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The Shadowmasters

Description

The Shadowmasters are a Concordian assassin's guild based in Norford. Their goal is to accrue wealth and prestige through their line of work. Originally, they were formed by a splinter group of The Silver Hand who wanted to take on work the theives' guild found unsavoury. These days, they are their own fully-formed organisation and one whose name strikes fear into those who find themselves on the wrong end of one of their contracts.

Structure

The Dread Lord.executors
  • Accommodations. Ownership of Ostoroth Manor in Norford, along with its staff.
  • Authority. Authority over all deathstrikers, blackblades, and executors, as well as the right to claim, redistribute, or void any contracts.
  • Magical Services. The aid of wizardly figures within the guild who can cast spells and cover the costs for any components (up to 5th-level) and access any safehouse via one-way teleportation circles..
  • Training. Proficiency in acrobatics, deception, perception, stealth, thieves' tools and poisoner's kit.
  • Resources. All coin, mundane equipment, poisons and magic items available to the guild.
Deathstriker. The deathstrikers are the guilds most proficient and skilled assassins. They are only deployed to complete difficult contacts, such as high-ranking government officials, powerful mages, or well-protected individuals. A deathstriker is also deployed when a blackblade is killed while trying to complete a contract, to finish the job as well as silence any who witnessed the blackblade's death. Deathstrikers have access to the following:
  • Accommodations. Comfortable, private lodging and facilities within the guild's headquarters.
  • Authority. Authority over all blackblades and executors to aid with the completion of contracts.
  • Assets. Coin, mundane equipment, transport (horses and carts), and major poisons and minor magic items.
  • Goods. All goods available on the black market, with a 10% discount, and shadowsilk clothing.
  • Magical Services. The aid of wizardly figures within the guild who can cast spells and cover the costs for any components (up to 5th-level) and access any safehouse via one-way teleportation circles.
  • Training. Proficiency in acrobatics, deception, perception, stealth, thieves' tools and poisoner's kit.
Blackblade. Blackblades make up the majority of The Shadowmaster's ranks. They take up the majority of contracts made with the guild, with at least one blackblade found in every city the guild has a foothold in. More experienced blackblades are based in the guild's headquarters in Norford, where they train new recruits. Blackblades have access to the following:
  • Accommodations. Basic private lodging and access to communal facilities within the guild's headquarters.
  • Authority. Authority over all executors to aid with the completion of contracts.
  • Assets. Mundane equipment, transport (horses and carts), and minor poisons.
  • Goods. All goods available on the black market, with a 10% discount, and shadowsilk clothing.
  • Magical Services. The aid of wizardly figures within the guild who can cast spells and cover the costs for any components (up to 3rd-level).
  • Training. Proficiency in acrobatics, deception, perception, stealth, thieves' tools and poisoner's kit.
Executor. The title given to new recruits who join The Shadowmasters. Executors have access to the following:
  • Accommodations. Basic, communal lodging and access to communal facilities within the guild's headquarters during their training.
  • Connections. A sending stone linked to the blackblade which gave them their trial assignment. This is returned on promotion.
 

Additional Perks

Headquarters. The guild is based in a secret headquarters, located underneath the city of Norford. This headquarters is only accessible through the city's palace, owned by Vadania Ostoroth, the current Dread Lord. The headquarters is accessible to all members of the guild who show their gold coin to one of the palace's servants.   Magical Communication. In order to carry out contracts, each blackblade and deathstriker carries a number of magic items. Firstly, they each receive a special gold coin called a Dripping Dagger Coin (see below), which is used to make contact with individuals looking to make a contract.   They also carry three sending stones. A linked pair, which they hold until the meet a potential new guild member, after which the give them a stone to allow them to communicate they have successfully completed their trail mission. When the executor reaches Norford, the sending stone is then sent back to the guild member who gave it to them. The third stone is part of a linked pair which connects the guild member to Blackblade Hex, who is responsible for all communications in and out of the guild's headquarters. This is used to arrange additional supplies, or to arrange contact with a deathstriker should a contract require their input.   Safehouses. Across Concordia, the guild has established a number of safehouses for its members to use after a contract should there be a need. The locations of these safehouses are determined and the buildings maintained by most respected blackblade in each province and their locations are shared with any blackblade or deathstriker who requires them. Each safehouse contains a one-way teleportation circle originating from the headquarters, which require those using thme to have a Dripping Dagger Coin. Typically, these are used by deathstrikers to meet with blackblades, or to reach contract targets quickly. The Dread Lord keeps a list of all active safehouses.   False Identity. When an executor qualifies to become a blackblade, they are given a new name to use while conducting guild operations. This name can be chosen by the new guild member, or it might be given by a senior member. Typically, these names take the form of: a weapon (like Shiv), a dangerous animal (like Viper), or a cause of death (like Drown). However they may also take take the form of a defining physical, emotional, or stylistic feature of the individual.

Culture

Admission and Promotion. Potential recruits are typically picked up by blackblades, who will give them a simple contact to see how they do completing it. If they are successful, they are sent to the guild's headquarters in Norford, where they begin their training to become blackblades.   Once a executor qualifies to become a blackblade, their standing within the guild is based on their reputation. The quality and quantity of completed contracts affect the amount of resources available to them. Eventually, with enough reputation built within the guild and the areas they operated, the blackblade is promoted to the level of deathstriker.   The position of Dread Lord is passed down to a chosen successor upon death or retirement, however the position can also be claimed by any who successfully assassinate the current Dread Lord. As a result, while the Dread Lord typically no longer completes contracts, they remain the most proficient assassin in the guild.   Attire. Executors and blackblades typically wear their own clothes, in an attempt not to give themselves away to targets. Blackblades are given a set of black, traveller's clothes, studded leather armour and cloak to help with their missions. Deathstrikers wear these more frequently as a denotation of their station (seemingly adept enough to get away with wear these without drawing suspicion from their targets).   The Dread Lord as well as all blackblades and deathstrikers also carry a single gold coin, the face of which bears the symbol of a dripping dagger, these are referred to as 'dripping dagger coins'. These coins are used to identify other members of the guild. Members who lose their coins are required to retrieve them before they can take on new contracts.   Contacting the Guild. The guild works on a system of sending stones and special scrolls in order to communicate and arrange contracts. Blackblade Hex and his apprentices create spells scrolls for the spell 'Summon Shadowmaster', which they distribute to people into the blackmarket. Those looking to contact a member of the guild needs to fist purchase one of these scrolls (typically for 100GP) and then cast it in a secure location. When the spell is cast, it identifies the nearest dripping dagger coin from the point it was cast. A mental alarm alerts its owner to the casting of the spell and the location it was cast in. From there, the assassin can easily make contact with the individual and arrange the contract.   Establishing a Contract. Once contact has been made with a guild member, a contact must be drawn up between them and the client. These will detail the identity of the target(s), the guild member who will carry out the contract, any stipulations to the manner of their execution, any deadlines the client, and lastly the price.   Cost of a Contract. The gold value attributed to a target can vary wildly. Factors which often affect the price include:
  • The number of targets.
  • The political position of the target(s).
  • The level of security around the target(s).
  • The abilities of the target(s).
  • The timeframe.
  • The length of time require to track and locate the target(s).
  • Travel expenses, such as road tolls and ship passage.
  • The risk to the guild member and the guild if the contact fails to be completed.
The minimum price for a contract is 1,000GP (for someone like a commoner), but depending on these variables, the price could be as high as 100,000GP (for someone like the High King of Concordia).

History

The Shadowmasters were formed when a rebellion broke out in the ranks of The Silver Hand. A handful members who joined the thieves' guild expected it to be an outlet for evil desires they harboured and attempted to overthrow its leader. The rebellion ended with The Silver Hand exiling those members who stood against the guild leader, forcing them out of all cities the guild had leverage in. These individuals fled north to Norford, where they decided to form their own guild and founded The Shadowmasters.   Since their founding, the assassins' guild has risen to prominence across Concordia, with many in positions of power or who work in more nefarious industries aware of their existence and the manner in which to contact them to establish contracts. However, tensions between The Silver Hand and The Shadowmasters is still high and both groups are aware a guild war may happen in the future.

Military

Shadowmaster Blackblade CR: 5

Small to Medium humanoid, any non-good alignment
Armor Class: 14 (Studded Leather)
Hit Points: 38 (7D8+7)
Speed: 30 ft

STR

11 +0

DEX

14 +2

CON

12 +1

INT

12 +1

WIS

10 +0

CHA

10 +0

Saving Throws: Dexterity +5, Intelligence +4
Skills: Acrobatics +5, Deception +3, Perception +3, Stealth +8
Damage Resistances: Poison
Senses: Passive Perception 13
Languages: Thieves' Cant plus any two languages
Challenge Rating: 5

Spellcasting. The blackblade can cast the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):

  • Cantrips (at will): mage hand (the hand is invisible), message, minor illusion
  • 1st-level (2 slots): disguise self, silent image, sleep


Assassinate. During its first turn, the blackblade has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the blackblade scores against a surprised creature is a critical hit.   Sneak Attack (1/Turn). The blackblade deals an extra 2D6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the blackblade that isn't incapacitated and the blackblade doesn't have disadvantage on the attack roll.

Actions

Multiattack. The blackblade makes two shortsword attacks.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1D6+2 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 5D6 poison damage on a failed save, or half as much damage on a successful one.   Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 1D8+2 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 5D6 poison damage on a failed save, or half as much damage on a successful one.     BONUS ACTIONS   Cunning Action. The blackblade takes the Dash, Disengage, or Hide action.   Steady Aim. The blackblade gives itself advantage on its next attack roll on the current turn. The blackblade can use this bonus action only if it hasn't moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn.

 

Shadowmaster Deathstriker CR: 8

Small to Medium humanoid, any non-good alignment
Armor Class: 15 (Studded Leather)
Hit Points: 67 (10D8+20)
Speed: 30 ft

STR

11 +0

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

11 +0

CHA

10 +0

Saving Throws: Dexterity +6, Intelligence +4
Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances: Poison
Senses: Passive Perception 13
Languages: Thieves' Cant plus any two languages
Challenge Rating: 8

Spellcasting. The deathstriker can cast the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):

  • Cantrips (at will): mage hand (the hand is invisible), message, minor illusion
  • 1st-level (4 slots): disguise self, silent image, sleep
  • 2nd-level (2 slots): invisibility, phantasmal force


Assassinate. During its first turn, the deathstriker has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the deathstriker scores against a surprised creature is a critical hit.   Evasion. If the deathstriker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the deathstriker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.   Sneak Attack (1/Turn). The deathstriker deals an extra 4D6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the deathstriker that isn't incapacitated and the deathstriker doesn't have disadvantage on the attack roll.

Actions

Multiattack. The deathstriker makes two shortsword attacks.   Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1D6+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 7D6 poison damage on a failed save, or half as much damage on a successful one.   Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 1D8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 7D6 poison damage on a failed save, or half as much damage on a successful one.     BONUS ACTIONS   Cunning Action. The deathstriker takes the Dash, Disengage, or Hide action.   Steady Aim. The deathstriker gives itself advantage on its next attack roll on the current turn. The deathstriker can use this bonus action only if it hasn't moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn.

Reactions

Uncanny Dodge. The deathstriker halves the damage that it takes from an attack that hits it. The deathstriker must be able to see the attacker.


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