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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