JON PROFERATUS, NOT-SO-CUNNING MAN

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illustration by Kata Kane

One cool spring morning, a young man named Johannes Proft ventured into a deep, dark forest. He was a junior contributor to a publication called The Almanac of Complete World Knowledge and he was keen to make a name for himself as an investigator of all that was strange and mysterious.

A year and a day later, he stumbled back out of the woods with a head full of fractured and scrambled memories, clutching a smooth gray stone with a perfect hole worn through it, and the name Jon Proferatus on his tongue.

From a sheaf of crumpled, frantic notes he found in his coat pocket, Jon learned how to channel his will through the stone – the Hag Stone according to the notes. For the most part, his disorganized thoughts could only create flames of varying intensity and project frightening or confounding imagery into the minds of others.

While living on the outskirts of civilization, Jon met a young wilderness scout named Cal Shrigley and through Cal became part of a troupe of adventurers. While exploring the catacombs beneath a ruined castle, Jon answered a mystical call emanating from a pool of water. Plunging into the pool, he found a sword and became bound to it. Despite having no training in fencing or fighting – that he can remember anyway – Jon discovered he could wield the blade to deadly effect.

Jon was last seen plummeting out of the sky in a dragon-shaped flying machine with all his friends.

Jon Proferatus is a character I created for a friend’s Sword & Backpack game, illustrated here by another friend and player in that game, Kata Kane. Please check out more of her work at https://www.patreon.com/katakane

RANDOM ENCOUNTER: White Warden

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The White Wardens are a martial order dedicated to maintaining peace and order wherever they travel, or so they proclaim. Beyond rote-sounding answers about justice and defending the defenseless, white wardens will deflect or evade questions about the principles of their organization. [I leave it up to the game master to decide whether there’s something nefarious about them, or if they’re just a bunch of officious pricks.]

White Warden
Hit Dice: 2 to 8 (9 to 36 hp); saves as a cleric, has Advantage on saving throws to resist emotion-manipulating spells and effects.
Armor: High (Heavy armor + shield)
Movement: 3/4ths normal human
Demeanor: roll 2d6

RollDemeanor
2 – 3Triumphant: They’ve just subdued a major adversary.
3 – 4Pondering: They appear to be lost in thought.
6 – 8On the Hunt: They’re responding to a report of a threat in the area.
9 – 10Despairing: They’re having a crisis of faith.
11 – 12Paranoid: They believe they’re surrounded by enemies.

Attack: Medium melee weapon (1d8 damage) or shield bash (1d6 damage and target is pushed back)
Special:

  • Quenching Blade: As their action, the white warden can make a melee attack that deals no damage. Instead, the target must succeed a Wisdom saving throw or be overcome with feelings of tranquility. While under this effect, a creature cannot attack or cast spells, and moves half their normal speed. This effect ends immediately if the affected creature suffers damage or the white warden is killed or rendered unconscious. A white warden can have a number of creatures equal to their hit dice under this effect.
  • Veil of Tears: As their action, a white warden can touch a creature and force them to re-experience their most painful memory. If the target fails a Wisdom saving throw, they become wracked with negative emotions and are incapacitated for a number of rounds equal to the white warden’s hit dice.
  • Lance of Light: Only white wardens with 6 or more hit dice can use this ability. As their action, the white warden emits a beam of brilliant light at target they can see within 100 feet. The target must succeed a Dexterity saving throw or be struck blind for a number of rounds equal to the white warden’s hit dice and lose their next set of actions. Using this ability leaves the white warden momentarily drained – until the end of their next turn, they have Disadvantage on all Strength- and Dexterity-based rolls.

I Search the Body: roll 1d10

RollResult
1-51d6 gold coins per hit die.
6A string of white jade prayer beads.
7A letter of introduction to a local official identifying the bearer as a White Warden.
8A coil of white and silver silk rope. Its knots can only be undone by the person who tied them.
9A white enameled silver amulet. People speaking to the wearer have difficulty telling lies (Disadvantage on rolls to deceive).
10A beautifully illuminated pocket-sized book containing detailed instructions on performing rituals of warding, sealing, and banishment.