Dylan “The Shade” McCrae
Dylan “The Shade” McCrae Human Rogue (Level 4), Neutral Pretender Guildmaster of Barrenford’s Underworld
Cover Identity: Dylan the Cooper Publicly, Dylan earns a modest living as a cooper, crafting barrels, casks, and crates for Barrenford’s merchants and taverns. His small workshop near the edge of town is cluttered with woodworking tools, half-finished barrels, and the strong smell of wood shavings and resin. He is known as a quiet, dependable craftsman, though not particularly social, often seen working late into the night. To most of the townsfolk, Dylan is simply a hard-working tradesman who keeps to himself and doesn’t cause any trouble.
Overview: Dylan McCrae, known to his criminal contacts as The Shade, is a cunning rogue who has, for the past few years, managed to convince Barrenford’s underworld that he is the head of a powerful thieves’ guild. In reality, the “guild” is nothing more than a fabrication. Using his skills in deception and misdirection, Dylan maintains the illusion of control over a large criminal network, while in truth, he is its sole member. He operates through intermediaries like the innkeeper Bert, who unknowingly helps him orchestrate meetings with potential clients. Dylan’s carefully woven web of lies is now under threat, however, as a more organised group of criminals—junior members of the Web of Knives—has begun operating in Barrenford, leaving him paranoid and desperate.
Appearance: Dylan is a wiry, dark-haired man in his late twenties, with sharp features and a perpetual look of suspicion in his piercing green eyes. His face is often obscured by a grey hooded cloak when conducting his rogue dealings, but during the day he dresses like any common craftsman, wearing simple work clothes stained with wood dust and resin. His hands are rough and calloused, evidence of his work as a cooper, though they are equally skilled at picking locks or handling a blade.
Key Traits and Characteristics:
• The Fake Guildmaster: Dylan has crafted an elaborate illusion of a thieves’ guild by spreading false rumours and using intermediaries like Bert. He uses coded messages and anonymous signs to maintain contact with clients, convincing them they’re dealing with a large, well-organised criminal network. However, he’s the only “member” of his guild, running everything by himself. • The Paranoid Cooper: By day, Dylan hides in plain sight as a simple cooper. His workshop is filled with mundane woodworking tools and materials, and his clients—local merchants and tavern owners—know him as a quiet, reliable craftsman. He rarely interacts socially with others, keeping his head down and avoiding attention. • Resourceful and Deceptive: Though the guild is a ruse, Dylan is a skilled rogue in his own right. He excels at creating illusions and manipulating information. His deception is so well-maintained that even those who’ve worked with him for years believe in his nonexistent “organisation.” • Fearful of Real Competition: The recent arrival of a junior faction of the Web of Knives has sent Dylan into a spiral of paranoia. He’s spotted a few of their members operating in Barrenford but has yet to confront them directly. He’s terrified that these new players will expose his charade and take over the town’s criminal operations. His fear is growing, and it’s making him increasingly desperate. • Acts Alone: Dylan operates his fake guild entirely by himself, doing all the planning, organising, and jobs while making it appear as if he has a network of operatives. This constant juggling act keeps him on edge and exhausted, but he knows that if the truth comes out, his life will be in danger.
Roleplaying Tips:
• The Reserved Cooper: When interacting with townsfolk, Dylan is quiet and keeps to himself. He speaks politely but briefly, always giving the impression that he’s focused on his work and uninterested in idle chatter. When in his cooper’s shop, he avoids discussing anything personal or unrelated to his trade. • The Nervous Criminal: When acting as The Shade, Dylan is cautious and rarely shows his face. His communication is always through intermediaries or coded signs, and he never meets clients directly if he can help it. In conversations, he projects confidence about his “guild” but is always scanning the room for threats and signs of betrayal. • Avoids Confrontation: In both his rogue dealings and his public life, Dylan avoids direct conflict. He’s skilled at talking his way out of situations, and if things look like they might turn violent, his first instinct is to flee or find an excuse to disappear.
Key Statistics:
• HP: 24 (4d8 + 8) • AC: 14 (leather armour + Dex) • Speed: 30 ft • Stats: Str 10, Dex 16, Con 12, Int 13, Wis 11, Cha 14 • Skills: Stealth +7, Deception +5, Sleight of Hand +6, Insight +3, Perception +3, Persuasion +5 • Tools: Thieves’ tools, disguise kit, cooper’s tools • Languages: Common, Thieves’ Cant • Abilities: • Cunning Action: Dylan can Dash, Disengage, or Hide as a bonus action. • Uncanny Dodge: He can halve the damage of one attack per round that he can see. • Expertise: Stealth and Deception. • Sneak Attack (2d6): Dylan can deal extra damage to a target if he has advantage or if an ally is within 5 feet of the target and isn’t incapacitated.
Ties to the Campaign:
• The Cooper’s Quiet Life: To those who don’t know his secret, Dylan is just a quiet cooper. PCs may first encounter him if they’re buying barrels or crates for travel, and they’ll see him as nothing more than a reclusive but competent craftsman. If they dig deeper, they may uncover his connection to Barrenford’s underworld. • The Fake Guildmaster: If the PCs are seeking to make contact with Barrenford’s underworld, they’ll be directed to Bert, who arranges meetings through Dylan’s fake guild. Dylan will continue to maintain his illusion of being the leader of a thieves’ guild, though his fear of discovery may lead him to act erratically. • The Web of Knives Threat: If the PCs get involved in Barrenford’s criminal dealings, they might discover the presence of the Web of Knives. Dylan may become an unexpected ally, seeking their help to protect him from this new, more dangerous criminal organisation. Alternatively, he may see the PCs as a threat and try to deceive or mislead them to protect his secret. • A Desperate Gambler: Dylan’s paranoia over the Web of Knives will push him to make risky moves. If the PCs catch on to his deception, Dylan may try to bargain for his life, offering valuable information or local secrets in exchange for protection. Alternatively, if they pressure him, Dylan could flee the town, leaving behind a trail of chaos as his carefully crafted lies begin to unravel.
Dialogue Examples:
• As the Cooper: “Aye, I’ll have your barrels ready by the week’s end. Just… don’t rush me, alright? Quality takes time.” “No, I don’t know much about what goes on in town. I just keep to myself. Safer that way.” • As the Shade: “My… associates and I can handle that. You’ll need to speak with one of my lieutenants. I’ll arrange something—give me until tomorrow night.” [Nervously scanning the room] “There’s… been some complications. New faces in town. If you want my help, we need to be careful.”
Dylan’s dual life as a simple cooper and the illusionary leader of a criminal guild offers plenty of opportunities for intrigue, deception, and roleplaying tension. His paranoia and fear of the Web of Knives add a sense of urgency, while his resourcefulness and cunning make him a complex NPC for players to deal with.