Wrenn Leffery, Male Gnome [Permalink]
Personal [hide]
Description: This man is tall and muscular. He is wearing a tight blue one piece outfit complete with pants, hood, and a cape. His black hair is thinning but still full. He has several tiny emerald earrings on each ear.
Personality: He is extraordinarily eccentric. When he's not drinking or sleeping the drinks off, he's doing poetry.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. While he appears to be a normal Gnome, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He now mingles about in high society.
Motivation: He is not mentally stable, and does not behave rationally; and money/treasure
Ideals: Athletic, Artistic, Gifted. Flaws: Insane. Bonds: Rich. Occupation: Mercenary
Voice: Squeaky
Attributes [hide]
Small (3'4") Gnome, True Neutral (CR 14)
Armor Class 10
Hit Points 101 (14d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 9 (-1) | 17 (+3) | 12 (+1) | 8 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common, Gnome, Elven
Attacks Melee +7 / 4d6+2, Ranged +4 / 4d6-1, Grapple +2
Possessions: 900 pp. Chalcedony (30 gp). Rhodochrosite (8 gp). Smoky quartz (30 gp). Deep green spinel (60 gp). Red garnet (60 gp). Aquamarine (900 gp). Azurite (8 gp). Coral (60 gp). Moss agate (8 gp). Emerald (1400 gp). Rock crystal (30 gp). White opal (1400 gp).
Pelt Of Snakes, Male Tabaxi [Permalink]
Personal [hide]
Description: This man is tall and muscular. He tends to wear a large brown jacket. His fur is cut close to his head. His eyes are a pleasant green.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He has a minor phobia of water and hates getting wet.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. He was an apprentice working in his mother's forge. He then took over the family business and is one of the better Spy for hire.
Motivation: Balancing his hectic life and new Spy responsibilities is difficult; and he wants random interesting trinkets and junk, hates to throw anything away
Ideals: Athletic. Flaws: Fearful, Greedy. Bonds: Guardian, Rich, Job. Occupation: Spy
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (6'1") Tabaxi, True Neutral (CR 10)
Armor Class 13
Hit Points 65 (10d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 17 (+3) | 14 (+2) | 14 (+2) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Ignan, Dwarven
Attacks Melee +5 / 3d6+1, Ranged +7 / 3d6+3, Grapple +7
Possessions: 170 pp. Black pearl (800 gp). Rock crystal (70 gp). Golden yellow topaz (800 gp). Deep blue spinel (800 gp). Azurite (10 gp). Sardonyx (70 gp). Blue quartz (10 gp).
Gardain Stoutale, Male Dwarf [Permalink]
Personal [hide]
Description: A 4'5" eastern man, he dresses like a well dressed Ruler does. He wears his blonde hair up. He has blue eyes.
Personality: He is happy with his job as a Ruler. He turns his eye from what people do, preferring to live and let live. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was born on a small isolated farm. 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. Gardain took refuge in the large cave and found the beat up morningstar and armor he uses now. By chance he met his brother recently and the two have been together since.
Motivation: He has passion for adventuring and risk; and a need for knowledge about a nearby landmark
Ideals: Joker. Bonds: Job, Nature, Family, Adventurer. Occupation: Ruler
Voice: Sore throat, cough
Attributes [hide]
Medium (4'5") Dwarf, Neutral Good (CR 9)
Armor Class 12
Hit Points 43 (9d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 15 (+2) | 10 (+0) | 8 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +6 / 3d4+3, Ranged +5 / 3d4+2, Grapple +6
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 6 |
Possessions: 1600 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Kilia Daerdahk, Female Dwarf [Permalink]
Personal [hide]
Description: She wears baggy brown pantaloons and a blue scarf. She has dyed her greying auburn hair a little too much giving a sharp auburn color. Her green eyes are desperate and heavily dilated. She has the appearance of someone under the heavy influence of drugs.
Personality: She is cool and collected. She likes to make quips and puns whenever she does anything. She also makes a point to compliment her superiors and flatter them. She has a cruel streak; something she gained from her previous mentor. She harbors resentment against her former mentor.
History: She was raised by priests from a young age. Her mother was supposedly a charlatan fortune teller, but she insists her mother was legitimate. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: She is compelled to act according to her religious beliefs.
Ideals: Disciplined. Flaws: Addict, Antagonistic. Bonds: Mentor, Religious. Occupation: Fletcher
Voice: Breathy voice
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Good (CR 6)
Armor Class 11
Hit Points 50 (6d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 13 (+1) | 18 (+4) | 10 (+0) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +5 / 2d6+2, Ranged +4 / 2d6+1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 |
Possessions: 600 gp.
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Their contribution stands as a beacon of hope for all adventurers!


