The Broken Blades
The Broken Blades are a rough and opportunistic band of mercenaries who have recently arrived in Nulb , seeking fortune in a lawless land. Once soldiers fighting for various lords and causes, they are now a band of deserters and war-weary fighters carrying the scars of past conflicts. Their loyalty is fleeting, guided solely by the highest bidder. While not officially affiliated with any major faction, their skills in combat make them valuable assets for anyone willing to pay.
Group Composition
This ragtag group consists of hardened warriors, all seasoned in battles across Wild Coast , Dyvers, Free Lands of , and the Viscounty of Verbobonc. Led by the brutal yet charismatic Kepala, the group operates with a loose hierarchy, though internal strife is common due to their volatile personalities.
""Blood buys coin, coin buys power. That’s all there is."
Motivations & Operations
- Employment-Seeking: The group is looking for work, either as bodyguards, enforcers, or raiders.
- Flexibility in Allegiances: They are not loyal to any faction, though they lean toward criminal networks.
- Rivalries: They frequently clash with the Crimson Reapers, viewing them as too fanatical.
- Potential Hires: Dick Rentsch has considered hiring them for security, while Wat has been courting them for underground jobs.
'"You wanna know why we’re called the Broken Blades? ‘Cause we learned you don’t need a perfect weapon to kill."
Relationships with Other Characters
- Dick Rentsch (Owner of the Waterside Hostel): Rentsch tolerates them but distrusts their volatile nature. They often drink at his tavern but haven’t fully secured his favor.
- Wat (Bartender & Informant): Wat sees potential in them as hired muscle and has been feeding them subtle offers for work outside the law.
- The Crimson Reapers : The Broken Blades actively avoid direct conflict with them but consider their presence a threat to their business.
- Temple of Elemental Evil: While not openly affiliated, the Broken Blades have unknowingly worked for Temple agents in the past.
'"When the fight’s done, I drink. When the drink’s done, I gamble. When the coin’s gone… well, that’s why I keep a dagger."
Who Are the Broken Blades?
The Broken Blades were once soldiers, caravan guards, and mercenaries fighting for different lords across the Wild Coast, Dyvers, and the Viscounty of Verbobonc. But years of betrayals, unpaid wages, and pointless wars turned them into disillusioned killers-for-hire.
Now, they roam Nulb seeking work, gold, and cheap ale, their past allegiances shattered like their namesake.
Why Are They in Nulb?
With its lawless streets, ruthless crime lords, and underworld politics, Nulb is the perfect place for the Broken Blades to sell their swords to the highest bidder.
- Dick Rentsch, the owner of the Waterside Hostel, is considering hiring them for security.
- Wat, the bartender and information broker, has been feeding them underground jobs.
- Temple of Elemental Evil agents have unknowingly employed them before.
- They despise the Crimson Reapers, believing them to be delusional fanatics rather than true mercenaries.
DM Tip: Use the Broken Blades as a neutral faction that can shift loyalties based on gold, threats, or opportunity.
How to Use the Broken Blades in Your TOEE Campaign
1. A Job Gone Wrong
The Broken Blades were hired to rob a merchant in Nulb, but things spiraled out of control. Now the merchant is dead, and the whole town is on edge.
DM Hook: The party stumbles upon the aftermath—do they hunt down the Broken Blades or try to profit from the chaos?
2. Betrayal in the Waterside Hostel
Two factions both hired the Broken Blades to kill each other—now they’re stuck in the middle.
DM Hook: The players must choose a side or convince the mercenaries to turn against their employers.
3. A Mercenary’s Dilemma
Kepala is considering allying with the Temple of Elemental Evil, but some of his men aren’t so sure.
DM Hook: The party can convince them to resist the Temple’s influence—or push them fully into the cult’s service.
Running the Broken Blades in Nulb
How They Fit into Nulb’s Power Struggles
- The Temple of Elemental Evil may recruit them as enforcers.
- Lady Nysera could pay them to keep order or eliminate rivals.
- The Crimson Reapers may try to wipe them out as "false mercenaries."
- The party could hire them for protection—or end up fighting them.
DM Tip: They have no deep connections like the Crimson Reapers—so use them wherever you need a lawless, dangerous wildcard.
Broken Blades vs. Crimson Reapers: What’s the Difference?
Broken Blades
✅ Motivated by gold & survival
✅ Loyalty is fleeting
✅ More “bandits” than warriors
Crimson Reapers
❌ Fanatically devoted to violence
❌ Loyal to their cause
❌ Bloodthirsty killers, not hired swords
Use them as opposing mercenary groups to create intrigue & tension!
Adventure Hooks
- A Job Gone Wrong: The party encounters the Broken Blades mid-mission as they attempt to rob a rich merchant.
- Betrayal in the Hostel: The Broken Blades are hired by one faction to eliminate a rival, and the party gets caught in the chaos.
- A Mercenary’s Dilemma: The Broken Blades are debating whether to ally with the Temple, and the party has a chance to persuade or oppose them.
'"Never trust a man who smiles before a fight. He’s either crazy or planning something worse."

Captain Kepala "The Blood Saint"
(Half-Orc, Fighter 3, CN)
- AC 15, HP 21, Weapons: Longsword (1d8+2), Dagger (1d4)
- Stats: STR 15, DEX 12, CON 14, INT 10, WIS 8, CHA 14
- Personality: Intimidating, pragmatic, battle-hardened; commands with authority but impatient with insubordination.
- Background: Former Dyvers merchant bodyguard, turned mercenary after a failed assassination attempt.
- Motivations: Seeks wealth and influence but has no long-term ambitions beyond survival and profit.
""Loyalty? That’s just another word for a fool’s leash. Gold, now that speaks the truth."
Lane "The Lucky"
(Human, Rogue 2/Fighter 1, CN)
- AC 14, HP 15, Weapons: Shortsword (1d6+2), Crossbow (1d8)
- Stats: STR 12, DEX 16, CON 11, INT 9, WIS 10, CHA 15
- Personality: Smooth talker, gambler, reckless, known for escaping tight situations.
- Background: Former officer in a failed Dyvers rebellion, now a wandering sword-for-hire.
- Motivations: Thrives on danger and coin but lacks discipline for leadership.
Bosch & Meer
(Human Crossbowmen, Fighter 1)
- AC 13, HP 10, Weapons: Crossbows (1d8), Daggers (1d4)
- Personality: Loyal to Kepala, specialists in ranged ambush tactics.
- Background: Former caravan guards turned mercenaries after their employer was killed by the Crimson Reapers.
Haarsman, Tink, Kota & Boothe
(Human Spearmen, Fighter 1)
- AC 14, HP 11, Weapons: Spears (1d6), Hand Axes (1d6), Daggers (1d4)
- Personality: Gruff, violent, and short-tempered, ex-soldiers turned deserters.
- Background: Former soldiers of failed campaigns, now seeking gold and purpose.

""You can call it luck, but I call it knowing when to duck and when to stab."
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