Burgell Pingun, Male Gnome [Permalink]
Personal [hide]
Description: This fat southern man has a bulbous nose and wears a robe, a symbol of his god around his neck, and a glaive on his belt. His skin is also unnaturally pale. He has styled his black hair well, parting it to the right. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He invites people to come help in his community garden.
History: He was born a particularly ugly child, much to the horror of his parents. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Fighting, Philantrophist. Flaws: Ugly, Addict. Bonds: Guardian. Occupation: Armorer
Voice: Cold and demanding tone
Attributes [hide]
Small (3'5") Gnome, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 16 (3d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Gnome
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 200 gp.
Percival Coombs, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears tight fighting clothing, which leaves very little to the imagination. His broad hat is riddled with cuts and holes. This violet eyed westerner is not easily forgotten.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He cannot resist a sob story and will often dote over anyone who has one.
History: Born to a pair of adventurers, Percival grew up listening to his father's many stories. He was an adventurer many years ago and he formed a blood bond with his Half-Orc companion (his 'brother'). He was recently attacked on the road and savagely beaten by bandits.
Motivation: He desires power and/or immortality; and a need for knowledge about a nearby landmark
Ideals: Fighting, Philantrophist. Flaws: Ugly, Sensitive. Bonds: Adventurer. Occupation: Marshal
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 13 (+1) | 13 (+1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 100 sp.
Dagger Buttons, Female Tabaxi [Permalink]
Personal [hide]
Description: Standing 5'7", this woman wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. Her yellow fur is drawn into a tight pony tail with a skull scrunchie. Her hazel eyes lackadaisically let the world flow into them.
Personality: She likes to fabricate stories about her past exploits and how crazy she is, but in actuality she is rather bland. Her home and work are filled with various knick knacks she has acquired through the years. She cares a great deal for her adopted teenage son.
History: She was born into a rich family. She helped her father out around the business and became quite the natural. She then took over the family business and is one of the better Cartwright for hire.
Motivation: She wants revenge against brigands; and she is unsatisfied with her job
Flaws: Mundane. Bonds: Family, Rich, Job, Enemies. Occupation: Cartwright
Voice: Mousy voice
Attributes [hide]
Medium (5'7") Tabaxi, Neutral Good (CR 4)
Armor Class 13
Hit Points 11 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 10 (+0) | 9 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
Possessions: 600 gp. 1 Minor magic item.
Hamil Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears an old set of leather armor, nicked and torn by the ravages of time and battle. His red hair is cut jaggedly and amateurishly. His green eyes show the wear and tear of someone lonely with a great burden to carry.
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. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: He was born in the north, but his parents moved at a very young age to the west. He was taken as a slave by a traveling circus and forced to perform He struck the Banker job and began his own company from there.
Motivation: Expand his business; and to be a tailor again
Ideals: Persistence. Bonds: Immigrant, Slave, Job. Occupation: Banker
Voice: Hissing voice
Attributes [hide]
Small (2'10") Halfling, Chaotic Good (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 11 (+0) | 8 (-1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +5 / 1d4+3, Ranged +2 / 1d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 150 gp.
Ahrim Dischord, Male Tiefling [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He likes to wear green tank tops with violet pants. His black hair is singed and shortened. His eyes are silver.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He is able to make almost anything out of random pieces of junk.
History: Ahrim hails from a village terrorized by gnolls. Through the years after Ahrim was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Ahrim's mother didn't care for him much, and the feeling was mutual. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: Someone believes him a fraud; and many gnolls want him driven away
Ideals: Gifted. Flaws: Ugly, Mundane, Antagonistic. Bonds: Enemies. Occupation: Miller
Voice: Relaxed voice
Attributes [hide]
Medium (5'5") Tiefling, Neutral Evil (CR 2)
Armor Class 10
Hit Points 15 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 10 (+0) | 13 (+1) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Infernal
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 0 | 0 |
Possessions: 60 gp.
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Their contribution stands as a beacon of hope for all adventurers!
