Ammon Duskblade

The Pirate King of the Ditchwater Slums, Grand High Poomba of Her Fetid Fecundity Lamashtu, Prince of Anarchy, Lord of Avarice, Mischief, and General Dishonesty, and Supreme Commander of Renegades, Esquire

Score Modifier
Str 8 -1
Dex 16 +2
Con 13 +1
Int 12 +0
Wis 9 +0
Cha 15 +1


Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:

  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?

Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. On a 10+ choose two. On a 7–9 choose one.

  • You don’t get into melee with them
  • You deal your damage+1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it

Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.

You’ve mastered the care and use of certain poisons, which it is no longer dangerous for you to use. Whenever you have time to gather materials and a safe place to brew you can make three uses of one of your poisons for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.

  • Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise

Heritage Moves

  • Set things ablaze
  • Disappear into fire or shadow
  • Create chaos


  • I stole something from Liora.
  • Dwerdunk has my back when things go wrong.
  • Pendrell and I have a con running.
  • Pendrell has my back when things go wrong.

Ammon’s family can trace their lineage back to the demon goddess Lamashtu, through her daughter Lilit, summoned by Garash. Garash had been the general of the city-state of Kresh, but after it was crushed by Anshar’s tiefling armies, Garash summoned Lilit to bear his own Abyssal child. Lilit was only too willing, but the child began to grow inside Garash. Shenshen chewed her way out of Garash’s belly, killing her father. She is Ammon’s grandmother.

Dis devoured the ruins of Kresh during the childhood of his mother, Urbarra. She proved better suited to life in Dis than she was waging a terrorist war against House Valuriel in the deserts of Adar. She became a successful and wealthy merchant, building an opulent mansion for herself near the Fire Docks, and commanding a fleet of tungsten galleys. Ammon has never met his father, and Urbarra has never spoken of him.

Ammon first started working with goldenroot as a teenager helping his mother’s business. He’d add it to the food served to rival merchants, parish officials, or anyone his mother wanted to strike a deal with. He enjoyed going down to the docks to pick pockets and generally cause mischief. He didn’t need anything — his mother was wealthy and provided for him well — he simply enjoyed the thrill of petty robbery.

Ammon’s life took an abrupt turn when, one day, he picked the pocket of a firesoul genasi pirate at the Fire Docks. The pirate chased him down and caught him. It was the pirate captain Len-jes. He admired the young tiefling’s pluck and skill, and decided to invite him to join his crew rather than slit his throat for his impunity. The crew was mostly firesoul genasi like their captain, but there were also a few elementals, some efreeti, and even an alhoon quartermaster called Altharid that nobody really liked, but it was a ship full of cut-throats, killers, and pirates, so nobody really much liked anybody else.

Ammon learned to fight while he served on Len-jes’s crew, but he eventually grew bored with it. He was manning the helm one night when he sighted a giant Inevitable crystal, and thought it would be fun to attack it. He learned that Inevitables are tougher than he thought, though, so when the fight looked grim, he jumped in a lifeboat and began making his escape. Len-jes ultimately succeeded in escaping the fight, though, and the ship caught up with Ammon. They weren’t very happy with him, so they sold him into slavery at the next port, to a wizard named Solinntir.

The wizard noted Ammon’s talents, and put him to work recovering valuable reagents, magical items, and artifacts from various ruins across the planes. Ammon learned a lot about traps in those days, while some of Solinntir’s brawnier thugs took care of the monsters. Not getting any of the loot really bothered Ammon, though, so he started prodding the other slaves to begin planning a breakout. Among the slaves who joined his revolt was the wizard’s “digester,” Dwerdunk.

Having regained his freedom, Ammon returned to Dis to continue in the same business the wizard had put him onto, but as a freelancer, able to keep the profits for himself. He started running a con with Pendrell the Piper, and stole a holy symbol from Liora (which he returned, after enjoying watching her desperate search for a few days). Together, they rented a room in Ditchwater Manor, and began looking for work as freebooters.

Ammon Duskblade

The City of Dis Jason