TEXT: a dozen dangerous foes • page 1
  a dozen  
  dangerous foes
  by philip reed
  A Dozen Dangerous Foes © 2019, 2020 Philip Reed, all rights reserved. 
  Some artwork © 2015, 2016, 2017 Eric Lofgren, used with permission. All rights reserved
  After A Dozen Wanted Criminals and A Dozen Adven-
  turous Rivals, do you really need another twelve char-
  acters to populate your campaign world? Of course you 
  do! This time around, we meet twelve characters who 
  are ready to join your campaign world. As with those 
  two earlier titles, these are designed to be used as back-
  ground material for your game and, just maybe, to in-
  spire encounters or an adventure.
  Human and nonhuman foes alike populate these pag-
  es, and each one is just waiting for you, the gamemas-
  ter, to step in and give them a chance at making the PCs’ 
  lives miserable. 
  At times, I’ve made connections between the characters 
  that follow and other releases in the A Dozen . . . series 
  of PDFs. You may use these connections or ignore them.
  
  anatomy  
  of a 
  foe
  using the foes
  1. A title, to help set the mood.
  2. Descriptive text detailing the character’s 
  history, info on what the character may or 
  may not be doing when met, and some 
  ideas on how to introduce the rival in your 
  campaign session.
  3. Each foe includes a single illustration.
  4. If the character has any special magic items 
  or valuable treasures, they will be detailed 
  here so that you know what tools the rival 
  may possess.
  The characters that follow may be used as random NPCs 
  that the adventurers meet somewhere in the campaign 
  world, as long-time rivals who are often competing with 
  the party for the best rewards, or as friends of the party 
  who will aid them at times or serve as sources of infor-
  mation and supplies.
  Foes are divided into two levels of experience:
  • 
  Experienced. These are true rivals to the PCs and 
  should often be of an equal power level to the party. 
  Experienced rivals are those NPCs most likely to be 
  the friendly competition, always looking to clear out 
  the next dungeon and find the treasures before the 
  player characters can get all of the good stuff.
  • 
  Master. These are NPCs who may be significantly 
  more powerful than the player characters. As with 
  the novice rivals, a master rival may be more useful 
  as a MacGuffin, something that is important to your 
  story but is mostly set dressing and not directly in-
  volved in the campaign’s action.
  Unlike A Dozen Adventurous Rivals, none of the char-
  acters that follow are classified as a novice adventurer. 
  My thinking is that a novice would not be classified as 
  a “dangerous foe,” so I’ve focused on experienced and 
  master non-player characters.
  If you wish, you may scale back the power level of any 
  one of these NPCs to create a weaker foe.
  1
  3
  2
  4
  a dozen dangerous foes • page 2
  
  a dozen dangerous foes • page 3
  jenna solvey
  Born thirty winters ago, Jenna Solvey was raised by the gladiators who rescued her 
  when her mother was slaughtered by orcs on the road between the city of Desburn 
  and the ruins of Castle Shadowstrike. The girl grew into a powerful fighter and spent 
  her late teens fighting in the gladitorial arenas of the largest cities. At the age of twen-
  ty, she left her life in the arenas and set off to learn more about the world.
  Human Fighter (Experienced)
  Jenna Solvey trusts few in this world, other than those who raised 
  her . . . and she has not seen many of them in close to a decade. 
  The woman sells her services to those with coin, often working as a 
  bodyguard for some wealthy noble or protecting a merchant who 
  has hired her to join him on a ride between cities. 
  Recently, a lot of her time has been spent in the employment of the 
  Guards of Arcana, a good-aligned group focused on locating 
  magic items and hiding them in their castle. Solvey took this 
  assignment because the wizards pay well; she cares not 
  for their cause and is now counting the weeks until 
  her contract comes to an end and she can move on 
  to the next city.
  The party may find themselves in conflict 
  with Solvey if they are chasing the same 
  magic item as the Guards of Arcana. The 
  two groups may meet in a dungeon where the faction 
  orders Solvey to protect them from the “horrible robbers 
  who wish to steal our treasure.”
  Notable Treasure
  Jenna Solvey isn’t one to worry over the financial 
  value of objects, instead focusing on her skills 
  in battle and seeking out gear that can make 
  her a more effective fighter. The woman wears 
  magic leather armor that grants her a bonus 
  against attacks without restricting her 
  ability to move quickly. 
  She carries a magic sword that glows 
  bright red in the presence of undead 
  creatures (any undead monster within 
  twenty 
  feet 
  triggers 
  the 
  sword’s 
  glowing effect) and deals double 
  damage against those same 
  undead opponents.
  
  a dozen dangerous foes • page 4
  allisa dorfir
  The elven warrioress Allisa Dorfir, known throughout the lands for her skill with the 
  sword and unwillingness to back down from a fight, is an evil and selfish woman. She 
  will take whatever action is best for her and for her business.
  Elven Fighter (Experienced)
  Though she was once a mercenary and spent 
  her days in the service of others, Allisa Dorfir 
  has since set off on her own and become a 
  servant to none other than her own selfish 
  and evil nature. The woman now operates 
  a network of spies and assassins, 
  granting assignments to others and 
  pocketing a percentage of the 
  payment for herself.
  She is not officially 
  aligned with any of 
  the guilds operating 
  in the city, but she does 
  keep a loose alliance 
  with both the guild of 
  bruisers as well as the 
  assassins’ guild.
  Dorfir runs her spies and 
  assassins from The Flying 
  Shield inn, an establishment 
  with its own dark secret that is 
  separate from her own (see Delayed 
  Blast Gamemaster #2).
  At times, she will keep an assignment for 
  herself and set out into the city to kill 
  whatever target needs to no longer live. 
  She is careful, though, and unlikely to 
  be caught unless powerful scrying 
  magics are used against her.
  Notable Treasure
  The 
  warrioress’ 
  most 
  valued 
  belongings are her magic helmet 
  and armor which she took from 
  the Castle Nightcloak several 
  years ago during a raid on the 
  haunted castle. The armor 
  and helmet are a matched 
  set that are more powerful 
  when worn together than 
  they are if worn by two 
  separate characters. The exact 
  bonus granted by using the two 
  items at once is determined by 
  the GM (I recommend the bonus 
  to defense is doubled if the two 
  items are worn together).
  Dorfir uses a magical sword 
  that emits a cone of frost once 
  per day when she wills it. 
  The frost inflicts damage to a 
  single target within thirty feet. 
  Additionally, the sword grants 
  a +2 bonus to attack rolls. 
  Allisa Dorfir is a believer in 
  carrying as much of her own 
  support as possible and is never 
  without a few offensive 
  scrolls and a handful 
  of healing potions.
  “Heroes are nothing 
  without villains to 
  challenge them.”
  – Jim Lowder,  
  Hall of 
  Heroes
  
  a dozen dangerous foes • page 5
  liana dasayeva
  A cruel woman, Dasayeva is an experienced fighter who may be best known for her 
  role in the Battle of the Illusionist’s Tower where she personally killed the illusionist 
  Aubron Roran and stole the man’s spellbook.
  Human Fighter (Experienced)
  It is possible that the PCs hear of Liana when they are hired by a 
  wizard who wishes to claim the spellbook of Aubron Roran for 
  himself. The wizard tells the PCs the story of how the woman killed 
  the illusionist and stole the book, and he describes it as one of the 
  greatest collections of illusion spells ever assembled.
  If they are hired to seek out and take the spellbook from 
  the warrioress, the party will find themselves up against a 
  fighter who is at least their equal, if not better then them. 
  They’ll need to use every trick that they know to defeat 
  the woman . . . and it is possible they lose.
  The player characters may also encounter the warrioress 
  when she is looking to sell the spellbook. Perhaps the party 
  is visiting a magic shop when Dasayeva walks in and tells 
  the owner she wishes to speak in private. No doubt the 
  adventurers will want to know more, and they may use 
  everything from magic to skills to try and listen in on 
  the conversation between the woman and the shopkeep.
  Regardless of how they meet Dasayeva, you can be certain 
  that she won’t be separated from the book until she is dead.
  Notable Treasure
  Dasayeva’s most valuable item is the spellbook that she stole 
  when she killed the illusionist Aubron Roran. In the chaos of 
  the Battle of the Illusionist’s Tower, Dasayeva managed to 
  separate herself from the adventuring party she had joined 
  and escaped, keeping the valuable book for herself. She 
  is now seeking a buyer for the book and doing all 
  that she can to stay a step ahead of Roran’s friends 
  and relatives who have sworn to kill Dasayeva and 
  reclaim the book.
  Her magical armor grants her a bonus against 
  attacks and provides limited protection against 
  natural and magical fire attacks (there’s a 20% 
  chance that any fire-based attack against her will 
  inflict zero damage).
  
  a dozen dangerous foes • page 6
  cyran daenorin
  Elven hunter and enemy of orcs, Cyran Daenorin has 
  dedicated his life to combating the armies of orcs and 
  goblins, putting all of his skill and experience into track-
  ing them down and slaughtering them. Unfortunately, 
  Cyran has lost his way and now kills for sport rather 
  than in defense of his people.
  Elven Ranger (Experienced)
  For over three years, Cyran has fought in the city 
  arena. He first entered the pit to earn money, but 
  he soon found that he enjoyed the excitement 
  of the fight and, more importantly, the 
  adoration of those in the stands who cheer 
  whenever he steps foot onto the field.
  Daenorin has lost his way and forgotten 
  that he was once a champion of the 
  elves. It is not that the man has turned to 
  evil, but only that he needs someone to 
  remind him of who he once was. 
  It is possible that the player characters 
  have heard of Daenorin’s past exploits 
  and they are shocked when they learn that 
  he is now a gladiator. Can they remind him 
  of who he once was? 
  Notable Treasure
  The elf is rarely seen without his magic shield, an 
  ancient arcane object that was crafted for his great-
  grandfather over 1,000 years ago. The shield was 
  passed down from father to son over the ages, 
  and Daenorin has kept it close by ever since his 
  father died several years ago.
  Daenorin also wears Boots of Elvenkind that grant 
  him the ability to walk in near-total silence. When 
  setting off on an adventure, he travels 
  with healing potions and a few 
  magic scrolls (often detect 
  magic scrolls so that he can 
  check any items that he may 
  find during the adventure).
  
  a dozen dangerous foes • page 7
  “The harvest of cadavers 
  was piled in the beds of 
  muddy wagons and taken 
  to market, sold to the 
  highest bidder to supply 
  dissection room and 
  anatomical house.”
  – Tim Curran,  
  The Corpse King
  vaeril orsrana
  Grave robber. Pickpocket. Murderer. Vaeril Orsrana 
  has been all of these things and more since he left 
  home twelve summers ago. Now a man in his late 
  twenties, Orsrana is an experienced dungeoneer and 
  one not to be crossed.
  Human Thief (Experienced)
  Vaeril Orsrana is a member of the local thieves’ guild. The man 
  pays the guildmaster each month for a small, private room in 
  the guildhall and he is mostly left to himself. Few others in the 
  guild like him, and none – not even the handful of fellow rogues 
  who call him a friend – trust him.
  Orsrana dedicates most of his time to the act of grave robbing, 
  keeping an ear close to the ground so that he knows of all deaths 
  and burials in the city. When a noble dies, Orsrana makes it his duty 
  to learn all that he can of the burial plans and tries to get as close to 
  the coffin as possible so that he can determine whether or not the 
  dead will be buried with valuables.
  The thief will, when he is short on funds, rob graves to sell the 
  rotting corpses to those who deal in such matters. He prefers to 
  avoid yanking dead bodies from the ground, though, and will 
  exhaust every possible manner of acquiring coin before resorting to 
  transporting another dead body.
  When possible, Orsrana will also sign on with an adventuring party 
  who needs the lockpicking and trap disarming services that he can 
  provide. He has a reputation as untrustworthy, though, and few 
  experienced parties will hire him these days.
  Notable Treasure
  Orsrana wears magical scale, the armor imbued with the power to 
  amplify the thief’s natural ability to blend into the shadows. Once 
  per day, at will, Orsrana can draw upon the armor’s magical ability to 
  cast a cloud of darkness that completely envelopes him and makes 
  it impossible for the thief to be seen. If used at night, in torch light 
  or worse conditions, the magic makes the thief effectively invisible. 
  Using the magical darkness in any brighter light is too obvious; the 
  cloud of darkness stands out and cannot be missed.
  The thief uses magic daggers that provide a bonus to attack and 
  damage. He also carries two fine-quality short swords that he uses 
  when engaged in an open fight and when secrecy isn’t required.
  
  a dozen dangerous foes • page 8
  gurak khagra
  Hardened in a decade spent as a slave to the foul mage Temel Battal, the orcish fight-
  er Gurak Khagra escaped from captivity when he murdered his master and left the 
  mage’s body to rot in the Tower of Wardreams. Battal had used wicked magic to con-
  trol the orc’s mind, and it was during a skirmish with ratmen that Battal’s hold over 
  the orc was broken. Khagra wasted no time at all in killing the mage and leaving the 
  man’s body to the ratmen to do as they pleased.
  Orc Fighter (Experienced)
  Ever since he escaped Temel Battal, the orc has done 
  everything he can to guarantee that he remains free. If 
  anyone even hints that they may be seeking 
  to force the orc to do something against his 
  will, the orc will attack and will not pause 
  until the potential threat is eliminated. 
  He will never again be a slave and has 
  vowed to kill himself if necessary.
  Khagra stays on the move, traveling across the lands in 
  search of a place to call home. So far, he has not found a 
  place where he feels safe so he keeps moving on, always 
  keeping an eye on the horizon as he continues moving 
  as far from the Tower of Wardreams as possible. The orc 
  feels as if the shadow of his former master is following 
  him, and for that reason alone he never feels comfortable. 
  Life as a slave hardened the already-evil orc, and he is 
  far more wicked and evil than many of his race. Do 
  not cross him. 
  Notable Treasure
  Khagra’s most valuable possession 
  is the magical Helm of Mystic 
  Sight, a unique item that 
  was 
  crafted 
  centuries 
  ago by the orc warmage 
  Omar Thoma. The helmet was 
  originally created for Thoma’s 
  leader, an orcish warrior who led an 
  army of his people to fight back against 
  the wood elves who had enslaved orcs.
  The helmet grants its wearer the 
  ability to detect magic at will, as 
  often as desired, and Khagra uses 
  this power in battle to determine 
  which opponents may be the most 
  dangerous to confront.
  Gurak Khagra prefers to use a heavy 
  axe in battle, though he is skilled 
  with most melee weapons and will 
  use whatever is close. He wears a 
  gold ring that has no special power 
  but is quite valuable.
  
  a dozen dangerous foes • page 9
  aydar gareev
  Wanted in seven cities and three kingdoms for crimes too numerous to list, Aydar 
  Gareev is the son of Vitock Gareev, the thief best known for stealing the Cloud Giant 
  King’s magic arm. Aydar was trained by his father and is now considered one of the 
  most talented thieves of the realm.
  Human Thief (Master)
  The most important thing to remember about Aydar Gareev is that 
  he works for himself and any with enough gold to hire him. The thief 
  lives to commit crimes, the earlier years of his life revolving around 
  the irrational and uncontrollable urge to steal anything that is not 
  properly secured and held safe from his reach.
  Gareev lives in a single-story home that he purchased several 
  years ago and, these days, spends less time stealing than he 
  once did. The man has not officially retired from the life 
  of a thief, but he does enjoy time at home where he has 
  started getting into woodworking.
  These days, what is most likely to set Gareev on the road to 
  adventure is a wealthy patron who offers him gold for stealing 
  some valuable object or other. The more challenging the theft, 
  the more likely Gareev is to leave home and return to his life of 
  crime. On occasion, boredom also sends the man back into the 
  field where he will steal items more for sport than for the need to 
  claim whatever gold he can make selling it.
  Notable Treasure
  Armed with an arcane gas projector, Aydar Gareev uses the 
  weapon to knock foes unconscious and to avoid most direct 
  conflicts. The weapon fires a burst of sleeping gas that extends 
  outward in a cone shape up to twenty feet. All within the 
  area of effect must resist the magic sleep or fall unconscious 
  for 2d4+1 rounds. When they awaken, they are stunned 
  and slow to recover. (Victims must make a successful 
  Constitution check to fully recover from the effects of the 
  gas; a night of sleep also erases the lingering effect of the 
  gas.) This weapon may only be used twice before it must 
  be recharged, an act that requires a vial of sleep potion 
  and several moments of uninterrupted time.
  Gareev also carries sleep bombs. These magic items, 
  when released, explode in a mystic blast that unleashes 
  a sleep spell that affects all within the ten foot burst of 
  the bomb’s location.
  
  a dozen dangerous foes • page 10
  samsor kaira
  Battle mage Samsor Kaira was once a member of the Coven of Darkest Light, a se-
  cret society focused on collecting arcane artifacts, studying them, and seeing that the 
  powerful magical objects do not fall into the hands of evil. Unfortunately, Kaira was 
  entrusted with a magic ring that he was to deliver to the society headquarters. The 
  ring’s magic got to the mage, soon tempting Kaira into trying on the ring which im-
  mediately consumed his consciousness and took control of his body.
  Human Wizard (Experienced)
  Before the strange ring took control of Samsor Kaira, the man was 
  one of the most noble, kindest, and friendliest of wizards known 
  by his friends and allies. Ever since the ring took control, though, 
  Kaira has become an evil fiend who seeks only riches and 
  power. The man he once was is now gone, possibly forever.
  Ever since the ring took control, the wizard has been 
  seeking out spellbooks, magic items, and secret rituals 
  that can aid him in his quest to gain more and more 
  mastery over the arcane arts. Kaira has killed 
  former friends, raiding the Coven’s secret lair 
  and stealing several items.  
  Perhaps Kaira comes into conflict with the PCs 
  when he is seeking an item one of them owns.
  Notable Treasure
  The wizard’s most powerful treasure is the very ring that 
  transformed him from a protector of good into the evil, terrible 
  being that he is today. The unnamed and unidentified ring is a 
  prison for a cosmic entity that refers to itself only as Watcher 
  of Stars and has twisted Kaira’s mind and forever damaged 
  the man’s sense of right and wrong.  These days, it is more 
  the ring that controls the man than the man who controls 
  the ring. It is possible that removing the ring will restore 
  Kaira’s personality and release him from the ring’s control . 
  . . or it may kill him. None know for certain.
  Kaira wears the Cape of the Sorcerer, a magic item crafted 
  of arcane cloth that provides the wearer with a bonus to 
  resist magic attacks, including immunity to any charm 
  spells. The wizard also wears armored shoulder guards 
  that do not restrict his range of motion or negatively 
  impact his spellcasting abilities. The armored 
  shoulder guards are magic items and provide a 
  minor bonus to defense.
  
  a dozen dangerous foes • page 11
  “Over the course of their adventures, 
  characters are likely to face a variety of 
  enemies. From brutish orcs to cunning 
  cultists, numerous adversaries will rise 
  to oppose the heroes.”
  – Jay Little (developer),  
  Warhammer Fantasy Roleplay  
  Game Master’s Guide (3rd Edition)
  selgi metrakk
  Dragonkin warrior Selgi Metrakk was 
  raised by the chromatic dragon clans 
  of the mountains, trained from birth to 
  hate all who worship the good-aligned 
  gods, and instructed to chase down 
  and destroy the supporters of those 
  gods at every opportunity. A green 
  dragonkin, Metrakk possesses the 
  ability to exhale a poisonous gas that 
  sickens and harms others.
  Dragonkin Fighter (Experienced)
  Selgi Metrakk is an adventurer of sorts, though not in search of treasures 
  and fame but, rather, as one seeking out those who are opposed to the 
  evil causes for which he stands. The dragonkin has no home or base 
  of operations, but is a wanderer who travels from city to city across the 
  lands and never remains in one place for too long.
  Over time, Metrakk has learned to be less zealous in his pursuit of good-
  aligned characters and creatures, now exercising restraint and waiting for 
  the perfect moment to strike. In his youth, the dragonkin was unable to visit 
  most cities and towns because he would be turned back by the town watch 
  and citizens of the city; these days, he knows to act indifferent and neutral 
  at most times so that he can take advantage of the services and collect 
  supplies when visiting population centers.
  In battle, Metrakk is a dangerous warrior who uses 
  his axe to split skulls and will use his poisonous 
  breath weapon when given the chance to breathe 
  directly into the face of an opponent. When he 
  has no other choice, he will hire himself out to 
  others to make money. 
  Notable Treasure
  Meltrakk carries a magic shield – Dragon’s Hide 
  – that grants him protection against flame 
  attacks. His waraxe is a magical weapon that 
  grants a minor bonus to attack and damage 
  rolls. Additionally, the dragonkin fighter wears 
  Gauntlets of Giant Strength that increase his 
  already-impressive strength.
  
  a dozen dangerous foes • page 12
  rik velmate
  Mercenary and adventurer Rik Velmate is 
  concerned with only two things in this 
  world: his own security and possessing 
  as much treasure as he can claim. 
  Velmate prefers to work alone and 
  has explored many a dungeon 
  without the aid of others.
  Human Fighter (Experienced)
  Rik Velmate is a professional dungeoneer 
  and tomb robber who isn’t afraid to enter 
  any complex, no matter how scary the stories 
  surrounding it may be. He rarely joins others, finding 
  that he is successful when operating alone. Over the 
  years, Velmate has picked up some knowledge regarding 
  traps and locks, and he is as skilled at disarming traps and 
  unlocking locks as even the most seasoned of thieves.
  Velmate spends a lot of his time in cities, in taverns, 
  where he listens for information and rumors that could 
  lead him to the next treasure hoard. 
  If he encounters adventurers in a dungeon, Velmate 
  will pretend to be a fellow dungeoneer, suggesting that 
  they work together. As soon as he determines that he 
  can defeat them, he will turn and attack. If Velmate 
  decides that he isn’t strong enough to go up 
  against them, he will steal what he can and run.
  Notable Treasure
  Velmate’s magic armor provides him with 
  both a bonus to defense as well as grants 
  a bonus to melee attack rolls; the armor’s 
  gauntlets were infused with the spirit 
  of a slain warrior and that warrior’s 
  experience now amplifies the 
  combat ability of any who wear 
  the armor. 
  His sword is a masterwork 
  item that, while not magic, 
  has been finely constructed 
  and deals 1d4 bonus damage.
  
  a dozen dangerous foes • page 13
  diederick heldoorn
  In his early years, Diederick Heldoorn 
  learned from the wizard Sharian Orilen, 
  an elven master of fire magic who 
  taught Heldoorn for several years . . . 
  until the man betrayed his instructor 
  and fled with a book of spells.
  Human Mage (Master)
  Heldroorn lives in his personal tower, deep in the 
  heart of the city, where he has collected together 
  the magical trinkets and many spellbooks he owns 
  under a single roof. The man keeps a group of guards 
  housed in the tower at all times, mercs and thugs he 
  hires and keeps around until either they disappoint 
  him or he finds someone who will work for less (or 
  who is a more capable fighter). These guards do not 
  join the mage when he leaves the tower and, each time 
  he sets out, he takes time to warn the guards that if they 
  betray him, he will unleash an evil magic that will hunt 
  them down and slaughter them.
  These days, Heldoorn only leaves the tower when he 
  is chasing down another magic item or spellbook. He 
  has become so powerful that many who know of him 
  are too afraid to act against him; the city watch and 
  authorities leave the mage alone in hope that having 
  one as powerful as Heldoorn in the city will convince 
  other evil wizards to avoid entering the city.
  If they make the mistake of standing up to face him, 
  the player characters will soon learn that the mage 
  is skilled in flame magics and capable of fighting off 
  most experienced adventuring parties. Instead of 
  facing him directly, the adventurers may try to 
  get hired to guard the tower where they’ll have 
  many opportunities to turn against Heldoorn 
  and either try to murder him and take his treasures, or 
  just steal whatever they can.
  Notable Treasure
  Heldoorn wears a magical helmet that boosts his 
  spellcasting prowess, making him even stronger than 
  he is without the item. 
  The helmet’s exact effect is left to the GM to 
  decide; I suggest that the helmet grant him 
  both bonus spells per day (1d3+1) as well as 
  increase his casting level by two.
  The mage also wears magical bracers that provide him 
  with a slight bonus to defensive rolls.
  
  a dozen dangerous foes • page 14
  qajak ulva
  A skilled trapper and hunstman, Qajak Ulva spent most of his early years working as 
  a member of the Gold Arrows, a mercenary company known to operate in the eastern 
  lands and feared by all who have heard of them only as murderous soldiers.
  Human Ranger (Experienced)
  After so many years as a mercenary, working for those with gold, Qajak 
  Ulva has decided that it is time that he work for himself and stop 
  putting his life in danger for others. His many years in countless 
  battles has hardened the man and convinced him that there is 
  no good in this world, only greed, and he has 
  embraced a life dedicated to doing anything 
  it takes to collect enough wealth that he 
  can retire within the next decade.
  As part of his effort to acquire 
  wealth, Ulva has started watching 
  for adventuring companies that 
  would be easy for him to infilitrate 
  in order to steal their goods. The 
  man has taken to hanging out in 
  inns and taverns near the city gates, 
  watching for dungeoneers and – 
  when possible – offering to join them. 
  If the player characters allow the man to 
  join their group, he will spend a few days doing 
  all that he can to earn their trust. Only once he 
  is confident that they rely on him will he turn 
  against them; likely when they are sleeping.
  Notable Treasure
  Qajak’s most prized possession is the gold 
  chain that he wears carefully concealed 
  beneath his clothes. The ranger wears 
  his mother’s chain as a reminder of his 
  family and it is the only object that he 
  treasures. He is currently carrying a 
  magic shield that provides him with 
  a strong bonus against attacks. 
  Additionally, there is a 50% chance 
  that any arrow fired at him is 
  drawn to the shield and fails 
  to inflict any damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/A Dozen/A Dozen Dangerous Foes.pdf