SCQ Stat Pack 1
Hey, folks! This is Ty, your friendly neighborhood DM from Side Character Quest! Ever wanted the characters of SCQ to join your home game? Or maybe you just want to know a little more about them? The SCQ Stat Pack is here for you!
Below you will find characters, items, and/or monsters from the show, written and formatted to be used in a home game!
Sir Rodrick of Southbend
Background: Sir Rodrick was brought to life by our first guest player, Eli (@SirEliOfThePine). He is the Knight of Lumen, the god of light. This position is officially merit-based, but it has been passed from parent to child for at least three generations. Sir Rodrick is expected to eventually be promoted to High Priest of Lumen, and just as day turns to night, Sir Rodrick is expected to later take the position of High Priest of Nox, the god of darkness.
Play Tips: Sir Rodrick is confident, capable, and trustworthy. Other NPCs might find his “boyscout” nature a little tiring at times, but when they need something done, they know he is the guy to turn to. When Rodrick sees evil, he smites it (even when maybe he should investigate more first).
Rodrick is normally fully dressed in mail, riding Sunlight (his palomino horse), and carrying the Boarhammer.
The Boarhammer
Weapon (warhammer), rare
You have a +1 bonus to attack and damage rolls made with this magic weapon. This heirloom has been in Sir Rodrick’s family for generations and is emblazoned with a boar. (“The Boarhammer” isn’t an official title. Don’t let Rodrick’s father hear you call it by that silly name.)
Lumen's Smite: When attacking, you can spend one charge to deal radiant damage to the target of your, in addition to the weapon’s damage. The extra damage is 2d8. The damage increases by 1d8 if the target is an undead or a fiend.
Deemed Unworthy: If an undead or willfully evil creature picks up the boarhammer, they must roll a DC 15 Wisdom Saving throw. On a failure they take 1d8 radiant damage and drop the boarhammer. On a success, they take half damage and don't drop the hammer. ("Willfully evil" is determined by the person playing the character.)
Velma
Background: The solitary and skillful Velma wasn’t that different from any other trapper until her brother joined the Wallclimbers. Although the group had started as a “meeting of the minds,” eventually the founding Wallclimbers who sought to reform society’s relationship with government, nature, and magic were pushed out or twisted by newcomers who sought to pillage small defenseless communities.
When Velma’s brother tried to convince her to join a Wallclimber raid, she turned him down. “When you’re done being an idiot, we can talk.”
But he never came back.
Play Tips: Velma is a hermit. Given the choice, she would rather find a hideaway in the woods than stay in a nice, safe village. If you can find her somewhere, she is bound to have a wealth of information about the area, but she’s also bound to have traps and alarms setup so she can run at the first sign of intruders.
Moonbeam
Background: The Southbend and the Pines are a quiet place, but deep underneath them you’ll find a labyrinth of tunnels brimming with dark magic. Moonbeam (and other undead) can be found there.
Play Tips: Strangely, Moonbeam does not seem to possess any sort of exceptional menace. The horse behaves like any well-trained steed, although they are maybe a little less skittish than you would expect.
Want to know more about these characters? Check out the first arc of SCQ, starting with “Sir Rodrick Begins His Quest”!
If you enjoyed this and want to see it for other arcs, let us know! And if you end up using any of these at home, tell us the story of what happens here or on Twitter at @SCQpodcast!