Hooded Lanterns Expanded

This document expands upon the Hooded Lanterns faction as outlined in the Dungeons of Drakkenheim campaign setting book. It includes bespoke Statblocks, Encounters, Tactics, Quotes, and a discussion of Faction Alliances.

Similar content: Falling Fire Expanded, Silver Order Expanded

Guards and Scouts

The Hooded Lanterns are a disciplined and organized group with a strict hierarchy. The rank and file consist of Hooded Lantern Guards who are responsible for securing key sites such as Shepard’s Gate and the Garrison, and Hooded Lantern Scouts who are tasked with patrolling the ruins and keeping a watchful eye out for danger. All Hooded Lantern members are trained in how to fight effectively in the ruins. They take advantage of the varied terrain that the city offers and will often hide on rooftops or behind other cover, utilizing stealth to create ambushes. They never charge headlong at the enemy but instead fight from a distance and pepper their foes with arrows.

Guards will fight to the death to hold their position unless they receive a command from a higher-up to retreat.

Scouts have received additional Guerilla Tactics training. If they seem to be overwhelmed, they will fall back and disperse in multiple directions to avoid being wiped out en-masse and continue raining fire on their enemies.

Hooded Lantern Guard

Medium Human, Lawful Neutral


Armor Class
14 (studded leather)
Hit Points
13 (3d8)
Speed
30 ft, climb 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills
Perception +3, Stealth +4
Senses
passive Perception 13
Languages
Common
Challenge
1/4 (50 XP) Proficiency Bonus +2

Urban Combat Training. The guard has a climb speed equal to its movement speed and has advantage on ranged attacks if the guard is at least partially obscured, behind partial cover, or at least 10 ft. above the target being attacked.

Actions

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit 5 (1d6 + 2) piercing damage

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage

Hooded Lantern Scout

Medium Human, Lawful Neutral


Armor Class
14 (studded leather)
Hit Points
22 (4d8 + 4)
Speed
30 ft, climb 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills
Perception +5, Stealth +6, Survival +3
Senses
passive Perception 15
Languages
Common
Challenge
1/2 (100 XP) Proficiency Bonus +2

Urban Combat Training. The scout has a climb speed equal to its movement speed and has advantage on ranged attacks if the guard is at least partially obscured, behind partial cover, or at least 10 ft. above the target being attacked.

Actions

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft, one target. Hit 6 (1d8 + 2) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.

Reactions

Guerilla Tactics. When a creature ends its movement within 5 ft of the scout, the scout may move up to half its speed without provoking opportunity attacks.

 

 

Rangers

Rangers are the elite units of the Lanterns, and are promoted up from Scouts who show exceptional skill. Rangers prioritize gaining advantage on their attacks via the Urban Combat Training ability and then rain devastating longbow attacks against their enemies. They also carry a variety of accessories, including smoke bombs (Fog Cloud, Pass Without Trace), healer’s kits (Cure Wounds), and are adept at setting up traps (Spike Growth). If confronted head-on, the ranger will utilize Guerilla Tactics to retreat and then seek cover or block their enemy’s vision with a Fog Cloud. Rangers often lead strike teams of Scouts into the city. Elite Rangers are even equipped with powerful ammunition.

Hooded Lantern Ranger

Medium Human, Lawful Neutral


Armor Class
15 (studded leather)
Hit Points
52 (8d8 + 16)
Speed
30 ft, climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 11 (+0) 15 (+2) 11 (+0)

Saving Throws
Dex +5
Skills
Athletics +5, Perception +6, Stealth +7, Survival +6
Senses
passive Perception 16
Languages
Common
Challenge
3 (700 XP) Proficiency Bonus +2

Urban Combat Training. The ranger has a climb speed equal to its movement speed and has advantage on ranged attacks if the ranger is at least partially obscured, behind partial cover, or at least 10 ft. above the target being attacked.

Innate Spellcasting. The ranger’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The ranger can innately cast the following spells, requiring no material components:

2/day each: Cure Wounds, Fog Cloud
1/day each: Pass Without Trace, Spike Growth

Actions

Multiattack. The ranger makes two attacks.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft, one target. Hit 7 (1d8 + 3) piercing damage. If the attack was made with advantage, it deals an additional 3 (1d6) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage

Reactions

Guerilla Tactics. When a creature ends its movement within 5 ft of the ranger, the ranger may move up to half its speed without provoking opportunity attacks.

Hooded Lantern Elite Ranger

Medium Human, Lawful Neutral


Armor Class
16 (studded leather)
Hit Points
104 (16d8 + 32)
Speed
40 ft, climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 12 (+1)

Saving Throws
Dex +7, Wis +6
Skills
Athletics +7, Perception +9, Stealth +10, Survival +9
Senses
passive Perception 19
Languages
Common
Challenge
6 (2,300 XP) Profiency Bonus +3

Urban Combat Training. The ranger has a climb speed equal to its movement speed and has advantage on ranged attacks if the ranger is at least partially obscured, behind partial cover, or at least 10 ft. above the target being attacked.

Innate Spellcasting. The ranger’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The ranger can innately cast the following spells, requiring no material components:

2/day each: Cure Wounds (2nd), Fog Cloud
1/day each: Pass Without Trace, Spike Growth

Actions

Multiattack. The ranger makes two attacks. It may replace one attack with a use of its spellcasting.

Longbow+1. Ranged Weapon Attack: +8 to hit, range 150/600 ft, one target. Hit 9 (1d8 + 5) piercing damage. If the attack was made with advantage, it deals an additional 11 (3d6) piercing damage.

Shortsword+1. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) piercing damage

Bonus Actions

Enhanced Amunition. Immediately after the ranger hits with a ranged attack, the ranger chooses one of the following:

Ensnaring Arrow - the target must make a DC 14 Strength saving throw or be Grappled (escape DC 14). While grappled this way, it is also Restrained.

Shrapnel Arrow - the target takes an additional 9 (2d8) piercing damage. Each other creature within 10 feet of the target must make a DC 14 Dexterity saving throw or also take 9 (2d8) piercing damage.

Poison Arrow - the target must make a DC 14 Constitution saving throw or become Poisoned (save ends at end of turn).

Reactions

Guerilla Tactics. When a creature ends its movement within 5 ft of the ranger, the ranger may move up to half its speed without provoking opportunity attacks.

 

 

Encounters

  • Outer City Patrols
    • Outer City patrols are commonly tasked with keeping supply routes to Shepard’s Gate and the Garrison clear of roving monsters
    • Patrols move stealthily and avoid being out in the open
    • Patrols will not engage directly if they believe they are outmatched. Instead, they will track enemy movements and bring in reinforcements so the enemy can be encircled and efficiently ambushed
    • lv2, CR2: 4 HL Scout
    • lv3, CR3: 6 HL Scout
    • lv4, CR4: 4 HL Guard and 1 HL Ranger
  • Inner City Patrols
    • Inner City patrols have the dangerous job of scouting out monster movements and potential sites of interest without having
    • Inner City patrols move under the influence of Pass Without Trace whenever possible
    • If attacked by a superior foe, these patrols will attempt to disengage
    • If tasked with eliminating a superior threat, the patrol will track and follow the threat and wait for an opportune moment to strike, such as when the target is distracted, resting, or engaged with other monsters
    • If tracking an enemy faction or adventurers, the rangers can utilize Fog Cloud to subtly herd the enemies into either other bands of monsters or into a dead end or other deathtrap
    • A common tactic is to wait for the target to engage a threat and then use Ensaring Arrow to pin the target down while the monsters tear them to pieces
    • Spike Growth can also be utilized to block off potential exits
    • lv5, CR8: 2 HL Scout and 2 HL Ranger
    • lv6, CR11: 4 HL Scout and 3 HL Ranger
    • lv7, CR12: 2 HL Ranger and 1 HL Elite Ranger
    • lv8, CR15: 3 HL Ranger and 1 HL Elite Ranger
    • lv9, CR18: 2 HL Ranger and 2 HL Elite Ranger
    • lv10, CR24:4 HL Ranger and 2 HL Elite Ranger
  • Defensive Position
    • The Hooded Lanterns always find strategic positions that offer them good vantage points, lots of cover, and access to rooftops to set up their watch positions
    • Hooded Lantern troops are never out and visible in the open
    • Scout patrols do not engage threats they spot, but instead warn the defenders using smoke signals or flares and then move to ambush from the rear
    • Basic Site: 12 HL Guard and 1 HL Ranger controlling a site, such as a crossroad. There are 2 (1d4) HL Scout stealthily patrolling the area for threats
    • Important Site: 16 HL Guard and 1 HL Elite Ranger controlling a site, such as a vital crossroad. There are 5 (2d4) HL Scout and 1 HL Ranger stealthily patrolling the area for threats

 

 

Quotes and Sayings

Here are some quotes and sayings for the Hooded Lantern soldiers can be used to help you run Hooded Lantern social encounters.

D20 Sayings
Ideals (1-5)
1 “We will rebuild, we will restore, and we will show the world that Drakkenheim will not fall!”
2 “The Hooded Lanterns aren’t just a band of soldiers. We’re family! Join us, and become a part of something greater!”
3 “The monarchy represents the unity and strength of our realm. Without a ruler, our nation is fragmented and we are vulnerable.”
4 “The King and Queen were symbols of hope. They embodied the virtues of honor, duty, and selflessness that we hold dear.”
5 “Finding the heir is about restoring justice and stability. We’ve suffered for far too long. People need a sense of direction again.”
Slice of Life (6-10)
6 “Every day is a struggle, but we keep fighting because we know the cause is just”
7 “These damn ruins are crawling with dangers at every turn. It’s like the city itself is trying to kill us.”
8 “It’s a tough job, but we soldier on because we know that our sacrifices are for the right cause.”
9 “We make do with what we’ve got. It ain’t pretty, but we get the job done”
10 “I swear, every time we think we’ve cleared an area, more trouble springs up.”
Regarding Others (11-15)
11 “The Queen’s Men are a band of bloody thieves and murderers. They prey on the weak and vulnerable, stealing whatever they can get their grubby hands on. We’ll bring them to justice, mark my words.”
12 “Never forget that the Silver Order are foreigners, and we can never be sure of their true intentions. We must watch them carefully and be ready to defend ourselves if they prove to be a threat.”
13 “The Academy is powerful, but they only care about keeping their secrets. Who knows what goes on in their towers?”
14 “We don’t have time for any of that Falling Fire nonsense. We’ve got a city to rebuild!”
15 “Mercenaries like you might not be part of the Hooded Lanterns, but we can still work together to build a better Westemar!”
On the Civil War (16-20)
16 “I’ve seen things that no one should ever have to see. Families torn apart, homes destroyed… and all for nothing.”
17 “The war left a scar on this land that’ll never heal. It tore us apart and left us fractured and bloody.”
18 “I still wake up in the middle of the night sometimes… I can hear the sounds of my friends dying all around me.”
19 “The war left us with nothing but pain. We didn’t fight for glory or honor and we lost so much, and for what? So that a bunch of power-hungry Dukes could rule over the ashes of our nation?”
20 “The war turned brother against brother, neighbor against neighbor. It was a dark time that we can never forget.”

 

 

Faction Alliances

This material is a summary of the Drakkenheim Faction Alliance cheat sheet, focusing on just the Hooded Lanterns.

Hooded Lanterns Alliance Partners
Alliance Partner Difficulty to Establish Difficulty to Maintain
Silver Order Easy Easy
Falling Fire Easy Hard
Amethyst Academy Easy Hard
Queen’s Men Temporary Only Very Hard

Hooded Lanterns + Silver Order

Difficulty: Easy to establish and maintain

Shared Ideals

Drakkenheim can be Restored - we can rebuild this once glorious city. We might have to burn it to the ground first, though.
Delerium is too Dangerous - we can’t restore our glorious city until Delerium is dealt with.

Hooded Lantern Demands

Declaration of Intent - the Lanterns require that the Silver Order formally pledge their intentions and renounce any political designs on the rulership of Westemar
Military Support - the Lanterns want access to the manpower and material supplies of the Silver Order

Silver Order Demands

Help in the Battle of Temple Gate - the Silver Order requires assistance from the elite units of the Hooded Lanterns in acquiring their own foothold in the city
Free the Cathedral - the Silver Order requires assistance from the elite units of the Hooded Lanterns in defeating the Lord of the Feast and freeing the Cathedral of St. Vitruvio

Potential Conflicts

Burn it Down - the Silver Order wishes to destroy all Delerium. As the campaign progresses, all parties should realize how difficult this will be. The Hooded Lanterns will need to accept that Drakkenheim cannot be restored as it once was while Delerium exists. This may necessitate drastic measures to cleanse the city.

Faction Responses

The Amethyst Academy and Falling Fire may team up together to make the Battle of Temple Gate a bloodbath for the Silver Order and Hooded Lanterns, perhaps by luring the Lord of the Feast directly into the battle. The Academy doesn’t wish any one faction to become too powerful in the city, and the Falling Fire wants to get access to the Cathedral. The Queen’s Men would work to infiltrate the alliance and use it to collect the seals for them, before stealing them.

Hooded Lanterns + Falling Fire

Difficulty: Easy to establish as it only requires a small amount of compromise at first. Hard to maintain long-term due to disagreements over the future of the city.

Shared Ideals

Protect the Ruins from Outsiders: We cannot allow foreigners and thieves to meddle in the affairs of this city. We must drive out the lawlessness of the Queen’s Men and protect our holy city from foreign attack! Retake the Cathedral and Castle: We must recover the Seals and Relics to have a chance of protecting the city. To do so, we must retake the Cathedral of St. Vitruvio and Castle Drakken

Falling Fire Demands

Protection for defenseless pilgrims against Queen’s Men harassment and Silver Order attacks.
Legitimacy - the monarch or heir apparent must support the Falling Fire.
Conversion of Hooded Lanterns will go a long way to building trust with the Falling Fire.

Hooded Lanterns Demands

Find the Heir: The Hooded Lanterns will ask Lucretia Matthias to use her unsurpassed divination abilities to locate the rightful heir.
Support of the Faith: The Hooded Lanterns will ask for healing, aid, purge contamination, resurrection of key soldiers, and other support to keep the troops fresh, morale high, and fight off the effects of contamination.

Potential Conflicts

Delerium Sales (Short) - the Hooded Lanterns rely to some degree on sales of harvested Delerium, or Delerium tariffs, to fund operations. The Falling Fire will not approve of these sales. The PCs will need to secure alternative funding for the Hooded Lanterns.
Future of the City (Long) - the Hooded Lanterns want to rebuild the city, while the Falling Fire wants it to remain a holy site for pilgrimages. The PCs will need to work hard to create a long-term compromise, or the alliance is doomed in the long term

Faction Responses

The Silver Order will drive a wedge in the alliance by threatening to blockade the city and offering to help the Hooded Lanterns retake the Cathedral in the Battle of Temple Gate if they abandon the Falling Fire. The Amethyst Academy and Queen’s Men will pit the alliance in a head-to-head conflict with the Silver Order to weaken all sides and pursue their own objectives.

 

 

Hooded Lanterns + Academy

Difficulty: Easy to establish in the short term but Hard to maintain in the long term because the Academy doesn’t have a long-term interest in restoring Drakkenheim.

Shared Ideals

Delerium is a Resource - The Hooded Lanterns need funding, and the Academy has resources. Together, we can make things happen.

Hooded Lantern Demands

Financial Support - the Lanterns demand material support for their hefty expenses Potions - the Lanterns require healing potions, and especially aqua expurgo once available

Amethyst Academy Demands

Retake the Tower - the Academy demands assistance from elite lantern scouts to secure staging grounds within the city and assist them in retaking the tower

Potential Conflicts

Future of the City (Long) - the Amethyst Academy doesn’t have a long-term stake in restoring Drakkenheim as they essentially view it as a Delerium mine that they should have exclusive rights to. The PCs would need to work to change the Academy’s goals, which should be difficult. This tension has been playing out quite a bit in the Fate of Drakkenheim livestream.

Faction Responses

The Silver Order would push for the Hooded Lanterns to drop the Amethyst Academy and work with them to cleanse the city so that it can be remade. If that fails, the Silver Order would threaten to blockade the Lantern’s supply routes and cut them off. The Queen of Thieves would attempt to infiltrate the alliance and utilize it to gather the seals for her, so she just needs to steal them. The Falling Fire would try to convert the Hooded Lanterns to their cause.

Hooded Lanterns + Queen’s Men

At the start of the campaign, these two factions are in a cold war. The most likely reason for these two to ally would be in response to the Silver Order attempting to burn down the city. But that would be a temporary alliance of convenience and would break apart shortly.

It’s possible that the Queen of Thieves could be seen as the rightful (or possibly only viable) heir. This could lead to the Hooded Lanterns supporting the heir.

Improbable Alliances

Some alliances seem almost impossible to establish at the start of the campaign due to fundamental incompatibilities in beliefs. It would be very difficult for these factions to proactively work together.

There are some situations where an alliance of these factions could occur:

  • As a temporary response against a powerful PC-led alliance
  • PCs take over the faction and replace its leadership structure
  • PCs re-engineer the core beliefs or goals of the factions somehow
  • PCs infiltrate the faction as “puppet-masters”
  • PCs dismantle the faction and absorb the pieces into their own

In most of these cases, the alliance wouldn’t really be about negotiating and compromise, but instead would focus on taking down a shared threat. It would break down shortly afterwards.