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Eberron: The Plumbers Rogues Gallery



Discreet Investigation and Security Services (The Plumbers)

Liutbrand Torrn (d’Tharask)
Location: North Market, Lower Northedge
Allies: House Tharaask, Droaam, Gatekeepers
Enemies: Daask, House Deneith
Compensation: 5 sp to 10 sp per inquisitive per day, plus expenses
  • Nalas Rilard: A wealthy former client can get you into high-society parties and put you in touch with other rich people.
  • Vishara: female kalashtar seer might be a fraud, but also occasionally provides you with valuable leads.

  • Private Security. You provide services for a specific organization. Perhaps you travel on airships to provide security or work in a casino to catch cheaters.

Signature Case:
  • Genius. You resolved a case that baffled others, and now you are celebrated for your brilliance.

  • Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running.
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Possibly a Idiot.
Level 1 Kobold Artificer

Background, custom Soldier.


One of the many, many, children of Kethelrax the Cunning, Rotom has had what could be considered a privilaged childhood in the sea-side fortress of Shaarat Kol in Darguun. She is the 13th born, down far enough that most consider her birthrank mere trivia at best.

She left her fortress home in the hopes of accumulating enough knowledge and experience in order to found her own school of artifice.

additional notes:
Iredar(Eberron) Kobold race.

Ternmolik (Stonescale) Crafter Cast.

Rotom is Draconic and short for "throtominarr", which means: "to improve; to build on what your ancestor had done and pay honor to them by improving their work."

Size: Small

Speed: 30ft.
Init: +2
Prof. Bonus: +2
Passive Perception: 9
Darkvision: 60'
Sunlight Sensitivity

16 (Scale Mail)/ 18 (With shield)
Maximum HP: 10
Current HP: 4
Hit Dice: 1d8

*: Indicates Proficiency.

Class Stats
Save DC
Spell Slots
Total slots20000



Grovel, Cower, and Beg
Once per short rest as an action, you can cower to distract foes. Until the end of your next turn, allies gain advantage on attacks against enemies within 10 ft. of you that can see you.
1/ short rest.

Magical Tinkering
Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 2 objects at a time.
2 max active.

WeaponTo hitDamageRangeNotes
Light Crossbow+41d8+280/320Loading, Ammunition
Dagger x2+41d4+2Melee, 20/60Finesse, Light, Thrown
Unarmed Strike+21
Bonus Actions:

Two weapon Fighting.

Pack Tactics.
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Trained Skills:
Arcana (INT) +4
History (INT) +4
Investigation (INT) +4
Persuasion (CHA) +2

Armor: Light Armor, Medium Armor, Shields.
Weapons: Simple Weapons
Tools: Alchemist Supplies Herbalism Kit, Thieves' Tools, Tinker's Tools.
Languages: Common, Draconic, Goblin

Racial Traits
60 ft.
Grovel, Cower, and Beg
Pack Tactics
Sunlight Sensitivity

You have disadvantage on attack rolls and on Perception checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight.

Artificer Features
Hit Points:
Proficiencies: Alchemist's Supplies, Investigation, Arcana
Magical Tinkering


INT stat.
Prepared list.
Use Tools or imbued items for a focus.

Spells Prepared:

Level 1
Cure Wounds

Brood of Kethelrax the Cunning. (Custom Soldier)

Proficencies: Goblin, History, Persuasion, Herbalism Kit

Feature: Military Rank

Lawful Neutral
GENDER: Female
EYES: Atomic Blue
SIZE: Small
HEIGHT: 2' 2"
FAITH: Thir (Kobold Origin myth, favoring Aasterinian)
HAIR: None.
SKIN: Red scales
AGE: 6
WEIGHT: 25lb.

Personality Traits
I’m always polite and respectful.
I face problems head-on. A simple, direct solution is the best path to success.
Nation. My city, nation, or people are all that matter. (Any)
I work to establish a library, university, scriptorium, or monastery.
I’d rather eat my armor than admit when I’m wrong.

Crossbow Bolts, Light Crossbow, Dagger x2.
Scale Mail
Common Clothes.
Crowbar, Hammer, Piton x10, rations (0 days)Hemp Rope 50', Thieve's Tools, Tinderbox, Torch x10, Waterskin. Feather Trophy, Set of Cards, Grappling Hook, Vial of Acid, notebook, ink set
Potion of healing.
Ball bearings (bag of 1,000)
Money Pouch
33gp 79cp
Current Expenditure list:
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Korra of Ebral'nokt (Demon Wastes)


Back Story
Korra was born in the Demon Wastes among the Kalatur, a Carrion tribe, as a slave. She never knew her mother and her father was never pointed out to her among the tribesmen. During a raid on a Ghaash'kala village, Ebral'nokt, she fled from her bonds and followed the warriors to the village. There she killed four of those who claimed to be her father (three of them were already bleeding on the ground, still...). The Ghaash'kala village adopted her and taught her the ways of the Silver Flame. But Korra never really took to the religious fervor like her adopted tribe did. When she was old enough, she thanked them for taking her in, freeing her from slavery, and left with a rare caravan of lizardfolk from Droaam.

Eventually, caravan guarding led her to Sharn where she's been living for about half a year, doing odd jobs and looking for purpose.

Race: female half-orc; Class/Level: Fighter-1; Background: Outlander
Hair: Black; Eyes: orange-yellow; Skin Tone: greenish
Height: 6' 7"; Weight: 280 lbs; Age: 20
Alignment: Neutral Good; Proficiency Bonus: +2
Hit Dice: 1d10+4; HP: 14

Abilities, Saves, and Skills
Strength: 19 (+4) SAVES: +6; Athletics: +6; Base: 17​
Dexterity: 13 (+1) Stealth: +1 disadvantage
Constitution: 16 (+3) SAVES: +5; Base: 15​
Intelligence: 8 (-1)​
Wisdom: 13 (+1) Insight: +3; Perception: +3​
Charisma: 12 (+1) Intimidation: +3; Survival: +3​

Passive Perception: 13; Passive Investigation: 9; Vision: Darkvision 60 ft​
Speed: 30 ft; Initiative: +1​
AC: 18 (Chain Mail + Shield)​
HP: 14/14; TEMP: 0; Spent HD: None​
Battleaxe: +6 melee, 1d8+4 slashing (versitile 1d10)​

Skills: Athletics, Insight, Intimidation, Perception, Survival​
Languages: Common, Orc, Abyssal​
Tools: Flute​
Armor: Light, medium, and heavy armor and all shields​
Weapons: All simple and martial weapons​

Race: Half Orc
Abilities: +2 Str, +1 Con; Languages: Common, Orc​
Menacing: proficient at Intimidation; Darkvision: 60 ft.​
Relentless Endurance: When dropped to 0 hp, can go to 1 hp instead once per long rest.​
Savage Attacks: When you critical hit, roll an additional damage die.​

Background: Outlander
Skills: Athletics, Survival; Tools: flute; Languages: Abyssal​
Wanderer: You have a head for remembering maps. You can provide food for up to 6 people.​

Class: Fighter Level: 1
Skills (2): Insight, Perception​
Fighting Style
Greater Weapon Fighting: Reroll 1s or 2s on damage dice, once per die. Must keep second roll result.​

Second Wind: As a bonus action, once per short or long rest, regain 1d10 + fighter level hp.​

Chain Mail Armor (55 lb)​
Shield (6 lb)​
Battleaxe (4 lb)​
Dark common clothes, w/hood (3 lb)​
Flute (1 lb)​
Potion of Healing​
Bedroll (7#), Crowbar (5#), fishing tackle (4#), hammer (3#), mess kit (1#), 10 pitons (2.5#), 10 torches (10#), tinderbox (1#), rations (10 days, 20#), waterskin (5#)​

50 feet of hempen rope (10 lb)​

39 gp​

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the magical equivalent to the number zero
NG warforged inheritor druid 1

warforged 11.jpg

Name: Ogham
Sex: identifies as male
Race: Warforged
Class/Level: Druid 1
Alignment: Neutral Good
Size: Medium
Languages: Common, Druidic, Orc, Sylvan
Speed: 30ft.
Init: +1
Prof. Bonus: +2
Passive Perception: 15

15 (+1 armor, +1 dex, +1 racial, +2 shield)
HD: 1d8+3
Maximum HP: 11
Current HP: 11
Saves: Intelligence +0, Wisdom +5
Note: Advantage on saving throws versus being poisoned and resistance on poison damage; immune to disease; magic cannot put you to sleep (Constructed Resilience). Immune to magical aging effects (racial).

Mace +4 (1d6+2 bludgeoning)
Magic: Thorn Whip +5 (1d6 piercing and if Large or smaller, pulled 10 feet closer to you; range 30)

14 (+2), Dex 13 (+1) , Con 16 (+3), Int* 7 (-2), Wis* 17 (+3), Cha 9 (-1)
Ability scores: Constitution +2, any other +1 (Wisdom)
Constructed Resilience: Advantage on saving throws versus being poisoned, resistance on poison damage; no need to eat, drink or breathe; immune to disease; no need to sleep, magic cannot put you to sleep. Immune to magical aging effects.
Sentry’s Rest: Can spend a Long Rest as 6 hours of inactivity; not unconscious, can see and hear normally.
Integrated Protection: AC +1; incorporate a set of armor in 1 hour; doff 1 hour; armor cannot be removed against your will while you are alive.
Specialized Design: Bonus skill proficiency (Perception), bonus tool proficiency (Woodcarver’s tools)
Languages: Common, one extra language (Sylvan)

Skill Proficiencies: Survival, History
Tool Proficiencies: Gaming set: cards
Language: Extra language (Orc)
Inheritance: You are the heir of something of great value: an amulet-sized Gatekeeper seal.

Armor and Weapon Proficiencies: Light and medium armor, shields (no metal); clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tool Proficiencies: Herbalism kit
Druidic: You know Druidic, the secret language of the druids.
Spellcasting: Can cast spells; see Magic, below.

SKILLS (* Proficient)
+1 (dex) Acrobatics
+5 (wis) Animal Handling*
-2 (int) Arcana
+2 (str) Athletics
-1 (cha) Deception
+0 (int) History*
+3 (wis) Insight
-1 (cha) Intimidation
-2 (int) Investigation
+3 (wis) Medicine
+0 (int) Nature*
+5 (wis) Perception*

-1 (cha) Performance
-1 (cha) Persuasion
-2 (int) Religion
+1 (dex) Sleight of Hand
+1 (dex) Stealth
+5 (wis) Survival*
Spell Save DC: 13
Spell Attack: +5
Cantrips (2): Create Bonfire, Thorn Whip
Spells Prepared (4): Absorb Elements, Cure Wounds, Entangle, Speak With Animals
Spell Slots Used: Level 1: 0/2
Create Bonfire (XGtE)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thorn Whip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 1 1th level (3d6), and 17th level (4d6).

Absorb Elements (XGtE)
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Speak With Animals
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
At first glance Ogham appears to be just another warforged soldier – metal and stone plates over vinelike wooden fibres, a dim light where his eyes would be – but a closer look reveals that the metal is slowly rusting, the wood is growing tiny branches and leafs, and a green glow comes from beneath his chest plate.

The amulet that is buried within his chest is the source of that green glow, and of the druidic magic that the warforged commands. Each time the glow diminishes until Ogham takes a rest to restore the magic – but he has not yet figured out what rituals are necessary for the activation of the warding seal.

The large warforged is one of the older models, although these notable changes have made him into something unique.

Ogham knows what he was before the Mourning: a soldier; a created warrior going where his commander told him to, killing the other soldiers he was pointed at. He wasn’t the brightest of them, but the one now calling himself Ogham was good at following orders.

What he is now, however...

On the day of the Mourning, he was tasked to protect a trio of orcish Gatekeeper druids through Cyre, carrying a small amulet that – once brought to its destination and after the proper rituals – was said to protect the world from madness.

The druids were kind enough, despite their initial suspicions of his kind, and with the warforged’s identifications they passed many security checks without issue.

Disaster struck on a rainy afternoon. Ogham and the druids witnessed a huge wave of magical energy sweep over the land with impossible speed, and the three druids instinctively called upon the forces of nature and of the amulet to keep them all safe...

Ogham awoke with a painful pulsing sensation in his chest. Never before had he experienced unconsciousness, and it scared him... but not as much as discovering that the world around him had changed dramatically.

The druids were gone. The lush landscape vanished and replaced by a dreary, grey wasteland. And the amulet was now lodged deep in his chest and glowing a faint green, whispering the voices of the druids, just barely audible in his head.

The large mechanical warrior, now attracting animals big and small, has been walking and looking for answers ever since...

Personality Traits: I talk slowly and deliberately, if at all. I feel more comfortable among animals or in battle than in polite conversation with people.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Bond: The druidic amulet inside my chest is my responsibility, as it was for the druids who died to protect it.
Flaw: I am far too trusting. Also, I do not understand metaphors.
Warforged Quirk: I am obsessed by my appearance and constantly polish my rusting plating.
Leather armor
Shield (wooden)

Druidic focus (Gatekeeper seal amulet (totem))
Inheritance (Gatekeeper seal amulet)
Traveller’s clothes
Deck of cards
Explorer's pack:
  • backpack
  • bedroll
  • mess kit
  • tinderbox
  • torch x10
  • rations x10
  • waterskin
  • rope, hempen 50ft.
  • manacles x5

64 gp
9 sp
4 cp

Last edit: July 23, 2020: Added 5 sets of manacles, gained from the Watch quartermaster.
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Liutbrand Torrn (his friends call him Brando, for short)


Basic Info
Race Half Orc (Mark of Finding)
Str 13 (+1), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 17 (+3), Cha 7 (-2)
Armor Class 14 (leather)
Hit Points 13 (HD: 1d10+3)
Speed 30 ft.

Saving Throws Str +3, Dex +5, Con +3, Int +2, Wis +3, Cha -2
Skills Perception +5+1d4, Survival +5+1d4, Insight +5, Stealth +5, Investigation +4
Senses Darkvision 60 ft., passive Perception 15+1d4
Tools Herbalism Kit, Thieves Tools
Languages Common, Goblin, Orc

Class Features
House Agent Background Feature: House Connections. As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have may old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.

Favored Enemy: Humans and Goblinoids
Natural Explorer: Forest

Short Sword
. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one target. Hit: 1d8 + 3 piercing damage

Bonus Actions
Off Hand Short Sword.
Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 piercing damage.
Finder’s Magic: Hunter’s Mark (Recharges on long rest).

leather armor, 2 shortswords, longbow, quiver (20 arrows), spare quiver, 1 acid vial, 1 caltrop pouch, explorer’s pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope), house Torrn signet ring, identification papers, fine clothes, 157 gp pouch from sergeant Vilroy, 69 gp, 7 sp, 7 cp.

Appearance and Personality
Hair Black, ponytail Eyes Gray Skin Tone Light Blue (orog-like) Height 6' Weight 200 lbs
Alignment Chaotic Good
Background House Torrn Agent (The Torrn clan is part of house Tharashk)
Religion Balinor (The Sovereign Host)
Personality I have very eccentric fashion tastes, which could easily be described as gaudy or garish. I know what I like, and if others don’t, too bad for them.
Ideals I enjoy helping those in need, but I’ll always ask for a reward, however small.
Bonds I will never admit it, but I care deeply about my family and clan.
Flaws I can be extremely stubborn, especially to anyone who thinks they can order me around.

Background Story
One of the many nephews of archdruidess Maagrim Torrn, Liutbrand showed an aptitude for nature magic at a young age. His path in life was pretty much set: with his parents' consent (or so Liutbrand has been told), he was inducted in a Gatekeeper druidic circle at the age of 9. Nowadays, Liutbrand can hardly remember his parents.

Being a member of a dragonmarked house and an apprentice druid, young adult Liutbrand was spared the horrors of the Last War. However, his life at the circle wasn't the best. His druid mentor, Nargos Torrn, was an unfair man, with harsh training methods. He was also a big hypocrite in Liutbrand's eyes, asking for high standards of diligence and restraint from his students, while being a drunken slob himself.
A year ago, his druidic training not finished yet, after a massive argument with his mentor, Liutbrand escaped the circle, quickly disappearing into the Deepwood.
In the wilds, he survived on his own for several months, hunting and foraging, and quickly developed the skills of a self-taught ranger. Being completely alone in a bandit-infested wilderness, he almost ended up killed on a few occasions.

In the end, he returned at his house's HQ near Zarash’ak, ready to defiantly accept the consequences of his insubordination. Several house members called for punishment. House leader Maagrim Torrn, despite being rather disappointed with her nephew's behavior, decided to be lenient (possibly because she was aware of Nargos Torrn's personality and methods). Liutbrand was assigned the lowly job of house courier.

Liutbrand was actually very happy with his new job and life. He was finally allowed to travel the world, see new people, and the nature of his job gave him ample opportunity to put his self-taught skills to the test.
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Countess Alara ir’Etrielle

View attachment 118500

Race Human Class Wizard Background Noble
Hair: Black; Eyes: Blue; Skin Tone: Light
Height: 5' 6"; Weight: 120 lbs
Alignment: Lawful Neutral; Proficiency Bonus: +2

Str 10 (+0), Dex 12 (+1), Con 16 (+3), Int 17 (+3), Wis 12 (+1), Cha 15 (+2)
Armor Class 11
Hit Points 9 (HD: 1d6)
Speed 30 ft.

Saving Throws Str +0, Dex +1, Con +3, Int +5, Wis +3, Cha +2
Skills Arcana +5, History +5, Insight +3, Persuasion +4
Senses Passive Perception 12
Tools Chess Set
Languages Common, Draconic, Elven

Alignment Lawful Neutral
Background Noble
Religion Aureon (The Sovereign Host)
Personality I have been in the army a long time, and I like discipline.
Ideals I will bring honor to my House.
Bonds If you fight beside me, we are brothers/sisters in arms.
Flaws The good of my House comes before the good of commoners, even those who fight beside me.

Arcane Recovery. You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher. Currently recovers 1x1st level spell.

Noble Background Feature: Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

. Melee weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 + 0 piercing damage.
Dagger. Ranged weapon Attack +3 to hit, 20’/60’ range, one target. Hit: 1d4 + 0 piercing damage.
Fire Bolt. +5 to hit, 120’ range, 1d10, can ignite unworn/uncarried flammables.

Spell Slots: 2 First Level
Spell Save DC: 13
Ritual Casting: Yes
Cantrips: Fire Bolt, Mending, Light
First Level Spells Known: Grease, Fog Cloud, Silent Image, Thunderwave, Feather Fall, Detect Magic

Equipment: Traveler’s clothes (worn), Dagger, Cane (arcane focus), Explorer’s Pack, Spellbook, Chess Set, Fine Clothes (in pack), Signet Ring, Scroll of Pedigree, Healing Potion, 37 gp (23 gp start, +25 gp Vilroy payment, -10 gp bottle of wine, +50gp Watch payment (~7/7),-0.8 gp for skycoach 9/5, Bottle of Etrielle wine, -0.2 gp for skycoach 4/1, -50 gp Healing Potion 4/1)

Appearance: Alara is a 29 year-old human woman, standing 5’6” and weighing 120 lbs. Her hair is black and cut short, and her skin has been darkened and weatherbeaten by hear years of military service. She walks with a soldier’s bearing but a slight limp, and carries an elaborately-carved cane. She favors a blue cloak and red sash that mark her as an Aundairan warmage. In conversation, she is reserved but not unfriendly, and is capable of laughing at a baudy tale but is unlikely to share one herself.

History: The history of the Etrielle family reads as a microcosm of the fate of Aundair. Before the Last War, the family’s vast holdings gave it great wealth and power, and its Counts and Countesses sat at the center of a sprawling aristocratic family. But over the course of the war those holdings were systematically eaten away, lost either to the depredations of war or sold to pay the family’s growing debts. And that sprawling network of kin were fed to the war or married off for the sake of alliances that, in the end, never reversed the waning fortunes of the house.

A decade ago, the ailing Count ir’Etrielle considered his three children. Another levy had been called, and one of his children needed to join the war. His eldest daughter had been groomed as his heir, and could not be sent. His son, though clever enough to lead the family should the need arise, was cursed with frail health and would never have survived the rigors of the field. And so it was that he recalled his youngest child, a daughter not yet 18, to return from her studies at the University of Wynarn and answer the Queen’s call.

Alara ir’Etrielle did as she was told, donning the blue cloak of the combat mage and serving on the Thranish front. She rode with the Aundairan cavalry, casting spells and reading scrolls to support the efforts of the armored horsemen. It was a more dangerous post than most mages received, for she had to ride close to the forces rather than hanging back behind a screen of infantry, but Alara accepted it as her duty and never shirked. She won two commendations for valor, and prided herself that she brought honor to her family.

But after seven years of fighting, her luck ended. Her horse was shot out from under her during a retreat, and she was pinned. She was promptly captured by their Thranish pursuers and imprisoned. As a woman of noble rank she was well-treated, but was held against a high ransom.

That ransom would never be paid. The elder Count who had sent Alara off to battle had succumbed to old age some years before, and Alara’s brother had died in a plague circulating in the wake of the war. And when Thranish forces advanced on their hereditary home, Alara’s sister had made a fatal error by leading what men she could muster in an effort to resist. Unbeknownst to her at the time of her capture, Alara was in fact Countess ir’Etrielle, head of an impoverished noble house.

Alara was held for years, until the Treaty of Thronehold finally secured her release. She returned home to take stock of her family situation. The family’s holdings in what had become the Scarred Lands were now worthless, and even those set on still fertile soil could barely sustain themselves. There was no surviving manor house worthy of a local Lord, let alone a Countess, and the family’s crushing debt to House Kundarak was slowly sucking the life out of it.

In another time she might have found an influx of cash by marrying a wealthy scion of a commercial family, perhaps an unmarked House member looking to trade in his House name for a new title. Alara surely considered it. But the war had left a surfeit of noble titles available for such a purchase, and hers would have come with the estate’s debt. More than one suitor hinted that he would surely marry her for the title if she would simply allow Kundarak to claim the lands and settle her debt.

If there were ever a member of House Etrielle who would have accepted such a solution, it was not Alara. She put the affairs of her lands into the best state she could, and then set out. She at first thought to form a mercenary company, but quickly realized that in with the War’s end the supply of soldiers far outstripped demand. So she set her sites on finding a way to swing a commercial venture with one of the Dragonmarked houses, hoping to siphon enough wealth from commerce to save and rebuild her remaining holdings.

Were she capable of setting aside her determination to return her family to glory, she might have recognized the desperation of her quest and seen its near-inevitable failure. But that clarity would not have changed her course.

She is currently traveling incognito-ish, introducing herself as “Lady” rather than “Countess”. Under Aundairan rules of peerage she is entitled to refer to herself this way, but it implies she is local gentry under a liege instead of a more prominent noblewoman. She does so partly to ensure if she is captured she will not be ransomed at the level of a countess, and partly so that her creditors are less likely to hear about her desperate adventures. But also, she is ashamed that she has to do what she is doing and does not want to fully claim the title until she has restored honor to her family.

Personality: It would be unfair to describe Alara as haughty, but she does have an arrogant streak. She tries to be respectful of the people around her regardless of their station, and she has certainly learned that good ideas and great deeds can come from anyone. But if there is no other noble present, she expects to be the one making decisions. If someone calls her out on this, she is likely to acknowledge she does not have the authority to make decisions, but she will not back down easily.

Those complications aside, she believes it is her duty to raise those around her up rather than tear them down. And with people she trusts, she is capable of sharing a joke or a good story. She loves chess and will eagerly play with any competent opponent or teach any interested novice. And she will stand beside those who fight beside her.

But underneath all of that is a desperation bordering on madness, one that she does not even admit to. Put treasure in front of her and she will take only what she is due, and share the rest according to law and custom. Offer her honors and she will recognize those who helped her achieve it. But put her in a position where she must choose whether it is her or another, and it will be her. Not because she craves these things for herself, but because she must have them for her family’s sake.
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Human (Variant)
Str 13(+1) , Dex 16 (+3), Con 14(+2), Int 10 (+0), Wis 9(-1), Cha 12(+1)
Armor Class 14 (Leather)
Hit Points 10/10
Speed 30ft
Initiative +8
Saving Throws
+1, Dex +5, Con +2, Int +2, Wis -1, Cha +1

Skills Acrobatics +5, Deception +3, insight +1, Intimidation +3, Investigation +2, Perception +1, Stealth +7
Senses Passive Perception 11 , Passive Investigation 12 Passive insight 11
Tools Thieves tools, Dice, Disguise kit
Languages Common, Thieves Cant,

Melee Weapon 20(60) +5 1d4+3 Simple, Finesse, Light, Thrown, Range (20/60)

Shortsword Melee Weapon 5ft. Reach +5 1d6+3 Martial, Finesse, Light



  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result o f being hidden from you.
Sneak Attack (Special)
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Bonus Actions
Two-Weapon Fighting

Opportunity Attack

Backpack, Ball bearings (1000), Clothes (worn), Crowbar, Dagger (4), Hammer, Hooded Lantern, Leather Armor (worn), Flask of Oil, Piton, Poor Rations (5 days), Rope (30ft), Shortbow and quiver (20 arrows), String, Thieves Tools, Tinderbox, Waterskin

Hair Black, short cropped Eyes Dark Brown Skin Tone Med Tan (Dirty) Height 5’3” Weight 100 lbs Age 19
Alignment Neutral Good
Background Criminal / Spy

Rogue Class Features

  • Deception
  • Insight
  • Perception
  • Acrobatics

Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.

  • Thieves' Tools
  • Stealth
Sneak Attack 1d6
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Racial Traits
- Languages

You can speak, read, and write Common and one extra language.

- Ability Score Increase
Two different ability scores of your choice increase by 1.

  • Dexterity Score
  • Wisdom Score
- Skills
You gain proficiency in one skill of your choice.

- Feat
You gain one feat of your choice.


  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result o f being hidden from you.
Criminal / Spy

I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideals: Change. The low are lifted up, the mighty are are brought down. Change is the nature of things.
Bonds My ill-gotten gains go to support a small orphanage.
Flaws An innocent person is in prison for a crime that I committed. I’m okay with that.

Background Story: A foundling, left on the doorstep of a local temple, DePoe has never known his true family, or even his true name. He was raised under the harsh rules of the church until he started to ask questions. Questions like “why do he church elders wear fine silk and gold when the parishioners wear rags” and “Why is the church larder always full when so many worshipers come and leave with grumbling stomachs”.

Given no answers that made sense to him, one night, at the ripe age of seven, he stole a small knife and stuffed all the food he could into a small satchel and escaped into the wide world.

DePoe quickly developed the skills of hiding, and deception to get food and, almost as quickly, the consequences of failure. At no time was this more pointedly shown to him than, when burgling a house for food and a few coins, he heard a creak and panicked. He scrambled out of the nearest window, knocking over a lantern in the process. The ensuing fire was blamed on the residents, the man sentenced to hard labor.
It was a hard lesson, but DePoe learned it and now, rarely, if ever, panics or lets any emotions show.

Voidrunner's Codex

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