Sergeant Dara Vint

Level 6 โ€” Human Fighter (Battle Master)

Available with DM subscription
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class 18 (Chain mail (16) + shield (+2))
Hit Points 64 (10 + (5 ร— (6 + 2)) + 12 (Tough feat) = 64 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Survival +4, Athletics +6, Perception +4, Intimidation +2

Features

Combat Superiority (Battle Master)

Fighter (level 3) Level 3
4 superiority dice (d8)/short or long rest

Maneuvers known: Trip Attack, Rally, Goading Attack, Precision Attack. Trip Attack: +1d8, target STR save (DC 14) or prone. Rally: +1d8 temp HP to ally = die + CHA mod (min 1) = d8. Goading Attack: +1d8, target WIS save (DC 14) or disadvantage vs. others. Precision Attack: +1d8 to an attack roll.

Know Your Enemy

Battle Master (level 7 requirement โ€” DM note: she has earned this through a season of hard fighting) Level 3
Out of combat, 1 minute studying

After studying a creature, learn whether it is superior/inferior in STR, DEX, CON, AC, current HP, total class levels relative to her.

Student of War (Tactical Mind)

Fighter (level 2) Level 2

Tactical Mind: expend a Second Wind use to add 1d10 to an ability check.

Action Surge

Fighter (level 2) Level 2
1/short or long rest

Take one additional action on your turn (not Magic).

Second Wind

Fighter (level 1) Level 1
1/short or long rest

Bonus action to regain 1d10 + 6 hit points.

Extra Attack

Fighter (level 5) Level 5

Attack twice when taking the Attack action.

Tough

General feat (level 4) Level 4

+2 HP per level (12 HP at level 6).

Fighting Style: Defense

Fighter (level 1) Level 1

+1 to AC while wearing armor.

Behind the character

Character Information

Sergeant Dara Vint is a stocky, broad-shouldered human woman in her forties, built like the breakwater she once patrolled and moving like someone who has learned never to be in the open when she does not have to be. Her face is square and weathered, with a scar running through one cheekbone that she got on a quay and does not talk about. Her hair is cropped short and going iron-grey at the temples, and her eyes are flat, patient and assessing โ€” the eyes of a woman who counts heads before she counts anything else.

She wears a mismatched militia coat of grey and faded blue, patched with salt-stained canvas, and her sergeant's stripe is sewn on twice: once neatly, once crooked over a tear. She has never explained the second stripe and never will. Beneath the coat is a chain mail hauberk kept oiled with fish-liver grease because proper oil costs coin the militia does not have. A round shield hangs across her back, a well-kept longsword rides her hip, and a light crossbow is never more than arm's reach away.

She stands on the palisade walkway at dusk most evenings, watching the coast road, counting fires on the cay, and saying nothing. She does not waste words. When she speaks, it is short, precise, and usually an order โ€” but the forty farmers and fishermen behind her palisade have kept their lives for a season because of her, and they would follow her off the ridge if she asked, which is exactly why she has never asked.

Before the adventure

Character Background

Dara Vint was born in Saltmarch Landing, the daughter of a salt-cutter and a net-mender, and she grew up on the quay the way other children grow up in a house. At sixteen she took the harbor watch's shilling because it was the only pay in town that came regular, and she discovered she was good at the work โ€” not at fighting, at first, but at the part nobody trains for: counting heads, reading weather, knowing which of her watch had drunk too much and which had not slept.

She made sergeant at twenty-six, the youngest in the harbor watch's history, and for a decade Saltmarch's quay was quiet because Dara Vint walked it. Then the Council's tariffs came down like a hammer, the fishing families ruined, and the harbor watch was ordered to hold a quay against a crowd of the very people they had grown up beside. They held. Eleven of them died. The Council sent a letter of commendation and cut the company's funding the same week.

What followed was the mutiny โ€” Dara's corporal Bren Hallow turned the survivors against the Council's pay factor, Dara stood with her orders and against her people, and the night ended with her stripe cut from her coat, her body left among the quay's actual dead, and her career in the harbor. Healer Om found her at dawn and stitched her back together in a shrine cellar. She does not talk about the six hours she spent playing dead among the bodies.

She believes it was cowardice. It drives every hard choice she makes. She rebuilt inland, at Thornwatch, because the Council would pay a militia to sit on a ridge and she needed to feed people. She took forty farmers and fishermen โ€” the ruined families of the coast, the ones the tariffs broke โ€” and she has kept them alive for a season against raiders, winter, and the slow poison of being forgotten.

She has three crossbows, a bell, a leaning watchtower, and a letter to the Ironjaw Wardens that has gone unanswered three times. She is loyal to the Moonharbor Council in name only and to her people in fact, and she knows the difference better than anyone alive. She measures every stranger by whether they keep their word, because a word is the only thing the Reach has never learned to counterfeit.

She has already chosen the site of her own grave on the ridge's western slope, marked with a plain stone, and she visits it on the first of each month. She would be embarrassed to know anyone had seen her there.

Threads to follow

Unresolved Plots

  • Dara's letters to the Ironjaw Wardens have gone unanswered for three months, and she does not know the Wardens are massing at the Deadvein Gate without telling the coast โ€” discovering this will force her to choose between pride and survival.
  • The camp's well is fed by a stream running down from Cinderfall Hamlet, and Dara has noticed the water tasting of metal for two weeks โ€” she is one bad week from a poisoning she cannot diagnose and cannot fight.
  • A militiaman named Tatch has been missing from evening muster for a month, and Dara suspects he is meeting someone on the coast road at night โ€” she does not know if he is a deserter, a spy, or a boy in love.
  • Dara keeps a locked strongbox under her cot containing the mutiny's only surviving document: the Council's order abandoning her company, which she has never shown anyone and cannot bring herself to burn.
  • The fishermen's elders on the ridge have begun holding their own council without her, and if the militia's civilian population decides to negotiate with the Redband independently, Dara's command dissolves overnight.

Beneath the surface

Secrets

  • Dara survived the Saltmarch mutiny not by heroism but by playing dead among the quay's actual dead for six hours, and she has never told anyone โ€” she believes it was cowardice, and it drives every hard choice she makes on the ridge.
  • She knows the Council's pay factor Josk Ferren is a Redband informant and has said nothing, because his deliveries are the only reliable food the camp gets and exposing him would starve her people before she could replace him.
  • She has already chosen the site of her own grave on the ridge's western slope, marked with a plain stone, and visits it on the first of each month โ€” a militiaman has seen her and told no one.

What haunts them

Fears

  • That she is not a sergeant but a grave-keeper โ€” that keeping forty people alive on a ridge is all she will ever do, and the road, the mountain and the war will pass her by.
  • That Bren Hallow was right about her, and that the Council's abandonment of her company was her fault โ€” that she read the orders wrong, or wanted to read them wrong.
  • That the militia will break at the moment it matters, and she will be the last one standing on the palisade, which is exactly how she survived the quay.

What drives them

Aspirations

  • To march on the Deadvein Gate at the head of a column that chose to follow her โ€” not because the Council ordered it or the Wardens permitted it, but because she said the word.
  • To see the Ashen Road open again, so that the fishing families on her ridge can sell their catch east and stop being a charity the Council pays to forget.
  • To face Bren Hallow across a parley table, not a breach, and make him say out loud what happened at Saltmarch โ€” and then decide, with the proof in her hands, what kind of sergeant she actually is.

Personal quest ยท 1

The Wages That Never Come

Dara has discovered that the Moonharbor Council's pay factor, a man named Josk Ferren, is a Redband informant skimming the militia's wages. She cannot accuse him without proof or the Council will cut Thornwatch off entirely. She asks the party to catch Ferren passing patrol schedules at the next supply drop and bring her evidence she can act on without destroying the militia's funding.

Current Stage

Stake out the supply drop at the seaward gate and observe Ferren's contact.

Choice
Take Ferren alive or let the Redband courier escape to preserve the ambush.
A live Ferren can be turned; a dead one means the Council sends an auditor who asks hard questions.
Alternative
Deliver the evidence to Dara or to Magistra Selene Dorn in Moonharbor.
Dara acts quietly and the militia stays whole; the Council acts loudly and Ferren hangs but the Redband learns Thornwatch is watching.
Alternative
Decide Ferren's fate: hang him, turn him, or banish him to the cay.
Each choice ripples through the Act II finale โ€” a turned Ferren can feed false schedules to the Redband before the assault.
Mechanical Rewards
  • Sergeant's Command: allies within 30 feet gain +2 on saving throws against fear while Dara is conscious.
  • Ridge Fighter: Dara gains advantage on attack rolls made from higher ground.
  • Militia Muster: once per day, Dara can summon 2d4 militiamen for 10 minutes.
  • Blackfire Ward Training: Dara and her militia gain resistance to fire damage after training with the Blackfire Ward Amulet.
Narrative Rewards
  • Dara's second stripe is re-sewn properly by her own hand โ€” a public acknowledgment that she never needed the Council's permission to lead.
  • The militia renames their watchtower 'Vint's Rest' after the campaign.
  • Dara offers the party a standing place in the Thornwatch militia as freeholders, with land grants on the ridge.

Personal quest ยท 2

The Wages That Never Come

Dara has discovered that the Moonharbor Council's pay factor, a man named Josk Ferren, is a Redband informant skimming the militia's wages. She cannot accuse him without proof or the Council will cut Thornwatch off entirely. She asks the party to catch Ferren passing patrol schedules at the next supply drop and bring her evidence she can act on without destroying the militia's funding.

Current Stage

Stake out the supply drop at the seaward gate and observe Ferren's contact.

Choice
Take Ferren alive or let the Redband courier escape to preserve the ambush.
A live Ferren can be turned; a dead one means the Council sends an auditor who asks hard questions.
Alternative
Deliver the evidence to Dara or to Magistra Selene Dorn in Moonharbor.
Dara acts quietly and the militia stays whole; the Council acts loudly and Ferren hangs but the Redband learns Thornwatch is watching.
Alternative
Decide Ferren's fate: hang him, turn him, or banish him to the cay.
Each choice ripples through the Act II finale โ€” a turned Ferren can feed false schedules to the Redband before the assault.
Mechanical Rewards
  • Sergeant's Command: allies within 30 feet gain +2 on saving throws against fear while Dara is conscious.
  • Ridge Fighter: Dara gains advantage on attack rolls made from higher ground.
  • Militia Muster: once per day, Dara can summon 2d4 militiamen for 10 minutes.
  • Blackfire Ward Training: Dara and her militia gain resistance to fire damage after training with the Blackfire Ward Amulet.
Narrative Rewards
  • Dara's second stripe is re-sewn properly by her own hand โ€” a public acknowledgment that she never needed the Council's permission to lead.
  • The militia renames their watchtower 'Vint's Rest' after the campaign.
  • Dara offers the party a standing place in the Thornwatch militia as freeholders, with land grants on the ridge.

Major Decision

Context

The Stand at Thornwatch โ€” the third wave, with Blacktusk burning the palisade and the breach open at the seaward gate.

Choice Made
Dara can order the militia to fall back to the watchtower and hold the bell as a last redoubt, saving perhaps thirty of her forty people but abandoning the camp and the coast road, or she can stake everything on the palisade holding and the militia marching at dawn.
Impact

If she holds the tower, the militia survives as a fighting force but loses the ridge, and Act III begins with the party reaching the Deadvein Gate by Halden Grist's goat track with no allies โ€” a stealth campaign. If she holds the palisade and wins, the militia marches and the coast is closed; if she loses, the militia is broken and she dies on the ridge she chose. Mechanically, holding the palisade grants the party the militia escort and Dara's 'Hold the Line' aura (+2 AC to adjacent allies) for Act III.

Major Decision

Context

After the party brings proof of the deep works, Dara learns the Council's wages are a bribe to keep her off the mountain โ€” the Council would rather fund a militia than admit the Redband exists.

Choice Made
Dara can keep taking Council coin and remain loyal in name, preserving the supply line and the pay factor's cover, or she can tear up the Council's warrant, declare Thornwatch a free company, and march on her own authority.
Impact

Staying loyal keeps Council support (a Harbor Chain Warrant and Guard reinforcements at the gate) but Dara loses the militia's heart โ€” rally DCs rise by 2 for the rest of the campaign. Going free loses Council backing but grants Dara the 'Free Banner' ability: once per day she may grant all allies within 60 feet advantage on their next attack roll, and the militia's morale becomes unbreakable during the finale.

Major Decision

Context

At the Deadvein Gate, with the pass open and Blacktusk's column retreating up the switchbacks toward the deep, Dara's militia is bloodied and the miners of Cinderfall are begging for help against the poisoned well below.

Choice Made
Dara can split her force โ€” sending half down to Cinderfall with the party while she holds the gate โ€” or keep the militia concentrated for the descent into the deep works.
Impact

Splitting the force saves Cinderfall's well and wins the miners as allies (the party gains Bim's filter and Gran Odda's map with advantage), but Dara's reduced garrison suffers casualties holding the gate โ€” she permanently loses 12 hit points from an old wound reopened, and her Second Wind is reduced to 1/day. Keeping the force whole brings full militia strength into the deep (the finale's charge-setting checks are made with advantage) but Cinderfall's well stays poisoned and the miners refuse to guide the party.

Transformative Moment

Trigger

Completing 'The Wages That Never Come' with Ferren turned rather than hanged.

Transformation

Dara learns that mercy can be a weapon as sharp as a pike. She gains the Rally maneuver at +1d10 and begins drilling her militia in deception as well as defense โ€” the camp's bell patterns change weekly.

Mechanical Changes

maneuvers

Gains Rally at improved die (d10)

She has learned to lead by trust, not just by command.
militia_tactics

Camp signals rotate; Redband scouts suffer disadvantage on Intelligence checks against Thornwatch's defenses.

She has learned that a predictable wall is a dead wall.

Transformative Moment

Trigger

Confronting Bren Hallow and hearing his proof of the Council's abandonment.

Transformation

Dara stops believing in the Council and starts believing in herself. She re-sews her own stripe โ€” crooked, on purpose โ€” and stops waiting for validation from above.

Mechanical Changes

resolve

Gains 'Broken Oath': once per long rest, reroll a failed saving throw.

She has made peace with the mutiny and no longer fears being abandoned.
alignment

Shifts from Lawful Neutral toward Neutral Good in practice, if not in name.

She now serves people, not institutions.

Transformative Moment

Trigger

If Thornwatch holds the palisade and the militia marches.

Transformation

Dara becomes a commander in fact. Forty farmers become a column, and the column follows her because she marched first.

Mechanical Changes

leadership

Gains 'Hold the Line' aura: +2 AC to allies within 5 feet while she stands her ground.

Her people have seen her hold a breach with her body and will not break while she stands.
equipment

Claims Blacktusk's blackfire greatsword as a trophy if he falls, and wears it openly.

A symbol to her militia that the road belongs to those who defend it.

Ally

Healer Om

Relationship trusted companion and conscience
Influence 8/10
Loyalty 9/10

Shared History

Om was the camp physician at Saltmarch Landing the night Dara's old company mutinied, and he was the one who found her half-drowned on the quay with her stripe cut off her coat and stitched her back together in a shrine cellar. He followed her inland when she raised the Thornwatch banner, not because she asked but because he had seen what she was willing to die for and decided it was worth stitching.

For a season they have kept forty farmers alive on a ridge with three crossbows and a herb bag, and the arrangement has settled into something neither of them names. Om worries constantly and says so; Dara never worries aloud and resents it quietly. He is the only person who can tell her she is wrong and keep his post, and she knows it, and it frightens her, because if Om ever stops worrying she will know the ridge is truly lost.

Potential Breaking Points

  • If Dara executes Bren Hallow against Om's counsel, Om begins quietly treating wounded Redband deserters, which the militia reads as sympathy for the enemy.
  • If Dara declares the free company and marches without Council sanction, Om may refuse to march, splitting the militia's healer from its shield.

Enemy

Corporal Bren Hallow, Redband Captain

Threat Level 7/10
Conflict Type personal betrayal and ideological opposition

Personal Stakes

Bren Hallow was Dara's corporal for six years at Saltmarch Landing โ€” the man she taught to read a battlefield, the man she recommended for sergeant before herself. On the night of the mutiny he was the one who cut her stripe from her coat while she bled on the quay, and he told the company she had sold their orders to the Council's tariff men. He now captains a Redband company on the coast road and knows every mile of the ridge Dara defends, because he helped her choose its palisade lines.

For Dara the hatred is not simple: part of her wants him dead, part of her wants him to explain, and part of her โ€” the part that keeps her awake โ€” suspects he is right that the Council left their company to die. He knows her contingency plans, her well, her bell signals, and the name of every militiaman's family. He will use all of it at the Stand at Thornwatch.

Possible Resolutions

  • Defeat him in the assault and Dara gains closure but loses the truth of the mutiny forever.
  • Capture him and hear his proof โ€” Dara may gain the Broken Oath resolve or harden into execution.
  • Turn his company to defect before the assault, removing a wave from the Stand at Thornwatch.

Faction

The Moonharbor Council

Standing 3/10

Influence

The Council pays Thornwatch's wages through a factor who is himself a Redband informant, and Dara has known the money smells wrong for a season. Her history with the Council runs back to Saltmarch Landing: she was a harbor watch sergeant there when the tariff men ordered her company to hold a quay against a mob of ruined fishermen, and the company held, and eleven of them died, and the Council sent a letter of commendation and cut the company's funding the same week.

The mutiny that followed broke her career and nearly killed her. She rebuilt at Thornwatch under the same Council's coin because her people needed feeding, and every payday she swallows the taste of it. She is loyal to the Council in name only and to her forty farmers in fact, and she has already written to the Ironjaw Wardens asking for help the Council must never learn about. If the party proves the Council knew about the deep works, she will tear the warrant herself.

Obligations

  • Hold the ridge and keep the coast road reported 'quiet' in the Council's ledgers.
  • Accept the pay factor's deliveries without inspecting his manifests.
  • Keep the militia out of Moonharbor politics entirely.

Benefits

  • Monthly wages that feed forty people.
  • A Council warrant she can invoke in an emergency โ€” if the factor lets her.
  • Access to the Council's supply barges at the cay landing.

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