Rosalind Lindsey, Female Human [Permalink]
Personal [hide]
Description: She is renowned for her bright grey dresses and hats. Her silver hair is braided into rings. Her face is covered beneath a completely black helmet.
Personality: She loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from her. She is the most sanctimonious self-righteous Human in existence. She does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Her parents moved while she was still in utero so she is the first generation to be born here. She took every job she could get her hands on, but the opportunities for Humans in the east were limited. She has since married many spouses, only to have them die. She claims to not be responsible.
Motivation: She would like to get married and retire; and she's attracted to the pc
Ideals: Justice, Extrovert. Bonds: Immigrant, In love, Has a crush. Occupation: Cartwright
Voice: High pitched and raspy
Attributes [hide]
Medium (5'11") Human, True Neutral (CR 2)
Armor Class 7
Hit Points 13 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 5 (-3) | 12 (+1) | 14 (+2) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Sylvan, Gnome
Attacks Melee +2 / 1d6+0, Ranged -1 / 1d6-3, Grapple +0
Possessions: 180 gp. Golden pearl (60 gp). 1 Silk rope.
Oriel Landon, Female Human [Permalink]
Personal [hide]
Description: This malnourished woman wears a worn and beaten armor. Sporting a golden mohawk this woman's hair draws a lot of attention. Her gray eyes have a joyful gleam in them most of the time.
Personality: She resents people who mock her appearance or her, so she has learned to be the meanest son of a gun. She has a small toy that she constantly fidgets with.
History: Raised by wardens she was only a novice when brigands swooped upon their monastery and killed most of the order. When money was particularly tight she was walking through alleys when she overheard a Sage hiring some criminals to sabotage a competitor. She made her way to the other competitor and parlayed her knowledge into a job. Days after completing her studies, news broke out that her hometown was attacked by brigands. Oriel was horrified and prayed that her mother was alright. However, she heard that her mother had died fighting off the brigands.
Motivation: Her name or reputation has been wronged in the past by brigands, and she desires to right it; and several ex partners dislike her way of doing things and want revenge
Flaws: Ugly, Addict. Bonds: Poor, Religious, Enemies. Occupation: Sage
Voice: Squeaky
Attributes [hide]
Medium (4'11") Human, Neutral Good (CR 2)
Armor Class 12
Hit Points 16 (2d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 6 (-2) | 9 (-1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d6-1, Ranged +4 / 1d6+2, Grapple +4
Possessions: 2000 sp. 1 Half-Plate.
Uthemar Ofandrus, Male Half-Elf [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears yellow trousers with tan and pastel striped suspenders. He wears various colorful collared shirts. His hair is golden and very short. He wears large thick round spectacles.
Personality: Cocky and sure of himself, he believes he is the best Hunter born in the past three hundred years. He misses his home and complains about the freezing weather, even in summer.
History: When he was but 7 years old his parents immigrated from the west. Uthemar liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Uthemar fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He seems to be bored by most things; and expand his business
Ideals: Fighting. Flaws: Mundane. Bonds: Job, Immigrant, Nature. Occupation: Hunter
Voice: Soft and mumbly
Attributes [hide]
Medium (5'1") Half-Elf, Neutral Evil (CR 1)
Armor Class 10
Hit Points 5 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 9 (-1) | 14 (+2) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Abyssal, Gnoll
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 0 | 0 | 0 | 0 |
Possessions: 30 gp.
Azzakh Hashphronyxadyn, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears a shirt that is too small, which lets his gut show, with a ratty green coat over it. He keeps his long gold crest kept up in a rat tail. His fierce red eyes like to dwell on things.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He does suffer from mild PTSD, and the sight of illithids may trigger it at times.
History: Born to a Bellfounder, his mother struggled to pay the bills. His mother took him hunting and taught him how to get in the mind of other creatures. Days after completing his studies, news broke out that his hometown was attacked by illithids. Azzakh was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.
Motivation: He feels kind of lost in life; and many illithids want him driven away
Flaws: Ugly, Depressed. Bonds: Enemies, Poor, Nature. Occupation: Dilettante
Voice: Creaky witch voice
Attributes [hide]
Medium (6'4") Dragonborn, True Neutral (CR 1)
Armor Class 9
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 9 (-1) | 9 (-1) | 11 (+0) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +1 / 1d4-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 1 |
Possessions: 100 gp.
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Their contribution stands as a beacon of hope for all adventurers!