ruffian’s allies is
within 5 feet of the creature and the ally isn’t incapacitated. within 5 feet of the creature and the ally isn’t incapacitated.
Fighting Style (Two-Weapon Fighting). When they engage in Fighting Style (Two-Weapon Fighting). When they engage in
two weapon fighting, the beginner ruffian boss adds their ability two weapon fighting, the intermediate ruffian boss adds their
modifier to the damage of the second attack. ability modifier to the damage of the second attack.
Second Wind. On their turn, the beginner ruffian boss can use a Second Wind. On their turn, the intermediate ruffian boss can
bonus action to heal themselves for 1d10 + 6. Once they use this use a bonus action to heal themselves for 1d10 + 11. Once they
feature they must finish a long or short rest before using it again. use this feature they must finish a long or short rest before using
it again.
Action Surge. On their turn, the beginner ruffian boss can
take one additional action on top of their regular action and Action Surge. On their turn, the intermediate ruffian boss can
a possible bonus action. Once they use this feature they must take one additional action on top of their regular action and
finish a short or long rest before using it again. a possible bonus action. Once they use this feature they must
finish a short or long rest before using it again.
Improved Critical. The beginner ruffian boss scores critical hits
on rolls of 19 and 20. Improved Critical. The intermediate ruffian boss scores critical
hits on rolls of 19 and 20.
Actions
Remarkable Athlete. The intermediate ruffian boss can add half
Extra Attack. The beginner ruffian boss can attack twice with each their proficiency bonus (rounded up) to any Strength, Dexterity,
Attack action. or Constitution check that doesn’t already use their proficiency
Two-Weapon Fighting. When the beginner ruffian boss makes an bonus. Additionally, the distance the intermediate ruffian boss
attack with their main-hand Scimitar, they may also attack with covers with a running long jump increases by 3 ft.
their off-hand Scimitar as a bonus action.
Indomitable. Once per day, the intermediate ruffian boss can
Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft, one creature.
reroll a failed saving throw. Once they use this feature, they must
Hit: 7 (1d6 + 4) slashing damage.
finish a short or long rest before using it again.
Actions
Extra Attack. The intermediate ruffian boss can attack three times
with each Attack action.
Two-Weapon Fighting. When the intermediate ruffian boss makes
an attack with their main-hand Scimitar, they may also attack with
their off-hand Scimitar as a bonus action.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
Hit: 7 (1d6 + 4) slashing damage.

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Advanced Ruffian Boss Actions


Medium Humanoid (Any Race), Neutral Evil Extra Attack. The advanced ruffian boss can attack three times
Armor Class 17 (Std. Leather) with each Attack action.
Hit Points 152 (16d10 + 64) Two-Weapon Fighting. When the advanced ruffian boss makes
Speed 30 ft. an attack with their main-hand Scimitar, they may also attack with
their off-hand Scimitar as a bonus action.
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 13 (+2) 14 (+2) 18 (+4) Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
Hit: 8 (1d6 + 5) slashing damage.
Saving Throws Strength +9, Constitution +9
Skills Athletics +9, Intimidation +9, Slight of Hand +10, Stealth +10
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 8 (3,900 XP)
Pack Tactics. The advanced ruffian boss has advantage on an
attack roll against a creature if at least one of the ruffian’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Fighting Style (Two-Weapon Fighting). When they engage in
two weapon fighting, the advanced ruffian boss adds their ability
modifier to the damage of the second attack.
Second Wind. On their turn, the advanced ruffian boss can use
a bonus action to heal themselves for 1d10 + 16. Once they use
this feature they must finish a long or short rest before using it
again.
Action Surge. On their turn, the advanced ruffian boss can
take one additional action on top of their regular action and
a possible bonus action. Once they use this feature they must
finish a short or long rest before using it again.
Superior Critical. The advanced ruffian boss scores critical hits
on rolls of 18 – 20.
Remarkable Athlete. The advanced ruffian boss can add half
their proficiency bonus (rounded up) to any Strength, Dexterity,
or Constitution check that doesn’t already use their proficiency
bonus. Additionally, the distance the advanced ruffian boss
covers with a running long jump increases by 3 ft.
Indomitable. Once per day, the advanced ruffian boss can reroll
a failed saving throw. Once they use this feature, they must finish
a short or long rest before using it again.

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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)

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Average Swindler Elite Swindler


Medium Humanoid (Any Race), Neutral Medium Humanoid (Human), Neutral
Armor Class 10 Armor Class 10
Hit Points 10 (2d6 + 4) Hit Points 18 (4d6 + 6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 10 (+0) 15 (+2) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 10 (+0) 17 (+3) 16 (+3) 18 (+4)
Saving Throws Intelligence +4, Charisma +4 Saving Throws Intelligence +7, Charisma +8
Skills Deception +4, Insight +4, Perception +4, Persuasion +4, Skills Deception +8, Insight +7, Perception +7, Persuasion +8,
Slight of Hand +3 Slight of Hand +6
Senses Passive Perception 14 Senses Passive Perception 17
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1 (200 XP) Challenge 3 (700 XP)
Overwhelming Charm. The average swindler has advantage on Overwhelming Charm. The elite swindler has advantage on
skill checks that rely on Charisma. skill checks that rely on Charisma.
Spellcasting. The elite swindler casts spells with his Charisma
Roleplaying Cues
(Spell Save DC 16, +8 to hit with spell attacks). They may cast
The average swindler can run a variety of cons (see con table) and the following spells:
they sometimes work with an accomplice. Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery
If rumbled, the average swindler will either try to talk their way 1st level 4/day: Charm Person, Comprehend Languages, Cure
out of the situation using their Charisma, or will simply flee. The Wounds, Disguise Self
average swindler will not engage in combat.
2nd level 3/day: Enthrall, Phantasmal Force, Suggestion
Skilled Swindler Roleplaying Cues
Medium Humanoid (Any Race), Neutral
The elite swindler can run a variety of cons (see con table) and
Armor Class 10 they usually run them with a couple other swindlers, but the elite
Hit Points 14 (3d6 + 5) swindler is the orchestrator.
Speed 30 ft. If rumbled, the elite swindler will either try to talk their way out
STR DEX CON INT WIS CHA of the situation using their Charisma, or will simply flee. The elite
10 (+0) 14 (+2) 10 (+0) 16 (+3) 15 (+2) 16 (+3) swindler will not engage in combat.
Saving Throws Intelligence +6, Charisma +6
Skills Deception +6, Insight +6, Perception +5, Persuasion +6,
Slight of Hand +5
Senses Passive Perception 15
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Overwhelming Charm. The skilled swindler has advantage on
skill checks that rely on Charisma.
Roleplaying Cues
The skilled swindler can run a variety of cons (see con table) and
they commonly work with accomplices.
If rumbled, the skilled swindler will either try to talk their way
out of the situation using their Charisma, or will simply flee. The
skilled swindler will not engage in combat.

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Legendary Swindler Complex Cons


Medium Humanoid (Any Race), Neutral Sometimes a con requires a bit more planning, a bit more daring,
and a few extra partners, but the payoffs can be vastly better than
Armor Class 10
those made from your average street corner game of chance.
Hit Points 22 (5d6 + 7)
Speed 30 ft. Glimdropper
STR DEX CON INT WIS CHA Swindler #1 walks into a shop, tavern, or inn, and declares to the
10 (+0) 16 (+3) 10 (+0) 18 (+4) 17 (+3) 20 (+5) proprietor (and anyone within earshot, including the Mark(s)) that
they have lost a valuable item (a ring, family heirloom, glass eye,
Saving Throws Intelligence +9, Charisma +10
etc.) and that they are willing to pay a handsome reward to anyone
Skills Deception +10, Insight +9, Perception +8, Persuasion +10,
who recovers it.
Slight of Hand +8
Senses Passive Perception 18 Some time after Swindler #1 leaves, Swindler #2 enters the
Languages Any one language (usually Common) establishment. Within minutes, they ‘find’ the item in question and
Challenge 4 (1,100 XP) remark upon it casually, placing it into their pocket and declaring
that perhaps today is their lucky day.
Overwhelming Charm. The legendary swindler has advantage
The Mark(s) observe this happening and are compelled to
on skill checks that rely on Charisma.
approach Swindler #2 and offer a decent sum of money in
Spellcasting. The legendary swindler casts spells with his exchange for the item (less than the offered reward, of course).
Charisma (Spell Save DC 18, +10 to hit with spell attacks). He Swindler #2 agrees (or perhaps haggles them up) and a deal is
may cast the following spells: struck. The Mark(s) then seek out Swindler #1 but come up short.
Cantrips: Minor Illusion, Prestidigitation, Vicious Mockery Meanwhile, Swindlers #1 and #2 have split the proceeds and
1st level 4/day: Charm Person, Comprehend Languages, Cure moved on to find another place in which to run their con, stopping
Wounds, Disguise Self only to pick up another small trinket along the way.
2nd level 3/day: Enthrall, Phantasmal Force, Suggestion
Bidding War
Roleplaying Cues Swindler #1 poses as a trader selling goods from a foreign land
The legendary swindler can run a variety of cons (see con table) with an exotic name. The Far East, The Underlands, South Gladden
and they usually run them with a few other swindlers, but the and other such names are good for setting the imaginations of the
legendary swindler is the mastermind. less educated alight.
If rumbled, the legendary swindler will either try to talk their way Of course, all of the goods are cheap and poorly made, but the
out of the situation using their Charisma, or will simply flee. The average person wouldn’t know the difference.
legendary swindler will not engage in combat. Swindler #2 approaches the Swindler #1 and offers a price for
an item, and suddenly Swindler #3 steps up and offers more for
that same item. A bidding war breaks out and the Mark(s) are
persuaded by Swindler #1 and their unbeatable sales pitch to spend
what ever they can afford on as many of the fancy items as possible
before it’s too late.
Items may include magic potions, jewelry, weapons, armor, none of
which will be worth what the Mark(s) paid for it. By the time they
realize it, Swindler #1 and their accomplices will be long gone.
Foreclosure
Swindler #1 walks into a tavern or onto a stage with a large
audience. They are dressed well and appear to be of high status.
They declare that today they will be auctioning off several local
pieces of land, houses, and buildings. They hold up several deeds
and have several more sticking out of a bag on their shoulder. They
claim that there will be no bidding; instead, the properties will be
sold at 1/10th their value on a first-come-first-served basis.
Swindler #2 steps forward and exchanges a large coin purse for one
of the deeds, smiling and proclaiming, “I’m going into business for
myself! No more endless hours for little pay. From now on, I will
be my own master!”
Several bystanders approach Swindler #1 and the Mark(s) are
intrigued. It’s hard to resist an offer to own property for such a low
price, and more money is exchanged for the deeds until they are all
gone.

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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.

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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.

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Skilled Thief Actions


Medium Humanoid (Any Race), Neutral Dagger. Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
Armor Class 15 (Leather) Hit: 6 (1d4 + 4) piercing damage.
Hit Points 24 (4d8 + 6) Throwing Dagger. Ranged Weapon Attack: +8 to hit, range
Speed 30 ft. 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 12 (+1) 14 (+2)
Legendary Thief
Saving Throws Dexterity +7, Intelligence +6 Medium Humanoid (Any Race), Neutral
Skills Acrobatics +7, Perception +4, Slight of Hand +7,
Stealth +7 Armor Class 17 (Std. Leather)
Senses Passive Perception 13 Hit Points 40 (8d8 + 4)
Languages Any one language (usually Common), and Speed 30 ft.
Thieves’ Cant STR DEX CON INT WIS CHA
Challenge 1 (200 XP) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 14 (+2) 16 (+3)
Cunning Action. On their turn, as a bonus action, the skilled Saving Throws Dexterity +10, Intelligence +9
thief can take a Dash, Dodge, Disengage, or Hide action. Skills Acrobatics +10, Perception +7, Slight of Hand +10,
Sneak Attack (+2d6). Once per turn, the skilled thief can deal Stealth +10
an extra 2d6 damage to one creature they hit with an attack if Senses Passive Perception 17
they have advantage on the attack roll. The attack must use a Languages Any one language (usually Common), and
finesse or ranged weapon. They don’t need advantage on the Thieves’ Cant
attack roll if another enemy of the target is within 5 feet of it, Challenge 3 (700 XP)
that enemy isn’t incapacitated, and they don’t have disadvantage Cunning Action. On their turn, as a bonus action, the legendary
on the attack roll. thief can take a Dash, Dodge, Disengage, or Hide action.
Actions Sneak Attack (+4d6). Once per turn, the legendary thief can
deal an extra 4d6 damage to one creature they hit with an attack
Dagger. Melee Weapon Attack: +7 to hit, reach 5ft, one creature. if they have advantage on the attack roll. The attack must use
Hit: 6 (1d4 + 4) piercing damage. a finesse or ranged weapon. They don’t need advantage on the
Throwing Dagger. Ranged Weapon Attack: +7 to hit, range attack roll if another enemy of the target is within 5 feet of it,
20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. that enemy isn’t incapacitated, and they don’t have disadvantage
on the attack roll.
Uncanny Dodge. When the legendary thief is hit with an attack
Elite Thief from an attacker that they can see, they can use their reaction to
Medium Humanoid (Any Race), Neutral halve the attack’s damage.
Armor Class 16 (Std. Leather)
Actions
Hit Points 32 (6d8 + 5)
Speed 30 ft. Dagger. Melee Weapon Attack: +10 to hit, reach 5ft, one creature.
Hit: 7 (1d4 + 5) piercing damage.
STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 10 (+0) 17 (+3) 13 (+1) 15 (+2) Throwing Dagger. Ranged Weapon Attack: +10 to hit, range
20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Saving Throws Dexterity +8, Intelligence +7
Skills Acrobatics +8, Perception +5, Slight of Hand +8,
Stealth +8
Senses Passive Perception 15
Languages Any one language (usually Common), and
Thieves’ Cant
Challenge 2 (450 XP)
Cunning Action. On their turn, as a bonus action, the elite thief
can take a Dash, Dodge, Disengage, or Hide action.
Sneak Attack (+3d6). Once per turn, the elite thief can deal an
extra 3d6 damage to one creature they hit with an attack if they
have advantage on the attack roll. The attack must use a finesse
or ranged weapon. They don’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 they don’t have disadvantage on the
attack roll.

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Beginner Thief Boss Intermediate Thief Boss


Medium Humanoid (Human), Neutral Medium Humanoid (Human), Neutral
Armor Class 14 (Leather) Armor Class 15 (Leather)
Hit Points 28 (5d8 + 6) Hit Points 53 (10d8 + 8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+1) 12 (+1) 12 (+1) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 12 (+1)
Saving Throws Dexterity +5, Intelligence +3 Saving Throws Dexterity +8, Intelligence +7
Skills Acrobatics +5, Perception +3, Slight of Hand +7, Skills Acrobatics +8, Perception +6, Slight of Hand +12,
Stealth +7 Stealth +12
Senses Passive Perception 13 Senses Passive Perception 16
Languages Any one language (usually Common), and Languages Any one language (usually Common), and
Thieves’ Cant Thieves’ Cant
Challenge 1 (200 XP) Challenge 3 (700 XP)
Cunning Action. On their turn, as a bonus action, the basic Cunning Action. On their turn, as a bonus action, the
thief boss can take a Dash, Dodge, Disengage, or Hide action. intermediate thief boss can take a Dash, Dodge, Disengage, or
Sneak Attack (+3d6). Once per turn, the basic thief boss can Hide action.
deal an extra 3d6 damage to one creature they hit with an attack Sneak Attack (+5d6). Once per turn, the intermediate thief
if they have advantage on the attack roll. The attack must use boss can deal an extra 5d6 damage to one creature they hit with
a finesse or ranged weapon. The basic thief boss doesn’t need an attack if they have advantage on the attack roll. The attack
advantage on the attack roll if another enemy of the target is must use a finesse or ranged weapon. The intermediate thief
within 5 feet of it, that enemy isn’t incapacitated, and the basic boss doesn’t need advantage on the attack roll if another enemy
thief boss doesn’t have disadvantage on the attack roll. of the target is within 5 feet of it, that enemy isn’t incapacitated,
Uncanny Dodge. When the basic thief boss is hit with an attack and the intermediate thief boss doesn’t have disadvantage on the
from an attacker that they can see, they can use their reaction to attack roll.
halve the attack’s damage. Uncanny Dodge. When the intermediate thief boss is hit with
Fast Hands. The beginner thief boss can use their Cunning an attack from an attacker that they can see, they can use their
Action to make a Sleight of Hand check, use their thieves’ tools reaction to halve the attack’s damage.
to disarm a trap or open a lock, or take the Use an Object action. Fast Hands. The intermediate thief boss can use their Cunning
Second-Story Work. The basic thief boss can climb without Action to make a Sleight of Hand check, use their thieves’ tools
expending extra movement. In addition, when they make a to disarm a trap or open a lock, or take the Use an Object action.
running jump, the distance they cover increases by 3 feet. Second-Story Work. The intermediate thief boss can climb
without expending extra movement. In addition, when they
Actions
make a running jump, the distance they cover increases by
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. 3 feet.
Hit: 5 (1d4 + 3) piercing damage. Supreme Sneak. The intermediate thief boss has advantage on
Throwing Dagger. Ranged Weapon Attack: +5 to hit, range Stealth checks if they move no more than half their speed on the
20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. same turn.
Actions
Dagger. Melee Weapon Attack: +8 to hit, reach 5ft, one creature.
Hit: 6 (1d4 + 4) piercing damage.
Throwing Dagger. Ranged Weapon Attack: +8 to hit, range
20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.

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Advanced Thief Boss


Medium Humanoid (Human), Neutral
Armor Class 16 (Leather)
Hit Points 78 (15d8 + 11)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 18 (+4) 16 (+3) 14 (+2)
Saving Throws Dexterity +10, Intelligence +9
Skills Acrobatics +10, Perception +8, Slight of Hand +15,
Stealth +15
Senses Passive Perception 18
Languages Any one language (usually Common), and
Thieves’ Cant
Challenge 5 (1,800 XP)
Cunning Action. On their turn, as a bonus action, the advanced
thief boss can take a Dash, Dodge, Disengage, or Hide action.
Sneak Attack (+8d6). Once per turn, the advanced thief boss
can deal an extra 8d6 damage to one creature they hit with an
attack if they have advantage on the attack roll. The attack must
use a finesse or ranged weapon. The advanced thief boss 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 the
advanced thief boss doesn’t have disadvantage on the attack roll.
Uncanny Dodge. When the advanced thief boss is hit with an
attack from an attacker that they can see, they can use their
reaction to halve the attack’s damage.
Fast Hands. The advanced thief boss can use their Cunning
Action to make a Sleight of Hand check, use their thieves’ tools
to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work. The advanced thief boss can climb without
expending extra movement. In addition, when they make a
running jump, the distance they cover increases by 3 feet.
Supreme Sneak. The advanced thief boss has advantage on
Stealth checks if they move no more than half their speed on the
same turn.
Actions
Dagger. Melee Weapon Attack: +10 to hit, reach 5ft, one creature.
Hit: 7 (1d4 + 5) piercing damage.
Throwing Dagger. Ranged Weapon Attack: +10 to hit, range
20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.

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Bandits Basic Bandit


Bandits are organized and powerful enough to form their own Medium Humanoid (Any Race), Neutral
roving bands, and often secure enough to leave the protection of Armor Class 13 (Hide)
the city for easier and richer pickings on the roads. Hit Points 16 (2d10 + 5)
Groups of bandits will generally go on to form their own gang, Speed 30 ft.
but a few can be found in the upper ranks of established guilds. STR DEX CON INT WIS CHA
The Jackdaws and Black Mast both have bandits amongst their 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)
lieutenants, and the Two Blades have a few members with a less
subtle, more... direct approach. Saving Throws Strength +4, Constitution +3
Skills Athletics +4, Intimidation +1
Depending on the area they menace, a bandit could have any
Senses Passive Perception 9
number of items stashed away.
Languages Any one language (usually Common)
Challenge 1/4 (50 XP)
d20 Item(s)
1-4 A coin purse with 4d4 cp. Ambush. The basic bandit has advantage on attack rolls against
any creature that hasn’t yet taken a turn in combat.
5-7 A coin purse with 4d6 cp, and 4d4 sp.
8-9 A coin purse with 4d8 cp, 4d6 sp, and 4d4 ep. Actions
10 A coin purse with 4d10 cp, 4d8 sp, 4d6 ep, and 4d4 gp. Longsword. Melee Weapon Attack: +4 to hit, reach 5ft, one
11-12 1d4 random trinkets (DM’s choice). creature. Hit: 7 (1d8 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
13-14 A few crudely drawn maps of the local area. An X marks
100/400 ft., one creature. Hit: 8 (1d10 + 3) piercing damage.
the location of an item stash of stolen goods.
15-16 A collection of hunting traps and snares.
17-18 An oil lamp and two vials of lamp oil.
19 A potion of healing.
20 Roll twice for this loot drop.

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Average Bandit Elite Bandit


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 14 (Chain Shirt) Armor Class 15 (Chain Shirt)
Hit Points 32 (7d10 + 10) Hit Points 64 (10d10 + 9)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 10 (+0) 9 (-1) 12 (+1) 19 (+4) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +5, Constitution +4 Saving Throws Strength +8, Constitution +7
Skills Athletics +5, Intimidation +3 Skills Athletics +8, Intimidation +6
Senses Passive Perception 9 Senses Passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1/2 (100 XP) Challenge 3 (700 XP)
Ambush. The average bandit has advantage on attack rolls Ambush. The elite bandit has advantage on attack rolls against
against any creature that hasn’t yet taken a turn in combat. any creature that hasn’t yet taken a turn in combat.
Menacing. As a bonus action, the elite bandit can force a target
Actions
it can see within 60 feet to make a DC 14 Wisdom saving throw.
Multiattack. The average bandit makes two melee or ranged On a failed save, the target has disadvantage on their next attack.
attacks.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft, one
creature. Hit: 7 (1d8 + 3) slashing damage. Multiattack. The elite bandit makes three melee or ranged attacks.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range Longsword. Melee Weapon Attack: +7 to hit, reach 5ft, one
100/400 ft., one creature. Hit: 8 (1d10 + 3) piercing damage. creature. Hit: 8 (1d8 + 4) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range
100/400 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
Skilled Bandit
Medium Humanoid (Any Race), Neutral
Armor Class 15 (Chain Shirt) Legendary Bandit
Hit Points 48 (7d10 + 10) Medium Humanoid (Any Race), Neutral
Speed 30 ft. Armor Class 16 (Scale mail)
STR DEX CON INT WIS CHA Hit Points 80 (13d10 + 8)
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 13 (+1) Speed 30 ft.
Saving Throws Strength +7, Constitution +6 STR DEX CON INT WIS CHA
Skills Athletics +7, Intimidation +4 20 (+5) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 14 (+2)
Senses Passive Perception 10 Saving Throws Strength +10, Constitution +9
Languages Any one language (usually Common) Skills Athletics +10, Intimidation +7
Challenge 2 (450 XP) Senses Passive Perception 10
Languages Any one language (usually Common)
Ambush. The skilled bandit has advantage on attack rolls against
Challenge 5 (1,800 XP)
any creature that hasn’t yet taken a turn in combat.
Ambush. The legendary bandit has advantage on attack rolls
Actions
against any creature that hasn’t yet taken a turn in combat.
Multiattack. The skilled bandit makes two melee or ranged attacks. Menacing. As a bonus action, the elite bandit can force a target
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft, one it can see within 60 feet to make a DC 15 Wisdom saving throw.
creature. Hit: 8 (1d8 + 4) slashing damage. On a failed save, the target has disadvantage on their next attack.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range
Actions
100/400 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
Multiattack. The legendary bandit makes three melee or ranged
attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 5ft, one
creature. Hit: 9 (1d8 + 5) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +10 to hit, range
100/400 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

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Beginner Bandit Boss Intermediate Bandit Boss


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 15 (Chain Shirt) Armor Class 16 (Scale mail)
Hit Points 100 (10d10 + 45) Hit Points 137 (15d10 + 55)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 13 (+1) 19 (+4) 15 (+2) 17 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +8, Constitution +7 Saving Throws Strength +9, Constitution +8
Skills Athletics +8, Intimidation +5 Skills Athletics +9, Intimidation +7
Senses Passive Perception 10 Senses Passive Perception 10
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Ambush. The beginner bandit boss has advantage on attack rolls Ambush. The intermediate bandit boss has advantage on attack
against any creature that hasn’t yet taken a turn in combat. rolls against any creature that hasn’t yet taken a turn in combat.
Menacing. As a bonus action, the beginner bandit boss can Menacing. As a bonus action, the intermediate bandit boss can
force a target it can see within 60 feet to make a DC 14 Wisdom force a target it can see within 60 feet to make a DC 17 Wisdom
saving throw. On a failed save, the target has disadvantage on saving throw. On a failed save, the target has disadvantage on
their next attack. their next attack.
Fighting Style (Dueling). When using a melee weapon in one Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, the beginner bandit boss deals +2 hand and no other weapons, the intermediate bandit boss deals
damage with it. +2 damage with it.
Second Wind. On their turn, the beginner bandit boss can use a Second Wind. On their turn, the intermediate bandit boss can
bonus action to regain 1d10 + 10 hit points. Once they use this use a bonus action to regain 1d10 + 15 hit points. Once they use
feature, they must finish a long or short rest before using this feature, they must finish a long or short rest before using
it again. it again.
Action Surge. Once per day, on their turn, the beginner bandit Action Surge. Once per day, on their turn, the intermediate
boss can take an additional action on top of their normal action bandit boss can take an additional action on top of their normal
and possible bonus action. Once they use this feature, they must action and possible bonus action. Once they use this feature,
finish a long or short rest before using it again. they must finish a long or short rest before using it again.
Commander. The beginner bandit boss can use a bonus action Commander. The intermediate bandit boss can use a bonus
to shout commands. All allies within 120 ft. gain 1d4 to their action to shout commands. All allies within 120 ft. gain 1d6 to
next attack roll. their next attack roll.
Actions Actions
Multiattack. The beginner bandit boss makes two melee or Multiattack. The intermediate bandit boss makes three melee or
ranged attacks. ranged attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5ft, one Longsword. Melee Weapon Attack: +9 to hit, reach 5ft, one
creature. Hit: 10 (1d8 + 6) slashing damage. creature. Hit: 10 (1d8 + 6) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range
100/400 ft., one creature. Hit: 9 (1d10 + 4) piercing damage. 100/400 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.

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Advanced Bandit Boss


Medium Humanoid (Any Race), Neutral
Armor Class 17 (Breastplate)
Hit Points 185 (20d10 + 75)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Strength +11, Constitution +9
Skills Athletics +11, Intimidation +8
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 9 (5,000 XP)
Ambush. The advanced bandit boss has advantage on attack
rolls against any creature that hasn’t yet taken a turn in combat.
Menacing. As a bonus action, the advanced bandit boss can
force a target it can see within 60 feet to make a DC 20 Wisdom
saving throw. On a failed save, the target has disadvantage on
their next attack.
Fighting Style (Dueling). When using a melee weapon in one
hand and no other weapons, the advanced bandit boss deals +2
damage with it.
Second Wind. On their turn, the advanced bandit boss can use
a bonus action to regain 1d10 + 20 hit points. Once they use this
feature, they must finish a long or short rest before using
it again.
Action Surge. Once per day, on their turn, the advanced bandit
boss can take an additional action on top of their normal action
and possible bonus action. Once they use this feature, they must
finish a long or short rest before using it again.
Commander. The advanced bandit boss can use a bonus action
to shout commands. All allies within 120 ft. gain 1d8 to their
next attack roll.
Actions
Multiattack. The advanced bandit boss makes four melee or
ranged attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach 5ft, one
creature. Hit: 11 (1d8 + 7) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +11 to hit, range
100/400 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

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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.

The Method Basic Assassin


Assassins have many different methods for dispatching the target. Medium Humanoid (Any Race), Neutral
Some of these methods are subtle, others are more direct. Armor Class 14 (Leather)
d6 Preferred Method Hit Points 8 (1d8 + 4)
Speed 30 ft.
1 A perfectly aimed poisoned arrow, shot from afar.
STR DEX CON INT WIS CHA
2 A poisoned blade up close and personal on the street. 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 14 (+2)
3 Covert infiltration by night through a high window, Saving Throws Dexterity +4, Intelligence +2
then a silent kill with a well aimed piercing or slashing Skills Acrobatics+4, Deception +3, Perception +2, Persuasion +3,
weapon. Slight of Hand +4, Stealth +4
4 Gaining entry by bribing a guard or doorman, then Senses Passive Perception 12
posing as staff and poisoning the target’s food or drink. Languages Any one language (usually Common)
5 Creating an elaborate backstory and infiltrating an Challenge 1/2 (100 XP)
organization over the course of several weeks or months, Escape Artist. The basic assassin leaves no trace. Anyone
then dispatching their target covertly by blade or poison. attempting to track them has disadvantage.
6 Trapping the target in an enclosed space and dispatching
them with fire, smoke, inhaled poison or the like.
Actions
Dagger. Melee or Range Weapon Attack: +4 to hit, reach 5ft. or
range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.

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Average Assassin Elite Assassin


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 14 (Leather) Armor Class 16 (Studded Leather)
Hit Points 13 (2d8 + 5) Hit Points 23 (4d8 + 7)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) 19 (+4) 10 (+0) 18 (+4) 15 (+2) 17 (+3)
Saving Throws Dexterity +5, Intelligence +4 Saving Throws Dexterity +8, Intelligence +8
Skills Acrobatics+5, Deception +4, Perception +3, Persuasion +4, Skills Acrobatics+8, Deception +7, Perception +6, Persuasion +7,
Slight of Hand +5, Stealth +5 Slight of Hand +8, Stealth +8
Senses Passive Perception 13 Senses Passive Perception 16
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 1 (200 XP) Challenge 3 (700 XP)
Escape Artist. The average assassin leaves no trace. Anyone Escape Artist. The elite assassin leaves no trace. Anyone
attempting to track them has disadvantage. attempting to track them has disadvantage.
Poison Dip. The average assassin can use a bonus action, Poison Dip. The elite assassin can use a bonus action, before
before their Attack action, to add poison to their weapon. On their Attack action, to add poison to their weapon. On a
a successful attack, the target must make a DC 15 Constitution successful attack, the target must make a DC 19 Constitution
saving throw or become poisoned. The target can repeat the saving throw or become paralysed. The target can repeat the
saving throw at the end of each of its turns, ending the poison's saving throw at the end of each of its turns, ending the poison's
effects on a success. effects on a success.
Actions Actions
Dagger. Melee or Range Weapon Attack: +5 to hit, reach 5ft. or Dagger. Melee or Range Weapon Attack: +8 to hit, reach 5ft. or
range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage. creature. Hit: 7 (1d6 + 4) piercing damage.

Skilled Assassin Legendary Assassin


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 15 (Leather) Armor Class 17 (Studded Leather)
Hit Points 18 (3d8 + 6) Hit Points 28 (5d8 + 8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 20 (+5) 10 (+0) 20 (+5) 16 (+3) 18 (+4)
Saving Throws Dexterity +7, Intelligence +6 Saving Throws Dexterity +10, Intelligence +10
Skills Acrobatics+7, Deception +6, Perception +5, Persuasion +6, Skills Acrobatics+10, Deception +9, Perception +8, Persuasion +9,
Slight of Hand +7, Stealth +7 Slight of Hand +10, Stealth +10
Senses Passive Perception 15 Senses Passive Perception 18
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 2 (450 XP) Challenge 4 (1,100 XP)
Escape Artist. The skilled assassin leaves no trace. Anyone Escape Artist. The legendary assassin leaves no trace. Anyone
attempting to track them has disadvantage. attempting to track them has disadvantage.
Poison Dip. The skilled assassin can use a bonus action, Poison Dip. The legendary assassin can use a bonus action,
before their Attack action, to add poison to their weapon. On before their Attack action, to add poison to their weapon. On
a successful attack, the target must make a DC 17 Constitution a successful attack, the target must make a DC 21 Constitution
saving throw or become incapacitated. The target can repeat the saving throw or become unconscious. The target can repeat the
saving throw at the end of each of its turns, ending the poison's saving throw at the end of each of its turns, ending the poison's
effects on a success. effects on a success.
Actions Actions
Dagger. Melee or Range Weapon Attack: +7 to hit, reach 5ft. or Dagger. Melee or Range Weapon Attack: +10 to hit, reach 5ft. or
range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. range 20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
creature. Hit: 7 (1d6 + 4) piercing damage. one creature. Hit: 8 (1d6 + 5) piercing damage.

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Beginner Assassin Boss Intermediate Assassin Boss


Medium Humanoid (Any Race), Neutral Medium Humanoid (Any Race), Neutral
Armor Class 14 (Leather) Armor Class 15 (Leather)
Hit Points 39 (7d8 + 8) Hit Points 57 (11d8 + 8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 10 (+0) 18 (+4) 16 (+3) 18 (+4)
Saving Throws Dexterity +6, Intelligence +6 Saving Throws Dexterity +8, Intelligence +8
Skills Acrobatics+9, Deception +9, Insight +8, Perception +8, Skills Acrobatics+8, Deception +12, Insight +11, Perception +11,
Persuasion +6, Slight of Hand +6, Stealth +6 Persuasion +8, Slight of Hand +8, Stealth +12
Senses Passive Perception 15 Senses Passive Perception 21
Languages Any one language (usually Common) Languages Any one language (usually Common)
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)
Escape Artist. The beginner assassin boss leaves no trace. Escape Artist. The intermediate assassin boss leaves no trace.
Anyone attempting to track them has disadvantage. Anyone attempting to track them has disadvantage.
Poison Dip. The beginner assassin boss can use a bonus action, Poison Dip. The intermediate assassin boss can use a bonus
before their Attack action, to add poison to their weapon. On action, before their Attack action, to add poison to their
a successful attack, the target must make a DC 19 Constitution weapon. On a successful attack, the target must make a DC 22
saving throw or become incapacitated. The target can repeat the Constitution saving throw or become paralyzed. The target can
saving throw at the end of each of its turns, ending the poison's repeat the saving throw at the end of each of its turns, ending the
effects on a success. poison's effects on a success.
Sneak attack (+4d6). Once per turn, the beginner assassin boss Sneak attack (+6d6). Once per turn, the intermediate assassin
can deal an extra 4d6 damage to one creature they hit with an boss can deal an extra 6d6 damage to one creature they hit with
attack if they have advantage on the attack roll. The attack must an attack if they have advantage on the attack roll. The attack
use a finesse or ranged weapon. They don’t need advantage on must use a finesse or ranged weapon. They don’t need advantage
the attack roll if another enemy of the target is within 5 feet of it, on the attack roll if another enemy of the target is within 5
that enemy isn’t incapacitated, and they don’t have disadvantage feet of it, that enemy isn’t incapacitated, and they don’t have
on the attack roll. disadvantage on the attack roll.
Cunning Action. On their turn, as a bonus action, the beginner Cunning Action. On their turn, as a bonus action, the
assassin boss can take a Dash, Dodge, Disengage, or Hide action. intermediate assassin boss can take a Dash, Dodge, Disengage,
Assassinate. The beginner assassin boss has advantage on attack or Hide action.
rolls against any creature that hasn’t taken a turn in combat yet. Assassinate. The intermediate assassin boss has advantage
Additionally, if they hit a surprised creature, it is counted as a on attack rolls against any creature that hasn’t taken a turn in
critical hit. combat yet. Additionally, if they hit a surprised creature, it is
Uncanny Dodge. When the beginner assassin boss is hit with counted as a critical hit.
an attack from an attacker that they can see, they can use their Uncanny Dodge. When the intermediate assassin boss is hit
reaction to halve the attack’s damage. with an attack from an attacker that they can see, they can use
Evasion. When the beginner assassin boss is subjected to an their reaction to halve the attack’s damage.
effect that allows them to make a Dexterity saving throw to only Evasion. When the intermediate assassin boss is subjected to an
take half damage, they take no damage on a successful saving effect that allows them to make a Dexterity saving throw to only
throw and half damage on a failed one. take half damage, they take no damage on a successful saving
throw and half damage on a failed one.
Actions
Infiltration Expertise. The intermediate assassin can spend
Dagger. Melee or Range Weapon Attack: +6 to hit, reach 5ft. or seven days and 25g to create a false identity for themselves with
range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. established history and connections. They can’t establish an
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one identity that belongs to someone else. When disguised this way,
creature. Hit: 6 (1d6 + 3) piercing damage. people will believe them to be the new identity unless given
reason not to.
Actions
Dagger. Melee or Range Weapon Attack: +8 to hit, reach 5ft. or
range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.

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Uncanny Dodge. When the advanced assassin boss is hit with


Advanced Assassin Boss an attack from an attacker that they can see, they can use their
Medium Humanoid (Any Race), Neutral
reaction to halve the attack’s damage.
Armor Class 16 (Leather) Evasion. When the advanced assassin boss is subjected to an
Hit Points 75 (15d8 + 8) effect that allows them to make a Dexterity saving throw to only
Speed 30 ft. take half damage, they take no damage on a successful saving
STR DEX CON INT WIS CHA throw and half damage on a failed one.
10 (+0) 20 (+5) 10 (+0) 20 (+5) 18 (+4) 20 (+5) Infiltration Expertise. The advanced assassin can spend seven
Saving Throws Dexterity +10, Intelligence +10 days and 25g to create a false identity for themselves with
Skills Acrobatics+10, Deception +15, Insight +14, Perception +9, established history and connections. They can’t establish an
Persuasion +10, Slight of Hand +15, Stealth +15 identity that belongs to someone else. When disguised this way,
Senses Passive Perception 19 people will believe them to be the new identity unless given
Languages Any one language (usually Common) reason not to.
Challenge 8 (3,900 XP)
Actions
Escape Artist. The advanced assassin boss leaves no trace.
Dagger. Melee or Range Weapon Attack: +10 to hit, reach 5ft. or
Anyone attempting to track them has disadvantage.
range 20/60 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Poison Dip. The advanced assassin boss can use a bonus action,
Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one
before their Attack action, to add poison to their weapon. On
creature. Hit: 8 (1d6 + 5) piercing damage.
a successful attack, the target must make a DC 25 Constitution
saving throw or become unconscious. The target can repeat the
saving throw at the end of each of its turns, ending the poison's
effects on a success.
Sneak attack (+8d6). Once per turn, the advanced assassin boss
can deal an extra 8d6 damage to one creature they hit with an
attack if they have advantage on the attack roll. The attack must
use a finesse or ranged weapon. They don’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 they don’t have disadvantage
on the attack roll.
Cunning Action. On their turn, as a bonus action, the advanced
assassin boss can take a Dash, Dodge, Disengage, or Hide action.
Assassinate. The advanced assassin boss has advantage on attack
rolls against any creature that hasn’t taken a turn in combat yet.
Additionally, if they hit a surprised creature, it is counted as a
critical hit.

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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

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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.

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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

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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

Rowan Bead Necklace Talim’s Blade


Wondrous item, uncommon (requires attunement) Weapon (dagger), rare (requires attunement)
A necklace of beads crafted from the wood of the Rowan tree, a This dagger is imbued with poison of wraith essence. As well
plant well known amongst herbalists for its resistance to witchcraft as piercing, on a successful attack, the target takes 1d8 necrotic
and enchantment. The necklace grants the wearer +1d6 on damage, dealing damage and reducing their maximum hit points.
Wisdom saving throws. Maximum hit points lost in this way can only be recovered
Value: ~160 gp through magical healing, or a long rest.
The pommel contains a coin displaying a man’s face on one side,
Scalpel and a dwarf woman’s on the other.
Weapon (dagger), uncommon Damage: 2 (1d4) piercing, 4 (1d8) necrotic
This extremely small blade is so sharp, it can make incisions Value: ~1,250 gp
without causing any immediate pain when in the hand of a skilled
practitioner. Attack rolls of 19 or 20 made with this weapon are
considered a critical hit, and deal four times normal damage if the
target is surprised.
Damage: 2 (1d4) slashing
Value: ~120 gp

Thief Slayer’s Ring


Ring, common
This ring is made of silver and is fashioned in the shape of a
swooping crow. It is proof of the wearer’s allegiance to an ancient,
Skera once-prevalent (but now disbanded) order of bounty hunters,
Weapon (greatsword), rare (requires attunement) who tracked down nefarious miscreants. Forced to cease activity
This sword was crafted in the ancient Nord fashion, finely after an infamous thief apprehended and tortured their leader,
balanced with a razor edge. When an attack with this weapon deals members were no longer willing to show their affiliation, and the
maximum damage, the target must make a Constitution saving rings became commonly pawned and scrapped items, their worth
throw, the DC of which is 8 + the wielder’s proficiency bonus + the almost negligible. Though their significance is almost lost among
wielder’s Strength modifier. On a failed save, a limb (determined common folk, who would pay no heed to an old ring, there are rare
randomly or assigned by the DM) is cleaved from the target’s body, possessors who choose to wear the rings symbolically, but usually
if the target is Large or smaller. keep them hidden in company, especially in the bad parts of town.
Damage: 8 (2d6 + 1) slashing Some creatures have long memories and vengeful spirits. A wearer
can reveal their ring to gain advantage on Intimidation checks
Value ~1,850 gp
against thieves.
Value: ~35 gp

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Unique Spells Invisible Arrow


Illusion cantrip
A life spent on the wrong side of the law requires a particular set
of spells to aid a crafty character in their skulduggerous affairs. The Casting Time: 10 seconds
following selection of spells were designed for just this purpose, Range: Touch
and are ready to be put to good (or morally questionable) use. Components: V
Duration: 1 minute
Donnybrook
While wielding a weapon which requires ammunition, you
5th-level enchantment
whisper a short incantation while you draw or load. The next piece
Casting Time: 1 action of ammunition becomes invisible the instant it’s fired, and it will
Range: 50 foot square remain so for one minute. When fired, no target or bystander can
Components: V, S see the ammunition, however they will be able to hear it travel
Duration: 1 minute through the air and impact the target.
You shout the word “Donnybrook” in the common tongue into a Lucky Cricket
crowd or group of at least 15 targets. The DM assigns a number
Abjuration cantrip
on the d100 at which the spell will be unsuccessful, taking into
consideration the average Wisdom of the targets. For example, a Casting Time: 1 minute
tavern full of brigands and ruffians may have only a 10% chance of Range: 60 feet
failing, while a group of nobles at a fancy dinner party may have a Components: V, S
90% chance of failing. Duration: 10 minutes
If successful, the spell causes all of the targets to immediately You conjure the image of a spectral cricket, and instruct it to
attack the closest target to them with whatever non-weapon item guard a doorway, short corridor, small room or other similarly
they have available. These items include tankards, plates, chairs, constrained location. If a Tiny or larger creature approaches the
stools, etc. area, the cricket will begin chirping loud enough for you to hear.
The spell lasts for up to one minute, or until most of the targets are
unconscious save one, standing confused amidst a pile of stricken Patter
bodies. The caster is unable to revoke the spell’s effects before it has 4th-level enchantment
run its course. Casting Time: 1 action
Range: 30 foot cone
Fade
Components: V, S
2nd-level illusion
Duration: 1 minute
Casting Time: 1 action
You gain the ability to speak in a long, unbroken series of words
Range: Self
that both confuse and confound the target(s). Any creature in
Components: S, M (a pinch of powdered charcoal) range that can understand the language you are speaking must
Duration: Concentration, up to 1 minute make an Intelligence saving throw or become confused for up to
Your form becomes hazy and indistinct, seeming to fade away into 1 minute.
shadowy smoke at the extremities. You have advantage on stealth While confused, targets won’t be hostile or pursue the caster, so
checks while in dimly lit areas or while standing in the shadow cast intent will they be on unraveling the meaning of the riddle. The
by a larger object or creature. spell is broken if the target(s) are attacked, take damage, or succeed
at their saving throw. The target can attempt a saving throw at the
Forgery end of each of its turns, and the saving throw becomes easier by -1
1st-level transmutation each time a creature repeats it.
Casting Time: 1 hour
Range: Self Shadow Path
Components: M (octopus ink) 2nd-level divination
Duration: 1 day Casting Time: 1 action
You spend at least 1 hour studying a document written or signed Range: Self
by a particular person. For one day afterward, you can duplicate Components: S, M (a hound’s hair and some sand)
their hand writing and/or signature perfectly. Duration: Concentration, up to 1 minute
You can see the footprints of the last creature who traveled along
this same path, outlined in a magical blue aura. The aura is visible
only to you.
When cast at level 4, you can identify the race of the creature, and
when cast at level 6 you can identify its name (if it has one and the
individual is known to you).

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Sticky fingers Unlock


Transmutation cantrip 1st -level transmutation
Casting Time: 1 action Casting Time: 30 seconds
Range: Self Range: Touch
Components: S Components: S
Duration: Concentration, up to 30 seconds Duration: Instantaneous
For the duration, your hands seem to magnetically attract coins You close your eyes and place your hand over a small, mechanical,
and valuables. You have advantage on Sleight of Hand checks when non-magical lock. In your mind’s eye you see the inner workings
pickpocketing. of the mechanism. As you concentrate, the tiny cogs, springs and
levers rotate and move until, with a sudden click, the lock
Talk the Talk is released.
3rd-level divination
Casting Time: 1 action Windfall
Range: Self 3rd-level conjuration
Components: V, M (grease and a mockingbird’s feather) Casting Time: 6-10 minutes
Duration: 1 hour Range: Touch
You are suddenly granted with the ability to say exactly the right Components: V, S, M (a number of coins of equal value which you
thing in social situations. You know the most basic and pertinent wish to duplicate)
information about people you’ve never met before, including their Duration: 1 hour
name, title, immediate relations, and publicly known interests— You concentrate for 6, 8, or 10 minutes, creating duplicate coins
anything they would be happy to disclose in public. that are d6, d8, or d10 times as many as the original coins. The
This allows you to blend in and appear as though you belong at duplicate coins will only exist for 1 hour, after which point they
any type of social gathering, whether it be a fancy ball at the palace will instantly disappear, just as they appeared.
surrounded by the social elite, or a clandestine meeting at a filthy While they are in the material realm, they have the same weight
tavern, surrounded by brigands and thieves. After an hour, you and appearance as the original coins but cannot be melted down or
forget the information granted to you by the spell when it took crafted into another object.
effect, but retain any gleaned since the spell was cast. For example, Greed carries a risk. The spell has a chance of failing, resulting
the name of a nobleman you did not speak to would be forgotten, in the disappearance of the original coins, during casting. At 6
but the knowledge of the secret slaving ring run by the baron you minutes, there is a 10% chance of this happening. Roll a d10; a 1
ingratiated yourself with would still be known to you. will cause the spell to fail. At 8 minutes, a 1-3 will result in failure
and, at 10 minutes, 1-5.
Thief’s Eye
1st-level transmutation
Casting Time: 1 action
Range: 120 foot sphere
Components: S, M (a glass eye)
Duration: Concentration, up to 1 minute
All precious metals, gems, and other valuable naturally-
occurring minerals within a 120 foot sphere, centred
on you, glow in a faint blue light visible only to you. The
light can be seen through most objects, walls, ceilings and
floors but is blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead or 3 feet of wood or dirt.

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Acknowledgments Bob Melcher III Ulveling


Bobby “catdragon” Nichols Charles Huff
A massive thank you to all of our Kickstarter backers. Without
you motley bunch of brigands, thieves, assassins, and crime lords, Bobby Young Chris “Moondog” Mooney
this book would quite simply not be a reality. We hope you have as Bone on Bone Chris Ayotte
much fun using it as we did making it! Brad S. Chris Ballard
A. Emiliani Andrew John Leskinen Bradley Colver Chris Brant
A. Cooper Andrew Lotton Branden Dubois Chris Braun
Aaron Davis Andrew Marquis Hartis Brandon “Grost” Campbell Chris Chard
Aaron Woodside Andrew Pickard Brandon Daggerhart Chris Craft
Adam Farnsworth Andrew Piseck Brandon Landry Chris Czerniak
Adam Francour Andrew Somers Brendan Weir Chris Fong
Adam J. Souza Andrew Stocker Brent Garripee Chris Heath
Adam Marafioti Andrew Taylor Brett Bozeman Chris Hill
Adam Matherly Andrew Weber Brett Daniel Chris Keele
Adam Nordin Andrew Zimmerman Jones Brett Sapp Chris Legassick
Adam Schmidt Andy Hull Brett Walsh Chris Perkins
Adam Toulmin Andy McMillan Brian Babyok Chris Seieroe
Adam W. Roy Andy Reuter Brian Brooks Chris Sharp
AdamD Andy Robinson Brian Cepuran Chris Wainman
Adrian Do Angela Paxton Brian Chumney Chris Waldrip
Afet bint Tuzani Ansel Faillace Brian E Johnson Chris Watts
Ahmad Dia Anthony Craig Senatore Brian Guerrero Chris Wild
AinvarG Anthony Manfredo Brian Summers Chris Will
AL BAKER Anthony Rigg Brice Zickuhr Christopher Anderson
Al Gonzalez Antonio Jhocson Brokenhope Christopher Baters
Alan Cohen Arnaldo “Kurono” Lefebre Bruce Gulke Christopher Hauschild
Alessio Serini Piñeiro Bruce L. Wehrle Christopher Mayfield
Alex Beckham Arthur Soares Bruce Paris Christopher S. Sanders
Alex Dunne Asara B. Bruce Philipson Christopher Soper
Alex M Tice Asher Green Bryan Carpenter Christopher Todd Kjergaard
Alex Manduley Ashran Firebrand Bryan Stroup Chuck Hutchins
Alexander J. Holley August Jokela Bryan Yonglong Wang Chuck vanNorman
Alexander Penner B Moore Bulldozers Chuck Wilson
Alexander Wayman B.A. Morrier Buster and Cora Cirlot
Alexandre Godin B.D. Case C Cosper Claude Weaver III
Alexis and Bill Rounsville Bamf.Royal C. Sulat Clayton “Capt0bv10u5” Myers
Alicia Peters Barry Zechmann Cain Gillespie Clayton Odel Culwell
Allen Billings Ben Coale Caleb Baker Clinton Macgowan
Allen Odegaard Benjamin Billings CAMANDER1 Clyde Lee Graham
Amber Bibb Benjamin K. Kristensen Captain Norway Cody Barrick
amberkat Benjamin T. Smart Carl “Mad Dog” Rustenbeck Cody Blaschke
Andrea Prosperi Benji WImer Carl Andersson Cody Boker
Andreas Starrsjö Beth Rimmels Carlos E Santana Colin Maynard
Andrew “Doc” Cowie Bill “thedmstrikes” Mead Carlos Vedovato Corinna Clanton
Andrew Bahls Bill Hays Carter T Snelson Cornelis DeBruin
Andrew Christian Bill Weir Cassandra Pohlhammer Craig “Stevo” Stephenson
Andrew Croft (Australia) Bill Woehr Cathy Winton Craig Henson
Andrew Ervin Blacksheep Chad Henderson Craig Labenz
Andrew Geertsen Blaine Conner Chad Shurtz Craig S Janssen
Andrew Gray Blake Nickel Chalky Creed Ironrose
Andrew Jeffree Bo Lehmann Charles “Lukkychukky” Cris Le Fort

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Curt Mathieu Dean Aceto II Erik T Johnson Guy Thompson


Curtis “AggieBear” Glenn Delice Erik Tenkar H. Z. Helberg
D N Walker III Delnurfin Feadiel Erin Howe Hammy Smacks
Damien Hart Denis Gagnon Ernest Mueller Hans Cummings
Dan Jacobs Dennis Timm Escape Hatch Games Hao Zhang
Dan Mabee Derek Keith Nejedlo Étienne De Sloover Harneloot
Dan Santiago Derek Kirkman Eugene Chee Harpeah Company
Dan Schultz Derek Rothschiller Ezekiel Bones Harvey Howell
Dan Sloppy Devon MacInnis Farnaby Hawk Silverthorn
Dana Pull DHonda Felipe Barcelos Monaiar Heine Stick
Daniel and Logan Brower Diane Camper Felix Nolan Helder Lavigne
Daniel Bryan Dion Campbell François Reissi Henrik “Tes” Gullaksen
Daniel Clarke Dirt Thurston Frank Reding Henrik Nilsson
Daniel Cooper Dittotb Frank Tedeschi Henry Murdy
Daniel Granstrand DM Rich Franny Jay High Shaman One Eye
Daniel J. Nagle Don, Beth & Meghan Ferris Franz Georg Rösel Howard J. Bampton
Daniel Long Donald R. MacLean Fred Savadge Hugh Harrison
Daniel P. Shaefer Donny Wallace Frederic Fiquet Ian Allen
Darren Buckley Doug “DJ Eternal Darkness” Frits Kuijlman Ian Barnes
“Dastardly” Dave Hernandez Carter Fuyu_ookami Ian Becker
Dave “Wintergreen” Harrison Doug “Valhalar” Triplett Gage Fleischer Ian Norton
Dave Cole Dr Alan Peden Game Masters Pittsburgh Ian Paul
Dave McCown Dr. Donald A. Turner gandred Ian Robinson
Dave Post Drew Starck Garrett Meek Ian Woodley
Dave Rosenzweig Drewbacca Garry Jenkins Ice Tayiken
Dave The Wizard Duane Skeen Gary Reich Imban
David “Kobold King” Lambiase Duron McBlade Geekers Keep Ingjald
David “Kroog” Andrews Dustinian Camburides Gene Demaitre Ivan Cannon
David A. Nolan Dwayne Hauser Gene Hall J Bos
David Birt Dwight Davis Genevieve Cogman J. “Muljinn” Kozlowski
David Campbell Dyrewolff George Graybill J. David Porter
David Chronister E. James Pett Giuseppe D’Aristotile Jr. J. Evans Payne
David Craft Ed Vincent Gordon Clayton J. Kreider
David DeRocha Eden Brandeis Graham Lewry J. M. Lanaghan
David Dierks Edward scarbrough Graham Penny J. M. Williamson
David E Starner Ellen Bertagnolli Grant M Dahling J. Parkes
David Homola Elpan Allandar Grant Potts Jaap Bijsterbosch
David “Jester” Gibson ELRS Greg & Kelly Ray Jace ‘Phyrehawk’ Crutchley
David Karoski Emily Jordan Greg Kramer Jack Bunicci
David L. Fromerth II Eran Molot Greg Krywusha Jack Gulick
David L. Pearson Erevan Bern, High Wizard Greg Ray Jack Hellenbrand
David Mcgregor Eric Brooks Greg Roth Jacob “Ryoku” Walker
David Nielson Eric Coates Greg Traeger Jacob J. H.
David Parlin Eric Hamilton Gregorio Munoz III Jacob Markley
David Poppel Eric Mills Gregory McWhirter Jacob Neptune Dowe
David Robinett Eric Smith Gregory Wason Jakey Champion
David Sheehan Eric Stratte Grey Reyes Jako Bond
David Stephenson Eric Troy Dreibelbis Griffin Davis Jakub T. Poniatowski
David Williamson Erica Stevenson Guillaume Bélanger James “Jimbojones” Robertson
De Quick Tom Erik A Saltwell Gully Feuerhammar James (Warrenthegray) Buys
Deacon Dragon Erik Jarvi Guy Ladouceur James Cunningham

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James Floyd Kelly Jeremy Redmond Joseph Linden kylania


James H. Lewis Jeremy Suiter Joseph Preston Schmigel Kyle “Fiddy” Pinches
James M. Rivera Jeremy Tollefson Josh Carden Kyle Capps
James Newnorth Jerome Devie Josh Chunick Kyle G. Crider
James R. Coplin Jerry R Baker Josh Plunkett Kyle R Maxwell
James R. Crowder II Jerry Ward Josh Rosenstein Kyuhyun Lee
James Redmon Jesper Majcherek Bisgaard Josh ‘Shbenj’ Benjamin Lai Koivu
James ‘The Great Old One’ Jessica Heckman Joshua Burke Lance Menthe
Burke Jhereth Jax Joshua Conrad Lance Micucci
James Tustin JiaJian, Tin Joshua Minol Laurel K H Thomas
James Wood JiBe Farand Joshua R Smith Layla Chalmers
Jamie Manley Jim Hauber Joshua Steadmon Leave The Silver
Jamieson L Hoffman Jim Havoc Jossy Barron Lee LaFond
Jana Klimpke Jim Lomax Jóvin ‘Phelx’ Jóvinsson Lee Perry
Jason “Hierax” Verbitsky Joe “Big Ceech” DiCicco Julien Benoit Leo Jordan
Jason F. Broadley Joe Field Julian “Tabletop Towns” Hicks Leonardo “Shadow” Sena
Jason G_Q Joe Gerba Julian C. Steen Lester Ward
Jason Knepper Joe Medica Julian Tysoe Lichhunter
Jason M Burrows Joe Tweedale Juliet Youngren Lightangel
Jason Seal Joe Vanderstelt Junior Jack Lloyd Rasmussen
Jason Vines Joel Fischoff Justin Van Duine Locky Reid
Jason Wall Joel Mejiano K.C. L’Roy Lonnie Sargent
Jason Warren John Cooper Kahz Modan Loren Siebold
Jason Woodland John E. Bailey Kailey Smith & Bill Hein Lorne Cooper
Javier Kelnozz Diaz John Engler Karl Sears Louis I Stewart IV
Javier Rivera John Fiala Katie Michelle Cook Louis Porter Jr.
Jay Broda John Geyer Kean P Stuart Lovisa Jernsletten
Jay Marsh John ‘johnkzin’ Rudd KEEGAN FINK Luiz Felipe C. Moggi
Jay nunes John Lamulle Keith Williams Luke Anderson
Jayme Bell John Michael Hess Ken moscardini Luke Goodman
Jayna Pavlin John Mitchell Kenneth Tedrick Luke McManamon
JD Crouch John N Dziadek Kenny Kroeger M Alexander Jurkat
Jean-Francois Levesque John Noble Kent B. Trusted M&H Pumple
Jeff Hubbard John R Blaker Kent Thompson M.C. Andersen
Jeff Ibach John Ron Kent Zeng Mage_Of_Doom
Jeff Rosenberg John Szasz IV Kerstin Weiß Magoo
Jeff Smith John Weaver Kevin Baumann Marc (Lord Inar) Gacy
Jeff Troutman Johnny F. Normal Kevin J. Lee Marc Margelli
Jeff Vandine Jon “T3kk3y” Neddo Kevin J. O’Brien Marc Oliver Offen
Jeffrey Hersh Jon Gilliam Kevin James Marcus Gabriel Fors
Jen Woods Jon Goranson Kevin O’Dowda Mario M. Butter
Jennine C Jonas Karlsson Kevin Peters Mariusz “Darklord” Ciolkowski
Jens “iuzbob” Sarton Jonathan Baldridge Kevin Wicker Mark A. Hart
Jens P. Jonathan Brock Kira Miller Mark Ballentine
Jens Van Neyghem Jonathan D. Woodward Kirk Salanga Mark Buffington
Jeremiah Sheret Jonathan Smith Kris F. Kline Mark Greenberg
Jeremy “Meatsweats” Price Jonathan Sourbut Kris Wirick Mark Jeschke
Jeremy Bauer Jordi Rabionet Kristopher Volter Mark Leymaster of Grammarye
Jeremy Hunt Jorge A. Torres Krys Earles Mark Richman
Jeremy J. Popelka Joseph “Bizak” Bartell Kurt Aidan McIntyre Markus Plate
Jeremy Kear Joseph E. Tribuzio Kveld BJorn Marshall “leadjunkie” Mahurin

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Marshall Gatten Michael Spredemann P Byhmer Redbeard


MarsSenex Michael Vanella Pablo “Hersho” Dominguez Remoh Lives
Martin Blake Michel Cayer Patricio Aguilera Retsnimle
Martin Heim Míchel González Patrick “DeadPegasus” Knight Rhel ná DecVandé
Martin Legg Michel Pikkert a.k.a “miesman” Patrick & Sarah Pilgrim Rich (Brock) Palij
Martin Nichol Mick Chambers Patrick Ciraco Rich Riddle
Martin St-Laurent Mike “Sly Flourish” Shea Patrick Ehlen Richard “Kshots” Ostrow
Marty Chodorek Mike “Tiger” Taylor Patrick Kale Richard Barnhouse III
Martyn Findley Mike McCammon Patrick Kiefer Richard Courchesne
Master Huck Mike Ross Paul “Blazebolt” Backhouse Richard Ferris
Matt Brooks Mike Urban Paul Hazen Richard Hodge
Matt Downer Miles Redman Paul Hedrick Richard Isaak
Matt Le Page Miss Nash Paul Kensler Richard Jeffrey
Matt Rowan Mitchel Pigsley Paul Rivers Richard Leahy
Matt Yarnold MitDtke Paul Rodger Richard Meyer
Matthew “Maddog” Dickinson Myles Ball Paul Ryan Richard Morley
Matthew Emerick Nat Ken Cole Paul Schifferer Richard Mundy
Matthew Hall Nathan “Nellisir” Irving Paul Trudel Rick Cox
Matthew Hayes Nathan Rapheld Paul Woods Rick Hewitt
Matthew Kammes Nathan Turner Pedro Obliziner Rick Small
Matthew Lynn NathanC Perry Chalmers Rick Underwood
Matthew McCloud Neil Allsopp Pete “Plenz” Lenz Riffius Sabbathian
Matthew Ouzts Neil Crampin Pete Apple Rob “Snydley” Klug
Matthew Rodarte Neil Laird Peter Thuborg Robert “Frostrazor” Brambley
Matthew Walker Nicholas Cassidy Phil Smith Robert Corr
Mattias Lygard Nicholas Kaye Phil Ward Robert Entwistle
Max G. Glasner Nicholas Keane Jurgens Philip Kneitinger Robert Gehr II
Max Leonydas Byrne Nick Philip Smith Robert H. Hudson, Jr.
Max Shannon Nick Hairston Phill Everson Robert J. Nemeth
Max Williams Nick Volpe PlatypusPal320 Robert Maughan
Maxim Sheehy Nicola Ricottone Dustin Knight Robert V.
Megan “M5” Matta Nicola Tonellotto Quarzis Robert W. Cooper
Methrend Nicolas Desjardins Quinn Adams Robert Winchester
Michael “Maikeruu” Pierno Nicolò Lardelli Quinn Parrott Roberto “Sunglar” Micheri
Michael Bogumill Nivla27 R. Aiden Marsden Robin B. Trayler
Michael Carson Noah Buntain R. Ripley Robin Burzan
Michael D Blanchard Noah Forster R.W.W.G Robin K. Johannessen
Michael D. Handy Noah ‘Grootslang’ Siddiqi Radon Gawn Robin Lees
Michael Dorn Noah Kruse Rafael Fagundes Robin Onttonen
Michael Edwards Noah McCoy Ramar Aulinvox Ron “Khaalis” Owen
Michael G Townsend Nomad Terrain Ramos Rob Ronald Hopkins
Michael Hunt - Norman Abegg Ramsett Ronald Whitehead
unMadeGaming Nuglar Randy Aitken @MavrykGM Russell “Redjack” Petree
MICHAEL J BENENSKY NYC Dungeons & Dragons Randy Smith Russell Ventimeglia
Michael Jones Players Randy W. Crockett Ryan and Lucy Ellis
Michael Keogh ObsoleteNexus Raptoar Harlodsen Ryan Fedewa
Michael Leone Odin Collins Raymond Banfield Ryan Hagen
Michael Long Official Dave Raymond M Slover Jr Ryan Hixson
Michael R. Snow Olav Müller Raymond Reed Ryan Joseph Pettis
Michael Roberts Oliver von Spreckelsen RaynorReynolds Ryan Mohr
Michael Smith Olly Croft Rebecca Molloy Ryan Moore

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Ryan Weathers Stephen White Tod Gagliano Yuisaki


Sakzilla Steve “Trollish” Bulla Tod Jeffcoat Yun-Sho
Sal Cazarez Steve Davies Toke Eriksen Zachary Guder
Sam Hillaire Steve Dodge Tom Hogan Zenkall
Sam Mullin Steve Elliott Tomas Burgos-Caez Zerif1023
Sam Nelson Steve Fletcher TomBrend
Sam Stoute Steve Lord Tommaso Gollini
Sam the Viking Steve Muchow Tommy Birt
Samuel A. Larter Steve Sarkes Tommy H. Frost
Sarah E. Potter Steven H. Lorenz Tony A. Thompson
Sarainy Steven Milner Tony Ballard-Smoot
Sara-Jane Raines Steven Wales Tony Strongman
Scambonious Funk Steven Wells Tonya Fredrickson
Scot Bailey SuperGrover Tracy S Landrum
Scott A. Wynn Sylvain Boucher Travis Lovellette
Scott Barnes Sylvain Cousineau Treavor Bland
Scott Closter Tad L. J. Kilgore Trent Schultz
Scott Collins Takahiro Hashinaka Trevor Mcnaught
Scott Crandal Talares Tristan O Balmokune
Scott Ferris Tango “Mr. Bones” Kipjack Troy Dye
Scott Fowler Tara Cameron Troy Everett
Scott H. Rimer Taran Delgath Tudy
Scott J.M. Abraham Ted McClintock Tyler J. Leben
Scott K Mansur Telmeregon Tyler M. Locke
Scott Maynard Terrell Scoggins Tyree Parkin
Scott Pinnow Terry Adams V & Erin, Leo, Nike, and Blue!
Scott Sutherland Terry Hontz Veronica Ellis
Scurvy Jim Terry W Hobbs Victor Mahnic
Sean “a2fan” Fahey The Amazin’ Jason Villwock Victoria Eden
Sean “Ioreth” Hood The Hetman Vincent Noiseux
Sean Kita The Joel Jimenez Wade Cottell
Sean Louvel The Kirt Wanhope
Sean Tait Bircher The Mighty Fire Beard of Power Wayne DuChateau
Sean Watson The Professor Wayne Tripp
Sebastian Döweling TheGeekyChris Will Church
Sebastian Weil Theodore Gegoux IV Will McCandless
sebastien pelletier Thom Denick William D. Smith Jr.
Seth Pierce Thomas Brand William Dawson-Ekberg
Shawn “Sazyanti” Gore Thomas Milazzo William Forsyte
Shawn Lamb Thomas Perry William J. Scott III
Shawn Nelsen Thomas Wood William Maranto
Shuggie Love Thorbjørn Kaels William Riddle
Simon Haldon Tim Beese William Walters
Simon Hunt Tim Gonzalez William Weiler
Sir Pat Eadie Tim Leigh Winter’s Knight
Stan Shinn Tim Murray Wright S. Johnson
Steph Turner Tim Nickel www.familydungeons.com
Stéphane Rochat Timothy Baker www.thewarstore.com
Stephanie Meier Timothy Withem Wyn Alexander
Stephen J. Pilch TMan Xose Oscar Lopez Rascado
Stephen Shaw Tobias Schmitt Y. K. Lee

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Legal Appendix the extent such content does not embody the Product Identity and
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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
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include rules-specific definitions of the effect of the spells, and
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or You have sufficient rights to grant the rights conveyed by this
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hazards, or anywhere else in the text, (4) all previously released 6. Notice of License Copyright: You must update the
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Registered Trademark. The use of any Product Identity in Open


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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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System Reference Document, 5.0 Copyright 2016, Wizards of the
Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
Game Master’s Toolbox - Ultimate NPCs: Skulduggery,
Copyright 2016, Chris Haskins, Nord Games LLC.
END OF LICENSE

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