Jenna Ashborne

Level 3 Human Rogue (Assassin)

Available with DM subscription
STR
10
DEX
16 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class 14 (Leather armor)
Hit Points 24 (3d8 + 6 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Dexterity, Intelligence
Skills Stealth +5, Deception +1, Acrobatics +5, Perception +3, Intimidation +1, Sleight of hand +5

Features

Vengeance Oath (Personal Drive)

custom Level 1
Roleplay

Jenna's singular purpose is to find the soldiers and tax collector who destroyed her father's camp. She tracks the crown's agents relentlessly; when gathering information about the King's men or the raid on the camp, she may treat related History or Investigation checks as having Advantage at the DM's discretion.

Sneak Attack

class Level 1

Once per turn, deal an extra 2d6 damage when you have Advantage on an attack roll using a Finesse or ranged weapon and attack with an ally adjacent to the target, or when you don't have Disadvantage and another enemy of the target is within 5 feet.

Assassinate

subclass Level 3

You have Advantage on attack rolls against any creature that hasn't taken a turn yet in combat. Any hit against a Surprised creature is a critical hit.

Alert (Origin Feat)

background Level 1

Initiative Proficiency: add your Proficiency Bonus to Initiative rolls. Initiative Swap: after rolling Initiative, swap yours with a willing ally's.

Criminal Contact

background Level 1

You have a reliable and trustworthy contact who acts as a conduit to a criminal network, and you know how to get messages across great distances.

Thieves' Cant

class Level 1

You know Thieves' Cant, a secret mix of jargon, slang, and code that allows you to hide messages in seemingly normal conversation.

Expertise

class Level 1

Choose two skill proficiencies (Stealth, Perception). Your proficiency bonus is doubled for those skills.

Human Versatility

species Level 1

Humans gain an Origin Feat (Alert) and skill proficiency options, reflecting their adaptable nature.

Cunning Action

class Level 2
Bonus Action

Take the Dash, Disengage, or Hide action as a Bonus Action on each of your turns.

Behind the character

Character Information

Jenna Ashborne is sixteen years old and has already buried her entire world. Once a bright, quick-laughing girl who rode on Big Joe's shoulders and helped her father mend nets and fletch arrows, she is now a lean, watchful shadow with storm-grey eyes that hold grief the way a dam holds floodwater โ€” silently, and under constant strain. Her auburn hair is tangled and tied back with frayed cord; soot still seems to find her freckled cheeks no matter how she scrubs.

She wears her father's oversized patched leather jerkin like armor against more than blades, and his battered hand axe rides at her hip, its haft wrapped in the faded red cord she does not yet understand.

She is an Assassin by instinct and by necessity โ€” patient, quiet, and ruthlessly practical. She moves like someone who learned early that being seen is being dead. Her Chaotic Neutral streak is not cruelty but a survivor's arithmetic: rules got her father killed, so rules are suspect. Yet beneath the calculation runs a fierce, stubborn decency โ€” she feeds strays, she cannot walk past a chained prisoner, and she hates herself for every soft impulse because softness is a liability.

Her vengeance is not a rage but a religion. She tracks the crown's agents with a discipline that frightens adults twice her age, and her Personal Drive โ€” the Vengeance Oath โ€” gives her uncanny focus when hunting those responsible for the raid. But the question that haunts her in the dark hours is one she has never spoken aloud: she saw her father strike the taxman first. She knows the crown's story is not entirely a lie.

Her revenge is built on a foundation she is afraid to examine, and every step of her hunt brings her closer not only to Commissioner Vail and Sergeant Bray, but to the truth about her father โ€” and about herself.

Before the adventure

Character Background

Jenna was born in the forest camp of the Arry band, a loose company of poachers, escaped debtors, and families the crown's tax collectors had ruined. Her father, Arry Ashborne, was a woodsman and fletcher by trade and a leader by accident โ€” a man whose fairness made him the camp's conscience. Her mother left when Jenna was nine, walking out of the camp one autumn morning with a kiss on the forehead and no explanation, and Arry never spoke of her again.

Jenna grew up between the legs of giants: Big Joe's shoulders, Ferro the Quiet's card tricks, old Mags's herb-lore. It was, by the standards of outlaws, a childhood full of love.

The rot came with the taxman. The village nearest the camp โ€” Millbrook's outlying farms โ€” had nothing left after three lean harvests, but Collector Corvin Hale arrived with armed guards and a schedule, demanding payment 'or else the taking.' Arry went to negotiate. Hale's guards mocked him, shoved an old woman into the mud, and put a torch to a granary as 'collateral.' Jenna, hidden behind the woodpile, watched her father โ€” the gentlest man she knew โ€” split Hale's scalp with his axe. From that day, the Arry band became outlaws in truth, hunted, moving camp every season, living on deer meat and defiance.

For two years they ran. Jenna learned snares, tracks, and how to be quiet. Then, on a night in late autumn, the soldiers came โ€” not a patrol but a company, surrounding the camp in a coordinated cordon no bandit band had ever earned. Sergeant Dorn Bray commanded them. Arry woke her without a word, lifted the flagstone beside the hearth, and lowered her into the hidden compartment he had built years before โ€” 'for exactly this,' he said, though she did not understand until the lid closed. Through the crack she heard the order given, the huts catch, and her father's voice, once, calling her name like a blessing.

She emerged at dawn into ash. The corpses of her family lay among the embers. The living were carted toward the executioner's block in the provincial seat. She dug a grave with her hands for what remained of her father, took his axe, and walked into the world alone at thirteen.

The Hollow Kind found her that winter, half-starved, trying to pick the lock of a garrison armory with a bent nail. Mother Wick fed her, housed her, and put her to work โ€” first as a lookout, then a courier, then, as her talents bloomed, something sharper. The Kind taught her Thieves' Cant, lockwork, and the assassin's patience. But Jenna never let the Kind own her grief. Her vengeance is hers alone, aimed first at Bray, then upward at Commissioner Vail โ€” and shadowed always by the secrets she carries: the dispatch with Vail's seal, the memory of her father's first blow, and the buried man behind the chapel.

Now three years hardened, she hunts. The ledger, the chains, and the cord are the threads she follows โ€” and each one pulls her toward a truth bigger than her father's camp, bigger than her revenge, and more dangerous than anything the crown has sent against her yet.

Threads to follow

Unresolved Plots

  • Commissioner Vail, who ordered the raid to bury the secret beneath the camp, has been promoted to the provincial capital โ€” and is closer to the throne than ever. He does not yet know the girl with the red-corded axe survived, but his agents are digging where Arry died.
  • One of the gang members carted off to execution โ€” a man called Ferro the Quiet โ€” was reprieved at the last moment by an unknown hand. No one knows who paid for his life or why, and Ferro has vanished into the capital's underworld.
  • The village that her father once protected still pays its taxes, but a new taxman has arrived with demands twice as cruel โ€” and the villagers whisper that they are waiting for someone to come back and stand for them.
  • Maren Duskwell's marsh refuge is being slowly encircled by crown surveyors mapping the wetlands 'for a new road' โ€” a road that will pass directly over whatever the crown believes is still hidden in that country.
  • Jenna's mother did not die in the raid. She left years before it, and the last letter Arry kept hidden in his strongbox suggests she knew what lay beneath the camp โ€” and left to protect Jenna from it, or from herself.

Beneath the surface

Secrets

  • Jenna saw her father strike the taxman. She has told no one โ€” not the Hollow Kind, not Joe โ€” that Arry drew first, and that part of her understands the crown's version of events. This secret is the crack in her vengeance she dares not look at.
  • She kept one thing from the burned camp: a sealed crown dispatch she found on a dead soldier's body, which she cannot read but which bears Vail's seal. She has never shown it to anyone, afraid of what it says โ€” and of who might kill to retrieve it.
  • During her first winter alone, Jenna killed a man โ€” a bounty hunter who recognized her. She buried him behind a chapel and took his purse. She has not slept a full night since without the dream of his face, and she has never told a living soul.

What haunts them

Fears

  • That her father's last act โ€” hiding her beneath the hut โ€” was not love but cowardice, and that he chose to save her rather than stand and die with his people.
  • That she will become the thing she hunts: that her vengeance will one day burn down someone else's camp, and she will be the soldier with the torch.
  • That she will be captured before her revenge is complete, and the crown will use her โ€” the last Ashborne โ€” as a public example, erasing her father's name forever.

What drives them

Aspirations

  • To see Commissioner Vail ruined and exposed before the province โ€” not just dead, but disgraced, so the world knows the crown's justice was a lie.
  • To rebuild something of her father's camp โ€” not a bandit band, but a refuge for the families the taxman broke, where no child is ever hidden beneath a floor again.
  • To one day take the red cord from the axe haft and tie it around her own wrist โ€” not as a mark of vengeance, but as an oath kept: that Arry Ashborne's daughter finished what he started, whatever 'finished' comes to mean.

Personal quest ยท 1

The Ledger of Ash

Jenna has learned that the tax collector who provoked her father โ€” a man named Corvin Hale โ€” kept meticulous ledgers. A copy survives in the provincial records office of Millbrook. Stealing it would prove the crown's guards extorted the village, potentially freeing the surviving captured gang members before their executions. Jenna must infiltrate the records office, evade Hale's personal guards, and escape with proof โ€” but the ledger also names other villages that suffered the same extortion, revealing her tragedy was policy, not accident.

Current Stage

Gather the layout of the records office from a disgruntled clerk in Millbrook's taverns.

Choice
Bribe the clerk with stolen silver or earn his sympathy with the truth of her father's fate.
The bribe makes the clerk a future liability; the truth makes him a lifelong ally but exposes Jenna's identity to anyone he confides in.
Mechanical Rewards
  • Ledger of Hale (quest item, evidence of crown extortion)
  • One of: Writ of the Crown OR Hollow Kind allegiance
  • Permanent +1 Investigation when researching crown records (if archive was not burned)
Narrative Rewards
  • Surviving gang members may be freed or spared
  • Jenna learns her father's raid was part of a pattern โ€” her vengeance gains a larger purpose

Personal quest ยท 2

Big Joe's Chains

Big Joe โ€” the gentle giant who carried Jenna on his shoulders โ€” was not executed with the others. Records and rumor say he was sold to a labor gang working the royal quarries at Karren's Deep, his strength too valuable to waste on a rope. Jenna tracks the quarry convoy to free him, but finds Big Joe broken in body and spirit, convinced he failed her father. Freeing him means fighting through quarry overseers, and Big Joe may not want to be saved โ€” he may believe he deserves his chains.

Current Stage

Intercept the quarry supply convoy on the Karren's Deep road to learn the labor roster and shift schedules.

Choice
Ambush the convoy violently, or infiltrate it disguised as a supply merchant's hired hand.
The ambush marks Jenna as an outlaw to the quarry garrison; the infiltration risks her being recognized by a former camp prisoner working as a collaborator.
Mechanical Rewards
  • Big Joe as a loyal companion/NPC ally (or the 'Unbroken' trait granted to Jenna's resolve: +1 to death saving throws)
  • Folk Hero of the Quarries reputation OR a military supply cache
  • Quarry Insider knowledge (map of Karren's Deep tunnels)
Narrative Rewards
  • Recovery of a piece of her past and proof her father's legacy was one of love, not just defiance
  • A witness who saw which sergeant led the raid

Personal quest ยท 3

The Red Cord

The faded red cord wrapped around her father's axe haft was not decoration โ€” it was the mark of the 'Redcord Oath,' a pact her father's bandit gang swore years ago to a woman named Maren Duskwell, a hedge-witch who saved Arry's life and bound the gang to protect a secret buried beneath the old camp. Jenna discovers the cord's meaning from Maren herself, now hiding in the marshes, and learns what the soldiers were truly hunting when they burned the camp: not bandits, but the thing Arry died protecting.

Current Stage

Follow the cryptic rhyme sewn into the cord's wrapping to find Maren Duskwell's marsh refuge.

Choice
Reveal her identity as Arry's daughter immediately, or approach disguised as a hired courier.
The truth moves Maren to tears and unlocks her full trust; the disguise tests Jenna's cunning but risks Maren dismissing her as a crown spy.
Mechanical Rewards
  • Ember-Sight ritual OR Maren's protective ward
  • Redcord Sworn (once/day survive at 1 HP) OR Unbound Blade (+1d6 vs. crown agents)
  • Father's strongbox: 150 gp, +1 dagger, commissioner's letter
Narrative Rewards
  • The truth of why the camp was destroyed
  • A magical mentor figure in Maren Duskwell
  • The name of the commissioner who ordered the raid

Major Decision

Context

Jenna finally corners Sergeant Bray, the man who led the raid on her father's camp, alone at a roadside shrine. He is wounded, unarmed, and begging โ€” claiming he was following orders and that the order came from Commissioner Vail, who has since been promoted. He offers to testify against Vail in exchange for his life.

Choice Made
Kill Bray for her father, or spare him and use him as a witness against Vail.
Impact

Killing Bray grants closure but destroys her only witness and hardens her โ€” permanently gaining 'Cold Edge' (+2 damage on attacks against Surprised enemies) but losing the ability to gain 'Voice of the Ashes' (Advantage on Persuasion when speaking of injustice). Sparing him creates a lifelong debt: Bray becomes a double agent within the garrison (Advantage on checks involving garrison intelligence), but Jenna must live with mercy she may not feel, and her Hollow Kind allies may kill him themselves if they learn he lives.

Major Decision

Context

The Hollow Kind, the outlaw network that has sheltered Jenna, offers her full membership โ€” but the initiation requires her to burn the tax rolls of a village, an act that will bring crown reprisal down on innocent farmers who cannot pay twice.

Choice Made
Take the oath and gain the network's full protection, or refuse and stand alone.
Impact

Accepting grants 'Hollow Kind Shadow' โ€” the network provides safehouses (rest anywhere in their territory without chance of ambush) and a +1 bonus to Stealth when operating in their lands, but Jenna bears the guilt of the burned village (a permanent roleplay scar; villagers she meets may recognize her). Refusing costs her the network's aid โ€” she loses safehouse access and gains enemies within the Kind โ€” but she gains 'Her Father's Daughter': once per day, reroll a failed Charisma check when defending the helpless, and commoners who learn of her refusal will shelter her at great risk to themselves.

Major Decision

Context

Maren Duskwell reveals the buried secret beneath the camp: an old crown-sealed reliquary that could legitimize a rival claim to the provincial throne. Jenna can destroy it, ending the crown's hunt and her leverage forever โ€” or deliver it to Vail's political rivals in the capital, who promise to destroy Vail in exchange.

Choice Made
Destroy the reliquary, or trade it to Vail's rivals for his ruin.
Impact

Destroying it ends the supernatural hunt (crown agents lose their ability to sense the Redcord mark; Jenna gains 'Ash-Clean' โ€” Advantage on Stealth vs. crown agents permanently) but Vail remains untouchable and her vengeance stalls. Trading it triggers a political purge: Vail is arrested and stripped of rank (Jenna gains 'Vail's Fall' โ€” permanent Advantage on all checks related to exposing corruption), but the new power in the province owes her nothing and the reliquary's new owners may prove worse than Vail โ€” and the crown's agents now hunt the reliquary's courier: her.

Transformative Moment

Trigger

Completing 'The Ledger of Ash'

Transformation

Jenna shifts from lone avenger to reluctant symbol; NPCs begin recognizing the girl with the red-corded axe, forcing her to choose between anonymity and leadership.

Mechanical Changes

reputation

Gains 'The Ashborn Girl' reputation in the province โ€” allies and enemies alike react to her name.

Her act of evidence-theft becomes rumor and then legend among the oppressed.

Transformative Moment

Trigger

The decision in 'Big Joe's Chains' regarding the truth or the lie

Transformation

Jenna's relationship with honesty is permanently shaped โ€” she either becomes someone who weaponizes comfort or someone who believes truth is a duty even when it wounds.

Mechanical Changes

roleplay_trait

Gains a permanent trait: 'Keeper of Truths' or 'Bearer of Kind Lies,' affecting how she approaches deception and loyalty checks in future storylines.

The choice with Big Joe defines her moral compass going forward.

Transformative Moment

Trigger

The Redcord Oath decision

Transformation

Jenna either accepts a guardian's legacy beyond her own grief or rejects it in favor of pure vengeance โ€” fundamentally changing what kind of outlaw she becomes.

Mechanical Changes

custom_feature

Gains 'Redcord Sworn' (survive at 1 HP once/day, but detectable by crown agents) or 'Unbound Blade' (+1d6 Sneak Attack vs. crown agents, but Maren's network closes to her).

The oath is a supernatural commitment that alters both her capabilities and her vulnerabilities.

Ally

Big Joe

Relationship Surrogate family / rescued companion
Influence 9/10
Loyalty 10/10

Shared History

Big Joe was the heart of her father's camp โ€” a former quarry laborer who joined Arry's band after the crown worked his brother to death. He carried Jenna on his shoulders across streams, taught her to whittle, and told her the stars were 'the lanterns of folk who got away.' On the night of the raid, Arry ordered Joe to hold the treeline and draw the soldiers' arrows while he hid Jenna beneath the hut.

Joe took three arrows and was captured alive, spared execution because his strength was worth more than his corpse. He spent two years in the quarries believing he had failed the only family he had. When Jenna finds him, his guilt is a wall thicker than any stockade โ€” and her forgiveness, or her silence, will define them both.

Potential Breaking Points

  • If Jenna tells him the truth and he cannot bear it, he may surrender himself to the crown to atone
  • Crown agents could use threats against Jenna to force Joe's cooperation

Enemy

Sergeant Dorn Bray

Threat Level 7/10
Conflict Type Personal vengeance / moral crossroads

Personal Stakes

Bray led the squad that surrounded her father's camp and swung the torch that lit the huts. Jenna has tracked him for two years, learning his habits, his drinking haunts, the scar on his jaw. But Bray is not a monster โ€” he is a career soldier who followed orders and has begun to drown in what he did. When Jenna finally corners him, he recognizes the red cord on her axe and does not run.

He offers her the name above him: Commissioner Vail, who ordered the raid not for justice but to bury what lay beneath the camp. Bray's life is the key to Vail's ruin โ€” and the only thing standing between Jenna and the revenge she has dreamed of every night since the ashes. Killing him is justice as she understands it; sparing him is a weapon she has never learned to hold.

Possible Resolutions

  • Execution โ€” closure at the cost of the witness
  • Mercy โ€” an unwilling double agent within the garrison
  • Exposure โ€” force Bray to confess publicly, destroying his career and Vail's cover story

Faction

The Hollow Kind

Standing 4/10

Influence

The Hollow Kind is the outlaw network that grew from the scattered survivors of camps like her father's โ€” smugglers, poachers, and the families the taxman broke. They sheltered Jenna in her first winter alone, teaching her the Thieves' Cant she now speaks like a second tongue, giving her the Criminal Contact who passes her messages across the province. Their leader, a scarred woman called Mother Wick, sees in Jenna both a tool and a daughter โ€” and the two impulses are not always distinguishable.

The Kind wants Jenna's rage aimed at the crown, but their methods are harder than her father's ever were: they burn tax rolls, they hang informants, and they do not ask permission. Jenna owes them her survival, but every favor deepens a debt she suspects Mother Wick intends to collect in full. Membership would give her an army; it would also make her complicit in acts her father would have flinched from.

Obligations

  • One favor owed to Mother Wick, uncollected
  • Expected to aid Kind operations when called
  • Bound by the Kind's law: informants are hanged, no exceptions

Benefits

  • Safehouses across the province
  • Criminal Contact network for messages and intelligence
  • Training in infiltration and forgery from Kind specialists

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