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Captain Aldis

Captain Aldis is the Nord captain in the Imperial Legion and in charge of the Solitude guards. He is personally oversaw the execution of Roggvir. He can normally be found pacing the courtyard of Castle Dour, Aldis employs a rigorous schedule, supervising the training of Imperial soldiers in the Castle Dour courtyard.    While he is training guards in the courtyard of Castle Dour, he may give some instructions to his fellow men, such as:
"Concentrate. The battlefield is full of distractions. Ignore them! Focus on your targets."
"Come on, now! I want those arrows dead center! The lives of your fellow soldiers are counting on it."
"Some day soon, you will all see battle. And what you do here, today, may well save your lives!"   If you ask Aldis how the training is going:
"Their aim could be steadier, but they're battle ready."   Even if that battle is with a dragon?
"Can any man hope to be ready for a dragon? I can but hone their skills and harden their hearts. The rest is up to the gods." or "You're the Dragonborn aren't you? I'm sort of hoping you're going to fight the dragons for us. A normal man is no match for a dragon."   After finishing speaking with him, Aldis can say:
"Keep my men in your prayers. They'll need them if they don't shape up."
"Stay strong. The Eight willing, we'll finish this war."
He wears Solitude guard's armor, with Imperial bracers and matching boots. He carries a Solitude guard's shield, an iron greatsword (2d6 slashing), an Imperial Warbow (1d10 piercing, range 120/500) and ten steel arrows (+1 dam).
Children

Town Guard

Medium Any race, Law Enforcement, Any Non-chaotic

Armor Class 16 (Chain Shirt, Wooden Shield)
Hit Points 26 (5d8+4) 5d8+4
Speed: 30 ft

STR

15
( +2 )

DEX

14
( +2 )

CON

11
( +0 )

INT

8
( -1 )

WIS

11
( +0 )

CHA

9
( -1 )

Saving Throws Constitution +2
Skills Athletics +4, Perception +2
Damage Resistances Slashing (Chain Shirt)
Senses passive Perception 12
Languages Common
Challenge Rating 1
Proficiency Bonus +2

Clinking. The Guard has disadvantage on Stealth checks due the the chained nature of thier armour.   Manacles. The Guard is equipped with manacles, when they have a humanoid grappled. They can can use thier action to try to bind them. To do so, they make another grapple check. If they succeed, the target is both incapacitated and restrained until the grapple ends, and will remain incapacitated until the manacles are removed by another creature.

Actions

Steel Longsword. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: (1d8+3) slashing damage or (1d10+3) when used two-handed.   Longbow. Ranged Weapon Attack: +4 to hit, range 150/600, one target. Hit: (1d8+3) piercing damage (1d20+4 Steel Arrows).


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