Adran McLeod, Male Half-Elf [Permalink]
Personal [hide]
Description: He dresses like a well dressed Stableman does. His attire stands in sharp contrast to his bastard sword, which is beautifully polished and possesses an ornate carving of a cross on it. He has wavy golden hair. His eyes are gray and catlike.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: He was raised in a white middle class family as the only child. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He inherited the family business which he has now maintained for 14 years.
Motivation: He is unsatisfied with his job; and sabotage a competitor
Ideals: Optimist. Flaws: Mundane. Bonds: Job, Nature, Military. Occupation: Stableman
Voice: Slow speaker
Attributes [hide]
Medium (5'0") Half-Elf, True Neutral (CR 1)
Armor Class 9
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 14 (+2) | 11 (+0) | 9 (-1) | 6 (-2) |
Senses Passive Perception 9
Languages Common, Elven
Attacks Melee +1 / 1d4-1, Ranged +1 / 1d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Just what you see.
Nedda Shadowquick, Female Halfling [Permalink]
Personal [hide]
Description: This woman is moderately tanned and has just the faintest trace of an accent. She wears loose pants and a collared shirt complete with sweater beneath her coat. Her red hair is kept up in a ponytail inside a small hat. Her skin is flawless and her blue eyes scan people very quickly.
Personality: A rambunctious noisy drunk she knows how to make people feel guilty. As she has aged she has sought to do reparations for her actions as a youth. She is also making sure that her compatriots who never received punishment for their crimes are brought to justice.
History: She was born in the west. From her teen years she was always beautiful and desirable, so people have always doted on her. She left for the west, certain she would find work there.
Motivation: She has decided she is irredeemable; and she has comitted a past crime that haunts her to this day
Ideals: Justice. Flaws: Depressed. Bonds: Immigrant, Attractive, Criminal record. Occupation: Seamstress
Voice: Old thin voice
Attributes [hide]
Small (2'10") Halfling, Neutral Evil (CR 2)
Armor Class 15
Hit Points 15 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 18 (+4) | 15 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +0 / 1d6-2, Ranged +6 / 1d6+4, Grapple +4
Possessions: 2000 sp.
Efferil Heiser, Male Half-Elf [Permalink]
Personal [hide]
Description: The light-skinned man stands 5'2" and wears a violet collared shirt and green pants. He accessorizes with a red scarf around the waist and a strap diagonally across his shirt. He has no hair. His hazel eyes dart from person to person.
Personality: He is fixated on the number 74. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Sold as a small child to a necromancer, Efferil was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Through the years after Efferil was born, his mother became increasingly distant from his family, instead choosing to pursue power in the north. Efferil's mother didn't care for him much, and the feeling was mutual. After a long history of fighting, Efferil and his spouse have recently divorced.
Motivation: He's repulsed by the PC; and to reunite with his old friends
Flaws: Ugly, Insane, Antagonistic. Bonds: Adventurer, Mentor. Occupation: Locksmith
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'2") Half-Elf, Neutral Good (CR 1)
Armor Class 10
Hit Points 6 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 6 (-2) | 13 (+1) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Elven, Celestial
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 | 0 | 0 |
Possessions: 130 gp.
Theren Sandoval, Male Half-Elf [Permalink]
Personal [hide]
Description: This malnourished man wears rags and sports a simple walking cane. His hair, while still mostly blonde, has prominent grey streaks. This green eyed northerner is not easily forgotten.
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. He does not trust anyone and sleeps with one eye open.
History: He was raised in a white middle class family as the only child. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Spy. He inherited the family business which he has now maintained for 10 years.
Motivation: He wants revenge against drow; and balancing his hectic life and new spy responsibilities is difficult
Flaws: Antagonistic, Insomniac, Mundane. Bonds: Poor, Job, Enemies. Occupation: Spy
Voice: Uses sign language
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Neutral (CR 1)
Armor Class 8
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 7 (-2) | 12 (+1) | 15 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Halfling, Gnome
Attacks Melee +2 / 1d4+0, Ranged +0 / 1d4-2, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 160 gp. 3 Holy water.
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Their contribution stands as a beacon of hope for all adventurers!
