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The Silver Hand

Description

The Silver Hand is a thieves' guild which operates across the whole of Concordia. Their aims are to accrue wealth and influence by targeting specific individuals and groups during planned heists. They then use the wealth they leverage to gain favour with various figureheads. In addition, the guild uses information gathers to collect secrets and hidden knowledge, which they then use to influence (through blackmail or otherwise) powerful organisations.

Structure

Larcenist. The Larcenist is the title given to the current leader of the guild. Due to the dangerous nature of this position, the identity of the Larcenist is well protected. Only Ringleaders, high-profile Prowlers and other chosen individuals are trusted with this information.   Ringleader. Cities and other major locations which the guild have influence have their operations lead by a Ringleader. These are some of the most experienced members of the guild, with far-stretching influence and a network of lower-ranked member working below them. They are the authority of the guild in their given area, answerable only to the Larcenist. Ringleaders are also responsible for organising larger heists, particularly ones which involve multiple spheres of the guilds influence. Ringleaders have access to the following:
  • Authority. Authority over the network of Prowlers and Operatives within the Ringleader's given region.
  • Assets. Coin, mundane equipment, transport (horses, carts and ships), and major magic items.
  • Connections. Direct connection with all other Ringleaders and the Larcenist.
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  • Services. Appraisers, fencers, jailbreakers, safehouses and smugglers.
  • Training. Expertise in acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand, stealth and thieves' tools.
Prowler. Prowlers are the veteran members of the guild. Having proven their skills in multiple heists, they become entrusted with more significant operations and work more closely with their region's Ringleader. Prowlers have access to the following:
  • Authority. Authority over a up to five Operatives, decided upon by the region's Ringleader, to aid with the completion of missions.
  • Assets. Coin, mundane equipment, transport (horses and carts), and minor magic items.
  • Connections. Connection with members from other regions as deemed necessary by the region's Ringleader.
  • Goods. All goods available on the black market, with a 10% discount, and shadowsilk clothing.
  • Services. Appraisers, fencers, safehouses and smugglers.
  • Training. Proficiency in acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand, stealth and thieves' tools.
Operative. The majority of the guild's member fill this rank. They complete minor heists and serve as scouts and spies for higher-ranked members. Operatives have access to the following:
  • Assets. Mundane equipment and transport (horses and carts).
  • Goods. All goods available on the black market and shadowsilk clothing.
  • Services. Appraisers, fencers and smugglers.
Footpad.Operatives, and   Headquarters. The guild processes a well-protected headquarters known as Blackvale Keep. Located deep in The Burakrin, this fortress is inaccessible from the outside, with transport to and from it only available through designated teleportation circles. In addition to Blackvale Keep, each of the guild's ringleaders maintain a base of operations within their respective regions, the location of which is kept secret to all outsiders.   Capital. The Silver Hand are one of, if not the wealthiest groups in Concordia, with hundreds of thousands of gold at their disposal hidden in vaults across the continent. They also have access to a wide array of magic items, which are kept save by the guilds Ringleaders.   Crafted Items. A portion of the guilds resources go towards its own research and development team, which work on producing items and substances which can be used to further its goals. These include magic items crafted by the guilds own enchanters, most notably shadowsilk (a cost-effective magical material used to fashion clothing which make it easier for guild members to conceal themselves), and nonlethal, recreational drugs, which are used to bribe and manipulate individuals the guild targets. More recently, Velkyn has begun researching ways to incorporate drow magic and technology into items which could be used above the surface.   Safehouses. Across the continent, the guild additionally has access to many safehouses for its members to use when they need a place to lay low after a mission. These are also controlled by the Ringleaders, with each processing the location of the safehouses in their region, to avoid the loss of all of them should something happen to one of these figures.

Culture

Admission. Members are introduced to the guild through personal recommendation and word of mouth. Individuals who show interest to current members or who commit acts which gain the attention of the guild are approached by a Prowler, who after their meeting will offer them a job to prove their skills and commitment. Those who accept this mission enter into the guild as Footpads and begin their progression through the ranks.   Attire. Though members of the guild favour a wide array of different fashions, all have a single item in common. They carry on their person, or wear, a pair of gloves which look nondescript at first, but contain a silver, silk lining. These are used to locate members of the guild at a glance whilst keeping identities secret from prying eyes. Additionally, many guild members acquire items made of shadowsilk, a material invented by the guild to help its members keep a low profile.

History

Founded in the year 289 ER, the guild was formed by a group of criminals from Easthaven who were looking to run more organised jobs in the city. They were originally known as 'The Nighthawks'. As the group became more successful, other thieves and pickpockets were drawn to their group and it wasn’t long before the guild was formally formed. Their original leader was a dwarven man called Balmand Darkhelm, one of the founding members of The Nighthawks.   Over the next 61 years, Balmand continued to lead the guild, establishing them a prominent force in Concordia. His crowning achievement was leading a group of his most prolific rogues into the Burakrin, establishing a new headquarters deep within the fallen city.   It wasn’t long after the new headquarters was established when the guild’s first change of leadership occurred. The Drow, Velkyn Shadowblade, fresh from his escape from The Underdark, discovered the Silver Hand’s HQ in the deep levels of the Burakrin. Seeing it as an opportunity, he joined the guild and quickly rose to the position of guild leader thanks to his charismatic charm and years of experience with stealth and subterfuge.   Many initially opposed Balmand’s choice to make Velkyn the leader of The Silver Hand, however over the last 50 years he has shown he is a capable leader, elevating the guild to greater heights and expanding their influence across the continent even further.

Military

Silver Hand Operative CR: 1

Medium humanoid, any non-good
Armor Class: 12
Hit Points: 27 (6D8)
Speed: 30 ft

STR

10 +0

DEX

15 +2

CON

10 +0

INT

12 +1

WIS

14 +2

CHA

16 +3

Skills: Deception +5, Insight +4, Investigation +3, Perception +4, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses: Passive Perception 14
Languages: Any Two Plus Thieves' Cant
Challenge Rating: 1

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Actions

Multiattack. The operative makes three melee attacks.   Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1D6+2 piercing damage.   Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1D6+2 piercing damage.

 

Silver Hand Prowler CR: 5

Medium humanoid, any non-good
Armor Class: 16 (Studded Leather)
Hit Points: 84 (13D8+26)
Speed: 30 ft

STR

11 +0

DEX

18 +4

CON

14 +2

INT

12 +1

WIS

14 +2

CHA

16 +3

Saving Throws: Dexterity +7, Intelligence +4
Skills: Acrobatics +7, Athletics +3, Deception +6, Insight +5, Investigation +4, Perception +5, Sleight of Hand +7, Stealth +7
Senses: Passive Perception 15
Languages: Any Two Plus Thieves' Cant
Challenge Rating: 5

Evasion. If the prowler is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the prowler instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the prowler isn't incapacitated.

Actions

Multiattack. The prowler makes three Shortsword or Shortbow attacks.   Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1D6+4 piercing damage plus 1D6 poison damage.   Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 1D6+4 piercing damage plus 1D6 poison damage.     BONUS ACTIONS   Cunning Action. The prowler takes the Dash, Disengage, or Hide action.

Reactions

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

 

Silver Hand Ringleader CR: 7

Medium humanoid, any non-good
Armor Class: 17 (Studded Leather)
Hit Points: 99 (13D8+39)
Speed: 40 ft

STR

12 +1

DEX

20 +5

CON

16 +3

INT

13 +1

WIS

15 +2

CHA

17 +3

Saving Throws: Dexterity +8, Intelligence +4
Skills: Acrobatics +7, Athletics +4, Deception +6, Insight +5, Investigation +4, Perception +5, Sleight of Hand +10, Stealth +10
Senses: Passive Perception 15
Languages: Any Two Plus Thieves' Cant
Challenge Rating: 7

Evasion. If the ringleader is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ringleader instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the ringleader isn't incapacitated.   Mobile. When the ringleader uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. In addition, when the ringleader makes a melee attack against a creature, the ringleader doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.

Actions

Multiattack. The ringleader makes three attacks, two with its Rapier and one with its whip.   Rapier. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1D8+5 piercing damage plus 1D6 poison damage.   Whip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 1D4+5 slashing damage. If the target is a creature, the ringleader can cause one of the following additional effects:

  • The target must make a DC 16 Strength saving throw. On a failed save, if the target is Large or smaller, it is knocked prone.
  • The target must make a DC 16 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If the target is a tiny object, the ringleader pulls the object towards them and catch it in a free hand.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the ringleader can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a D4 to its roll provided it can hear and understand the ringleader. A creature can benefit from only one Leadership die at a time. This effect ends if the ringleader is incapacitated.     BONUS ACTIONS   Cunning Action. The ringleader takes the Dash, Disengage, or Hide action.

Reactions

Riposte. When a creature misses the ringleader with a melee attack, it can use its reaction to make a whip attack against the creature.   Uncanny Dodge. The ringleader halves the damage that it takes from an attack that hits it. The ringleader must be able to see the attacker.


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