Az-Adar Dumph, Male Half-Orc [Permalink]
Personal [hide]
Description: He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. He carries with him a set of shortspears, each one with a amber on the hilt. He only wears one on his belt and the other on his back. His hair is always cut to a buzz. His eyes are brown and beady.
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 misses his home and complains about the freezing weather, even in summer.
History: Az-Adar was raised in a hard working conservative environment. Being born in the east, 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 east 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 north. He's also a talented Assassin, but doesn't like to broadcast it.
Motivation: Regain custody of his son; and he is unsatisfied with his job
Ideals: Fighting. Flaws: Ugly. Bonds: Family, Immigrant, Job. Occupation: Cartwright
Voice: Creaky witch voice
Attributes [hide]
Medium (6'1") Half-Orc, Lawful Evil (CR 1)
Armor Class 12
Hit Points 13 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 13 (+1) | 8 (-1) | 8 (-1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 3000 cp.
Henry Hildenman, Male Half-Elf [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'8" has a big stupid grin on his face most of the time. He has a large yellow mantle and cape that has been intricately interwoven into his grey robe. His hair is short and chestnut. He has hazel eyes.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born in the south, but his parents moved at a very young age to the east. Like his mother and his brother before him, after school he went straight into learning to become a Shepherd. He's also a talented Ruler, but doesn't like to broadcast it.
Motivation: He doesn't get along with people that don't share his tastes; and sabotage a competitor
Ideals: Impeccable. Flaws: Antagonistic. Bonds: Religious, Immigrant, Job. Occupation: Shepherd
Voice: Russian accent
Attributes [hide]
Medium (5'8") Half-Elf, Neutral Good (CR 1)
Armor Class 10
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 9 (-1) | 10 (+0) | 15 (+2) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 100 gp.
Varis Ilphelkiir, Male Elf [Permalink]
Personal [hide]
Description: He is wearing a long, tan cloak. His tied-back hair is chestnut. His face is covered beneath a completely black helmet.
Personality: He does not believe in betrayal or weakness as things to be tolerated. 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 to a pair of big game hunters, but was frequently ill as a child. He was taken as a slave by a traveling circus and forced to perform During his travels, Varis and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Varis discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Varis fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: A rival would like him out of the picture; and he is a bit of a kleptomaniac
Ideals: Justice. Flaws: Disease. Bonds: Adventurer, Slave, Criminal record. Occupation: Stableman
Voice: Rolls R's
Attributes [hide]
Medium (4'8") Elf, True Neutral (CR 2)
Armor Class 13
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Elven, Sylvan
Attacks Melee +4 / 1d6+2, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 700 sp.
Mamnen Fortune, Male Tiefling [Permalink]
Personal [hide]
Description: A 6'2" southern man, he is wearing a long, green, dusty cloak. He has no hair. His gold eyes are slightly larger than normal.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. Mamnen enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: Born to a pair of adventurers, Mamnen grew up listening to his mother's many stories. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. After a long history of fighting, Mamnen and his spouse have recently divorced.
Motivation: Someone believes him a fraud; and a deep hatred of dire rats
Flaws: Ugly, Secretive, Hedonist, Antagonistic. Bonds: Adventurer, Enemies. Occupation: Tanner
Voice: Indian accent
Attributes [hide]
Medium (6'2") Tiefling, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 10 (+0) | 19 (+4) | 7 (-2) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Orc, Sylvan, Druidic, Undercommon
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 110 gp.
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Their contribution stands as a beacon of hope for all adventurers!