Vonana Daraln, Female Dwarf [Permalink]
Personal [hide]
Description: This woman is bedraggled and starved. She wears a grey costume with the symbols of strength on her torso. Her hair is greying and her face has many wrinkles. Her eyes are a pleasant green.
Personality: Vonana is depressed about a lot of things. She tends to be a nihilist. She is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure she is not cheated out of a speck.
History: She was born to a pair of big game hunters, but was frequently ill as a child. Cursed with vampirism at a very young age, Vonana has worked very hard to control her curse. She is untrained/undisciplined, which makes her dangerous.
Motivation: She feels kind of lost in life.
Ideals: Entrepeneur. Flaws: Depressed, Insane, Disease. Bonds: Poor. Occupation: Barkeep
Voice: Scandinavian accent
Attributes [hide]
Medium (4'1") Dwarf, Neutral Good (CR 1)
Armor Class 11
Hit Points 11 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 600 sp. Red garnet (100 gp).
Bertram Ansley, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His hair is greying and his face has many wrinkles. His amber eyes are passionate and lively.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Bertram hails from a village terrorized by brigands. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the mountains due to the painful memories there. Bertram took refuge in the large cave and found the beat up sai and armor he uses now. He now mingles about in high society.
Motivation: He wants nothing more than to rejoin the army; and many brigands want him driven away
Flaws: Fearful. Bonds: Rich, Job, Enemies, Nature, Military. Occupation: Sculptor
Voice: Draws out vowels
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 1)
Armor Class 10
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 11 (+0) | 15 (+2) | 14 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Halfling, Terran
Attacks Melee +0 / 1d4-2, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 40 pp.
Whurbin Durthane, Male Dwarf [Permalink]
Personal [hide]
Description: This man is tall and muscular. He likes to wear darkened spectacles and heavy clothing, no matter the weather. His long red hair is drawn into a two foot long braid. His fair skin shows little sign of his aristocratic breeding.
Personality: Abrasive and pushy, he has a hard time making friends. He is fiercely devoted to his father, and views his father's ex-spouse as an evil person for separating him from his legal half-brother.
History: The child of a Navigator, who enjoyed hunting, Whurbin was taken on many hunting expeditions. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He bought a kukri and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His relatives are trying to arrange a marriage.
Ideals: Athletic. Flaws: Antagonistic. Bonds: Attractive, Family, Nature. Occupation: Ploughman
Voice: Scottish accent
Attributes [hide]
Medium (4'3") Dwarf, True Neutral (CR 2)
Armor Class 11
Hit Points 14 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 14 (+2) | 11 (+0) | 14 (+2) | 7 (-2) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 |
Possessions: 340 gp. 2 Alchemist’s fire.
Orsik Silverstone, Male Dwarf [Permalink]
Personal [hide]
Description: This northern man is abnormally tall. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His whole body is exceptionally muscular. His hair is chestnut and curly. He wears crescent spectacles with a black brim.
Personality: He hates goblins. He views them as having robbed his home of its proper glory. He has a minor phobia of water and hates getting wet.
History: A child with a great deal of singing talent his parents made sure he got the chance to thrive. Orsik was born on a far northern plains where he grew up under the tutelage of his mother, an expert Tanner. He has been a successful dealer in antiques buying low and selling high.
Motivation: He is wracked by social anxiety; and someone believes him a fraud
Ideals: Entrepeneur, Artistic. Flaws: Fearful. Bonds: Immigrant, Enemies. Occupation: Tanner
Voice: Pirate accent
Attributes [hide]
Medium (4'4") Dwarf, True Neutral (CR 1)
Armor Class 9
Hit Points 9 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 8 (-1) | 6 (-2) | 12 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +2
Possessions: 120 gp.
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