[Index]

ADVENTURERS3 (9

Cypher Bestiary

Adventurers want a change, excitement, wealth and prestige, or revenge.

Health: 12

Damage Inflicted: Moderate wound

Armor: 1

Movement: Short

Modifications:

Combat: Adventurers attack with a sword, a long-ranged bow, or if a sorcerer, with a short-range magical ray of fire, frost, lightning, or similar energy.

Some have an Adventurer's Advantage: a trick, a magic item, or other boon they use when the situation demands.

Sometimes wizards become adventurers as well.

GM Intrusion: The adventurer immediately takes an extra action as they are defeated.

GM Intrusion: The character is poked in the eye by a tricky adventurer and is dazed for the next few rounds, hindering actions relying on sight.

ADVENTURER'S ADVANTAGE

A given adventurer might seem unmatched, until they reveal their advantage. In some cases, the advantage serves as loot if the adventurer is defeated and they didn't use it. (Adventurers also often carry a pouch of precious coins with a value equal to an expensive item.)

d10 Advantage
1 Uncanny luck prevents a final blow, a deadly fall, or other bad end.
2 Healed of all wounds after quaffing a potion of healing manifest cypher.
3 Releases a bound demon from tattoo to attack or defend, as needed.
4 Uses ring to teleport to a spot they can see in long range (level 6 artifact; depletion: 1 in 1d10).
5 Touches brim of hat and turns invisible for 1 minute or until they attack (level 5 artifact; depletion: 1 in 1d6).
6 Scatters a line of dust that becomes solid stone wall blocking access that lasts for hours (manifest cypher).
7 Whistles or cries out; an allied troll smashes through nearby wall to save their friend.
8 Much tougher (double health and +2 Armor from weirdly tough skin) than average.
9 Deflects ranged attacks; PC is hit by their own attack on a failed block or dodge roll against NPC's level.
10 Wields a blade of severing (level 7 artifact; inflicts 2 additional damage (or against a PC, deals a major wound); depletion 1 in 1d00).

Talking sword: level 4 artifact; inflicts 1 additional damage (or against a PC, hinders their dodge and block rolls); talks smack; depletion: —

THE ESSENCE OF AN ADVENTURER

Some fall into the life accidentally, fleeing a threat, misunderstanding an invitation, or trying to help others. A lone adventurer might become an ally but, if a group is encountered, potentially rivals. In fact, an adventurer is not to be trusted without good cause. Adventurers operate in lawless regions where wealth can be obtained at the edge of a sword.

ADVENTURER NAMES

Adventurers go by all sorts of names, including the following: Tahara, Bayrin of Whiteclave, Racknara, Gannon Swordbreaker, Kelsira Mothwing, Crael, Blades Velakis, Numgista Starthief, Fennic, Moranna, Zehros, Dog, Alenor, Abrados, the Scouring Knife, Nahuel, Dirk, Connor Pike, Daljeresh, Invinica, Jedediah, Elara the Unlucky, Eamon, Lucius, Briella Tam, Corvin Redhand, Sariel, Haft, Roran Emberfall, Crow, Helakor Windchaser

MEMORABLE ATTRIBUTE

Some adventurers stand out from the crowd.
d20Attribute
1Scars stripe body and face; brags about a dragon they slew
2Leaves glowing footsteps from a curse; complains about being cold
3Crowned by a runed helm; can't remove it and must eat with a straw
4Sports bandoliers thick with throwing daggers; enjoys ribald jokes
5Wears shaggy, orange-furred hides; somewhat smelly
6Stuffed owl clamped to left shoulder; hopes to magically revive it one day
7Nose always stuck in tome, scroll, or map; wears spectacles
8Absentmindedly pats their pouches, pockets, and pack; forgetful
9Eats red-shelled nuts from a large bag; fingers and lips are stained red
10Often falls into bickering with magic talking sword strapped to thigh
11Rusted iron prosthetic replaces right forearm and hand; likes to hum
12 Horns curl from their brow; likes to play with fire
13Bears a shield made of fused finger bones; afraid of clerics
14 Sports white beard braided with charms; an eye for expensive jewelry
15Scantily clad except for minimum decorum demands; adept at storytelling
16 Wears a golden metallic cloak; laugh is deep and infectious
17Clutches drinking horn sloshing with red wine; slurs when they speak
18 Leans on a staff trailing blue smoke; speaks in rhyme
19Red strip of fabric covers eye sockets; empathetic
20 Wears impressively spiked night-black armor; dour

Adventure Seed: To join the Adventurer's Guild, the PCs must prove themselves by making it at least a portion of the way through the Grave of Terrors.