NPC’s for Battle of Enlath’s Harbor

Assault on Torrelson’s Ford/Enlath’s Harbor NPCs

All these characters grew up in the time of war with Imperial Gwinn against Dunstrandian and Umbakian forces. In the last 3 years, the forces of Dunstrand have been depleted enough for Gwinn to start making landings on the shores nearby. Torrelsons Ford and the delta and shore to the west/southwest of it have been the scene of many a battle, and the bay that Torrelson’s Ford is built around has been their goal lately – the home of what remains of the supply fleet and navy of Dunstrand. The Druids of the Pranin Moorswood to the SW have repulsed the forces of Gwinn a few times, and are extremely dissatisfied with all parties that intrude on their solitude and functions – Gwinn or Dunstrandian. The last three years have toughened all those living in Torrelson’s Ford – especially those in daily activity to keep supplies and the war moving.

Character Weave: Each character starts with 2, better than an Inspiration. https://incarna.net/game-master/rewards/character-weaves/

Each character starts with the Feature: Toughened (4 extra HP and a [minor] Second Wind use for 4hp)

Human
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All have Toughened (as a Feat – representing war for the last several years) + “heightened state” for the battle, granting 4 HP extra
ALIVE
Mike – Dock Teamster (team coordinator); charisma 14, strength 16, intelligence 13 / F2 / HP = 22
armor: leather + improvised [door] shield (0 resilience) AC=14 / weapon: spear (d6/d8 2h)
powers: second wind (7), [minor] Second Wind (4), action surge (+1 action)
DEAD
Gryswald – Riverwatch corporal; constitution 15, dexterity 16, strength 13 / F1 / HP = 18
armor: hide (1 resilience) AC=15 / weapon: javelin (d6), hand ax (d6), dagger (d4), throwing knife x2 (d3)
other: grappling hook w/60′ rope
powers: second wind (6), [minor] Second Wind (4)
ALIVE (left for dead) – Neel
Tess – primary rope-maker for the port of Torrelson’s Ford; dexterity 16, wisdom 14, intelligence 13 / R1 / HP = 14
armor: leather AC=14 / weapon: short bow (d6 x 10 arrows), hand axe (d6), dagger (d4)
other: whaling harpoon (2 rounds to throw – 2d6 + AP) w/ [any length] cord
powers: [minor] Second Wind (4), sneak attack (+2d6), stealth*, perception*
ALIVE
Albert – Fire Brigade; strength 16, wisdom 13, constitution 15 / F1 / HP = 18
armor: studded (1 resilience) AC=12 / weapon: club (d6), hand ax (d6)
other: (ceremonial from firehouse) 2 handed sword (1 on d6 when hit, it breaks)
powers: [minor] Second Wind (4), second wind (6)
DEAD – Alanna
Conlan – Crestwold marine; strength 18, constitution 15 / F2 / HP = 26
armor: hide + med. heavy shield (2 resilience) AC=14 / weapon: long sword (d8), spear (d6/d8 2h)
other: javelin x2 (d6)
powers: [minor] Second Wind (4), second wind (7), action surge (+1 action)
DEAD – Corey
Christopher – Green Church acolyte; wisdom 16, constitution 14, dexterity 13 / C1 / HP = 16
armor: hide + med shield (1 resilience) AC=16 / weapon: mace (d6)
Other:
powers: [minor] Second Wind (4), Observant – You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Spells: [Nature Domain]

Christopher is actually a plant from the Druids of Pranin Morrswood. This means he won’t necessarily work to get other PCs killed, but letting the docks and warehouses in the port burn is definitely ok. To this end, the character might volunteer to help with fires, and “fail” intelligence checks and ideas will be poorly implemented. He wants to see civilization fall. Any chance to see the docs and/or area around the port burn, he must make a Sanity check or do everything he can to contribute to the effect.

Halfling
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DEAD – Rocky
Skvetchy – one of “The Modest Mice” – a group of halfling dock workers that can get in small places and help service ships in the harbor. dexterity 17, wisdom 13, constitution 13 / R1 / HP = 15
armor: leather AC= 14 / weapon: shortsword, dagger
Other:
powers: [minor] Second Wind (4), Alert (+5 initiative);

Skvetchy is actually a spoiler. He is working ultimately for smugglers and they have been paid by Gwinnish forces to interfere. Things like “fumbling” on dice rolls and “accidentally” hitting comrades, bad maneuvering, tripping (failing dex checks and bumping into others) should be used, but sparingly.