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Brekka Targ

Tiefling · Fighter, Battle Master · Level 10

Brekka Targ

Caravan guard, route scout, and reluctant mediator
“Who is missing? How long? Which road?”
AC18
HP84/84
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“That went worse than the map promised.”
From how they speak

Voice

His voice has a dry, gravelly edge, as if years of dust and cold air have roughened it. He projects from his chest like a man accustomed to being heard over wagons and rain, with hard consonants that make instructions sound final. He does not lower his voice when angry; he becomes more exact, naming people, distances, and consequences.

He speaks in clipped, practical clauses, shaped by years of calling instructions over wind and wagon noise. He favors concrete nouns and measured pauses, and rarely softens a warning with a joke. When discussing his mother or the refugees he once saved, his sentences grow longer and less orderly.

Speech patterns

Uses short, practical questions: "Who is missing? How long? Which road?"
When bargaining, states the cost and the risk separately, then waits without filling the silence.
Uses dry understatement after danger: "That went worse than the map promised."
Calls people by their names once he has learned them, even in the middle of a fight.

How to play them

Brekka responds best to clear requests, shared plans, and people who admit what they do not know. He tests strangers by asking them to help with a small, immediate problem, such as securing a cart or carrying supplies. He is guarded about his military past but warms to those who take responsibility for others without demanding praise. Threats against refugees or missing people make him direct and difficult to bargain with.

Goal

Find Nemi before Commander Kett does, and keep the refuge route from becoming a corridor for exploitation.

Motivation

He wants to prove, through repeated small acts rather than grand gestures, that a soldier can protect people without turning them into an order to be obeyed.

Secret · GM only

Appearance

Brekka looks like a man built to hold a doorway: broad through the shoulders, square-jawed, and planted with his weight slightly forward. His brick-red skin has a dry, finely pebbled texture, like fired clay, and pale lines of old callus cross his palms. Two swept-back horns emerge above his temples, their ridged black surfaces carefully polished until they catch the light. He keeps his dark hair clipped close at the sides and combed into a precise, glossy ridge. His eyes are amber with narrow pupils; when he watches someone, his gaze moves from their hands to their feet before it reaches their face. He walks in measured, heel-first steps, quiet for a man in plate, and leaves an impression of a door barred from the inside. Unexpectedly for a veteran soldier, he carries a tiny wooden windmill and spins it whenever he waits.

Clothing

Dented but meticulously maintained plate over a charcoal padded gambeson, with a faded blue scarf tucked beneath the gorget. He wears a narrow belt pouch for his windmill and keeps his cloak pinned so it cannot snag on a weapon.

Body language

He habitually polishes one horn with his thumb, then seems to notice and stops. In a tense room, he angles his body between the most vulnerable person and the nearest exit. When someone lies, he watches their feet and hands rather than confronting them immediately.

Height
6 feet 3 inches
Build
Broad-shouldered, heavy-boned, and strongly muscled, with the compact strength of a laborer who learned to fight in armor.
Eyes
Amber-gold with narrow pupils
Hair
Near-black, clipped close at the sides and combed into a glossy ridge
Skin
Brick-red, with a dry, finely pebbled texture
Age
Thirty-eight, an adult tiefling with the weathered bearing of someone who has spent years sleeping in armor.
Gender
Male
Size
Medium

Distinguishing features

His horns are polished every morning, though the rest of his armor is plainly work-worn.
A small wooden windmill, carved from a broken wheel spoke, turns between his fingers whenever he is made to wait.
He has a habit of checking buckles and knots on other people's gear without asking.

Personality

12 traits and drives

Brekka is stern with people who treat danger casually, yet unexpectedly patient with frightened beginners. He distrusts grand promises but will make one himself if someone is in immediate need. When calm, he asks careful questions and fixes other people's equipment; when ashamed, he becomes brisk and gives orders; when angry, he stops negotiating and names exactly what he intends to do.

Alignment
Lawful neutral

Quirks

Polishes one horn with his thumb whenever he has to wait, often without realizing it.
Spins his little wooden windmill to judge a breeze, even indoors.
Recounts steps between doors under his breath, then denies doing it.
Offers to mend loose straps before he asks someone's name.

Habits

Checks the buckles on nearby doors, packs, and armor as if loose fastenings could become a crisis.
Offers practical help before sympathy, then stays nearby long after the task is done.
When frightened, becomes brisk and managerial rather than visibly panicked.
After a successful negotiation, privately tests his wooden windmill to see whether the breeze has shifted.

Traits · 3

He distrusts grand promises, yet will make one himself if someone is in immediate danger.
He treats frightened novices with patience but has little tolerance for experienced people who gamble with other lives.
He wants to be seen as dependable and resents how much he needs other people to notice.

Flaws · 3

He takes responsibility for other people's safety even when they have not asked him to.
He has difficulty trusting officers and may obstruct a reasonable plan if it resembles the order that cost Tovik his life.
He is stubborn about changing a route once he has judged it safe.

Fears · 3

That his choice to save the refugees only delayed their suffering.
That Tovik survived and believes Brekka abandoned him.
That Nemi has joined a group that will use her as leverage against him.

Wants and needs · 3

Needs reliable information about Nemi's last known route.
Wants to learn whether Tovik's letter is genuine without exposing him.
Needs allies who will tell him when protection becomes control.

Combat

AC 18 · HP 84 · 30 ft.

He claims ground and protects allies rather than chasing targets. He opens with a shove or Trip Attack against the most dangerous melee foe, then uses his reach and positioning to keep enemies away from spellcasters and wounded companions. He spends Precision Attack when a crucial strike must land, saves Riposte for a missed enemy blow, and uses Action Surge to end an immediate threat. Against groups, he uses darkness only when allies can see through it or when retreat is more important than a clean fight.

Brekka Targ

Medium humanoid (tiefling), lawful neutral
Armor Class18
Hit Points84
Speed30 ft.
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerceptionIntimidationSurvival
SensesDarkvision 60 ft.
Languages
Common,
Infernal
Fighting Style. Great Weapon Fighting. When rolling damage for an attack with a two-handed melee weapon, reroll a 1 or 2 on a damage die once and use the new roll.
Second Wind. As a bonus action, regain hit points once per short or long rest.
Action Surge. Take one additional action on his turn once per short or long rest.
Extra Attack. Make two attacks whenever he takes the Attack action.
Battle Master. He has four d8 superiority dice, regained on a short or long rest. Maneuver save .
Maneuvers. Trip Attack, Menacing Attack, Precision Attack, and Riposte.
Infernal Legacy. He knows thaumaturgy. Once per long rest, he can cast hellish rebuke as a 2nd-level spell and darkness.
Darkvision. See in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Fire Resistance. He has resistance to fire damage.

Spells

Thaumaturgy (cantrip, transmutation). A minor magical effect, such as a harmless sound, a flicker of flame, or a brief tremor. At will.
Hellish Rebuke (level 2, evocation). When damaged by a creature within 60 feet, he can use his reaction to force it to make a Dexterity save, taking fire damage on a failure or half as much on a success. Once per long rest, cast as a 2nd-level spell.
Darkness (level 2, evocation). Create a 15-foot-radius sphere of magical darkness within 60 feet for up to 10 minutes, requiring concentration. Once per long rest.

Actions

Greatsword. Brekka makes two attacks with his greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () slashing damage, or 13 () against a target affected by his Great Weapon Master option. He can take a -5 penalty to the attack roll to add +10 to the damage on a hit.
Handaxe. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 7 () piercing damage.
Trip Attack. After hitting a creature with a weapon attack, expend one superiority die to deal an extra damage. The target must succeed on a Strength saving throw or fall prone.
Menacing Attack. After hitting a creature with a weapon attack, expend one superiority die to deal an extra damage. The target must succeed on a Wisdom saving throw or be frightened of Brekka until the end of his next turn.
Precision Attack. When he makes a weapon attack roll, Brekka can expend one superiority die and add the die to the roll. He can do so after rolling but before the effects of the attack are determined.
Action Surge. Brekka can take the Attack action and make two attacks. He can use Action Surge to take an additional action on his turn once per short or long rest.
Hellish Rebuke. Brekka invokes infernal magic to rebuke a creature that damaged him within the last round. The creature must make a Dexterity saving throw, taking fire damage on a failure or half as much on a success. Once per long rest.
Darkness. Brekka creates magical darkness in a 15-foot-radius sphere within 60 feet. The darkness spreads around corners and lasts up to 10 minutes with concentration. Once per long rest.
Thaumaturgy. Brekka produces a harmless supernatural effect, such as a rumble in his voice, a flickering flame, or a brief tremor in the air.

Reactions

Riposte. When a creature within 5 feet misses Brekka with a melee attack, he can expend one superiority die to make a melee weapon attack against it as a reaction. On a hit, the attack deals an extra damage.
Infernal Rebuke. When a creature Brekka can see hits him with an attack, he can use his reaction to cast hellish rebuke, if he has not used it since his last long rest.

Services they sell

Caravan protection and tactical advice.
Escort through old military roads and drainage routes.
Training in practical weapon use and keeping a defensive line.

Rewards they can give

A reliable escort through roads watched by old border-company patrols.
A hand-drawn map of the drainage cuts and safe camps near Mile 17.
The trust of refugees and caravan crews who have heard how he treats people in danger.

Equipment

  • Greatsword (weapon)A well-used two-handed blade with a plain crossguard and a grip wrapped in fresh cord.
  • Handaxes (weapons)Two balanced throwing axes carried at his belt.
  • Plate armor (armor)Well-fitted plate armor with a patched padded underlayer. AC 18.
  • Pocket windmill (keepsake)A small carved windmill made from a broken wagon spoke, with one uneven wooden blade.
  • Mile 17 route map (personal item)A folded scrap of an old route map marked with the drainage cut where he saved the refugees.

Possessions

Greatsword
Two handaxes
Plate armor
Pocket windmill carved from a broken wagon spoke
Mile 17 route map
Sealed letter from Tovik

Background

Brekka grew up above a shuttered ropewalk, where his mother, Dagna, taught him to repair nets and his father vanished before he learned to speak. He enlisted with the border company stationed at the old survey post called Mile 17, partly for wages and partly to escape the town's constant suspicion of his infernal blood. During a winter escort, his unit was ordered to abandon a wagon of refugees to protect a tax convoy. Brekka disobeyed, dragged the refugees through a frozen drainage cut, and lost his closest friend, Tovik, when the rear guard caught up. He left the company after the inquiry exonerated the officer who gave the order. Now he works as a caravan guard and occasional mediator, sending money to Dagna and quietly searching for Tovik's younger sister, Nemi, who disappeared after joining a traveling company. He is also trying to keep his former commander from turning the old refuge route into a smuggling path.

Role in the story

A capable ally and morally complicated guide whose personal search can draw the party into the aftermath of a military cover-up. He can offer protection and route knowledge, but his sealed letter and fixation on Nemi may force the group to choose between keeping one person hidden and exposing a larger wrong.

“During a winter escort, his unit was ordered to abandon a wagon of refugees to protect a tax convoy.”
From their background
Faction
Former member of the border company stationed at Mile 17; currently an independent caravan guard who is tolerated by several local merchants.

Known connections

Dagna, his mother, still repairs fishing nets above the old ropewalk and refuses to accept that he is in danger.
Tovik, his former comrade, was presumed dead after the winter escort; Brekka has never found a body.
Nemi, Tovik's younger sister, is missing after joining a traveling company. Brekka sends inquiries to every town he passes.
Commander Kett, his former superior, has begun hiring smugglers to exploit the refuge route Brekka once defended.
Major secret · GM only
Minor secrets · GM only

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