Zook Munggen, Male Gnome [Permalink]
Personal [hide]
Description: With black face paint in a stripe pattern across his face, he wears suspenders and tan workpants. His shirt is blue, and he wears a heavy tan leather apron most of the time. He keeps his red hair in a flapper bob. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep gray.
Personality: He never swears and excessively uses polite adverbs when speaking. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Zook was born the youngest of three triplets. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Tailor work with an outfit from a few towns over. Tailor work suited him well, and with each successful project, he earned more gold and more respect from his peers. He ran away from his former home and has been making his living as a Tailor for the past few years.
Motivation: He wants nothing more than to rejoin the army; and expand his business
Ideals: Optimist. Flaws: Impulsive. Bonds: Family, Job, Military. Occupation: Tailor
Voice: Squeaky
Attributes [hide]
Small (3'6") Gnome, Lawful Neutral (CR 1)
Armor Class 8
Hit Points 6 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 5 (-3) | 11 (+0) | 6 (-2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +0 / 1d4-2, Ranged -1 / 1d4-3, Grapple -2
Possessions: 30 gp. Amber (60 gp).
Henry Hadlee, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His black hair is styled in orderly dreadlocks. This amber eyed easterner is not easily forgotten.
Personality: Overbrimming with self-confidence, Henry isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He has dedicated himself to building a better kind of golem.
Motivation: He wants to meet his childhood hero; and he has passion for adventuring and risk
Ideals: Impeccable. Flaws: Disease. Bonds: Rich, Adventurer, Family. Occupation: Layabout
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 1)
Armor Class 14
Hit Points 12 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 11 (+0) | 10 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
Possessions: 1000 cp.
Arjhan Imbixtellrhyst, Male Dragonborn [Permalink]
Personal [hide]
Description: This northern man is abnormally tall. He wears tight fitting clothing which further accentuates his frame. His whole body is exceptionally muscular. His crest is bronze, silky, and of moderate length. His eyes are gold and catlike.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: He was born into a rich family. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He now mingles about in high society.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact.
Flaws: Disease. Bonds: Attractive, Immigrant, Criminal record, Rich, Nature. Occupation: Roofer
Voice: Sounds elderly
Attributes [hide]
Medium (6'4") Dragonborn, True Neutral (CR 1)
Armor Class 10
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 15 (+2) | 7 (-2) | 7 (-2) | 11 (+0) |
Senses Passive Perception 8
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +2
Possessions: 130 gp.
Sarah Merton, Female Human [Permalink]
Personal [hide]
Description: The woman speaks with an almost imperceptible accent. She seems to always be the slightest bit damp as if she got out from a pool a few moments ago. She is wearing colorful clothing, dressed as a Bather. Her auburn hair, when down, is lengthy. Her eyes are green and she is always smoking a pipe.
Personality: She is erratic and paranoid. She believes illithids are coming to abduct people. She is a logical person and will generally grow upset if things defy logic and science.
History: Her martial talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. She worked as a nervous Bather and found it very stressful. She has worked as a Bather like her mother before her.
Motivation: Balancing her hectic life and new Bather responsibilities is difficult; and marry her sister to traveling adventurers
Ideals: Logical, Gifted. Bonds: Immigrant, Enemies, Job, Family. Occupation: Bather
Voice: Gruff and masculine
Attributes [hide]
Medium (4'11") Human, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 20 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 15 (+2) | 12 (+1) | 6 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common, Celestial
Attacks Melee +1 / 1d6-1, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
