Osco Reedfellow, Male Halfling [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears loose pants and a collared shirt complete with sweater beneath his coat. His blonde hair is cut short. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. 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: Born the oldest of a large religious northern family, he was no stranger to responsibility. Cursed with a spirit at a very young age, Osco has worked very hard to control his curse. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: Meet up once more with his childhood friend.
Flaws: Shy, Disease. Bonds: Immigrant, Adventurer, Religious. Occupation: Priest
Voice: Can't modulate volume
Attributes [hide]
Small (3'3") Halfling, Lawful Evil (CR 1)
Armor Class 13
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 13 (+1) | 12 (+1) | 18 (+4) | 16 (+3) |
Senses Passive Perception 14
Languages Common, Halfling, Gnoll
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 110 gp. 1 Darkwood Shield.
Sindri Albaratie, Male Gnome [Permalink]
Personal [hide]
Description: He wears light armors faded through time and improper care. He is physically well-built. His deerstalker hat is riddled with cuts and holes. He tend to wears goggles to shield his eyes.
Personality: A deeply religious man he believes everything happens for a reason. He is an amazing painter.
History: Raised by wardens he was only a novice when dire rats swooped upon their monastery and killed most of the order. His parents were killed by dire rats in a raid when he was still a young child. The dire rats captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. He was granted martial powers by his dying sister.
Motivation: Several ex partners dislike his way of doing things and want revenge; and someone believes him a fraud
Ideals: Gifted. Flaws: Ugly. Bonds: Religious, Enemies. Occupation: Butcher
Voice: Speaks with a cold
Attributes [hide]
Small (3'5") Gnome, Lawful Evil (CR 2)
Armor Class 11
Hit Points 22 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 20 (+5) | 10 (+0) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Jet (60 gp). Red-brown spinel (60 gp).
Dench Cumberbatch, Male Half-Orc [Permalink]
Personal [hide]
Description: An older man who wears a white vest with golden trim over his white shirt. His black leather gloves and pants are well-kept, and his white boots flare out at the collars, he is not a threatening figure. He keeps his brown hair in a pixie cut. His eyes are green and beady.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Dench is combative with any and all who dare try his patience in the slightest.
History: He was born to a criminal king-pin and mafia family When he was little, his rather wealthy family often ventured across the forest to a summer home near a large cave. He would wander through that large cave 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 forest due to the painful memories there. Dench took refuge in the large cave and found the beat up pickaxe and armor he uses now. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: He feels that his past leaves him morally obligated to help; and he has comitted a past crime that haunts him to this day
Ideals: Justice. Flaws: Ugly. Bonds: Guardian, Criminal record, Nature. Occupation: Fletcher
Voice: Dark and ominous
Attributes [hide]
Medium (5'9") Half-Orc, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 9 (-1) | 8 (-1) | 10 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 3000 cp.
Jheri Qyxpahrgh, Female Dragonborn [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. She tends to wear a green poncho over her likewise colored trousers and shirt. She has styled her black crest well, parting it to the right. Her eyes are gold and beady.
Personality: She is quiet and anti-social and can barely make it a few minutes in conversation before her hampering stammer kicks in. She is frequently practicing swordplay.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. Her father was a mechanic, and taught her how to fix just about anything. She was recently attacked on the road and savagely beaten by bandits.
Motivation: She's repulsed by the PC.
Ideals: Persistence. Flaws: Ugly, Shy, Antagonistic. Bonds: Military. Occupation: Sage
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'5") Dragonborn, Lawful Evil (CR 2)
Armor Class 11
Hit Points 8 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 13 (+1) | 18 (+4) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon, Terran, Auran, Aquan
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2
Possessions: 1300 sp. 1 Silk rope.
Margery Atherton, Female Human [Permalink]
Personal [hide]
Description: The light-skinned woman stands 4'9" and dresses well, typically a more casual-formal manner. Her moppish red hair is in a traditional bowl cut. Her blue eyes dart from person to person.
Personality: She's a bit of a prankster. She knows she is clumsy and seen as such and will often feign amnesia after injury. Further she is a bit of a stoner and is frequently out of it.
History: She was raised in a island tribe. She helped her father out around the business and became quite the natural. She has set out to sabotage the competition.
Motivation: Expand her business; and wants to open a new tavern
Ideals: Joker. Flaws: Addict. Bonds: Attractive, Nature, Job. Occupation: Guard
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (4'9") Human, Neutral Evil (CR 1)
Armor Class 12
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 14 (+2) | 16 (+3) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Abyssal, Undercommon, Dwarven
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
Possessions: 30 gp. Eye agate (12 gp).
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Their contribution stands as a beacon of hope for all adventurers!
