The Peering Eye

Sandobar Corleone

Human Male Fighter 8
STR 11, DEX 12, CON 11, INT 19, WIS 17, CHA 17

"I am Sandobar Corleone", he proclaimed with a wide smile and a bow.
As he straightened, his Freeport rifle twirled in his hand, arming itself and pointing at Lord Knicklepump.
"I know many Mome merchants but I do not know you."
He twirled his rifle into a bandolier on his back and his pistol into his belt. He smiled and waved the noble cleric aboard.
"Let's be civilised your Lordship, a brandy in my cabin, would be an excessively diverting means of instigating a mercantile endeavour to our mutual benefit."
He raised an eyebrow in an arch manner and his wry grin showed that he expected the Mome lord to duel with words not pistols to gain the upper hand.
- Captain Sandobar Corleone meeting Reave Knicklepump Mome.

Sandobar Corleone is the captain of 'The Black Heart' a spelljamming hammership. He is a wellspoken and urbane gentleman pirate who favours flashy gestures and even flashier weapons. He wears an outsize hat with a feather stuck in it along with well made but simple loose clothing suited to the life of a buccaneer. He enjoys twirling his huge moustache when emphasising a point.
Sandobar's reputation is fierce and his crew are all battle hardened veterans.

Pierre Woodman

Human Male Aristocrat 1
Pierre Woodman is the mayor of Logton and the proprietor of it's biggest inn, 'The Golden Axe'. He was the fourth son of a Bywater shipping merchant and was assigned command of a ship at a young age. The ship was lost with all hands due to his negligence and he fled in shame. Having failed as a noble ship captain and then regained some of his station, he is defensively arrogant and blames his failures on others.
The welfare of the loggers and people of his town is very important to him, but he would risk all their lives to get revenge on Rainlough of Koltham, who branded a symbol of Naduir into the side of his neck.
Even though he tries to hide the scar under his clothing, it itches when he acts in ways that displease Naduir and he rubs at it constantly. Pierre dresses in noble attire that is badly worn and probably second hand.
He has a tendency to loose focus in the middle of conversations and rarely notices what is going on around him.
Despite his lack of attention to his surroundings his has a gift for impersonations and regularly impresses the locals with his excellent mimicry.
He is a devout worshipper of The Chosen, particularly Croi and Naduir, but he continually succumbs to the overpowering temptation to take more than he should. This will ultimately cause his doom.

Adekumbé Lord of the Skulls

"Oh and it was Lord Adekumbé what took my hand, by the by. It works for him now." – Midge

Lord Adekumbé rules Skelton's Hope through his criminal gang, The Skulls.
He claims he was made a lord by a pirate king.
He is a towering one eyed black man with ritual scarring all over his body and skull markings on his face in blue grey ash.
He likes to click his teeth together to emphasise a point and speaks loudly in a deep voice with a thick nigerian accent.
He smells of moldy oranges and caramel.
He lives in the Captains quarters of the burnt out dwarven citadel.

Leechcraft

The proprieter of The Wretched Hive is called Leechcraft and he has some small skill as a herbalist, apothecary and doctor.
He always has a leech attached to him which most find disgusting, much to his amusement.
He will often stroke the leech as it gorges itself on his blood.
Often a leech will become fully engorged as he chats to a patron and will fall into his drink as he speaks.
Leechcraft will then absently fish it out and bite into it. Blood will spray all over him and he will chew noisly on it as he speaks.
He is a prolific broker of information and illicit trade goods.

The Bottom Rung Gang are beggars, cutpurses, catburglars and spies and report to Leechcraft.

Seguin Valor'heriaid

Seguin is a Circle of the Moon Druid who guards a portal to the Feywild at the top of the ziggurat in the jungle on the underside of Skelton's Hope.
When anyone approaches his territory, either by ship or on foot, he unleashes a violent storm of lightning bolts and thunderheads, sufficient to blind and destroy intruders.
Seguin will occasionally observe small groups approaching slowly and openly to determine if they are hostile.
He is extremely hairy and smells strongly of the jungle. To further merge with the jungle, he smears himself in mud and wears only a leopards skin as a loincloth.

Midge Letterman

Human male, Rogue 3 (Thief)

STR 9, DEX 15, CON 12, INT 8, WIS 13, CHA 14

As they were trying to figure out a way into the town, I detached myself from the meagre collection of people around the gate and hobbled slowly over to them.
"If you need to get into the city unnoticed, I can help you," I whispered. "For a price.
"It's not entirely legit, but then neither are you I suspect. My name is Midge," I extended my remaining hand to Armand.
"The longer we stand here the more likely someone else notices. How about ten gold each and an additional five each to forget having seen us." bargained the cleric.
"It's twenty each," I responded in a subdued but clearly annoyed growl.
I shook my metal covered stump at Knicklepump, "Leechcraft will have my other hand if he finds out!"
My whispered anger quickly subsided replaced by a furtive glance at the gate.
"Look, I don't want to be seen talking to you. So last chance, deal or not?"
Midge's Memoirs - Chapter 4 The Priest in The Piglet

Midge is an almost destitute beggar working on Skelton's Hope. Only an occasional shady job and the charity of his cousin Charlotte, proprietor of The Dozing Piglet keeps him clothed and fed. He is frail looking and missing his left hand, but he is tougher and more dangerous than he looks and has survived trials that killed many seemingly tougher men.

Midge's Story
"Lord Adekumbé has infested the lower levels of the warrens with undead by using vile rituals given to him by The Servants of Hyulacc. The Servants of Hyulacc want Lord Adekumbé to have more power over Skelton's Hope and they rewarded his obedience with a weapon.
The ship delivering the weapon, a mosquito class ship called 'The Warped Needle' was intercepted by a Church Naval vessel 'VSS Sanction' above the topside forest. The Yugoloth captain cast an invisibility spell on the barrel containing the weapon and ordered it fired at the asteroid. It plunged unseen into the topside lake. The Warped Needle fled and managed to evade it's pursuer as they both tried to avoid the Lightning from the topside defences.
Lord Adekumbé received word of the delivery and pressganged several members of The Bottom Rung Gang into an expedition to the lake lead by The Skulls. I refused to cooperate until Lord Adekumbé threatened my only family, cousin Charlotte, even then I hesitated and so Lord Adekumbé cut off my left hand. By the time he had cauterised the wound I was ready to agree to anything. I saw my hand own severed hand dance in time with Adekumbé’s, he was controlling it after it was sliced off.
So I went on the expedition and it was a disaster. The creatures of the forest and the Druid Seguin killed everyone. Except for me. Somehow I managed to survive and retrieve the barrel from the lake during a terrific thunderstorm that Seguin unleashed. I used a potion of water breathing I took from The Skulls leader to hide underwater from the storm and I found a submerged tunnel into the warrens.
I brought the barrel to Lord Adekumbé, but he was furious at the loss of his men. He cast me out without any reward. Leechcraft expelled me from The Bottom Rung Gang for working with The Skulls. But I did what I had to do, and frankly, I'm lucky to be alive."
as told to Lord Reave Knicklepump Mome

High Reave Byron Kelvin Joy

Medium humanoid (human), lawful evil

Armor Class 27 (Plate, Shield, Ring)

Hit Points 224 (20d10 + 100)

Speed 40 ft., swim 40 ft., fly 70 ft. Angelic Wings

STR 20 (+5), DEX 12 (+1), CON 16 (+3), INT 15 (+2), WIS 17 (+3), CHA 24 (+7)

Saving Throws WIS +9, CHA +13

Skills Deception +13, Insight +9, Intimidation +13, Investigation +7, Perception +8, Persuasion +13

Damage Resistances Lightning, Thunder

Damage Immunities Cold

Condition Immunities Charmed, Frightened

Senses Darkvision Byron can detect good and evil and can sense the location of any celestial, fiend, undead within 60 feet and can read lips., Passive Perception 18

Languages Aquan, Primordial

Challenge 18 (20,000 XP)

 

Divine Aura. Byron and all allies within 60 feet gain a +8 bonus to saving throws, they have advantage on saving throws against spells and other magical effects and they cannot be frightened. 

Armor Master. Damage to Byron from nonmagical weapons is reduced by 3.

Fear Aura. Enemies within 60 feet of Byron must make a DC 21 wisdom saving throw or be  frightened for 1 minute. Fiends and undead have disadvantage on this saving throw. Byron can cause frost to form within this aura.

Cold Hearted. Byron's attacks and abilities ignore cold resistance. Creatures will cold immunity receive half damage. 

Quick. Byron ignores terrain and doesn't provoke opportunity attacks.

Innate Spellcasting. Byron's spellcasting ability is Charisma (spell save DC 21). He can cast the following spells:

At will: ray of frost

1st Level: bane, command, compelled duel, cure wounds, hunter's mark, wrathful smite

2nd Level: find steed, hold person, misty step, zone of truth

3rd Level: blinding smite, dispel magic, haste, protection from energy, revivify

4th Level: banishment, dimension door, locate creature, staggering smite

5th Level: destructive wave, geas, hold monster, raise dead, scrying

 

Actions

Multiattack. Duriel makes two holy avenger, two smite attacks or two longbow.

Holy Avenger. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 10) slashing damage plus 11 (2d10) radiant damage plus 14 (3d8) radiant damage plus 4 (1d6) slashing damage. Total 44 (4d8 + 2d10 + 1d6 + 10 damage).

Smite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 10) slashing damage plus 11 (2d10) radiant damage plus 32 (7d8) radiant damage plus 4 (1d6) slashing damage. Total 61 (8d8 + 2d10 + 1d6 + 10 damage). Critical 161 (8d8 + 2d10 + 1d6 + 110).

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus 4 (1d6) piercing damage. 

Lay On Hands. Byron has a pool of healing power that can restore 100 HP. Byron can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralise a poison affecting the creature.

Cleansing Touch. Byron can end one spell on himself or one willing creature he can touch.

Bonus Actions

Vow of Enmity. Byron gains advantage on attack rolls against one creature within 10 feet.

Charger. Byron moves 10 feet or more to attack a target gaining a +5 bonus to the attack's damage roll.

Reactions

Relentless Avenger. Byron can make an attack of opportunity against a creature within reach that attacks any target other than himself, on a hit he can move up to 30 feet.

Description

When you have unwittingly transgressed against Uisce, a punitive mission will be sent against you and you will suffer. Even the most foolish, if they survive this, will repent the error of their ways and vow with all the blood of their pounding hearts, to never displease Uisce again. Those who do not repent, and so truly invoke the cold burning fury of Uisce's wrath are hunted down by High Reave Byron Kelvin Joy, her coldest and most ruthless Avenger.

A barely concealed fury burns through him and he uses tremendous willpower to contain his desire to unleash ecstatic holy havoc upon those who stand in his way. His Uisce forged ice armour, constantly wreathed in smoking cold ice while he restrains himself, snaps forth when his anger flares in jagged clouds of appalling frost. Byron kills as quickly and efficiently as he can. He requires that his will is enforced no matter how much destruction and violence is required. Only when a single helpless foes remains will he start to truely enjoy himself. He is exceedingly effective at extracting what he wants from the last soul living.

Some say that acolytes who studied with him chose the name Kelvin as a humourless pun, more say it is dangerous to speculate about such things, when he is so often the last life form to leave a room. They say that the joke went thus, "How many Kelvins are left in the room once Byron has gone." He told The Inquisition that he chose Byron as his Reave name because he believes that the prosaic poetry of pain crucifies the lyric beauty of retribution.

His particular set of skills is complemented by the fact that Uisce is extremely enthusiastic about his violent victories. She has sent a Solar, recently released from Cania by Impega of Az-Ylar and Silan Al Ramses to assist him if required. Woe betide those who meet the Angel of Retribution. Many thousands of years of solitary confinement, forgotten in ice and tortured by devils, have not made him kind.

Eepoxa "Deathtoad" Bloople

Female Bullywug Druid 7

Druid of The Black Frog Swamp in Koltham

Protege of a mysterious dark Bullywug

Dislikes the new 'advisor' taken on by the King. 

Xinomen Ellrohariad

Torc Human Evoker Wizard 15

"It is I, Xinomen The Magnificent!

He is a classic looking Torc wizard with violent purple robes, slightly singed, festooned with gold stars, slightly melted, topped with a huge collar, slightly chewed and a shock of red frizzy hair and matching beard, also slightly singed.

While Xinomen is nominally the head of the House Ellrohariad, a house with a long illustrious association with the Elves of Elledrin, he is subtly but firmly left out of every single aspect of running it affairs.

This is not surprising as he is appallingly fond of taking outrageous risks. Many consider Xinomen to be completely insane. They are probably right. Others consider him to be a raving lunatic, who should be locked up for his own safety and the safety of anyone within several miles of him.

Xinomen's reputation is well deserved. His fiasco with The Tower of Aer is a now taught by the Church of Draiocht as a perfect example of how not to handle magical containmment fields.

The infighting between the other scions of House Ellrohariad, is one of the main reasons that he has not been replaced. That coupled with the fact that he allows competent underlings to do their jobs and the fact the he is a frighteningly dangerous arcane master when he is angry.

Rosamund Harley

Rosamund is a jovial happy person, usually well dressed, in mostly black clothing. Her red is well kept and free flowing and her green eyes are passionate and lively. She speaks with an almost imperceptible accent. She seems to always be the slightest bit damp as if she has hastily dried off after a swim. She is an experianced and skilled chef curently working in a noble eatery called The Guidled Gull in Stormhaven. But she comes and goes as she pleases.

Gossip

She was sold as a small child to a brothel owner in Biganford, while there she was an assistant, and all too frequently a test subject. Due to her first husband’s doomed obsession with becoming a baron they were divorced and she won custody of their daughter Mary and she later adopted a second daughter Priya. She has occasionally been seen in the company of Caleb Beltorc with whom she is having a passionate affair. She has been heard to remark that if you pay someone enough they will sell their own mother. She values knowledge more than anything else. A few of her previous lovers have felt slighted by her callous disregard and seek revenge.

Rumours

She has the connections to obtain nearly anything. Some suspect a relationship with The Crown of some variety and that her work as a chef is just a front for her clandestine activities. She earned her freedom from the brothel when her former master was replaced by an agent who became her handler. She wishes to resurrect an her father who died a long time ago and she knows where his body is.

Lord Morrison Norfolk of Litany

Medium humanoid (human), lawful good

 

Armor Class 16 (Breastplate)

Hit Points 34 (4d10 + 12)

Speed 30 ft.

STR 11 (+0), DEX 14 (+2), CON 16 (+3), INT 13 (+1), WIS 16 (+3), CHA 12 (+1)

Saving Throws DEX +4

Skills Deception +5, Insight +5, Persuasion +5

Damage Vulnerabilities Psychic

Condition Immunities Frightened, Poisoned

Senses Passive Perception 13

Languages Celestial (Church Training) Any two languages

Challenge 1/4 (50 XP)

 

Poison Adaptation: Immunity to Poison Damage.

Church Training: Cast the Sacred Flame Cantrip.

Charming: Cast Charm Person once per day.

 

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Sacred Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1d8) radiant damage.

Charm Person. Ranged Spell: Wisdom DC 13 or target is charmed.

 

Reactions

Parry. The noble adds 4 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

 

Description

Lord of the domain of Litany, a dandy and a rockstar duellist.

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.

Baron Sheffield Swift of Karst

Medium humanoid (any race), any alignment

Armor Class 15 (Breastplate)

Hit Points 9 (2d8)

Speed 30 ft.

STR 11 (+0), DEX 12 (+1), CON 11 (+0), INT 12 (+1), WIS 16 (+3), CHA 17 (+3)

Saving Throws WIS +5

Skills Deception +5, Insight +5, Persuasion +5

Condition Immunities Poisoned

Senses Passive Perception 13

Languages Celestial, Aquan, Elvish

Challenge 1/8 (25 XP)

 

Poison Adaptation: Immunity to Poison Damage.

Church Training: Cast the Sacred Flame Cantrip.

Charming: Cast Charm Person once per day.

 

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Sacred Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1d8) radiant damage.

Charm Person. Ranged Spell: Wisdom DC 13 or target is charmed. 

 

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

 

Description

A Baron from Karst (first cousin of the Count Wayland Swift II), a plump and arrogant noble. First cousin of the Count Wayland Swift II.

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth.

Risky Pete

Medium humanoid (human), chaotic neutral

Armor Class 15 (Studded Leather)

Hit Points 65 (10d8 + 20)

Speed 30 ft.

STR 15 (+2), DEX 16 (+3), CON 14 (+2), INT 14 (+2), WIS 11 (+0), CHA 14 (+2)

Saving Throws STR +4, DEX +5, WIS +2

Skills Athletics +4, Deception +6, Insight +6, Perception +6, Persuasion +4

Senses Passive Perception 16

Languages Any two languages

Challenge 2 (450 XP)

 

Survivor. If reduced to 0 hit points, Risky Pete automatically stabilises and regains 1 hit point after 1 hour. Risky Pete automatically succeeds of saving throws that prevent his death.

Reckless. Risky Pete gains advantage on attack rolls but attackers gain advantage on attack rolls against him.

Gamblers Eyepatch. When attuned to the Gamblers Eyepatch, Risky Pete gains expertise (double proficiency bonus) on Persuasion, Insight and Deception ability checks. These are included in his statistics.

 

Actions

Multiattack. Risky Pete makes three melee attacks: two with his mace and one with his dagger. Or he makes two ranged attacks with his daggers. Or he makes one attack with his mace and drinks a potion.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Potion (Healing). Risky Pete drinks a healing potion and regains 2d4+2 hit points.

Potion (Hill Giant Strength). Risky Pete drinks the potion and his Strength ability score is set to 21. This add +2 to his attack rolls and damage rolls.

Reactions

Risky Parry. Risky Pete adds 6 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon. If the attack still hits it is a critical hit and something is sliced off Risky Pete due to his Risky Parry going badly.

 

Description

The smugglers leader is called Risky Pete and he lives up to his name. Missing an eye, an ear and a few fingers. He wears a bat leather eye patch with three pearls. His has a room in the tavern.

He has a Gambler's Eyepatch, a Potion Of Hill Giant Strength, a Potion of Healing.

Master of The Hyulacc

.

Rick Dandy

Small humanoid (gnome), chaotic evil

Armor Class 14 (Elven Chain)

Hit Points 38 (5d8 + 10)

Speed 30 ft., fly 60 ft. Cast as an action using the Doss Lute.

STR 8 (-1), DEX 10 (+0), CON 14 (+2), INT 16 (+3), WIS 12 (+1), CHA 16 (+3),

Saving Throws DEX +2, CHA +5

Skills Insight +3, Perception +7, Performance +6, Persuasion +9

Senses Darkvision 60 ft., Passive Perception 17

Languages Common, Gnomish, Infernal, Primordial Common, Gnomish, Acquan

Challenge 3 (700 XP)

 

Spellcasting. The bard is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): thunderclap, prestidigitation, vicious mockery

1st level (4 slots): charm person, healing word, disguise self*, sleep, thunderwave

2nd level (3 slots): detect thoughts, invisibility*, levitate*, protection from poison*, suggestion

3rd level (2 slots): clairvoyance, fly*, major image, protection from energy*

Doss Lute. *Rick can cast spells from his Doss Lute.

Hat of Disguise. Rick can change his appearance using his Hat of Disguise.

Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Mantle of Inspiration. As a bonus action, spend one use of Bardic Inspiration to grant 8 temporary HP to up to 3 creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Enthralling Performance. Once per short rest, you can choose 3 creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC 14) and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies.

 

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

Dagger. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

Vicious Mockery. Spell Attack: DC14 Wisdom, range 60 ft. Fail: 5 (2d4) psychic damage.

 

Description

Gnome Bard in the Salty Dog in Karst works as a fence for smuggled goods. He is athletic and has a giant handlebar moustache. He wears flamboyant clothes including a wide brimmed hat with couatl feathers. His steel blue eyes dart from person to person. He carries a Doss Lute.

He is charming confident and flamboyant. And a stunning lute player. He is a very philanthropic person; he spends his free time working at various soup kitchens. The war was a terrible time for him, and Rick does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.

He was born to a criminal king-pin and noble family with links to high value criminal gangs. His mother was a died while he was still young. Rick was left his mother's suit of armor and trained in its use and care. He used his abilities to trick people and travel the world for free.

Cimex of Karst

Medium humanoid (human), lawful evil

Armor Class 18 (Natural Armor)

Hit Points 75 (10d8 + 30)

Speed 40 ft.

STR 18 (+4), DEX 11 (+0), CON 16 (+3), INT 7 (-2), WIS 10 (+0), CHA 11 (+0)

Skills Deception +3, Perception +3

Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Acid, Poison

Condition Immunities Poisoned

Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 13

Languages Abyssal, Common, Infernal, Telepathy 60 ft.

Challenge 5 (1,800 XP)

 

Innate Spellcasting. Cimex's innate spellcasting ability is Charisma (spell save DC 11). She can innately cast the following spells, requiring no material components:

2/day each: darkness, dispel magic

1/day: cloudkill

Hat of Disguise. Cimex can cast disguise self at will using her Hat of Disguise.

Magic Resistance. Cimex has advantage on saving throws against spells and other magical effects.

Magic Weapons. Cimex's weapon attacks are magical.

 

Actions

Multiattack. Cimex makes two attacks: one with her fists and one with her trident.

Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.

Teleport. Cimex magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.

 

Description

In The salty Dog tavern there is a mercenary who calls herself Cimex. She is very expensive, charging 500gp per day, but she has a reputation for getting any job done.

She is a beautiful young human female in silver plate mail armor shaped to resemble an insect. She occasionally dons a great helm in the shape of an insect with glowing red eyes.

She occaionally works as a bodyguard for Rick Dandy.

Case Notower

Medium humanoid (elf), neutral

Armor Class 14 (Natural Armor)

Hit Points 22 (4d8 + 4)

Speed 30 ft., swim 40 ft.

STR 13 (+1), DEX 15 (+2), CON 12 (+1), INT 12 (+1), WIS 13 (+1), CHA 16 (+3),

Skills Deception +5, Insight +5, Perception +5

Senses Darkvision 120 ft., Passive Perception 15

Languages Elvish (Mirala Accent), Sahuagin

Challenge 1/2 (100 XP)

Anger Issues. Case has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Amphibiousness. Case can breathe air and water.

Undersea Infiltrator. Case can magically command any shark within 120 feet of it, using a limited telepathy.

 

Actions

Multiattack. Case makes two melee attacks: one with his head butt and one with broken bottles or his worn trident.

Head Butt. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Broken Bottles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Worn Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

 

Description

The tavern keeper Case Notower is a sea elf who was injured in battles against dragon turtles and is on the run for desertion.

He knows that Sahuagin spies sometimes use circlets of human perfection to appear as human. (He has an interesting past with the Sahuagin).

He lived in Mirala for a year and the served in the great temple in Stormhaven. He is very concerned about the change to the worship of Éirleach. 

Case does not drink much for a barkeep, but when he does drink, he favours mellon tea.

Duriel, Arch Angel of Vengeance

Large celestial (angel), lawful evil

Armor Class 21 (Natural Armor)

Hit Points 243 (18d10 + 144)

Speed 50 ft., fly 150 ft., swim 150 ft.

STR 26 (+8), DEX 22 (+6), CON 26 (+8), INT 25 (+7), WIS 25 (+7), CHA 30 (+10),

Saving Throws INT +14, WIS +14, CHA +17

Skills Intimidation +16, Perception +14

Damage Resistances Lightning, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Cold, Necrotic, Poison

Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Restrained, Stunned

Senses Truesight 120 ft., Passive Perception 24

Languages All, Aquan Uisce, Infernal Cania Dialect, Primordial Uisce, Telepathy 120 ft.

Challenge 21 (33,000 XP)

 

Angelic Weapons. Duriel's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 6d8 cold damage (included in the attack).

Divine Awareness. Duriel knows if he hears a lie.

Innate Spellcasting. Duriel's spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only), ray of frost

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. Duriel has advantage on saving throws against spells and other magical effects.

Cold Hearted. Duriel's attacks and abilities ignore cold resistance. Creatures will cold immunity receive half damage.

 

Actions

Multiattack. Duriel makes two stiletto attacks.

Stiletto. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 27 (6d8) cold damage.

Stiletto Assassination. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) cold damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Floating Stiletto. Duriel releases his stiletto to hover magically in an unoccupied space within 5 feet of him. If Duriel can see the stiletto, Duriel can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the his hands. If the floating stiletto is targeted by any effect, Duriel is considered to be holding it. The floating stiletto falls if Duriel dies.

Healing Touch (4/Day). Duriel touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. These afflictions are rebounded onto the source unless they succeed on a DC15 Wisdom saving throw.

Mortification (3/Day). Duriel draws his stiletto across his bare chest and blood streams down his perfect form. Duriel screams in pain and anguish releasing his pain and frustration into the world. All creatures within 600 feet, including Duriel, suffer 6d6 cold and 6d6 psychic damage. A DC 25 Charisma saving throw halves the damage. Worshippers of Uisce gain this damage as temporary hit points. 

 

Reactions

Swift Revenge. Duriel redirects half of the damage dealt to him by an attack or magical effect back upon the source.

 

Legendary Actions

Duriel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Duriel regains spent legendary actions at the start of its turn.

Teleport. Duriel magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Freezing Burst (Costs 2 Actions). Duriel emits magical, divine energy. Each creature of his choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) cold damage plus 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). Duriel targets one creature he can see within 30 feet of him. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

 

Description

Duriel was trapped in a frozen layer of hell for 10,000 years after he was defeated by the Arch Devil Hutijin during a secret mission for Croi to prevent Tain Mac Lir's apocalyptic plans. Using infernal magics, the power of Cealg and three vile wishes, Hutijin made Croi forget about her servant. 

Over the millenia Duriel's heart grew cold and hateful as he brooded upon the fact that Croi had not sent anyone to rescue him. This was just as Hutijin planned. The Arch Angel would be corrupted by his magic and by the biting cold of the plane itself.

However before Hutijins plans of corruption could be completed, Duriel was set free by Impega The Denier, Silan Al Ramses and Uisce's Champion Ice Spear. Ice Spear freed him in the name of Uisce. This had a profound effect, Duriel was brought before Uisce and they struck a bargain. Vengeance and Cold now part of his essence, made him the perfect emissary of the Goddess. 

 

Duriel’s Prayer

"The path of the righteous is forgotten by all sides, by the inequities of the selfish and the tyranny of betrayal. Blessed is he who in the name of Uisce and Her will, pushes the weak through the valley of bleakness, for she is truly her brother's keeper and a finder of lost fools. And I will strike down upon thee with great Vengeance and furious anger those who attempt to poison and destroy my borthers. And you will know my name is Duriel when I lay my vengeance upon thee."  The Book of Vengeance, Duriel 25:17

 

Thus began the plague of holy retribution known as Duriel's Crusade.

Caomhnóir Ferdia Síoraí

A remnant of the DéDannan lives in an ancient ruin on Thunderhorn.

This DéDannan Ogre Mage Guardian was a disciple of Táin McLir thousands of years ago.

His solemn duty was to guard an ancient greatsword for a prophesied champion.

“The one who will wield ignorance as a weapon.”

 

The weapon is The Bloodsword of The Ignorant a DéDannan Bloodsword carved from the living stone of Thunderhorn.