Golm Hailey, Male Half-Orc [Permalink]
Personal [hide]
Description: He stands about 5'7" and is dressed in earthy colors with a white and brown handkerchief worn on his left side. His left hand appears badly burned and disfigured. His long chestnut hair is drawn into a two foot long braid. His eyes are blue.
Personality: He is mildly Half-Orc supremacist, though he does not identify as such. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: He was born to a pair of big game hunters, but was frequently ill as a child. A freak accident while working with his Armorer mother left him crippled. He tends to his Engraver job now, and dutifully fulfills any obligations he has.
Motivation: Meet up once more with his childhood friend; and halfling compassion
Flaws: Racist, Disease. Bonds: Family, Job, Adventurer. Occupation: Engraver
Voice: Slow speaker
Attributes [hide]
Medium (5'7") Half-Orc, Chaotic Neutral (CR 6)
Armor Class 12
Hit Points 64 (6d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +5 / 2d6+2, Ranged +5 / 2d6+2, Grapple +4
Possessions: Just what you see.
Lone Moon, Male Tabaxi [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a pastel shirt, with a white mid length shorts with white tights and flats, usually wearing a coat over them. His beige fur is lengthy and is close to two feet long. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He cannot resist a sob story and will often dote over anyone who has one.
History: He comes from a rich northern family. His childhood dream was to be a Sellsword, but he was a colossal failure. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He feels kind of lost in life; and he loathes his own lifestyle
Ideals: Philantrophist. Flaws: Depressed. Bonds: Job, Rich, Adventurer. Occupation: Mortician
Voice: Booming voice
Attributes [hide]
Medium (6'1") Tabaxi, Neutral Evil (CR 3)
Armor Class 9
Hit Points 20 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 9 (-1) | 10 (+0) | 10 (+0) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 11000 cp. Malachite (12 gp). Violet garnet (600 gp). 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Dagnal Frostbeard, Female Dwarf [Permalink]
Personal [hide]
Description: She is an average looking western female in her early mid-life. She wears a tight fitting grey shirt and pants. Her long golden hair is drawn into a two foot long braid. Her eyes are gray and she is always smoking a pipe.
Personality: Soft-spoken and well mannered, she has an amazing amount of patience and a slow boiling temper. She has the money to obtain near anything and knows that if you pay a woman enough she will sell her own mother. Money is her most trusted friend.
History: Sold as a small child to a wizard, Dagnal was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. She couldn't stand her childhood mentor and eventually formed a pact with her mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. She spent several years traveling with her friend, before both settled down to enjoy the fruits of their adventures.
Motivation: A rival would like her out of the picture; and obtaining odd cultural halfling artifacts is her passion
Ideals: Disciplined. Bonds: Rich, Mentor, Adventurer, Criminal record. Occupation: Animal Trainer
Voice: French accent
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 15 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 16 (+3) | 16 (+3) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Dwarven, Druidic, Aquan, Undercommon
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2
Possessions: 370 gp. 1 Silk rope.
Enidda Raulnor, Female Gnome [Permalink]
Personal [hide]
Description: She appears as an extremely gaunt Gnome, and stands approximately 3'3". She wears a tan collared shirt and green skirt. She accessorizes with a red scarf around the waist and a strap diagonally across her shirt, and her gloved hand is found clutching a axe. Her auburn hair is drawn into a tight pony tail with a dagger scrunchie. Her face is covered beneath a completely black helmet.
Personality: Overbrimming with self-confidence, Enidda isn't afraid of most anything. She has a strong dislike to people who do not believe in Gnomish unity. Her philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: Born in a small village she learned the ways of the warrior from her mother. She couldn't stand her childhood mentor and eventually formed a pact with her mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Since then, she has sought to make the best of life.
Motivation: Wants to have a good time and be beloved; and she doesn't get along with people that don't share her tastes
Ideals: Impeccable, Optimist, Fighting. Bonds: Mentor. Occupation: Barkeep
Voice: Excited and jittery
Attributes [hide]
Small (3'3") Gnome, Lawful Good (CR 4)
Armor Class 12
Hit Points 27 (4d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 17 (+3) | 12 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnome, Terran
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 400 gp. 1 Darkwood Shield.
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Their contribution stands as a beacon of hope for all adventurers!

