So the rule of thumb is: as soon as I invest time in another fantasy game, I start pining for D&D 5E again. With that, I offer you the 5E version of the Fire Knives for your enjoyment....
Fire
Knives
Group Alignment: Neutral Evil
Leader: Shadulos Elas Boron
Headquarters: An anonymous guild hall
in the Guild District
The Fire Knives are an international organization of illuminated
conspirators who have supporters within Hyrkania, Octzel, and Jhakn. Rumors
indicate that there are even members operating within the empires of Persedonia
and Galvonar to the south, and maybe even as far east as Cretea and Namintha.
The Fire Knives are a vicious predatory political organization, motivated less by
religious or moral principles than they are by political gain, despite their
origins as a cult to Haro, the god of murder. The mysterious Council of
Thirteen are a secret council of dissident political radicals from across the
Middle Kingdoms who work together to maintain long distance ties and support.
Their agendas are many and varied. Some employ magical prowess which is often
learned from the Cabal of Southern Hyrkania, while others practice bastard
magic, culled from the books of Blue Robes and Geomancers who dared to cross
their path. Most members of the guild are common men and kindred folk who rely
on stealth and swift assassination to accomplish their nefarious deeds.
At
its roots, the guild looks like some sort of thug-enforcer type of thieves’
guild that seems to have little obvious direct connection to their actions. In
some cities, such as Octzel, their movements are silent and unobserved by most
people. In Krythia, they wear their shield of stars surrounded by a weapons
symbol proudly, and are believed to be a mercenary's guild by most people. In
Jhakn the existence of the Fire Knives is unknown, as their movements are so
carefully concealed and hidden that not even close allies know who they are
dealing with.
In
Octzel, the Fire Knives have few allies and many enemies, often coming to blows
with rival organizations and guilds. Of the many thieves and mercenaries guilds
in Octzel only the Order of the Blade maintains neutral relations, and is
willing to hire out sellswords to the Fire Knives for any unsavory deeds.
The Fire Knives have the primary support of three Barons, and possibly
other nobles, in Octzel. House Boron, House Killaman, and House Agrapor are the
primary backers. House Boron, of the Merchant Lord Shadulos Elas Boron, and his
wicked daughter Teylayurana Sorinos are the most dangerous members. Hallergan Blacknails
is an infamous orc assassin of the order.
Beside the illegal and secretive activities which likely take place in
the shadowed chambers of the manors of each noble house, the Fire Knives own
property through indirect channels throughout the city. They own a trade and
import shop in the Marketplace which leads to a secret meeting place. They own
a Guild Hall that is rented out regularly, except on dark, moonless nights when
they convene for a recap of their actions. They own warehouses by the docks,
where imports of special relation are often kept, or where bodies can safely be
dumped. Members of the Fire Knives learn as much as they can about the back
alleys, secret passages, sewers, and catacombs beneath the streets of Octzel.
Some would say that the Fire Knives go beyond being a society of
political assassination and into the realm of a secret society for the sake of
secretiveness. Much of this is due to the fact that the three barons behind the
house lack the backing or funds of a major political interest, and it is
believed that none of them belong to the Thirteen. Yet, since some claim that
Fire Knives in Hyrkania, such as Dame Magna Mordent, say that there is a member
of the Thirteen in Octzel, then who is he or she, and what are they planning?
The
Thirteen
The Thirteen are an entity unto itself, operating in utter secrecy
throughout the Middle Kingdoms and the East to further its diabolical ends,
using assassination, slavery, and the sale of opiates (especially of the blue
and black lotus) to manipulate the political currents of the realms.
An
agent, follower or servant of the Thirteen is likely to be a lower order member
of the Fire Knives, but someone could also have a conflicted relationship if
they revere the god Haro, or are independent assassins, and an adversarial
relationship could stem from any number of cases where one would see cause to
oppose the actions of a murderous guild-cult.
Shadulos Elas Boron
The guild master of Fire Knife operations in
Octzel, Boron is a local merchantman with family ties back to Hyrkania. His
rise to power on the surface appears to be one of a shrewd businessman, but
behind the scenes he is suspected of being ranked as one of the Thirteen,
relying on the bloody death that his guild can heap upon those who stand in his
way to further his ambitions.
Boron has locked down the city for the Fire
Knives, eliminating most other rival guilds, and now schemes to find ways to
dislodge the Black Lotus and the Guild of the Spheres.
Level 12 Human fighter, NE
CR 6 (2,300 XP)
STR 12 (+1) DEX 16 (+3) CON 18 (+4) INT 15 (+2) WIS
17 (+3) CHA 20 (+5)
HPs 114 (HD 12D10+48) AC
16 Saves STR +5, CON
+8, DEX +7
Initiative +3
Skills Intimidation +9, Perception +7, Persuasion +9, Sleight of Hand +7,
Stealth +7
Multiattack Shadulos Boron may make three rapier attacks or three ranged dagger
attacks (or any combination) as an attack action.
Melee Rapier Attack +9 attack, 5 foot reach; 1D8+5 piercing damage; any attack may be
sacrificed to attempt a disarm: the target must make a DC 18 DEX save or become
disarmed (see additional details below).
Ranged Poisoned Daggers +9 attack, 20/40 range; 1D4+4 damage and target must make a DC 17 CON
save or become paralyzed for 1 minute (target may make a save each round to
end). If Shadulos rolls a critical hit the target also takes 4D8+2 poison
damage.
Disarming Personality Shadulos has learned a little magic in his time and may cast charm
person 3 times per day and charm monster once per day. Shadulos has subjected
his very body to complex rituals to allow for unnatural magical guile.
Entourage Shadulos rarely travels alone. Typically he travels with 1D6 assassins
in his presence at all times.
Equipment scale mail, Rapier +2 of disarming, a bandolier of 2 dozen poisoned
daggers, 3 vials of paralytic poison (6 doses per vial), 1,230 GP pocket change
Teylayurana Sorinos
The bastard daughter of Shadulos Elas
Boron, Teylayurana has worked her way up the ranks in the Fire Knives to become
the premiere assassin in Octzel. She is ruthless and efficient, though regarded
as unstable by those who have seen her succumb on occasion to a bloodlust
driven by her madness. Some believe that when she experiences these “episodes”
she is actually channeling the spirit of Haro himself; no one knows for sure,
but her skill has nonetheless attracted the attention of Celiobantes Astiriate
in the east, and within the guild it is rumored the two have had relations.
About two years earlier Teylayurana also
traveled with the adventurer Cassius Augustus and was lured into a war between
the Fire Knives and the Guild of the Spheres. This conflict led to ongoing
enmity between the two guilds.
Level 14 human rogue, CN
CR 9 (5,000 XP)
STR 14 (+2) DEX 20 (+5) CON 13 (+1) INT 16 (+3) WIS
12 (+1) CHA 14 (+2)
HPs 77 (14D8+14) AC
19 Saves DEX +10, INT
+8
Initiative +9
Skills Acrobatics +10, Intimidation +7, Perception +6, Sleight of Hand +10,
Stealth +10
Multiattack Teylayurana may make three twin dagger attacks (at 2 attacks per strike) or
three ranged crossbow attacks (or any combination) as an attack action.
Melee Twin-Dagger Strike +12 attack (twice), reach 5 ft against 1 or 2 targets; 1D4+7 piercing
damage per strike and target is subject to blue lotus poison (see below).
Ranged Hand Crossbow +12 attack, 1D6+6 piercing damage, and target subject to blue lotus
poison (see below).
Blue Lotus Poison target must make a DC 19 save vs. CON or target is incapacitated (save
each round to end) due to intense and sudden hallucinations.
Sneak Attack if Teylayurana has advantage on the target then she deals an additional 7D6
damage on a single successful attack.
Evasion if Telayurana rolls a successful DEX save she takes no damage. If she
fails the save she takes ½.
Blindsense Teylayurana does not roll for disadvantage on attacks and actions in
total darkness or while blinded.
Equipment Leather +2 (wyvernscale), 2 daggers +2, 6 vials of blue lotus poison (5
applications per vial), one hand crossbow +2, a case with 30 bolts, pocket
change of 500 GP
Hallergan Blacknails
Hallergan Blacknails is Shadulos Boron’s
right-hand man. He is an accomplished mage, a tough fighter, and a tricky
devil. Hallergan is approaching middle years, but has worked hard to keep a
lean figure, and avoid the bloatedness so characteristic older male orcs. His
snout is stubbier than usual, perhaps due to some forgotten human blood in his
ancestry, and he will often pass without question in the city streets if he
wears heavy robes like a priest. He is a master tactician when it comes to
weaving his magic, and he can bring down some rather impressive foes with
little difficulty.
Level16 Orc fighter/warlock, CE
CR 7 (2,900 XP)
STR 20 (+5) DEX 12 (+1) CON 18 (+4) INT 15 (+2) WIS
14 (+2) CHA 20 (+5)
HPs 141 (11D8+5D10+64) AC
19 Saves STR +10, CHA
+10
Initiative +5
Skills Arcana +7, Intimidation +10, Perception +7, Stealth +6
Multiattack Hallergan may make two axe attacks as an attack action.
Melee Great Axe of the
Beheader +13 attack, reach 5 ft; 1D12+7 slashing damage. On
a natural 20 the axe deals triple damage and if the target reaches zero hit
points is automatically decapitated.
Ranged Spectral Syphon +10 attack, reach 60 ft (one target); 4D8+5 psychic damage and target
must make a DC 18 INT save or target gains -1 AC and Hallergan gains +1 AC.
This effect continues each round dealing damage and making a save until the
target succeeds; AC gain/loss is cumulative and lasts five minutes. This
terrifying and unique warlock power Hallergan has taught himself drains spirit
energy from the target and does not stop until forcibly interrupted or the
target succumbs.
Warlock Abilities Hallergan has a Spell Attack modifier of +10 and Spell Save DC of 18.
Cantrips: eldritch blast, true strike, blade ward
Warlock Spells (3/day): invisibility, Dream, Hallucinatory
Terrain, vampiric touch, tongues, dimension door, hunger of hadar, crown of madness,
contact other plane, misty step, shatter
Equipment Great axe +2 of the Beheader, full plate +1, loose change of 225 PP and
1,500 GP
Other Fire Knife Assassins
Use the assassin in the MM but substitute blue lotus poison and black lotus poison (below) for master assassins.
New Magic Items and
Gear:
Great Axe of the
Beheader
Very rare (attunement required) weapon
This +2 great axe
deals triple damage on a critical hit. If the target is reduced to zero hit
points as a result of being struck by this axe, the target is automatically beheaded
(or equivalent, if target does not have a head).
Rapier of disarming
Very Rare (attunement required)
This +2 rapier makes
disarming an opponent incredibly easy. Whenever a strike connects, instead of
dealing damage the wielder may declare a disarm attack. The target must save
vs. DEX at a DC equal to 8+DEX Mod+Proficiency+2 of the wielder or the target’s
weapon lands 1D10 feet away from him in a random direction. Target may save at
advantage if it is a two handed weapon or larger.
Blue Lotus Poison
Uncommon (poison); typical retail value 250 GP/vial
The blue paste
that is made from the leaves of the blue lotus poison is well known for it’s
strong hallucinogenic properties, which seem to cause distressing feelings of
madness and entrapment within the walls of the City of Nith in the Dreamlands
of Ethenur; some mages speculate that the person’s astral self is actually
displaced by this poison.
When used the target
must make a DC 19 save vs. CON or target is incapacitated (save each round to
end) due to intense and sudden hallucinations. One vial contains 5 doses, and
each dose will last for one combat.
Black Lotus Poison
Rare (poison); typical retail value 4,000 GP/vial
The incredibly deadly black lotus
leaf, when treated correctly with a special alchemical ingredient known only to
assassins and poisoners, can be applied in food (for ingestion) or to a blade
(for wounding). The poison in minuscule doses causes severe hallucinations and
catatonia (DC 19 save vs. CON or become incapacitated) for 1D6 hours; a DEX
check (DC 18) is needed to correctly apply the dose at this level (proficiency
in alchemy or poisons will grant proficiency bonus to this check). At full
doses the user must make a DC 15 DEX Save to avoid accidentally making contact
with the poison, subjecting him or herself to its effects (roll at advantage if
wearing thick leather gloves; cloth won’t do). Once applied, a single dose will
last until a target drinks or eats the poisoned product, or a wound is made.
The target then makes a DC 18 CON Save or immediately drops to zero hit points
and begins making death saves. If the target stabilizes he or she will remain
catatonic and unconscious for 1D6 hours.
A typical vial of black lotus
poison contains 3 doses and comes with measuring tools, pestle, and the “vitae
mortae” liquid added to bring out the lethal component of the leaf. Rumors that the liquid is derived from the blood of medusae are not entirely unfounded.
Fun notes about statting for 5E vs. 13th Age:
In working out comparable stats for both systems I realized that 13th Age is much quicker, but also very floaty, since you can pretty much make up anything you want as long as you confine your design to something that makes sense....and be ready to revise when it doesn't work as intended in actual play. The incredibly basic core stat block of 13th Age is also a real boon for quick monster design. It's not the fastest system for statting NPCs and monsters (that honorific necessarily goes to Tunnels & Trolls) but it's probably the fastest one for D&D, short of Swords & Wizardry.
D&D 5E has more precision in it than one might realize, since you have lots of design rules and guidelines (those who say otherwise are coming from Pathfinder and 3.5, where the mechanical complexity makes 5E feel spartan), and compared to 13th Age it's rather complicated in that regard. But you can "template" classes as a base of design without having to rigidly adhere to all features of the class (as I did above), instead focusing on those elements relevant to the likely encounter. It takes longer than 13th Age....but if you get used to 5Eisms and memorize the process it can be almost as speedy.
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