Marastyr Steelfist, Female Dwarf [Permalink]
Personal [hide]
Description: A plain young-adult woman, she is dressed in earthy colors with a grey and green handkerchief worn on her left side. She wears her golden hair up. She is baby faced.
Personality: She is a woman who does what she needs to. She will acquiesce to black mail and extortion to avoid trouble. She spends most of her days drinking in the Inn, the rowdiest and most dangerous establishment in town. There she gambles, wrestles and listens to stories told by travelers.
History: She comes from a rich northern family. She moved out east to avoid the crime she committed. She hasn't been sleeping well lately.
Motivation: She desires power and/or immortality; and she has money and likes to spend it
Flaws: Insomniac. Bonds: Criminal record, Adventurer, Rich. Occupation: Apothecary
Voice: Booming voice
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Neutral (CR 1)
Armor Class 13
Hit Points 8 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 15 (+2) | 12 (+1) | 16 (+3) | 7 (-2) |
Senses Passive Perception 13
Languages Common, Dwarven, Druidic
Attacks Melee +1 / 1d4-1, Ranged +5 / 1d4+3, Grapple +3
Possessions: Coral (60 gp). 1 Masterwork Common Ranged Weapon.
Morkral Fireforge, Male Dwarf [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a weathered and beat up set of banded mail beneath an oversized brown coat, and a wedding ring on his left hand. His auburn hair is long and unkept. He wears large thick round spectacles.
Personality: A skeptical and narcissistic man, Morkral's first love is himself. His second love is also himself. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: He was born a particularly ugly child, much to the horror of his parents. At a young age he wooed the heart of his future spouse and the two had a long relationship before they wed. Some 9 years later his spouse died after the birth of his daughter. Heartbroken, Morkral never married again. Instead he focused his life to raising his daughter whom he trained as his mother had trained him before.
Motivation: Nothing but the best is good enough for him; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Ugly, Fearful. Bonds: In love. Occupation: Body Guard
Voice: Slurs words
Attributes [hide]
Medium (4'3") Dwarf, Neutral Evil (CR 2)
Armor Class 12
Hit Points 13 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 12 (+1) | 15 (+2) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Dwarven, Ignan, Undercommon
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Arumawann Gummen, Male Gnome [Permalink]
Personal [hide]
Description: He wears a tan vest with golden trim over his white shirt. His yellow leather gloves and pants are well-kept, and his tan boots flare out at the collars. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His auburn hair is cut short. His eyes, though not visible through his cowl, are hazel.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He enjoys reading and quiet.
History: He was born to a criminal king-pin and mafia family Arumawann was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Arumawann decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Being a Courier kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: A rival would like him out of the picture; and to share knowledge with the world
Ideals: Passionate, Logical. Bonds: Attractive, Criminal record. Occupation: Courier
Voice: Whispers
Attributes [hide]
Small (3'8") Gnome, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 10 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 14 (+2) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnome, Infernal
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +3
Possessions: 700 sp.
Aldous Sheldon, Male Human [Permalink]
Personal [hide]
Description: He has the majority of his body covered in plate. He wears his white hair up. His amber eyes dart from person to person.
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 is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: He is the product a well kept family trust fund and as such has never really known need. He moved out south to avoid the crime he committed. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: To reunite with his absent mother.
Flaws: Insane. Bonds: Family, Criminal record, Rich. Occupation: Unemployed
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 13 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +3
Possessions: 90 gp.
Sun Plume, Female Tabaxi [Permalink]
Personal [hide]
Description: She is generally well dressed albeit a few years behind the times. She carries with her a set of ceremonial daggers, each one with a emerald on the hilt. She only wears one on her belt and the other on her back. Her beige fur, when down, is lengthy. She has a very pronounced jaw and large eyebrows. She wears rectangular glasses with silver brims.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. She is cautious and jumpy. She reacts to every sound and lacks any concept of subtlety.
History: The child of a Hunter, who enjoyed hunting, Sun was taken on many hunting expeditions. From her teen years she was always beautiful and desirable, so people have always doted on her. She bought a ceremonial dagger and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She is terrified, and will act out of fear.
Ideals: Fighting. Flaws: Antagonistic, Fearful. Bonds: Attractive, Nature. Occupation: Courier
Voice: Gruff and masculine
Attributes [hide]
Medium (5'5") Tabaxi, Chaotic Good (CR 2)
Armor Class 13
Hit Points 8 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 11 (+0) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Sylvan, Abyssal
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
Possessions: 800 sp. Red-brown spinel (40 gp). Tourmaline (40 gp). Moss agate (15 gp).
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Their contribution stands as a beacon of hope for all adventurers!
