Einkil Trueblood, Male Dwarf [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a simple brown robe with white stripes complete with hood, and a wedding ring on his left hand. He wears his brown hair up. He has violet eyes and a brown hat with a white feather.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: Einkil was raised in a hard working conservative environment. He helped his father out around the business and became quite the natural. He struck the Slave Trader job and began his own company from there.
Motivation: Balancing his hectic life and new Slave Trader responsibilities is difficult; and seeks redemption
Ideals: Disciplined, Justice. Bonds: In love, Criminal record, Job. Occupation: Slave Trader
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (4'0") Dwarf, Neutral Evil (CR 12)
Armor Class 11
Hit Points 111 (12d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 18 (+4) | 14 (+2) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Dwarven, Celestial, Undercommon
Attacks Melee +5 / 3d10+1, Ranged +5 / 3d10+1, Grapple +4
Possessions: 4000 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Bertram Gracey, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. He keeps his auburn hair in a flapper bob. He wears large thick round spectacles.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: Bertram was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. 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 now owns his own business.
Motivation: Further expansion of business.
Ideals: Fighting, Athletic, Gifted. Bonds: Job, Poor. Occupation: Interpreter
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'3") Human, Lawful Neutral (CR 6)
Armor Class 11
Hit Points 42 (6d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +6 / 2d6+3, Ranged +4 / 2d6+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 0 | 1 | 0 | 0 | 0 |
Possessions: 300 gp. Coral (140 gp). Citrine (40 gp). Banded agate (4 gp). Aquamarine (900 gp). 1 Silver holy symbol. 1 Masterwork Musical instrument. 1 Masterwork Musical instrument. 1 Disguise kit.
Gerald Langley, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking northern young adult. He very much looks the part of a Cook. Beneath his clothing is a huge mess of scar tissue. His red hair has been sun bleached extensively. He wears large thick round spectacles.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is afraid of women and trembles around them
History: Gerald was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. He always admired psionic-users and wanted to develop the talent, but never had the affinity for it. He was granted psionic powers by his dying brother.
Motivation: Sabotage a competitor; and to be a merchant again
Ideals: Gifted. Flaws: Shy. Bonds: Job, Slave, Poor. Occupation: Cook
Voice: Soothing and warm
Attributes [hide]
Medium (5'4") Human, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 13 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 16 (+3) | 7 (-2) | 10 (+0) | 5 (-3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
Possessions: 1 Masterwork Common Melee.
Krimp Abram, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Half-Orcs. His skin is dark but he possesses many tan ritualistic tattoos. He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His red hair is slicked back into a classic pompadour. His eyes are green and catlike.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. Further he is a bit of a stoner and is frequently out of it.
History: Born to a pair of adventurers, Krimp grew up listening to his mother's many stories. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle 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 island due to the painful memories there. Krimp took refuge in the ruined castle and found the beat up kukri and armor he uses now. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To share knowledge with the world; and meet up once more with his childhood friend
Ideals: Philantrophist, Logical. Flaws: Addict. Bonds: Adventurer, Nature. Occupation: Body Guard
Voice: French accent
Attributes [hide]
Medium (5'0") Half-Orc, Neutral Good (CR 1)
Armor Class 12
Hit Points 12 (1d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Orc, Halfling, Druidic
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +4
Possessions: 200 sp. Amber (150 gp).
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Their contribution stands as a beacon of hope for all adventurers!


