Jarsali Ilphelkiir, Female Elf [Permalink]
Personal [hide]
Description: She wears tan leather gloves, a tan jacket, and tight pants, and she perpetually has her warhammer ready. Her hair is long and blonde with streaks of brown, and is pulled back with small tan clips. She wears a mask on her face.
Personality: She hates Elves with a passion. As such she is filled with self loathing. As long as the job gets done she does not care how it got done.
History: She is the product a well kept family trust fund and as such has never really known need. When the war came and ruined her parents she was left adrift. She was a hard woman then and has only learned to fight more as time goes on. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Jarsali fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: She has money and likes to spend it; and money/treasure
Ideals: Fighting, Professionalism. Flaws: Racist, PTSD. Bonds: Rich. Occupation: Miner
Voice: Hollow voice
Attributes [hide]
Medium (4'9") Elf, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 23 (3d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 13 (+1) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Gnoll, Gnome
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp.
Fargrim Aranore, Male Dwarf [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he tends to wear a large grey jacket. His hair is greying and his face has many wrinkles. He has amber eyes.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is a great chef.
History: Fargrim was raised in a hard working conservative environment. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Stableman. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Wants to raise his children well; and he'd like to take his coworkers down a peg
Ideals: Gifted, Entrepeneur. Bonds: Job, Family. Occupation: Stableman
Voice: Squeaky
Attributes [hide]
Medium (4'0") Dwarf, Lawful Good (CR 2)
Armor Class 10
Hit Points 14 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 11 (+0) | 15 (+2) | 12 (+1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Celestial
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 340 gp.
Traulam Amastacia, Female Half-Elf [Permalink]
Personal [hide]
Description: She has a missing right leg. She is well dressed, but even with her fine clothing she looks run-down. Her white hair is wavy and long. Her fierce hazel eyes like to dwell on things.
Personality: She believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.
History: Traulam was born in the south. At a young age she loved to build and create. Her mother was very strict, and drilled into her lessons on being the perfect lady. One night she noticed a nearby shooting star which she hiked out to see where it landed. It turned out to be an ancient artifact of some kind. She has done her darndest to repair it but it is currently non-functional.
Motivation: Nothing but the best is good enough for her.
Ideals: Persistence, Impeccable. Flaws: Impulsive. Bonds: Nature. Occupation: Sellsword
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (4'11") Half-Elf, Neutral Good (CR 12)
Armor Class 11
Hit Points 59 (12d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 13 (+1) | 12 (+1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Ignan
Attacks Melee +5 / 3d10+1, Ranged +5 / 3d10+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 3 | 3 |
Possessions: 4000 gp. Smoky quartz (30 gp). Golden yellow topaz (1100 gp). Fiery yellow corundum (1000 gp). White opal (1000 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Senteq Rofferton, Male Gnome [Permalink]
Personal [hide]
Description: He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 3'8" when asserting himself. His hair is black and curly. His fierce amber eyes like to dwell on things.
Personality: He hates goblins. He views them as having robbed his home of its proper glory. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: The child of western immigrants he idolized his mother. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting goblins, the young Senteq began to lead the lost caravan. He left for the west, certain he would find work there.
Motivation: He has passion for adventuring and risk; and a need for knowledge about a nearby landmark
Ideals: Entrepeneur. Bonds: Adventurer, Enemies, Rich, Immigrant. Occupation: Shepherd
Voice: Uses sign language
Attributes [hide]
Small (3'8") Gnome, Neutral Evil (CR 1)
Armor Class 13
Hit Points 10 (1d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 15 (+2) | 10 (+0) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 30 gp. 1 Masterwork Uncommon Weapon.
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Their contribution stands as a beacon of hope for all adventurers!


