Gimurt Burrowfound, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a grey collared shirt and green pants. He accessorizes with a white scarf around the waist and a strap diagonally across his shirt. He carries a battered scimitar and tarnished mace as well. He wears his hair in dreadlocks. He has several tiny ruby earrings on each ear.
Personality: He will rave to anyone who will listen. He is obsessed with his god.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gimurt fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Money/treasure.
Ideals: Fighting. Flaws: Insane, Disease. Bonds: Rich, Religious. Occupation: Sellsword
Voice: Sore throat, cough
Attributes [hide]
Medium (4'5") Dwarf, Lawful Neutral (CR 1)
Armor Class 8
Hit Points 7 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 6 (-2) | 8 (-1) | 8 (-1) | 16 (+3) | 11 (+0) |
Senses Passive Perception 15
Languages Common, Dwarven
Attacks Melee -1 / 1d4-3, Ranged +0 / 1d4-2, Grapple -2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 800 sp. 2 Alchemist’s fire.
Tim Chester, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many blue ritualistic tattoos. He wears long strands of ruby and short grey dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His white hair is cut short with large spiked bangs in the front. His fair skin shows little sign of his aristocratic breeding.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: His mother raised him in a mountain cabin. He struck it rich when he found rare goods in large quantities. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Money/treasure; and find a way to reverse the transformation of his sister
Flaws: Antagonistic. Bonds: Rich, Attractive, Family, Nature. Occupation: Roofer
Voice: Soft and melodious
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 1)
Armor Class 8
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 6 (-2) | 9 (-1) | 15 (+2) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Sylvan, Goblin
Attacks Melee +0 / 1d4-2, Ranged +0 / 1d4-2, Grapple -2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 90 gp.
Alice Kendall, Female Human [Permalink]
Personal [hide]
Description: She dresses in grey turtlenecks beneath a red coat with tan slacks. She carries with her a set of rapiers on her belt, each one with a ruby on the hilt. Her auburn hair is greasy and uncared for. Her eyes are likewise green.
Personality: She has always had a great fascination with Dwarven culture. Despite her manner, she is extremely passionate and proud of her job, and she prides herself in being thorough and never missing a detail.
History: She was born to a criminal king-pin and mafia family She was one of the best in her class, and was picked up by her current employer. She quickly showed her capability and was soon promoted to a head role. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Alice fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Expand her business; and she is a bit of a kleptomaniac
Ideals: Fighting. Flaws: Ugly, Racist. Bonds: Job, Criminal record. Occupation: Barkeep
Voice: Dark and ominous
Attributes [hide]
Medium (5'4") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 12 (+1) | 13 (+1) | 11 (+0) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee -1 / 1d4-3, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Brown-green garnet (40 gp). 1 Masterwork Common Melee.
Brakka Ryland, Female Half-Orc [Permalink]
Personal [hide]
Description: This woman stands a little under 6'4" and is a bit bulky. She is very muscular particularly in the legs. She wears baggy black pantaloons and a pastel scarf. She keeps her long brown hair kept up in a rat tail. She has gleaming, smiling violet eyes.
Personality: She considers herself a woman of culture and sophistication. She likes a good challenge to her wits. 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: She was born to a pair of big game hunters, but was frequently ill as a child. Her homeland was ravaged by war and she spent much of her life rebuilding it. She came across an abandoned tomb where she found a relic that called out to her. After picking it up she was cursed by lycanthropy.
Motivation: She is currently in port desperately looking for someone to get her out; and meet up once more with her childhood friend
Ideals: Impeccable. Flaws: Disease, PTSD. Bonds: Adventurer, Slave. Occupation: Body Guard
Voice: Creaky witch voice
Attributes [hide]
Medium (6'4") Half-Orc, Neutral Evil (CR 1)
Armor Class 13
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 10 (+0) | 7 (-2) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +6 / 1d4+4, Ranged +5 / 1d4+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 160 gp.
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