Harpers

The Harpers are an old and influential organization of nobles, spellcasters and spies. They are secretive and most members have almost complete autonomy to operate how they want. Most Harpers work alone or in small groups. They freely share information between members, but rarely do they have coordinated strategies. The purpose of the Harpers has always been to work against evil and tyranny. They believe in an individual’s right to freedom and will often undermine regimes that are despotic or support slavery. While they focus on threats that originate in the world of Faerûn, they will intercede if an extraplanar evil begins to have undue influence upon the world. Harpers are also keen to keep ancient and powerful magic out of the hands of easily corruptible politicians. Harpers are loved by the commonfolk, but often loathed by those in power. They can be seen as spies and manipulative liars who involve themselves where they aren’t wanted. Much of this is true from a certain point of view. Harpers prefer to operate from the shadows, are not against lying to get what they want and often manipulate those in power to achieve their goals. Harper Operatives Nobles. These Harpers were either born into or have inserted themselves into the corridors of power. They are priests, politicians, merchants, military commanders and other influential members of society. You must work hard to keep your identity as a Harper secret, as other nobility, even those that are not of evil bent, can view you as a traitor to your rank. • Classes: Clerics, Fighters, Paladins Spies. You are one of the infamous spies of the Harpers. You are feared by tyrants and evil organizations across the world due to your ability to strike anywhere at any time. • Classes: Bards, Druids, Monks, Rangers, Rogues Spellcasters. You focus on identifying magical artifacts or secrets that might fall into the hands of the easily corruptible. • Classes: Artificers, Sorcerers, Warlocks, Wizards Harper Enemies Baalzebul, Mephistopheles and other infernal lords are always viewed by the Harpers as a threat to Faerûn. This is because of the penchant for archdevils to corrupt those in power. Anyone who were to come into possession of the iron flask that contains Pazuzu would also be considered a great threat. Finally, the Zhentarim have always been a rival of the Harpers. Harper Quests The Harpers are focused on undermining tyrants and evil organizations across all of Faerûn. Random Quests from the Harpers d6 Quest 1 The Black Network. Take out a Zhentarim safe house in a major city 2 Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells 3 Demon Possession. Banish a demon that has possessed the lord of a major city 4 Slavers. Take out the transport ships of a major slave ring operation 5 Assassination. Assassinate an evil noble who threatens to destabilize the Lord’s Alliance 6 Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors Harper Perks Safe Houses. The Harpers have secret members in almost every town and city. Your group knows how to locate these members and can use their houses to maintain a comfortable lifestyle. While the Harpers are famed for helping the poor, they rarely live like them. Fences. Because the Harpers are devoted to tracking down magic items, they have a network with access to a larger variety of magical items than anywhere outside of the Red Wizards of Thay. Each member of your party gains access to certain magic items for a suitable donation. The different costs of acquiring these magic items are described in the table opposite. Items Aquired via Harper Fences Magic Item Required Trade Cost Armor, +1 of your choice Armor, +1 200 gp Bag of holding, bag of tricks, boots of elvenkind, cloak of elvenkind, cloak of protection, robe of useful items, winged boots Uncommon magical bag, boots or cloak 75 gp Eyes of charming, eyes of minute seeing, eyes of the eagle, gloves of missile snaring, gloves of swimming and climbing, gloves of thievery, hat of disguise Any uncommon magical wondrous item 75 gp Wand of magic detection, wand of magic missiles, wand of secrets, wand of the war mage, wand of web Any magical wand 100 gp Weapon, +1 of your choice Weapon, +1 100 gp

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