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Rival Adventuring Parties Rival adventuring parties are useful as they provide a certain verisimilitude to the game world. They create a more dynamic environment and situate treasure {and XP) as a limited resource. However, GMs should Use rival adventuring parties with care. Sometimes the rumours of a rival group (and rumours oftheir successful forays into a barrow mound or dungeon) can be just as advantageous as a direct meeting with them in the tavern. Seven competing groups are outlined below. They each have their own personality and motivations GMs should change, adapt, or increase the levels of these groups commensurate with advancement of the player characters. These groups will possess standard equipment as determined by the GM. 1. Boon Companions Acautious adventuring party led by an extremely wealthy and cunning wizard. So far the mercenary guild has tolerated their high mortality rate among torchbearers and men-atarms due to their liberal atitude regarding rates of pay. The Companions make sure to relocate between Bogiown and Helix o give time for friends and relatives of their hirelings to mourn between adventures. sly the Medium Medium humanoid (human), lawful neutral HP 8; AC 11; Speed 30’; CR 1/4; XP 50 Str +0, Dex +1, Con +2, Int +3, Wis +1, Cha + Senses Pass. Perception 11 Spellcastin Spell Save DC 13. Spell Attack Modifier +5 AtWill. Friends, Mage Hand, Ray of Frost IstLevel (2 slots]. Charm Person, Shield, Sleep Actions Dagger. Melee attack. 5° reach, +3 to hit. 1d4+1 piercing damage. sly has a spell book with all 1s level spells, and is nat above seling access for financial gain. He has an aversion to physical exertion, particularly combat, and prefers soft solutions or overwhelming advantage to fighting, Sly employs four men-atarms {reat as Guard) and a torch- bearer (reat as Commoner) with unique personalities to handle his dirty-work: Selnen (near deaf); Serhtims {bandy-leggedl; Otteic (horribly burned from fire and a former wizard’s apprentice); Grenak, (has a gruesome scar and is a former taitor); Enk the torch-bearer tute) Brule Armstrong Medium humanoid {human), lawful neviral HP 12; AC 18; Speed 30" CR 1/4; XP 50 Str +3, Dex +1, Con +2, Int +0, Wis +0, Cha +0 Senses Pass. Perception 10 Actions Halberd. Melee attack slashing damage Longbow. Ranged attack. 150'/600' range. +3 to hit 1d8+1 piercing damage. TO’ reach. +5 to hit, 1dl0¥d Sly’s trusted partner in all things. He commands an additional marvat-arms named Houselander who, like Brule himself, is equipped with platemail Torvik Calanon Medium humanoid (el), lawful good HP 15; AC 19; Speed 30’; CR 1/2; XP 100 Str +2, Dex +0, Con +1, Int +2, Wis +0, Cha +0 Senses Pass. Perception 10 Spellcastin Spell Save DC 12. Spell Attack Medifier +4 AbWill. Blade Ward, True Strike Istlevel (2 slots. Magic Missile, Shield Actions Broadsword. Melee attack. 5’ reach. +4 to hi 1d8+2 slashing damage. longbow. Ranged attack. 150/600" range. +2 to hit 1d8 piercing damage. Naive, trusting Torvik has risked his lfe to help strangers on several occasions. His friends have warned it will be the death of him if he does not wise-up, by Crom. He wears distinctive, magical red chainmail which grants +1 bonus to AC. The color of his shield matches his armor, but itis not enchanted The Boon Companions have 3,298gp with HAR HuffaPutf, the halfling jeweler and money lender in Helix 2. Renata’s Robbers Renata, also known as “the Robber” or “ihe Rotten,” and her motley crew live in a secret redoubt in the Blackened Forest. Renata and her band waylay caravans and demand tribute for her “protection.” Many rumours exist about her. Some say she is of noble blood. Others say ii “He Ml I, \ ‘t she was once the favoured ranger of Heme the Hunter but now lives in disgrace. Siil others say she has connections to the thieves’ guild based in Bogtown. Regardless of her beginnings, Krethes Irenguard recenily placed a bounty ‘of 2,500gp for her kill or capture Campaign Use: Renata and her bandits can serve as @ reappearing character over the course of the larger campaign. Renata is too smart and evasive to engage in direct combat with the PCs. Rather she will organize ambushes from a safe position where she can flee into the forest and return to fight another day, if the need arises. Only an experienced band of adventurers should be able to defeat her. Renata the Robber ‘Medium humanoid {humar], neutral evil HP 65; AC 18; Speed 30’, CR 5; XP 1,800 Str+4, Dex +3, Con +2, Int +1, Wis +0, Cha +2 Skills “Acrobatics +6, Insight +3, Intimidation +8, Perception +6, Sleight of Hand +9, Stealth +9 Senses Pass. Perception 16 Traits ‘Ambush. Renaia has advantage on initiative checks ‘Additionally, she has advantage on attack rolls against ‘any creature that hasn't yet token a turn in combat. Cunning Action. Renata can Dash, Disengage, or Hide ‘as a bonus action Sneak Attack. Once per turn, Renata can deal 2d6 exira damage when she hits with an attack and has advantage, ‘or one of her active allies is within 5° ofthe target Vicious, Renata’s attacks critically strike on a roll of 19-20, Actions ‘Moltiattack. Renata uses Broadsword fwice as an action, ‘and can then use Dagger once as a bonus action Broadsword. Melee attack. 5 reach. +9 to hit. 1d8+6 slashing damage Dagger. Melee attack. 5° reach. +7 to hit. piercing damage ddd Renata possesses magical chainmail (+2), a magical broadsword (+2), and a magical dagger (+). She also has a Potion of Superior Healing, a Potion of Flying, and « Potion of Speed. She will use her potions only under dire circumstances. Renata will normally have 1d10+15 men-at-arms (treat as Bandit) on any given ambush. These men-at-arms will be accompanied by a lieutenant (reat as Bandit Captain}. 3. The Norse Whisperers These Norse-inspired adventurers are led by the blonde haired Ragnar, a smart and charismatic leader. Based out of ronguard Matte, they have stuck to caravan protection and possess litle dungeon delving experience. They are a ruthless lot of ragtags and bandits Ragnar ‘Medium humanoid {human}, chaotic evil HP 12; AC 18; Speed 30; CR 1/4; XP 50 Str +3, Dex +0, Con +2, Int +2, Wis +0, Cha +2 Senses Pass. Perception 10 Actions Broadsword. Melee attack. 5” reach. +5 to hit 1d8+3 slashing damage. War ‘Medium humanoid {human}, chaotic evil HP 9; AC 19; Speed 30 CR 1/4; XP 50 Str +1, Dex +0, Con +1, Int +3, Wis +0, Cha +0 Senses Pass. Perception 10 Spelleasting Spell Save DC 13. Spell Aitack Modifier +5 AtWiill light, Mage Hand, Shocking Grasp IstLevel (2 slots. Comprehend Languages, Detect Magic, Magic Missile Actions Quarterstafl. Melee attack. 5’ reach. +3 fo hit. 18+1 bludgeoning damage Bjorn ‘Medium humanoid (humar], chaotic neutral HP 10; AC 16; Speed 30, CR 1/4; XP 50 Str +2, Dex +0, Con +2, Int +0, Wis +2, Cha +1 Senses Pass. Perception 12 Spelleastin Spell Save DC 12. Spell Attack Modifier +4 AtWill Guidance, Resistance, Spare the Dying Tstlevel (2 slots) Bless, Command, Healing Word Actions Club. Melee attack 5” reach +4 to hi, Vddvd bludgeoning damage. Leif Medium humanoid {human}, neviral HP 10; AC 15; Speed 30°, CR 1/4; XP 50 Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +0 Skills Athletics +2, Perception +5, Intimidation +4, Stealth +5 Senses Pass. Perception 15 Traits Sneak Attack. Once per turn, Leif can deal 106 exira damage when he hits with an attack and has advantage, or one of his active alles is within 5’ of the target Actions Shortsword. Melee attack. 5” reach. +5 fo hit 1d6+3 Piercing damage Rollo Medium humanoid {human}, chaotic evil HP 9; AC 15; Speed 30’, CR 1/4; XP 50 Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +1 Skills Acrobatics +2, Perception +2, Sleight of Hand +7, Stealth +7 Senses Pass. Perception 12 Traits ‘Sneak Attack. Once per turn, Rollo can deal 1d6 exira damage when he hits with an attack and has advantage, or one of his active alles is within 5’ of the target Actions Shortsword. Melee attack. 5” reach. +5 fo hit 1d6+3 piercing damage Longbow. Ranged attack. 150/600" range. +5 to hit 1d8+3 piercing damage. Hagertha Shield-Maiden Medium humanoid (human), lawful neutral HP 12; AC 18; Speed 30°, CR 1/4; XP 50 Str +3, Dex +1, Con +2, Int +0, Wis +0, Cha +2 Senses Pass. Perception 10 Actions Longsword. Melee aitack. 5° reach. +5 fo hit 1d8+3 slashing damage 4, The Fearsome Fivesome The five are led by the elf Findalu. they are a mixed group and possess litle loyalty to each other. They have experience battling froglings near Bogtown and have worked for the Silver Standard Caravan Company Findalu Medium humanoid {elf neutral HP 21; AC 17; Speed 30’, CR 1/2; XP 100 Str +0, Dex +2, Con +0, Int +2, Wis +0, Cha +2 Senses Pass. Perception 10 Spellcastin Spell Save DC 12. Spell Attack Modifier +4 AtWill. Blade Ward, light, Message IstLevel (2 slots. Charm Person, Comprehend languages, Detect Magic, Mazakala's Mucilaginous Efflevium Actions Longsword. Melee attack. 5° reach. +4 fo hit. 1d8+2 slashing damage Longbow. Ranged attack. 150'/600" range. +4 to hit 1d8+2 piercing damage Marak Medium humanoid (dwarf), lawful neutral HP 13; AC 16; Speed 25'; CR 1/4; XP 50 Str +3, Dex +0, Con +3, int +0, Wis +1, Cha +1 Senses Pass. Perception I] Actions Greataxe. Melee attack. 5° reach. +5 to hit. 1d123 slashing damage Grimson Medium humanoid (dwarf), lawful neutral HP 22; AC 18; Speed 25" CR 1/2; XP 100 Str +3, Dex +0, Con +3, Int +0, Wis +1, Cha +1 Senses Pass. Perception 11 Actions Battleaxe. Melee atiack 5” reach. +5 fo hit, 1d8+3 slashing damage. Helmond of Greyfallow Medium humanoid {human}, chaotic neviral HP 17; AC 16; Speed 30'; CR 1/2; XP 100 Str +3, Dex +0, Con +2, Int +0, Wis +2, Cha +1 Senses Pass. Perception 12 Spellcastin Spell Save DC 12. Spell Attack Modifier +4 AtWill, Guidance, Resistance, Thavmaturgy IstLevel (3 slots). Bane, Command, inflict Wounds Actions Mace. Melee attack 5” bludgeoning damage. Teach. +5 to hit, 1d6+3 8 Dasdra Medium humanoid {human}, chaotic evil HP 15; AC 15; Speed 30 CR 1/2; XP 100 Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +1 Skills Intimidation +3, Perception +2, Sleight of Hand +7, Stealth +7 Senses Pass. Perception 12 Traits Cunning Action. Dasdra can Dash, Disengage, or Hide 4 a bonus action. Sneak Attack. Once per turn, Dasdra can deal 1d6 extra damage when she hits with an attack and has advantage, or one of her active allies is within 5’ of the target. Actions Shortsword. Melee attack. 5’ reach. +5 fo hit 1d6+3 piercing damage Sling. Ranged attack. 30//120' range. +5 to hit. 1dd+3 bludgeoning damage. 5. The Bastards of Bogtown The Bastards of Bogtown represent the scum that seems to wander into the region each year. The Bastards consist of thieves, knaves, and cutthroats. Their strength resis in their numbers. They are led by Ferwig the Frenetic, a wizard of note. They prefer to waylay adventuring parties as they return from the Barrowmoor in the hopes of finding them wounded, slow, and laden with treasure Ferwig the Frenetic Medium humanoid {human}, chaotic evil HP 20; AC 11 (14 with mage armor); Speed 30’, CR 1/2; xP 100 Str +0, Dex +1, Con +2, Int +3, Senses Pass. Perception 11 Spellcastin Spell Save DC 13. Spell Aitack Modifier +5 AbWill, Chill Touch, Mage Hand, Prestdigitation Istlevel (4 slots. Comprehend languages, Detect ‘Magic, Mage Armor, Hideous Laughter 2nd-level (2 slots). Balron’s Effusive Bloodboil, Galaxina’s Scinillating Spark Shower Actions Dagger. Melee attack. 5" reach, +3 to hit. 1d4+1 piercing damage. +1, Cha +1 Tomli Medium humanoid {human}, chaotic evi HP 21; AC 15; Speed 30°; CR 1/2; XP 100 Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +1 Skills Acrobatics +5, Intimidation +5, Perception +2, Stealth +7 Senses Pass. Perception 12 Traits Cunning Action. Tomli can Dash, Disengage, or Hide as «a bonus action Sneak Attack. Once per turn, Tomli can deal 246 exira damage when he hits with an attack and has advantage, ‘or one of his active allies is within 5' of the target. Actions Shortsword. Melee attack. 5 reach. +5 fo hit 1d6+3 piercing damage Jogrin ‘Medium humanoid {human}, chaotic evil HP 14; AC 15; Speed 30", CR 1/2; XP 100 Str +0, Dex +3, Con +0, int +1, Wis +0, Cha +2 Skills Deception +4, Perception +4, Sleight of Hand +5, Stealth +7 Senses Pass. Perception 14 Traits Cunning Action. Jogrin can Dash, Disengage, or Hide as «a bonus action Sneak Attack. Once per tur, Jogrin can deal 1dé exira damage when he hits with an attack and has advantage, ‘or one of his active allies is within 5' of the target. Actions Shortsword. Melee attack. 5” reach. +5 fo hit 1d6+3 piercing damage light Crossbow. Ranged attack. 807/320’ range. +5 to hit. 1d8+3 piercing damage. Olen ‘Medium humanoid {human}, neutral HP 12; AC 18; Speed 30°; CR 1/4; XP 50 Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +1 Senses Pass. Perception 11 Actions Broadsword. Melee attack. 5’ reach. +5 to hit. 1d8+3 slashing damage Farwyn ‘Medium humanoid {human}, chaotic evil HP 10; AC 11; Speed 30’, CR 1/4; XP 50 Str +1, Dex +1, Con +2, Int +3, Wis +0, Cha-1 Senses Pass. Perception 10 Spellcast Spell Save DC 13. Spell Attack Modifier +5 AtWill, Guidance, Prestidigitation, Shocking Grasp IstLevel (2 slots]. Comprehend languages, Detect Magic, Magic Missile 199 ions ‘Quarterstaff. Melee aftack. 5° reach. +3 fo hi. 1d8+1 bludgeoning damage. Krisko Proudfoot Small humanoid {halfling}, lawful neutral HP 21; AC 15; Speed 25', CR 1/2; XP 100 Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +1 Skills ‘Acrobatics +5, Deception +3, Perception +4, Stealth +7 Senses Pass. Perception 14 T ‘Cunning Acfion. Krisko can Dash, Disengage, or Hide as «a bonus action Sneak Attack. Once per turn, Krisko can deal 2d6 exira damage when he hits with an attack and has advantage, or one of his active alles is within 5’ of the target Actions Shortsword. Melee attack. 5” reach. +5 fo hit 1d6+3 piercing damage Shortbow. Ranged attack. 80/320" range. +5 to hit 1d6+3 piercing damage Odo Furryfoot Small humanoid [halfling], neviral HP 9; AC 15; Speed 25', CR 1/4; XP 50 Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +1 Skills ‘Acrobatics +5, Deception +3, Perception +4, Stealth +7 Senses Pass. Perception 14 Traits ‘Sneak Attack. Once per turn, Odo can deal 106 exira damage when he hits with an attack and has advantage, or one of his active alles is within 5’ of the target Actions 6. Bertrand’s Brigands Bertrand leads a band of ruffians known as Berirand’s Brigands. Bertrand was a professional soldier who abandoned his post and became a mercenary. As a resull, Bertrand’s warriors fight with a precision and level of coordination that most adventuring bands lack Bahere, a cleric of Thor, has started to wonder if he made a poor choice joining this adventuring company. Bertrand Medium humanoid {human}, lawful evil HP 31; AC 21; Speed 30', CR 1; XP 200 Str +3, Dex +0, Con +3, Int +2, Wis +0, Cha +1 Senses Pass. Perception 10 Traits Vicious. Berirand’s attacks criically strike on a roll of 19:20 Actions Longsword. Melee attack. 5° reach. +5 fo hi. 1d8+3 slashing damage light Cressbow. Ranged attack. 80/320" range. +2 to hit. 1d8 piercing damage Bahere Medium humanoid {human}, lawful neviral HP 9; AC 18; Speed 30', CR 1/4; XP 50 Str +2, Dex +0, Con +1, Int +, Wis +2, Cha +1 Senses Pass. Perception 12 Spellcastin Spell Save DC 12. Spell Attack Modifier +4 AtWiill. Guidance, Resistance, Spare the Dying Ist-Level (2 slots, Command, Cure Wounds, Shield of Feath Actions Dagger. Melee aitack. 5° reach. +5 to hit 1d6+3 piercing damage ‘Sling. Ranged attack. 30//120" range. +5 to hit. 1da+3 bludgeoning damage. Redenlin Medium humanoid elf, lawful evil HP 13; AC 19; Speed 30" CR 1/2; XP 100 Str +2, Dex +0, Con +0, Int +2, Wis +0, Cha +2 Senses Pass. Perception 10, Spellcastin Spell Save DC 12. Spell Attack Modifier +4 AtWill Fire Bol, Mage Hand, Prestidigitation IstLevel (2 slots]. Comprehend languages, Detect Magic, Fennril’s Exquisite Strangulation, Burning Hands S Longsword. Melee aitack. 5° reach. +4 to hit. 1d8+2 slashing damage Mace. Melee citack 57 bludgeoning damage. reach. +4 to hit, 1d6+2 Tomsen Medium humanoicl (human), lawful evil HP 20; AC 16; Speed 25", CR 1/2; XP 100 Str +3, Dex +2, Con +2, Int +1, Wis +0, Cha +1 Senses Pass. Perception 10 Actions Burgen Medium humanoid (dwarf), neutral HP 13; AC 16; Speed 25'; CR 1/4; XP 50 Str +3, Dex +0, Con +3, int +0, Wis +1, Cha +1 Senses Pass. Perception I] Actions Warhammer. Melee attack. 5° reach, +5 to hit 1d8+3 bludgeoning damage. Bonus Actions Dagger. Melee attack 5° reach. +4 to hit, 1dd+2 Piercing damage Isenwyn Medium humanoid (human), lawful evi HP 14; AC 11; Speed 30’, CR 1/2; XP 100 Str +0, Dex +1, Con +2, Int +3, Wis +1, Cha + Senses Pass. Perception 11 Spelleastin Spell Save DC 13. Spell Attack Modifier +5. AtWill Fire Bol, Mage Hand, Prestidigitation Istlevel (3 slots). Detect Magic, Feather Fall, Unseen Servant, Shield Actions Dagger. Melee attack. 5" reach. +3 to hit. 1dd1 piercing damage. Wiselaumas Medium humanoid (human), lawful evi HP 8; AC 11 (14 with mage armor); Speed 30 CR 1/4; XP 50 Str +0, Dex +1, Con +2, Int +3, Wis +1, Cha + Senses Pass. Perception 11 Spellcastin Spell Save DC 13. Spell Attack Modifier +5. AtWill. Dancing Lights, Friends, Ray of Frost Istlevel (2 slots]. Comprehend languages, Detect Magic, Mage Armor, Thunderwave s Dagger. Melee attack. reach. +3 to hit. 1dds1 damage. Thae Medium humanoid! (ef, lawful neutral HP 12; AC 18; Speed 30" CR 1/4; XP 50 Str +3, Dex +2, Con +2, Int +0, Wis +1, Cha +1 Senses Pass. Perception 11 Actions Longsword. Melee attack. slashing damage. light Crossbow. Ranged attack. 80'/320' range. +4 to hit. 1d8+2 piercing damage. Breach. +5 to hit 14843 Battleaxe. Melee attack. 5° reach. +5 to hit, 1dlO+3 slashing damage Warhammer. Melee attack. 5' reach. +5 to hit. 1d10+3, bludgeoning damage. 7. The Outriders of Uleck The Oviriders come from a town called Uleck, located southeast of the Moon Peaks. They all bear a brand on their left hands that, supposedly, marks them as criminals, Lil more is known about them other than their leader, Grak Bloodshield, shows no quarter on the battlefield. Grak Bloodshield Medium humanoid {haltorc), chaotic neutral HP 34; AC 18; Speed 30’, CR 1; XP 200 Str +3, Dex +1, Con +2, Int +1, Wis +3, Cha +1 Senses Pass. Perception 13 Spellcastin Spell Save DC 13. Spell Attack Modifier +5 AtWill, Guidance, Mending, Resistance IstLevel (3 slots). Command, Protection From Evil and Good, Shield of Faith Actions Warhammer. Melee attack. 5’ reach. +3 to hit. 1d10+3 bludgeoning damage. Keelgo Medium humanoid (dwarf), neutral HP 31; AC 20; Speed 25; CR 1/2; XP 100 Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1 Senses Pass. Perception 11 Actions Battleaxe. Melee atiack 5” reach. +5 fo hit. 1d8+3 slashing damage. light Cressbow. Ranged attack. 80//320' range. +3 to hit. 148+1 piercing damage. slyven Medium humanoid {elf chaotic neutral HP 16; AC 15; Speed 30", CR 1/2; XP 100 Str +0, Dex +3, Con +1, Int +2, Wis +0, Cha +2 Senses Pass. Perception 10 Spelleastin Spell Save DC 12. Spell Aftack Modifier +4 AtWill. Friends, Prestdigitation, Ray of Frost IstLevel (2 slots]. Comprehend languages, Detect Magic, Floating Disk, Sleep Actions Shortsword. Melee attack. 5” reach. +5 fo hit, 1d6+3 Piercing damage Safherd Medium humanoid (human), lawful neutral HP 15; AC 15; Speed 30", CR 1/2; XP 100 Str +0, Dex +3, Con +1, Int +1, Wis +1, Cha +0 Skills Nature +3, Perception +5, Survival +5, Stealth +7 Senses Pass. Perception 15 Traits Cunning Action. Safherd can Dash, Disengage, or Hide as a bonus action Sneak Attack. Once per turn, Safherd can deal 1d6 extra damage when she hits with an attack and has advantage, or one of her aciive allies is within 5" of the target. Actions Shortsword. Melee attack. 5” reach. +5 fo hit 1d6+3 piercing damage Shortbow. Ranged attack. 80/320’ range. +5 to hit 1d6+3 piercing damage Lanwise Proudfoot Small humanoid (halfling), chaotic neutral HP 17; AC 15; Speed 25' CR 1/2; XP 100 Str +0, Dex +3, Con +2, Int +0, Wis +0, Cha +1 Skills Deception +3, Perception +4, Sleight of Hand +5, Stealth +7 Senses Pass. Perception 14 Traits Cunning Action. Lanwise can Dash, Disengage, or Hide as a bonus action Sneak Attack. Once per urn, Lanwise can deal 1d6 exira damage when he hits with an attack and has advantage, or one of his active alles is within 5’ of the target Actions Shortsword. Melee attack. 5” reach. +5 fo hit, 1d6+3 piercing damage Sling. Ranged attack. 30//120' range. +5 to hit. 1dd+3 bludgeoning damage. 202 wees esc P Petal (N mee ojojo —__— Ire a a gjo ojojo oo oo oo oo ojo oo

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