Thomas Courtenay, Earl of Devon — Bitter Feud (1454)

Thomas Courtenay, Earl of Devon, stern nobleman in armour with a sword

An old claim, a disputed office and a county edging towards private war.

At a Glance

  • Name: Thomas Courtenay
  • Race: Human
  • Role: Earl of Devon, head of the Courtenay affinity, Bonville’s principal rival
  • Age: About 40
  • Alignment: Lawful Neutral
  • Where: Devon, Exeter and Courtenay estates of the southwest
  • Present status: Alive in 1454

Courtenay has spent too many years defending what he regards as the natural authority of his house. To his tenants he can be a protector; to his enemies he is a lord who thinks every magistrate should be his servant. In the west, his word can stop a market or raise an armed company.

Thomas Courtenay, the elder Earl of Devon (often numbered 5th or 13th), is alive in 1454. His bitter competition with William Bonville predates the current protectorate. He must not be confused with his son Thomas, the later Earl of Devon.

Game Statistics

Original game adaptations; not official published NPC statistics.

Thomas Courtenay

Medium Humanoid (Human), Lawful Neutral

AC 17; Initiative +1; HP 82; Speed 30 ft.

STR16 (+3)
DEX12 (+1)
CON15 (+2)
INT13 (+1)
WIS14 (+2)
CHA16 (+3)

Saving Throws Wis +4, Cha +5; Skills Insight +5, Persuasion +6, Athletics +6, Intimidation +6; Languages English; Senses passive Perception 12; CR 5

Actions

Longsword. Melee Attack Roll +6, reach 5 ft.; Hit 8 (1d8 + 3) slashing.

Command Retainers (Recharge 5–6). Up to two allied creatures within 30 feet gain 5 temporary hit points and can move 10 feet without provoking opportunity attacks.

Thomas Courtenay — 5e (2014)

Medium humanoid (human), lawful neutral; AC 17; HP 82; Speed 30 ft.; CR 5

Str 16 (+3); Dex 12 (+1); Con 15 (+2); Int 13 (+1); Wis 14 (+2); Cha 16 (+3)

Skills Insight +5, Persuasion +5; Senses passive Perception 12; Languages English

Actions

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (1d8 + 3) slashing.

Command Retainers (Recharge 5–6). Up to two allied creatures within 30 feet gain 5 temporary hit points and can move 10 feet without provoking opportunity attacks.

Thomas Courtenay — Pathfinder 1e

CR 6; human fighter 5/aristocrat 2; Init +1; Perception +8

Defence

AC 19, touch 11, flat-footed 18; hp 82; Fort +7, Ref +4, Will +5

Offence

Speed 30 ft.; Melee longsword +9 (1d8+3); Special Command Retainers (GM-controlled support action)

Statistics

Str 16, Dex 12, Con 15, Int 13, Wis 14, Cha 16; Base Atk +6; CMB +9; CMD 20; Skills Diplomacy +12, Knowledge (nobility) +9, Sense Motive +9; Feats Alertness, Skill Focus (Diplomacy), Iron Will

Thomas Courtenay — D&D 3.5e

CR 6; human fighter 5/aristocrat 2; Init +1; AC 19, touch 11, flat-footed 18; hp 79; Fort +4, Ref +4, Will +7; Speed 30 ft.

Base Attack +6; Grapple +9; Attack longsword +9 (1d8+3); Abilities Str 16, Dex 12, Con 15, Int 13, Wis 14, Cha 16; Skills Diplomacy +12, Knowledge (nobility and royalty) +9, Sense Motive +9; Feats Alertness, Iron Will, Skill Focus (Diplomacy)

What Is Thomas Courtenay Doing Now?

His officers report that tenants are withholding dues on orders supposedly issued by Bonville. Courtenay demands the written order and the men who carried it, but his armed retainers may act before the truth is settled.

How Adventurers Meet Thomas Courtenay

Courtenay’s captain meets the party at a seized bridge and orders every wagon searched for Bonville correspondence. A merchant carries such a letter but has not opened it. Courtenay, summoned in person, allows the adventurers to argue that a royal seal outranks the captain’s local order. He will listen, but the merchant’s cargo and reputation depend upon how persuasively they make the case.

Encounters and Adventure Hooks

  • The rival lordships each claim a bridge toll. The party must keep a grain convoy moving without paying twice.
  • A missing seal is found in a dead man’s mouth, and both factions call it proof of the other’s crime.
  • Courtenay hires the party to rescue his captured steward, who secretly arranged his own kidnapping.

Personality and Relationships

Tenacious, proud, quick to perceive insult and slow to forget a defeat. He is capable of protecting ordinary villagers while employing captains who inspire genuine fear.

The Courtenay household, the disputed offices of Devon, the county gentry and his rival William Bonville. Richard of York’s influence has made old alliances unstable.

Three Ways to Lose a County

Courtenay can reward an adventuring company with safe conduct, but a promise made in his hall may mean little once the party crosses into lands claimed by Bonville. The best outcome is not necessarily defeating a rival’s soldiers. A convoy brought through safely feeds the tenants, a recovered charter allows a hearing, and a living witness may prevent retaliation against the wrong village. Courtenay is capable of understanding all three arguments, provided none publicly shames his house.

Choice Immediate result
Guard the grain wagons Villagers survive the winter
Recover the steward Witnesses can testify
Burn the rival warrant Both households seek revenge

Equipment and Rewards

Heraldic surcoat, mail, longsword, estate charters, ring seal, household officers and mounted retainers. Rewards can include a signed letter, a guarded passage, access to documents or introductions; none guarantees immunity from rival jurisdictions.

Related People and Places

Richard, Duke of York · British NPCs · British Isles NPCs

Sources and Game Adaptation

Thomas Courtenay, Earl of Devon. The campaign’s conversations, supernatural events, motivations and four-edition game statistics are fictional treatments, not claims about the historical record.

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