Rogue: Sneak Attack
Once per turn, Jamison deals an extra 2d6 damage to one creature he hits with a weapon attack if he has Advantage on the attack roll, or if another enemy of the target is within 5 feet of it and Jamison doesn't have Disadvantage.
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Once per turn, Jamison deals an extra 2d6 damage to one creature he hits with a weapon attack if he has Advantage on the attack roll, or if another enemy of the target is within 5 feet of it and Jamison doesn't have Disadvantage.
Jamison's hands are practiced in climbing, looting, and snatching what should not be taken. In a fight, he fights like a tomb-robber: opportunistic, slippery, and always seeking cover, leverage, or a corpse to hide behind.
Climbing no longer costs Jamison extra movement, and he can make running leaps more easily than most. In the ruined harvest-house and cemetery walls of Emberhollow, he moves like a hungry cat among rafters and tombstones.
A broadly adaptable human with no special traits beyond the resilience and versatility common to the species. Jamison is quick to learn, quick to lie, and quicker still to vanish into fog or shadow.
Jamison can use the Bonus Action granted by Cunning Action to make a Dexterity (Sleight of Hand) check, use thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Jamison maintains underworld contacts in Emberhollow and beyond. He can call on smugglers, gravediggers, fence-men, or a frightened villager willing to keep silent for coin or threat.
Jamison knows the secret jargon of thieves and burglars, allowing him to pass hidden warnings and coded messages in Emberhollow's alleys, barns, and graveyards.
Choose two of Jamison's proficiencies to gain double proficiency bonus. He has Expertise in Stealth and Sleight of Hand.
On each of his turns, Jamison can take the Dash, Disengage, or Hide action as a Bonus Action.
Proficient in Stealth and Sleight of Hand.
Proficient with Thieves' Tools.
Jamison Harrow is not the name he was born with, and the one he uses now is a lock he invented to keep the past from catching him. This quest follows the trail of that false identity back to the first grave he robbed and the first bargain he made with the thing beneath Emberhollow. He believes the dead were meant to be tilled like soil, turned to fuel for the land's next hunger. To finish his work, he must recover the missing ledger of the Harrow mill, the record that proves which family members were buried alive, who paid the burial bribe, and which promise was traded to the old earth below. The quest forces Jamison to choose between preserving the lie that made him powerful or embracing the truth that would make him vulnerable.
Break into the sealed records beneath the mill and steal the ledger before the heroes or the village elders can read it.
Burn the ledger after reading it
Keep the ledger as proof of his pact
If Jamison is not slain outright, there is a path to his redemption that he would never call redemption. He begs for 'the pulse of the apples'—the living, orchard-born blessing he once helped strip from Emberhollow when hunger and ambition made him cruel. This quest is about healing him at the root of the tomb, where the old earth's claim on him is weakest. The party must decide whether he receives mercy, whether that mercy is even safe, and whether the village can afford to forgive a thief whose crimes were committed in service to a wider rot. The quest can become a reversal of his whole arc: not a sudden transformation into a saint, but a painful recovery of shame, appetite, and memory.
Bring Jamison to the root of the sealed tomb and bind him there with a ritual of soil, salt, and orchard water.
Heal Jamison at the root of the tomb
Refuse to heal him and force the ritual anyway
Jamison's chosen relic, the deceptive Scythe of Nine, is not merely a weapon. It is a promise shaped like harvest iron, a symbol that can complete his bargain with the buried power beneath Emberhollow. This quest centers on assembling, cleansing, or destroying the relic's hidden components, each of which is tied to a murdered laborer, a stolen grain tithe, or a ritual confession from the cult. Jamison believes the Scythe will bring the Flooding of Famine, a force greater than mortal law. The quest can end with the relic completed, broken, or turned against him. Either way, it changes how he commands the dead and how he sees his own place in the harvest cycle.
Recover the missing iron teeth and cult-wrapped haft segments from the graveyard dead-fall.
Assemble the Scythe of Nine in full
Destroy the relic pieces one by one
The village begins to realize Jamison Harrow is the same boy who once stole grain from the tithe carts and vanished after the winter fire.
Double down on the false name and kill the witnesses.
Jamison becomes more feared, but less human. Mechanically, he gains advantage on intimidation-driven deception in the village, yet loses any possible mercy route and becomes easier to justify destroying.
The party offers him a chance to break from the buried power and stop the famine rite before it fully awakens.
Accept the bargain, but only to betray the party later.
He gains short-term tactical flexibility and a temporary reprieve from the cult's pressure. Mechanically, he can be run as an unstable ally or double agent, but any later betrayal lands harder because the trust was real.
At the tomb root, Jamison is given the choice to receive healing or finish the ritual.
Beg for the pulse of the apples and submit to being healed.
This can permanently shift him from final-boss villain to broken witness or uneasy ally. Mechanically, reduce his offensive threat and replace one sinister feature with a narrative support role tied to the land's recovery.
As a child, Jamison watches the harvest fail and hears adults blame the poor instead of the blight.
He learns that systems punish hunger more often than they cure it, and he begins stealing not from greed but from spite. That spite later curdles into doctrine.
Gain Criminal background instead of a humble laborer's life.
Charisma rises to 13.
He makes his first deal with the buried thing beneath Emberhollow, offering the dead to preserve his place among the living.
Jamison stops seeing himself as a desperate thief and starts seeing himself as a chosen emissary. This is the moment the coat man becomes the Ghast.
Adopt Thief specialization and specialize in grave-robbery, infiltration, and rapid object use.
Gain Expertise in Stealth.
A healing rite is attempted at the root of the tomb and the old earth loosens its grip.
Jamison experiences fear without the armor of prophecy. He must decide whether he is still just a monster or something that can still feel guilt, grief, and appetite for ordinary life.
If redeemed, reduce offensive output and add a supportive or escape-focused ability.
Gain vulnerability to emotional appeals about harvest, family, and the village's dead.
Mara once hauled coffin-planks and seed sacks for the Harrows when Jamison was still a boy with dirt under his nails and lies on his tongue. She saw him steal bread, yes, but she also saw the winter when the miller's clerk cut the poorest families from the tithe lists. Jamison spared her when he could have blamed her for a missing corpse, and she returned the favor by hiding him in a root cellar after the first graveyard panic. She does not trust his theology, his voice, or his idea of justice, but she knows the village helped make him by starving him and then calling him wicked. She sells him rumors, lamp oil, and the names of the frightened. He pays her because payment is the only thing he respects more than fear. If pressed, she might betray him, but only to save the living, never out of moral vanity.
They know Jamison's old name, his first theft, and the promise he made under the millstone. Their visions can expose the part of him that still fears being ordinary and forgotten.
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