TEXT: a dozen  
  wanted criminals
  by philip reed
  a dozen wanted  criminals • page 1
  In every fantasy city and town, there are those who would 
  break the law in order to improve their own lives. Crimi-
  nals are found in every corner of every game world, and it 
  is not uncommon for those criminals to be known . . . and 
  wanted. 
  A Dozen Wanted Criminals is a systemless resource for 
  gamemasters of fantasy roleplaying games. The twelve 
  characters presented within these pages are provided 
  without game mechanics or statistics of any sort; each 
  one is ready for the GM to stat out and drop into a cam-
  paign where the criminals may be current allies of the 
  party, former companions who have gone bad, sellers of 
  illegal goods, sources of information, or any number of 
  other roles the GM needs to fill in the campaign.
  A Dozen Wanted Criminals © 2019 Philip Reed, all rights reserved. 
  All artwork copyright Eric Pommer, used under license. 
  “Sir, like all honest men  
  you will be pleasured to  
  know that Roger Simeon the 
  black magician was hanged 
  this dawn, just as the sun 
  came up.”
  – Robert E. Howard,  
  “The Right Hand of Doom”
  
  a dozen wanted  criminals • page 2
  anatomy  
  of a 
  criminal
  using the criminals
  1. A title, to help set the mood.
  2. An opening block of text that gives you a 
  broad overview of the criminal as well as 
  the situation. Some of these may be read 
  to the players, though you may wish to 
  adapt the language to suit your personal 
  style and tastes.
  3. Information on the crime/criminal, espe-
  cially the necessary loose backstory that 
  the GM will need to expand the character 
  into a rumor (to be used as atmosphere) or 
  into an encounter or possible side quest. 
  At times, there may be more than one pos-
  sible “truth” that can be used when bring-
  ing the criminal into the campaign.
  4. Each encounter includes a single illustra-
  tion to help set the mood.
  As with other entries in the A Dozen . . . series of PDFs, 
  the pages that follow are perfect for those gamemas-
  ters who wish to take an idea and run with it. Each of 
  the criminals offers up more than just another NPC to 
  introduce to the campaign, with possible encounters 
  and subplots hiding on each page.
  Expanding beyond the possible stories offered with 
  each of these criminals is easy for the GM who wishes 
  to build a catalog of in-game NPCs to bring back in later 
  sessions. Any one of these characters (save for Blood-
  saw; you’ll see) may be useful a second and third time 
  if you simply re-introduce them to the party at a later 
  date. After all, a campaign’s true depth comes into focus 
  as the world is constructed around adventures and the 
  players start to see threads connecting different events.
  When selecting a criminal to toss into your next game 
  session, you may wish to adapt the non-player charac-
  ter’s appearance to resemble that of one of the PC ad-
  venturers. Mistaken identity is a cheap trick, sure, but 
  it’s worth using at least once to force the party to deal 
  with either clearing the name of a friend or helping the 
  authorities to track down the real criminal to save their 
  own skin.
  At times, some of the criminals that follow present more 
  than one possible storyline that you can follow. Where 
  that happens, the unused option can be repurposed 
  later by creating a name and description of a new crim-
  inal or, if you wish, using a previous NPC that the player 
  characters have met and tack on the previously unused 
  incident. Waste nothing, my friend!
  1
  2
  3
  4
  
  a dozen wanted  criminals • page 3
  glasal vozan
  It has been ten days since the warrior Glasal Vozan fled 
  the city of Athstones and twelve days since he mur-
  dered the gentlelady Sien Groothalle. There is no doubt 
  that Vozan was the woman’s killer; several witnesses saw 
  the ruffian stab the woman through the heart when the 
  two were arguing in The Rusted Hook, a small tavern in 
  the city’s dock district.
  Glasal Vozan is a skilled mercenary, a veteran of many 
  campaigns of war as well as experienced as a dun-
  geoneer. The man is known to travel lightly, though 
  never without his armor, his shield, and his sword. Be-
  fore the incident, many would have proclaimed Vozan’s 
  innocence in a matter as wicked as murder, but the 
  number of witnesses to Groothalle’s death erases any 
  support that the man may have once enjoyed.
  Vozan the Murderer
  Under this scenario, Vozan killed the wom-
  an, yes, though his reasons are shroud-
  ed in secrecy. If tracked down and 
  cornered, the killer tells the PCs that 
  he was only putting an end to the 
  woman’s misery. She was, Vozan 
  says, under an unbreakable spell 
  and no longer herself. The mer-
  cenary names a wizard – Tivius 
  Khaghis – as the real villain of 
  this event. Khaghis, according 
  to Vozan, had killed Groothalle 
  several days earlier and it was 
  only a necromantic puppet 
  that he killed, and not the 
  woman. If pressed, Vozan 
  tells the PCs that the only 
  proof he can offer to sup-
  port his tale is to lead 
  the party to Khaghis’ 
  lair where he tells them 
  they will find other 
  necromantic clones.
  Vozan the Betrayed
  It is possible that Vozan was not the killer and was simply 
  framed for the woman’s death. Enemies of the mercenary 
  worked to stage the event at The Rusted Hook. One of 
  them, using magic, took Vozan’s form and then killed a 
  random patron of the tavern in sight of enough witness-
  es that Vozan was sure to be identified and be declared 
  the killer. At the time of the attack, the mercenary was in 
  another part of town recovering from illness.
  Wanted for murder. The people of Athstones will pay 100 gold to whomsoever delivers 
  the villain Glasal Vozan to the city alive. If dead, the criminal’s body will be accepted 
  and inspected and, if it is truly he, the people shall pay 50 gold for his corpse.
  
  a dozen wanted  criminals • page 4
  cass samuz the agile
  She grew up on the streets and alleys of the city, becoming a pickpocket at ten and 
  then captured – and punished! – by the thieves’ guild at eleven for daring to operate 
  in the city unsanctioned. In the twelve years since then, Samuz has become a skilled 
  thief specializing in burglary. She is now wanted by the city watch after being identi-
  fied by a fellow thief last week.
  Her lifetime of crime, living in the shadows of the city, 
  has been brought into the light of day thanks to a rival’s 
  efforts against her. Kalman Wolfsinger and Samuz were 
  partners on several burglary assignments in the past, 
  working together to steal from homes and businesses 
  that the guild identified as worthy targets.
  Wolfsinger turned against Samuz after a recent failed 
  burglary when the pair tripped an unexpected trap and 
  Wolfsinger was maimed. The man lost his left hand in 
  the attempted burglary and blames Samuz for the loss 
  (even if it wasn’t she who was tasked with disarming 
  traps that evening).
  Wolfsinger gave the watch her name and told them that 
  she is responsible for many of the burglary troubles that 
  have been reported over the last year. The man gave 
  the guards specific info on some of the crimes – 
  which wasn’t difficult, since he was there – and 
  explained that he gained the knowledge after 
  Samuz drank too much one night and started 
  bragging about her skills as a thief.
  Samuz went to the guild for help and to 
  have Wolfsinger removed from the guild, 
  but she was too late. Wolfsinger had been 
  there before her, and his gift of deceit 
  served him well as he convinced the guild 
  that Samuz was misreporting what was 
  stolen; the guild does not like for its mem-
  bers to fail to pay the proper percentage 
  of their earnings as membership dues.
  Samuz might have a common friend 
  with one of the PCs, or maybe even his-
  tory with a PC rogue, and she is desperate 
  and needs assistance. She is hiding in the 
  cellar of one of the many shops in the city, 
  and she needs help from the party. She 
  says that she has coin to pay them and all 
  that she wishes is for Wolfsinger to pay for 
  his betrayal. She knows that she must move 
  on, but not until Wolfsinger is handled.
  Will the party help her, or will they hand her over 
  to the guard for a reward of a few hundred gold?
  
  a dozen wanted  criminals • page 5
  emalynn irontrapper
  The warrioress Emalynn, daughter of Hugo 
  Irontrapper, is wanted for theft. When 
  her father died, he left most of his 
  belongings to Emalynn’s broth-
  er, Dexharn Irontrapper, and 
  the woman decided that 
  her father’s magic armor 
  was meant for her and 
  not for her brother. He 
  has offered a reward 
  for the return of the 
  magic armor.
  Dexharn Irontrapper is willing 
  to pay anyone 1,000 gold for the 
  return of the stolen armor; he cares 
  not whether the armor is returned 
  empty or with his sister’s corpse inside. 
  The two never were close.
  The Irontrapper family is known through-
  out the city; Hugo Irontrapper was cap-
  tain of a mercenary company for many 
  years and, when he retired from the life 
  of adventure and war, opened a cheese 
  shop in the city where he spent his days 
  talking with guests, sharing tales of his 
  days as a warrior, and trying to convince his 
  children that life as a soldier and mercenary was 
  not for either of them.
  Irontrapper always secretly hated his son – Hugo could 
  tell when the boy was young that Dexharn was a cruel, 
  manipulative soul – so he left the magic armor to his 
  son in hopes that his daughter would accept her role 
  as the new owner of the cheese shop. The girl, not yet 
  twenty winters old, is stubborn, though, and would pre-
  fer a life of sleepless nights and grueling marches into 
  battle than one she has called “dull” and “for those who 
  are not strong enough to survive.” 
  Hugo thought he was protecting his daughter by giving 
  the armor to his son. The man was wrong.
  If they locate and confront her, Emalynn demands that 
  the PCs leave her be or she will have their heads. Though 
  inexperienced in war, the woman spent years studying 
  and asking her father again and again for pointers and 
  lessons so that she could learn to use a sword.
  What makes all of this even worse is that Dexharn, the 
  son, doesn’t want to be an adventurer. He only wants 
  the armor so that he can sell it and open his own busi-
  ness in the city. Dexharn is jealous that his father left 
  the cheese shop to his sister; the son wanted to contin-
  ue running the shop after their father died. Can the PCs 
  piece together the details and arrange things so each 
  sibling gets what they most want?
  
  a dozen wanted  criminals • page 6
  solana carfirnax
  The elven mage, Solana Carfirnax, is on the run after killing two men on the city streets. 
  Witnesses to the event are divided – some say that it was self-defense, others say that 
  it was murder – and the authorities are pushing the murder story. After all, if Carfirnax 
  is not guily, then why did she run?
  “It was on Merchants’ Way and I seen it with me eyes 
  just as clear as I see you,” the woman tells you around a 
  mouthful of bread. She gnaws and gnaws at the hard, 
  stale bread as if she doesn’t even notice the poor qual-
  ity of the food. “I know them others say it were defense, 
  but I spotted that evil gleam in her eyes as she attacked 
  and I swear to you that the woman 
  is as evil as a demon. She 
  wanted blood and 
  lots of it.”
  A reward of 100 gold catches the eye of most adventur-
  ers, so it is no surprise that you and your companions 
  have spent the day going from tavern to inn, asking 
  around and seeking information on Carfirnax’s where-
  abouts. Gold is gold, and a reward of this size is one 
  worth putting some time into checking out.
  If the party spreads around a few coppers and asks 
  those who claim to have been there for info on 
  what happened, the answers are split 50/50 
  between self-defense and murder. 
  Carfirnax the Killer
  The woman killed those two men, yes, though 
  not as a random act of violence. They had tricked 
  her the day before, selling her documents that turned 
  out to be fake. When she spotted the two on the street 
  and demanded her money back, the men drew swords 
  which led Carfirnax to cast missile spells that slaugh-
  tered both men. She had intended only to drop them 
  to their knees and was surprised at how easily the 
  two fell.
  The woman is hiding in the home of a friend and is 
  looking for help in clearing her name. Perhaps one 
  of the people the PCs question realizes that these 
  are good, honorable adventurers who will see that 
  justice is done and the elven mage’s name cleared?
  Carfirnax the Innocent
  She was defending herself from a ruthless attack by 
  two thieves who decided to try their hand at a little 
  daylight assault. Some of those who saw the attack 
  and claim that she was the aggressor are friends of 
  the dead; they are too afraid to confront her directly, 
  but they’re not above exacting revenge by getting 
  the town watch to do their dirty work.
  If the PCs find the woman, will they believe her when 
  she tells of the attack . . . or will they choose to believe 
  the reward?
  
  a dozen wanted  criminals • page 7
  elran sarfiel
  A known counterfeiter, the bard Elran Sarfiel is currently worth 250 gold to any who 
  can capture him and deliver him to the city magistrate’s office. Word is, Sarfiel is quick 
  with his sword and, despite spending most of his time working with ink and parch-
  ment, not to be underestimated. He’s fast, smart, and dangerous.
  For years, Elran Sarfiel was content traveling from city to 
  village to town to city, performing music and partaking 
  in what adventures that he could (so as to gather more 
  inspiration for his music and poems). The man worked 
  with many adventuring groups, but never found a per-
  fect company that fit his needs. After no more than one 
  or two weeks with a group, he would set off on a new 
  direction in search of fresh adventure. Little did anyone 
  know that, all that time, Sarfiel was improving his skills 
  as a cheat and a counterfeiter.
  After six years of adventuring, Sarfiel mastered his se-
  cretive craft and made a permanent home for himself 
  in the city where he could operate as a counterfieter. He 
  made his true services known to very few, using mid-
  dlemen and go-betweens to sell his skills to those who 
  needed forged documents. Bank notes. Identity papers. 
  Wills. Treasure maps. Sarfield crafted them all, making 
  fakes for those who had the money to afford his work.
  Sarfiel was living a good life, spending one day a week 
  performing at one of the local taverns and the rest of his 
  time living his real life as a counterfieter. He was gather-
  ing wealth quickly – much of it in gems and art objects 
  that were small and easily portable – and had plans to 
  purchase a country estate when his hidden business 
  was suddenly revealed by a disgruntled partner.
  Vulluin Trisro, an elven thief who had shared informa-
  tion and leads with Sarfiel for years, was caught steal-
  ing from a local merchant and promised the magistrate 
  valuable secrets in exchange for a reduced sentence. 
  Trisro immediately spilled, sharing dirt on many 
  rogues operating in the city and giving the 
  town watch the names of several men and 
  women who were soon arrested.
  Sarfiel, fortunately, pays some in the city 
  government for inside knowledge and he 
  was warned of the betrayal early enough 
  that he managed to escape before the guards 
  broke down his door and started trashing his home in 
  search of the promised counterfieter.
  Sarfiel is now in hiding in the sewers, moving from safe 
  house to safe house and trying to evade capture. How 
  long he can remain free is a bet few will take these days.
  It is possible that one of the PCs, especially if they have 
  contacts in the local thieves’ guild, learns of Sarfiel’s lat-
  est hiding place . . . but do they help the man to escape 
  or turn him over for the reward?
  
  a dozen wanted  criminals • page 8
  lovra honorglow
  The huntress Lovra Honorglow is wanted for 
  poaching on the restricted, private lands 
  of at least a dozen nobles who 
  live near the city. The woman dis-
  regarded warning after warning 
  and hunted without permission, 
  and now the watch have an-
  nounced a 50 gold reward for her 
  capture.
  Only the wealthiest have the power to tell the 
  people where they can and cannot hunt for food, 
  and Lovra Honorglow has proven again and again 
  that she cares not what the wealthy may say. 
  As further insult to those who are 
  trying to have her captured and 
  imprisoned, Honorglow has es-
  calated her hunting trips, go-
  ing out daily and leaving her 
  kills for the poorest people of 
  the city to enjoy. Each day over 
  the last week, two or three different 
  homes have opened their doors in the 
  morning to find fresh meat. Deer, quail, boar, all have 
  been found and consumed.
  After a few more days, the watch increase the reward 
  to 100 gold and issue a proclamation that any caught 
  aiding the criminal will be jailed for a day or more; the 
  exact time will be decided by the jailor on duty.
  The PCs see more and more wanted posters as the days, 
  and the weeks, pass without Honorglow being captured 
  by the authorities. As the GM, you should feel free to 
  keep raising the reward every week of campaign time 
  that passes, keeping Honorglow in the background 
  across as many game sessions as you wish to extend 
  this storyline.
  When you’re ready to bring Lovra Honorglow into the 
  spotlight, there are a few possible ways to involve the 
  player characters in the action. Choose the one that 
  best suits the needs of your campaign.
  • 
  The PCs are approached by the 
  town watch who are in need of experi-
  enced adventurers who will chase and either kill or 
  capture the criminal. The watch offers the group four 
  or five times the currently posted public reward.
  • 
  A friend of one of the adventurers asks for help in 
  smuggling someone out of the city. The heat has be-
  come too much and the danger too great, so Honor-
  glow is seeking assistance in escaping the city and 
  moving to somewhere else in the land.
  • 
  Late one night at their favorite tavern, the city watch 
  are heard on the street yelling as they chase some 
  unknown fool. Soon, Honorglow enters the com-
  mon room in search of her friend, the tavern’s owner. 
  Will the group help the woman?
  
  a dozen wanted  criminals • page 9
  krikoff bloodsaw
  Wanted for theft, murder, blackmail, and insulting a nobelman’s hat, Krikoff Blood-
  saw has not been seen for seven weeks and the buzz surrounding the reward for his 
  capture – 100 gold – is slowly dying off around the city. Bloodsaw has known accom-
  plices at the Scaled Gauntlet, a tavern of questionable cleanliness, and some continue 
  to watch the establishment to see if he attempts to make contact with his friends. 
  The authorities may be searching for Bloodsaw for a very, 
  very long time because he died six days ago while hiding 
  in one of the Scaled Gauntlet’s concealed chambers. The 
  tavern has four hidden rooms, all of them on the build-
  ing’s second floor, and Bloodsaw choked to death while 
  eating dinner in one of the hidden rooms. 
  His friend who made arrangements for him to hide in 
  the tavern, Henning Malog, found the body within hours 
  of the death and dumped it in the river late one night. 
  Bloodsaw is very much gone from this world and unlikely 
  to return. Now, Malog is working at a plan to profit from 
  Bloodsaw’s death; he only needs to find a willing partner 
  to help him fool the city long enough to collect the 
  reward money.
  If the adventurers have ties to 
  the city’s underworld, they 
  catch wind of someone 
  looking to buy the corpse 
  of a male human, twen-
  ty to thirty winters of 
  age, and willing to 
  pay 20 gold for the 
  body. Condition is 
  not important, so 
  long as the corpse 
  is recognizably that 
  of a human male.
  Depending on the 
  PCs’ feelings regard-
  ing death and mur-
  der, they may either 
  elect to try and earn 
  an easy 20 gold or they 
  may choose to notify 
  the authorities of this 
  odd notice.
  Selling a Corpse
  If they choose to provide Malog with a corpse, the PCs 
  may gain a reputation as graverobbers. This could be 
  problematic in the future if others point the guards at 
  the group the next time a body goes missing. 
  Reporting the Grisly Request
  If they take action to notify the authorities of Malog’s 
  notice, the PCs must be careful not to be caught. If the 
  local thieves and other criminals find out that the ad-
  venturers worked with the town guards, it may be diffi-
  cult for them to get information or assistance from the 
  underworld in the future.
  
  a dozen wanted  criminals • page 10
  romilda, spellmistress
  Romilda, elven sorceress, is wanted by the city watch for her role in a recent grave rob-
  bery in which it is claimed that the woman practiced necromancy. Guardsmen stum-
  bled across the robbery late at night, and the criminals escaped . . . but not before one 
  of the guardsmen recognized the sorceress.
  When Romilda and the three hired goons fled the scene 
  of the crime, the woman was certain that they had 
  escaped without anything to fear. The next day, she 
  learned how wrong she was when one of the goon’s re-
  turned to her room with a parchment featuring a crude 
  drawing of her and the promise of gold for her capture.
  The goon attempted to blackmail the sorceress and re-
  gretted his action for only a moment before she killed 
  him. She knew she had to move, but to where?
  Romilda, the Guest in the Next Room
  When staying at one of the city’s many inns, the party 
  finds that the occupant in the room next to theirs is not 
  one to come out into the open. Meals and supplies are 
  delivered to the closed room, and they may hear mys-
  tic chanting late into the night. If they investigate, they 
  find that Romilda is working on a summoning ritual; she 
  hopes to bring a small army of the undead to the inn 
  and will try to flee in the chaos. If the party doesn’t dis-
  cover her soon enough, they may have the unfortunate 
  adventure of fighting undead beasts in what should 
  have been a quiet inn.
  Romilda in Hiding
  Perhaps the sorceress reaches out 
  to the underworld for assis-
  tance, seeking someone she 
  can hire to smuggle her 
  out of the city. The party, 
  in tune with those who 
  offer unusual jobs, are 
  approached by a go-be-
  tween who promises 
  them 100 gold if they’ll 
  transport someone out 
  of the city to a nearby 
  town.  Do they recognize 
  the sorceress and, if they do, 
  do they change their plans and 
  try to turn the woman in?
  Romilda’s Revenge
  The woman is caught and hung until 
  dead . . . but she had prepared for this 
  and once dead, her body reanimates 
  and the undead sorceress attacks 
  those nearby. If the PCs just so hap-
  pen to be in the city center near the 
  gallows, they get wrapped up in the 
  undead assault.
  
  a dozen wanted  criminals • page 11
  jex mastohos
  Those who know the mage are surprised when they learn that there is a price on his 
  head. “He was always so quiet,” they respond when asked what they know of the man. 
  His friends and acquaintances in the city know not where he is if asked. “He was al-
  ways in books,” they say if asked how he spent his days before being a wanted man.
  Jex Mastohos is wanted for theft. Specifically, theft of 
  three spellbooks that were in the home of one of his 
  long-time friends. Keryth Gilven, an elven wizard who 
  has known Mastohos for two decades, had given his 
  friend access to the books so that he could study them. 
  Gilven was shocked when he went to retrieve the books 
  from Mastohos’ home and found the books – and the 
  mage – gone! He was at first worried, but when days 
  passed without a sign, Gilven came to the conclusion 
  that he had been robbed and notified the authorities. 
  A large part of the 1,000 gold reward for the capture of 
  Mastohos comes directly from Gilven’s riches.
  If the adventurers investigate the missing mage’s home, 
  there’s a strong chance that they soon recognize signs 
  of a struggle in Mastohos’ study. Furniture and books 
  knocked around, several items broken, and other clues 
  soon tell the group that the mage was definitely en-
  gaged with something. A successful search check soon 
  finds the mage’s journal, where they learn that Masto-
  hos was doing a lot more than researching spells.
  Jex Mastohos was looking for access to the demiplane 
  of Blades, an alternate realm where everything – includ-
  ing those who live there – are made of sharpened met-
  al. In the mage’s notes, they find reference to a magical 
  sword – Spellsharp – that reportedly could be used by 
  any wizard to amplify the destructive power of their 
  spellcasting.
  Mastohos didn’t steal the spellbooks. He managed to 
  open a portal to Blades and was soon captured by those 
  from that other realm. When snatching the mage, they 
  also got their hands on the spellbooks.
  A talented PC who makes a successful Knowledge Ar-
  cana check while reading the mage’s many notes discov-
  ers a way to open the portal. Will the adven-
  turers set off to this unknown, 
  strange demiplane and will 
  they find the mage as well 
  as the missing books?
  If they can rescue Mas-
  tohos and clear his 
  name, Gilven apol-
  ogizes to his friend 
  and pays the PCs 
  twice the listed re-
  ward 
  for 
  the 
  return of the 
  mage. If they 
  also 
  have 
  the 
  spell-
  books, he 
  pays even 
  more.
  
  a dozen wanted  criminals • page 12
  brerban wildmaul
  A giant of a man, Brerban Wildmaul was captured and sentenced to death after he 
  murdered four men in a tavern brawl. Wildmaul was in the city dungeon for less than 
  a day before his friends – including one of the guardsmen! – tricked the guards into al-
  lowing the man to leave freely. There is a 500 gold reward for his capture and 50 gold 
  for anyone caught who is proven to have aided in Wildmaul’s escape.
  A member of Red Axe, an infamous mercenary compa-
  ny known for signing on with only the most evil of pa-
  trons, Brerban Wildmaul stands over six feet in height 
  and is as hardened a warrior as they come.
  At one of the city’s many taverns a few days ago, four 
  men made the mistake of stating a little too loudly that 
  they could not believe a local nobleman would hire a 
  criminal outfit like the Red Axe. The men thought that 
  the company was gone, most of them having ridden 
  out the previous day, so you can imagine their 
  surprise when Wildmaul stood and started 
  screaming at them . . . as he drew his sword.
  The men were slaughtered, though 
  they tried to defend themselves 
  against the attack. They were no 
  match for Wildmaul’s ferocity and 
  skill; the four were dead within 
  moments of Wildmaul pulling his 
  weapon.
  It was only bad luck that 
  Wildmaul acted without no-
  ticing the seven watchmen 
  at a different table, and he 
  was soon knocked down 
  and imprisoned in the city 
  dungeon.
  Guards at the dungeon 
  were tricked – some say by 
  one of their own – and they 
  allowed the murderer to go 
  free. Wildmaul is now hid-
  ing in the city, looking to 
  take his revenge on the 
  magistrate who sentenced 
  him to death.
  To get even more out of this crimi-
  nal, please see the next page and Lar 
  Proudbleeder. You may wish to use 
  these two together.
  
  a dozen wanted  criminals • page 13
  lar proudbleeder
  Once a member of the city watch, guardsman 
  Lar Proudbleeder is now wanted for question-
  ing about the escape of Brerban Wildmaul. 
  At first, the captain of the watch only want-
  ed to determine what Proudbleeder might 
  know, but when the man failed to report 
  to duty the next day the suspicion grew 
  beyond a simple desire for information.
  When Brerban Wildmaul was tossed into the city dun-
  geon, agents of Red Axe turned to one of their former 
  members for assistance in freeing the murderer. Lar 
  Proudbleeder, a town guardsman for the last six years, 
  was once a soldier in the employ of the Red Axe and, as 
  they say, no veteran of the company is ever truly out of 
  their service.
  Proudbleeder was promised that he would be protect-
  ed should his supervisor learn that it is he who tricked 
  the others into releasing Wildmaul, but that turned out 
  to be a lie. Wildmaul is valuable to the Red Axe – his 
  skill and courage have served the mercs well – but Lar 
  Proudbleeder is simply a tool to be discarded now that 
  he has served his purpose.
  Proudbleeder went to those agents who contacted 
  him just as soon as he was summoned for questioning, 
  and the agents threw him out and threatened him with 
  death if he approached them again. “If you speak word 
  of us at all, fool, we’ll do worse than kill you.” The guard 
  found himself alone and in a very, very dangerous place.
  Lar Proudbleeder is without options at this point. Hid-
  ing in the refuse piles behind the city arena where war-
  riors fight for the enjoyment of others, Proudbleeder 
  knows that he cannot hide here for long – already, he 
  has heard that a bounty has been placed on his head – 
  so he hopes to sign with a traveling group of gladiators 
  who go from city to city to entertain others.
  The PCs may become aware of both Proudbleeder and 
  Wildmaul when visiting the city, learning that both men 
  are wanted by the watch and each is worth enough gold 
  to make it worth spending a little time investigating.
  Before he leaves the city, Proudbleeder hopes to find 
  and kill one of the agents who ruined his life. The man is 
  too smart to go up against Wildmaul, but he does have 
  a few friends still in the watch who tell him his name will 
  be cleared if he can bring the murderer in to hang.
  Proudbleeder may seek out adventurers to help him, 
  promising them the entire reward for Wildmaul plus 
  information on the merc company agents if they’ll pro-
  tect him until he can clear his name.
  
  a dozen wanted  criminals • page 14
  valindra sylmar
  Elven “enchantress” Valindra Sylmar is wanted for infililtrating and abusing the local 
  guild of wizards. Using a magic wand, a variety of potions, and her quick hands, the 
  woman tricked the guild into believing she was a wizard. They were quite, quite angry 
  when they realized they had allowed a trickster into their guild tower.
  This charlatan spent weeks inside the guild of wizards, 
  collecting information and stealing whatever small 
  trinkets, scrolls, potions, and books she could place her 
  hands on without arousing the suspicions of those liv-
  ing and working inside the guild tower.
  It was an accidental event that led to Sylmar’s reveal and 
  her forced flight from the guild. When first admitted to 
  the tower, Sylmar had identified Rasmorn Grenza, the 
  long dead gnome illusionist, as her mentor and master. 
  The ruse was working perfectly . . . until one of Grenza’s 
  true apprentices arrived and quickly saw through Syl-
  mar’s lies. Once she knew that her secret was going to 
  be undone, the woman fled with what loot she could.
  A Reward For Her Capture
  The guild of wizards, using their connections with the 
  authorities, had the woman’s name spread throughout 
  the lands with a 250 gold price attached to it. Once she 
  was gone, and the wizards started talking about the in-
  cident, they soon realized just how many minor magic 
  items vanished during her stay and (rightfully) assumed 
  that she stole them.
   There is no misunderstanding or confusion here. Sylar 
  is a thief and a liar, and she is very likely trying to sell 
  the stolen goods right now at some nearby town or to 
  strangers that she may meet on the road.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/A Dozen/A Dozen Wanted Criminals.pdf