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
- 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.
- 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.
- 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.
- 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
- 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.
History
Military
Shadowmaster Blackblade CR: 5
STR
11 +0
DEX
14 +2
CON
12 +1
INT
12 +1
WIS
10 +0
CHA
10 +0
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
STR
11 +0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 +0
CHA
10 +0
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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