Dargrim Four-Fingers A 4E Mentor NPC with Meeting Encounters Encounters designe
Dargrim Four-Fingers A 4E Mentor NPC with Meeting Encounters Encounters designed for levels 6 to 9 Dargrim Four Fingers is Copyright 2010 by Three Sages Games. the United States of America. Print outs of desired pages can be made for use in gaming. Reproduction of the electronic file or physical pages for commercial use is not unauthorized without the express written consent of a partner from Three Sages Games. Any similarity to actual people, organizations, places, or events by material in this publication is purely coincidental. Artwork in this publication is used with permission and copyright to Three Sages Games, Faeding Light Studios, Fantasy Filler Artwork (copyright Rick Hershey), Corel corporation, Peter Szabo Gabor & Eastern Raider Games, and Cerberus Illustrations (illustrations by Joe Calkins). All rights reserved by the prospective parties. This product is subject to the 4E GSL and is not “Open Gaming” content. The following legal verbiage is in compliance with this Game System License. This material is protected under the copyright laws of Written By: David Wainio Map Sections: Steven Ong Editing: Jeff Walker Visit our website : www.ThreeSagesGames.com DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER'S HANDBOOK, PLAYER'S HANDBOOK 2, DUNGEON MASTER'S GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER'S VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYER'S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER'S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYER'S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurer's Vault, D&D 4E Game System License ©2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the Coast. All rights reserved. First Publication: May 2010 ISBN: None Encounter Tiles Notice The two tiles from Encounter One and the building of TM Encounter Two are taken directly from our Art of Wor City Tiles - Stone Bard Inn set. TM Art of Wor tile sets are coated and mounted on a non slide foam. They can be used with either wet or dry erase markers. These tile sets are available in finer hobby game stores or from our web site. Dargrim Four-Fingers Dargrim was once a noble of the dwarven court of Buld. However his clan line has lost much of its status and he is now a major figure in one of the crime guilds of Worlun - a predominately human city-state. His reputation as an alley fighter is unparalleled in the city. Few in the criminal underworld would dare to cross blades with him. He is designed to serve several possible campaign functions. The primary two are (1) to be a source of special training for the martial characters and (2) as a contact to provide information from the criminal side of society. He can also be a source of trade for buying or selling as well as a broker of special services and source of special rumors. If the campaign has a gritty, back street feel where the players are outlaws then Dargrim can be played as a dark, callous figure mentally scarred by his past. He is now out to achieve his own goals of revenge and unconcerned about who gets hurt. In a more heroic campaign Dargrim can be a rogue with a good heart who’s tragic past incidentally dropped him into a Thieves Guild war and who now does his best to use his position of authority to help his neighbors. Introducing Dargrim to Your Campaign He is designed to best interact with characters between the levels of 6 and 18. Mix in rumors of the thieves guilds of Worlun into your campaign before the players reach sixth level so Dargrim can be eased into the storyline of your gaming seamlessly. The encounters are for 6-9th level. In this supplement Dargim has a small estate in upper east Worlun that he runs a legal trading company out of. Worlun is a large human ruled but multiracial city state. TM Worlun is located in the Realms of Wor campaign setting but the DM can easily substitute the name of a different city in places that Worlun is cited. The basic organization and recent public knowledge doings of the Thieves Guilds of Worlun are presented below. These can either be read to the party as a group as information they have heard about the guild, released one at a time between other adventures when characters are resting in the city, or split up between players to represent what each individual character might have logically heard. For example, a human rogue with a city background will probably know more about thief guilds than a shifter shaman from the wilds. It is commonly said that there are now four different thieves guilds in Worlun. Around sixty years ago one leader managed to dominate all the different criminal gangs into one group, but that mega-guild fell apart when “Crossbow” Kelley (the guild leader) died. It took almost ten years for faction battles to stop. The Four Thieves Guilds of Worlun operate in a loose form of cooperation. The city is divided into four sections, each being the territory of one of the guilds. Rumor claims that a shadowy group called the Council of Nine is the supreme arbiter of disputes between guilds and that the Nine approve all ‘Guild Lords” - the top officials of the four guilds. The Southern Thieves Guild is the smallest but the roughest. Known locally as the Blue Hoods (for their blue headgear worn as a sign of membership), this guild controls the area south of Gates Road as well as Frog Island and Wash Landing outside the west gate. Scotts Landing outside the River Gate is said to be shared with the West Guild although it is an uneasy truce that could easily break. The Western Thieves Guild uses the name the “Stripes” in reference to the striped clothing inmates must wear at the city prison that happens to be in their territory. Their territory is the pocket formed north of Gates Road and west of Palace Road up to the inner city wall above the Royal Palace. They also mostly control Scott’s Landing outside the River Gate. The Eastern Thieves Guild is located opposite the west, in the area north of Gates Road and east of Palace Road. They also control the shanty town just outside the Tower Gate. The inner wall is the north border of their territory. They don’t seem to have an official name and are usually just referred to as the East Side Boys or East Wallers. The Northern guild is the most secretive and is known as the Shadow Family. Their territory is the upper city north of the inner wall and comprises many of the most wealthy areas of the city. They are more likely to resort to political influence and business pressure than strong arm tactics and rumor says a few titled families are members. A few years ago the East Side boys had an internal power war that resulted in a lot of violence in the streets. The Southern guild tried to move into eastern territory and blood washed through the gutters. It was starting to look like the King’s Guard would be mobilized to pacify the area but before that happened a faction of East Side Boys established control by brutally beating all opponents into the ground. A street fighter called Four Fingers reportedly practically singlehandedly destroyed the other factions and drove the southerners out. The Steel Heart Trading Company is a good place to buy dwarven goods or rare metal ores, but one should be careful dealing with them because it is said they are connected to the Eastern Thieves Guild in some fashion. that went to the Tower Gate. He quickly ran afoul of the Eastern Thieves Guild that wanted protection money from him to leave his new trading house business alone. Dargrim wasn’t afraid of people of any race. He refused and ended up drubbing the guild’s arm breakers and hired goons several times. About then the battle to control the Eastern Guild broke out and faction leader Denny “Toe” Selway offered Dargrim a deal. If Dargrim would fight for Toe then the gang leader would help Dargrim’s trading company get going. Dargrim really needed cash to help pay the clan tax and a deal was made. Within two weeks Denny had the eastern guild territory uploads/Industriel/ dargrim-four-fingers.pdf
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- Publié le Fev 06, 2022
- Catégorie Industry / Industr...
- Langue French
- Taille du fichier 2.6157MB