Garrin Ashcopse: Actions

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

What they do not know is that Garrin is little more than a pawn

Garrin Ashcopse himself, a puppet dancing to the whims of The Voice; a demonic
Small humanoid (lightfoot halfling), chaotic evil
maelstrom of threats, mocking laughter and half-remembered
Class Warlock (lvl 1) Armor Class 13 (std. leather) promises plaguing Garrin’s psyche. What is left of Garrin is almost
Background Criminal Hit Points 9 (1d8 + 1) certain The Voice is lying when it claims the items are for a device
Occupation Crime Baron Speed 25 ft. to return Filna from the dead but, for a man as desperate and
STR DEX CON INT WIS CHA broken as Garrin, “almost certain” is not certain enough.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Garrin has the face of a man who sees nightmares on a regular
Saving Throws Wisdom +3, Charisma +5 basis. His weight has dropped quickly and he appears sunken as
Skills Arcana +4, Deception +5, Religion +4, Stealth +2; Tools a result. His eyes are surrounded by deep grey bags and rimmed
Dragonchess, Thieves’ Tools with red. When his anger flares, it might be possible to notice his
Senses passive Perception 11 eyes shift to a fiery hue.
Languages Common, Halfling Personality Traits
Challenge 1/4 (50 XP)
“Disobey me, you’re dead. Laugh at me, you’re dead. Look
Brave. Garrin has advantage on saving throws against at me funny... you getting the picture?” Garrin is a hard
being frightened. taskmaster and expects absolute and unwavering loyalty. No
Criminal Contact. Garrin has a contact in the criminal shortcomings will be tolerated or forgiven, even in his
network, and can send and receive messages to them own kin.
through various means, even over great distances.
Dark One’s Blessing. When Garrin reduces a hostile Ideals
creature to 0 hit points, he gains 4 temporary hit “If I can please The Voice, perhaps the dreams will stop.”
points. Sometimes It promises power for success, sometimes
Halfling Nimbleness. Garrin can move through only pain for failure. Either way, servitude is the only
the space of any creature that is a size larger way Garrin can survive.
than him. Bonds
Lucky. When Garrin rolls a 1 on an attack “The Voice is... demanding.” Garrin hates The
roll, ability check, or saving throw, he can Voice in his head, but he fears it even more. It’s
reroll the die and must use the new roll. broken him down into an instrument which
Naturally Stealthy. Garrin can attempt to heeds only It.
hide even when he is obscured only by a
creature that is at least one size larger than Flaws
him. “I WILL NOT BE MOCKED!” Garrin’s
Pact Magic. Garrin is a 1st-level spellcaster. nightmares are filled with manic laughter.
His spellcasting ability is Charisma (spell save Even the merest threat of laughter in the
DC 13, +5 to hit with spell attacks). He regains waking world fills him with paranoia and fury.
expended spell slots after a short or long rest,
Roleplaying Garrin
and knows the following warlock spells:
Garrin Ashcopse is entirely bereft of humor
Cantrips: eldrich blast, poison spray
or compassion. All that matters to him is the
1st level (1 slot): burning hands, hellish rebuke. procurement of magical items, and anyone who interferes with
Actions this goal will face the inferno. Insecure and temperamental, he
will flare up at the smallest slight, keeping his children constantly
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. deferential and fearful. In combat, he is fearless and wrathful,
Hit: 2 (1d4) piercing damage. focusing mercilessly on any who have provoked his rage.
Overview “Think I’m funny, eh? Let’s see how much you’re laughing when
Garrin Ashcopse was a devoted husband to his wife Filna, and you’re smeared against the walls!”
a loving father to their six children. That man has not been seen
since Filna’s death giving birth to their seventh. Unable to come to Weapons, Armor & Items
terms with her loss, Garrin disappeared for years and returned… Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
changed. of hair, 5gp
Gone was any warmth in the man, any humor or forgiveness.
His children mourned his loss, even as they feared what he had
become. They are now unwilling pawns in Garrin’s criminal
enterprise, collecting for him any items of magical power they can
get their hands on to an end they know better than to ask about.

144
Garrin Ashcopse (level 4) One For Sorrow
Small humanoid (lightfoot halfling), chaotic evil One for sorrow, two for joy, three for a girl, and four for a boy. Five
for silver, six for gold, and seven for a secret never to be told.
Class Warlock (lvl 4) Armor Class 13 (std. leather)
Background Criminal Hit Points 27 (4d8 + 4) The childhood rhyme rattled around his head as he found himself
Occupation Crime Baron Speed 25 ft. across the clearing from the six magpies perched patiently around
the corpse. The seventh, feathers and beak smeared with gore,
STR DEX CON INT WIS CHA chattered at him from the entrails.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 18 (+4)
They watched him calmly as he approached. Gently, he turned
Saving Throws Wisdom +3, Charisma +6 the corpse’s face to him. Her lips were slightly parted, as if she was
Skills Arcana +4, Deception +6, Religion +4, Stealth +2; Tools merely sleeping. Beneath her lids, Garrin thought he saw a tiny
Dragonchess, Thieves’ Tools flicker of her eyes. Almost imperceptible. So familiar... He reached
Senses passive Perception 11 out towards her.
Languages Common, Halfling Shattering his silent hope, a harsh, bubbling vomit of laughter.
Challenge 1 (200 XP)
The birds took flight, a storm of black and white and iridescence
Agonizing Blast. Garrin adds +4 damage to his eldrich blast dissolving into thick smoke which whirled around him like a
spells on a hit. restless, roiling sea. Enveloped in inky blackness, he groped
Brave. Garrin has advantage on saving throws against blindly, and found nothing. There was no up, no down; only
being frightened. darkness in all directions.
Criminal Contact. Garrin has a contact in the criminal As he lost hope, a dim light began to form, like the moon behind
network, and can send and receive messages to them through cloud. Gradually, it took on shape; a woman. Her. He stumbled
various means, even over great distances. forward desperately, arms outstretched, and embraced... nothing.
Dark One’s Blessing. When Garrin reduces a hostile creature to The air was alive once more with wings and claws and beaks. A
0 hit points, he gains 8 temporary hit points. maelstrom of chattering birds tore at him, ripping his face, his
Eyes of the Rune Keeper. Garrin can read all writing. hands, his eyes. He was driven on his knees to the foot of a bed, that
Halfling Nimbleness. Garrin can move through the space of any bloodstained bed. A baby howled into a grave silence. No, not again.
creature that is a size larger than him. “Filna,” he murmured.
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or When he awoke, he’d forgotten her face.
saving throw, he can reroll the die and must use the new roll. Outside, a magpie chattered. In the depths of his mind, a fresh peal
Naturally Stealthy. Garrin can attempt to hide even when he is of laughter.
obscured only by a creature that is at least one size larger than him.
Pact Magic. Garrin is a 4th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: blade ward, eldrich blast, poison spray
2nd level (2 slots): armor of agathys , burning hands, command,
hellish rebuke, scorching ray.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).

Actions
Dagger Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage.
Pact Flail. Melee Weapon Attack: +2 to hit, reach 5ft, one creature.
Hit: 4 (1d8) bludgeoning damage .
Weapons, Armor & Items
Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
of hair, 10gp

145
Garrin Ashcopse (level 8) Actions
Small humanoid (lightfoot halfling), chaotic evil Thirsting Blade. Garrin makes two Pact Flail attacks.
Class Warlock (lvl 8) Armor Class 13 (std. leather) Pact Flail. Melee Weapon Attack: +3 to hit, reach 5ft, one creature.
Background Criminal Hit Points 51 (8d8 + 8) Hit: 4 (1d8) bludgeoning damage .
Occupation Crime Baron Speed 25 ft. Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
STR DEX CON INT WIS CHA Hit: 2 (1d4) piercing damage.
10 (+0) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 20 (+5) Weapons, Armor & Items
Saving Throws Wisdom +4, Charisma +8 Ragged fine clothes, studded leather, orb of The Voice, dagger, lock
Skills Arcana +5, Deception +8, Religion +5, Stealth +3; Tools of hair, 15gp
Dragonchess, Thieves’ Tools
Senses passive Perception 11
Languages Common, Halfling
Challenge 3 (700 XP) Garrin in Your Game
Agonizing Blast. Garrin adds +5 damage to his eldrich blast
Consumed as he is with gathering magical items, Garrin has
spells on a hit.
no real reason to take interest in the party unless they interfere
Brave. Garrin has advantage on saving throws against with his plans. He could however, through representatives, take
being frightened. on the role of a patron, sending the party out to collect items
Criminal Contact. Garrin has a contact in the criminal for him, whether that’s a dungeon delve or a trade negotiation.
network, and can send and receive messages to them through Should the party get on the wrong side of him though (which
various means, even over great distances. is an easy thing to do, given his temperament), Garrin is a
Dark One’s Blessing. When Garrin reduces a hostile creature to fearsome and unstable adversary who will stop at nothing to get
0 hit points, he gains 13 temporary hit points. even.
Dark One’s Own Luck (Recharges after a Short or Long Rest). Quest Hook. Garrin wants an artefact recovered from a tiefling
When Garrin makes an ability check or a saving throw, he may thief who stole it from his quarters in the dead of night. He has
add a d10 to the roll. He can do so after the initial roll but before enough of a description for the player characters to eventually
determining success or failure. track down Criella (p. 26), but will they be able, or even willing,
Eyes of the Rune Keeper. Garrin can read all writing. to take her treasured key before she evades capture again?
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him.
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or
saving throw, he can reroll the die and must use the new roll.
Naturally Stealthy. Garrin can attempt to hide even when he is
obscured only by a creature that is at least one size larger than him.
Pact Magic. Garrin is a 8th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). He regains expended spell slots after a short or long
rest, and knows the following warlock spells:
Cantrips: blade ward, eldrich blast, poison spray
4th level (2 slots): armor of agathys, burning hands, command,
fireball, fire shield, hellish rebuke, scorching ray, stinking cloud,
wall of fire.
Pact of the Blade (Flail). Garrin can use his action to create a
pact weapon in a free hand. He is proficient with the weapon
and it counts as magical for the purposes of overcoming
resistances and immunities. The weapon disappears if it is more
than 5 ft. away from Garrin for more than one minute, if he dies
or if he dismisses it (no action required).

146
Pact Magic. Garrin is a 12th-level spellcaster. His spellcasting
Garrin Ashcopse (level 12) ability is Charisma (spell save DC 17, +9 to hit with spell
Small humanoid (lightfoot halfling), chaotic evil
attacks). He regains expended spell slots after a short or long
Class Warlock (lvl 12) Armor Class 13 (std. leather) rest, and knows the following warlock spells:
Background Criminal Hit Points 75 (12d8 + 12) Cantrips: blade ward, eldrich blast, poison spray, true strike
Occupation Crime Baron Speed 25 ft.
5th level (3 slots): armor of agathys, burning hands, command,
STR DEX CON INT WIS CHA fireball, fire shield, flame strike, hellish rebuke, scorching ray,
10 (+0) 10 (+0) 13 (+1) 16 (+3) 12 (+1) 20 (+5) scrying, stinking cloud, wall of fire.
Saving Throws Wisdom +5, Charisma +9 Pact of the Blade (Flail). Garrin can use his action to create a
Skills Arcana +7, Deception +9, Religion +7, Stealth +4; Tools pact weapon in a free hand. He is proficient with the weapon
Dragonchess, Thieves’ Tools and it counts as magical for the purposes of overcoming
Senses passive Perception 11 resistances and immunities. The weapon disappears if it is more
Languages Common, Halfling than 5 ft. away from Garrin for more than one minute, if he dies
Challenge 5 (1,800 XP) or if he dismisses it (no action required).
Agonizing Blast. Garrin adds +5 damage to his eldrich blast
Actions
spells on a hit.
Repelling Blast. When Garrin hits a creature with eldrich blast, Thirsting Blade. Garrin makes two Pact Flail attacks.
he can push the target up to 10 feet away. Pact Flail. Melee Weapon Attack: +4 to hit, reach 5ft, one creature.
Brave. Garrin has advantage on saving throws against Hit: 4 (1d8) bludgeoning damage plus 5 necrotic damage
being frightened. Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Criminal Contact. Garrin has a contact in the criminal Hit: 2 (1d4 ) piercing damage.
network, and can send and receive messages to them through Weapons, Armor & Items
various means, even over great distances. Ragged fine clothes, studded leather, orb of The Voice,, dagger, lock
Dark One’s Blessing. When Garrin reduces a hostile creature to of hair, 20gp
0 hit points, he gains 17 temporary hit points.
Dark One’s Own Luck (Recharges after a Short or Long Rest).
When Garrin makes an ability check or a saving throw, he may
add a d10 to the roll. He can do so after the initial roll but before
determining success or failure.
Eldrich Sight. Garrin can cast detect magic at will without
expending a spell slot.
Eyes of the Rune Keeper. Garrin can read all writing.
Fiendish Resilience. When Garrin finishes a long or short
rest, he may choose a damage type. He gains resistance to that
damage type until he chooses a new one with this feature.
Damage from magical weapons or silver weapons overcomes
this resistance.
Halfling Nimbleness. Garrin can move through the space of any
creature that is a size larger than him.
Lucky. When Garrin rolls a 1 on an attack roll, ability check, or
saving throw, he can reroll the die and must use the new roll.
Mystic Arcanum. Garrin may cast mass suggestion as a 6th level
spell once per day.
Naturally Stealthy. Garrin can attempt to hide even when he is
obscured only by a creature that is at least one size larger than him.

147

You might also like