The Silver Hand
Description
The Silver Hand is a thieves' guild which operates across the whole of Concordia. Their aims are to accrue wealth and influence by targeting specific individuals and groups during planned heists. They then use the wealth they leverage to gain favour with various figureheads. In addition, the guild uses information gathers to collect secrets and hidden knowledge, which they then use to influence (through blackmail or otherwise) powerful organisations.Structure
- Authority. Authority over the network of Prowlers and Operatives within the Ringleader's given region.
- Assets. Coin, mundane equipment, transport (horses, carts and ships), and major magic items.
- Connections. Direct connection with all other Ringleaders and the Larcenist.
- Goods. All goods available on the black market, with a 25% discount, and shadowsilk clothing.
- Services. Appraisers, fencers, jailbreakers, safehouses and smugglers.
- Training. Expertise in acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand, stealth and thieves' tools.
- Authority. Authority over a up to five Operatives, decided upon by the region's Ringleader, to aid with the completion of missions.
- Assets. Coin, mundane equipment, transport (horses and carts), and minor magic items.
- Connections. Connection with members from other regions as deemed necessary by the region's Ringleader.
- Goods. All goods available on the black market, with a 10% discount, and shadowsilk clothing.
- Services. Appraisers, fencers, safehouses and smugglers.
- Training. Proficiency in acrobatics, athletics, deception, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand, stealth and thieves' tools.
- Assets. Mundane equipment and transport (horses and carts).
- Goods. All goods available on the black market and shadowsilk clothing.
- Services. Appraisers, fencers and smugglers.
Additional Perks
Headquarters. The guild processes a well-protected headquarters known as Blackvale Keep. Located deep in The Burakrin, this fortress is inaccessible from the outside, with transport to and from it only available through designated teleportation circles. In addition to Blackvale Keep, each of the guild's ringleaders maintain a base of operations within their respective regions, the location of which is kept secret to all outsiders. Capital. The Silver Hand are one of, if not the wealthiest groups in Concordia, with hundreds of thousands of gold at their disposal hidden in vaults across the continent. They also have access to a wide array of magic items, which are kept save by the guilds Ringleaders. Crafted Items. A portion of the guilds resources go towards its own research and development team, which work on producing items and substances which can be used to further its goals. These include magic items crafted by the guilds own enchanters, most notably shadowsilk (a cost-effective magical material used to fashion clothing which make it easier for guild members to conceal themselves), and nonlethal, recreational drugs, which are used to bribe and manipulate individuals the guild targets. More recently, Velkyn has begun researching ways to incorporate drow magic and technology into items which could be used above the surface. Safehouses. Across the continent, the guild additionally has access to many safehouses for its members to use when they need a place to lay low after a mission. These are also controlled by the Ringleaders, with each processing the location of the safehouses in their region, to avoid the loss of all of them should something happen to one of these figures.Culture
History
Military
Silver Hand Operative CR: 1
STR
10 +0
DEX
15 +2
CON
10 +0
INT
12 +1
WIS
14 +2
CHA
16 +3
Shadowsilk. loses
Actions
Multiattack. The operative makes three melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1D6+2 piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1D6+2 piercing damage.
Silver Hand Prowler CR: 5
STR
11 +0
DEX
18 +4
CON
14 +2
INT
12 +1
WIS
14 +2
CHA
16 +3
Evasion. If the prowler is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the prowler instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the prowler isn't incapacitated.
Actions
Multiattack. The prowler makes three Shortsword or Shortbow attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1D6+4 piercing damage plus 1D6 poison damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 1D6+4 piercing damage plus 1D6 poison damage. BONUS ACTIONS Cunning Action. The prowler takes the Dash, Disengage, or Hide action.
Reactions
Uncanny Dodge. The prowler halves the damage that it takes from an attack that hits it. The prowler must be able to see the attacker.
Silver Hand Ringleader CR: 7
STR
12 +1
DEX
20 +5
CON
16 +3
INT
13 +1
WIS
15 +2
CHA
17 +3
Evasion. If the ringleader is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ringleader instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the ringleader isn't incapacitated. Mobile. When the ringleader uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. In addition, when the ringleader makes a melee attack against a creature, the ringleader doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Actions
Multiattack. The ringleader makes three attacks, two with its Rapier and one with its whip. Rapier. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1D8+5 piercing damage plus 1D6 poison damage. Whip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 1D4+5 slashing damage. If the target is a creature, the ringleader can cause one of the following additional effects:
- The target must make a DC 16 Strength saving throw. On a failed save, if the target is Large or smaller, it is knocked prone.
- The target must make a DC 16 Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If the target is a tiny object, the ringleader pulls the object towards them and catch it in a free hand.
Reactions
Riposte. When a creature misses the ringleader with a melee attack, it can use its reaction to make a whip attack against the creature. Uncanny Dodge. The ringleader halves the damage that it takes from an attack that hits it. The ringleader must be able to see the attacker.
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