Edric Vane, the Red Hand

Level 11 , Human Rogue (Assassin)

Available with DM subscription
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
10
CHA
15 (+2)

Defense

Armor Class 17 (studded leather + Dex + 1 (duelist's parry habit))
Hit Points 80 (8 + 10d8 + 20 +2)
Speed 30 ft., swim 30 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills History +5, Insight +4, Stealth +8, Athletics +3, Deception +6, Acrobatics +8, Perception +4, Persuasion +6, Intimidation +6, Investigation +5, Sleight of hand +8

Features

Terms, Not Surrender (Custom)

Module: The Ashen Road Level 11
once per combat

Once per combat, as a Bonus Action, Vane offers terms. Each enemy within 60 feet that can hear him makes a DC 16 Wisdom saving throw; on a failure, it has disadvantage on its next attack roll against Vane as it hesitates. If reduced below half hit points he may use his action to retreat toward the seam and threaten the charges, forcing a party choice.

The Red Hand's Ledger (Custom)

Module: The Ashen Road Level 11

Vane knows how money moves through the Reach. He has advantage on Intelligence checks to trace trade routes, identify forged documents, or recall the finances of any Moonharbor guild or Reach caravan house. In social scenes he can name a PC's debts, kin or secrets with a successful DC 15 Intelligence (Investigation) check made beforehand.

Blackfire Duelist (Custom)

Module: The Ashen Road Level 11

Vane wields a blackfire-forged rapier that burns without smoke. Its hits deal an extra 1d6 fire damage, and once per day he can deal an additional 2d6 fire damage on a hit that leaves the target burning (DC 15 CON save ends it).

Cunning Strike

Rogue 5 (2024) Level 5
when using Sneak Attack

When dealing Sneak Attack damage, forgo up to 2d6 to apply one effect: Poison (CON save DC 15 or Poisoned 1 min), Trip (DEX save or prone), or Withdraw (move half speed without provoking).

Sneak Attack (6d6)

Rogue 1 Level 1
per turn

Once per turn, deal an extra 6d6 damage when hitting with a finesse or ranged weapon while having advantage, or when another enemy of the target is within 5 feet.

Infiltration Expertise

Assassin 6 Level 6
downtime

Can unfailingly create false identities for himself over 7 days of downtime; can impersonate the speech, writing and behavior of others he has studied for 3 days.

Steady Aim

Rogue 3 (2024) Level 3
bonus action, Initiative advantage prerequisite

As a Bonus Action, gain advantage on the next attack roll this turn if the character hasn't moved; speed becomes 0 until the end of the turn.

Assassinate

Assassin 3 Level 3

Advantage on attack rolls against any creature that hasn't taken a turn yet in combat; hits against such creatures are critical hits.

Expertise

Rogue 1 Level 1

Choose two skill proficiencies; proficiency bonus is doubled for checks using them. Vane has Expertise in Deception and Insight.

Envenom Weapons

Assassin 9 Level 9
bonus action, 1/short rest

As a Bonus Action, coat a weapon with poison for 1 minute; next hit deals an extra 4d6 Poison damage.

Alert (Origin Feat, Criminal background)

Background Level 1

Add Proficiency Bonus to Initiative; can swap Initiative with a willing ally after rolling.

Cunning Action

Rogue 2 Level 2
bonus action

Take the Dash, Disengage or Hide action as a Bonus Action each turn.

Reliable Talent

Rogue 11 Level 11

Treat any d20 roll for a proficient ability check as a 10 or higher.

Uncanny Dodge

Rogue 7 Level 7
reaction

When damaged by an attack he can see, halve the damage (reaction).

Ability Score Improvement (Dex 18)

Rogue 4 Level 4

Dexterity increased to 18.

Behind the character

Character Information

Edric Vane is a tall, spare man in his forties, dark hair going grey at the temples, combed precisely every morning regardless of where he sleeps. He wears a charcoal-grey merchant's coat cut for riding over a quilted jerkin, immaculate boots dusted with blackfire slag, and a heavy signet ring cut with a single red hand. His face is mild, courteous and utterly without warmth โ€” the face of a man who has decided that kindness is a currency and spends it deliberately.

He never raises his voice and never repeats an order. He offers wine before he offers violence and thanks a man before he has him killed. He is genuinely interested in people โ€” their names, their families, their debts โ€” and this interest is the most frightening thing about him, because it is real. He remembers the driver of a burned caravan's daughter's name. He remembers which councilor drinks.

Vane is Lawful Evil in the way a ledger is: every cruelty entered, balanced, and justified. He believes the Reach's world is a fraud in which a man's worth is what others decide he is worth, and he intends to replace it with one where worth is what a man can take. He does not hate the Council; he despises it the way one despises a bad contract. He is patient the way ruin is patient, courteous the way a knife in a velvet wrap is courteous, and utterly certain โ€” which is his true weakness, because certainty has never once asked him whether he is right.

In combat he is unhurried and economical: a duelist's rapier, a duelist's parry habit, poisons, bought men, and a blackfire blade that burns without smoke. He fights only when the ledger leaves no other entry.

Before the adventure

Character Background

Edric Vane was born in Moonharbor, third child of a shipping clerk named Aldous Vane, a meticulous, honest man who stamped every bill of lading with a small red hand โ€” his own private mark of a job done properly. Aldous was prosperous in the modest way clerks are prosperous: a rented house above the chandlery rows, a wife who took in sewing, children who ate well. Then the Council passed the Harbor Tariff of the year Edric turned fourteen, a levy aimed at the independent consigners, and Aldous โ€” who had never once padded a manifest โ€” was the sort of man who paid what he was assessed rather than what he could hide.

He paid until there was nothing. He borrowed until the creditors circled. He went into the debtor's cell beneath the customs house in the winter Edric was fifteen, and he died there in the spring, of fever and of the particular shame of an honest man ruined by rules he had obeyed.

Edric visited the cell twice. The second time, he took his father's stamping hand from the effects โ€” a carved red hand on a wooden handle โ€” and he did not cry, because he had already done the arithmetic: the tariff was legal, the seizure was legal, the cell was legal, and therefore legality was simply the name the strong gave to their appetite. He was fifteen. He did not go home.

He signed onto a coastal brig as a purser's boy and spent the next ten years learning, with a clerk's patience, exactly how the Reach's money moved: which guilds forged which manifests, which magistrates drank where, which harbor officials could be bought for less than the cost of a crate. He kept books for smugglers out of Saltmarch, ran numbers for a Moonharbor moneylender, and was once, briefly, a legitimate junior factor for a shipping house โ€” fired for finding the owner's embezzlement and refusing to unfind it.

At twenty-five he went inland to the Ashen Reach, and for two winters he lived in Cinderfall Hamlet under the name Edric Marsh, fixing roofs, mending fences, and reading the old miners' tally-marks that Gran Odda's husband taught him over cheap wine. He was liked. He has never forgiven himself for how easily he was liked. In his third year he moved to the Skullgate Bazaar and began collecting the discarded: a Warden's sergeant with gambling debts, a deserter from the coast garrison, an orphaned dockhand, a ruined miner.

He fed them, armed them, gave them a sash and a word โ€” brother โ€” and the Redband Brotherhood was born in a bazaar back room with seven men and a ledger.

The brotherhood grew the way debt grows. Protection money became tribute; tribute became companies; companies became three thousand men across the Reach and the coast. Vane never led a raid. He signed letters. He learned of the blackfire seam two years ago when a prospector's report crossed his desk โ€” ore that burns without smoke, forges a blade that never dulls โ€” and he understood in one reading that the Deadvein Deep was not a mine but an anvil, and that the world he intended to forge on it was already half-made: a bought councilor here, a blackmailed guildmaster there, a privateer in his debt, a poisoned well testing a weapon, and an army digging in the dark beneath a mountain while the Council insisted nothing was wrong.

He is not a madman and not a zealot. He is a bookkeeper of grievances, and his ledger is nearly balanced. What he wants โ€” more than Moonharbor, more than the chain, more than the fire โ€” is for the city that killed his father to say aloud what it did. He has drafted the brotherhood's charter eleven times and burned it eleven times. He keeps two framed letters from Gruma Ashfang refusing his truce.

He pays his sister's rent through a cutout. And in the deepest gallery of the Deadvein Deep, under a red light that never quite goes out, he waits with a rapier, a war chest, and the calm of a man who believes the accounts have already been settled โ€” and who has never once checked his own.

Threads to follow

Unresolved Plots

  • Vane's younger sister lives in Moonharbor under a married name, prosperous and ignorant of her brother's war. He pays her landlord's rent through a cutout every season. If the party finds her, they hold the one hostage Vane cannot order killed โ€” and the one person who might talk him down at the seam.
  • A Redband courier named Wick has been skimming from the war chest for two years and hiding the thefts in a false ledger. Vane's own Red Hand's Ledger ability would catch it in an afternoon. Wick knows every courier route on the coast and is looking for a buyer.
  • The first blackfire blade Sallow ever forged was given to a Redband captain who deserted with it a year ago and has been selling his services to Saltmarch smugglers. The blade is proof of the deep works' existence โ€” and it is slowly killing him.
  • Vane's father's debt ledger lists a second creditor besides the Council: a Moonharbor moneylender who still holds a promissory note signed in Vane's boyhood hand. The note is legally worthless and sentimentally priceless, and Vane has sent three couriers to buy it back. All three failed.
  • Sallow has begun keeping a fourth prisoner in her laboratory: a scholar who answers to the name Corvel, half-mad from blackfire exposure, who keeps muttering coordinates. Vane has not been told. If Corvel is alive, the party's survey quest has a survivor at the bottom of the deep.

Beneath the surface

Secrets

  • Vane does not sign his orders with a red hand because of the brotherhood's sashes. The red hand was his father's clerk's mark, stamped on every honest bill of lading the man ever wrote. Vane took it from his father's effects in the debtor's cell and has told no one โ€” not Sallow, not Blacktusk โ€” what the sign actually means. If the party learns this, they understand that his war is a memorial, and memorials can be answered.
  • Vane has a standing order, in his own hand and sealed, that if he is captured alive the deep works' charges are to be fired and every prisoner in the pens killed with them. He tells himself it is to deny the Council the seam. He has never reread the order since writing it, because he is afraid of what it says about him.
  • Vane can read the old Deadvein miners' tally-marks, taught to him by Gran Odda's late husband during the two winters Vane spent in Cinderfall under a false name before the brotherhood existed. There are people in Cinderfall who knew him as a quiet boarder who fixed roofs and never spoke of Moonharbor. He has kept the Redband away from Gran Odda's gallery for six years out of something he refuses to call mercy.

What haunts them

Fears

  • Vane is terrified of dying in a debtor's cell โ€” the specific cell, the specific smell, the specific sound of the tariff clerk's boots on the stairs. He would rather die at the seam than be taken to Moonharbor for trial, and his retreat plan reflects it.
  • He fears that his father would not recognize the man he became โ€” that the clerk who paid honestly would look at the Red Hand and see the Council's tariff made flesh. This fear is the only lever that opens the redemption ending.
  • He fears the seam itself: not the fire, but the possibility that blackfire is not a weapon but a verdict โ€” that the mountain is doing to the Reach what the Reach did to men like his father, and that he has merely found a faster way to lose.

What drives them

Aspirations

  • Vane wants the Council's corruption read aloud in its own arcaded hall, in front of the harbor, by a magistrate โ€” not shouted by him, not proven by fire, but confessed by the city itself. Everything else is negotiable. This is not.
  • He wants the Redband to outlive him as something more than an army: a guild of the discarded, with its own ledger, its own law, and its own seat at whatever table the Reach builds next. He has drafted its charter eleven times and burned it eleven times.
  • He wants, in the private hour he admits to no one, to go back to Cinderfall as the man he pretended to be โ€” the boarder who fixed roofs โ€” and be remembered by Gran Odda as that person rather than as the Red Hand. It is the only ambition he has never written down.

Personal quest ยท 1

The Debtor's Cell

Vane keeps the key to the Moonharbor debtor's cell where his father died, and the cell has never been emptied. He wants the party โ€” or his own hand โ€” to open it, retrieve the ledger of debts his father kept, and find the name of the councilor whose tariff ruined him. The quest takes him back into the city he means to burn, and forces him to decide whether his war is against the Council or against the memory of a man who paid honestly and died anyway.

Current Stage

Recover the father's debt ledger from the sealed cell beneath the Moonharbor customs house.

Choice
Take the ledger quietly or burn the customs house records as a statement.
Burning the records hardens Vane and rallies the Redband's Moonharbor sympathizers; taking it quietly gives him proof and a name.
Mechanical Rewards
  • Permanent +1 Charisma or a new custom ability: The Father's Ledger (once per day, name any Moonharbor official's secret with a DC 10 check).
  • Unlocks or permanently closes the redemption ending at the Deadvein Deep.
Narrative Rewards
  • Vane's true name for his war โ€” and the party's leverage over him.

Personal quest ยท 2

The Brothers of the Red Sash

Three of the first men Vane ever recruited โ€” a deserter, a ruined miner and an orphaned dockhand โ€” still serve in the deep works. Vane has promised each of them a share of the world he is forging, and each has begun to doubt him. Vane sends word through the party's captured couriers asking them to bring his three old brothers to him alive, because he intends to ask them, one by one, whether the brotherhood was ever worth what it cost them. Their answers decide whether the Redband's three thousand stand or scatter.

Current Stage

Locate the three founding brothers across the Reach and the deep works.

Choice
Let Vane speak with them alone or stand witness.
Each brother tells a different truth about what the Redband became.
Mechanical Rewards
  • Vane's guard screen composition changes permanently based on the brothers' verdicts.
  • Vane learns the Cinderfall Ledger's location from the miner brother if treated honestly.
Narrative Rewards
  • The true history of the Redband's founding, told by its first three members.

Personal quest ยท 3

The Second Seam

Halden Grist has been right all along: there is a second blackfire seam under the mountain, and Vane has known about it for a year. It is his insurance โ€” a reserve of ore hidden behind a collapsed tramway that even Sallow has never seen. Vane wants the collapse mapped, the seam sealed behind charges only he controls, and a courier route established through the old survey tunnels. But the seam is more unstable than the first, and sealing it may be what saves the mountain โ€” or what damns it.

Current Stage

Reopen the collapsed tramway and survey the second seam.

Choice
Let Sallow refine the reserve or keep it raw and unrefined.
Sallow's experiments on the raw seam nearly kill her and reveal the ore's true instability.
Mechanical Rewards
  • A map of the survey tunnels that grants the party a bypass of the Deadvein Gate.
  • Vane gains the custom ability Second Seam Gambit (once per campaign, force a reroll of the collapse timer).
Narrative Rewards
  • The truth of what blackfire does to the mountain it grows in.

Major Decision

Context

Vane learns the party has exposed Councilor Halvern and the guild's double ledgers. The Council's corruption is now public knowledge โ€” the thing he has wanted said aloud for twenty years.

Choice Made
Vane must decide whether the truth being told is enough, or whether Moonharbor must still burn.
Impact

If he accepts the truth as victory, he offers terms at the seam and the redemption ending opens; the party gains the Council's public confession and Vane's testimony. If he refuses, he gains the Second Seam Gambit ability and the finale becomes a double-collapse crisis. Mechanically, accepting truth removes his legendary action and reduces his AC by 1 (he stops fighting with his whole heart); refusing grants him a second use of Terms, Not Surrender per combat.

Major Decision

Context

Gorek Blacktusk's company is broken at Thornwatch and Blacktusk returns to the deep works humiliated. Vane must decide what to do with a lieutenant who has failed in front of three thousand men.

Choice Made
Forgive Blacktusk publicly, demote him, or have him killed.
Impact

Forgiving him keeps the field companies loyal but plants Blacktusk's contempt (he can later be turned at the refining floor). Demoting him splits the Redband: half the companies defect, removing 8 Bandits from the finale but hardening Sallow's cultists. Killing him costs Vane his best fighter permanently (Blacktusk does not appear in the finale) but earns Sallow's fear and gives her cultists advantage on saving throws.

Major Decision

Context

Mother Sallow's notes confirm the seam will consume the mountain โ€” and Cinderfall with it โ€” within a season whether or not Vane's plan succeeds.

Choice Made
Vane can collapse the seam early, sealing the blackfire away forever and abandoning his anvil, or push through and arm his army before the mountain kills everyone in it.
Impact

Collapsing early ends Vane's war but not his life: he becomes a fugitive broker who can be captured, tried, or bargained with, and the campaign's epilogue changes. Pushing through locks in the finale as written but gives Vane the Blackfire Overlord custom ability (+2 AC, his rapier deals 3d6 fire on a hit) at the cost of Cinderfall's survival if the party fails. This decision is made in the scene before the refining floor fight and is visible to the party through the slave pens' emptying.

Ally

Mother Sallow

Relationship ally
Influence 8/10
Loyalty 6/10

Shared History

Vane found Sallow in a Moonharbor debtor's row not three years after his father died in one โ€” struck off the apothecaries' roll for experimenting on patients whose families could not pay. He bought her debts, gave her a mine, and told her the truth no one had ever told her: that her curiosity was not a crime, only a weapon pointed the wrong way. She refined the first blackfire blade in a crucible Vane carried down the mountain on his own back, and he named the refining floor's central bench for her.

In return she has never asked what he intends to do with the army, because she does not care โ€” the deep works are the first laboratory she has ever been given without limits. He calls her Mother; she calls him her best patient. Neither of them trusts the other, and both consider this the most honest relationship either has ever had.

Potential Breaking Points

  • If Vane collapses the seam early, Sallow loses her life's work and will sell his location to the Council in a heartbeat.
  • If the party brings her Corvel's survey notes, she may trade Vane's plans for the chance to study a mind that mapped the ore before she did.

Enemy

Gruma Ashfang

Threat Level 7/10
Conflict Type ideological

Personal Stakes

Vane and Gruma Ashfang have never met face to face, and that is the point: he has studied her for eleven years the way he studies a ledger. He knows she lost nine wardens this season, knows she writes everything down, knows she keeps a burned wagon wheel in her hall as a sermon. He respects her more than any magistrate in Moonharbor, because she is the only ruler in the Reach who earns her authority instead of buying it โ€” and that is precisely why she must lose.

Her Wardens hold the road by consent, and consent is the lie his whole war exists to expose. He has twice offered her a truce through intermediaries and twice been refused in writing, and he keeps both refusals framed in his office at the deep works. For her part, Gruma has deduced that the Redband's paymaster signs with a red hand and has begun keeping a private file on Moonharbor shipping clerks of the last thirty years.

When they finally meet, he will greet her by name, thank her for the letters, and mean every word of it โ€” and she will know that the courtesy is the most dangerous thing about him.

Possible Resolutions

  • Gruma can be turned into a grudging ally against Sallow if the party proves the seam will kill Cinderfall.
  • Vane's framed refusals can be stolen as evidence that he sought peace โ€” or as proof he plays every side.

Faction

The Moonharbor Council

Standing 3/10

Influence

The Council ruined Vane's father with a tariff and does not know he exists. That asymmetry is his masterpiece. Over ten years he bought Councilor Halvern outright, blackmailed a second magistrate over harbor debts, and let the shipwrights' guild finance his own arming through forged manifests โ€” so that the city that killed his father is paying for the army that will take it. His influence inside the Council is deep but brittle: it rests on Halvern's greed, Tace's son, and the collective decision not to notice.

Selene Dorn's investigation is the one thread he cannot buy, and he has ordered no harm come to her โ€” partly because killing an honest magistrate would wake the city, and partly, though he would never admit it, because she is the only member of the Council his father would have respected. If the Council publicly confesses its corruption, Vane's influence collapses overnight and his war loses its justification; if it covers the scandal up, three thousand red sashes have their reason.

Obligations

  • Halvern expects protection if exposed.
  • The guild's forged manifests must keep flowing until the fleet is armed.

Benefits

  • Harbor schedules, patrol rotations and the shortened chain โ€” everything needed to take the city by sea.

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