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T

he Iron Kingdoms abound with people both good and evil, but many others live, survive, and even
thrive in the grey shadows between heroics and villainy. Social misfits but not always social outcasts,
they make their way through the world any way they can—even if it results in hardship for others. In
the end, even scoundrels and sell-swords feel justified in doing what they must to stay alive. These kinds of
characters make excellent NPCs—whether as antagonists or allies—for your Iron Kingdoms RPG campaign.
®
This time, you'll be reintroduced to a trio of characters you may remember from The Witchfire Trilogy.

Witchfire Rogues
Gallery
By Josh Colon, Andy Gill, and Tim Simpson • ART by ivan dixon

Draegyn,
the Black Bastard
The Black Bastard—a nickname Draegyn wears with a certain pride— of the man who would change his life forever: former mercenary
is a perfect representative of the undesirable elements in Corvis. He is Hamil Bodak, today an influential arms dealer in Corvis.
a businessman, manipulative and savvy; he is a politician, balancing Bodak caught the boy, but instead of killing him decided to train
disparate parties in Corvis’ hierarchy to ensure everyone’s needs are Draegyn as an agent in his illicit dealings within the City of Ghosts.
met—even when they are at cross-purposes; and he is a criminal,
Draegyn came to serve as Bodak’s representative, becoming increasingly
willing to double-cross or kill those who threaten to his position and
esteemed among the city’s criminal element. He also found work as
power. In the end, Draegyn’s greatest concern is himself, and he has
a hired gun with various criminal organizations in Corvis—a sideline
spent years cultivating the reputation that earned him his nickname.
Bodak encouraged. The more Draegyn worked among the other gangs

DRAEGYN: A BRIEF HISTORY of the Undercity, the more detailed information he could provide to his
primary employer, Hamil Bodak. Over time Draegyn found his own
Draegyn first arrived in Corvis as a young boy with nothing to rely on station enhanced, earning him an even greater role in Bodak’s operations.
but his own wits. He survived as a petty thief, taking what he needed His skill as a pistoleer and his willingness to kill any who crossed him
through his skill as a pickpocket and, eventually, as a second-story earned him the moniker “the Black Bastard.” Even hardened thugs
man. After years of simply scraping by, Draegyn picked the pocket knew to proceed cautiously in Draegyn’s presence.

80 Scoundrels & Sell-Swords


Draegyn didn’t start actively pursuing his own ambitions until the
events of the Longest Night of 603 AR, in which Alexia Ciannor attacked
Corvis with a horde of undead. Draegyn was in the process of obtaining
information from a competitor of Bodak’s when both were attacked by
thralls, which Draegyn dispatched with considerable effort. In gratitude,
Bodak’s competitor not only gave Draegyn the information he needed
but also said he owed Draegyn a favor. It would be only the first of
many such favors Draegyn would accumulate.

Corvis was later overrun by an invading army of skorne, led by


none other than Vinter Raelthorne IV, the dethroned king of Cygnar.
With their alien presence in Corvis, most of the populace’s efforts
centered on how to avoid attention or get out of the city alive.
During the invasion, Vinter’s agents—the inquisitors—combed the
city in search of any potential threats to Vinter’s conquest.

After Alexia Ciannor’s second undead army, the Legion of Lost


Souls, defeated the skorne and forced Vinter to flee the city,
Draegyn’s business gradually returned to normal. He soon crossed
paths with Lorimer Kex, a disgraced member of Corvis’ Fraternal
Order of Wizardry and a collaborator of the Inquisition, now seeking
the Black Bastard’s help in escaping the city. It was an easy choice to
refuse the renegade arcanist, as the Fraternal Order of Wizardry and
the city watch were both hunting Kex. Draegyn and Bodak made no
attempts to help Kex, leaving him to his own devices.

Draegyn continued working for Bodak while using his connections to


set up his own business within the Undercity, and Bodak supported
Draegyn’s ambitions as long as they didn’t interfere with his own
dealings. Meanwhile, Bodak’s operations grew quickly, requiring his
presence away from Corvis for extended periods of time, and the one
person he could trust to oversee his ongoing work was the Black Bastard.

As the premier information broker in Corvis, Draegyn has expanded


his power and organization tremendously in the past few years.
While a major player in his own right, he still works as Bodak’s
right-hand man. He has consolidated his own power and position and
is considered by many to be Bodak’s peer rather than his subordinate.
Still, Draegyn remembers well the gutters Hamil Bodak pulled him
up from, and he treats the man with a deep and unwavering respect.

Draegyn’s penchant for discovering and exploiting a person’s


weaknesses and vulnerabilities has even reached into the Corvis
legislature and the city watch. Several important families are now
in Draegyn’s employ, allowing him influence over much of the city‘s
infrastructure. The Khadoran occupation of Llael has only increased
opportunities for the Black Bastard, both among Llaelese refugees
and the Cygnaran military. As there is now a major garrison stationed
at Corvis, putting strain on local supplies, Draegyn has set himself
up to provide beleaguered refugees and city officials much-needed
resources. Most have no idea what Draegyn’s assistance will truly cost
them—or how long it will take to repay it. With his leverage in Corvis
larger than ever, the Black Bastard will exploit this however he sees fit.

Scoundrels & Sell-Swords 81


draegyn OUT IN THE WORLD
PCs working in or around Corvis could have dealings with
Draegyn, the Black Bastard, either as paid informants or unwitting
Skills: pawns in one of his schemes. Draegyn is always on the lookout for
Name Stat Rank Stat + Rank talented individuals he can hire or coerce into doing his dirty work.
Bribery SOC 2 * Once Draegyn has his hooks in someone, he rarely lets them go without
Command SOC 2 *
Deception SOC 2 * a fight, and the Black Bastard is not known for fighting fair.
Detection PER 3 7
Gambling PER 2 6 Draegyn may be a bastard, but he does operate with a code.
Pistol POI 2 7 If PCs are working for him and don’t betray him, he treats them well and
Sneak AGL 2 6
Streetwise PER 3 7 rewards them for their hard work and loyalty. Business is not personal,
but betrayals of what little trust he extends can classify a person as an
enemy of his widespread criminal network. Draegyn prefers to work
PHYSIQUE PHY 6 Abilities: through intermediaries and proxies whenever possible—much as he
SPEED SPD 7 Conniver – The character is well- once worked as Bodak’s proxy—but those who remain in his employ
skilled in the arts of deception. are sure to eventually meet the Black Bastard face to face. If PCs cross
STRENGTH STR 5
The character can reroll failed
AGILITY AGL 5 Bribery and Deception-based
him, Draegyn prefers to let a thug or hired cutthroat do his dirty work
social skill rolls. Each roll can be for him, but he will address the problem firsthand if he must.
PROWESS PRW 4
rerolled only once as a result of
POISE POI 5 Conniver. PCs will rarely, if ever, see Draegyn outside of Corvis. He is well
INTELLECT INT 5 Dodger – When this character is protected within the city, and all his needs are met there. Even if
ARCANE ARC — missed by an enemy attack, he the skorne were to return or another nation were to invade the city,
can immediately advance up to 2˝ he would almost certainly remain. That brand of chaos would simply
PERCEPTION PER 4 after the attack is resolved unless create new opportunities for him to exploit.
he was missed while advancing.
repeating pistol He cannot be targeted by free
rat Rng AOE POW Should Draegyn have critical information or resources the PCs
strikes during this movement.
7 10 — 10 need, obtaining it won’t be as simple as paying a sack of coin.
Fast Draw – A character with this
Characters might actually find it easier to work through Hamil
Abilities: Replacing this weapon’s ammo skill gains +2 on initiative rolls.
wheel requires a quick action. He also gains an additional quick Bodak’s organization to reach Draegyn than to approach him directly.
action during his first turn of Through his spies and guttersnipes, Draegyn has eyes everywhere.
holdout pistol combat each encounter that can Once he knows the PCs are talented and possess abilities he can use,
rat Rng AOE POW be used only to draw a weapon. he will go to great lengths to keep them in his sphere of influence,
8 4 — 8 Feat Points – This character
taking over contracts they have established with other groups in the
starts each encounter with 3
Wrist-Spring Holster: The character can draw city, putting pressure on them through corrupt watchmen or smaller
feat points. He is allocated 1 feat
this weapon without spending a quick action.
point at the start of each of his gangs over which he holds sway, or possibly even outright threatening
INITIATIVE INIT 15 turns. He can only have up to 3 them into working for him.
DEFENSE DEF 15 feat points at a time.
(Armored Great Coat -1) Feat: Flawless Timing – The The PCs should be careful when dealing with Draegyn’s part of the
character can spend 1 feat point underworld. While he can provide them with opportunities as an
ARMOR ARM 11 to use this benefit during his turn. employer, he also makes a powerful enemy. The wrong side of the
(Armored Great Coat +5) When he uses Flawless Timing,
Black Bastard is a place few survive for long.
WILLPOWER WILL 11 the character names an enemy.
The next time that enemy directly
hits him with an attack that THE WITCHFIRE OTHERS
encounter, the attack is instead
While Draegyn has a history with Lorimer Kex, he has classified it as
1 2 AGILITY
considered to be a miss.
a minor incident—but one he hasn’t forgotten. He is always aware of
Feat: Quick Thinking – Once per
round, the character can spend business relationships that were fraught with tension, and he would
3 not be caught off guard if the arcanist came looking for payback over
PHYS

1 feat point to make one attack


or quick action at the start of Draegyn’s unwillingness to help him escape the city. Seth Alkot, on the
4 another character’s turn. other hand, is someone Draegyn has found to be a reliable resource,
IQ

ECT

E Gunfighter – The character


U

and he finds the monster hunter to be useful in a handful of different


does not suffer a –4 penalty on
6
LL

ranged attack rolls with pistols or


roles—guide, hunter, and assassin. On the other hand, he knows Alkot
TE

has some shortcomings. Draegyn is aware that Alkot once hunted Kex,
5 I
carbines while engaged.
N

Intellectual – This character and and his failure to bring down the arcanist is what ultimately convinced
allies in this character’s command Draegyn to elevate his opinion of Kex and view Alkot’s skills in a
Command Range: 7 range gain +1 to attack and slightly diminished light.
damage rolls.
Base Size: small Street Shadow – This character (Tim Simpson)
Encounter Points: 20 gains an additional die on Sneak
rolls while in populated urban
Equipment: environments.
Ammo bandolier, armored great coat,
holdout pistol, repeating pistol, wrist-
spring holster

82 Scoundrels & Sell-Swords


Seth Alkot,
Monster Hunter
Grim Shadow, Hoof-Breaker, and Tusk-Taker—just a few of the names
the farrow tribes of northeastern Cygnar have for the man who has hunted
down many of their most vicious warriors and bloodthirsty chieftains.
For Seth Alkot, this isn’t a mission of cold vengeance or mindless rage but
one of bringing justice to a cruel world. Most believe the aged monster
hunter has chosen a life of reckless danger in the face of terrible odds,
but Seth Alkot has managed to survive alone in the wilds for over two
decades despite unforgiving conditions and countless predators.

Seth Alkot has given up all hope of a normal life, vowing to spend
whatever time he may have left on Caen to honor the loved ones he
lost by ensuring no other innocents fall prey to a particular strain of
violence and greed: that of farrow brigands and marauders.

SETH ALKOT: A BRIEF HISTORY


In his youth, Seth Alkot was a scout in the Cygnaran Reconnaissance
Service assigned to the 17th Blue Specters, a team of rangers patrolling
the wilds of Cygnar. He spent time on extended missions that saw
him distinguished on many occasions but also kept him away from
his beloved wife Ilya for months at a time. This changed in 580 AR,
when Ilya gave birth to Seth’s daughter Liara, prompting him to retire
from military service. Soon after, Seth found work with a fledgling
caravan guild traveling between Fort Falk and Corvis. During one
of these trips in 583 AR, the caravan was attacked by farrow raiders
of the Korhoof tribe. Alkot had brought his wife and daughter
along to attend a festival in Corvis, and he fought desperately
against the savage attackers with his entire family at stake.
By the battle’s end, the farrow had slaughtered everyone
except Seth, whom they left for dead. His immeasurable
grief fueling his will, the former ranger dragged
himself back to civilization as a changed man.

Alkot was able to keep the demons at bay only


by hunting the farrow who destroyed his
world. After several weeks of relentless
tracking, Alkot ambushed the Korhoof warband,
though several the tribe’s foremost warriors managed
to escape his carefully planned slaughter.

Alkot vowed to remain in the wild until the Korhoof tribe and all
other bloodthirsty farrow in the region were destroyed. This obsession
led him into countless battles in the Northern Midlunds over the next
two decades, combatting not only farrow tribes but also powerful
beasts and even other intelligent races such as bogrin.

Over time, Seth Alkot’s one-man war against the farrow became
infamous among the savage peoples of the wilds. The Korhoof tribe
had spent years conquering weaker farrow tribes in an attempt to gain
dominance in the region, and Alkot’s persistent attacks undermined
their successes. Finally, as the Korhoof’s influence began to falter, their
chieftain initiated a final bid for glory. Gathering his surviving allies,
the chieftain prepared to march on Corvis through the surrounding
swamps and into the Undercity, where scavenged barrels of blasting
powder would blow a hole to the surface for an attack on the city itself.
Alkot learned of this plan through one of his gobber contacts, and
though he knew the farrow could never take the city, he vowed they
wouldn’t do to any other family what they had done to his.

Scoundrels & Sell-Swords 83


seth alkot
PHYSIQUE PHY 7 Skills:
SPEED SPD 6 Name Stat Rank Stat + Rank
STRENGTH STR 5 Climbing AGL 2 6
Craft (skinner) INT 2 6
AGILITY AGL 4 Craft (leatherworking) INT 2 6
PROWESS PRW 5 Detection PER 2 7
Hand Weapon PRW 3 8
POISE POI 5 Lore (Ex. Zoology) INT 3 7
Rifle POI 3 8
INTELLECT INT 4 Sneak AGL 2 6
ARCANE ARC — Survival PER 3 8
Tracking PER 3 8
PERCEPTION PER 5
Abilities:
scattergun
rat Rng AOE POW Animosity (Farrow) – The character gains +2 on damage rolls against characters of the listed type. The character rolls 1 fewer
die on non-Intimidation social skill rolls made against characters of the listed type.
8 10 — 12
Camouflage – The character gains an additional +2 DEF when benefitting from concealment or cover.
Scope: +3 RNG on turns this character
forfeits movement to aim. Fast Reload – The character gains one extra quick action each turn that can be used only to reload a ranged weapon.
Frangible Rounds: While loaded with Feat Points – This character starts each encounter with 3 feat points. He is allocated 1 feat point at the start of each of his turns.
frangible rounds, this weapon gains He can only have up to 3 feat points at a time.
Critical Brutal Damage. (On a critical hit,
gain an additional die on this weapon’s Hunting Ground (Mountain) – This character gains +2 to Sneak and Tracking skill rolls while in the listed environment.
damage roll against the target directly hit). Pathfinder – The character can move over rough terrain without penalty.

gutting knife Skilled – This character gains an additional attack during his activation phase if he chooses to attack that turn.
MAT POW P+S Survivalist – This character can reroll failed Survival rolls. Each failed roll can be rerolled only once as a result of Survivalist.
8 3 8
Targeteer – When the character hits with a ranged attack, he chooses the branch of the target’s life spiral or the column of the
Abilities: Gain +1 on Craft (skinner) skill rolls target’s damage grid that is hit, if applicable.

INITIATIVE INIT 16 Traceless Path – Though he can move at only half his usual rate of speed while using this ability, either on foot or horseback,
anyone attempting to follow his trail has +3 added to his skill roll target number.
DEFENSE DEF 14
(Armor Great Coat -1) Tough – When this character is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and
is knocked down.
ARMOR ARM 12
(Armor Great Coat +5)
WILLPOWER WILL 11 Alkot gathered a small but powerful fighting force comprised primarily of swamp gobbers, to whom
he promised all scavenged farrow weapons. As the farrow marched through the swamps, they found
themselves set upon by Alkot and his allies. The farrow fell in swaths long before reaching the city.
1 2 AGILITY Once again several members of the Korhoof tribe were able to escape, this time fleeing south to the
mountains. Though wounded, Alkot left his gobber allies behind to follow them into the Dragonspine
3 Peaks where, at long last, Alkot destroyed the final remnants of the tribe. In the aftermath of this
PHYS

battle, Alkot sought shelter in a cave to recover from his wounds, where he came upon a discarded
4 journal, one he eventually gave to a group of mercenaries. This would prove invaluable in finding the
IQ

ECT

E Tomb of Lost Souls and saving Corvis from Vinter Raelthorne’s skorne invasion of 603 AR.
U

6
LL

His family avenged, Seth decided to return to Corvis. Tales of his exploits had spread, and after
TE

5 I his reintroduction to civilization, his skills as a guide and monster hunter were in high demand.
N

Eventually, his reputation began to attract all manner of powerful and at times unseemly clients within
the city. One of these was the notorious pistoleer Draegyn, the Black Bastard. Over the years, Draegyn
Command Range: 4 has used Seth Alkot’s skills in a variety of ways, employing him to lead smugglers in and out of the
Base Size: small city through the surrounding swamplands or to provide information about local wilderness tribes.
Encounter Points: 23 Alkot is known to sell his services to the other side of the law just as frequently, however, such as when
he helped the Fraternal Order of Wizardry track the arcanist and Vinter loyalist Lorimer Kex through
Equipment:
the Corvis Undercity—one of the few times the tracker failed to catch his prey.
Armored great coat, Boar Hunter (repeating
heavy carbine), 30 cased light rounds, 10 While serving as a monster hunter and guide for an expedition out of Corvis University in 606 AR,
cased light frangible rounds, 2d6+10 gc Alkot encountered a farrow warbeast unlike any he had seen previously—one with mechanikal limbs
and other enhancements. He soon learned these warbeasts were employed by a growing army of

84 Scoundrels & Sell-Swords


farrow known as the Thornfall Alliance. With renewed purpose, Alkot
began selling his services as a mercenary to any military organization
LORIMER KEX: A BRIEF HISTORY
Once a member of the Fraternal Order of Wizardry, Lorimer
looking to battle this new threat. He vowed to assassinate the Thornfall
Kex's notoriety rose when he served as a collaborator with
leaders, hoping to destroy their power structure and force the allied
Vinter Raelthorne’s second Inquisition during the early days of
tribes to return to their primal, disorganized ways. Ultimately, he
603 AR. In the weeks leading up to the skorne attack on Corvis,
knows he is unlikely to ever achieve this goal—but Seth Alkot will
Kex handed over many rival arcanists to Vinter’s agents in the city,
continue to put bullets in farrow skulls until he is reunited with his
falsely accusing them of acts of rebellion. Once these arcanists were
wife and daughter in Urcaen.
locked away, he sought them out solely to taunt them, outlining his

OUT IN THE WORLD grand plan to leverage his loyalty and the elimination of powerful
dissenters into a position of authority when Vinter reclaimed the
Seth Alkot is an experienced monster hunter who has dedicated himself throne. His rivals were tortured and many were brutally killed
to eradicating any and all violent and aggressive farrow. Any PCs by Vinter’s inquisitors and the skorne paingivers, much to Kex’s
who ally with farrow, especially members of the Thornfall Alliance, satisfaction.
may find themselves on the wrong end of his carbine, Boar Hunter.
Over the years, Alkot has learned a great deal about the many cultures In the aftermath of the Battle of Corvis, the inquisitors and paingivers
of the wilds, and he often works alongside members of various wild were forced to abandon their strongholds within the city, leaving
races to achieve his goals. their prisoners behind. Among the survivors were several Kex had
betrayed, and because of his megalomaniacal boasting, these newly
Given his background, Seth will treat any PCs with connections to the released arcanists identified him as their accuser. He soon found
Cygnaran military amicably. He will not personally work with farrow himself wanted for treason, hunted not only by the city watch but by a
party members, whom he treats with either quiet disdain or outright special task force recruited by the Fraternal Order of Wizardry.
hostility, but neither will he attack them outright. Any farrow Alkot
interacts with is regarded as a disposable resource to be observed After laying low in the Undercity for several days, Kex sought
closely. At any sign of such a character threatening innocents, out the notorious gangster Draegyn for help. Draegyn was well
Alkot will shoot that character down without hesitation. aware of Kex’s situation, as one of his own informants was a part
of the force the Fraternal Order had formed to capture the arcanist.
THE WITCHFIRE OTHERS Draegyn understood aiding Lorimer would attract too much of the
wrong kind of attention, and he refused the fugitive.
Seth Alkot considers himself a loner—his relationship with Draegyn
is one of mutual benefit, not one of friendship or even shared goals. Kex had little choice but to make a desperate run for the city gates.
Alkot has, in fact, rejected certain jobs Draegyn offered him in the In the dead of night, he crept out of his hiding place in the Undercity.
past because Draegyn wanted some of his own people involved Though the watch identified him as he attempted to flee Corvis,
in the job. Alkot does not feel beholden to the Black Bastard, he used his magic to defeat several guards and escape without
despite Draegyn’s powerful position in the underworld of Corvis. pursuit. He then made his way to Ternon Crag, where the Vinter
Lorimer Kex, however, has earned a grudging respect from the loyalist Asheth Magnus was said to reside.
monster hunter for successfully evading capture. Once the hunt for
Kex was called off, Alkot remained attentive to any rumors he heard When at last Kex met Magnus, the outlaw warcaster refused to help the
about the mad arcanist. While he is no longer interested in capturing arcanist directly. Magnus did, however, profess to know the location
or killing Kex, he would certainly like to understand more about the of a skorne outpost in the Bloodstone Marches where he suggested
rare target who evaded him. Kex might find sanctuary among the remnants of Vinter’s forces—and,
if he played his cards right, where he might even gain an audience
(Josh Colon) with Vinter Raelthorne himself.

Kex made his way into the hostile desert, following the retreating
skorne force. After weeks in the harsh wastes, he was taken in by a
skorne patrol—though as a prisoner, not an ally. He pleaded with

Lorimer Kex, his captors to speak of him to the man they knew as the Conqueror,
a man he thought would spare him, but his protests were ignored.

The Mad Arcanist Instead, the skorne treated him as a font of information they could
exploit as they devised a new plan of attack.
At one time, Lorimer Kex was part of a proud order of arcanists,
Kex found himself subjected to the paingivers’ arts as they tortured him
driven by a desire to rise above them all. Yet his betrayal of that order,
for information regarding Corvis. Through a combination of chemical
combined with his arrogant assumption that his loyalty to a fallen
concoctions and paingiver’s barbs, they nullified his magical ability
king would pave his way to power, led him to become who he is now:
and eventually broke his mind. He became an empty shell, telling his
a madman plagued by a single-minded vision of vengeance at any cost.
captors anything and everything he thought they might want to know.
Kex’s time among the skorne and his fortuitous escape from them has The process took years—every bit of information was squeezed from
brought him full circle, back the western Immoren, and stripped him him until the paingivers at last decided he had provided all he knew
of his loyalty to Vinter Raelthorne. His only loyalty now is to himself. and forced Kex into slavery.

Scoundrels & Sell-Swords 85


While enslaved, Kex’s fantasies of revenge bloomed. He imagined
caving in the skulls of the task masters, slaughtering all who stood in
his way as he returned to Corvis to reap his terrible vengeance against
the arcanists of the Order. Kex’s fantasies soon became plans, and as
his plans became more intricately detailed and insanely
precise, Kex was at last able to find a secret
means of overcoming the magic-nullifying
concoctions forced upon him by the skorne.
He then killed his skorne master with a
blast of his newly returned magic and
fled into the Bloodstone Marches.

Now covered in scars, partially lamed,


and nigh unrecognizable, Lorimer
Kex has returned to Corvis for revenge
against all who have wronged him.

OUT IN THE WORLD


Kex might contact the PCs to enlist their aid if
he becomes aware of their capabilities. He relates a
false version of his flight from Corvis and years of torture
and slavery, blaming his downfall on false accusations made against
him by jealous arcanists of the Order. If the PCs believe his story,
he requests their help in his plans of revenge. Eventually the PCs
should discover the truth of what happened between Kex and the
Order, at which point the arcanist will turn on them. Similarly, if Kex
ever feels the PCs might betray him or are in some way endangering
his plans, he won’t hesitate to betray them.

Kex may begin his interaction with the PCs as a villain. Draegyn might
ask the players to eliminate Kex before the mad arcanist decides to take
vengeance against him. Similarly, Commander Helstrom or agents of
the Order might ask the PCs to investigate a series of murders in which
arcanists were the victims. Investigation into the victims will reveal all
were survivors of the Inquisition. If the Game Master is looking for a
more personal connection to the PCs, an NPC they had previously met
might make an excellent victim of Kex’s vengeance.

Ultimately, Lorimer Kex is interested in one thing only: revenge.


He has a long list of people he wants to kill, but his biggest targets—
those he feels are the cause of his years of torture and slavery—are the
survivors of the Inquisition. He will view the PCs as allies in gaining
his vengeance or as enemies who need to be destroyed before they
jeopardize his schemes.

THE WITCHFIRE OTHERS


Kex’s relationships with Draegyn and Seth Alkot are at best indifferent.
Kex hasn’t forgotten Draegyn’s refusal to help him in Kex’s hour of
need, but he has also learned to pick his battles—he would rather
have Draegyn as an ally than an enemy, giving him a resource in the
shadows of Corvis. But if he senses Draegyn feels threatened by him,
he’ll use that to his advantage, his mind again turning to revenge.
As for Seth Alkot, Kex is aware of his existence and his skills, but
he has no knowledge that Alkot was previously employed by the
Fraternal Order of Wizardry to hunt for Kex himself. So, should Alkot
express any openness to hunting arcanists, skorne, or fallen kings,
Kex would be interested in working with him, unaware that their
paths nearly crossed before under less pleasant circumstances.

(Andy Gill)

86 Scoundrels & Sell-Swords


lorimer kex
PHYSIQUE PHY 6 Skills:
SPEED SPD 6 Name Stat Rank Stat + Rank
STRENGTH STR 5 Cryptography INT 2 6
Deception SOC 2 *
AGILITY AGL 4 Disguise INT 1 5
PROWESS PRW 4 Lore (history) INT 2 6
Research INT 2 6
POISE POI 4 Sneak AGL 2 6
Streetwise PER 1 5
INTELLECT INT 4 Survival PER 1 5
ARCANE ARC 5
PERCEPTION PER 4 Spells:
SPELL NAME COST RNG AOE POW UP OFF
dagger
MAT POW P+S Arcane Bolt 2 12 — 11 No Yes
5 1 6 Magical bolts of energy streak toward the target.
Aura of Protection 2 SELF CTRL — Yes No
INITIATIVE INIT 14
While in the spellcaster’s control area, friendly characters gain +2 ARM.
DEFENSE DEF 12
(Custom Armor -2) Death Field 4 SELF * — No No
ARMOR ARM 12 The spellcaster gains Dark Shroud. While within eighteen feet (3˝) of the spellcaster,
(Custom Armor +6) friendly characters also gain Dark Shroud. (While in the melee range of a character with
WILLPOWER WILL 10 Dark Shroud, enemy characters suffer –2 ARM). Death Field lasts for one turn.
occultation 2 6 — — yes No
This character gains stealth and +3 on his Sneak rolls.
1 2 AGILITY
Zephyr 3 6 — — No No
3 Target character can immediately advance up to 5˝. A character can be affected by Zephyr
PHYS

only once per round.


4
IQ

Abilities:
ECT

E
U

Excruciator – The character does not suffer the effects of crippled aspects.
6
LL
TE

Feat Points – This character starts each encounter with 1 feat point. He is allocated 1 feat point at the start of each of his turns.
5 I
N

He can only have up to 1 feat point at a time.


Great Power – This character can upkeep one spell each turn without spending a focus point or gaining a fatigue point.
Command Range: 4 Iron Will – The character can reroll failed Willpower rolls. Each roll can be rerolled only once as a result of Iron Will.
Base Size: small Shadow Play – This character can spend a feat point to use Shadow Play for one round. While using Shadow Play, this character’s
Encounter Points: 14 spells produce no spell runes.

Equipment: Will Weaver – This character is a will weaver.

Somnolence elixer (5), traveling clothes

Scoundrels & Sell-Swords 87

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