![[Screenshot 2023-08-01 at 11.30 Background Removed.07.png]] After an adventuring expedition into [[Drakkenheim]] went wrong, the adventurers attained strange psionic powers. Using their newfound abilities, they built the criminal syndicate known as the Lavender Blade. Striving to become one of the wealthiest and most powerful organizations across the known world, the syndicate’s ruthless and selfish leaders manipulate rival factions, heads of state, and other powerful individuals to place them under the syndicate’s sway. # Background Five years ago, famed halfling actor and adventurer [[Harlo Honeygrin]] put together an expedition to seek a riches and glory in the fallen city of [[Drakkenheim]]. Harlo and his expedition discovered a dagger made of a Delerium in a form unlike anything they had seen before. When they removed the strange weapon from its stone dais, thunderous energy collapsed the vault and shattered the dagger, releasing an explosive pulse of violet psionic power. After recovering from the blast and escaping the ruins, the five survivors found they had acquired strange new powers and a shared telepathic link. With this new development, Harlo revealed his true nature as the head of a small criminal organization. He convinced the others to use their new powers to help grow and expand his group’s influence—in exchange for a share of the profits and power, of course. They renamed the organization after the strange alien relic that had gifted them new powers and opportunities, and together, they reforged Harlo’s small criminal enterprise into a blossoming underworld syndicate. # Goals Wealth, power, control They are opposed to the [[Queen of Thieves]] and see her vision as too small and inclusive. They want to control everything and see her as in impediment to their vision. They’re willing to acquire these through any means necessary, caring little for who gets hurt or what must be sacrificed in the process. To the Blade, the ends always justify the means. # Harlo Honeygrin [[Harlo Honeygrin]] statblock Though Harlo Honeygrin approaches his one hundred and twentieth birthday, he retains his appearance as a halfling man in the prime of youth with exceptional good looks. His public image paints him as a charming, heroic lover of the arts, but in truth, Harlo is a jealous, spiteful reprobate who secretly created a criminal enterprise to fulfill his vain and desperate needs. ^Harlo Over eighty years ago, Harlo forged a deal with Barresqueth, an archfey who offered the destitute halfling fame, power, and beauty in exchange for a payment of treasure every three years. After forging the pact, Harlo built the life of theater and adventure he’d always wanted—but when his first payment came due, Harlo learned Barresqueth would increase the price every three years. As the fee grew, Harlo resorted to criminal means to obtain it. Each time Barresqueth collects the debt from Harlo, the archfey assumes the guise of a swashbuckling mouse with an eyepatch. Passersby assume the little rodent is Harlo’s adorable fey friend, which only irks the halfling more as he forks over a sack of riches to the greedy little mouse. # Jutkarr Flintfingers [[Jutkarr Flintfingers]] statblock Though Jutkarr Flintfingers is a devotee of Ragilo, a god venerated by thieves and assassins, he doesn’t consider himself a scoundrel. In fact, the grandfatherly dwarf actively dislikes most thieves, calling them lazy cheats and cocky liars. Jutkarr instead considers himself a “problem solver” and believes that any true follower of Ragilo is the same. To him, there’s little difference between solving the daily word puzzle in the city broadsheet and “solving” a guarded mansion, a warded treasure vault, or the social complexities of a street gang war. Each is merely a pleasant distraction and chance to keep his wits sharp. ^Jutkarr Harlo hired Jutkarr for his expedition as an expert in traps and locks. After the founding of the Lavendar Blade, Jutkarr became the syndicate’s quartermaster and tactician. He oversees most operations with his cunning intellect and insight. # Llyvessa [[Llyvessa]] statblock Llyvessa, She-Who-Leaps-Across-Moonlight, is the most mysterious member of the Amethyst Knife. The elf’s other-worldly appearance shifts between alluring and terrifying. ^Llyvessa She usually speaks in cryptic Elvish phrases and metaphors that most find impossible to comprehend. Llyvessa and Harlo met when the guide for Harlo’s soon-to-launch expedition mysteriously went missing and she appeared as a last-minute replacement. When the group discovered the crystal dagger, Llyvessa was struck with an overwhelming fear and awe, as though she could see something the others could not. Since then, she has followed the others’ orders without question and has made no effort to share her own feelings or ambitions. Her true intentions in the organization remain a mystery. As a deadly sharpshooter, Llyvessa serves as one of the Lavender Blades' top assassins, killing with a detached, calculating efficiency. # Treyvan von Hirnschmann [[Treyvan von Hirnschmann]] statblock Treyvan von Hirnschmann is the illegitimate half-elf son of Duke Zaltz von Hirnschmann, a minor but influential human noble. To prove himself worthy of a noble title - and of his father’s love—Treyvan set out to seek his own fortune. He eventually crossed blades with Victory Graves in a duel, and though Treyvan lost, Vic saw potential in him. Instead of killing the man, she offered him a job on an expedition led by her employer Harlo Honeygrin. ^Treyvan After the expedition, Treyvan initially declined Harlo’s offer to join the Lavendar Blade, intending to head home and use his new powers to prove himself to his father. However, Harlo and Victory brought Treyvan evidence of an assassination plot against him—one orchestrated by his father the duke, who hoped to remove Treyvan as a threat to his younger half-sibling’s title. Crushed and enraged at the betrayal, Treyvan agreed to join the Blade. Seeking revenge, he plans to use the criminal empire to usurp control of his father’s domain. # Victory “Vic” Graves [[Victory Graves]] statblock Victory grew up in a rough orphanage that forced her onto the streets as soon as the young human could feed and dress herself. Her childhood instilled what she considers life’s most valuable lesson: “The weak think someone will save them. The strong think others will fear them. The clever think everyone beneath them. In the end, it’s the ruthless who survive.” ^Victory Vic learned to fight as soon as she could lift a blade, and she honed her skills in vicious backroom fighting pits and bloody alleyway brawls. She delights in luring foes into one-on-one duels with her, where her sharp reflexes and precise strikes prove deadly. These skills earned her employment as a bodyguard for Harlo when he began his criminal career. Long before the founding of the Amethyst Knife, Vic recognized Harlo’s true nature and the commonality in their merciless and selfish values, and she agreed to serve as his second-in-command, a position she has held ever since. # Magic Items After returning from their fateful expedition, two members of the Lavender Blade used the shattered remains f the crystal dagger to forge psionic items for themselves. Harlo Honeygrin carries the amethyst die, and Victory wields mindrazor. ### Lavender Die Wondrous Item, Rare (Requires Attunement) This gaming die is carved from a fragment of powerful psionic crystal and resonates with a remnant of its power. This die has 3 charges and regains all expended charges daily at dawn. When you make an ability check, attack roll, or saving throw, you can expend 1 charge to roll a d6 and add the number rolled to the d20 roll. Immediately after the ability check, attack roll, or saving throw is resolved, you take psychic damage equal to twice the number you rolled on the d6. ### Mindrazor Weapon (Rapier), Very Rare (Requires Attunement) This rapier was forged using shattered fragments of a powerful psionic crystal and ore from a falling star. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This rapier has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to attempt to inflict a psionic wound. The target must succeed on a DC 17 Intelligence saving throw or become vulnerable to psychic damage for 1 minute (save ends at end of turn). # Lavender Blade Villain Actions The Lavender Blade has five villain party actions. The party can take each action once during an encounter after an enemy’s turn. The party can take these actions in any order but can use only one per round. An action can be taken only if the creature performing it is present in the encounter and isn’t incapacitated. ```encounter name: Lavender Blade party: Drakkenheim1 creatures: - 1: Harlo Honeygrin - 1: Jutkarr Flintfingers - 1: Llyvessa - 1: Treyvan von Hirnschmann - 1: Victory Graves ``` ## Action 1: Amethyst Formation. [[#Treyvan von Hirnschmann]] telekinetically moves each willing LB boss who he can see within 60 feet of him up to 30 feet in any direction. ## Action 2: Leaves Fall on the Moon. [[#Llyvessa]] shoots an arrow charged with psionic potential, creating a line of psionic energy that is 5 feet wide and 150 feet long. Each enemy in that area must make a DC 17 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. ## Action 3: I Planned For This. [[#Jutkarr Flintfingers]] issues a coded telepathic instruction and psionically manipulates the space around him. Each LB boss within 60 feet of him can teleport and swap spaces with another willing boss in that area (no action required). Each teleporting creature must be able to see the creature they’re swapping spaces with. ## Action 4: Telepathic Tirade. [[#Victory “Vic” Graves]] telepathically taunts one creature she can see within 30 feet of her. Until the end of the target’s next turn, they have disadvantage on ability checks, attack rolls, and saving throws, and they take 5 (1d10) psychic damage whenever they fail an ability check, attack roll, or saving throw. ## Action 5: Epilogue [[#Harlo Honeygrin]] unleashes a chain of psionic fury. Each enemy within 60 feet of him must make a DC 17 Intelligence saving throw. On a failed save, a target takes 28 (8d6) psychic damage and is dazed until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t dazed.