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, \ ‘tshe 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 50Str +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
8Dasdra
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
199ions
‘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+2Tomsen
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.
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