Pyntle Pingun, Female Gnome [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she is wearing a long, tan cloak. She wears her blonde hair up. Her eyes are amber and catlike.
Personality: She swings through moods quickly. One moment she is cool and collected, the next she is carried away by passions. She spends most of her days drinking in the Inn, the rowdiest and most dangerous establishment in town. There she gambles, wrestles and listens to stories told by travelers.
History: Pyntle was born to in a poor docking district. She spent her early days working in the same smith shop her mother was employed at, doing general labor. In her 13th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her mother impaled in their home, and her father beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. She spent several years traveling with her friend, before both settled down to enjoy the fruits of their adventures.
Motivation: She feels threatened by others; and to reunite with her old friends
Ideals: Passionate. Flaws: Fearful. Bonds: Adventurer, Poor. Occupation: Barber
Voice: Scandinavian accent
Attributes [hide]
Small (3'3") Gnome, Neutral Good (CR 1)
Armor Class 13
Hit Points 10 (1d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 6 (-2) | 8 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Gnome
Attacks Melee +0 / 1d4-2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 40 pp.
Alberich Goblinbane, Male Dwarf [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears professional attire. His silver hair has been sun bleached extensively. His eyes are brown and he is always smoking a pipe.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He was born to a criminal king-pin and mafia family He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He struck the Laborer job and began his own company from there.
Motivation: He feels that his past leaves him morally obligated to help; and his relatives are trying to arrange a marriage
Bonds: Attractive, Job, Family, Criminal record, Rich. Occupation: Laborer
Voice: Jittery and nervous
Attributes [hide]
Medium (4'3") Dwarf, Neutral Evil (CR 1)
Armor Class 10
Hit Points 5 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 9 (-1) | 10 (+0) | 10 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 90 gp. Rhodochrosite (10 gp). 2 Acid flasks.
Delg Torevir, Male Dwarf [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He has a large brown mantle and cape that has been intricately interwoven into his tan robe. His red hair is kept up in a ponytail inside a small hat. His fierce hazel eyes like to dwell on things.
Personality: He is overprotective of those who hire his services. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: He was born in the east. Like his father and his sister before him, after school he went straight into learning to become a Herbalist. He struck the Herbalist job and began his own company from there.
Motivation: He doesn't get along with people that don't share his tastes; and further expansion of business
Ideals: Impeccable. Bonds: Guardian, Job, Immigrant. Occupation: Herbalist
Voice: Breathy voice
Attributes [hide]
Medium (4'4") Dwarf, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 6 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 13 (+1) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 150 gp. Brass mug with jade inlays (300 gp).
Krimmon Warmwater, Male Halfling [Permalink]
Personal [hide]
Description: A man of a pale complexion, he prefers to wear white pants and tee shirts. His hair is short and black. He wears round tiny glasses practically rammed into his face.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He is a logical person and will generally grow upset if things defy logic and science.
History: He was always a brilliant, if unscrupulous mind. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. Recently he has begun working with bootleggers and crooks.
Motivation: Wants to work out more often; and a rival would like him out of the picture
Ideals: Joker, Logical, Athletic. Flaws: Insane. Bonds: Criminal record. Occupation: Dyer
Voice: Scandinavian accent
Attributes [hide]
Small (2'10") Halfling, True Neutral (CR 1)
Armor Class 13
Hit Points 8 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 7 (-2) | 11 (+0) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 90 gp. Citrine (60 gp).
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Their contribution stands as a beacon of hope for all adventurers!
