Ahlyssa Tinley, Female Human [Permalink]
Personal [hide]
Description: She is wearing a long, grey cloak. Her hair is cut close to her head. She has gray eyes.
Personality: She is irritable and easily angered. She is a bit of a bully and is not afraid to use her stature and powers to intimidate and hurt. She has a cruel streak; something she gained from her previous mentor. She harbors resentment against her former mentor.
History: She is the product a well kept family trust fund and as such has never really known need. She inherited a moderately successful company from her father. Under her leadership it has flourished, and using capital from her venture she effectively owns an entire region. She knows her nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but her.
Motivation: She is a bit of a kleptomaniac; and she possesses a valuable artifact that the thieves guild wishes to steal
Flaws: Antagonistic. Bonds: Mentor, Rich, Criminal record. Occupation: Map Maker
Voice: Soft and melodious
Attributes [hide]
Medium (4'10") Human, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 9 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 13 (+1) | 11 (+0) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
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 |
Possessions: 100 sp. Tourmaline (150 gp).
Nikki Greenbottle, Female Halfling [Permalink]
Personal [hide]
Description: An older woman who wears a large hat to cast shadows over her face and wears ponchos to better hide her body, she is not a threatening figure. With bright silver hair. Her amber eyes are desperate and heavily dilated. She has the appearance of someone under the heavy influence of drugs.
Personality: She is shy and timid. She has not had much interaction with people and is skittish around them. As she has aged she has sought to do reparations for her actions as a youth. She is also making sure that her compatriots who never received punishment for their crimes are brought to justice.
History: Born in the south her family was never financially stable. She moved out east to avoid the crime she committed. She's since become an addict/alcoholic.
Motivation: She feels that her past leaves her morally obligated to help; and she possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Justice. Flaws: Addict, Shy. Bonds: Criminal record, Poor. Occupation: Scribe
Voice: Breathy voice
Attributes [hide]
Small (3'1") Halfling, Chaotic Neutral (CR 6)
Armor Class 13
Hit Points 36 (6d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 14 (+2) | 14 (+2) | 16 (+3) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Halfling, Giant, Elven, Abyssal
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +2
Possessions: 200 gp. Smoky quartz (80 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Driindar Imbixtellrhyst, Female Dragonborn [Permalink]
Personal [hide]
Description: She is dressed in earthy colors with a black and grey handkerchief worn on her right side, and carries bastard swords. Her black crest is smooth and relatively long. Her eyes are gold.
Personality: She fancies herself a trickster and likes to rely on her wits to carry the day. She cares for her older siblings and likes to be recognized by them. She has a habit of throwing herself into exceedingly dangerous situations.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. Her first spouse was a Stableman, they had one son, but her spouse won total custody. Without her spouse to temper her she grew out of control. She has since married many spouses, only to have them die. She claims to not be responsible.
Motivation: She is unsatisfied with her job; and find a way to reverse the transformation of her sister
Ideals: Fighting. Flaws: Impulsive, Antagonistic. Bonds: Family, In love, Job. Occupation: Ploughman
Voice: Booming voice
Attributes [hide]
Medium (6'1") Dragonborn, Lawful Neutral (CR 9)
Armor Class 11
Hit Points 31 (9d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | 7 (-2) | 17 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 3d4+2, Ranged +4 / 3d4+1, Grapple +2
Possessions: 600 gp.
Solomon Mitchell, Male Human [Permalink]
Personal [hide]
Description: He wears dull grey sweaters, loose brown pants, and alligator leather shoes. Beneath his sweater he keeps a concealed sickle, just in case. He is portly but not overly obese. He wears his black hair up. His green eyes are slightly larger than normal.
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. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born to a criminal king-pin and mafia family He took every job he could get his hands on, but the opportunities for Humans in the north were limited. Recently he has begun working with bootleggers and crooks.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and nothing but the best is good enough for him
Ideals: Joker, Impeccable. Flaws: Fearful. Bonds: Criminal record, Immigrant. Occupation: Actor
Voice: Creaky witch voice
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 1)
Armor Class 12
Hit Points 8 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 15 (+2) | 15 (+2) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Druidic, Sylvan
Attacks Melee +0 / 1d4-2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 130 gp. An abacus with copper, silver and gold markers (180 gp).
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Their contribution stands as a beacon of hope for all adventurers!


