Sindri Oomtrowl, Male Gnome [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His red hair is drawn into a tight pony tail with a cross scrunchie. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. Sindri enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. Recently he has begun working with bootleggers and crooks.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and to end his boredom
Ideals: Entrepeneur, Joker. Flaws: Hedonist, Mundane. Bonds: Criminal record. Occupation: Mercenary
Voice: Loud with bravado
Attributes [hide]
Small (3'7") Gnome, Lawful Evil (CR 4)
Armor Class 13
Hit Points 20 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 15 (+2) | 14 (+2) | 11 (+0) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Gnome, Auran, Infernal
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 45000 sp.
Rurik Graybeard, Male Dwarf [Permalink]
Personal [hide]
Description: The dark-skinned man stands 4'3" and wears bulky grey painted plate armor. His blonde hair is knotted and matted. He wears a mask on his face.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He is the product a well kept family trust fund and as such has never really known need. 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 Glassblower. He has achieved small success as a Glassblower.
Motivation: Wants to raise his children well; and he is unsatisfied with his job
Ideals: Persistence. Flaws: Hedonist. Bonds: Rich, Job, Family. Occupation: Glassblower
Voice: Jamaican accent
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Good (CR 2)
Armor Class 12
Hit Points 21 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 16 (+3) | 13 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Dwarven, Halfling
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 220 gp. 1 Masterwork Artisan’s tools.
Nalral Loderr, Male Dwarf [Permalink]
Personal [hide]
Description: He is lean but muscular and typically wears a sleeveless long coat of deep grey leather and dull green iron scale mail. His hair is long and golden with streaks of chestnut, and is pulled back with small grey clips. His beard is chestnut, braided, and well cared for. His eyes are hazel.
Personality: Nalral is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born to a criminal king-pin and mafia family He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Sculptor work with an outfit from a few towns over. Sculptor work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has recently gotten a pet goose that steals things from people.
Motivation: He wants to meet his childhood hero; and meet up once more with his childhood friend
Ideals: Extrovert. Flaws: Impulsive. Bonds: Criminal record, Job, Adventurer. Occupation: Sculptor
Voice: Slurs words
Attributes [hide]
Medium (3'11") Dwarf, Neutral Evil (CR 2)
Armor Class 11
Hit Points 21 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 17 (+3) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Abyssal, Goblin
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 6000 cp.
Alexandre Denholm, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a sweet of some kind. He wears very tight pants and wife beaters, though occasionally he sports a grey coat, marred by sweets. He has styled his auburn hair well, parting it to the right. He has several tiny ruby earrings on each ear.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He also has developed a complete distrust of the Miller profession.
History: The child of a Miller, who enjoyed hunting, Alexandre was taken on many hunting expeditions. He worked as a nervous Adventurer and found it very stressful. He bought a greataxe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He is greedy; and wants to open a new tavern
Ideals: Persistence. Flaws: Ugly. Bonds: Rich, Job, Nature. Occupation: Adventurer
Voice: Boston accent
Attributes [hide]
Medium (5'10") Human, True Neutral (CR 1)
Armor Class 12
Hit Points 14 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 12 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Gnoll
Attacks Melee +6 / 1d4+4, Ranged +4 / 1d4+2, Grapple +4
Possessions: 90 gp. Malachite (13 gp).
Heather Beitz, Female Half-Elf [Permalink]
Personal [hide]
Description: She is a woman of bearing and well nourished. She wears a robe, a symbol of death around her neck, and a rapier on her belt. She wears her silver hair down. Her eyes are hazel and catlike.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. She does not regard money as being a problem because it has never been a problem for her. She lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: Born in a small village she learned the ways of the warrior from her father. Her father was very strict, and drilled into her lessons on being the perfect lady. She is searching for what she claims is her rightful reward.
Motivation: She desires power and/or immortality; and money/treasure
Ideals: Fighting, Impeccable. Flaws: Antagonistic. Bonds: Rich, Adventurer. Occupation: Armorer
Voice: Thin and wheezing
Attributes [hide]
Medium (4'9") Half-Elf, True Neutral (CR 2)
Armor Class 12
Hit Points 7 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 13 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Gnoll
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
