Bardryn Glanhig, Female Dwarf [Permalink]
Personal [hide]
Description: She is a woman of bearing and well nourished. She wears a fancy grey dress. Her brown hair is greying along the sides and has receded to reveal a widow's peak. She wears crescent spectacles with a black brim.
Personality: While she acts the brute, she is far gentler than she would appear. She is skeptical of what others tell her and is slow to trust.
History: Born in the south to a Baker, Bardryn learned a great deal about her father's area of expertise. Her spouse left her for another, whom she beat to an almost bloody pulp. She did not win them back, but she came to a realization. To get what you want from life, you must take it. She has made many enemies by not giving into corruption and outing many instances of it.
Motivation: A strong sense of loyalty to Half-Elven people; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Justice. Flaws: Shy, Racist. Bonds: Attractive, Job. Occupation: Baker
Voice: Speaks with a cold
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Good (CR 1)
Armor Class 10
Hit Points 11 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 13 (+1) | 13 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Aquan
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 3000 cp.
Ribbles Munggen, Male Gnome [Permalink]
Personal [hide]
Description: He wears a simple burlap shirt and baggy pants. He conceals his scythe with his veritable burlap sack of a shirt. He carries a battered longbow and tarnished scythe as well. He has brown hair. His eyes are violet.
Personality: He is calm most of the time but flees social interaction. He always tries to repair and not replace. It was this mentality that drove him into the Marshal business.
History: His parents moved while he was still in utero so he is the first generation to be born here. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. He left for the north, certain he would find work there.
Motivation: He feels that his past leaves him morally obligated to help; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Fighting, Persistence. Flaws: Shy. Bonds: Immigrant, Criminal record. Occupation: Marshal
Voice: Hissing voice
Attributes [hide]
Small (3'4") Gnome, Lawful Evil (CR 2)
Armor Class 11
Hit Points 17 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 17 (+3) | 14 (+2) | 7 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common, Gnome, Gnoll, Halfling
Attacks Melee +1 / 1d6-1, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 110 gp. 1 Masterwork Common Melee.
Vanchu Brandon, Female Half-Orc [Permalink]
Personal [hide]
Description: This petite short woman is perpetually holding a sweet of some kind. She wears tattered old clothes, marred by sweets. Her red hair is knotted and matted. She wears a mask on her face.
Personality: She takes her job very seriously, in part because she fears she cannot get a new one. She is lazy and tries to find solutions quickly.
History: Her druidic talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. She found a children's book about a Half-Orc Warlock who fought for good and justice and never realised it was just a child's story. She modeled her life after the story, seeing herself destined a hero. She has drifted apart from her friends and has been working freelance. Each gave each other a copy of their signature sword.
Motivation: Obtaining odd cultural Dwarven artifacts is her passion; and she has passion for adventuring and risk
Ideals: Gifted. Flaws: Ugly, Lazy. Bonds: Job, Adventurer. Occupation: Architect
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'5") Half-Orc, True Neutral (CR 1)
Armor Class 12
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 12 (+1) | 9 (-1) | 11 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 3000 cp. White pearl (150 gp).
Guy Stanton, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is wearing colorful clothing, dressed as a Carpenter. With a patchy brown beard and wild brown hair. His face is covered beneath a completely black helmet.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. He was an athlete and attended two major summer competitions. He never won. He is searching for what he claims is his rightful reward.
Motivation: He is compelled to act according to his religious beliefs; and he has a rivalry with the church that dominates his actions
Ideals: Athletic, Gifted. Bonds: Slave, Adventurer, Religious. Occupation: Carpenter
Voice: Australian accent
Attributes [hide]
Medium (5'5") Human, Neutral Evil (CR 1)
Armor Class 9
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 10 (+0) | 13 (+1) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Sylvan
Attacks Melee +5 / 1d4+3, Ranged +1 / 1d4-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 100 sp. Azurite (10 gp).
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Their contribution stands as a beacon of hope for all adventurers!