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 - |
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HP 59; Bloodied 29 AC 23, Fortitude 20, Reflex 17, Will 19 Speed 5 |
Initiative +2 Perception +5 |
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Traits | |||
Knight’s Aura 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 | |||
Longsword (weapon) At-Will, Basic | |||
Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d8+6 damage. |
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Triggered Actions | |||
Guardian Strike 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. |
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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) |
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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 - |
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HP 59; Bloodied 29 AC 21, Fortitude 19, Reflex 17, Will 19 Speed 5 |
Initiative +2 Perception +7 Low-light vision |
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Traits | |||
Stable Footing Your black beard wags as you shake your head in disapproval. |
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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 | |||
Warhammer (weapon) At-Will, Basic “Creation and destruction are always at war,” you say. |
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Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d10+6 damage. |
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Fire of Philosphy (radiant) At-Will “And destruction usually wins.” |
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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. |
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Minor Actions | |||
Word of Healing Encounter “But victory is only remembered if culture survives to record it. Ergo, the only victory worthwhile is that of creation.” |
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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) |
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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 - |
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HP 74; Bloodied 37 AC 19, Fortitude 20, Reflex 18, Will 19 Speed 5 |
Initiative +4 Perception +5 Low-light vision |
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Standard Actions | |||
Shortsword (weapon) At-Will, Basic | |||
Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d6+6 damage. |
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Longbow (weapon) At-Will, Basic | |||
Attack: Ranged 20/40 (one creature); +12 vs. AC Hit: 1d8+5 damage. |
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Aggressive Attack (fire) At-Will | |||
Effect: You make two basic attacks. | |||
Unfinished Business Encounter With a manipulative whisper, you call up the spirit of a recently slain creature for one last attack. |
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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. |
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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) |
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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 - |
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HP 42; Bloodied 21 AC 19, Fortitude 20, Reflex 18, Will 19 Speed 6 |
Initiative +4 Perception +15 Low-light vision |
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Traits | |||
Sniper The silencer you built is a marvel of modern technology. |
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When you make a ranged attack from hiding and miss, you are still hiding. | |||
Standard Actions | |||
Rifle Butt (weapon) At-Will, Basic | |||
Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d6+2 damage and you push the target 1 square. |
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Rifle (weapon) 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. |
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Snipe (weapon) At-Will You line up the perfect killing shot. |
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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. |
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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) |
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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 - |
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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 |
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Standard Actions | |||
Quarterstaff (weapon) At-Will, Basic | |||
Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d8+2 damage. |
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Traditional Magic Missile (force) At-Will | |||
Effect: You deal 15 force damage, divided as you choose, among up to three targets within 20 squares. | |||
Burning Hands (fire) Encounter | |||
Attack: Close Blast 3 (creatures in burst); +10 vs. Reflex Hit: 2d6+4 fire damage. |
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Move Actions | |||
Fey Step Encounter You step through the Dreaming and reappear across the room. |
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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) |
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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 - |
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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 |
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Standard Actions | |||
Lunging Strike (weapon) 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. |
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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. |
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Garrote (weapon) 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. |
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Minor Actions | |||
Poison Daily You slather a few drams of deadly poison upon your weapon. |
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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. |
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Minor Actions | |||
Assassinate Encounter With deadly precision, you strike an opening in your enemy’s guard. |
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Trigger: You hit with a weapon attack. Effect (No Action): You deal an additional 2d10 damage to the target. |
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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) |
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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
- Entrance. At least two guards are on duty at all times.
- Lower Hallway.
- Western Stairwell.
- Eastern Stairwell.
- Interrogation Rooms.
- Quartermaster Office.
- General Supplies. Door locked. Requires a quartermaster to access.
- Evidence. Door locked. Requires paperwork to access.
- Secretary Pool.
- Guard Room. Each room typically has another two guards.
- Morgue.
- Inspector’s Desks.
- Delft’s Office.
- Support Offices.
- Break Room.
- Upper Hallway.
- Saxby’s Office.
- Holding Cells. At least two guards are on duty at all times.
- 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.