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Options For

Executioners Run:
Tomb of
Annihillation 5e
Written by Brandon Fernandes

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the
dragon ampersand, and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.

All other original material in this work is copyright 2017 by Brandon Fernandes published
under the Community Content Agreement for Dungeon Masters Guild.

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Rules and Options for Minor crimes
Executioners Run Minor crimes are defined as crimes
that have only a small affect on the
This supplement has been created to citizens of Port Nyanzarou; the
allow for DMs to add specific options affects of the crime should be able to
to executioners run if they so choose. easily be reversed.
This supplement will contain the
following: Examples of minor crimes include
soliciting, pickpocketing, Theft of
- Tables for the severity of goods totaling < 300GP, Lying to a
crimes and the appropriate merchant prince, impeding an
difficulty of the run for said investigation, drunken disorderly,
crime trespassing and fraud.
- Rules to see if “court” (Or the
Chultan equivalent) The executioners run for these kind
proceedings end with a fair, of crimes will usually be fairly easy,
easy or difficult punishment a challenge that could pose a threat
for the offender but not if the character is smart and
- Different arena set up options strong.
in order to spice up
consecutive runs
Standard Crimes
- Scaled encounters for
runners at any level between
1-5 Standard crimes are crimes that can
- A table for random events have a mid – longterm affect on the
that could happen in the people of Port Nyanzarou; the affects
middle of someone’s run of said crime should be able to be
- Rewards that characters may reversed but not necessarily easily.
obtain for surviving
particularly harsh runs or Examples of Standard crimes include
consecutive runs assault, Theft of goods between 300-
2000 GP, burglary, selling of stolen
goods, blackmail and breaking and
Crime Severity entering.

Depending on the severity of the The executioners run for these


crime the difficulty of the run will types of crimes are challenging; It is
change. As with normal court very possible for a runner to get out
proceedings a punishment will of these. In order to do so they will
change based on the crime. In this need some good luck as well as
case the crime committed will decent amounts of skill.
dictate the difficulty of the
executioners run.
Crimes will be classified into three
categories Minor, Standard and
Major:

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Major Crimes It could also be considered less due
to certain circumstances. For
Major crimes are crimes that have a example maybe the crime is against
lasting affect on Port Nyanzarou; an individual that the merchant
This can be economic affects as well princes hate. Maybe the crime
as physical. Some crimes against the committed prevented another more
merchant princes that normally serious crime. Maybe the prince is
considered in the minor or standard drunk when making his decision.
category may fall under major Maybe a prince is indebted to a
aswell. character.

Examples include murder, attempted Later on in this supplement there


murder, sexual assault, piracy (Like will be rules for court proceedings to
actual pirates), theft of goods allow for a characters crime to be
>2000gp, smuggling goods, breaking judged. However it is simplest just to
and entering a merchant princes deal with it narratively
villa and torture.
Minor Crime Table
The executioners run for these types
of crimes are very difficult and have Minor Crime
had very low success rates. Runners
need extreme luck to survive these Battery
challenges.
Dinojacking
(Basically
Tables for Determining carjacking but
Crime Severity with dinosaurs)

Drunken
Determining Severity as DM Disorderly

It is possible that the crime that your Failure to Pay


PCs undertake is not on the Debt (Gambling)
following tables. If that is the case
you as the DM will need to make a Failure to pay
ruling. taxes

When doing this it is important to Fraud


note that it is the merchant princes
who run Port Nyanzarou. So if Harrassment
someone does a crime against him or
her, more than likely it will be Illegal Substance
considered more severe than Use
normal.
Impeding an
Investigation

Lying to a
Merchant Prince

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Soliciting Major Crime Table

Theft of goods < Major Crime


300GP
Attempted
Trespassing Murder

Vandalism Breaking and


Entering a
Merchant Prince
Standard Crime Table Villa

Standard Crime Murder

Assault Piracy

Blackmail Rape

Breaking and Sexual Assault


Entering
Smuggling Illegal
Burglary Goods or items
merchant
Bribery princes have a
monopoly on
DUI (Dinosaur
riding under the Theft of goods >
influence) 2000 GP

Embezzlement

Extortion

Forgery

Kidnapping

Selling of Stolen
Goods

Stalking

Theft of goods
valued between
300-2000Gp

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Court Proceedings Judgement in Court
(Judgement Roll)
Port Nyanzarou is owned and run by
the merchant princes. Each of these In order to determine the
merchant princes is the judge, jury punishment that will be dished out
and executioner for criminal court or if the party is guilty, a D20 roll
proceedings. Merchant princes will will be made with modifiers
trial the criminal with a set of determined by the merchant princes
advisors. It’s a very private affair, as general disposition on the day.
these proceedings don’t involve the
public. The trial will happen To determine the DC you start with
generally happen a day or so after the severity of the crime:
the criminal is caught.
- For a minor crime the DC
How these proceedings are run starts out at 10

When initially captured and jailed - For a standard crime the DC


the guilty party will be asked by starts out at 15
local authorities if they plead guilty
or not guilty. - For a major crime the DC
starts at 20
If the answer is guilty…
Merchant Prince Disposition
If the individual or group pleads
guilty they will not go to court and The mood of the Prince will add a
they will undergo executioners run. modifier to the roll. You may roll on
The difficulty of the run will equal the following table or choose a mood
the level of the crime that they have based on the narrative at the given
pled guilty for. point.

In this situation the police in D6 Mood Modifier


Nyanzarou choose the punishment,
if the guilty person pisses off the 1 Terrible mood, they -5
police they may decide to increase are pissed off that
the difficulty of the run they have to they have to deal
participate in. with this trial and
have other more
If the answer is not guilty… important business

The person will have to wait to be 2 Bad mood, they are -3


judged by the merchant princes. frustrated and are
Once brought to the prince/princes more prone to being
and the advisors they will be given a harsh
chance to plead their case on why
they should be set free or gain a 3 Average mood, they -1
smaller punishment. are more mad than
happy

5
4 Average mood, they +1 Initial Statement
are more happy than
mad To begin with the defendant will be
given a chance to give a statement
5 Good mood, they are +3 pleading their case. They will
happier and feeling attempt to convince the merchant
more generous prince that they are not guilty of the
crime. After the plea they will make
6 Excellent mood, they +5 a persuasion roll.
are either happily
drunk or have just The DC will be determined by the
recently made a lot severity of the crime:
of money
- Minor = DC 10
- Standard = DC 15
Outcome of the roll - Major = DC 20

Beating the DC If the persuasion check is successful


you lower the DC of the judgement
If the roll beats the DC the roll by 2
punishment is lessened by one
category. If the crime is a minor Evidence
crime, the criminal is let off with no
punishment. For Major and Standard Next the authorities will present
crimes if the roll beats the DC by 5 or evidence. To determine if the they
more the criminal is let off for the have evidence and it’s compelling
crime. you roll a D20 and add a modifier
based on where the crime was
Failing the DC committed. The DC for the roll is 15

If the roll does not beat the DC the - If the crime was committed in
person is found guilty and the guilty a busy a busy place the
party must undertake the modifier is +10
punishment that matches the crime.
If the roll fails by 5 or more, the - If the crime was committed in
punishment gets upgraded a a place with a moderate
category (Except for major crimes amount of people modifier is
where there is no change). +5

Changing the DC - If the crime was commited in


a place with not many people
the modifier is 0
Three separate things can change
the DC for the judgement roll during
- If the crime was committed in
the court proceedings. The
a place with no people the
defendant’s initial statement
modifier is -5
pleading their case, evidence against
them and questions brought on by
the merchant prince.

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If the roll is successful sufficient defendant does cast a spell the
evidence is presented to incriminate Princes will be alerted.
the defendant. This raises the
judgement DC by 3 Once the princes are alerted court
proceedings finish abruptly and the
Presenting evidence without a roll defendant is handed a guilty verdict.
Depending on the severity of the
If through the defendants actions spell being cast it could upgrade the
you deem that there definitely is punishment aswell.
evidence you can choose to
disregard the roll and just decide to It is important to note that they are
raise the judgement DC. For example only looking out for magic coming
maybe they assaulted someone and from the defendant. Not necessarily
they’re still alive and able to testify a party member of the defendant.
or they dropped an item that can be
linked back to them at the scene of
the crime.

Questions

This is the least important aspect of


the trial and you as a DM may decide
to disregard it.

The merchant prince may decide to


question the defendant about the
evidence and give them a chance to
disprove it. It is up to you to
determine how the merchant prince
takes the answers. If the defendant
does a good job at explaining it away
the judgment DC gets lowered by 2.
If they do a bad job of explaining it
or even don’t defend themselves the
DC raises by 2.

Using Magic in Court


Proceedings

Adventurers may have access to


social spells such as suggestion, calm
emotions ect. The Princes and
Authorities know of such magic and
they have means of detecting said
magic. The area that the defendant is
on weather a seat or a pedestal will
always be on the lookout for magic
being cast by the defendant. If the

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Different Arena Set Ups into the lava suffering 10d10 fire
damage.
The arena for executioners run can
Area 4: Lava Maze
be set up in a variety of ways. Each
offering different types of challenges
An area surrounded by lava that
for runners. This will cover three
competitors must navigate through.
options you can use on your players.
It’s easy to avoid the lava as
competitors must simply follow the
Fire Arena path presented.

The fire arena is the most dangerous


out of all the possible arenas.
Covered in lava if runners fall in it
could spell their doom. The runners
must attempt to avoid lava, but that
can prove hard especially when they
must make a jump over said lava.
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Area 1: Lava Pools

Pools of lava that are towards the


beginning of the course. If runners
find themselves in the pools they
suffer 10d10 fire damage.

Area 2: Jump Over Lava

The bridge above the lava is broken 2 3


and there is a 10ft jump to the other
side. If a character does not have the
requisite strength to jump over this
gap a character must succeed on a
DC 10 Athletics check or fall into the
lava. If the check fails by 5 or more
they immediately fall into the lava
suffering 10d10 fire damage. If the
check fails by 4 or less they may
attempt a DC 15 Dex Save to grab the
1
ledge on the other side. If this save
fails they fall into the lava.

Area 3: Stepping Stones

A set of stepping stones 5 ft apart


floating in the lava. A character who
attempts to cross here must succeed
on a DC 10 Acrobatics check or fall
1 SQUARE = 10 FT

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Obstacled Arena Area 4: Unstable Bridge

An arena that tests a runners Any time a creature crosses the


skills more so than their speed bridge roll a D20. On a 1 the
or strength. This arena has a bridge breaks. The fall causes
variety of obstacles runners creatures to suffer 1d10
must circumvent to reach the bludgeoning damage. If the
finish. bridge doesn’t break creatures
will still have to succeed on a
Area 1: 5ft Walls DC10 Acrobatics check to
remain balanced
These walls are 5 ft high and
can be scaled with a successful Area 5: Tar Pit
DC 5 Athletics check. These
walls cannot lead the runners There are 4 areas that runners
to Area 2; They can only allow can jump to by either long
the runners to access Area 3. jumping (If they have the
prerequisite Strength) or
Area 2: 30 Ft wall succeeding on a DC 10 Athletics
check. On a failure they fall into
A wall that’s 30ft high that a pit that is filled with tar.
leads to a specific platform that Creatures that find themselves
is connected to a bridge. This in the tar suffer a 15ft penalty
wall can be scaled with a to movement until they
successful DC 15 Athletics successfully have one full turn
check. out of the tar.

Area 3: Dinosaur Pit

This area contains 4


velociraptors that will attack
any creature that steps foot in
this pit. On the far wall there is
a ladder that leads into Area 5.
This can be climbed with no
check.

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Water Arena

The water arena limits the amount


of space runners have to move.
Water slows down travel and it also
contains hidden horrors that can
lash out at runners. This arena Is
capped off with a leap of faith into
the water itself.

Area 1: Pool

A 10 ft deep pool that runners must


swim through. Creatures released in
this run wait on the other side
5 waiting for their prey.

Area 2: Land Bridge

A very long narrow land bridge that


runners must run through if they
want to avoid swimming in one of
the other two pools.

Area 3: Quipper Pool


3 4 A pool filled with quippers. If a
runner swims through this pool they
suffer 1 damage per 5 ft travelled. At
the start of their turn they suffer 1d4
damage.

1 2 1 Area 4: Crocodile Pool

This pool contains 4 crocodiles that


will attack any creature that enters
the pool. They will attack on the
second turn that someone is in the
water.

Area 5: Leap of faith

A set of stairs that lead up 40ft up


1 SQUARE = 10FT
onto a platform. Once here runners
must jump straight down into a 20 ft
deep pool. Swim through this pool to
reach the finish line.

10
5

3 4

1 SQUARE = 10FT

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Executioners Run beetles. In this example there would
be 24 x giant fire beetles, so 6 per
Challenges by Level for person.
Each Arena
Run Encounters
How These Encounters were
Determined Fire Arena

These encounters were determined Fire Arena Encounters for Level 1


using Kobold Fight Club’s online Level Severity Appropriate
encounter builder tool. A minor of Crime Encounter
crime was determined as being a per Runner
medium encounter for the run, A
standard crime was determined as 1 Minor 2 x Giant
being a hard encounter for the run Fire Beetle
whilst a major crime was
determined as being a deadly 1 Standard 3 x Giant
encounter for the run. Fire Beetle

Using These Encounters 1 Major 4 x Giant


Fire Beetle
As a DM you don’t have to use these
set encounters and you can make up
your own. However if you decide to Fire Arena Encounters for Level 2
use them there are a few things you Level Severity Appropriate
need to know. of Crime Encounter
per Runner
Firstly the encounter presented is
scaled for one individual. So for 2 Minor 4 x Giant
every runner you add to the same Fire Beetles
run you must add the same amount
of enemies. For example if I have two 2 Standard 6 x Giant
runners at level 3 who committed a Fire Beetles
minor crime, they would have to face
12 x Giant Fire Beetles if they were 2 Major 1 x Fire
running in the fire arena. Snake

Secondly for these encounters to


work you must evenly split attacks
for runners. So a runner at maximum
can only have the same number of
creatures in the encounter shown on
the appropriate table attacking them
throughout the run. For example if a
character is level 2 and committed a
standard crime and is running with
three other runners, they will only
be targeted by at most 6 x giant fire

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Fire Arena Encounters for Level 3 Fire Arena Encounters for Level 5
Level Severity Appropriate Level Severity Appropriate
of Crime Encounter of Crime Encounter
per Runner per Runner

3 Minor 6 x Giant 5 Minor 1 x Fire


Fire Beetle Snake
2 x Giant
3 Standard 1 x Fire Fire Beetle
Snake
5 Standard 2 x Fire
3 Major 1 x Firenewt Snake
Warrior 2 x Giant
1 x Giant Fire Beetles
Fire Beetle
5 Major 2 x Fire
Snake
Fire Arena Encounters for Level 4 3 x Giant
Level Severity Appropriate Fire Beetles
of Crime Encounter
per Runner
Normal Arena
4 Minor 1 x Fire
Snake Normal Arena Encounters for Level
1
4 Standard 1 x Fire Level Severity Appropriate
Snake of Crime Encounter
1 x Giant per Runner
Fire Beetle
1 Minor 3 x Baboon
4 Major 2 x Fire
Snake 1 Standard 1x
Velociraptor

1 Major 1 x Baboon
1x
Velociraptor

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Normal Arena Encounters for Level
2 Normal Arena Encounters for Level
Level Severity Appropriate 4
of Crime Encounter Level Severity Appropriate
per Runner of Crime Encounter
per Runner
2 Minor 4 x Baboon
4 Minor 1x
2 Standard 1x Dinonychus
Velociraptor
1 x Baboon 4 Standard 3x
Velociraptor
2 Major 1x
Hadrosaurus 4 Major 4x
1x Velociraptor
Velociraptor

Normal Arena Encounters for Level


Normal Arena Encounters for Level 5
3 Level Severity Appropriate
Level Severity Appropriate of Crime Encounter
of Crime Encounter per Runner
per Runner
5 Minor 4x
3 Minor 2x Velociraptor
Velociraptor
5 Standard 4x
3 Standard 1x Velociraptors
Deinonychus 1x
Deinonychus
3 Major 1x
Deinonychus 5 Major 3x
1x Deinonychis
Velociraptor

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Obstacle Arena
Obstacle Arena Encounters for Level
Obstacle Arena Encounters for Level 4
1 Level Severity Appropriate
Level Severity Appropriate of Crime Encounter
of Crime Encounter per Runner
per Runner
4 Minor 1 x Su-
1 Minor 3 x Baboons Monster

1 Standard 3 x Baboons 4 Standard 3 x Axe


2 x Flying Beaks
Monkeys
4 Major 1 x Ape
1 Major 1 x Jaculi 2 x Axe
Beaks
1 x Baboon
Obstacle Arena Encounters for Level
2
Level Severity Appropriate Obstacle Arena Encounters for Level
of Crime Encounter 5
per Runner Level Severity Appropriate
of Crime Encounter
2 Minor 2 x Baboon per Runner
2 x Flying
Monkey 5 Minor 1x
Allosaurus
2 Standard 1 x Ape
5 Standard 2 x Su-
2 Major 2 x Baboon Monster
1 x Ape
5 Major 3 x Apes
1 x Su-
Obstacle Arena Encounters for Level Monster
3
Level Severity Appropriate
of Crime Encounter
per Runner

3 Minor 6 x Flying
Monkeys

3 Standard 2 x Jaculi

3 Major 1 x Ape
1 x Jaculi
1 x Flying
Monkey

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Water Arena

Water Arena Encounters Level 1 Water Arena Encounters Level 3


Level Severity Appropriate Level Severity Appropriate
of Crime Encounter of Crime Encounter
per Runner per Runner

1 Minor 3 x Crabs 3 Minor 3 x Giant


Crabs
1 Standard 1 x Giant
Frog 3 Standard 3 x Giant
Crab
1 Major 1 x Giant 1 x Giant
Frog Frog
1 x Octopus
3 Major 1 x Crocodile
1 x Giant
Water Arena Encounters Level 2 Toad
Level Severity Appropriat
of Crime e
Encounter Water Arena Encounters Level 4
per Runner Level Severity Appropriate
of Crime Encounter
2 Minor 1 x Giant per Runner
Frog
1 x Octopus 4 Minor 2 x Giant
Crab
2 Standard 1x 1 x Giant
Crocodile Frog

2 Major 1x 4 Standard 3 x Giant


Crocodile Frog
1 x Giant
Frog 4 Major 1x
Plesiosaurus

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Water Arena Encounters Level 5
Level Severity Appropriate
of Crime Encounter
per Runner

5 Minor 1 x Giant
Octopus
1 x Crocodile

5 Standard 2 x Giant
Octopus

5 Major 1 x Giant
Crab
1 x Giant
Frog
1x
Plesiosaurus

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Random Events 15 Terror in the
Crowd
During a Run
16 Too Many
Creatures
A run can be volatile and a lot can go
wrong, either from the creatures
17 Tripped Up
used, the runners themselves or
those in the crowd who want to
18 Tropical Storm
cheat the run. If you opt to have
random events during a run roll a
19 T-Rex Terror
d20 every 50 ft along the course. On
a roll of 17 and up a random event
20 Undead Panic
occurs. A d20 roll on the following
table determines this event:
Billowing Winds
D20 Event
During the run a heavy set of winds
1 Billowing Winds
blow throughout the arena. Roll a
D20 if odd the winds are blowing
2 Bored Creatures
from behind the runners, if even the
winds are blowing against the
3 Creature vs
runners. The winds can cause
Creature
changes within the distance the
runners and creatures can move. If
4 Death
they are running against the wind
they take a 5ft penalty to movement.
5 Desperate
If they are running with the wind
Gambler
they get a 5ft bonus to movement.
6 Enraged
Bored Creatures
7 Gift
The creatures along the arena simply
8 Inspiring Crowd become bored with the hunt, having
hunted earlier in the day. Half the
9 Outside Aid creatures in the arena rounded
down (Minimum of 1) will become
10 Rioting Crowd bored and lethargic. This means that
all their attacks will be done with
11 Runners Unite disadvantage. This boredom will end
if the creature gets attacked.
12 Runner vs
Runner

13 Streaker

14 Sleepy Creatures

18
Creature vs Creature Inspiring Crowd

Two of the creatures in the arena The crowd begins to chant the name
become angry at each other. This one of the PC runners, cheering for
anger causes them to lash out at them. This chanting raises the
each other, ignoring any of the adrenaline and confidence of the
runners. The DM randomly runner. This grants the runner
determines the two creatures that inspiration.
end up fighting.
Outside Aid
Death
Someone from the crowd begins to
The creatures they are running from help one of the runners. Sneakily
slaughter one of the other runners. shooting a crossbow at some of the
This causes the rest of the creatures creatures. Every round this
chasing them to target one of the individual will fire at one of the
remaining runners. creatures chasing the runners. The
DM will determine the targeted
Desperate Gambler creature.

Someone ended up gambling away a Rioting Crowd


lot of money. They specifically
placed a large bet on one of the PC The crowd begins to riot; the riot is
runners to not make it. They are started by a fight between two
desperate and cast confusion people that just escalated. This
centered on the runner. The save DC causes trash and rocks and a variety
for this spell is 13. of objects begin to be thrown onto
the arena. Each runner will have to
Enraged make a DC10 Dex saving throw or be
hit by some of this debris. If hit the
For whatever reason some of the runner suffers 1d4 damage and gets
creatures become enraged. Half of knocked prone.
the creatures in the arena rounded
down (Minimum of one) become Runners Unite
enraged. This grants them advantage
on all attacks. This rage ends if they One of the other runners helps out a
miss all attacks in a single turn. PC runner. The runner helps by
assisting the PC through an obstacle
Gift or attacking one of the creatures
targeting the PC runner. The runner
During the run a PC will hear will continue to aid the PC as long as
someone call out their name and nothing wrong is done against them.
throw them a sack. The sack will
either contain 50GP or a gem worth
the same value. He screams out that
he’ll double the value if the runner
makes it.

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Runner vs Runner Tripped Up

One of the runners is desperate to The runner’s will all experience the
survive and as a result lashes out ground begin to shake. This causes
against the PC runner. The PC will all of them to fall forward. They must
get attacked by a dagger and then make a DC 12 Dex save or become
will have to make a DC 12 Strength prone.
check or be knocked prone by the
other runner. Tropical Storm
Streaker A storm hits the arena causing
torrential rain to soak the arena.
Someone in the crowd who is super This causes different affects on each
drunk jumps into the arena. Whilst arena.
in the arena they begin to run
towards the finish line, stripping in - In the fire arena the lava
the process. The streaker draws solidifies, causing it to be
some creatures from each runner solid ground
towards them. - In the water arena the water
pools flood 10ft outwards in
Sleepy Creatures all directions
- In the obstacle arena it causes
Some creatures become tired during all checks involving obstacles
the chase. As a result 1d6 creatures to be done with disadvantage
from the arena stop chasing and curl - There is no change on the
up into a ball and begin to sleep. normal arena
They stay asleep until they are
disturbed. T-Rex Terror

Terror in the Crowd A loud roar is heard as the runners


see a T-Rex burst out of the area
1d6 of the creatures end up finding a where creatures come from. The
way into the crowd. This causes creature is hungry and will chase
havoc as people in the arena begin to after runners. The T-Rex scares the
evacuate. The escaped creatures rest of the creatures in the arena and
target civilians indiscriminately they will cower and flee. Guards will
attempting to kill as many as attempt to aid by fighting the T-Rex.
possible.
Undead Panic
Too Many Creatures
A dark force overtakes the arena and
Creatures in the cages on the side of raises the dead. This creates 1d10+2
the arena become restless and zombies. The zombies will be
escape into the arena. Add 1d4+1 previous runners. The zombies will
extra creatures of your choice into attack the runners and the creatures
the run. The DM chooses what the and attempt to get into the crowds.
creatures are and who they target. This causes the arena to evacuate
and guards to kill off zombies.

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Rewards Money

Initially for a singular run the After consecutive runs and the
reward is being able to live and be runner becomes more popular they
welcomed back into Port Nyanzarou. may enter an executioners run
However if a character survives without being arrested. When they
multiple runs there is a chance for are given this option they get paid
other rewards to be granted to them. for every successful run they
complete. They will receive gold
Titles/Nicknames based on the difficulty of the run.
The payouts are shown in the
After running consecutive runs the following table:
fans will begin to remember the
runner. They may grant him a Crime/Run Payout
nickname or a title befitting of his
skills or a particular event that Minor 1 – 50 GP
happened during one of their runs.
Standard 50 – 150 GP
Examples of Nicknames:
Major 150 – 250 GP
- Lucky
- The Kid
- Foreigner Runners who have attained this
- Gorilla privilege may undergo a paid run
- Speedster once every 48 hours.
- Savage

Examples of Titles:

- _________ The Slayer of Beasts


- _________ The Quick
- _________ The Master of the
Run
- _________ The Noble Criminal
- _________ The Gladiator

Benefit of a nickname/title

When you have a title or a nickname


you become recognized around the
city. You gain advantage on
persuasion checks involving the
public in Port Nyanzarou (This does
not include guides).

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