
The Northern Counterstroke — A Neville courier has vanished with a list of names; rescuing him may prevent an ambush—or begin one.
At a Glance
- Name: Sir John Neville
- Species: Human
- Role: Younger son of the Earl of Salisbury; Neville knight and commander
- Age: About 23
- Alignment: Lawful Neutral
- Base: Yorkshire, Middleham and Neville strongholds
- Present status: Alive in 1454
- Encounter: A Neville courier has vanished with a list of names; rescuing him may prevent an ambush—or begin one.
John Neville is not the most powerful lord in the north, and he knows it. He makes up the difference with horses, swift decisions and relatives whose names open gates. When the Percy riders strike, John prefers to answer with a raid they will remember.
John Neville is an active participant in the Percy–Neville conflict that erupted in 1453. In 1454 he is not yet Earl of Northumberland nor Marquess of Montagu: those later titles must not be used as contemporary honours.
Game Statistics
Original campaign NPC statistics, not official published creature blocks. The four rulesets represent the same character at different tables.
Sir John Neville
Medium Humanoid (Human), Lawful Neutral
AC 18; Initiative +2; HP 90; Speed 30 ft.
Saving Throws Dex +2, Wis +2; Skills Insight +5, Perception +5, Persuasion +5, Athletics +6; Senses passive Perception 15; Languages English; CR 5; PB +3
Traits
Local Influence. In territory controlled by this character’s faction, an allied guard who can hear this NPC has advantage on checks to notice suspicious activity.
Actions
Multiattack. Sir John Neville makes two Longsword attacks.
Longsword. Attack Roll: +6; Hit: 8 (1d8 + 3) slashing.
Hold the Line (Recharge 5–6). Two allied creatures within 30 feet gain 6 Temporary Hit Points and can move 10 feet without provoking Opportunity Attacks.
Sir John Neville — 5e (2014)
Medium humanoid (human), lawful neutral
Armour Class 18; Hit Points 90; Speed 30 ft.; Challenge 5
STR 16 (+3), DEX 14 (+2), CON 15 (+2), INT 14 (+2), WIS 14 (+2), CHA 15 (+2)
Skills Insight +5, Perception +5, Persuasion +5; passive Perception 15; Languages English
Actions
Multiattack. Two Longsword attacks, each +6 to hit and dealing 8 (1d8 + 3) slashing on a hit.
Hold the Line (Recharge 5–6). Two allied creatures within 30 feet gain 6 Temporary Hit Points and can move 10 feet without provoking opportunity attacks.
Sir John Neville — Pathfinder 1e
CR 6; XP 2,400; Human fighter 5/aristocrat 2; Init +2; Senses Perception +10
Defence
AC 20, touch 12, flat-footed 18; hp 80; Fort +6, Ref +6, Will +5
Offence
Speed 30 ft.; Melee longsword +10/+5 (1d8+3/19–20); Ranged light crossbow +7 (1d8/19–20)
Statistics
Str 16, Dex 14, Con 15, Int 14, Wis 14, Cha 15; Base Atk +6; CMB +9; CMD 21; Skills Diplomacy +10, Perception +10, Sense Motive +10, Ride +12, Intimidate +10
Sir John Neville — D&D 3.5e
CR 6; Human fighter 5/aristocrat 2; Init +2; AC 20, touch 12, flat-footed 18; hp 75; Fort +6, Ref +5, Will +5; Speed 30 ft.
Base Attack +6; Grapple +9; Attack longsword +10 (1d8+3/19–20); Abilities Str 16, Dex 14, Con 15, Int 14, Wis 14, Cha 15; Skills Diplomacy +10, Spot +10, Listen +10, Sense Motive +10, Ride +12, Intimidate +10
What Is Sir John Neville Doing Now?
John wants evidence that the latest attack on Neville tenantry was ordered, not merely committed by hired raiders. His men are ready to retaliate, and he needs one reliable outsider to keep a captured servant alive long enough to speak.
Encounters and Adventure Hooks
- A Percy prisoner offers the location of missing children in exchange for a pardon John is unwilling to promise.
- Two wardens have both been given John’s seal: one is an impostor, and both are recruiting men.
- On the eve of an armed meeting, ghosts at a border bridge refuse passage to anybody bearing either family’s colours.
Personality and Relationships
Measured in speech, swift in movement and difficult to shame. He can be both a capable defender of his house and an enthusiastic participant in the destruction of his neighbours’ property.
His father Richard Neville, Earl of Salisbury, is the senior family power. Brother Thomas Neville is also caught in the feud. Thomas Percy, Lord Egremont, is a direct enemy, and Richard of York is becoming an important political ally to the Neville circle.
Equipment and Rewards
Mail and steel cap, lance, longsword, shield, riding kit, signet and a well-organised troop of mounted retainers. A suitable reward is intelligence, safe passage or practical assistance, never automatic political immunity.
People and Places
York · Richard, Duke of York · British NPCs · British Isles NPCs
Historical and Literary Sources
John Neville, Marquess of Montagu (later title)
Historical dates and literary associations are source-based; dialogue, supernatural threats, encounters and game statistics are original campaign adaptations.
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