NPC Azirejann

## **Olivia "Ollie" Azirejann**

A human female in her mid-30s, Olivia is a third-generation Stonehearth native, with family roots from Halruaa before that. Fiercely loyal to the Marquisate, she is the first in her family to follow a martial rather an arcane path.

"Ollie" to her friends, she spent several years in the Infantry as a Musketeer, was severely wounded by a troll during a military operation and spent several more years in a desk job. As she went through physical therapy, a rarity in Faerûn, the Arms paid for her 2M Wandist training as she earned her commission as a logistics officer.

Over a long-term healing process, she eventually re-learned how to walk, re-certified for field duty, and finished her field progression. Still celebrating her ability to use her legs, she transferred to the Rangers. After another six year tour with honors, her exceptional talent and ethic made her a natural for recruitment into the Sergeants-at-Arms (SA).

After two years of working as one the Marquisate's shadowy spy masters, she was assigned to the diplomatic division of the SA where her professional but pleasant demeanor made her a natural as a Stonehearth Arms attaché in the Diplomatic Corps. Having conducted operations near Cormyr, she was assigned to the Mission in Suzail.

When wearing her Class A uniform as a military attaché, she presents with her hair tucked safely under the trademark red tricorn hat of the Stonehearth Marquisate. The uniform features the Rococo red embroidered 20-button dress coat, over a gold waistcoat (which looks like it's woven from actual gold), red breeches and black riding boots.

Wearing her ribbons, including her purple heart, meritorious service and exceptional bravery, she is also authorized to wear her Sergeants-at-Arms tab on her uniform. For those few who know what it means, it's the kind of icebreaker under the embassy polish that draws respect from foreign diplomats and aristocracy.

### **Stonehearth Arms Sergeant-at-Arms-3**

* Human **Rogue**-3 (**Fighter**-6/**Ranger**-6)*, neutral good*
* **Armor Class** 14 (Class A uniform: enchanted cloth), **Hit Points** 102, **Speed** 30 ft.

* **Appearance** In her Class A uniform: red embroidered 20-button dress coat over a gold waistcoat, matching red cocked hat (tricorne), red breeches and black riding boots.
* **Damage Immunities** Psychic
* **Condition Immunities** Charmed, Frightened, Paralyzed
* **Senses** passive Perception 16
* **Languages** Common, Thieves' cant
* **Challenge 10** (5,900 XP)
* ***2M*** ***Wandist***. The ability to use a general utility wand.

### **Actions**

**Longsword, MIC STD M91** (versatile; 1d8+2 [+1d4 Slashing] / 1d10+2 [+1d4 Slashing]):

* +2 hit
* +2 damage (+2 Piercing)
* Damage, plus: +1d4 Slashing
	+ This is a highly classified enchant that changes the mass of the blade during swings, resulting in deeper cuts. The fire was replaced by this enchant for the sake of stealth.

**Shortsword, MIC STD M104** (finesse/light; 1d6+2 [+1d4 Slashing]):

* +2 hit
* +2 damage (Piercing)
* Damage, plus: +1d4 Slashing
	+ This highly classified enchant is the same as M91 Longsword that changes the mass of the blade during swings, resulting in deeper cuts. As most think of a shortsword as a thrusting weapon, this brings measurable damage and significant in-combat surprise to slash attacks.

**A211** **Forcepipe:** ammunition [charges] (range 100/500), 1d6+4B/1d6+4P, heavy (100 shots (1)), two-handed

* A forcepipe is a magically-charged projector of shaped kinetic energy. It does not require physical ammunition, but has a set number of shots per arcane crystal.
* It is powered by arcane crystals, with a high-tolerance receiving chamber.
* It utilizes a mundane trigger mechanism and fires identically to standard Stonehearth projectors.
* The A211 has an incendiary trigger, which uses an additional physical trigger to actuate. Activating the incendiary option heats the projected force to include 1d6+4 (fire). Where the normal shots are essentially invisible and there is no muzzle flash, the incendiary option fires as a tracer round and the point of origin can be discovered. Additionally, the incendiary option burns through charges at twice the rate (counting as two charges rather than one).