Barendd Balderk, Male Dwarf [Permalink]
Personal [hide]
Description: This dark-skinned male sports brown clothing, slightly heavier than average wear. He is tall, broad shouldered and powerfully built. With a patchy silver beard and wild silver hair. He wears round tiny glasses practically rammed into his face.
Personality: He acts crazy and hedonistic. He believes the world needs to unite to get rid of gnolls once and for all.
History: Sold as a small child to a slaver, Barendd was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. A gifted student he started as a Performer, but he got bored and became a Engraver. He then took over the family business and is one of the better Engraver for hire.
Motivation: Wants to have a good time and be beloved; and wants to open a new tavern
Ideals: Optimist. Flaws: Hedonist. Bonds: Enemies, Mentor, Job. Occupation: Engraver
Voice: Russian accent
Attributes [hide]
Medium (4'3") Dwarf, Lawful Evil (CR 5)
Armor Class 13
Hit Points 34 (5d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 13 (+1) | 16 (+3) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven, Orc, Goblin, Celestial
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
Possessions: 100 gp. 1 Everburning torch.
Merihim Blur, Male Tiefling [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a black armored body suit, with a simple brown line shooting up and back down. His dark red hair is slicked back into a classic pompadour. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He is able to fit into much smaller and tighter spaces than normal.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Brilliant and gifted he never wanted to apply himself. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To find somewhere to settle down; and he wants to get laid
Ideals: Disciplined, Gifted. Flaws: Disease, Insomniac. Occupation: Mercenary
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'0") Tiefling, Chaotic Neutral (CR 1)
Armor Class 9
Hit Points 9 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 8 (-1) | 8 (-1) | 16 (+3) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Celestial, Gnoll, Terran
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 20 gp. Star rose quartz (50 gp).
Rangrim Brazzik, Male Dwarf [Permalink]
Personal [hide]
Description: He has a missing left leg. He typically wears a sleeveless long coat of deep brown leather and dull blue iron scale mail. His silver hair is lengthy and is close to two feet long. His violet eyes have a joyful gleam in them most of the time.
Personality: Calm and collected, he is a well trained Roofer. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He was born several months after his mother was called into army service. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. He became a Roofer soon after.
Motivation: To unite with his sister; and an old rival family wants him found
Flaws: Hedonist. Bonds: Job, Military, Family. Occupation: Roofer
Voice: Smoker's lung
Attributes [hide]
Medium (4'3") Dwarf, Neutral Good (CR 10)
Armor Class 14
Hit Points 45 (10d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 11 (+0) | 13 (+1) | 13 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven, Celestial
Attacks Melee +6 / 3d6+2, Ranged +8 / 3d6+4, Grapple +4
Possessions: 1300 gp. Old masterpiece painting (700 gp). Eyepatch with mock eye of sapphire and moonstone (700 gp). Brass mug with jade inlays (500 gp).
Ekemon Hurt, Male Tiefling [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a green shirt with thin brown vertical stripes and grey pants. His dark red hair is still thick. He tend to wears goggles to shield his eyes.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: He was born to loving parents in a slum to the south. In his 20th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. Since then, he has sought to make the best of life.
Motivation: To be a Guard again; and balancing his hectic life and new locksmith responsibilities is difficult
Ideals: Optimist, Opinionated. Flaws: Fearful. Bonds: Poor, Job. Occupation: Locksmith
Voice: Excited and jittery
Attributes [hide]
Medium (6'3") Tiefling, Neutral Evil (CR 3)
Armor Class 10
Hit Points 20 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 10 (+0) | 15 (+2) | 8 (-1) | 9 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 1600 sp. Ceremonial electrum dagger with a star ruby in the pommel (300 gp). Silver comb with moonstones (700 gp). Gold and topaz bottle stopper cork (300 gp).
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Their contribution stands as a beacon of hope for all adventurers!

