Sunday, February 5, 2012

From the Kill Pile, The Red Brotherhood part 2 of 3

And this time the stats for the Red Brotherhood.  These were relatively early into my experience with 4E so they're a bit odd, particularly Batia Kaan and Portia Otten.  I think I got too carried away with the themes for those characters and let them turn out weird mechanically (Batia too powerful, Portia too weak).


Mercenary turned vampire crime lord, Orseus Qrang has gone far in his unnaturally long life.  Still a thug at heart, Orseus has benefited from his centuries of experience, but he still uses force and intimidation as often as possible.  The main thing he has learned over the decades is that force and intimidation work better the more you know about your target. Now Orseus goes into every situation looking to learn as much about it as possible before the first move is made.  Once the fight is joined, Orseus fights tooth and nail to win, having no qualms about fighting dirty or hurting innocents.

Orseus has little interest in material goods or wealth, only valuing power and freewill.  Orseus values both power over others and personal strength, such as the growing power he has received from his undead transformation.  His quest to consume the blood of the descendants of the Bone Cabal has been his main goal for centuries, and he is willing to make any sacrifice short of his own life and  freedom to reach that goal.  Money, land, and followers mean nothing to him compared to his quest for power.  More than anything else in the world Orseus hates not being in control of his destiny, as was the case in his service of Rothjur the Foul and Lord Vostrag.  He puts a high value on being able to set his own course in life and receiving orders from others is a sure way to raise his ire.  Among his own lieutenants, he is sensitive to any comment that seems like an order and has killed more than one follower for pushing him too hard. 

Since his discovery of the secret of the Bone Cabal, Orseus has grown in power, but why or how he is not completely sure.  Orseus seeks the blood of the Bone Cabal to increase his strength, but is beginning to think this drive may not be simply his desire for power.  Orseus is starting to believe that the Carrion Lords are getting some sort of hold on him, applying  subtle pressure on him to attain the rest of the power of the Bone Cabal.  The appearance of Blight has only reinforced this idea.  Soon Orseus may be forced into a position where his two main drives, lust for power and a desire to remain free, come into direct confrontation. 

With the increasing size of the Red Brotherhood Orseus spends most of his time seeing to the needs of his people, not out of any sense of loyalty but to ensure they remain useful tools to him.  Orseus prefers to operate through his people, only taking a personal role in events when one of the descendants of the Bone Cabal is likely to be captured.  Because of this, it is easy to encounter the Red  Brotherhood without meeting Orseus directly. 

While Orseus is power hungry and will do almost anything in pursuit of his goal, he is not needlessly or capriciously cruel.  He never goes out of his way to cause suffering unless he thinks it will help him accomplish his goals or increase his reputation, and usually refrains from needless violence to avoid attracting attention to his operations.  While violence is one of his favored tools, he is willing to talk and can on occasion be bargained with.  As long as he is respected and any deals struck are adhered to, he can be counted on to keep his side of any bargain. 

Orseus Qrang, Vampire Warlord                   Level 10 Elite Soldier
Medium natural animate (undead)                  XP 1,000
Initiative +10              Senses Perception +8; darkvision
HP 212                        Bloodied 106
Regeneration 5 (regeneration does not function while Orseus is exposed to direct sunlight)
AC 28; Fort 24, Ref 22, Will 22
Immune disease, poison; Resist necrotic 10; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1
[Melee Basic] +2 Lifedrinker Longsword (standard; at-will) * Weapon
+17 vs. AC; 2d8+5 damage. If the target is reduced to 0 hit points Orseus gains 5 temporary hit points. 
[Melee] Curtain of Steel (standard; at-will) * Weapon
+17 vs. AC; 2d8+5 damage, and the target is marked until the end of its next turn. If the target is reduced to 0 hit points Orseus gains 5 temporary hit points.  
[Melee] Blood Siphon (standard; encounter, recharge when an Orseus bloodies an target) * Necrotic, Healing
+17 vs. AC; 3d8+4 damage and make a secondary attack against the target.
            Secondary Attack: +15 Fortitude; 2d8+8 necrotic damage and Orseus regains 62 hit points. 
[Ranged]Mists of the Carrion Lords (standard; encounter) * Necrotic
Close burst 3; +13 vs. Fortitude; 2d6+4 necrotic damage and  ongoing 10 necrotic damage (save ends).
[Ranged]Imperious Gaze (minor; recharge 6)
Ranged 5; +15 vs. Will; the target is dazed (save ends). Aftereffect: the target is slowed (save ends). 
Unfettered (immediate reaction when Orseus is dazed, dominated, marked or stunned; recharge 5 6)
Orseus removes all marks and can make a saving throw against any ongoing dominate, dazed, or stun effects. 
Amulet of Scorn (immediate reaction, when Orseus is bloodied; encounter) * Healing, Necrotic
+9 vs. Will; the creature that bloodied Orseus loses a healing surge and Orseus gains 62 hit points. 
Alignment Evil           Languages Common
Skills Intimidate +14, Stealth +13, Nature +13
Str  21 (+10)   Dex 16 (+8)    Wis 16 (+8)
Con  18 (+9)   Int 12 (+6)      Cha 18 (+9)
Equipment chainmail, traveling clothes, amulet of scorn, heavy shield, +2 lifedrinker longsword, amulet of scorn

Orseus Tactics
In combat, Orseus tries to engage the most powerful combatant on the field in single combat, only moving against any carriers of the blood of the Bone Cabal after all threats have been neutralized.  Orseus attempts to engage the most powerful opponent he can find, using his imperious gaze to keep the target off-balance while attacking with curtain of steel.  If Orseus becomes bloodied, he uses blood siphon and switches to an easier target if he needs to recharge that power.  Orseus uses blood siphon on his own allies if it is the only way he can win a fight.  Orseus only uses mists of the Carrion Lords when Blight and Gunther are the only allies in range.  He uses unfettered as soon as a mark gets in his way or he becomes stunned, dazed, or dominated. 

Blight, Servant of Orseus

The undead wolf-creature known as Blight joined the Red Brotherhood six months ago after Orseus drank the blood of Arjin Flamewright, an obscure bastard of the Flamewright family.  Blight walked into the Brotherhood camp shortly after the death of Arjin Flamewright and laid down at Orseus' feet like an obedient hound.  Blight has been at Orseus' side ever since, carrying out its master’s every command, though sometimes with a extra dash of needless cruelty.  On the surface, Blight looks like the perfect minion for Orseus: loyal, strong, and deadly.  Unfortunately, even though Orseus has begun to suspect Blight is more than he appears, no one has any idea of the creature's true intentions.

Blight is the embodiment of the will of the Carrion Lords.  These decaying primordials finally had enough influence in the mortal world to create a minion apart from Orseus. Once he consumed Arjin Flamewright's tainted blood,  the Carrion Lords created Blight to serve as a guide for Orseus.  Blight is primarily tasked with guarding Orseus and carrying out his will, but his secret goal to hone Orseus into a proper agent of the Carrion Lords.  The Carrion Lords have grandiose plans for Orseus, including reforming the Bone Cabal.However, first, all Orseus’ remaining humanity must be excised: his lust for freedom, his willingness to honor agreements, and his comfort with the living.  Slowly, Blight is working to turn Orseus into a completely inhuman killing machine in the service of the Carrion Lords. 

Blight twists all the orders he receives from Orseus to his own ends; killing unless specifically ordered not to, encouraging disagreements among the Brotherhood, and pushing Orseus ever forward and under the sway of the Carrion Lords.  While he never disobeys Orseus, Blight shows far more initiative and forethought than most undead.  None of the living members of the Brotherhood trust Blight a and more than a few have looked to arrange unfortunate “accidents” to get rid of the undead beast. Those who tried to slay Blight were all eliminated in one way or another, but never in such fashion to draw blame back to Orseus’ faithful hound. 

In combat, Blight watches Orseus, striking from the shadows against any who would attack his undead master.  Blight keeps moving throughout the fight to make use of shroud of the dead and prefers to use hit-and-run tactics to gain combat advantage against his enemies.  When he can assist in flanking or keep Orseus from being flanked, Blight uses call of the master to aid Orseus and immediately goes to Orseus if he is bloodied. 

Blight, the Undead Wolf                                 Level 8 Lurker
Medium natural animate (undead)                  XP 350
Initiative +13; Senses Perception +11; darkvision
HP 72; Bloodied 36
AC 22; Fortitude 20, Reflexes 22, Will 18
Immune disease, poison; Resist necrotic 10  ; Vulnerable 5 radiant
Spd 8
[Melee Basic] Bite (standard; at-will)
+13 vs. AC; 1d6+8 damage, or 2d6+8 damage against prone targets.
[Melee] Maul of the Grave (standard; encounter)
+13 vs. AC; 2d6+8 damage and make a secondary attack.
Secondary Attack: +11 vs. Fortitude; 2d6+6 necrotic damage. 
Call of the Master (standard; recharge when Orseus is bloodied) * Teleport
Blight teleports to a square adjacent to Orseus and may make a basic melee attack against one target. 
Shroud of the Dead
Blight gains concealment when he moves at least four squares during his turn.  While he has concealment he gains combat advantage against adjacent enemies. 
Combat Advantage
Blight deals an extra 2d6 damage against targets he has combat advantage against. 
Alignment Evil                       Languages
Skills Insight +11, Intimidate +7, Perception +11, Stealth +14, Nature +11
Str 18 (+8)      Dex 20 (+9)     Wis 14 (+6)
Con 18 (+8)    Int 14 (+6)      Cha 6 (+2)

Blight Tactics
In combat, Blight watches Orseus, striking from the shadows against any who would attack his undead master.  Blight keeps moving throughout the fight to make use of shroud of the dead and prefers to use hit-and-run tactics to gain combat advantage against his enemies.  When he can assist in flanking or keep Orseus from being flanked, Blight uses call of the master to aid Orseus and immediately goes to Orseus if he is bloodied. 

Batia Kaan, the Right Hand Woman

Having spent most of her life among criminals and bandits, Batia Kaan is finally getting tired of the outlaw's life.  Batia grew up as a street urchin in the massive metropolis of Irondowns, earning her keep as a pickpocket and lookout until she was old enough to hold a dagger.  Then, she began working as a thug, using her small size and sex to encourage others to underestimate her.  Many made that mistake and paid a severe price.  By the time she was twenty, Batia Kaan, or Batia the Blade as some called her, was one of the most respected bladesmen in the city.  By age thirty, Batia was running her own gang, the Blade Dancers, and had successfully carved a third of the city into her own criminal empire.  Unfortunately, the Blade Dancers did not last long in the face of an alliance against them formed by the other criminals in the city, fearful that the Blade Dancers would eventually force them all out.  Batia was about to be run out of the city when Orseus found her and offered her and her surviving men a place in the Red Brotherhood.  Having no other option, Batia Kaan accepted, and her men now form the core of the current Red Brotherhood. 

Over the next five years, she worked her way up to being Orseus' second in command, leading the group in his absence.  Batia has put up with what she sees as Orseus' stupid obsession with certain noble families, which she assumes is revenge driven, but is growing increasingly tired of Orseus' methods.  Batia would prefer a more wealth-driven criminal enterprise, and as she is getting into her middle years, she is beginning to think about retirement.  So far, Batia has kept her thoughts to herself except for the occasional suggestion of hitting wealthy targets of opportunity, but she is biding her time.  Batia is aware that a mutiny is unlikely to succeed against Orseus, if for no other reason that Orseus and Blight alone could kill a good part of the Brotherhood, so she does not plan to openly fight Orseus for control of the group.  Instead, she hopes to betray the whole group to the law, to one of the noble houses they have attacked, or those who hunt vampires in exchange for clemency and enough of a warning to make off with a sizeable chunk of the Brotherhood's wealth before any attack is made.  Batia knows her days are numbered if she stays in the Red Brotherhood, so she dearly wants to get out while she can.  She has concealed this from Orseus, but Old Tessers has begun to suspect her intentions. 

Despite Batia's doubts and plans for betrayal, she is nigh indispensible in the day-to-day operation of the Red Brotherhood.  She has the best leadership skills of anyone in the group and has far more experience running a criminal enterprise than Orseus.  Her network of fences and contacts has helped the band locate their targets and increase their profits, all the while earning her a fearsome reputation within criminal circles. 

Batia Kaan is a professional through and through, having little personal attachment to anyone or anything.  Revenge is the only emotional reaction she commonly allows herself to suffer; any who cross her are likely to end up dead, and she still holds a grudge against those who forced her out of Irondowns all those years ago.  She puts on a show of caring for her men and their wellbeing, but that is only to keep morale up.  She is interested only in getting what's hers; though, she recognizes keeping her allies alive and on her side is a good way to accomplish this.  Once people have outlived their usefulness, however, she gives them precious little thought.  Batia has cultivated a personality of being a whip-smart wisecracker, always ready with a quip or insult, often playing that role in contrast to Orseus' cold nature. 

Batia Kaan                                         Level 9 Skirmisher (Leader)
Medium natural humanoid                  XP 400
Initiative +11; Senses Perception +11;
HP 94; Bloodied 47
AC 23; Fortitude 19, Reflexes 23, Will 21
Spd 6
[Melee Basic] +2 duelist's rapier (standard; at-will) * Weapon
+14 vs. AC; 1d6+4 damage.
[Ranged] Thrown Dagger (standard; at-will) * Weapon
Ranged 5; +14 vs. AC; 1d4+8 damage
[Ranged] Feint (minor; recharges when Batia hits a target with a melee attack) * Weapon
+12 vs. Will; target grants Batia and her adjacent allies combat advantage until the end of her next turn.
Distraction in Numbers (minor; at-will)
Batia may shift one square when she has an adjacent ally.
Rally the Brotherhood (minor; recharge when she is bloodied)
All non-minion allies gain 4 temporary hit points. 
Duelist's Rapier (minor; daily)
Batia has combat advantage against the next creature she attacks with her rapier. 
Combat Advantage
Batia deals an additional 1d6 against targets she has combat advantage against.
Alignment Unaligned Languages
Skills  Bluff +13, Insight +11, Intimidate +13, Perception +11, Thievery +14
Str 14 (+6)      Dex 20 (+9)     Wis 14 (+6)
Con 14 (+6)    Int  16 (+7)     Cha 18 (+8)
Equipment: hide armor, throwing daggers, +2 deulist's rapier

Batia Kaan Tactics
In combat, Batia tries to stay with her allies, working to use them as shields while she moves to strike leaders and particularly troublesome combatants.  She usually attacks magicians first, knowing they can devastate her troops in short order.  Batia tries to keep some of her allies adjacent to her, so she can use distraction in numbers. Once Batia engages a target, she uses her rapier and feint together to keep the target under constant attack. 

Old Tessers, the Fence

Aside from Orseus, Old Tessers has been with the Red Brotherhood longer than anyone.  He claims to be over a hundred years old but never admits to his exact age. Betting on his age has become a common pastime among the Red Brotherhood, with the current payout on a correct guess sitting at 500 gp.  Old Tessers uses different stories to explaining his longevity, usually blaming it on alchemical elixirs consumed during an earlier career as an adventurer or a magical fountain he found long ago.  More than any such mystical influence, his cunning and intelligence have kept him alive through his long and sordid criminal career.  Old Tessers comes across to most as a slimy old man, always looking for the angle and how he can benefit in every situation. 

In his many years in crime, Old Tessers has been a burglar, a mastermind, a thug, a counterfeiter, and a fence; the last is the role he fills currently for the Red Brotherhood.  With his advanced age, Old Tessers has moved toward the more cerebral aspects of crime and now handles all the financial matters for the Red Brotherhood.  He is not above fighting when pressed but prefers to do so at range, using an array of alchemical elixirs he has collected over his many years.  Old Tessers only leaves the main camp of the Red Brotherhood when selling goods to outsiders, which is always done away from the main camp to avoid outsiders learning of its location.  Old Tessers never goes anywhere without an escort of several bandits and is often accompanied by Gunther when outside the camp. 

Old Tessers has been working with the Red Brotherhood for more than two decades and has learned more of the group's secrets than anyone apart from Orseus.  He knows what Orseus is really after and what happens to those who try to leave the group, but remains loyal because he believes that eventually Orseus will give him what he truly wants: immortality.  Old Tessers assumes that at some point in Orseus’ consumption of the blood of the Bone Cabal he will gain the ability to create new vampires and Old Tessers hopes to be the first in line.  Because of this, Old Tessers is one of the most loyal members of the Red Brotherhood and has informed on more than one traitor in the group in the hopes of currying Orseus' favor. 

Old Tessers                                                     Level 6 Artillery
Medium natural humanoid                              XP 250
Initiative +4; Senses Perception +12
HP 52; Bloodied 26
AC 18; Fortitude 17, Reflexes 17, Will 20
Spd 6
[Melee Basic] Short sword (standard; at-will) * Weapon
+13 vs. AC; 1d6+4 damage.
[Area] Firebomb (standard; at-will) * Fire
Area burst 1 within 10; +11 vs. Reflex; 1d6+5 fire damage. 
[Ranged] Venom on the Wind (standard; encounter) * Weapon, Poison
Ranged 5; +13 vs. AC; 1d4+4 damage and make a secondary attack.
Secondary Attack: +11 vs. Fortitude; ongoing 5 poison damage (save ends).          
[Area] Old Tesser's Special (standard; encounter) * Fire
Area burst 1 within 10; +11 vs. Reflex; 2d8+5 fire damage. 
Alignment Unaligned Languages Common, Dwarven, Elven
Skills Arcana +14, Bluff +13, Insight +12, Perception +12, Thievery +9
Str 10 (+3)      Dex 12 (+4)     Wis 16 (+6)
Con 10 (+3)    Int 19 (+8)      Cha 18 (+7)
Equipment: Daggers, firebombs, leather armor

Old Tessers Tactics
Old Tessers avoids melee combat as much as possible, knowing he is far too old for such things.  Instead, he works to keep his distance while pelting his enemies with firebombs.  Targets that close on him are attcked with venom on the wind, while particularly stubborn clumps of enemies are targeted with Old Tessers’ special

Portia Otten, the Spy

Orseus long ago accepted that to reach his goal he needed agents that could operate within the teeming masses of humanity without raising suspicion.  He has used these agents both to find the descendants of the Bone Cabal and to find suitable targets for the Red Brotherhood to rob.  These agents have a longer life expectancy than the thugs in Orseus' employ, but not by much.  Most are discovered while engaged in subterfuge, and once their true allegiance is discovered, many were executed in short order.  Orseus tries to depict the role of the spy as being more glamorous and pampered than most in the Red Brotherhood, but warns that it also involves spending time among those who would kill you if they knew your true goals.

Portia Otten is the latest to take up the role of the spy.  A conwoman of no small skill before joining the Red Brotherhood, she was captured by the group while running a con by pretending to be Baroness Marela Narika, one of the descendants of the Bone Cabal.  Luckily for Portia, she was able to convince Orseus of her real identity before he killed her.  The depth of the deception she had created, and the fact the Brotherhood's previous spy had been killed while gathering information on the fake Baroness Narika, moved Orseus to offer her the spy position within the Brotherhood.  Having nowhere else to go and a number of bounty hunters on her trail, Portia accepted, thinking that a bandit gang is a good place to lie low and wait for the law to give up hunting her. 

Ever since taking up the role of spy, Portia has been instrumental in Red Brotherhood operations.  She travels ahead of the group when it is on the move, investigating settlements and roads to get the lay of the land and spread the fearsome reputation of the Red Brotherhood ahead of their arrival.  She usually does this under the guise of an adventurer or bounty hunter looking for work so she can find out who is hiring muscle, major criminal groups, and so on.  Once the Red Brotherhood catches up to her, she spends her time in the taverns, merchant houses, and the social hubs of the region, gathering information on when caravans are leaving, their defenses, and what nobles in the region are doing.  Portia is very skilled at playing any role, from a ruffian raised in the sewers to a noble-born lady, and has a wardrobe that runs the gamut.  Even among the Red Brotherhood, few know much about her or what her real personality is, with most assuming she is always running a confidence scam of some sort.  Obviously, she is not well trusted in the Red Brotherhood.

Portia's efforts are helped by the fact she is stunningly beautiful, possessed of striking red hair and statuesque form.  She has used this to Orseus' advantage on many occasions, going so far as to have affairs with descendants of the Bone Cabal so they can be easily led to secluded locations and murdered.  Portia has used similar tactics to get close to those Orseus suspects of disloyalty. 

If Portia gets into a fight, she has done something wrong.  She tries to get away from fights as quickly as possible and is more than willing to sacrifice others to secure her escape.  She tries to use fast-talk to keep herself from being attacked, resorting to scream and run if she is actually attacked.  If she has a significant number of allies, Portia will use fast-talk to confuse her enemies while peppering them with thrown daggers. 

Portia Otten                                                    Level 8 Lurker
Medium natural humanoid                              XP 350
Initiative +11; Senses Perception +13
HP 70; Bloodied 35
AC 22; Fortitude 19, Reflexes 20, Will 21
Spd 6
[Melee Basic] Dagger (standard; at-will) * Weapon
+13 vs. AC; 1d4+6 damage.
[Ranged] Thrown Dagger (standard; at-will) * Weapon
+13 vs. AC; 1d4+6 damage
[Ranged] Fast-Talk (standard; at-will)
Ranged 3; +11 vs. Will; target is stunned until the end of Portia's next turn.  This effect ends if the target takes damage. 
[Immediate Interrupt]Scream and Run (free action when Portia takes damage; recharge 5 6)
Portia shifts 3 squares but is considered stunned until the end of her next turn. 
Combat Advantage  
Portia dazes any targets she hits that she has combat advantage against until the end of her next turn. 
Alignment Unaligned Languages Common, Dwarven, Elven, Draconic, Giant
Skills Bluff +14, Diplomacy +14, Insight +13, Streetwise +14
Str 14 (+6)                 Dex 17 (+7)     Wis 18 (+8)
Con 16 (+7)                Int 16 (+7)      Cha 20 (+9)
Equipment: Daggers, leather armor

Portia Otten Tactics
If Portia gets into a fight, she has done something wrong.  She tries to get away from fights as quickly as possible and is more than willing to sacrifice others to secure her escape.  She tries to use fast-talk to keep herself from being attacked, resorting to scream and run if she is actually attacked.  If she has a significant number of allies, Portia will use fast-talk to confuse her enemies while peppering them with thrown daggers. 

Alia Tyy, the Wizard

One of the more recent recruits to the Red Brotherhood, Alia Tyy is a wizard who was forced from the Astar Arcane Academy, where she had spent most her life, when she was discovered to have more than a theoretical interest in necromancy.  Alia had uncovered many of the journals of Rothjur the Foul in the dark recesses of the school's library and was working to recreate his work when she was discovered.  She managed to escape capture and set out into the world to find artifacts that remained from Rothjur's abbreviated reign. 

Using scrying magic, she eventually found the amulet of scorn in the possession of Orseus, one of the few material reminders of his past undead servitude.  Alia had expected to find such items in tombs or dungeons and was most surprised when she stumbled into the camp of the Red Brotherhood shortly after it had suffered one of its few defeats at the hand of a local lord's household guard.  Orseus quickly set to questioning Alia, and once he learned her goal, recruited her into the Brotherhood to provide some much-needed magical firepower in exchange for his knowledge of Rothjur the Foul.  While Orseus knows little aside from the location of Rothjur's various haunts, he has convinced Alia that he knows much of Rothjur's magical lore in order to better secure her loyalty.  So far, Alia has remained loyal despite receiving little information for her efforts, but her patience grows short as Orseus continually puts off giving her information in favor of his own goals. 

Alia sees the Brotherhood as a temporary unpleasantness that must be endured for her to reach her real goal of mastery of the necromantic arts.  She does not socialize with anyone but Jannio, considering the rest beneath her.  Alia is interested in and spends time with Gunther, but this is only scholarly interest to find out more about his quasi-undead state.  For the most part, the other members of the Red Brotherhood are fine with Alia avoiding them, finding her more than a bit creepy.  Alia spends most of her time reading books on necromancy and history that the Brotherhood steals or she purchases with her share of the spoils.  She is little interested in the alcohol and cheap entertainments the others in the group partake in. 

A young woman with dark hair and pale features, Alia is slowly losing her soft scholar's body for the lean strength of a woodsman.  She still wears the robes of her school, but they are faded, badly patched, and stained in a variety of earthen colors.  She is almost always in the camp of the Red Brotherhood, having no interest in patrols or small scale operations. In addition, she remains within the camp to provide some extra magical firepower if the camp is ever discovered.  Alia only takes the field during major operations.

Alia Tyy                                                           Level 9 Controller
Medium natural humanoid                              XP 400
Initiative +7; Senses Perception +7,
HP 94; Bloodied 47
AC 23; Fortitude 20, Reflexes 22, Will 21
Spd 6
[Melee Basic] Staff (standard; at-will) * Weapon
+14 vs. AC; 1d6+5 damage.
[Ranged] Carrion Wrath (standard; at-will) * Necrotic
Ranged 20; +13 vs. Fortitude; 2d4+5 necrotic damage. 
[Area] Storm of the Graveborn (standard; encounter) * Necrotic
Area burst 3 within 10; +13 vs. Fortitude; 2d6+5 necrotic damage and the target is weakened (save ends).
Gravedancer's Escape (immediate interrupt when attacked; encounter) * Necrotic, Teleport
When attacked the attacker takes 2d6+5 necrotic damage and Alia may teleport 6 squares. 
Alignment Unaligned Languages Common, Draconic, Goblin, Abyssal
Skills: Arcana +14, History +14, Dungeoneering +14
Str 12 (+5)      Dex 16 (+7)     Wis 17 (+7)
Con 14 (+6)    Int 20 (+9)      Cha 12 (+5)
Equipment: +2 magic staff. wand

Alia Tyy Tactics
In combat, Alia prefers to stay back from the fight, often using storm of the graveborn as her opening salvo before her allies get too close to the enemy.  Once the fight has devolved into a melee, she uses carrion wrath to pick off obvious leaders or healers.  She uses gravedancer's escape to get away from attackers who do manage to close with her. 

Gunther, the Muscle

Gunther is the third longest surviving member of the Red Brotherhood behind Orseus and Old Tessers.  He had been Orseus' right-hand man for many years before Batia Kaan, but met an untimely end while the Red Brotherhood ambushed Lord Staghorn, a descendant of the Bone Cabal, and his hunting party.  Gunther was slain by Lord Staghorn, his chest cleaved open, but in the aftermath of the battle, the necromantic power that Orseus absorbed somehow raised Gunther to walk again.  Gunther was not alive but also was not completely undead, leaving his mind a confused mess of its former self.  Orseus immediately set about retraining Gunther to be muscle for the Red Brotherhood, seeing little difference in the life or death of his followers.  This event was the first time Orseus' power would act without his explicit wish, but it would not be the last. 

Since his return, Gunther has become a simpleton, capable of only monosyllabic conversation and able to follow only basic instructions.  He is extremely resilient and a powerful combatant, so Orseus primarily uses him for heavy labor and straight-up fights.  When not engaged in a task, Gunther sits alone in Orseus' tent, doing nothing.  He has no interest in interacting with others, and most members of the Brotherhood avoid him save Alia, who sees him as a magical experiment to poke and prod.  More than anything, Gunther just wants to be left alone and allowed to die in peace, but he is compelled to follow Orseus' orders and Orseus sees Gunther as being far too useful to let go. 

Unlike Blight, Gunther is not an agent of the Carrion Lords and instead is the product of random uncontrolled necrotic energy spilling out of Orseus.  Thus, the Carrion Lords have no direct control over Gunther, though Orseus does.  Gunther does not trust Blight, and Blight considers Gunther to be something of a threat.  The two have not come to blows yet, but will do so if given any excuse.    

Gunther                                                                      Level 7 Brute
Medium natural humanoid (undead)                          XP 300
Initiative +5; Senses Perception +3; darkvision
HP 100; Bloodied 50
AC 19; Fortitude 21, Reflexes 17, Will 16
Resist necrotic 5, poison and disease 15
Spd 5
[Melee Basic] Great Axe (standard; at-will)
+10 vs. AC; 2d6+8 damage.
[Melee] Spinning Splinter Strike (standard; encounter)
Close burst 1; +10 vs. AC; 2d6+8 damage and the target is pushed 1 square. 
Alignment Evil           Languages Common
Skills: Athletics +13, Intimidate +6, Nature +8
Str 21 (+8)      Dex 14 (+5)     Wis 10 (+3)
Con 20 (+8)    Int 6 (+1)        Cha 6 (+1)
Equipment: Great axe, hide armor

Gunther Tactics
In combat, Gunther prefers to hack his way through weaker opponents and deep into the enemy ranks, using spinning splintering strike once he is surrounded.  If no such opponents present themselves he works with his allies to flank more powerful targets and uses his greataxe to put them down as quickly as possible. 

Lorca Jannio, the Scholar
One of the newest recruits of the Red Brotherhood, Lorca Jannio is the latest in a long line of scholars, who Orseus forcibly recruited to help him find the heirs of the Bone Cabal.  Lorca was kidnapped from his studies at the Library of Rockholm, where he was following the Jannio family tradition of becoming the foremost expert in the genealogy of noble families in the realm.  It was this reputation that attracted the attention of Orseus, who arranged to have Lorca kidnapped while he was doing field research among the graves of the Stone Hill Barrows.  Orseus killed all of Lorca's guard and made it abundantly clear that the same would happen to him if he ever became more trouble than he was worth.

Having no martial training to speak of and never having been threatened with violence before, Lorca gave into Orseus' demands and has remained with the Red Brotherhood for the last six months.  In that time, Lorca has not even tried to escape, such is his fear of Orseus.  Lorca has no knowledge of woodcraft, fighting, or subterfuge, making it unlikely he could escape on his own, even if he wanted to.  Instead, Lorca has tried to stay in Orseus' good graces in the hopes that eventually the Brotherhood will bite off more than it can chew, and he can escape in the confusion.  In an effort to alienate Lorca from his past, Orseus has forced him to take an active part in the group's activities, including killing prisoners who outlive their usefulness.  So far, Lorca has gone along with this due to threat of death and has learned something of fighting in the process, but he still remains hopeful he can escape, return home, and forget this entire nightmarish chapter in his life.  With this goal in mind, he will readily work with outsiders against Orseus if they can guarantee his safety. 

A scholar through and through, Lorca is always getting lost, complaining about the rough conditions the Red Brotherhood lives in, and is foten mocked by the Brotherhood for his soft ways.  Only Alia and Portia actually socialize with him, most other members of the group only deigning to converse with him when mocking him.  This works well for Lorca, considering the thugs that surround him on a daily basis terrify him.  Lorca spends most of the time in the camp, since Orseus considers him too valuable to risk.  To support Lorca's work, Orseus has stolen a wide array of books and documents regarding the descendants of the Bone Cabal and their bloodlines. Lorca spends most of his days pouring over them.  If he doesn't find a new candidate for Orseus to hunt down every week or two, Orseus begins threatening physical violence as punishment for his laziness.  Thus far, Lorca has managed to find someone soon after these physical punishments begin.

Unfortunately for Lorca, he made a recent discovery that has made it much more necessary for him to escape the Red Brotherhood: Lorca is a descendant of the Bone Cabal.  Apparently, Piero Jannio, Scourge of the Bone Legion, is a distant ancestor of Lorca, and the Jannio family’s obsession with genealogy led them to keep a watchful eye on other descendants of the Bone Cabal.  Lorca has hidden his ancestry from Orseus so far, but is fearful that if Orseus inspects his notes, the vampire warlord may discover the truth.  Thus, Lorca has become very paranoid about keeping his books and papers hidden away from anyone who could puzzle them out. 

Lorca Jannio                                                  Level 5 Artillery
Medium natural humanoid                              XP 200
Initiative +4; Senses Perception +5
HP 48; Bloodied 24
AC 17; Fortitude 16, Reflexes 18, Will 17
Spd 6
[Melee Basic] Dagger (standard; at-will) * Weapon
+12 vs. AC; 1d4+6 damage.
[Ranged] Crossbow (standard; at-will) * Weapon
Ranged 10; +12 vs. AC; 1d8+6 damage.
[Ranged] Calculated Attack (standard; encounter) * Weapon
Ranged 10; +12 vs. AC; 2d8+6 damage and the target dazed until the end of Lorca's next turn. 
Alignment Unaligned Languages Common, Dwarven, Elven, Draconic
Skills: Arcana +11, History +14
Str 10 (+2)      Dex 14 (+4)     Wis 16 (+5)
Con 12 (+3)    Int 18 (+6)      Cha 12 (+3)
Equipment: Clothes, dagger, crossbow, bolts
Lorca Jannio Tactics
Lorca is rarely taken into combat situations by Orseus to avoid giving him any unnecessary opportunities to escape.  The Lorca is taken out into the field he stays with Alia and has at least one of the veterans or leaders assigned to keep him in line.  For now he stays near those assigned to guard him, fearful to run unless the battle turns against the Brotherhood.  He hangs in the back of such battles, attacking with his crossbow against weaker targets.  He will use calculated attack against targets that attack him directly, his own sense of self preservation overriding his desire to not kill anyone.  If more than two thirds of the Brotherhood are defeated Lorca will make a run for it or try and switch sides to if he thinks they will listen to him. 

Lackeys and Henchmen

The rank and file members of the Red Brotherhood are a ragged band pack of career criminals, desperate farmers, down on their luck mercenaries, and professional brigands.  They have been recruited across the hundreds of miles the Red Brotherhood has wandered and include a wide variety of cultures, languages, and ethnicities.  All speak Common, but other than that and greed there are few commonalities between them.  These differences sometimes flare up into violence as ancient rivalries reappear, but Orseus puts a quick end to such conflicts. 

Red Brotherhood Veteran
The veteran members of the Red Brotherhood are a motley collection of mercenaries, thieves, and bandits united in the pursuit of wealth under Orseus' direction.  Most worked their way up from the mob that is the lower ranks of the Red Brotherhood, but some are more experienced recruits who have seen a good share of combat and banditry before joining the Brotherhood.  They do not know anything of Orseus' real plans, Batia's possible betrayal, or any of the other secrets the leaders of the group possess.  Their concerns are more immediate, with most hoping to make some big score and get out before they get killed.  Orseus works to encourage this idea when he can.  These veterans spend most of their time keeping the newer recruits in line, making sure the camp is organized, scouting possible marks, and striking when directed. 

Red Brotherhood Veteran                                        Level 6 Soldier
Medium natural humanoid                                          XP 250
Initiative +8; Senses Perception +0; darkvision
HP 75; Bloodied 37
AC 22; Fortitude 20, Reflexes 18, Will 16
Spd 6
[M] Cutlass (standard; at-will) * Weapon
+13 vs. AC; 1d8+5 damage.
[r] Shortbow (standard; at-will) * Weapon
Ranged 10; +13 vs. AC; 1d6+5 damage.
Fighting Dirty
When the Veteran has combat advantage against a target he gains a +4 bonus to attacks instead of the normal +2. 
Easy Kill
Veterans gain a +2 bonus to damage against bloodied targets. 
Alignment Unaligned Languages Common
Skills Nature +8, Stealth +11
Str 16 (+6)      Dex 16(+6)      Wis 10 (+3)
Con 19 (+7)    Int 10 (+3)      Cha 10 (+3)

Red Brotherhood Veteran Tactics
The veterans of the Red Brotherhood follow their leaders into battle, working to support them by flanking enemies, cutting off retreats, etc.  The veterans know that Orseus, Batia, or Alia have a far greater impact on the course of a battle than they.  Veterans always work to flank their enemies so they can take advantage of fighting dirty and tend to concentrate on one target at a time, hoping to use easy kill as they whittle down their enemy. 

Red Brotherhood Bandit
Making up the bulk of the ranks of the Red Brotherhood, these thugs are mostly new recruits who have only been with the group for a few months.  While some have martial training, most are whatever riffraff the Brotherhood has recruited from local criminal circles and taverns.  These bandits have little loyalty to the Red Brotherhood, many seeing it as nothing more than a job.  Those that survive and prove their loyalty are eventually given more respect within the Brotherhood, but it is a case of survival of the fittest. 

Red Brotherhood Bandit                              Level 6 Minion
Medium natural humanoid                              XP 63
Initiative +6; Senses Perception +3
HP 1; a missed attack never damages a minion
AC 20; Fortitude 18, Reflexes 18, Will 16
Spd 6
[M] Cutlass (standard; at-will) * Weapon
+11 vs. AC; 5 damage.
[r] Shortbow (standard; at-will) * Weapon
+11 vs. AC; 5 damage
Easy Kill
Bandits gain a +2 bonus to damage against bloodied targets. 
Alignment Unaligned Languages
Str 14 (+5)      Dex 16 (+6)     Wis 10 (+3)
Con 16 (+6)    Int 8 (+2)        Cha 8 (+2)

Red Brotherhood Bandit Tactics
While Orseus and Batia are not cruel, they are more than willing to use the bandits as a shield for the leaders and veterans of the Red Brotherhood.  Thus the bandits usually make up the front line of any Red Brotherhood formation and work to overwhelm their enemies with numbers.  Like the veterans, the bandits work to flank enemies so the leaders of the Red Brotherhood can gain combat advantage against them. 

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