
A small scavenger outfit from Sea Ward. They specialize in stripping abandoned or neglected buildings before anyone notices. They’ve heard the House of Heroes still contains:
- ceremonial silver
- old military donation lockboxes
- relic weapon fittings
They expected an empty building. Instead: adventurers. Their advantage is that they came prepared for resistance from temple wards, city patrols, and rival scavengers.
1. Corvin Bale - Leader
Former caravan outrider. Smart enough to survive by avoiding fair fights. He’s physically capable, but his real strength is battlefield control and command. He does not posture. He assesses. The moment he realizes the party is dangerous, he switches from intimidation to extraction.
Measured, practical, deeply unimpressed by heroics. He talks like every sentence costs money.
“If this turns violent, someone’s walking out poorer. Doesn’t have to be us.”
Stat Profile
Use Veteran, upgraded
AC: 18
HP: 115
Command the Line (Bonus Action 2/short rest): One ally within 30 ft may: move half speed OR make one weapon attack
Brace and Break: When hit by melee attack, reduce damage by 10 and shove attacker 10 ft. (Recharge 5–6) Useful against overconfident martials.
Weapons
Heavy mace + hand crossbow
The mace matters. He fights like someone used to breaking armor.
2. Selise Marr - The Brains
Former apprentice alchemical quartermaster for a mercenary company. Now sells improvised combat mixtures.
Dry, clinical, mildly irritated. Treats combat like inventory management.
“If you bleed on my satchel, I’m charging extra.”
Stat Profile
Use Spy with upgrades
AC: 16
HP: 72
Combat Doses (Bonus action 3/encounter):
* Ironskin: Resistance to nonmagical B/P/S until start next turn
* Redlash: +2d6 damage on next hit
* Ghoststep: Disengage + advantage on next Dex save
Glassfire Flask: Ranged, 20-foot splash, Moderate fire damage, creates lingering burning zone.
Smoke Capsule: 15-foot heavily obscured sphere. Her reset button. Lets the crew reposition.
3–4. The Marrick Twins - “Brick” and “Latch”
Not subtle. Not especially bright. Very good at coordinated violence. Former dock haulers who learned quickly that synchronized aggression solves many problems. They finish each other’s insults.
Confident until challenged. Then furious. One talks constantly. One almost never speaks. That silence makes him more unsettling.
Stat Profile
Use Thug, heavily upgraded
AC: 17
HP: 95 each
Twin Pressure: If both are within 10 ft of same target: advantage on attacks
Breakstep: On hit, target STR save or pushed 10 ft. This lets them disrupt formation and shove PCs into hazards/away from allies.
Mean Recovery (1/day): When reduced below 25 HP: regain 20 HP. Fueled by stimulant injector from Selise. Desperate second wind.
5. Nib - Lookout
Young, in over his head. He’s here because Corvin pays and occasionally keeps him fed. He idolizes competence. The party may absolutely exploit this.
Alert, frightened, eager to prove himself. He is trying so hard to seem professional.
Stat Profile
Use Scout
AC: 15
HP: 38
That makes him relevant without durable nonsense.
Warning Shot: If he acts before the party: one flare-bolt, all allies gain advantage on initiative/order repositioning. Narratively: he’s signaling “trouble.”
Needle Bolts: Crossbow bolts coated with numbing resin. Hit: CON save or speed reduced by 10 ft
How They Fight
This is where the encounter becomes Medium-Hard.
They’re dangerous because they act like practiced raiders.
Opening
Nib spots movement, signals.
Crew immediately spreads.
Corvin says:
“Tools down. Positions.”
No panic.
Round 1
Selise throws smoke.
Twins push forward.
Corvin identifies the softest target.
Nib takes elevated angle.
Round 2
Selise doses a twin.
Corvin uses Command the Line.
The twins focus one PC.
They are trying to overwhelm, not duel.
Once Bloodied
Their discipline starts cracking.
The twins get reckless.
Nib panics.
Corvin becomes more aggressive.
Selise starts yelling at everyone.
The organized raid degrades into street chaos.
That’s the texture you want.
Morale
Important. These are not fanatics.
If someone drops the crew starts disengaging. Corvin may even call:
“Done. Done. Not worth it.”
Why This Works
This group hits the right note because they are:
Capable enough to pressure level 10s
Weak enough to lose decisively
Organized enough to feel intentional
Messy enough to still feel like raiders
They’re exactly the sort of people who’d think raiding a neglected temple was a smart score, right up until the moment actual heroes walk in.