The Shield (DDE)
The Shield (DDE)
The Shield (DDE)
The Shield uses D&D Essentials rules: Dungeon Masters Kit, Monster
Vault, Rules Compendium, Heroes of the Fallen Lands, and (supplemental)
Heroes of the Forgotten Kingdoms. Other supplements may be used at
the DMs discretion.
The Shield is an evil campaign.
the city of Westgate.
Dragonborn, Tiefling
Core Classes:
Warpriest (Cleric), Knight, Slayer (Fighter), Thief
(Rogue), Mage (Wizard)
Expanded Classes (supplemental):
Executioner (Assassin),
(Paladin) (Unaligned only), Hunter, Scout (Ranger)
Sentinel
(Druid),
Cavalier
Hexblade (Warlock)
Generating Ability Scores: For an old-school experience, use Method III: Rolling Scores
(described on page 78 of the DDE Rules Compendium).
Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times,
and then assign the numbers to the characters six ability scores. Then apply racial
ability bonuses.
These Optional Rules create a grittier play experience:
Daily Powers: Regardless of how many daily powers a character knows, he or she can use
only one per day at the heroic tier, two per day at the paragon tier, and three per day
at the epic tier. Whenever the group reaches a milestone, each character can use one
additional daily power that day.
Action Points: Your character starts with 1 action point. No more than once per encounter,
you can spend an action point to take an extra action (see page 286), use certain feats,
or use paragon path powers.
When you spend an action point, its gone, but you can gain more in two ways: after
reaching two milestones or by taking an extended rest. After you take an extended rest,
you lose any action points you havent spent, but you start fresh with 1 action point.
Cursed Items:
Cursed magic items were a mainstay of old-school D&D, much to Dungeon
Masters' delight and players' occasional frustration. Use the rules for cursed items
from Mordenkainens Magnificent Emporium.
Currency: In addition to copper, silver and gold coins, there are other unusual metals
used in exchange. Most of these come from failed currencies. As such, they are viewed
with skepticism by many honest folk. Principal among these coins are the electrum and
platinum pieces. These coins are rarely circulated, and most are hidden away in ancient
treasure hoards.
Cooperative Game
Dungeons & Dragons is a cooperative game. Player characters work best when they work
together, and most D&D encounters are built around this assumption. That one or more of
the heroes are evil doesn't change this fact or alter your responsibility to your
teammates. You might not like the people you work with, but if you expect them to watch
your back, you had better watch theirs. Nothing dictates that evil characters are unable
work within an adventuring group. They can contribute to the group dynamic as their role
demands.
To ensure the group remains together, it's critical that you shield your companions from
whatever wickedness you intend. In sum, you must avoid stealing from, maiming, exploiting,
and murdering the other members of your party. One way to keep everyone in check is to
make sure you have a strong reason for being together in the first place. You might serve
a more powerful master, follow the same god, be from the same homeland, or pursue a
common goal, such as wiping out all orcs, elves, or dragons. If everyone can agree to a
party-binding element from the outset and can create a plausible explanation for
maintaining this truce, your group should find success.
Be Considerate
Playing an evil adventurer gives you a chance to explore the dark side: to be the ruthless
killer, to steal without regard for the victim, to dabble in dark magic, and to bargain
with terrible powers. Although such options and other, more dreadful actions are possible,
always consider the feelings of other players at the table. Avoid offending other players
by exploring taboo subjects. Many people play D&D as an escape from real world problems
and ugly truths. Games that focus too much on the sinister have limited appeal for many
garners.
Before play begins, talk with the Dungeon Master and the other players to determine what
events they want to avoid and what subjects they'd rather not explore. Respect these
limits and don't test them. Doing so ensures the game remains fun for everyone involved.
Motivation
One key difference between evil adventurers and their good or unaligned counterparts is
their motivations for adventuring. Evil characters aren't likely to risk their lives to
help the innocent and are not going to help those in need without compensation. Traditional
adventure hooks might not work, so you will have to find other ways to draw players into
the story.
Greed: The reward for performing a service must outweigh its risks. Even then, evil
adventurers are likely to take more than they were offered. For example, they might rob
their employers or claim their reward without completing their task. Adventurers are also
apt to dicker over their fees, so you should set the payment low and allow players to
haggle for a higher price. Do not, however, give characters the full reward up front.
They should claim their prize when they complete the mission and can prove it.
Also, be ready for adventurers to double-cross their employers. Don't be surprised when
characters return from a mission and then sack the town they just saved. You should never
quash players when they are roleplaying. If you leave a situation open for their
exploitation, let them do it to the best of their ability-even if doing so upsets your
plans. Instead, think about the consequences of the characters' actions, and adapt the
story to accommodate them.
Revenge: Even though the promise of reward can drive an evil party, revenge is a far
stronger motivator. Evil characters are less likely to forgive slights or let a defeat
go unpunished, as is evidenced when they plot against each other. Don't be afraid to
harass characters during their adventures to draw them deeper into the plot. Be aggressive
with your villains. Have them send goons and monsters after the adventurers. It won't
take long for players to turn their attention to the source of their troubles and devote
every resource toward destroying their foes.
Power: Evil adventurers crave power. Adventuring gives them a chance to gain levels and
find magic items and other booty. The promise of personal power can draw a party into an
adventure, but it can also turn its members against each other when they squabble about
who gets what.
Hinting at great rewards and vast power should be sufficient to lure adventurers into
accepting a mission. When it's time for characters to acquire magic items, give prizes
out in groups to avoid conflict about ownership. Alternatively, you can offer specialized
rewards, such as divine boons, legendary boons, and grandmaster training, to particular
characters.
[The Book of Vile Darkness (a supplement for 4e) has more advice along this same line.]
Three (or Four) Important Things to Know about the Shield Campaign
1. Low Level. The Shield campaign focuses on providing challenges the adventurers can face
and overcome during the heroic tier. Think of it as a street level campaign.
2. Intrigue. Everyone wants something: the characters, normal folk, secret cults, rebels,
mercenaries, invaders, assassins, conquerors, looters, would-be kings. The Shield campaign
presents many organizations and non-player characters with a multitude of plans. The PCs
can interact with all these groups, discovering secret ploys, allying with some, making
enemies of others, and playing them against one another or taking them all on. Allies can
become enemies and enemies can become friends; it's up to the players to decide. Again,
with a street level focus.
3. Old-School. At least in which races and classes are available. The races and classes
seen in AD&D are most appropriate, while those seen in 3e and 4e are less so.
So, no
dragonborn, tieflings, or warlocks.
Other old-school bits include rolling 4d6 for ability scores, cursed items, and even
electrum and platinum pieces.
4. Prime Directive. In our home games, we all agreed upon this house rule: Alignment is
how you treat people outside your party. Regardless of your alignment, you will get along
with fellow party members and will not allow that portion of your character sheet to
interfere with the continuance of the story.
= = =
Sentries/Guards/Militia: The most common form of defense a community will have is men and
women trained to defend the public. From a hamlet, where a few residents act as sentries
and volunteer defenders, to a large city with several guard forces, these people will be
the first to combat whatever problems arise. There should be a base of 1 guard per 150
residents, with a minimum of 3 guards. If the community is on peaceful terms with its
neighbors and has no known enemies, there will be 1 guard per 200 residents, with a minimum
of 3 guards. If, however, the community is on uneasy terms with its neighbors, or has unrest
within its own boundaries, there will be 1 guard per 100 residents, with a minimum of 5
guards.
Communities with less than 5,000 residents are not likely to have an army (militia), unless
the community has known enemies or feels threatened. In an army, there should be a base of
25 soldiers per 1,000 residents. This number will double, triple, or quadruple, depending
on the severity of the threat posed against the community. A standing army is responsible
for patrolling a communitys boundaries and the surrounding lands.
Religion
No Single Deity:
Most people revere more than one deity, praying to different gods at
different times. Commoners in a small town might visit a temple that has three altars, where
they pray to Bahamut for protection, Pelor for fertile crops, and Moradin to aid their skill
at crafting. Clerics and paladins more often serve a single deity, championing that gods
particular cause in the world. Other adventurers range across the spectrum, from paying lip
service to the whole pantheon, to fervently serving a single god, to ignoring the gods
entirely as they pursue their own divine ascension.
Thats not to say that everyone worships every god. A truly good person has little use for
Lolth; a law-abiding town-dweller might never have heard of Gruumsh. Rather, every community
and individual has a collection of deities to whom they devote their reverence. They
occasionally offer a prayer to another god, if circumstances warrantonly a fool goes to
sea without invoking Melora, and a village that doesnt normally venerate Bane might offer
him prayers over a makeshift altar if suddenly forced to warbut their personal pantheon
receives the overwhelming bulk of their attention.
A communitys collection of deities shapes how they see each individual god. A community
beset by the dangers of the surrounding wilderness, and includes Bane and Erathis among
their deities, likely views Bane as more of a stabilizing influence, and less actively evil,
than a tyrannical city-state whose power-hungry leaders worship Asmodeus alongside the Black
Hand.
No Universal Churches:
Just as most points of light settings presumes individual
communities are rarely linked into large kingdoms, so too are the worlds religions made up
of autonomous sects, without monolithic governing entities. There are no churches, in the
sense of Union-wide theological authorities that oversee all practitioners of a given faith.
Thus, a temple or sect of the Raven Queen in one community is differentat least in the
details, and frequently in major practicesfrom any other. It also means that followers of
the Raven Queen arent necessarily in agreement on religious matters. Its possible for two
or more Raven Queen worshipers to prove competitors, or even downright enemies.
The deities are described in the Players Handbook (pages 20-22) and in the Dungeon Masters
Guide (pages 162-163).
The
Roll of Years is a system by which each year has its own personal name.
People
refer to births, deaths, weddings, and other events by the name of the year. Children learn
the order of the years from bards songs, artistic designs in the great temples, and the
teachings of their elders.
The naming of a year is not random, nor does it necessarily commemorate any great event or
occurrence. Many centuries ago the Lost Sage wrote out thousands of years and named them
in the Great Library. Its a rare year that doesnt see some event that seems clearly
connected with its name (at least in retrospect), and most folks view the Lost Sages name
as mysterious portents of the years ahead.
Each month is named after one of the eleven deities in the Players Handbook and also
Asmodeus from the Dungeon Masters Guide.
Asmodeus is the only deity whose name is used in the calendar
that is not good or unaligned. A silver-tongued devil, Asmodeus
is revered by many ambitious and powerful people (a few of whom
were involved in the creation of the calendar). As a result,
the deitys name is as widely recognized and accepted as any
others.
The influence Asmodeus exerts is deceptive; many
people see a god of rulership rather than a dominating tyrant.
The real world Gregorian calendar is an equivalent. October
has 31 days for instance, so the equivalent month also has 31
days.
The months can be named as desired (it makes no
difference). For instance, October (commonly associated with
Halloween) might be known as Asmodeus; July (commonly the
warmest month) might be known as Pelor. Its entirely up the
DM and players which month gets named what.
Day and Night: A day is 24 hours long. Seven days comprise a week: Godsday, Moonday,
Waterday, Earthday, Starday, Sunday, Freeday. Godsday is commonly associated with worship,
and Freeday with rest. The remaining days are considered "work days."
Dwarf
Proudly proclaiming they were made from the earth
itself, dwarves share many qualities with the rock
they love. They are strong, hardy, and dependable.
They value their ancestral traditions, which they
preserve through the ages as fiercely as they defend
the carved structures of their mountain homes.
Dwarves believe in the importance of clan ties and
ancestry. They deeply respect their elders, and they
honor long-dead clan founders and ancestral heroes.
They place great value on wisdom and the experience
of years, and most are polite to elders of any race.
More so than most other races, dwarves seek guidance
and protection from the gods. They look to the divine
for strength, hope, and inspiration, or they seek to
propitiate cruel or destructive gods. Individual
dwarves might be impious or openly heretical, but
temples and shrines of some sort are found in almost
every dwarven community. Dwarves revere Moradin as
their creator, but individual dwarves honor those
deities who hold sway over their vocations; warriors
pray to Bahamut or Kord, architects to Erathis, and
merchants to Avandraor even to Tiamat, if a dwarf is
consumed by the dwarven taste for wealth.
Dwarves never forget their enemies, either individuals who have wronged them or entire races
of monsters who have done ill to their kind. Dwarves harbor a fierce hatred for orcs, which
often inhabit the same mountainous areas that dwarves favor and which wreak periodic
devastation on dwarf communities.
Dwarves also despise giants and titans, because the dwarf race once labored as the giants
slaves. They feel a mixture of pity and disgust toward those corrupted dwarves who still
have not freed themselves from the giants yokeazers and galeb duhrs among them.
To a dwarf, it is a gift and a mark of deep respect to stand beside an ally in battle, and
a sign of deepest loyalty to shield that ally from enemy attack. Dwarven legends honor many
heroes who gave their lives to save their clans or their friends.
Dwarves average about 4 feet in height and are very broad, weighing as much as an adult
human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf
skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves
are often bald and braid their long beards into elaborate patterns. Female dwarves braid
their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and
shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.
Although they reach physical maturity at roughly the same age as humans, dwarves age more
slowly and remain vigorous well past 150 years of age, often living to see 200.
Eladrin
Eladrin society straddles the boundary between the Feywild and the natural
world. Eladrin build their elegant cities and towers in places of striking
natural splendor, especially where the veil between the worlds is thin
isolated mountain vales, green islands along wild and storm-wracked
coasts, and the deepest recesses of ancient forests. Some eladrin realms
exist mostly in the Feywild, only rarely touching the world, while others
appear in the world at sunset each day, only to fade back into the Feywild
at dawn.
Long-lived and strongly tied to the Feywild, eladrin have a detached view
of the world. Eladrin often have difficulty believing that events in the
world have much importance to them, and they consider courses of action
that can last for centuries.
Their general detachment from the world can make eladrin seem distant and
intimidating to other races. Their fey nature also makes them
simultaneously alluring and a little frightening. However, eladrin take
friendships and alliances to heart and can react with swift fury when
their friends are endangered. Combined with their intellect, bravery, and
magical power, this loyalty makes them powerful and respected allies.
Eladrin live by an aesthetic philosophy common to the Feywild and
personified by Corellon, the god of beauty and patron of the fey. Eladrin seek to exemplify
grace, skill, and learning in every part of life, from dance and song to swordplay and
magic. Their cities are places of stunning beauty that shape and guide their natural
surroundings into elegant forms.
Eladrin are close cousins to the elves and are occasionally called high elves or gray elves.
Eladrin favor the Feywild and arcane magic more than elves do, but the two races hold each
other in high regard. They share a burning hatred for the third branch of their racethe
drow.
The Feywilds most powerful eladrin, called noble eladrin, become so infused with their
realms inherent magic that they transform into entirely new creatures. These noble eladrin
take on characteristics of the seasons and other natural phenomena.
Eladrin are of human height. They are slim, and even the strongest simply look athletic
rather than musclebound. They have the same range of complexions as humans, though they are
more often fair than dark. Their straight, fine hair is often white, silver, or pale gold,
and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly
and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin cant grow
facial hair and have little body hair.
Eladrin children grow much as human children do, but their aging process slows to a crawl
when they reach maturity. They enjoy youth and health for most of their lives and dont
begin to feel the effects of age until the middle of their third century. Most live for
over 300 years, and even at the end they suffer few of the infirmities of old age.
Elf
Elves are a people of deeply felt but short-lived passions. They are
easily moved to delighted laughter, blinding wrath, or mournful tears.
They are inclined to impulsive behavior, and members of other races
sometimes see elves as flighty or impetuous, but elves do not shirk
responsibility or forget commitments. Thanks in part to their long life
span, elves sometimes have difficulty taking certain matters as seriously
as other races do, but when genuine threats arise, elves are fierce and
reliable allies.
Elves revere the natural world. Their connection to their surroundings
enables them to perceive much. They never cut living trees, and when
they create permanent communities, they do so by carefully growing or
weaving arbors, tree houses, and catwalks from living branches. They
prefer the primal power of the natural world to the arcane magic their
eladrin cousins employ. Elves love to explore new forests and new lands,
and its not unusual for individuals or small bands to wander hundreds
of miles from their homelands.
Elves are loyal and merry friends. They love simple pleasuresdancing,
singing, footraces, and contests of balance and skilland rarely see a
reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can
be, a threat to their homes, families, or friends can make elves grimly serious and prompt
them to take up arms.
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild
and in the world, and passing freely between the two. When the drow rebelled against their
kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms
asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually
the elves and eladrin grew into two distinct races.
Elves are descended from those who lived primarily in the world, and they no longer dream
of the Feywild. They love the forests and wilds of the world that they have made their home.
Elves are slender, athletic folk about as tall as humans. They have the same range of
complexions as humans, tending more toward tan or brown hues. A typical elf s hair color
is dark brown, autumn orange, mossy green, or deep gold. Elves ears are long and pointed,
and their eyes are vibrant blue, violet, or green. Elves have little body hair, but they
favor a wild and loose look to their hair.
Elves mature at about the same rate as humans, but show few effects of age past adulthood.
The first sign of an elf s advancing age is typically a change in hair colorsometimes
graying but usually darkening or taking on more autumnal hues. Most elves live to be well
over 200 years old and remain vigorous almost to the end.
Halfling
Halflings are an affable, warm, and cheerful people.
They survive in a world full of larger creatures by
avoiding notice or, barring that, avoiding offense.
They appear harmless and so have managed to survive
for centuries in the shadow of empires and on the
edges of wars and political strife.
Halflings are practical and down-to-earth. They
concern themselves with basic needs and simple
pleasures, harboring few dreams of gold or glory.
Adventurers are no more rare among halflings than
among other races, but they usually pursue the
adventurers
life
for
reasons
of
community,
friendship, wanderlust, or curiosity.
Halfling
adventurers
are
brave
and
faithful
companions, relying on stealth and trickery in battle
rather than raw might or magic. Tight-knit halfling
communities are found near the settlements of other
races, often along or even on the surface of a body
of water. Halflings have never built a kingdom of
their own or even held much land. They dont recognize
any sort of royalty or nobility of their own, instead
looking to family elders to guide them. This emphasis
on family and community has enabled halflings to
maintain their traditional ways for thousands of years, unaffected by the rise and fall of
empires.
According to halfling legend, Melora and Sehanine created the halflings together, giving
the race a love of nature and the gift of stealth. When their interest waned, Melora and
Sehanine stopped looking after the race, or so the legends go, and halflings made their own
way in the world. They say Avandra, the god of luck, admired their resourcefulness and
adopted them, favoring them with good fortune. Not all halflings worship Avandra, but nearly
all breathe a prayer of thanks to her when fortune favors them.
Halflings are fond of stories and legends such as the myth of Avandra, and their culture is
rich in oral tradition. Few members of other races realize that halfling folktales contain
a vast amount of lore about people and places long past. Many halflings are able to dredge
up knowledge about the history, religion, or culture of other races, but that knowledge is
usually wrapped in a fable.
Halflings stand about 4 feet tall and weigh about 80 pounds. They resemble small humans and
are proportioned like human adults. Halflings have the same range of complexions as humans,
but most halflings have dark hair and eyes. Halfling males dont have beards, but many have
long, full sideburns. Halflings of both genders often wear complicated hairstyles, featuring
complex braiding and weaving.
Halflings typically dress in clothes that match their surroundings and prefer earth tones
and various shades of green. Their clothing and gear feature woven textures and stitching.
Birds, river patterns, boats, and fish are common images in halfling art and decoration.
Halflings have life spans comparable to humans.
Human
Humans are decisive and sometimes rash. They explore the darkest reaches of the world in
search of knowledge and power. They hurl themselves into danger, dealing with consequences
as they arise. They act first and ponder later, trusting their will to prevail and their
native resourcefulness to see them through perilous situations.
Humans always look to the horizon, seeking to expand their influence and their territory.
They chase power and want to change the world, for good or for ill. Their settlements are
among the brightest lights in a dark and untamed world, and humans constantly seek to
explore new lands and settle new frontiers.
Their self-reliance and bravery inclines humans toward martial classes such as fighter,
warlord, and rogue. They often prefer to find hidden reserves of strength in themselves
rather than trust to the magic of wizards or clerics.
That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their
myths name no god as the creator of the race. Some tales say the gods worked together to
create them, infusing them with the best qualities of each race that had come before. Other
tales say that humans were the creation of a god whose name is no longer known, a god killed
in the war against the primordials or perhaps assassinated by another deity (Asmodeus and
Zehir are often accused of the deed).
Humans are tolerant of other races, different beliefs, and foreign cultures. Most human
settlements are diverse places where different races live together in relative peace. The
human empire of Nerath, the last great world power, united many different peoples. Most of
the human towns that have survived the empires fall are fortified bastions against the
encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors
often flee to the nearest human town for protection.
Despite the far reach and power of Nerath, humans in the present day are a scattered and
divided people. Dozens of small kingdoms, fiefdoms, and free cities have arisen from Neraths
ruins, and many of these realms are petty, weak, or isolated. Tensions and misunderstandings
among them often precipitate skirmishes, espionage, betrayal, and even open warfare.
Humans come in a wide variety of heights, weights, and colors. Some humans have black or
dark brown skin, others are as pale as snow, and they cover the whole range of tans and
browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes
are most often brown, blue, or hazel.
Human attire varies wildly, depending on the environment and society in which they live.
Their clothing can be simple, ostentatious, or anything in between. Its not unusual for
several distinct human cultures to live side by side in a particular area and mingle, so
human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans
average life spans of about 75 years, though some venerable members of the race live as
long as 90 or more years.
Drow
Once children of the Seldarine, drow now exist as outcast from
their brother and sister races. Originally, Eladrin, Elves and
Drow existed as one race, living in peace and unity in the Feywild.
The gods of the Seldarine (Corellon, Sehanine, and Lolth) held
them all in loving esteem, but it was the petty and jealous
plotting of Lolth that twisted the hearts of her children.
Millenia of bitter wars followed, resulting in the drow retreating
to the underdark.
Lolth was cast out of the Feywild to the
deepest parts of the Abyss, cursed to exist forevermore as a demon.
In the underdark the drow adhered to their dark and chaotic nature,
and their societies are as harsh and deadly as the drow themselves.
Lolth remains their primary deity, though some drow societies
worship other fell gods or entities. Those that don't worship
Lolth rarely adhere to the matriarchal societal structure. These
drow cities are often viewed as heretical by their more
traditional kin.
Across the realm, there is perhaps no race more feared or hated
than the drow. It is rare for one of their kind to deviate from
the race's evil nature.
Those that do often have a hard time
finding acceptance on the surface.
Drow appear as dark-skinned eladrin with white or gray hair and
glowing eyes, most often red in color. Dark elves are shorter
than their elven kin, with the males standing shorter than the
females.
Half-elf
Half-elves are more than just a combination of two
racesthe combination of human and elf blood produces
a unique race with qualities all its own. They share
some of the natural grace, athleticism, and keen
perceptiveness of elves, along with the passion and
drive of humans. But in their own right, they are
charismatic, confident, and open-minded and are
natural diplomats, negotiators, and leaders.
Half-elves like to be around people, the more diverse
the better. They gravitate toward population centers,
especially larger settlements where members of many
races mingle freely. Half-elves cultivate large
networks of acquaintances, as much out of genuine
friendliness as for practical purposes. They like to
establish relationships with humans, elves, and
members of other races so they can learn about them,
the way they live, and how they make their way in the
world.
Half-elves rarely settle down for any length of time.
Their wanderlust makes them natural adventurers, and
they quickly make themselves at home wherever they
end up. When their paths take them back to a place
they have visited before, they track down old friends
and renew old contacts. Ultimately, half-elves are
survivors, able to adapt to almost any situation.
They are generally well liked and admired by everyone,
not just elves and humans. They are empathetic,
better at putting themselves in others shoes than
most.
Half-elves naturally inspire loyalty in others, and
they return that feeling with deep friendship and a
keen sense of responsibility for those who place
themselves in their care. Half-elf warlords and
generals do not order their followers into danger
that they would not face themselves, and they usually
lead from the front, trusting their allies to follow.
Half-elves have no culture of their own and are not a numerous people. They usually bear
human or elf names, sometimes using one name among elves and a different one among humans.
Some are anxious about their place in the world, feeling no kinship with any race, except
other half-elves, but most call themselves citizens of the world and kin to all.
Half-elves tend to be sturdier of build than elves but more slender than most humans. Halfelves have the same range of complexions as humans and elves, and like elves, half-elves
often have eye or hair colors not normally found among humans. Male half-elves can grow
facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards.
Half-elves ears are about the size of human ears, but they are tapered, like the ears of
their elven ancestors.
Half-elves usually adopt the dress and hairstyles of the society they spend the most time
with; for example, a half-elf raised among a barbaric human tribe dresses in the furs and
skins favored by the tribe and adopts the tribes style of braids and face paint. However,
it would not be unusual for half-elves raised among humans to seek out articles of elven
clothing or jewelry so that they can proudly display signs of their dual heritage.
Half-elves have life spans comparable to humans, but like elves they remain vigorous well
into old age.
Half-orc
Half-orcs combine the best qualities of humans and orcs, though
some would argue that the good qualities of orcs are few and
hard to find. From their orc blood, half-orcs inherit great
physical strength and toughness. They are fierce warriors, fleet
of foot as they charge into battle. Their human blood makes
half-orcs decisive and bold, resourceful and self-reliant. They
are adaptable and able to make their way in almost any
circumstance.
Although half-orcs often live on the fringes of society in human
towns and cities, they still find ways to prosper in a world to
which they dont fully belong. For all their good qualities,
many half-orcs exhibit characteristics that polite society
finds uncouth or undesirable. Half-orcs have little patience
for complicated rules of etiquette or procedure and find little
value in hiding their true opinions in order to spare someones
feelings. They enjoy the simple pleasures of food and drink,
boasting, singing, wrestling, drumming, and dancing, and they
dont find much satisfaction in more refined or sophisticated
arts. Theyre prone to act without much deliberation, preferring
to overcome obstacles as they arise rather than consider every
possible outcome and make contingency plans. These qualities
lead some members of other races to consider them rude or crass, but others find their
brashness refreshing.
Half-orcs generally live among either human or orc culturessome in bustling human towns or
cities, others among remote human or orc tribes. Most half-orcs have two half-orc parents,
but sometimes half-orcs marry and have half-orc children with humans or orcs. Orcs show
grudging respect to half-orcs for their considerable strength and for their cunning
intelligence, which sometimes allows halforcs to rise to leadership positions in orc tribes.
Although possessed of many strengths, half-orcs frequently encounter prejudice in human
communities. Thus, most half-orcs gravitate to careers involving physical labor or violence.
For some, the life of an adventurer is either a natural extension of that trend or a way to
throw off the weight of prejudice. The adventuring life also means finding a place in a
group of allies and equalsa simple pleasure that is all too hard for many half-orcs to
find in the world.
Half-orcs favor their human lineage in appearance, but are distinguished by skin that tends
to various shades of gray, broad jaws, and prominent lower canine teeththough these are
still a far cry from the jutting tusks of orcs. On average, they are taller and stronger
than humans as well. Their hair is usually black, though it grays quickly with age. Most
half-orcs who live among humans favor human styles of clothing and hairstyle, but a few
adopt orc traditions, tying small bones or beads into long braids or bunches of hair.
Half-orcs dont live quite as long as humans do. They mature quickly, reaching adulthood at
about 16 years, and rarely live past the age of 60.
Winning Races:
Hobgoblins
By Jim Auwaerter
P hysical Q ualities
Hobgoblins stand slightly taller than humans, though
their military bearing makes them appear to tower
over others more than their actual height would suggest. Hobgoblins are also more likely to wear heavier
armor even when out of combat, giving them a stocky
appearance. Their skin tone varies from dark yellow
to brown, with brick-red or orange coloring being
most common. Their hair is black or dark brown, and
it frequently begins to go gray by the age of 30. Many
hobgoblin males cultivate well-trimmed beards,
though few grow mustaches with them.
Hobgoblin ears are long, pointed, and mobile.
Although most hobgoblins have good control of their
Hobgoblin Discipline
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Attitudes and
Beliefs
There is no denying that hobgoblins are strict by the
standards of most races. Those who make mistakes
are punished swiftly, and poor excuses for dishonorable behavior are not tolerated. From a young age,
hobgoblins are taught that untruths weaken the one
who speaks them, making that individual unworthy
of being trusted in the future. Conversely, a hobgoblin who takes responsibility for errors and accepts
the punishment without flinching may receive some
amount of acclaim for doing so.
Hobgoblins worship two gods above all others:
Bane and his exarch Maglubiyet receive great respect
within hobgoblin society. In particular, Banes
doctrine of seizing power over the undeserving is
accepted unthinkingly by most hobgoblins.
The warriors in the ranks of a hobgoblin army
typically have proficiency with shields and flails. The
Hobgoblin H istory
Hobgoblins have a great deal of reverence for the
history of their people, and hobgoblin loremasters
hold an honored place within the clans. Due to their
reliance on oral tradition, loremasters must have
exceptional memories and exemplary honor, because
any minor gloss or change could be passed down for
generations. At the same time, most hobgoblins distrust written histories: Who can be certain who wrote
them? This distrust has led to few histories being
written down by hobgoblins, thereby indirectly justifying their point of view.
Hobgoblin S ociety
Hobgoblin society is organized into clans consisting
of several extended families. Loyalty to ones clan
comes first, then to the hobgoblin race, and then to
the goblinoid races, including goblins and bugbears.
That being said, much honor is accorded to those
who balance these obligations, or better still, bring
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Hobgoblin
A dventurers
Despite the strong pressure to conform within hobgoblin society, some hobgoblins rebel and leave their
families and clans. Others are banished for a perceived weakness or personal failing, and still others
believe that they will find atcha more easily by seeking out new lands alone. Even though they have left
their society, their society never truly leaves them.
These hobgoblins often seek to replace the void left by
the loss of clan by bringing together a band of fellows.
Bard
Hobgoblins love for history and tales of martial
combat lends itself to making them exceptional bards
and skalds. Their words serve a key role in uniting
goblin and bugbear tribes as parts of a hobgoblinled army. Their words are not the only things others
should fear, however, because their fighting style
Battlemind
Psionic powers are no more common among hobgoblins than they are in most other races. Hobgoblins
who awaken their psionic potential and channel their
wilder sides make excellent battleminds. Training
with shields and heavier armor serves them well as
they draw attackers away from vulnerable allies.
Blackguard
Although hobgoblins do not make great outward
signs of faith as dwarves and elves do, their piety for
their dark gods runs deep. The greatest reverence is
expressed by those who draw upon the darkness of
their own souls to weaken and overwhelm their foes.
These blackguards have iron control of their own
minds and bodies but sow the seeds of discord while
they fight, turning ally against ally and kin against
kin.
Warlord
The image of hobgoblin as warlord has been
ingrained in the minds of civilized races after countless incursions. Whether they choose to focus on
their tactical acumen or to inspire their comrades
to fight all the harder, hobgoblins excel in leading at
every level from small four- or five-person units all
the way up to an army. Perhaps their greatest skill on
the battlefield is ensuring that everyone maintains
the proper position to gain the maximum tactical
advantage. Few sights inspire such fear as ordered
ranks of hobgoblins and their allies marching in perfect unison.
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Roleplaying a
Hobgoblin
Hobgoblin Feats
Hobgoblin Beast
Companion
Your ability to brush aside effects that would harm
you extends to your companion animal.
Prerequisite: Hobgoblin, ranger, Beast Companion class feature, hobgoblin discipline racial power
Benefit: When you use hobgoblin discipline and
your beast companion is adjacent to you, you can also
end one effect a save can end affecting your beast
companion.
In addition, your beast companion gains a +1 feat
bonus to all defenses while it is adjacent to you.
Phalanx Advance
On the battlefield, hobgoblin bards beat drums and
bark chants to help soldiers march at the same pace
and maintain their formations.
Prerequisite: Hobgoblin, bard, Virtue of Valor
class feature
Benefit: When you use your Virtue of Valor class
feature, you and each ally adjacent to you can shift 1
square as a free action. Your allies must end the shift
in a square adjacent to you.
Warcaster Tactics
Hobgoblin warcasters employ magical attacks to
destroy and scatter their enemies. A warcasters
destructive spells sometimes cause casualties among
allied soldiers. You learn better control over your
magic and can bend its effects away from an ally.
Prerequisite: Hobgoblin, any arcane class
Benefit: You can omit one square adjacent to you
from the area of effect of any arcane close blast or
burst power you use.
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Warriors Sacrifice
Hold Formation
Superior Discipline
Hobgoblin Utility
Powers
When your hobgoblin character gains a class utility
power after 1st level, you can forgo taking a power
granted to you by your class. Instead, you gain a hobgoblin utility power of the same level or lower.
Hobgoblin Utility 2
Hold Formation
Hobgoblin Utility 6
When a foe tries to move you from your position, you brace
yourself to keep the battle line intact.
Encounter
Immediate Interrupt Personal
Trigger: An enemys attack pushes, pulls, or slides you.
Effect: The forced movement does not affect you, and
you gain combat advantage against the triggering enemy until the end of your next turn.
Hobgoblin Utility 10
Superior Discipline
Hobgoblin Utility 16
Tactical Deployment
You have seen hundreds of battlefields. Each has
taught you the value of quickly moving yourself and
your allies to better positions.
Tactical Deployment
Hobgoblin Utility 22
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Assassin
By Rodney Thompson
Illustrations by Eric Belisle, Ben Wootten, and UDON
Assassins embrace shadow magic and pledge a shard of their souls to
the Shadowfell to gain their power. By replacing a fundamental part
of themselves with a dark ref lection, they can manifest that piece of
shadow to accomplish incredible things. The infusion of shadow magic
allows assassins to identify weak points in an opponents defenses so
that with a few moments of study they can reduce the stoutest enemies
to corpses.
An assassin usually keeps his or her profession a secret, since few trust
those who regularly deal in death. Assassins guilds provide some measure
of protection, especially in those regions where the study of shadow magic
and assassination as an art form are banned.
As an assassin, you are an outcast. You traded away a part of your soul
for the power of death, and only the most-loyal companions accept your
skills into their midst. Whatever drew you onto the assassins path, you
become a trained killer from whom few can escape unharmed.
The type of assassin you can create with this article is the executioner.
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Assassin
E xecutioner
Martial and Shadow Striker: Your sense of timing, skill with weapons, and
ability to use the shadows as a weapon allow you to strike with lethal effect
against an unsuspecting foe. You even mix in some shadow magic when
appropriate.
Key Abilities: Dexterity, Charisma
Executioners are more than just assassins for hire. When someone wants to send
a message through an assassination, an executioner arranges the death in such a
way that the message is delivered with maximum effectiveness. This might mean
the quiet poisoning of a crooked
merchant to warn other merchants to
Executioner Traits
deal fairly, or it could be a public exeHit Points: You start with hit points
cution of a tyrannical noble, meant
equal to 12 + your Constitution score.
to frighten the leaders of an area
You gain 5 each time you gain a level.
into treating the common folk more
Bonuses to Defenses: +1 to Fortitude,
humanely. Though many execution+1 to Will
ers perform these deeds at the request
of a third party, others might do what
they do in order to accomplish personal goals related to battling evil or
enforcing justice.
Executioners rely on their effectiveness as both infiltrators and
assassins to get the job done. They
dabble in shadow magic, which lets
them walk through walls, create artificial shadows, and craft illusions to
hide their intrusion into secure areas.
They also master the art of poison
use, giving them the ability to strike at
enemies both directly and i ndirectly.
Adventuring executioners tend to
perform their assassinations in the
pursuit of the goals of their fellow
adventurers, using such killings
Creating an E xecutioner
This section walks you through the steps of creating an executioner. As you make
choices at each step, consider how those choices relate to your characters personality, history, and goals.
Consult the three class tables, one for each tier of play, for a summary of what
you gain as you advance in level.
Assassins Guild
When you create your assassin, you must choose which guild you belong to. The
executioner assassin has a choice between the Red Scales and the League of Whispers, though your Dungeon Master might substitute his or her own guild names and
descriptions for these. Your choice of guild determines some of your weapon proficiencies and the kinds of special attack techniques you learn throughout your career.
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Race
Choose your race. Drow, human, and revenant make good choices for an
executioner.
Drow Perhaps no race is better suited for the role of executioner than the
drow. Not only do the drows racial bonuses to Dexterity and Charisma match
the executioners ability score preferences, the races cloud of darkness power is
extremely useful in sowing confusion, providing cover, and warding off interference. Additionally, the drow racial bonuses to Intimidate and Stealth can provide
the executioner with the ability to bully people out of his or her way or to avoid
them entirely.
As a drow assassin, you can let your experience in the Underdark guide the way
in which you perform your duties. You might prefer to stick to the shadows, leaving public assassinations to others. You might work only at night, giving you an
advantage over the surface-dwelling races that are all but blinded by the darkness.
Furthermore, you probably have some experience in the cutthroat world of drow
politics, so you might tend to seek out targets who have significant political strength
or whose death could serve as the trigger for a significant shift in political power.
Drow assassins often worship the Raven Queen, the god of fate and death. Executioners directly serve the Raven Queen every time they perform an assassination
by sending another soul into her domain. Many even believe that they are the
Raven Queens weapons in the world and that she moves them around like playing
pieces on a game board. Other drow executioners worship Sehanine for her connection to the moon and night, the time when executioners flourish.
Human Human executioners are among the most common assassins in
existence, both because of the sheer number of humans in the world as well as
the versatility that humans display (a trait executioners need in order to succeed
and survive). Use the races ability score bonus to boost Dexterity. The extra skill is
useful for expanding the scope of your talents; training in Bluff might get you past
gate guards, or Thievery might disable traps on the magistrates windows.
When you play a human executioner, consider how your races penchant for versatility and ambition played into your decision to become an assassin. Perhaps you
were recruited at a young age, an orphan snatched off the street by a guild of assassins and given training in a wide variety of weapons and assassination techniques.
Alternatively, you might have been a simple thug who dabbled in shadow magic or
Revenant Revenants
have the combination of
implacability and physical
prowess needed to flourish as executioners.
To accomplish
whatever task
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Assassin
returned the revenant to life, the skills and powers of an executioner might be just
the edge required to get the job done. The touch of shadow already inherent within
the revenants returned form blends and combines perfectly with the shadow
magic employed by the executioner.
Revenants most often follow the Raven Queen, because the Lady of Fate is often
the source of their return to the natural world. Whether willingly or unwillingly,
a revenant must complete the tasks set before him or her by the Raven Queen, for
the goals of death cannot be long denied.
Ability Scores
Determine your ability scores, remembering that an executioner is best served by a
superior Dexterity score. You use Dexterity to make your weapon attacks; a steady
hand and quick reflexes help you exploit an enemys weaknesses. Because you rely
on stealth to evade guards and other obstacles, you also need a good Dexterity to
boost your Armor Class and skill checks.
Charisma helps you deceive and distract your foes, so you also want to have a
high score in this ability. The Bluff and Streetwise skills in particular can be crucial when you must throw an enemy off your trail.
You increase two ability scores of your choice by 1 each when you reach certain levels: 4th, 8th, 14th, 18th, 24th, and 28th. In addition, all your ability scores
increase by 1 at 11th and 21st levels.
Your other ability scores can help shape your characters background and
interests. If you have a solid Strength score, you are likely the kind of assassin who
leaps from rooftop to rooftop, clambers over walls, and uses physical ability to get
close to your foes. If you have a good Wisdom score, you might instead be a more
thoughtful and studious executioner, one who likes to spend hours and days studying a target before striking with lethal precision.
Skills
At 1st level, you have training in Stealth. In addition, you choose four more trained
skills from the following list of class skills: Acrobatics, Arcana, Athletics, Bluff,
Endurance, Insight, Intimidate, Perception, Streetwise, and Thievery.
For an executioner, each skill represents a tool that can be used when the
time is right. Executioners have many different skill needs, depending on the situation. Sometimes they need to be secretive and silent, while at other times they
need to be cunning and street smart. It benefits an executioner to have a wide
range of skills so that any situation can be dealt with swiftly without disrupting
the plan.
Your skills help describe your preferred assassination methods. An executioner
who has training in Acrobatics and Athletics might have spent his formative years
dashing across rooftops and might now specialize in second-story intrusions and
assassinations in a targets lair. Alternatively, an executioner with training in Bluff
and Streetwise might be a master of blending in. Such assassins spend years learning the mannerisms and habits of a variety of different cultures so that they can
range far and wide in the pursuit of a target.
Feats
Choose one feat at 1st level. You gain an additional feat at every even-numbered
level, plus a feat at 11th and 21st levels.
Feats from the quick reaction category are a good choice for ref lecting the
executioners ability to react and move quickly in any unexpected situation.
Similarly, feats from the weapon training category can give the assassin an edge
in combat. Assassins prefer melee weapons and those that can be easily used at
close range, where they are most effective. Because executioners can use shields,
consider taking the expertise feat that applies to a one-handed weapon, such as a
dagger (light blades). The Master at Arms feat is also a great choice if you plan to
use multiple weapons.
Additionally, many executioners spend a great deal of time studying and practicing their abilities. Consider taking feats from the learning and lore category,
particularly those that enhance Athletics, Bluff, and Stealth, all of which can be
extremely useful to executioners.
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Equipment
You have proficiency with the following types of armor: cloth and leather. You
can also use light shields. You have proficiency with the following weapons and
weapon types: simple one-handed melee, military one-handed melee, garrote,
simple ranged, blowgun, bola, shortbow.
You have 100 gp to buy your starting equipment. Begin by purchasing a poisoners kit, which you will need to create the poisons you use. Next, buy a suit of
leather armor, a light shield, and a one-handed weapon. A dagger is a good choice
for a melee weapon because it is small, easy to conceal, and lightweight. A spear is
also a good choice for an executioner who does not need to hide his weapon, since
its larger damage die will make you a bit more dangerous. Likewise, be sure to purchase the weapons associated with your guild attacks.
You also want a ki focus, an item through which you channel shadow magic.
Once you have a magic ki focus, you will be able to confer its enhancement bonus
to your arsenal of weapons.
Assassin Tools
All assassins have certain tools of their trade that they specialize in. Described
below are three weapons and a new item of gear for use with the executioner.
Blowgun: This long, tubular weapon is used by blowing on one end. It can
launch darts and other agents.
Bola: Consisting of two or three weighted spheres connected by cord, bolas
tangle up opponents, but the spheres are also strong enough to inflict injuries.
Garrote: This strangling tool is a length of wire or knotted rope with handles
at either end.
Poisoners Kit: A poisoners kit is an essential part of the assassins repertoire. It contains the base components and tools needed to craft poisons. Cost
10 gp; weight 1 lb.
Two-Handed
Weapon
Garrote*
Weapon
Bola
Prof.
+3
Damage Range
1d4
4/8
Price
5 gp
Weight Prop.
2 lb. LT
Group
Flail
Prof.
+3
Damage Range
1d4
5/10
Price
5 gp
Weight Prop.
2 lb. LM, S
Group
Blowgun
Two-Handed
Weapon
Blowgun
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Heroic E xecutioner
As your career begins, you work on the basic skills that allow you to evade notice
and deliver killing strikes. Although you might begin by assassinating goblin chiefs
and orc warlords, the abilities you develop in the heroic tier set the stage for far
greater accomplishments.
Red Scales
The Red Scales are considered by many to be the masters of close-quarters combat.
The techniques that their guild members learn combine decades of study of both
martial arts and common assassination techniques, giving them an edge when
they are unarmed, wielding a dagger, or using a garrote.
Benefit: You gain the powers garrote strangle, poisoned dagger, and quick lunge.
Basic Attacks
As an assassin, you make most of your attacks using basic attacks. Your guild
attacks and poisons are more situational, giving you a diverse array of tools
in battle.
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Garrote Strangle
Assassin Attack
Quick Lunge
Assassin Attack
You wait for the perfect moment when your foe is within reach, then strangle it with your garrote.
You lunge forward quickly, upending your foe with a kick and a thrust of your weapon.
Poisoned Dagger
Assassin Attack
Your piercing blade delivers poisons quickly and cleanly, making them difficult to shake off.
At-Will F Martial, Weapon
Standard Action Melee weapon
Requirement: You must use this power with a dagger.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack,
the target takes a 4 penalty to its first saving throw, if any, against the poisons effect.
Level 21: 2[W] + Dexterity modifier damage.
Effect: If the dagger has an assassin poison on it that is normally delivered on a hit, you
can deliver that poison to the target even if the attack misses.
Quick Lunge You focus some of your training on the speed of your movements in combat. This particular attack technique allows you to lash out quickly
at an enemy that believes itself to be out of your reach. You can not only attack a
quarry that would normally be protected by an intervening bodyguard, but you
can also upend a foe to prevent its retreat.
League of Whispers
Members of the League of Whispers specialize in the use of a variety of ranged
weapons. This training allows them to perform special tricks that can help them
execute a target or escape the local authorities. League members undergo training
with bolas, hand crossbows, and blowguns to give them an edge against enemies
both near and far. Like other executioners, members of the League are trained in
the use of multiple weapons and usually carry a variety of weapons with which
they are skilled.
Benefit: You gain the powers bola takedown, precision dart, and quick shot.
Bola Takedown The proper application of bolas can bring down even
the most nimble of enemies. Executioners frequently use bolas to keep their targets from escaping, since most creatures tend to flee from their killers on sight.
However, this particular technique, which uses a specialized throwing motion to
ensure maximum extension of the weapon, is also sometimes used to trip up pursuit when fleeing from the scene of an execution.
Bola Takedown
Assassin Attack
You whirl your bola over your head and take careful aim before hurling it at a foes legs.
At-Will F Martial, Weapon
Standard Action Ranged weapon
Requirement: You must use this power with a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage, and the target falls prone.
Level 21: 2[W] damage.
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Precision Dart Though one of the weaker weapons in the executioners
repertoire, the blowgun is an excellent tool for ensuring that a poison is delivered
directly to an opponent and not turned aside by armor that can deflect a dagger.
This technique gives you pinpoint accuracy with the blowgun. A well-placed dart
can even be lethal to weaker foes if it punctures a vital area.
The heart of the executioners ability to take down a foe is the assassins strike technique. An executioner often has only one chance to eliminate an enemy. Once the
element of surprise is lost, bodyguards (or even targets themselves, if capable) can
interfere with the mission, leaving the target regretfully alive. This powerful technique represents the intersection of the assassins knowledge of vital areas of the
body, extreme mastery of weapons, and ability to throw everything he has into a
single formidable attack. The executioner must wait for the exact right moment to
strike, but when he does, this attack can slay a target instantly.
Benefit: You gain the assassins strike power.
Precision Dart
Assassin Attack
The poisoned dart flies from your blowgun with unerring accuracy.
At-Will F Martial, Weapon
Standard Action Ranged weapon
Requirement: You must use this power with a blowgun.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. If you deliver an assassin poison with this attack,
the target takes a 4 penalty to its first saving throw, if any, against the poisons effect.
Level 21: 2[W] + Dexterity modifier damage.
Effect: If the ammunition has an assassin poison on it that is normally delivered on a hit,
you can deliver that poison to the target even if the attack misses.
Quick Shot The hand crossbow is one of the great equalizers when it
comes to lethal ranged combat. Executioners often prefer to perform most of their
assassinations up close, which can sometimes bring the assassin too close to other
enemies. This particular quick-fire technique uses the hand crossbow to surprise
and stagger nearby enemies long enough for the executioner to escape.
Quick Shot
Assassin Attack
You loose a quick bolt from your crossbow, thereby creating a momentary opening for your escape.
At-Will F Martial, Weapon
Standard Action Ranged 1
Requirement: You must use this power with a hand crossbow.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Level 21: 2[W] + Dexterity modifier damage.
Effect: You shift up to 2 squares.
Special: Using this power doesnt provoke opportunity attacks.
Assassins Strike
Assassin Attack
You strike with precision at the exact right moment, landing an attack that can be instantly fatal.
Encounter F Martial
No Action
Personal
Trigger: You hit a creature within 5 squares of you with an attack using a weapon.
Target: The creature you hit
Effect: The target takes 1d10 extra damage from the triggering attack. If the target is
helpless, this damage is maximized.
Level 3: 2d10 extra damage.
Level 7: 3d10 extra damage.
Level 13: 4d10 extra damage.
Level 17: 5d10 extra damage.
Level 23: 6d10 extra damage.
Level 27: 7d10 extra damage.
Special: Nothing but a short or an extended rest can allow you to regain the use
of this power.
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Executioners have a long history with poison. All become masters at mixing their
own poisons. For most assassins, poison is only one of their many weapons. Most
of the poisons used by executioners are merely the set-up for a later attack, a precursor to ensure that the target wont be able to stop the executioner once the
assassination attempt begins in earnest.
Many poisons are outlawed in civilized realms, so executioners learn to craft
simple, unstable venoms that quickly break down into inert components. In this
manner, an assassin can travel with a seemingly innocent array of materials. When
it is time to strike, the executioner quickly crafts a poison as needed. Because
the poison is unstable, it decays rapidly and leaves no incriminating evidence if
unused. A shrewd executioner can maintain an innocent facade even in the face of
a thorough search of his or her person and quarters.
Benefit: You learn the recipes for two 1st-level assassin poisons of your choice.
During an extended rest, you can prepare one vial of a 1st-level assassin poison.
You must know the poisons recipe and have a poisoners kit. The vial contains a single use of the poison, which expires if it isnt used before the start of
your next extended rest. An item can benefit from the effects of only one assassin poison at a time.
Only you can use your assassin poisons, and you are immune to the effects of
the ones you create.
what its name claims: a poison derived from the brains of vicious carrion crawlers,
which makes it a difficult substance to harvest. Carrion crawler brain juice makes
the body of the target sluggish as the poison attacks muscles and essential tissues
that help the body move. Longer exposure to brain juice causes a form of paralysis
that makes it impossible for the victim to move a significant distance.
Bloodroot Poison The poison created from the oil of the bloodroot
plant causes a temporary fever and weakening of the body. Bloodroot (named for
the deep crimson color of the root) is a relatively common plant often mistaken for
other, harmless plants that grow nearby. The poison is favored by assassins who
seek to knock an enemy off balance and disorient it before the lethal strike.
Bloodroot Poison
Level 1
Level 1
Purple, oily carrion crawler brain juice can cause sluggishness and paralysis.
Assassin Poison
Power (Consumable F Poison): Minor Action. You apply the poison to your melee
weapon or five pieces of your ammunition. Until the end of the encounter, whenever
you hit a creature with a weapon attack using the poisoned item, the target takes 4
extra poison damage, and it is slowed until the end of your next turn.
Power (Consumable F Poison): Minor Action. You apply the poison to a single handheld
object. Within the next hour, the first creature other than you to hold or wear the object
for more than 1 minute is immobilized until the end of its next extended rest.
Greenblood Oil Named for its color and thickness, greenblood oil is a
viscous poison derived from poisonous plants that grow deep in primeval forests.
This combination of oils from several different sources has medicinal uses: It
breaks up dangerous blood clots and can be used to help drain infections from the
body. Assassins, however, use greenblood oil to make it more difficult for the body
to heal. This poison is often used to make a target more vulnerable to harm rather
than by harming directly. For example, an assassin might pour greenblood oil over
a targets food early in the day before performing a very public assassination, to
ensure that the victim cannot be magically healed once the attack takes place.
Greenblood Oil
Level 1
This thick, green oil has the consistency of blood and makes enemies more susceptible to
grievous injuries.
Assassin Poison
Power (Consumable F Poison): Minor Action. You apply the poison to your melee
weapon or one piece of your ammunition. During this encounter, the next enemy you
hit with a weapon attack using the poisoned item takes 10 extra poison damage, and
it cannot regain hit points (save ends).
Power (Consumable F Poison): Minor Action. You pour the poison into a drink or onto a
plate of food. The first creature to consume the food or drink within the next hour takes
a 4 penalty to saving throws and cannot regain hit points until the end of its next
extended rest.
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Id Moss Powder Id moss grows primarily in caves and crevasses in the
earth, particularly in places where the sun never reaches. Most forest-dwelling
people know to avoid consuming id moss even in desperate situations, because
the moss causes mental trauma and eventually insanity. When crushed into a
fine powder, id moss powder can be inhaled, allowing it to attack the mind more
quickly.
Id Moss Powder
Level 1
Nitharit Poison One of the few slow-acting poisons in the assassins repertoire, nitharit poison gradually breaks down a creatures natural defenses against
toxins and eventually turns those defenses against the poisoned creature. Nitharit
poison is often used as a precursor to weaken a target before a second poisoning
assault. For example, an assassin might put nitharit poison in a magistrates wine,
then later in the evening return to finish the job with a stronger poison once the
targets body is in no shape to fight it off.
Nitharit Poison
Level 1
This clear, odorless, tasteless liquid slowly turns a creatures natural defenses against poison
into a harmful weapon.
Assassin Poison
Power (Consumable F Poison): Minor Action. You apply the poison to your melee
weapon or five pieces of your ammunition. Until the end of the encounter, when
you hit a creature with a weapon attack using the poisoned item, the creature takes
ongoing 2 poison damage (save ends).
First Failed Saving Throw: The creature instead takes ongoing 5 poison damage
(save ends).
Power (Consumable F Poison): Minor Action. You apply the poison to a handheld object.
Within the next hour, the first creature other than you to hold or wear the object for
more than 1 minute gains vulnerable 5 poison and loses all poison immunity and
resistance until the end of its next extended rest.
special Poisons
Several of the poisons described here have special effects that begin with
If the DM allows it, a creature reduced to 0 hit points by this poison is not
killed, but . . .
These are discretionary effects in that they call for some interpretation
by the players and the DM. For example, id moss powder causes permanent
insanity. We dont define what that means; its up to you. You might decide
that the targets Intelligence and Wisdom scores drop to 1 with no hope of
recovery, or that it regains its former mental capacity but is forever twisted in
some psychotic way. Likewise, the extent of the visible scarring caused by ungol
dust is open to interpretation. Do the scars cover the victims whole body or
only its face? Do they affect Charisma?
All of this assumes, of course, that the assassin leaves the target alive at 0
hit points rather than just finishing it off.
If these poisons are ever used against fellow player characters, the DM
should consider allowing the permanent effects to be removed through
quests, long-lost rituals, or some other adventurous process.
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Assassin
Ungol Dust Ungol dust is a black powder made of the crushed remains of
dried-up spiders and scorpions that is so fine that one errant breath can blow away
an entire dose. Most of those who craft this poison wear masks to ensure that they
do not accidentally disperseor inhalethe dust before packing it into small, easily
shattered pellets. When ungol dust comes into contact with flesh or other living
material, it becomes highly corrosive.
Ungol Dust
Level 1
his or her quarry out into the open by creating an illusion of a trusted companion
beckoning the target urgently to where the assassin lurks in the shadows.
Distracting Illusion
Assassin Utility 2
The image of a creature flickers and then solidifies as you craft an illusion meant to cover your
dark deeds.
Encounter F Illusion, Shadow
Minor Action
Close burst 10
Effect: You create the illusion of a Medium creature of your choice in an unoccupied square
in the burst. The illusion is silent but moves and acts as though it was the creature it
appears to be. Creatures that closely examine the illusion can make an Insight check to
discover the illusion for what it really is. The check is opposed by a Bluff check that you
make when you create the illusion. The illusion lasts until the end of your next turn.
Sustain Minor: The illusion persists until the end of your next turn, and you can move it
up to 6 squares.
Silent Stalker You have learned to quiet your steps and keep your equipment from making noise. As soon as your enemies turn their backs on you, you can
approach quickly and quietly, using your enemys body to shield yourself from sight.
Silent Stalker
Assassin Utility 2
Summon the Mists Summon the mists is a simple power that provides
rudimentary cover against observation. It allows you to call up a bank of fog that
rolls out from the shadows to conceal your actions. When used properly, it usually
draws little attention from observers because the fog appears to be perfectly natural even as it conceals dark deeds.
Assassin Utility 2
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Assassin
Ghost of the Rooftops Streets and alleyways are filled with city
Executioners know how to ensure that the job gets done. You rarely leave your enemies on the brink of death and know how to drive your weapon just a little deeper
to turn a grave wound into a killing blow.
Benefit: When you hit an enemy with a melee or a ranged attack that deals
damage, you can choose to reduce the enemy to 0 hit points automatically if it has
10 hit points or fewer after the damage is dealt.
guards and other witnesses, so some executioners learn the art of dancing from
roof to roof with speed and precision. For such a character, clearing the distance
between buildings or scaling a palace wall is like taking a stroll around the corner.
Assassin Utility 6
Your skill at climbing and leaping allows you to move across the rooftops unhindered.
At-Will (Special) F Martial
Move Action
Personal
Effect: You climb or make a long jump, moving a number of squares up to your speed,
without making an Athletics check.
Special: You can use this power only once per round.
Darkness Not every execution can be performed with only your victim
present. Bodyguards, servants, and innocent bystanders sometimes interfere with
assassinations. Darkness allows you to sow confusion by creating an area of pure,
magical darkness that no light can penetrate. Those in the area of its effect cannot
see you performing your lethal task. Some executioners also use this power to
conceal their hiding places from outside observers; a well-placed darkness effect
can block the light of lamps and candles, making a room in an inn appear dark to
observers who might be hunting the assassin just outside the window.
Darkness
Assassin Utility 6
A cloud of pure shadow expands from you, shrouding the area in darkness.
Daily F Shadow, Zone
Minor Action
Close burst 2
Effect: The burst creates a zone that lasts until the end of your next turn. To creatures
other than you, the zone is totally obscured and blocks line of sight.
Sustain Minor: The zone persists until the end of your next turn. You must be in the zone
to sustain it.
Vanish A quick escape is one of the most valued tools in your repertoire.
This power ensures that you can disappear without a trace, at least long enough
to retreat without being pursued. It envelops you in a cloak of invisibility, then
teleports you a short distance to make sure that your enemies are completely
confounded.
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Assassin
Vanish
Assassin Utility 6
Without warning you disappear from the sight of all around you. By the time you reappear, you
are far from where you once stood.
Encounter F Shadow, Teleportation
Immediate Reaction
Personal
Trigger: You are hit by an attack.
Effect: You become invisible until the start of your next turn, and you teleport up to
your speed.
Hidden Stab
Assassin Attack
With a quick grab from behind, you cause your enemy to lower its defenses, allowing you to
land a deadly blow even as they struggle to break free.
At-Will F Martial, Weapon
Standard Action Melee 1
Requirement: You must have a hand free and use this power with a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] damage, and the target is grabbed until the end of your next turn. While the
grab persists, the target grants combat advantage, and it takes a 2 penalty to its first
escape attempt. If you make a melee weapon attack against the target before the grab
ends and your assassins strike is not expended, you can use that power against the
target even if the attack misses.
Level 21: 2[W] damage.
Sustain Minor: The grab persists until the end of your next turn.
Death Mark Executioners often mark their targets in some way before the
assassination occurs. This power creates a singed, black sigil somewhere on the
targets body that pulses with shadow magic. This mark creates a bond between
the executioner and the target that gives the executioner the ability to detect the
target with unerring accuracy. Once a death mark is placed, the assassin is rarely far
behind.
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Assassin
Death Mark
Assassin Utility 10
A black mark appears on the targets form, appearing to be burned in with a hot iron. It warns
of impending death.
Daily F Shadow
Minor Action
Close burst 5
Target: One creature in the burst
Effect: Until the end of your next extended rest, you always know the direction and
approximate distance to the target. In addition, the target cannot become invisible
to you.
Eyes Unseen A useful power that has saved the lives of many an executioner, eyes unseen allows the user to peer through walls, around corners, and even
through ceilings and floors to see what lies ahead. It creates a small, invisible
sensor crafted by shadow magic that can appear within a small radius and pass
visions back to the assassin. Many executioners use eyes unseen to search for guards,
keep an eye on pursuers, or reveal traps and ambushes before walking into them.
Eyes Unseen
Assassin Utility 10
You conjure a sensor of shadow that appears nearby and allows you to see through walls and
other barriers.
Encounter F Shadow
Minor Action
Personal
Effect: Choose a square within 5 squares of you, even a square on the other side of
blocking terrain. Until the end of your next turn, you can see and hear from that
square, as well as from your own.
Walk Through Shadow When you use walk through shadow, you
create a brief, flickering shadow that whisks you quickly from one place to another.
Unlike some other teleportation abilities, walk through shadow can take the user into
unknown places and allows him or her to bypass walls, doors, and other barriers
with a blind jump.
Assassin Utility 10
Paragon E xecutioner
Executioners who reach the paragon tier have proven themselves more than
capable of carrying out assassinations (both clandestine and public) without
being caught or killed themselves. For you, simple political assassinations and
hired killings begin to lose their luster, because city watchmen or the bodyguards
of local merchants rarely challenge your skills. Your abilities are better utilized
stalking more powerful quarrythose that threaten the entire world, if not the
planes themselves.
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Assassin
As if to prepare you for the paragon tier, your body and mind gird themselves
against future threats by making you more formidable in every way.
Benefit: Each of your ability scores increases by 1.
Daring Escape
You transfer the momentum of a killing blow into a rapid dash that leaves remaining enemies
far behind.
Encounter F Martial
Free Action
Personal
Trigger: You reduce an enemy to 0 hit points.
Effect: You shift up to twice your speed. You gain a +5 power bonus to Athletics checks
made to climb and jump during the shift.
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Assassin
Insanity Mist
As you gain greater experience in the wider world, you also come across rare substances that can enhance the effectiveness of your poisons. Through study and
experimentation, you learn to create dangerous toxins that draw their potency
from exotic creatures and plants.
Benefit: You learn the recipe for a 15th-level assassin poison of your choice.
When you prepare vials of assassin poison during an extended rest, one of them
can be up to 15th level.
Black Lotus Extract This powder is derived from the legendary black
lotus flower. The effect is devastating when this substance comes in contact with
a creature for more than a few seconds. Black lotuses bloom only once every three
years, and it is during that time that the flowers can be harvested to produce this
toxic oil. Black lotuses grow only in deep swamps, along shadowed riverbanks, and
at the edges of caves where they are sheltered from direct light.
Black Lotus Extract
Level 15
This thick oil is dark blue, though it becomes invisible when applied to a weapon or object.
Assassin Poison
Power (Consumable F Poison): Minor Action. You apply the poison to your melee
weapon or five pieces of your ammunition. Until the end of the encounter, when you
hit a creature with a weapon attack using the poisoned item, the creature takes 8
extra poison damage.
Power (Consumable F Poison): Minor Action. You apply the poison to a handheld object.
Within the next hour, the next creature other than you to hold or wear the object for
more than 1 minute takes 40 poison damage.
Insanity Mist Another poison designed to affect the mind as much as the
body, insanity mist is a liquid that is only potent when made airborne and then
inhaled. A liquid is distilled from the brains of mind flayer thralls (or mind flayers
themselves, which produce a much higher quantity of poison) and combined with
several kinds of mold spores to deliver the poison straight to the brain. Insanity
mist begins eroding the consciousness of the victim almost instantly.
Level 15
This deep purple liquid swirls with milky colors that sometimes seem to resolve into
disturbing images.
Assassin Poison
Power (Consumable F Implement, Poison, Psychic): Standard Action. Effect: Make the
following attack:
Ranged 5
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier poison damage, and ongoing 10 psychic damage
(save ends).
First Failed Saving Throw: The ongoing damage increases to 15.
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not
killed, but is instead driven permanently insane.
Power (Consumable F Poison): Standard Action. You place the insanity mist in a closed
container, such as a chest or a jewelry box. Make the attack above against the first
creature to open the container within the next hour.
Lich Dust To those uneducated in the art of poison crafting, lich dust is often
believed to be a powder made from the ground-up bones of liches. This belief is
only partially correct; in truth, lich dust is made from a combination of pulverized
bones taken from a variety of undead creatures (liches among them) mixed with
other alchemical and natural substances. Lich dust retains some of the necromantic power that once animated the bones it is made from, which can drain the
energy and spirit of creatures that consume it or are injured by a weapon coated
with the poison.
Lich Dust
Level 15
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Assassin
Shadow Coffin
Untraceable Step
Assassin Utility 16
The air wavers for a moment before a veil of invisibility covers you from head to toe.
Encounter F Shadow
Move Action
Personal
Effect: You become invisible and move up to your speed. You remain invisible until the
end of your next turn.
Assassin Utility
You trap the target of your assassination in a small object, which keeps the body out of sight
until you are ready to release it.
Encounter F Shadow
Free Action
Melee 1
Trigger: You kill an adjacent creature and dont already have a corpse trapped by this
power.
Target: The creatures corpse
Effect: The target disappears and is trapped in a nonmagical object of your choice on
your person (such as a handheld mirror, a small gem, or a piece of jewelry). The target
remains trapped until you release it or until the object is destroyed. To release the
target into an adjacent square, you must hold the object and concentrate for 1 minute.
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Assassin
Wyvern Venom The secret to creating this rare and potent toxin is
closely guarded by the most powerful assassins guilds. Versatile in its application, it not only does injury to a creatures body, it rots away flesh and bone, melts
sinew, and boils the blood. Even after the initial shock of the effect of the venom is
over, the pain and damage inflicted by the poison linger, making it difficult for the
body to heal. The base of the poison is the venom from an actual wyvern, though
the poison used by executioners is the result of a complex alchemical process that
increases its potency tenfold.
Wyvern Venom
Level 20
This poison is far more dangerous than that delivered by the sting of a wyvern itself, as a result
of the alchemical process that produces this inky-black liquid.
Assassin Poison
Power (Consumable F Necrotic, Poison): Minor Action. You apply the poison to your
melee weapon or one piece of your ammunition. During this encounter, the next
creature you hit with a weapon attack using the poisoned item takes 25 extra necrotic
and poison damage.
Power (Consumable F Necrotic, Poison): Minor Action. You pour the poison into a drink
or onto a plate of food. Within the next hour, the first creature to consume the food or
drink takes necrotic and poison damage equal to half of its bloodied value, and it cannot
regain hit points until the end of its next extended rest.
Power (Consumable F Necrotic, Poison): Minor Action. You apply the poison to a
single handheld object. Within the next hour, the first creature other than you to hold
or wear the object for more than 1 minute takes necrotic and poison damage equal
to half of its bloodied value, and it cannot regain hit points until the end of its next
extended rest.
Epic E xecutioner
By the time you reach the epic tier, you are much more than a simple killer for
hire: You are among the greatest assassins ever to have lived. Elemental princes
watch over their shoulders for a sign that you might be lurking in their shadows,
and the very whisper of your name sends chills through the courts of the fey.
When your executioner reaches 21st level, he or she takes on an epic destiny
of your choice. This epic destiny represents the grand finale of your adventuring
career, and like your paragon path, it grants a set of related features and powers.
675,000
28
+1
Ability score increase
825,000
29
Improved Poison Use
1,000,000
30
+1 Epic destiny feature
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Assassin
Like any other field of learning, mastery of poisons comes only after a long period
of practice and diligent studying. As you approach the apex of knowledge in the
poisoning arts, you learn how to manipulate poisons extracted from the bodies of
powerful beings such as angels, basilisks, and dragons.
Benefit: You learn the recipe for a 25th-level assassin poison of your choice.
When you prepare vials of assassin poison during an extended rest using your
Poison Use feature, one can be up to 25th level and two can be up to 15th level.
Ignore Barriers
Assassin Utility 22
Your physical form becomes as unstable as a shadow, allowing you to step through physical
barriers with ease.
Daily F Shadow
Minor Action
Personal
Effect: You are phasing until the end of the encounter.
Dark Reaver Powder Said to come from the pulverized bodies of angels
devoted to gods of death, dark reaver powder has the ability to knock a creature
unconscious for a long time. Assassins use dark reaver powder to get enemies out
of the way without killing them or to send a message not to cross the wrong person.
When applied in powder form to a weapon, the poison seeps into the blood and produces a diluted effect that renders enemies woozy for a short period of time.
Dark Reaver Powder
Level 25
Dragon Bile Dragon bile is one of the most sought-after substances harvested
from dragons. It can be made into a deadly poison that can slay a person in a matter of
minutes. The dragon bile used by assassins is among the most potent, and is harvested
from the bodies of powerful and ancient dragons slain by adventurers. A brief touch of
dragon bile can make it impossible for a creature to move or do anything else, while
prolonged exposure is almost always fatal.
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Assassin
Dragon Bile
Level 25
Your foes worst attacks cannot sway you from the great goal that lies before you.
When all seems lost, you have the strength and determination to deny death and
fight on.
Benefit: You gain a feature (typically a utility power) associated with your epic
destiny.
Assassin Poison
Power (Consumable F Poison): Minor Action. You
apply the poison to a melee weapon or one piece of
your ammunition. During this encounter, the next
creature you hit with a weapon attack using the
poisoned item falls prone, and it is stunned until the
end of your next turn.
Power (Consumable F Poison): Minor Action. You
apply the poison to a single handheld object. Within
the next hour, the first creature other than you to
hold or wear the object for more than 1 minute dies,
but only if the creature is your level or lower.
Level 25
This unremarkable white powder harnesses the petrifying ability of the basilisk.
Assassin Poison
Power (Consumable F Implement, Poison): Standard Action. Effect: You make the following attack.
Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6d10 + Dexterity modifier poison damage.
Miss: Half damage.
Effect: The target is slowed (save ends). First Failed Saving Throw: The target is instead
immobilized (save ends). Second Failed Saving Throw: The target is instead petrified
(save ends).
Power (Consumable F Poison): Standard Action. You place the poison in a closed container, such as a chest or a jewelry box. Make the attack above against the first creature to open the container within the next hour.
If theres anyone in the world better at the poisoners art than you, its only because
that individual hasnt crossed paths with you yet.
Benefit: You learn the recipe for another 25th-level assassin poison of your
choice. When you prepare vials of assassin poison during an extended rest using
your Poison Use feature, two of them can be up to 25th level and one can be up to
15th level.
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Backdrop:
Westgate
By Erik Scott de Bie
A City of Secrets
Westgate arose from the jagged Dragon Coast on the
south edge of the Sea of Fallen Stars many centuries
ago under the cruel eye of a powerful dragon. Saldrinar of the Seven Spells overthrew the monster and
named himself king some 1,700 years ago. Ruled
since by a succession of tyrants, pirate kings, and
TM & 2013 Wizards of the Coast LLC. All rights reserved.
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Westgate
even monsters like vampires and lamias, the city ultimately did away with its monarchy over two hundred
years ago. Since then, the council of ruling lords has
ruled the independent port city, free of foreign influence, where coin is king.
USING WESTGATE
Westgate lends itself to dark, morally ambiguous
fantasy stories like those of Fafhrd and the Gray
Mouser or Thieves World. You can draw inspiration from films like The Godfather and from
television shows like The Sopranos and The Shield.
Though Westgate exists officially in the
Forgotten Realms, the city fits any fantasy setting that highlights urban intrigue and moral
ambiguity.
A City of
S coundrels
Power in Westgate shifts daily or even hourly
between grasping merchants and vile cults. Here,
greed is good, and ruthlessness is even better. Everyone who holds a position of power in Westgate is
connected, directly or indirectly, to the citys criminal
enterprises. Given the level of corruption in Westgate,
no one without such connections could ever rise to
prominence. The corruption rises up from the bottom
and sinks down from the top to meet in the middle
and infect every level of society.
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Westgate
from Cormyr as traitors. These families brought with
them their ties to the Fire Knives, a group of assassins dedicated to ending the Obaskyr line in Cormyr.
In Westgate the group licked its wounds and turned
itself toward garnering power in the city. Today the
Croamarkhs ties to the Fire Knives criminal syndicate are an open secret among the citys powerful.
Just behind the Fire Knives in influence are two
merchant houses that exert considerable power in
the city. An increasing number of ships in the bay
fly the red sun banner of House Malavhan, in part
because of secret bargains the house matriarch Lady
Devis struck with pirates on the Sea of Fallen Stars.
The steel-gray hand flag of ruthless House Vhammos is showing up more and more as a slave brand on
the streets, and Vhammos saves a fortune on tariffs
through its extensive smuggling operations.
Beneath these top-tier powers, a second stratum of
merchant houses scrambles for influence and wealth.
These houses are constantly on the alert for signs of
weakness in those above them. The most prominent
include Thorsar (wealthy traders), Guldar (known
for their nobility), Ssemm (generous in donating to
municipal efforts), and Urdo (great scholars). The
most wealthy Shou family, the Goto clan, is also vying
for position on the Ruling Council. Its effort is supported by shrewd manipulation of public opinion and
the deep coffers of the Shadowmasters of Telflamm,
who are keen to expand their influence in the region.
Gotos ascension could mark the dawn of a new era of
east-west relations in the city, or it could spark rioting
and open warfare.
The merchant lords were shaken by recent claims
that House Darkdance may have descended from
Westgates last king. Only one member of that house
remains: Myrin Darkdance, orphaned, unmarried,
and childless. If House Darkdance is truly linked
to the ancient kings, Myrin may become a target of
those seeking to preserve Westgates current structure and those seeking to change it.
Gangs of Westgate
Ironically, the criminals who rule Westgate are themselves undermined by other criminals in the form of
the citys gangs and ruthless mercantile consortiums.
The most dangerous threat to the power of the Fire
Knives of these is the return of the Night Masks, but
lesser gangs have proven a thorn in the side of Houses
Bleth and Cormaeril as they consolidated power.
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Westgate
Coast. They found a difficult life awaiting them in
Westgates slums. In 1441, nine heroeswarriors and
wizards in their native Shou-Lungarose from the
ranks of the poor to defend those who could not fight
for themselves. They declared that all Shou in Westgate were under their protection, and they carved out
a territory for the Shou in the east end of the city. Disputed Tidetown became a battleground.
Although the nine were courageous and committed to doing the right thing, their movement could not
endure without powerful backing. By 1450, they had
accepted funding and more direct forms of support
from Shou criminal organizations in Telflamm who
were eager to gain a foothold in Westgate. Agents from
Telflamm played upon the nines heroic legacy, first to
win the confidence of the Shou populace of Westgate
and then to build their own criminal guild in the city
under the banner of the Nine Golden Swords. More
Guild Organization
The Night Masks consist of hundreds of low-level
agentsthieves, assassins, spieswho report to
middle-ranked agents whose loyalty to the guild is
well-established. Wise junior members of the Masks
assume they are constantly being watched, as is
true in many cases. The middle agents (Knights)
answer to a coven of Night Masters, each of whom has
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Westgate
Kirenkirsalai, Heir of Night
Over the last five years, one man has single-handedly
restored the once undisputed rule of the Night Masks
through a campaign of murder, intimidation, and illusion. He is an older entity than anyone suspects, and
his roots in the city run deep.
The half-drow Tebryn Shadowstalker Dhialael
was once a lowly member of the guild in the 1340s
and 50s until a duel with a rival forced him to flee
underground. He spent almost a decade as a slave
in the drow city of Sschindylryn until he escaped
and returned to his ancestral home, only to fall prey
to Orbakhs Flying Fangs. Now a vampire, Tebryn
became one of Orbakhs Night Court, where his extensive experience with the guild proved invaluable.
Tebryn survived the fall of the Masks and took
refuge with the secretive Zhentarim, though he
never stopped rebelling (to his masters amusement).
Decades ago, Orbakh instructed his insubordinate
servant to ply illusion magic to insinuate himself
among the Shou. Donning the name Kirenkirsalai
(or Kire) for the first time, he presented himself as a
wise old man, skilled in the arts of magic and stealth.
KIRENKIRSALAI,
VAMPIRE LORD
Kire is a powerful vampire for his relative youth,
and his ruthless sadism often gets the better of
him, especially during negotiation. He is cold,
arrogant, and deadly. A half-elf of drow descent
in life, Kire long ago mastered the arts of illusion
magic and shadowdancing (teleporting between
shadows), which he combines to befuddle foes
and strike without warning. He prefers to shape
a rapier from pure darkness to use in battle.
A City of Mysteries
The Gateway to the West has a long-standing reputation as a free city, open to all manner of trade and all
races, so long as they respect the legal authority of
the oligarchy. The favorable location of the port, its
relaxed tariffs and casual corruption, and a willingness to hire pirates to deal with disagreeable shipping
Temple District
Westgate prides itself on its openness and tolerance
for multiple faiths, even those considered reprehensible or bizarre in other lands. Temples cater to
outlander adventurers, dispensing healing potions,
blessings, and auguriesall for a price.
Two temples in the northwest quarter of the city
compete in a race to glorify their respective deities:
Fortuneboon Hall, sworn to Tymora the goddess of
luck, and Painbless Hall, sworn to Loviatar and very
popular with many decadent young nobles. Both have
wealthy, anonymous backers and pour donations
into construction, with substantial coin skimmed off
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the top by corrupt clergy. The comparatively simple
temple to Ilmater, called simply The House, is famous
for its Spire of Suffering, which can be seen from
miles outside the city.
The relatively simple Morningstar Haven pays
homage to both Lathander and Amauntor, using
either name for the same sun god. Whitecap Hall
(Umberlee) caters to pirates and smugglers and has
recently been the site of clashes between clergy and
the town watch.
Lesser temples and shrines exist to gods that fell
out of favor or vanished from Westgate for a time,
such as the House of Spires and Shadows (Mask), The
House of the Wheel (Gond), and the hulking monolith the House of the Winds (Talos). Priests have only
recently resumed services in these halls.
The subterranean House of Steel (Garagos,
beneath the Market Triangle) has become a haunted
ruin that repels attempts to reclaim it (see Sewers).
Noble Villas
The merchant lords of Westgate dwell in impressive
keeps scattered around the Old City or just outside
Westgates walls, all of them walled off and eminently
defensible during the occasional uprising.
Of particular note is the once-magnificent Castle
Bleth a stones throw from the citys south wall,
grown hollow and sad as Jaundamicars fortunes
have waned. The merchant council prefers to meet at
Castle Cormaeril just northwest of the city to conduct
its business. The craggy, cliff-side path to the castle is
treacherous and a good place for ambushes.
Standing at the west end of the city, Castle Thalavar passed to Gedrin Shadowbane upon his mother
Thistles passing, and it has since become the refuge
of the Eye of Justice (see above).
Dock Ward
The commercial heart of the city, Westgates seedy
docks see enough commerce on a daily and nightly
basis to rival most other civilized lands in Faerun.
Goods (legal or illegal) and coin of all sorts change
hands at all hours, and the merchant houses of Westgate constantly vie for control of the area so they can
take their cut of trade tariffs. Each of the merchant
lords owns a section of dock and multiple warehouses, some obvious, some hidden.
Gang violence is particularly fierce near the disputed docks so the watch patrols the docks. Officers
stationed here tend to be especially corrupt, and
fines are usually sufficient to make the law look the
other way.
Tidetown
When the Sea of Fallen Stars receded during the
Wailing Years, much of the harbor became semisolid ground. Shou immigrants settled the area and
erected a crude neighborhood on the uneven ground.
The council might not have bothered about it at all,
but suddenly ships could only get to the lower docks,
so the merchant houses scrambled to build infrastructure there just to compete. This waterside slum
became known as Tidetown, and the Nine Golden
Swords and Fire Knives constantly fought over it.
Recently, the waters have begun to rise again,
making Tidetown increasingly treacherous. Most
have simply abandoned their homes for drier climes,
though some have expanded upward on stilts. As a
result, the harbor is dotted with miniature man-made
islands where residents offer food and other services
to inbound ships, much to the consternation of mainland businesses. Pirates also stage ambushes from
these floating houses, and criminals often go here to
hide from the watch.
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Raikous Tower
One enterprising Shou wizard has kept his home in
Tidetown just as it is, rain or flood. One of the original Nine Golden Swords, Sopata Raikou has built
up his tower to withstand all intrusion, be it from
weather or would-be robbers. Fifty feet of the tower is
underwater, and a further fifty feet rises into the air,
its spire flickering with dancing effigies of spectral
foxes and birds. The magical effects provide a guiding
light for ships at sea. Raikkou himself has not been
seen in at least a decade.
The Sewers
League upon league of unexplored, dripping tunnels
underlie Westgate, connecting to various old houses
and holdfasts. In a city thousands of years old, it is
hardly surprising that many of these old dungeons
and hideaways have been forgotten. Urban legends
persist of fabulous lost treasures belonging to old
King Verovan or Orlak the Night King, just waiting to
be found in the dank, stinking underworld.
Swords of Night
Some years ago, an heir of House Vhammos led a
delving crew in search of access to a rival houses vault
and broke through into the forgotten House of Steel,
a temple to the ravager god Garagos. The temples old
defensesanimated swords and various undead guardiansslaughtered most of the heirs party and left him
dying. The Night King came upon him and turned him
into a vampire to join the Night Masters. The temple is
now the Night Masks guildhall.
Sleeping Danger
A common expression in Westgate used to urge caution is Dont wake the Quelzarn. The creature has
not been seen in decades, so that many believe it an
urban legend. If only the city were so lucky.
THE SEA OF
FALLEN STARS
The Spellplague of a century gone had little
effect on Westgate with one exception: the Sea
of Fallen Stars drained partially, significantly
altering the landscape and disrupting commerce.
Recently, the sea has been rising once more,
but many effects linger. Flooding is common
in Westgate, and collapsing structures reveal
the entrances to secret passages and dungeons
hidden long ago by lords building in Tidetown.
MU-MUSHI,
DRUNKEN MASTER
The aged Mu-Mushi is a fixture on Westgates
East End: a wandering man in rags, he is rude,
smelly, and obnoxious. Travelers avoid or openly
mock him, but the locals know not to cross
Mu-Mushi. As one of the original Nine Golden
Swords, the man is a legend among the Shou of
Westgate, easily matched with the greatest warriors in a hundred leagues. He is known to ask
cryptic questions of those who catch his interest
and to dispense seeming nonsense.
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Westgate
BEYOND WESTGATE
The environs immediately surrounding Westgate
and the greater Dragon Coast offer vast possibilities for intrigue-laden adventure. For instance:
The nearby city of Teziir was formed originally
as a place for honest merchants to escape Westgate, which makes it a natural haven for those
ousted from Westgate to drum up righteous
indignation against rivals.
The city of Proskur, far to the west of the
city, has been annexed by Cormyr. The Draeven Marauders (including Rigante Bleth) seek
at all times to throw off the Forest Kingdoms
influence.
The city of Elversult has recently seen the
growing influence of a cult of the demon prince
Grazzt, which is turning its eye toward Westgate
as a new city to dominate.
A City of
A dventures
Glory and rewards await some of those daring
enough to delve Westgates underworld, and ignominious death waits for others
Coin is king in Westgate, and a clever mind,
nimble fingers, or a quick wit will find plenty to be
earned in Westgate. All the merchant houses are constantly looking for able warriors and wizards to do
all sorts of tasks they cannot directly perform without compromising themselves. Indirect operatives
often post such opening in every tavern or festhall
adventurers are known to frequent. Any adventurers
operating in the city for any length of time will find
themselves--justly or not--on the wrong side of the
law, and if they acquire too much wealth or power,
they will attract rivals like flies.
The various mercantile houses of Westgate are
constantly wrestling for advancement, undercutting
business rivals, stealing or sabotaging shipments, or
sometimes killing enemy agents. Often, the houses
cannot act directly or risk the Ruling Councils displeasure, so they hire foreign adventurers to do their
dirty work for them. Such agents offer two important
benefits: plausible deniability and easy severance.
Working for one or more of the merchant lords,
adventurers stand to make a good deal of coin, but if a
deal turns bad, they will find their employers quickly
desert them.
Fistful of Coins
Houses Guldar and Ssemm have been feuding for
the past decade, largely over a rotten trade deal the
details of which neither house recalls precisely.
Foreign Influence
The grasping merchants that rule Westgate have ever
been Faerunian houses, but recently a Shou family
has risen to prominence. Since the fracturing of the
Swords, Matriarch Akuma of House Goto has struck
out on her own through a campaign of civic improvement coupled with surgical strikes against her
mercantile rivals, and is now making an aggressive
bid for a seat on the Ruling Council. Akuma is searching for adventurers to act as bodyguards, thieves, or
even assassins against her enemies in the city, plus
artisans, bards, and engineers to create great works of
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Westgate
art to beautify her adopted citywinning hearts and
minds through the distribution of coin.
Nothing to Lose
But Their Chains
Over the past months, House Thorsar, looking to
muscle in on House Vhammoss increasingly lucrative trade presence, has launched an intense smear
campaign to damage their credibility. Meanwhile,
Thorsar is looking for discrete agents to head off
the Nymphs Bosom, a smuggling ship supposedly
loaded with goods from across the Inner Sea. Anyone
who takes the job will be placed in a serious bind,
as Vhammoss ship carries nearly a hundred slaves.
While illegal in Westgate, slaves are still bought and
sold secretly. Heroes who free or protect these slaves
face the wrath of two merchant houses.
Broken Waystation
A century ago, the little-known inn called Blais
House (near the Blue Banner Inn at the end of East
Market Street) catered to planar travelers and in
the know mages. For a century, it has been sealed
to all patrons, its portals broken and disconnected.
Recently, the unstable magic at Blais House has interfered with nearby Auroras Emporium, specifically
Legacy of Bondage
Over a century ago, a cabal of evil sorcerers and
priests (including representatives of the Fire Knives)
wrought a set of blue tattoos to control numerous
adventurers based in the Dragon Coast. Recently,
marks similar to the legendary Azure Bonds have
appeared among Westgates lower classes, suggesting that someone (or something) has unearthed the
secret of their construction. What foul events this
presages cannot be guessed.
KEY DATES
Events that have shaped Westgates recent history are included below:
1385The Spellplague disrupts Orbakh and
his vampires magic, tipping the balance of
power.
1387An alliance of Lords, Fire Knives, and
the Eye of Justice, along with outlander adventurers drive the weakened Night Court from
Westgate. The Fire Knives ascend to take
their place.
1393Increasing waves of refugees from
Shou-Lung settle in the area dubbed Tidetown.
1451Brutal repression of the Shou prompts
the emergence of nine heroes to stand up
for the people. Dubbed the Nine Golden
Swords, they carve out a home for the Shou
in the East End. They inspire a new gang to
emerge, manipulated by wealthy backers
from the East.
1463Gedrin Shadowbane Thalavar passes
on his sword Vindicator and dies in battle with
his old nemesis, Kirenkirsalai.
1470Kalen Dren, heir of Shadowbane,
comes to Westgate to train with the Eye of
Justice.
1477Tensions between the Nine Golden
Swords and the Fire Knives become an open
uprising. House Bleth suffers devastating
losses over the next years.
1487Kirenkirsalai completes his own court
of Night Masters and declares the Night Masks
reborn.
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