NPCs for Thaylia’s Lyre Adventure – River’s Seven
River Maynor is a handsome elf with long blond hair and a rakish grin. He dresses in a simple jerkin (leather armor that has been enchanted with an illusion) and carries a +2 rapier he likes to call Cotton, short for cottonmouth. River is friendly and easy-going and prefers to make friends over enemies. His parents were both druids but he prefers the urban life so he specializes as a city ranger. On the surface, River makes his living as a bounty hunter. However, he dabbles in con artistry and is known in the underworld for planning elaborate heists. River particularly hates slavers and is not above bending the law to make them suffer.
River Maynor (Ranger)
Medium humanoid (Elf), Chaotic Good
Armor Class 17 (studded leather)
Hit Points 84 (12d10 +24)
Speed 35 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 13 (+1) 10 (+0) 16 (+3)
Saving Throws STR +5, DEX +8
Skills Deception +7, Investigation +5, Persuasion +7, Stealth +8,
Senses Darkvision 60 ft., Passive Perception 14
Languages Common and Elven
Challenge Rating 9 (5,000 XP) Proficiency Bonus +4
Favored Terrain – Urban. River cannot get lost in cities of any size. River gains advantage on any survival skill check when done in a medium or large city.
Fighting Style – Dueling. When wielding a melee weapon in one hand and no other weapons, River gains a +2 bonus to damage rolls with that weapon.
Spellcasting – River’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). River can cast the following ranger spells:
3/day: fog cloud, jump, snare
1/day each: absorb elements, enhance ability, detect magic, find traps, silence
Actions
Multiattack: River gets to attacks with his rapier or longbow.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (1d8+8) piercing damage.
Longbow. Ranged Weapon Attack, +8 to hit, range 150/600, one creature. Hit 8 (1d18+4) piercing damage.
Bonus Actions
Nature’s Veil (4/day): River becomes magically invisible, along with all of his equipment until the start of his next turn.
Larry Brightwell has short brown hair, bright brown eyes, and larger than average ears. When talking normally he has a slight stutter but when he is playing a role he can speak with extreme elegance. A child of two thespians, Larry grew up in a traveling acting troop and is an accomplished actor himself. He’s a con man but has a generous heart. Larry often works with River in his confidence scams. He has a hat of disguise that he uses as part of his acting and conning.
Larry (short for Largalorian) Brightwell
Small humanoid (Halfling), Chaotic Good
Armor Class 17 (studded leather)
Hitpoints 66 (12d8 +24)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 14 (+2) 11 (+0) 18 (+4)
Saving Throws: Dex +7, Int +6
Skills: Deception +8, Investigation +6, Performance (acting) +10, Persuasion +11, Stealth +7
Senses: Passive Perception
Languages Common, Dwarf, Halfling, Thieves’ Cant
Challenge 9 (5,000 XP) Proficiency Bonus +4
Evasion: When Larry is subject to an effect that allows him to make a Dexterity saving throw to take only half damage, Larry takes no damage on a successful save and half damage on a failed roll.
Reliable Talent: When Larry makes an ability check that includes their profiency bonus, he treats any roll under 9 as a 10.
Sneak Attack: Larry deals an extra 18 (6d6) damage when he hits damage on a target and he has advantage on the attack roll or the target is within 5 ft. of an ally that isn’t incapacitated and Larry doesn’t have disadvantage on the roll.
Disguise: Larry has a hat of disguise that he uses. With this hat, he can cast the disguise self spell on himself as a standard action.
Mimicry: Larry has the uncanny ability to imitate any voice he has heard. When making a skill check that involves pretending to be a specific person whom Larry has heard speak, Larry gains advantage on roll. Larry also has a permanent +2 bonus to Performance and Persuasion checks.
Naturally Stealthy: Larry can attempt to Hide even if he only obscured by a medium-sized creature.
Attacks
Multiattack: Larry can make two attacks with his daggers.
Daggers: Melee or Ranged weapon attack: +7 to hit, reach 5 ft. or range 20/60, one target. Hit 5 (1d4+3) piercing damage.
Bonus Action
Cunning Action: On each of his turns, Larry can use a bonus action to take the Dash, Disengage, or Hide action.
Reaction
Uncanny Dodge: When an attacker that Larry can see hits him with an attack, Larry can use his reaction to halve the attacks damage.
Cunning Barb: When an attacker that Larry sees misses him with an attack, Larry can use his reaction to taunt the attacker with Larry and the target making an opposed Charisma check. Only creatures that understand Larry’s words can be affected by this ability and it can only affect one target. If Larry wins, the target has disadvantage on their next attack roll. There is no effect if the target wins the roll.
Barrick, who goes by Brick, is a huge guy standing almost 8 ft. tall. He has shaggy red hair and he slouches to hide his tall height. He’s spent some time doing lots of jobs: gladiator, bouncer, mercenary, soldier, and even a bandit just to name a few. He’s a skilled dancer, drinks a great deal, and likes to gamble. Brick is good friends with River and often serves as his muscle on jobs.
Barrick (Brick) Burkin
Medium humanoid (half-orc), Neutral Good
Armor Class 17 (studded leather)
Hit Points 96 (12d10+36)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
Saving Throws: STR +9, CON +7
Skills: Athletics +9, Deception +5, Intimidation +5, Performance (dance) +5
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15
Languages: Common, Orc
Challenge: 9 (5,000 XP) Proficiency Bonus +4
Action Surge (1/short or long rest). Brick takes one extra action.
Indomitable (1/day). Brick may reroll a saving throw that he failed. He must take the new roll.
Unarmed Fighting. Brick may fight unarmed dealing 1d8+5 bludgeoning damage with his fists. If grappled, he can deal 1d4 damage at the start of his turn as a free action.
Maneuvers. (5/short or long rest) Brick may use one maneuver per attack. Brick has the following fighting maneuvers:
1. Disarming attack. When Brick hits a target he adds 1d8 to the damage roll. The target then makes a Strength saving throw (DC 17). On a fail, Brick can force the target to drop an object or weapon.
2. Evasive footwork. When moving, Brick rolls 1d8 and adds the number to his AC until he stops moving.
3. Menacing Attack. When Brick hits a creature with weapon attack he adds 1d8 to the damage roll. The creature then makes a Wisdom saving throw (DC 17). On a fail, the creature is frightened of Brick until the end of his next turn.
Actions
Multiattack: Brick makes three attacks with either his battleaxe or fists.
Battleaxe. Melee Weapon Attack. +9 to hit. reach 5 ft., one target. Hit 10 (1d10+5) slashing damage.
Fists. Melee Weapon Attack. +9 to hit. reach 5 ft., one target. Hit 9 (1d8+5) bludgeoning damage.