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The Knifehall Thieves of Dusken

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 
Once a crown jewel of the Rueni empire, war, disease, and
economic decay has weakened the city of Dusken, bloating it 
with impoverished refugees and riddled with shanty slums The party will be in the courtyard of Senator Wurtic’s villas,
that infest the alcoves and streets of the city. Criminal gangs being attended by the villa steward, Roytin (Dwarf, Noble, N).
now control the streets of Dusken and none are more Read the following passage below.
successful than the Knifehall gang, a gang of robbers and
cutthroats who make it their business to take the city of every
bit of wealth. Past the main gate, is a well-tended courtyard with manicured
grass and olive trees. In the center is a square-shaped fountain
An item of “intimate” value has been stolen from a prominent made of marble which is surrounded by white-stone benches.
senator in the city and he seeks adventurers who can be The walls of the courtyard are made of a light sand-coloured
“clandestine” to retrieve it. A missing secret, thieving Kenkus, brick. A small building is to the east, while a larger double-
and merciless thieves will push the adventurers through storey building is to the south, with purple curtains drawn over
Dusken’s taverns and into the slums in the heartland of the entrances and windows.
Knifehall territory. Will the adventurers prevail in showing
that there is still hope for Dusken or will they end up as
throat-slit corpses in a Dusken alley? Roytin will offer wine and other refreshments before his
This adventure is appropriate for 4-level players of level 4. master arrives. Roytin is willing to chat with the party and
mention things have been hard due to recent raids by orcish
 warbands. If the party asks for more information on Senator
The senator Wurzt will request an audience with the party to Wurtic’s background and succeeds on a DC 10 Charisma
help him retrieve a book, from the Knifehall gang. (Persuasion) Check, Roytin will mention that Wurtic started
off as a sellsword before his military success gained him a
This adventure can also be added to a larger city-based position as a senator. He will remark how his master found
campaign, allowing the party to be introduced to the dark extraordinary wealth in his political career. He will be tight-
criminal underbelly of any city-based setting. If the party is in
possession of a campaign-specific or valued personal lipped regarding the mission itself. Any party member who
possession, this adventure can also be initiated by a makes a DC 15 Intelligence (Investigation) check or a DC 15
pickpocket relieving them of said item. Intelligence (History) check will realize that a senatorial
salary would not be able to afford and maintain Wurtic’s
 current villa.
Originally a fishing town on the northern side of lake Stikes,
Dusken prospered under the Rueni empire, acting as the main A short while after Roytin leaves, Senator Wurtic (Half-orc,
trading hub for forestry and mining in the northern provinces fighter, LE) will come from the villa’s interior to greet the
of the empire. At its apex, Dusken was a provincial capital and party. Senator Wurtic was a mercenary turned officer and
had a population of more than 100 thousand souls. Recent political machinations elevated him to a noble position in the
wars with orcish tribes have weakened Dusken, with
merchants and nobles leaving and it’s population swelled by empire. He will be dressed in a white tunic, stretched over his
refugees living in slums. Much of Dusken’s architecture thick frame with a distinct green brooch pinning his garment
retains the general style of the empire with red-clay tiled roofs on his chest. Senator Wurtic will be amiable to the party,
and brick, with any repairs requiring wattle and daub as especially to adventurers who are fighters or barbarians. He
opposed to the original building material. will explain that thieves from one of the gangs in Dusken have
Population: 50,000
Government: Republic under control of an empire: 2 elected stolen a book of great “sensitivity” to him that he wants to be
Counts, 120 senators + other elected officials retrieved by “any means necessary”. The gang has demanded
Demographics: 60% human, 12% elf, 8% half-elve, 5% a massive sum for its return and expect the money will be
halfling, 5% gnome, 4% half-orc, 3% dwarves 3% delivered at the Gemsung Inn, a local tavern in a rougher part
miscellaneous of town.
Defence: Militia for overall city defence and personal retinues
of the city elite
Commerce: Almost all goods and services are readily Wurtic will request that the party confront the thieves at the
available in the city, including magic item shops. inn and retrieve the book. He is willing to pay each party
member 150 GP for its return, with the caveat that the party
does not read the book. A DC 15 Wisdom (Perception) check
will indicate that Wurtic is not telling the full story.

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If the party agrees, Wurtic will provide them with a brooch
that resembles the one he wears and will identify the party as
Wurtic’s clients to the citizens of Dusken, including the gang
that stole the book and Wurtic’s allies in the city, including the
Gemsung inn bartender. Wurtic’s brooch also provides an
advantage to Charisma (Persuade) checks when interacting
with half-orcs within Dusken.



The Gemsung Inn was built by a retired adventurer who
planned to settle down in the city he had saved. Once a
thriving hub of activity with many renowned patrons, its
fortunes declined with the city, and it’s patrons are now made
up of the many criminal elements of the city, each often having
their own sections within the inn.

The inn is a former villa with the courtyard converted into an
open fire pit and surrounded by tables and chairs. The villa
interior is used for the bar and dwelling of the owner. The
property is 80 feet by 60 feet, consisting of a courtyard
making up the main room, with a two-storey building to the
north making up the bar/kitchen and a small apartment.
There is a double-door entrance to the south, connecting to At the front door, the party will be stopped by Hogor who will
the courtyard, as well as a single-door entrance to the north demand that they surrender any weapons that they have, with
connecting to the back of the bar. the exception of knives or daggers. Magic weapons, such as
In the main room is 10 wooden tables, each surrounded by staffs or wands will also be confiscated. Party members who
chairs. The inn has around 20 patrons during the day and 40 succeed on a DC 15 Dexterity (Sleight of Hand) check can
during the evenings. conceal a weapon/item from Hogor, so long as said weapon
does not have the following properties: reach, heavy, two-
Ceilings: The ceiling is 15 feet high and made of terra-cotta handed, or versatile. A check needs to be made for each
shingles with the exception of patches of thatch. weapon. The party can also make a DC 15 Charisma
Walls: The exterior walls are 2 feet thick, made of cut stone.
Open windows, 3 feet off the ground, are cut into the sides of (Persuade) check to persuade Hogor to allow them to keep
the wall. weapons with the property restrictions. A bribe of at least 20
Doors: The doors are made of wood and unlocked. GP provides an advantage. If the party succeeds by +5 or
Light: Light comes the main hole cut in the roof over the more they will be allowed to keep all their possessions.
center of the courtyard and from the windows. Light also
comes from the fire pit in the middle of the room, which
inflicts 2d6 fire damage to anyone that enters the cooking pit. Scrawled in chalk on the doorframe of the Gemsung will be
Floor: Floors are made of red clay brick, with many of the written "Alley-Angels” and “Knifehall” in Thieves Cant.
stones chipped and loose.
The inn will include the following NPCs When the party enters the inn, read the passage below.
Meciladock (Halfling, commoner, CN) - server
Gruntz Fallon (Half-Orc, fighter/commoner, LN) - The smell of lukewarm ale, vomit, and dried blood swamps the
bartender interior of the drinking room. The buzz of flies is occasionally
Halentz (Human, rogue, CN) - Knifehall gang officer interrupted by a belch, the roll of dice, and the slam of mugs on
Hogor (Half-Orc, fighter, N) - bouncer tables by the tavern’s patrons. Light comes from the windows
Strattigica (Kenku, rogue, NE) - Knifehall gang officer and hole in the middle of the roof. Two swarthy humans turn a
spitted boar over a large fire, it’s smoke escaping through the
roof hole. On the northern side of the room, is a wall with a
door on its eastern side and a rectangular hole in the middle of
the wall where the barkeep stands behind, polishing tankards
over a counter.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 If the party fails to provide payment, Malentz will express
irritation and leave. The thugs will initiate combat if the party
If any of the party members are wearing Wurtic’s brooch, they attempts to leave after Malentz or after Malentz has left the
will be approached by Meciladock, a sullen halfling server tavern.
with black hair, who will guide the brooch wearer to the table
occupied by Malentz. He will ignore the other party members The two thugs will focus on protecting Malentz. The Knifehall
unless it is clear that they associate themselves with the thieves in the other table will start their turn throwing acid
brooch wearer. vials at spellcasters and other rogues and attempting to flank
party members fighting the thugs. Once reduced to less than
Alternatively, if the party asks Gemsung patrons a DC 12 half their hit points, or if Malentz surrenders or is defeated,
Intelligence (Investigation) check will reveal the tables where the remaining Knifehall Thieves will flee the battle or
the Alley-Angels and Malentz are sitting at. If the check surrender. The thugs will fight to the death.
succeeds on a 5 or more, the party will be informed that the
Knifehall gang occupies more than one table. If Malentz is still within the tavern when combat starts, he will
attempt to flee behind other Knifehall gang members,
Finally, the party can ask the bartender, Gruntz Fallon, a attacking with his hand crossbow. Malentz will attempt to flee
former mercenary who served with Wurtic’s unit during the combat if he is reduced to less than half his hit points or If two
wars. An old half-orc with salt-pepper muttonchop hair or more members of the Knifehall gang are defeated or flee
drooping down his cheek he will be friendly but brusque. from combat. If the exits are blocked or if reduced to less than
Should the party reveal Wurtic’s brooch to Gruntz. He will a quarter of his hit points, Malentz will surrender.
inform them the Knifehall gang is waiting for someone,
pointing out where their leader Malentz is located. He will If the Alley-Angels are aiding the party, they can be
also inform them that a table is occupied by two members of commanded to carry out specific commands prior to battle
another gang, the Alley-Angels, a predominantly gnomish gang such as targetting specific Knifehall gang members or
(Alley-Angel Thieves, Rogue Lvl 1, N) who are enemies of the preventing gang members from escaping. Otherwise, they will
Knifehall gang. If paid a sum of 50 GP, they will come to the attack rogues first, attempting to flank individual Knifehall
aid of the party if combat breaks out. gang members.
Strattigica will be sitting away from the other Knifehall gang Hogor will focus on separating the nearest combatants and
members, though close enough to have a clear view of them disrupting spellcasters through grappling and shoving actions.
as well as any newcomers to the tavern. Strattigico will be He will only attack with lethal force to defend himself. Hogor
doing his best to act inconspicuous and it will require a DC 20 is bored and longs to relive his glory days so he will fight to
Wisdom (Perception) check to notice him. If approached by the death or until one side has been defeated and combat
the party he will feign ignorance and leave the tavern, calling ends.
for help from Hogor if the situation warrants it.
If Malentz is captured alive, he will reveal that one of his
The Knifehall gang is situated in the northeastern corner of fellow gang members has left the tavern with Wurtic’s book
the room, near the door to the back of the bar. One of the for a Knifehall safehouse. He will brag that the book will soon
tables is occupied by Malentz a prominent member of the be handed over to Senator Wurtic’s enemies in the senate.
Knifehall gang. Sitting with him will be two Thugs. With a successful DC 10 Charisma (Intimidation) check,
Malentz will reveal the safehouse location. If Malentz is killed
The table closest to Malentz’s table will be occupied by two the location to the safehouse can be found in Malentz’s
members of the Knifehall Thieves, armed with daggers and possessions from a letter of instructions written by Strattigico.
acid vials. The gang members at the second table will pretend If Malentz manages to escape, the safehouse location will be
to be normal tavern patrons through a DC 15 Intelligence obtained by a surviving Knifehall Thief.
(Investigation) check will reveal they’re true motives. `

Malentz will wear a dark grey cloak over his face, speaking in
a gravelled voice. He will be upfront asking if the party has the
1200 GP for Wurtic’s book. He will refuse to show the book
unless the party produces the payment.
If the party produces the payment, Malentz will hand over a
thin red vellum-bound ‘book’ before he and his thugs leave.
When the party opens up the book, they will find a single page
with instructions on where to find Wurtic’s book (underneath
a hay pile in a nearby alley).

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
The Knifehall gang have safehouses throughout Dusken. They The ground floor landing resembles a normal apartment to
are used to store illicit goods, provide a refuge for thieves, and deceive intruders. Read the passage below:
a place to keep prisoners. One such safe house is a narrow
three-floor apartment, tucked between the city walls and an The door creaks open revealing a landing with an apartment to
abandoned apartment. Currently, it is being used to hide the other side. The floor in the middle of the space has a villa
Senator Wurtic’s book. Each safehouse is managed by a courtyard pool painted over it. Overhead the false pool is an
“Housemaster”, this one by a Kenku named Strattigico, who is open space surrounded by the square-shaped mezzanines of
in possession of the book. the second and third-floor landings leading up to the apartment
When the party approaches the safehouse read the following: roof. A wooden staircase alongside the western wall leads
upwards to the second floor. Across the fake pool, to the
Underneath the shadow of the city wall, sits a three-storey northern wall is an apartment door.
apartment. The light-brown paint has flecked and peels from
the walls with several patches in the terra-cotta shingled roof Floor Trap: A merchant was unable to pay his ransom and so
being stuffed with thatch. Shadows seem to flicker from the
was killed and reanimated as a Ghast. It is trapped in a 5 feet
deep pit underneath the fake pool, made of thin wood boards.
windows, located on every floor and every side of the building,
Party members with a Passive Perception score over 15 will
with the top floor windows being covered. It is sandwiched hear strange growling noises. A DC 15 Intelligence
between the city wall and an abandoned apartment with the (Investigation) check will notice that the fake pool does not
same architecture. look sturdy. Anyone who walks over the false pool will need to
make a DC 15 Dexterity (Acrobatics) check, or fall into the pit,
Scrawled in chalk on the doorframe of the apartment in taking 1d6 falling damage. This check is made with
Thieves Cant will read Knifehall - Occupancy Full - Bodies & disadvantage if a victim is falling from one of the upper floors
Goods. It seems to be the newest scrawling over older ones. with an additional 1d6 points falling damage for each
additional floor the victim falls from. The Ghast’s arms have
 been bound can only make bite attacks. A DC 10 Strength
(Athletics) check is required to climb out of the pit. If the
The Knifehall safehouse is 40 feet by 70 feet and has three Ghast is still reanimated, the check is made with a
floors each with an apartment and a landing with the second disadvantage and will provoke an attack of opportunity.
and third landings being a mezzanine around landing spaces.
There are windows on each of the walls. A staircase is 
alongside the western wall. The apartment has a five feet gap, If the party enter the ground floor apartment, read the
making up an alley between both the city wall and the following passage:
adjoining apartment, which share the same general
architectural design.
The small room reek of sweat and stale food. Sleeping pallets
Ceilings: The ceiling is 15 feet above the ceiling and the roof are spread out over the room along with a small chest by the
is made of terra-cotta shingles and patches of thatch. northern wall. A couple of chairs are in the room, along with a
Walls: The exterior walls are made of concrete and plaster. desk in the corner. Light comes from the windows alongside
The interior walls are made of wood and a DC 20 Strength
check can break a hole through them. the walls.
Doors: The doors are made of wood and are unlocked.
Light: Light comes natural light through the windows. The ground apartment is used as a refuge by members of the
Floor: Floors are made of wood. Knifehall gang to lay low and a place to sleep. Three Knifehall
Railing: Three-foot high wooden railings circumvents the Thieves are resting here right now. If the party does not make
edges of the landings. Small-size creatures can slip through any attempt to hide their approach or activate the floor trap,
the gaps in the railings with some difficulty. the gang members will ready action if the party enters the
City wall: The city wall ramparts are 20 feet above the roof of apartment. If Malentz managed to escape from the Gemsung
the apartment. The ramparts can be accessed through a wall inn he will be found here.
tower, with a locked wooden door with iron bands at the foot
of the tower. The door can be opened with a DC 25 Strength 
check or a DC 25 Dexterity (Lockpick) check. On the If the party chooses to ignore the apartment, they will attack
ramparts will be a member of the city’s militia (Guard, N), who the party on the second floor landing when Strattigico
will deny intruders from accessing the ramparts. launches his ambush.
Abandoned neighbouring apartment: The apartment next to
the safehouse has been abandoned since a tenant was 
murdered there. It is devoid of anything of value and residents Inside the apartment cabinet, is a recent cache of loot the
with the exception of the murdered tenant whose spirit was Knifehall gang stole from a wealthy merchant’s home. Inside
twisted into a Banshee. She occupies the second-floor are four silver plates (10 GP each), two silver-mounted
landing and attacks on sight. candlesticks (15 GP each), 4 silver goblets with emeralds set
in their handles (50 GP each), and 60 GP.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If Flittinta is caught in combat, Strattigica, in area 2.b, will
come to aid Flittinta.

The goods within the barrels contain dried grains, foodstuffs,
tools etc, though their original owners may offer a reward for
their return.

If the party enters the second-floor apartment read below.
This apartment is lavished with luxurious items, with the floor
covered in finely detailed carpets and a heap of silk cushions
piled up in the center, forming the shape of a nest. A highly-
wrought redwood cabinet is on the northwest corner. The walls
are painted with a mural depicting a large crow flying over a
city skyline towards the clouds. A wooden door is on the
opposite side of the room.

If the party has not discovered Strattigico or Flittinta,


Strattigico will be using his mimicry ability to lure the party to
the trap in this room. Read the following passage below.
From behind the door, comes coarse laughter, followed by the
sound of the beating and the sobs of a young girl.

Door Trap: This trap is a door that opens outside used to get
rid of unwanted guests, and toss out the garbage. At the
bottom is a pile of refuse. Any adventurer who opens the door
will need to make a DC 20 Dexterity (Acrobatics) check or
take 2d6 points of falling damage as well as need to make a
DC 10 Constitution check or be diseased from the refuse
 below.
The second floor is where much of the stolen goods are stored Strattigico will be hiding behind the apartment door. He will
for sale on the streets. Treat any movement over the supplies begin combat by attempting to shove any adventurer near the
as difficult terrain. Read the following below: door trap through it. He fights defensively, trying to target
other rogues or spellcasters in the party. If reduced to less
On the second floor landing, piles of barrels, amphoras and than half his hit points, Strattigico will attempt to flee to the
crates are heaped along the sides of the wall, leaving a narrow third floor.
corridor between the goods and the railing overlooking the
Party members who make a DC 10 Intelligence (Investigation)
open space. To the north is another wooden apartment door.
check will identify the mural as a common Kenku artistic
From behind the door comes the muffled sound of a young theme. If they succeed by 5 or more, they will also learn of the
girl’s cries. history of the Kenku and their mimic ability.
Hiding among the supplies along the eastern wall is Flittinta 
the “Houselady” and second-in-command of the safehouse. If she has not yet been discovered Flittinta, in Area 2.a will
She won’t attack the party until Strattigico launches his attack the nearest party members before coming to
ambush. If discovered, she will use her hand crossbow, Strattigico’s aid.
attempting to avoid melee attacks. If given the opportunity she 
will attempt to shove any party members over the railing to
the ground floor. Flittinta will fight to the death to ensure The corner cabinet contains 500 GP, a golden statue of a
Strattigico’s escape. If Strattigico has fled to safety or is raven, and two emeralds (150 GP each). The silk hangings
defeated, she will attempt to flee to the third floor. and pillows have a total value of 150 GP.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The rotten smell of filth and meat wafts over the dimly lit room,
with light coming through cracks from the wooden boards
nailed over the windows on each wall of the room, with the
exception of a northern window covered by a wall-length
curtain. In the center of the room is a wooden chair, with a half-
orc sitting on it. A hood covers his head and leather straps are
tied around his wrists and ankles. Beside the chair is a table
with a variety of sharp implements of torture and a half-melted
candle. A heavy axe leans against the table. On the western side
of the apartment is a desk with parchments piled on top.

The Knifehall gang had recently captured a rival gang


member, an enforcer named Dorbik and interrogating him for
information about his gang. During the interrogation, Dorbik
was blinded. A hood has since been tied over his now ruined
face.
If Strattigico or Flittinta did not succeed in retreating to the
third floor, Dorbik will be found tied to the chair. Nearly driven
mad with pain and fear, Dorbik will assume the party are his
tormentors, and for each round, an adventurer remains in the
room, Dorbik will make a DC 15 Strength check. Upon
success, he will break through his bonds and attack whoever
is nearest to him. He will spend his first turn attempting to
find a weapon and will rage on his second turn. Party
members can attempt a DC 17 Charisma (Persuade) check to
persuade Dorbik to not attack them, with a disadvantage if he
broke free of his bonds on his own accord. Otherwise, Dorbik
will fight to the death.
Door Trap: Behind the curtain is a thin plank of wood. It has
the same stats as the door trap on the second floor with 3d6
points falling damage instead.
 
The third floor serves as an additional storage place. If Strattigico manages to escape to the third floor, he will grab
Wurtic’s book and documents from the desk, and wait for the
party to arrive before untying Dorbik and arming him with the
The third-floor landing is dim, the windows covered with black nearby axe. Strattigico will support Dorbik in attacking the
curtains. A few barrels are piled up along the walls, partially party through ranged combat. If Dorbik is defeated or
covering the graffiti of bird-like humanoids. There is a door to rendered no longer a threat to the party Strattigico will
the north side of the floor.
attempt to reason with the party offering money in exchange
for the book. He will also threaten to destroy the book if he
feels his life is threatened.
Players who make a DC 10 Intelligence (Investigation) check
will identify the graffiti depicting Kenkus. 
The documents on the chest contain information on Dorbik’s
 confessions as well as operations throughout the city. Each of
Players who succeed on a DC 15 Wisdom (Perception) check them has an insignia of a tiger’s paw. A DC 15 Intelligence
will find a golden necklace (75 GP) dropped by Strattigico (Nature) check will inform them it is actually a Rakasha’s paw.
behind some barrels. On a wooden table are a group of improvised torture
instruments including knives and pokers. Most are rusty and
 of poor quality except for the Dagger of Exhaustion.
This apartment serves as an “interrogation” room for the
Knifehall gang.

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Now sprouting white muttonchops, Gruntz is the half-orc
bartender of the Gemsung inn. Gruntz served as a mercenary
under the command of Wurtic. He has found contentment in
Dusken and still keeps in touch with Wurtic and his other
comrades from his mercenary days.

The nephew of the Gemsung bartender, Hogor now serves as
the bouncer. Somewhat short for a half-orc and with little hair,
he desires to become a mercenary like his elders though the
cheap ale his uncle offers keeps him in Dusken.

A human rogue, who likes to cover his face with a black hood,
Malentz maintains his rank in the Knifehall guild by putting
on an act of a mysterious and wearied thief to hide his
insecurity.

A kenku couple who wear grey robes with hoods to cover their
beaks. Having ascended to a position as “Housemasters”, this
Kenku pair have branched out their operations to include the
theft of valuable items from nobles for ransom. While their
partnership has grown into a romantic one it is a decidedly
one-way affair with Strattigico always seeking to take
advantage of Flittinta’s genuine affections.

Wurtic is a former half-orc mercenary now elevated to a
Dusken senator, a newly minted noble among the city’s elite.
Wurtic attempts to emulate his new peers, wearing the white
tunics of a noble class and keeping his facial hair well kept
and trimmed to fit in. However, he seeks further power and
wealth by allying with neighbouring orcish tribes, seeing them
as those he is truly loyal to.
 
If the party returns the book to Wurtic, Wurtic will dutifully
pay the party the promised amount and offer his patronage to
support them while they are in Dusken. Brooch of the Savage Noble
Wondrous Uncommon - Wearers of this brooch
If the party reads the book, they will find detailed information have advantage on all Charisma checks against half-
on Dusken’s defences as well as the locations of country villas orcs or orcs.
around the region. Allow Wurtic to make an Intelligence
(Investigation) check against a Charisma (Deception) check
from the pary. If he suspects that the party has read through
his book, he will pay the party but will demand his brooch
back and send his own men after the party to silence them,
which can open up to further adventures. Dagger of Exhaustion
Weapon (Dagger) Rare - This magic weapon
 provides +1 bonus to attack and damage rolls.
Upon a successful attack, the target must make a
 constitution check with the attack roll as the DC. or
Dobrik is a large half-orc barbarian who serves as muscle for take one level of exhaustion. A target can only
the Alley-Angel gang. His size among his shorter peers has led suffer a maximum of three levels of exhaustion
to an arrogant attitude. Under torture, his face has been from this weapon’s effect.
utterly ruined and pride has been reduced to shame and rage.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Languages Common, Gnomish, Thieves Cant
Challenge 1/2 (100 XP)
 Gnome Cunning. Advantage on Intelligence, Wisdom,
Small Size, Chaotic Neutral
Charisma saving throws vs. magic.
Armor Class 14 Natural Illusionist. Spellcasting modifier is Intelligence
Hit Points 14 (1d8+2) (spell save DC 12) At will: Minor Illusion
Speed 25 ft. Sneak Attack. Once per turn, deal extra 1d6 damage to
one creature hit if attack with advantage. Don't need
advantage if an enemy of the target is within 5 feet of it,
STR DEX CON INT WIS CHA
enemy isn't incapacitated, and you don't have
10 (+0) 16 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1) disadvantage on attack.

Saving Throws Dex +5, Con +2, Int +4, Cha +1


Actions
Skills Athletics +3, Acrobatics +7, Deception +3, Sleight Dagger. Melee or Ranged Weapon Attack: +5 to hit,
of Hand +7, reach 5 ft. 1d4+3 piercing damage. (If thrown, normal
Senses Darkvision 60 ft., passive Perception 11 range to 20 ft.; disadvantage long range 21 to 60 ft.)

 Rage. Dobrik gains +2 to damage, can't be charmed or


frightened, can make a melee attack on bonus action,
Medium Size, Chaotic Evil
advantage on strength checks and saving throws,
resistance to bludgeoning, piercing, and slashing. Rage
Armor Class 13 lasts for 10 rounds or when Dobrik is defeated.
Hit Points 64 (6d12)
Reckless Attack. On his first turn, Dobrik has advantage
Speed 40 ft.
on melee weapon attack rolls with attack rolls against
him having advantage until the next turn.
STR DEX CON INT WIS CHA Blinded. Dobrik has disadvantage on attack rolls and
19 (+4) 13 (+1) 15 (+2) 8 (-1) 12 (+1) 10 (+0) attack rolls against him have advantage
Actions
Saving Throws Str +7, Dex +1, Con +5, Int -1, Wis +1
Skills Athletics +7, Nature +2, Animal Handling +4, Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.
Survival +4, Intimidation +3 Hit: 1d12+4 slashing damage. (Must be used two-
Senses Darkvision 60 ft, passive Perception 11 handed.)
Languages Common Unarmoured. Melee Attack: +7 to hit, reach 5 ft. Hit: 5
Challenge CR 5 (1800 XP) bludgeoning damage.
Multiattack. Dobrik makes two melee attacks.

 Languages Common


Challenge CR 4 (1100 XP)
Medium Size, Lawful Neutral
Multiattack. Dobrik makes two melee attacks.
Armor Class 18
Hit Points 36 (4d10) Second Wind Once per combat encounter, Hogor can
Speed 30 ft. regain 1d10+4 HP as a bonus action.
Riposte Upon a failed melee attack against him, Hogor
STR DEX CON INT WIS CHA can use his reaction to make a melee weapon attack
with an additional 1d8 damage roll
19 (+4) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 8 (-1)
Actions
Saving Throws Str +6, Dex +1, Con +4, Wis +1, Cha -1 Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.
Skills Athletics +6, Animal Handling +3, Survival +3 Hit: 1d10+4 bludgeoning damage.
Senses Darkvision 60 ft, passive Perception 11
9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 Challenge 1/2 (100 XP)

 Sneak Attack. Once per turn, deal extra 1d6 damage to
one creature hit if attack with advantage. Don't need
Small Size, Chaotic Neutral
advantage if an enemy of the target is within 5 feet of it,
enemy isn't incapacitated, and you don't have
Armor Class 14 disadvantage on attack.
Hit Points 18 (1d8+2)
Speed 25 ft. Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
STR DEX CON INT WIS CHA reach 5 ft. 1d4+3 piercing damage. (If thrown, normal
range to 20 ft.; disadvantage long range 21 to 60 ft.)
10 (+0) 17 (+3) 14 (+2) 13 (+1) 8 (-1) 13 (+1)
Shortbow. Ranged Weapon Attack: +5 to hit. Hit: 1d6+3
Saving Throws Dex +5, Con +2, Int +3, Wis -1, Cha +1 piercing damage. (Normal range to 80 ft.; disadvantage
Skills Athletics +2, Acrobatics +3, Deception +3, Sleight long range 81 to 320 ft. Must be used two-handed.)
of Hand +7, Stealth +7, Perception +1 Acid Vial. Ranged Weapon Attack: +5 to hit. Hit: 2d6
Senses Passive Perception 11 acid damage. (Normal range to 20 ft.; disadvantage long
Languages Common, Halfling, Thieves Cant range 21 to 30 ft.)

 Sneak Attack. Once per turn, deal extra 1d6 damage to
Medium Size, Chaotic Neutral one creature hit if attack with advantage. Don't need
advantage if an enemy of the target is within 5 feet of it,
Armor Class 14 enemy isn't incapacitated, and you don't have
Hit Points 24 (1d8+2) disadvantage on attack.
Speed 30 ft.
Cunning Action. Malentz can take Dash, Disengage, or
Hide as a bonus action.
STR DEX CON INT WIS CHA Actions
11 (+0) 16 (+3) 14 (+2) 14 (+2) 9 (-1) 13 (+1) Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. 1d4+3 piercing damage. (If thrown, normal
Saving Throws Dex +5, Con +2, Int +4, Wis -1, Cha +1 range to 20 ft.; disadvantage long range 21 to 60 ft.)
Skills Athletics +2, Acrobatics +3, Deception +3, Sleight
of Hand +7, Stealth +7, Perception +1, Investigate +4 Hand Crossbow. Ranged Weapon Attack: +5 to hit. Hit:
Senses Passive Perception 11 1d6+3 piercing damage. (Normal range to 30 ft.;
Languages Common Thieves Cant disadvantage long range 31 to 120 ft. Requires loading.)
Challenge 2 (450 XP)

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 Sneak Attack. Once per turn, deal extra 2d6 damage to
one creature hit if attack with advantage. Don't need
 advantage if an enemy of the target is within 5 feet of it,
enemy isn't incapacitated, and you don't have
Medium Size, Chaotic Neutral disadvantage on attack.
Cunning Action. Malentz can take Dash, Disengage, or
Armor Class 16
Hide as a bonus action.
Hit Points 32 (4d8)
Speed 30 ft. Mimicry. Can mimic any sounds, can be detected as false
if listener's Wisdom (Insight) check is greater than
Charisma (Deception) check.
STR DEX CON INT WIS CHA
Second-Story Work* Climbing no longer counts as extra
8 (-1) 17 (+3) 14 (+2) 13 (+1) 11 (+0) 12 (+1) movement. Running jump distance increases by +3.

Saving Throws Str -1, Dex +5, Con +2, Int +3, Cha +1 Actions
Skills Athletics +1, Acrobatics +3, Sleight of Hand +7, Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.
Stealth +7, Perception +2, Deception +3 1d6+3 piercing damage.
Senses Passive Perception 12
Languages Common, Auran, Thieves Cant Hand Crossbow. Ranged Weapon Attack: +5 to hit. Hit:
Challenge 3 (700 XP) 1d6+3 piercing damage. (Normal range to 30 ft.;
disadvantage long range 31 to 120 ft. Requires loading.)
Ambusher. In the first round of a combat, include
advantage on attack rolls against any creature that is
surprised.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.



12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Knifehall
Thieves of
Dusken
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica 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 2020 by Joshua P'ng and published
under the Community Content Agreement for
Dungeon Masters Guild.

Cover Art: DMs Guild Creator Resources

WWW.GMBINDER.COM

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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