Adolf Hitme

Level 3 Human Fighter (Battle Master)

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STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
11
WIS
9 (-1)
CHA
16 (+3)

Defense

Armor Class 14 (Reinforced Dress Coat (custom light armor, 11 + Dex))
Hit Points 28 (3d10 + 6 (10 + 2Γ—2 CON + 2Γ—2 CON per fighter level) +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws strength, constitution
Skills History +2, Insight +1, Persuasion +5, Intimidation +5

Features

The Secret Tunnel (Custom Trait)

Custom (Villain Balance) Level 3
1/Combat (Escape)

Behind the throne is a hidden door to an escape tunnel. When reduced to half hit points or fewer, Hitme attempts to flee through it. Opening the door triggers a smoke trap: a 10-foot-radius cloud of thick smoke fills the throne dais (heavily obscured) and a hidden pressure-release vents gas β€” each creature within 10 feet of the door makes a DC 13 Constitution save or takes 2d6 poison damage. The tunnel leads to the bunker beneath the Chancellery.

The Iron Chancellor (Background Feature)

Custom Background Level 1
Roleplay

Hitme commands absolute loyalty from Naki soldiers and has access to the Chancellery's resources. In Berlin, he can summon guards, requisition supplies, and use the propaganda machine to shape public opinion. Outside his power base, this grants no mechanical benefit.

Goading Attack (Maneuver)

Fighter (Battle Master Subclass) Level 3
1 superiority die per use

When he hits with a weapon attack, expend a superiority die to add 1d8 damage. Target must make a WIS save (DC 13) or have disadvantage on attacks against creatures other than Hitme until end of his next turn.

Fanatical Zeal (Custom Trait)

Custom (Villain Balance) Level 3

Hitme has advantage on saving throws against the Frightened condition while any Naki ally is within 30 feet. He cannot be redeemed or persuaded to abandon his ideology β€” his crimes are too great.

Menacing Attack (Maneuver)

Fighter (Battle Master Subclass) Level 3
1 superiority die per use

When he hits with a weapon attack, expend a superiority die to add 1d8 damage. Target must make a WIS save (DC 13) or be Frightened until end of his next turn.

Combat Superiority

Fighter (Battle Master Subclass) Level 3
4 superiority dice (d8), regained on Short/Long Rest

Knows the maneuvers Goading Attack and Menacing Attack. A superiority die is added to the maneuver's effect.

Student of War

Fighter (Battle Master Subclass) Level 3

Proficiency with Calligrapher's Supplies; spends downtime studying war histories.

Fighting Style: Archery

Fighter (Class Feature) Level 1

+2 bonus to attack rolls with ranged weapons (applies to his pistol).

Human Versatility

Human (Species Trait) Level 1

+1 to all ability scores; Medium size; 30 ft. speed.

Action Surge

Fighter (Class Feature) Level 2
1/Short Rest

Take one additional action on his turn (not Magic).

Second Wind

Fighter (Class Feature) Level 1
1/Short Rest (Bonus Action)

Regain 1d10 + 3 hit points.

Behind the character

Character Information

Adolf Hitme is a gaunt, severe man in his forties, his dark hair slicked flat and his toothbrush mustache trimmed with obsessive precision β€” the mask of a man who believes his own image is a weapon. His eyes are cold and darting, always calculating the angle of a room, the weakness in a face, the exact moment to strike with his voice. He wears a grey-green military dress coat with iron epaulettes, a red armband bearing the fictional Naki eagle sigil, and white gloves he never removes in public, as if the world were a parade ground he must never soil.

He carries a polished black pistol more as a symbol than a weapon, though he will use it with desperate, untrained ferocity when cornered. In person he is magnetic and exhausting: he leans into every sentence, juts his jaw, and speaks as though history itself were taking dictation. His charisma is real β€” a 16 Charisma honed by years of rallies and radio β€” but it is the charisma of a bully, brilliant at dominating the weak and brittle when confronted by the strong.

He rants about betrayal, destiny, and the enemies he blames for Germany's humiliation after the last war, weaving grievance into gospel. Privately, he is paranoid and superstitious, keeping a hidden journal of doubts he would die before admitting. He cannot be redeemed; his crimes have calcified into identity. Yet beneath the performance is a man terrified of silence, of puppet-strings, of the crowd one day refusing to roar. In battle he is a Battle Master of theatrical cruelty: he taunts from cover, uses Goading and Menacing Attacks to bend enemies to his will, and flees through his secret tunnel the moment his myth begins to bleed.

Before the adventure

Character Background

Adolf Hitme was born in the wreckage of the last war, in a border town that changed hands three times before he was old enough to remember which flag flew over it. His father was a minor customs clerk who beat him; his mother died of a sickness the occupying authorities refused to treat. He grew up fluent in grievance, learning early that blame was more powerful than merit and that a crowd, once ignited, would follow a voice anywhere.

As a young man he applied to an academy and was rejected β€” a humiliation he never forgave and never mentions. He drifted through the postwar years as a failed artist, a messenger, and finally a street agitator whose rants in beer halls and ruined squares began to draw the bitter, the beaten, and the bored. The Naki party was born in one such cellar: a handful of veterans, a stolen printing press, and a symbol β€” the eagle β€” that Hitme himself sketched.

His genius was not organization but broadcast. When radio technology matured, he understood before anyone else that a voice could conquer what armies could not. He cultivated the Iron Broadcast: a network of microphones, transmitters, and loudspeakers that carried his tirades into every home and harbor. By the time the old government collapsed, the people had already sworn loyalty to the voice in the box. He took the Chancellery with barely a shot fired, and the world watched in horror as Germany declared war on all of it.

But Hitme's rise has a shadow he does not discuss. In the years before the coup, a stranger's messages began to reach him β€” coded, unsigned, bearing a sigil he had never seen. The messages contained strategy, technology decades beyond the era, and flattery calibrated to his vanity. He told himself he was the master of the arrangement; the shipments of impossible weapons told a more troubling story. He signed orders he did not fully read, including one authorizing intelligence-enhancement experiments in a facility dug directly beneath his own throne room β€” experiments that produced, among other things, a talking squirrel that escaped and now guides his enemies through Berlin's ruins.

Hitme rules from the Chancellery, a blackened fortress at the heart of a city he has half-destroyed in the name of rebuilding. He rehearses his speeches obsessively, keeps a secret journal of doubts, and trusts almost no one β€” least of all the patron whose voice now comes through the bunker radio with increasing frequency and increasing demands. His paranoia has begun to consume him: he has compiled lists of 'cowards' and 'traitors' within his own officer corps, and the purges grow wider each week.

The soldiers who once idolized him are learning to fear him, and fear is a poorer fuel than faith. When the party finally breaches his throne room, they will find a man performing to a microphone, flanked by two elite guards, ranting about destiny β€” and behind the throne, a hidden door to a tunnel that leads down to the bunker, the records, and the sigil of the real power already here.

Threads to follow

Unresolved Plots

  • Hitme receives shipments of impossible technology β€” weapons and radios decades ahead of the era β€” from a patron whose sigil appears on every crate. He has never met the patron face to face, and the arrangement's terms grow stranger with each delivery, leaving him to wonder what he has truly sold.
  • Erik, Grandma Note's grandson, works as a mechanic in a Naki labor camp and has seen the patron's sigil on the equipment he maintains. He does not understand what he has witnessed, but his testimony could bridge the gap between Hitme's regime and the conspiracy behind it.
  • A resistance cell operates from a ruined Berlin church and has been jamming segments of the Iron Broadcast. Their leader knows more about the patron than they admit, and Hitme's purge has inadvertently driven frightened Naki defectors into their arms.
  • The research facility beneath the Chancellery produced Bob the squirrel β€” and possibly other enhanced specimens that were never accounted for. The facility's records were moved to the bunker before the war began, and someone has been accessing them at night.
  • Hitme's private ledger names contacts in other nations who are quietly aiding the Naki regime despite the public declaration of war. These collaborators fear exposure more than invasion, and one of them has begun sending coded warnings that the patron intends to discard Hitme entirely.

Beneath the surface

Secrets

  • Hitme is not the true mastermind of the war. He receives orders, technology, and strategic guidance from a hidden patron, and his famous 'destiny' speeches are rehearsed performances scripted in part from the patron's instructions. His defeat line β€” 'the real power is already here' β€” is a confession he does not fully understand himself.
  • Hitme signed the order authorizing the intelligence-enhancement experiments that created Bob the squirrel. The program was conducted beneath his own throne room, and its records β€” including the patron's sigil β€” are stored in the bunker at the end of his escape tunnel.
  • Hitme keeps a second, handwritten journal hidden in his desk, separate from the official ledger. In it he doubts, rages, and admits fears he would never voice publicly β€” including a recurring nightmare of standing before a crowd that has stopped listening. This journal is the only honest record of who he is.

What haunts them

Fears

  • Being revealed as a puppet β€” the crowd discovering that the Chancellor's destiny is scripted by a hidden hand he has never seen.
  • Silence β€” losing the microphone, the broadcast, the crowd's roar; a world where his voice carries no farther than the walls of a bunker.
  • Betrayal from within β€” his own bodyguards, his own officers, the loyal machine he built turning against him as he turned on everyone else.

What drives them

Aspirations

  • A continent β€” then a world β€” that hears only his voice, with the Iron Broadcast reaching every harbor, forest, and ruin from Sweden to the southern seas.
  • A purified Reich built on his vision, purged of every group and nation he blames for Germany's humiliation, with Berlin as the throne of a new order.
  • To break his dependence on the hidden patron and become truly self-made β€” to be the author of destiny rather than a character in someone else's script.

Personal quest Β· 1

The Ledger of the Hidden Hand

Hitme's private ledger contains coded correspondence with a mysterious patron who supplies the Naki regime with advanced technology. Hitme has begun to suspect the patron is manipulating him, and paranoia drives him to decode the ledger's final pages in the Chancellery bunker. He orders his elite bodyguards to retrieve a cipher key from a sealed vault beneath Berlin.

Current Stage

Hitme dispatches bodyguards to the vault; the party may intercept them at Checkpoint Falken or in Berlin's sewers.

Mechanical Rewards
  • Grants Hitme the ability to call one reinforcement Guard as a bonus action in the final encounter
Narrative Rewards
  • Deepens his paranoia, changing his defeat dialogue to reveal more about the true master

Personal quest Β· 2

The Voice of the Reich

Hitme's power rests on the Iron Broadcast β€” the propaganda microphone network that transmits his rants across Europe. A resistance cell in a ruined Berlin church has been jamming his signal. Furious, Hitme demands the capture of the saboteurs and orders a 'Victory Broadcast' to be staged from the Chancellery to crush morale across the continent.

Current Stage

Naki patrols sweep the ruins hunting resistance broadcasters, putting pressure on the party's allies.

Mechanical Rewards
  • If the broadcast is hijacked, Naki guards in the throne room must make a DC 13 WIS save or be Frightened for the fight
Narrative Rewards
  • The resistance seizes the airwaves after his fall, softening the war's aftermath

Personal quest Β· 3

Purge of the Cowards

Hitme has compiled a list of officers he suspects of plotting against him β€” including Frank, the checkpoint soldier who lost the Chancellery sewer map. Paranoid and vindictive, Hitme orders the 'cowards' brought to the Chancellery for trial. Frank, terrified, becomes a desperate wildcard who might trade the sewer map for his life.

Current Stage

Hitme's agents arrest officers across Berlin; the party witnesses a public purge in the ruined streets.

Mechanical Rewards
  • Hitme gains advantage on Intimidation checks against Naki personnel after the purge
Narrative Rewards
  • Frank's fate determines whether the final encounter includes an extra Guard

Major Decision

Context

As the party breaches the throne room, the propaganda microphone is live and broadcasting. Hitme can seize it to rally his guards, or the party can hijack it. Hitme chooses to use his voice rather than his pistol.

Choice Made
Hitme abandons cover to deliver a furious broadcast tirade, exposing himself to attack in exchange for Fanatical Zeal extending to all Naki soldiers within earshot.
Impact

If the tirade succeeds (Charisma check), all Guards in the encounter gain +1 to hit and Hitme gains advantage on saves against Frightened beyond his trait's normal scope. If the party hijacks the frequency first, Hitme loses this option and his guards' morale breaks, granting the party a significant edge.

Major Decision

Context

At half hit points, Hitme reaches the secret door behind the throne. His patron's voice β€” heard only by him through the bunker radio β€” orders him to stand and fight rather than flee to the bunker where the 'real power' waits.

Choice Made
Hitme disobeys his patron for the first time, choosing survival over obedience.
Impact

If he flees, he escapes through the smoke trap into the bunker and the party must pursue him into a second, shorter encounter where he fights desperately with no guards. If he stands, he gains 5 temporary hit points from fanatic fury but forfeits his escape, guaranteeing his capture or death β€” and his dying words change to a desperate plea instead of a threat.

Major Decision

Context

Cornered and defeated, Hitme holds the private ledger over the throne room's brazier. The ledger names the patron's contacts in other nations β€” the only proof of the conspiracy.

Choice Made
Hitme burns the ledger to spite his captors, or offers it in a final bargain for his life.
Impact

If he burns it, the party must recover the sigil through Bob's memory and Erik's testimony in Act II, adding difficulty. If he bargains, he gains a temporary stay β€” escaping execution but becoming a prisoner the party must escort, granting them the ledger and a permanent lead on the true master.

Transformative Moment

Trigger

The broadcast is hijacked mid-tirade

Transformation

Hitme's voice β€” his identity β€” is stolen from him; he becomes erratic, spending superiority dice recklessly.

Mechanical Changes

Transformative Moment

Trigger

He disobeys his patron's command

Transformation

A crack forms in his certainty; his final words shift from prophecy to fear.

Mechanical Changes

Transformative Moment

Trigger

Frank's public betrayal and purge

Transformation

Hitme's paranoia becomes open cruelty, alienating the soldiers who once idolized him.

Mechanical Changes

Ally

The Elite Bodyguard Corps

Relationship Ally
Influence 3/10
Loyalty 9/10

Shared History

Hitme personally selected the first members of the Elite Bodyguard Corps from the ruins of the old army, men he judged 'untouched by the betrayal' that he believed had cost Germany the last war. He ate beside them in the bunker during the coup, shared his speeches with them before any microphone heard them, and rewarded their loyalty with privileges no other soldier enjoys. In return, they have saved his life twice β€” once from a dissident's bomb at a rally, once from a sniper in the rubble of the old city. Their captain carries the only other key to the escape tunnel. Hitme trusts them absolutely, which is precisely why their eventual doubt would shatter him.

Potential Breaking Points

  • If the party proves the patron has ordered Hitme's replacement, the corps may stand aside

Enemy

Bob the Squirrel

Threat Level 2/10
Conflict Type Ideological and personal

Personal Stakes

Bob is specimen K-7 of the Naki intelligence-enhancement program, conducted in the research facility beneath the Chancellery β€” directly under Hitme's throne room. Hitme personally signed the order authorizing the experiments, and he regards Bob's escape as an intolerable humiliation: a lab animal that outsmarted the Reich. Worse, Bob witnessed the patron's sigil on the shipments that passed through the lab, making him a living threat to Hitme's secrets. Hitme has issued standing orders that the 'talking squirrel' be captured alive β€” he wants to study what went wrong, and to silence the only witness who can connect him to the patron. Bob, for his part, guides the party through Berlin's secret paths with the particular glee of a creature escaping its cage.

Possible Resolutions

  • Bob's testimony can expose the research facility in Act II
  • Capturing Bob would remove the party's guide through Berlin

Enemy

Grandma Note

Threat Level 1/10
Conflict Type Personal vendetta

Personal Stakes

Two years ago, Naki agents seized Erik, Grandma Note's grandson, from Vikhamn's harbor β€” a boy with a gift for engines the regime wanted for its war machine. Hitme never met the old woman, but her seaplane and her resistance radio have become a thorn in his border security, and the Lucky Compass she carries has led fugitives past his checkpoints. Hitme's propaganda has branded her 'the smuggler grandmother of the north,' and he has ordered her hangar watched.

He does not know that Erik, now a mechanic in a labor camp, has seen the patron's sigil stamped on the crates he services β€” a connection that makes the old pilot's quiet revenge far more dangerous than Hitme suspects.

Possible Resolutions

  • Rescuing Erik turns Note's radio into the resistance's lifeline

Faction

The Naki Party

Standing 10/10

Influence

Hitme founded the Naki party in the wreckage of the last war, building it from a handful of bitter veterans into the machine that seized Berlin. The party is less an organization than an extension of his will: its propaganda arm writes his speeches, its officers repeat his slogans, and its soldiers wear the eagle he designed. The Iron Broadcast β€” the microphone network that carries his voice across Europe β€” is the party's beating heart, and Hitme its living symbol.

But the party's dependence on him is also his weakness: without the broadcast, without the myth of the infallible Chancellor, the Naki war machine is a body without a head. The hidden patron knows this, and has begun cultivating officers who would gladly inherit the eagle.

Obligations

  • Deliver the Victory Broadcast
  • Purge suspected traitors before they spread doubt

Benefits

  • Absolute command of Naki soldiers
  • Access to the Chancellery's resources and propaganda machine

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