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FateTide Tell Your Story
Commander Aldric Vale
Medium - Size
Guards - Tier 2
800 gp / day
220 lbs
Leader Role
20
1600.25

Body
Mind
Soul
Vitality
144 / 144
Armor
10
27
Luck
Walking Speed
30
Jumping Speed
18
Unhindered Attacks
2
Reach
5
ST 2 | 4 SP | d5
ST 3 | 7 SP | d6
ST 5 | 13 SP | d8
Skill Roll Adv
Skill Roll Dis
Language Fluent

Helmet
Plate
Bracers, Iron
Clothes, Uniform
Cloak, Cloth
Greaves, Iron
Boots, Iron
Medium Shield
 
Whip

  • Inventory Equipped Inventory Equipped:
  • Boots, Iron
    16 8 gp
  • Bracers, Iron
    16 15 gp
  • Cloak, Cloth
    1 gp
  • Greaves, Iron
    16 2 gp
  • Helmet
    40 gp
  • Medium Shield
    39.88 10 gp | Magical AC +2
  • Plate
    78 900 gp | Magical AC +2
  • Whip
    10.98 2 gp | Weapon Enchantment +2
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped Inventory Unequipped:
  • 3 Healing Potion (8d4 + 8)
    55.85 100 gp
  • Shortsword
    5.73 10 gp | Weapon Enchantment +2
  • Healing Potion (2d4 + 2)
    14.34 15 gp
  • Manacles
    -100 2 gp
  • Signal Whistle
    3 gp


  • Passive Ability Passive Abilities:
  • Magical AC +2
    20 4000 gp
  • Weapon Enchantment +2
    5000 gp
  • Knightly Presence
    1500 gp Requires Skill Tier 1 Heavy Armor Skill

  • Quick Ability Quick Abilities:
  • Battlefield Order
  • Focused Assault
    -600
  • Hold the Line
  • Bullwhip
    11.29 300 gp Requires Skill Tier 1 One-Handed Melee Weapon Skill
  • Solid Armament
    120 1000 gp Requires Skill Tier 5 Heavy Armor Skill
  • Hooked Yank
    Requires Skill Tier 5 One-Handed Melee Weapon Skill

  • Attack Ability Attack Abilities:
  • Cracklash
    9.12 100 gp Requires Skill Tier 2 One-Handed Melee Weapon Skill
  • Ensnaring Whip
    14.82 100 gp Requires Skill Tier 3 One-Handed Melee Weapon Skill
  • Chain Snap
    750 gp Requires Skill Tier 4 One-Handed Melee Weapon Skill

  • Reaction Ability Reaction Abilities:
  • Unshakable Defense
    3000 gp Requires Skill Tier 3 Heavy Armor Skill

You see broad shoulders under worn half-plate, cloak hanging low. The whip coils at his belt, leather dark and polished smooth. His stare is direct, jaw square, hands gloved—one always near the hilt.

Commander Aldric Vale enforces order in the inner city with iron discipline and a coiled whip always at his side. Clad in half-plate scarred by street conflict, he commands through fear, precision, and an encyclopedic knowledge of the law. His shield and shortsword stay ready, though rarely needed.

Guards - Tier 2
Creature Template
Tiny
Creature Template
43.71

Iron Guards are the hardened backbone of city defense—better trained, better equipped, and far more disciplined than common street guards. Stationed at gates, key intersections, and garrisons, they respond to riots, suppress organized crime, and serve as elite enforcers of local law.

They wear matching uniforms reinforced with chain or scale beneath dark gray surcoats, each marked with the sigil of the city or Iron Guard insignia. Their presence is deliberate and unyielding—boots like anvils, eyes always scanning.

Respected and feared. Iron Guards are known for their discipline, ruthlessness in combat, and lack of tolerance for corruption. While some see them as protectors of peace, others call them “Iron Dogs”—unyielding and cold, more loyal to order than to justice.

Clothes, Uniform
 

  • Inventory Equipped Inventory Equipped:
  • Clothes, Uniform
    1 gp

  • Inventory Unequipped Inventory Unequipped:
  • Healing Potion (2d4 + 2)
    14.34 15 gp
  • Manacles
    -100 2 gp
  • Signal Whistle
    3 gp

  • Extra Attack Extra Attack: +1

  • ST 2 | 4 SP | d5 Skill Tier 2:
  • Common Common Language Skill

  • ST 3 | 7 SP | d6 Skill Tier 3:
  • Empathy Empathy
  • Influence Influence
  • Law Law
  • Navigation Navigation

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
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Item Information