Royal Homeland Constabulary, Flint Branch

The B-Team

Carlao, a human veteran of the Fourth Yerasol War who proudly wears his plate armor even in the city. He was something of a director’s pet, is worried about what he may have done at Saxby's command.

Carlao, RHC Knight
Medium natural humanoid, human
Level 7 Soldier
-
HP 59; Bloodied 29
AC 23, Fortitude 20, Reflex 17, Will 19
Speed 5
Initiative +2
Perception +5
Traits
aura.png Knight’s Aura x.gif Aura 1
Any creature in the aura that makes an attack that does not include you suffers a –2 penalty to attack rolls. See also guardian strike.
Standard Actions
S2.gif Longsword (weapon) x.gif At-Will, Basic
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8+6 damage.
Triggered Actions
Z2a.gif Guardian Strike x.gif At-Will
Trigger: A creature in your knight’s aura makes an attack that does not include you.
Effect (Immediate Reaction): Make a basic attack against the triggering creature. If you miss you still deal 3 damage.
Skills Athletics +12, Diplomacy +8, Endurance +11
Str 19 (+7)
Con 16 (+6)
Dex 12 (+4)
Int 10 (+3)
Wis 15 (+5)
Cha 11 (+3)
Alignment Lawful Good Languages Common, Primordial

Dima, a dwarf priest with an unhealthy fondness for paperwork.

Dima, RHC Cleric
Medium natural humanoid, dwarf
Level 7 Controller
-
HP 59; Bloodied 29
AC 21, Fortitude 19, Reflex 17, Will 19
Speed 5
Initiative +2
Perception +7
Low-light vision
Traits
Stable Footing
Your black beard wags as you shake your head in disapproval.
Reduce the distance you are moved by any push, pull, or slide effect by 1. If knocked prone, you may attempt a saving throw to avoid falling prone.
Standard Actions
S2.gif Warhammer (weapon) x.gif At-Will, Basic
“Creation and destruction are always at war,” you say.
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d10+6 damage.
Z3a.gif Fire of Philosphy (radiant) x.gif At-Will
“And destruction usually wins.”
Attack: Melee 1 (one creature); +10 vs. Reflex
Hit: 2d6+8 radiant damage and one ally you can see may make a saving throw or gain 5 temporary hit points.
Minor Actions
Z1a.gif Word of Healing x.gif Encounter
“But victory is only remembered if culture survives to record it. Ergo, the only victory worthwhile is that of creation.”
Effect: Close Burst 5 (one ally in burst); the target spends a healing surge and regains 24 hit points instead of its normal surge value.
Skills Heal +12, Insight +12, Religion +9
Str 11 (+3)
Con 16 (+6)
Dex 8 (+2)
Int 13 (+4)
Wis 19 (+7)
Cha 10 (+3)
Alignment Good Languages Common, Dwarven, Primordial

Gaethan, a half-elf ranger whose ability to speak with the dead has made him a bit addled and unreliable, having to carry a notebook to remind himself of his daily affairs.

Gaethan, RHC Medium
Medium natural humanoid, half-elf
Level 7 Brute
-
HP 74; Bloodied 37
AC 19, Fortitude 20, Reflex 18, Will 19
Speed 5
Initiative +4
Perception +5
Low-light vision
Standard Actions
S2.gif Shortsword (weapon) x.gif At-Will, Basic
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d6+6 damage.
S3.gif Longbow (weapon) x.gif At-Will, Basic
Attack: Ranged 20/40 (one creature); +12 vs. AC
Hit: 1d8+5 damage.
Aggressive Attack (fire) x.gif At-Will
Effect: You make two basic attacks.
Z2a.gif Unfinished Business x.gif Encounter
With a manipulative whisper, you call up the spirit of a recently slain creature for one last attack.
Effect: Choose a creature killed or destroyed this encounter within three miles of your current location. It must still be at 0 hit points or fewer. You conjure the spirit
of that creature in a space within 10 squares. The creature attacks with one of its at-will attacks as if it were alive. You choose the power it uses and make any
decisions the power requires, such as targeting or forced movement. The creature gains a +2 power bonus to its attack rolls for this attack, and it deals full damage to
insubstantial targets. After the attack, the conjured spirit is removed from play.
Skills Arcana +6, Dungeoneering +10, Insight +10, Nature +10, Streetwise +10
Str 14 (+4)
Con 15 (+5)
Dex 14 (+4)
Int 8 (+1)
Wis 14 (+5)
Cha 14 (+4)
Alignment Lawful Good Languages Common, Primordial

Josiah, a human sniper constantly fiddling with his rifle when he’s not on mission seducing people of interest.

Josiah, RHC Marksman
Medium natural humanoid, human
Level 7 Lurker
-
HP 42; Bloodied 21
AC 19, Fortitude 20, Reflex 18, Will 19
Speed 6
Initiative +4
Perception +15
Low-light vision
Traits
Sniper
The silencer you built is a marvel of modern technology.
When you make a ranged attack from hiding and miss, you are still hiding.
Standard Actions
S2.gif Rifle Butt (weapon) x.gif At-Will, Basic
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d6+2 damage and you push the target 1 square.
S3.gif Rifle (weapon) x.gif At-Will, Basic
Attack: Ranged 25/50 (one creature); +12 vs. AC
Hit: 1d10+10 damage, or 1d10+22 on a critical hit.
Load minor.
Z1a.gif Snipe (weapon) x.gif At-Will
You line up the perfect killing shot.
Effect: Choose a target you can see within 200 squares, but more than 20 squares away. At the start of your next turn, you make the following attack against that target
if you still have line of sight. Until the start of your next turn, you are considered blind except against targets in a direct line from you to the chosen target.
Attack: Ranged 100/200 (one creature); +12 vs. AC
Hit: 1d10+22 damage.
Skills Athletics +9, Intimidate +7, Perception +15, Stealth +12
Str 12 (+4)
Con 10 (+3)
Dex 19 (+7)
Int 14 (+5)
Wis 18 (+7)
Cha 8 (+2)
Alignment Unaligned Languages Common, Elven, Primordial

Kaea, an eladrin evoker widely distrusted by the local fey and druids after she went undercover among the skyseers to expose a vekeshi murderer.

Kaea, RHC Wizard
Medium fey humanoid, eladrin
Level 7 Artillery
-
HP 42; Bloodied 21
AC 19, Fortitude 17, Reflex 19, Will 20
Speed 6
Saves +5 vs. charm
Initiative +5
Perception +2
Low-light vision
Standard Actions
S2.gif Quarterstaff (weapon) x.gif At-Will, Basic
Attack: Melee 1 (one creature); +10 vs. AC
Hit: 1d8+2 damage.
Z3a.gif Traditional Magic Missile (force) x.gif At-Will
Effect: You deal 15 force damage, divided as you choose, among up to three targets within 20 squares.
Z1a.gif Burning Hands (fire) x.gif Encounter
Attack: Close Blast 3 (creatures in burst); +10 vs. Reflex
Hit: 2d6+4 fire damage.
Move Actions
Fey Step x.gif Encounter
You step through the Dreaming and reappear across the room.
Effect: You teleport 5 squares.
Skills Arcana +14, Diplomacy +8, History +12, Stealth +10
Str 12 (+4)
Con 12 (+4)
Dex 15 (+5)
Int 18 (+7)
Wis 8 (+2)
Cha 10 (+3)
Alignment Unaligned Languages Common, Elven, Primordial

Serena, a human tinkerer who often crafts gadgets useful for spying and “wet works,” but is surprisingly cheery, seeing all female constables as her sisters.

Serena, RHC Assassin
Medium natural humanoid, human
Level 7 Skirmisher
-
HP 42; Bloodied 21
AC 19, Fortitude 17, Reflex 19, Will 20
Speed 6
Saves +5 vs. charm
Initiative +5
Perception +2
Low-light vision
Standard Actions
S2.gif Lunging Strike (weapon) x.gif At-Will, Basic
Your foe assumes he’s safe, but then a concealed contraption conjures a rapier out of your sleeve, and the blade digs into your foe’s leg.
Effect: You shift 1 square before the attack, and after the attack can shift back to your original space.
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 2d8+6 damage.
Z2a.gif Garrote (weapon) x.gif At-Will
Attack: Melee 1 (one creature); +10 vs. Reflex
Hit: 2d4+6 damage and you grab the target. While grabbed, the target cannot speak and takes a –2 penalty to attacks against you.
Sustain Standard: You maintain the grab, and the target takes 11 damage.
Minor Actions
Poison x.gif Daily
You slather a few drams of deadly poison upon your weapon.
Effect: Choose a weapon you or an adjacent ally is carrying. The next time this encounter that weapon damages an enemy, the struck target takes 10 poison
damage and is dazed until the end of the attacker’s next turn.
Minor Actions
Assassinate x.gif Encounter
With deadly precision, you strike an opening in your enemy’s guard.
Trigger: You hit with a weapon attack.
Effect (No Action): You deal an additional 2d10 damage to the target.
Skills Acrobatics +12, Arcana +10, Bluff +11, Stealth +12, Thievery +12
Str 14 (+5)
Con 11 (+3)
Dex 19 (+7)
Int 15 (+5)
Wis 8 (+2)
Cha 16 (+6)
Alignment Unaligned Languages Common, Primordial

Flint HQ

Located in Central District, the Flint branch of the RHC has one primary headquarters building, plus three satellite buildings containing libraries, laboratories, and more supplies and offices. The main headquarters has two floors, plus a basement for captured suspects. The jail has only twice reached capacity in the past thirty years.
Most rooms have gas-lit lamps either along the walls of in recesses in the ceiling.

First Floor 1-11, Second Floor 12-17, Basement 18-19

  1. Entrance. At least two guards are on duty at all times.
  2. Lower Hallway.
  3. Western Stairwell.
  4. Eastern Stairwell.
  5. Interrogation Rooms.
  6. Quartermaster Office.
  7. General Supplies. Door locked. Requires a quartermaster to access.
  8. Evidence. Door locked. Requires paperwork to access.
  9. Secretary Pool.
  10. Guard Room. Each room typically has another two guards.
  11. Morgue.
  12. Inspector’s Desks.
  13. Delft’s Office.
  14. Support Offices.
  15. Break Room.
  16. Upper Hallway.
  17. Saxby’s Office.
  18. Holding Cells. At least two guards are on duty at all times.
  19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.
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