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Milo Breznik

Milo Breznik

Type
Region
Scope & Size
Hazards
Industry & Resource
Role & Title
Cell Leader · Revolutionary Rebel
Affiliation & Faction
The Scalebinders
Location
Disposition & Demeanor
Urgent · Clandestine · Purposeful
Key Motivation
Setting the royal timber storehouses ablaze to strike a blow against the monarchy and protect the traditionalist movement

Milo Breznik is a lean, sharp-eyed man in his mid-thirties with a tense, guarded posture and dark hair roughly cropped close to his scalp. His hands bear faint alchemical stains and calluses from handling volatile materials, and he dresses in nondescript, wool attire suited for blending seamlessly into the alleys of the Docks Ward. He carries himself with a controlled, quiet intensity, perpetually listening for the heavy footfalls of approaching city patrols or peacekeepers.

He speaks in hushed, measured tones, preferring brief, direct instructions over idle conversation. While operating under immense pressure, Milo remains fiercely dedicated to his cause, treating every member of his logistics network as a crucial piece of a greater struggle against royal tyranny.

He harbors deep, unyielding resentment toward the crown and its inquisitors, viewing their confiscations as an absolute threat to the traditionalists’ survival. Milo will not hesitate to order drastic measures or take swift action to ensure his cell’s plans are executed before the royal forces close in on their hideout.

Landmarks & Points of Interest

No known landmarks.

Adventure Hooks

Peacekeeper Raid

At the king's direction, Redvakt Peacekeepers are conducting searches for specific magical items. He's ordered the confiscation of items the king believes are to be used for a coordinated attack against the monarchy by traditionalist agitators in an effort to stop the plot.

  • The Trigger: Triggers upon witnessing the Redvakt raid in the trade districts. While navigating Trgovan Square, the party intercepts a frantic group of traditionalist agitators who are fleeing a brutal, localized Redvakt raid. One of the wounded agitators desperately shoves an oilskin satchel into a character's hands before being dragged away by the guards. Inside is a volatile, unstable magical ignition core wrapped in a revolutionary manifesto.
  • The Objective: Upon examining the manifesto, the party finds a detailed layout of the royal timber storehouses, alongside urgent orders signed by a cell leader named Milo Breznik, operating out of the Lozera Haven in the Docks Ward. The text explicitly warns that the crown is hunting these exact ignition cores to stop their upcoming arson plot. The party must successfully evade the remaining search squads and choose whether to hand the device over to the Redvakt to crush the cell, or locate Milo at the haven to deliver the weapon and join the conspiracy.

Milo Breznik

Medium Humanoid (Human), Chaotic Good

Armor Class 13

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR

10 (+0)

DEX

15 (+2)

CON

12 (+1)

INT

14 (+2)

WIS

14 (+2)

CHA

13 (+1)

Saving Throws Dex +4, Int +4

Skills Arcana +4, History +4, Insight +4, Perception +4, Sleight of Hand +4, Stealth +4

Senses Passive Perception 14

Languages Common, Liekian, Thieves' Cant

Challenge 1 (200 XP)

Alchemical Expertise. Milo adds his Intelligence modifier (+2) to damage rolls dealt by his explosive and alchemical weapons (included below).

Clandestine Operations. Milo has advantage on Dexterity (Stealth) checks made to hide or blend into crowded urban environments and dark alleyways.

Actions / Bonus Actions

Multiattack. Milo makes two attacks with his Dagger or Alchemical Core.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Alchemical Core. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 5 (1d6 + 2) fire damage.

Volatile Ignition Core (1/Day). Milo throws a specialized ignition core at a point he can see within 40 feet. The core explodes in a 15-foot-radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d4 + 2) fire damage and 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.

Smoke Bomb (Bonus Action). Milo drops a smoke pellet at his feet. The area within a 10-foot radius centered on him becomes heavily obscured until the start of his next turn, and Milo can take the Disengage action as part of this bonus action.

Reactions

Uncanny Dodge. Milo halves the damage that he takes from an attack that hits him. He must be able to see the attacker.