Ubada Rayden, Female Half-Orc [Permalink]
Personal [hide]
Description: This fat southern woman has a bulbous nose and wears a custom-built plate barding that's adorned with white lining and desert motifs. Her skin is also unnaturally pale. Her hair is golden and curly. She has green eyes and a white hat with a tan feather.
Personality: In the realm of puns, she cannot help herself. She feels obliged to make them. She uses her nature as a weapon; she likes to lead opponents to think her in distress.
History: She was raised in a white middle class family as the only child. She always admired necromantic-users and wanted to develop the talent, but never had the affinity for it. Unlike her family, who was content to work in a sleepy main town, she wanted to work in the city. She has been working here for the past few years.
Motivation: She seems to be bored by most things; and she is content
Ideals: Joker, Gifted. Flaws: Ugly, Secretive, Mundane. Occupation: Tailor
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (4'8") Half-Orc, Chaotic Evil (CR 1)
Armor Class 9
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 14 (+2) | 5 (-3) | 8 (-1) | 3 (-4) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +5 / 1d4+3, Ranged +1 / 1d4-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 20 gp.
Mozikth Umbyrphrael, Male Dragonborn [Permalink]
Personal [hide]
Description: He dresses in green turtlenecks beneath a red coat with green slacks. He has wavy silver crest. He wears an eyepatch.
Personality: He is erratic and paranoid. He believes drow are coming to abduct people. 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: He was born blind and as such lacked many opportunities for work. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon 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 desert due to the painful memories there. Mozikth took refuge in the old dungeon and found the beat up rapier and armor he uses now. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Many drow want him driven away.
Flaws: Ugly, Disease. Bonds: Enemies, Adventurer, Nature. Occupation: Scribe
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'3") Dragonborn, Chaotic Good (CR 2)
Armor Class 6
Hit Points 12 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 3 (-4) | 15 (+2) | 13 (+1) | 6 (-2) | 11 (+0) |
Senses Passive Perception 8
Languages Common, Undercommon
Attacks Melee +3 / 1d6+1, Ranged -2 / 1d6-4, Grapple +1
Possessions: 290 gp. Obsidian (16 gp). 1 Masterwork Common Ranged Weapon.
Gimgen Durthane, Male Dwarf [Permalink]
Personal [hide]
Description: He stands about 4'1" and wears a custom-built plate barding that's adorned with grey lining and desert motifs. His right hand appears badly burned and disfigured. His hair is chestnut, silky, and of moderate length. His half smiles and hazel eyes are beguiling and draw you in.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He is a logical person and will generally grow upset if things defy logic and science.
History: His father raised him in a mountain cabin. Being born in the south, 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 south 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 east. He bought a longsword and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Regain custody of his son.
Ideals: Logical. Bonds: Attractive, Family, Nature. Occupation: Doctor
Voice: Soft and mumbly
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Good (CR 2)
Armor Class 12
Hit Points 13 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 10 (+0) | 6 (-2) | 11 (+0) | 4 (-3) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +0 / 1d6-2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: Tourmaline (120 gp). Pink pearl (120 gp). Tourmaline (120 gp).
Faral Amakiir, Female Elf [Permalink]
Personal [hide]
Description: This slender woman stands about 5'5". She wears a faded coat and loose pants complete with deerstalker hat. Her hair is brown and curly. Her face possesses mild wrinkles. Her smile is extraordinarily sincere though she does not smile often.
Personality: She trusts no one. She is not readily capable for forgiveness and her ire never leaves her. She works hard and plays hard.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. She made a point of taking high paying jobs and getting most of it up front. She has been a successful dealer in antiques buying low and selling high.
Motivation: To prove her worth to the world; and she's looking for her big break
Ideals: Entrepeneur. Flaws: Antagonistic, Hedonist, Impulsive. Bonds: Adventurer. Occupation: Detective
Voice: Breathy voice
Attributes [hide]
Medium (5'5") Elf, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 11 (+0) | 10 (+0) | 11 (+0) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 1000 cp. Moss agate (13 gp).
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Their contribution stands as a beacon of hope for all adventurers!
