Radomir Kettlewhistle, Male Halfling [Permalink]
Personal [hide]
Description: A pudgy man standing about 2'11" has a big stupid grin on his face most of the time. He has the majority of his body covered in plate. His brown hair and beard is wavy and long. He wears an eyepatch.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: Born in the west to a Dyer, Radomir learned a great deal about his father's area of expertise. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting illithids, the young Radomir began to lead the lost caravan. He has worked as a Dyer like his father before him.
Motivation: Retire the richest man in the west; and many illithids want him driven away
Ideals: Entrepeneur. Flaws: Ugly. Bonds: Job, Enemies. Occupation: Dyer
Voice: Speaks like tongue is numb
Attributes [hide]
Small (2'11") Halfling, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 11 (1d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 12 (+1) | 15 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Halfling, Orc, Druidic
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 700 sp.
Fax Shestendeliath, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears very tight pants and wife beaters, though occasionally he sports a green coat. He carries with him a set of sickles, each one with a aquamarine on the hilt. He only wears one on his belt and the other on his back. He sports a flattop crest cut. His eyes are gold and beady.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He is obsessed with a lost civilization.
History: He was born to a criminal king-pin and mafia family He made a point of taking high paying jobs and getting most of it up front. Recently he has begun working with bootleggers and crooks.
Motivation: Meet up once more with his childhood friend; and 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
Ideals: Fighting, Disciplined. Flaws: Ugly. Bonds: Adventurer, Criminal record. Occupation: Blacksmith
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'4") Dragonborn, Chaotic Evil (CR 1)
Armor Class 10
Hit Points 7 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 9 (-1) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Druidic
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 600 sp. Brass mug with jade inlays (100 gp).
Lucan Aloro, Male Elf [Permalink]
Personal [hide]
Description: He stands about 4'11" and is constantly adorned with expensive silk clothing, often dyed in bright tan and grey, and wears rings and necklaces with large, colorful gems. His right hand appears badly burned and disfigured. He wears a colorful flower in his golden hair. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: He was born to a criminal king-pin and mafia family His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Lucan grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Lucan. Recently he has begun working with bootleggers and crooks.
Motivation: Wants to open a new tavern; and a rival would like him out of the picture
Flaws: Addict. Bonds: Rich, Attractive, Job, Criminal record. Occupation: Banker
Voice: Italian accent
Attributes [hide]
Medium (4'11") Elf, Lawful Evil (CR 2)
Armor Class 13
Hit Points 8 (2d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 9 (-1) | 6 (-2) | 7 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 8 |
Possessions: 700 sp. Moss agate (14 gp). Moss agate (14 gp).
Silaqui Ofandrus, Female Elf [Permalink]
Personal [hide]
Description: Standing 4'8", this woman prefers to wear tan clothing when she does not wear armor. Her silver hair is well kept. Her eyes are amber and she is always smoking a pipe.
Personality: This woman loves music and to teach people music more than just about anything. She refers to her adoptive mother for almost all things she is unsure about, which are numerous. She is very much still a child and has not developed a drive for self-dependency.
History: Born to a pair of adventurers, Silaqui grew up listening to her mother's many stories. Being born in the south, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the south for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way west. She then took over the family business and is one of the better Apothecary for hire.
Motivation: Meet up once more with her childhood friend; and a strong sense of loyalty to gnomish people
Ideals: Artistic. Flaws: Racist. Bonds: Family, Adventurer, Job. Occupation: Apothecary
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (4'8") Elf, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 8 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 7 (-2) | 9 (-1) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Elven
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 0 |
Possessions: Amethyst (50 gp).
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Their contribution stands as a beacon of hope for all adventurers!

