Morana Helcral, Female Dwarf [Permalink]
Personal [hide]
Description: She wears grey painted combat armor at almost all times. She is portly but not overly obese. She wears her white hair down. Her hazel eyes peer out from beneath her broad grey hat.
Personality: This woman loves painting and to teach people painting more than just about anything. She is always in debt, since she spends her money on lavish parties and gifts for friends
History: She was born to a pair of big game hunters, but was frequently ill as a child. She was an apprentice working in her mother's forge. She ran away from her former home and has been making her living as a Marshal for the past few years.
Motivation: Expand her business.
Ideals: Artistic. Flaws: Impulsive, Disease. Bonds: Job. Occupation: Marshal
Voice: Eastern European accent
Attributes [hide]
Medium (4'0") Dwarf, Lawful Good (CR 2)
Armor Class 12
Hit Points 13 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 16 (+3) | 14 (+2) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Dwarven, Celestial, Goblin
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
Possessions: 1900 sp. 1 Half-Plate.
Robert Astley, Male Human [Permalink]
Personal [hide]
Description: He wears a simple brown robe with white stripes complete with hood. His brown hair is lengthy. He wears crescent spectacles with a black brim.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He enjoys reading and quiet.
History: Born in the north to a Spy, Robert learned a great deal about his mother's area of expertise. Robert 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. He ran away from his former home and has been making his living as a Spy for the past few years.
Motivation: Many illithids want him driven away; and to be a herbalist again
Ideals: Opinionated, Logical. Bonds: Job, Nature, Enemies. Occupation: Spy
Voice: Switch between two voices
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 1)
Armor Class 13
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Gnome, Giant
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 1 | 0 | 0 | 0 | 0 |
Possessions: 80 gp.
Cloak Shoe, Male Tabaxi [Permalink]
Personal [hide]
Description: He has a large pastel mantle and cape that has been intricately interwoven into his grey robe. He has a slight overbite and is overall scrawny. He keeps his lavender fur in a pixie cut. His otherwise smooth face is marked with small tiny scars.
Personality: He is irascible and easily irritated. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: The child of southern immigrants he idolized his father. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He left for the south, certain he would find work there.
Motivation: A strong sense of loyalty to Gnomish people; and gnomish compassion
Ideals: Entrepeneur. Flaws: Antagonistic, Racist. Bonds: Immigrant, Criminal record. Occupation: Layabout
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'0") Tabaxi, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Gnoll, Orc, Dwarven
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: Red garnet (160 gp). Eye agate (8 gp). Hematite (8 gp).
Wiggan Kettlewhistle, Male Halfling [Permalink]
Personal [hide]
Description: This northern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a fine chain shirt which he covers with red colored cloaks and clothing. His brown hair is long and unkept. His eyes are likewise violet. His teeth are yellowed and unaligned.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He is lazy, self-centered, vain, and jealous.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He has recently gotten a pet goose that steals things from people.
Motivation: He has decided he is irredeemable.
Flaws: Ugly, Shy, Selfish. Bonds: Religious, Criminal record. Occupation: Layabout
Voice: Pronounces difficult words wrong
Attributes [hide]
Small (3'2") Halfling, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 10 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 2000 cp. Rhodochrosite (6 gp).
Karg Blyth, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is generally shirtless and showing off his tattooed chest. His hair is red and very short. His fierce green eyes like to dwell on things.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is obsessed with a lost civilization.
History: Sold as a small child to a necromancer, Karg was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle 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 plains due to the painful memories there. Karg took refuge in the ruined castle and found the beat up nunchaku and armor he uses now. He bought a nunchaku and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants to open a new tavern; and further expansion of business
Ideals: Athletic, Disciplined. Bonds: Adventurer, Mentor, Nature, Job. Occupation: Healer
Voice: Smooth and feminine
Attributes [hide]
Medium (5'6") Half-Orc, True Neutral (CR 1)
Armor Class 12
Hit Points 9 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 17 (+3) | 10 (+0) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +7 / 1d4+5, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 40 pp.
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Their contribution stands as a beacon of hope for all adventurers!
