Cressel Gluttony, Male Tiefling [Permalink]
Personal [hide]
Description: He is lean but muscular and is wearing a long, black cloak. His hair is cut close to his head. His otherwise smooth face is marked with small tiny scars.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. Animals are drawn to him, and he is able to talk to them.
History: He was born the only child of a wealthy merchant. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was granted arcane powers by his dying brother.
Motivation: His name or reputation has been wronged in the past by brigands, and he desires to right it; and several ex partners dislike his way of doing things and want revenge
Ideals: Gifted, Entrepeneur. Flaws: Disease. Bonds: Religious, Enemies. Occupation: Sellsword
Voice: Low range voice
Attributes [hide]
Medium (6'2") Tiefling, Chaotic Good (CR 8)
Armor Class 10
Hit Points 54 (8d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 14 (+2) | 19 (+4) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Druidic, Sylvan, Orc, Auran
Attacks Melee +4 / 2d10+1, Ranged +3 / 2d10+0, Grapple +1
Possessions: 20000 cp. Rose (80 gp). Red-brown spinel (100 gp). Deep blue spinel (1100 gp).
Bharash Daardendrian, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears just a green suit. He has a moderate pudge and is not very fit. His white crest is braided into rings. His eyes are gold.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. Bharash is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: Bharash hails from a village terrorized by giants. In his 15th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother 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. He has been saving his money to try and buy his sister's freedom.
Motivation: He would like to get married and retire; and he wants revenge against giants
Ideals: Joker. Flaws: Fearful. Bonds: Family, Enemies, Has a crush. Occupation: Dilettante
Voice: Hollow voice
Attributes [hide]
Medium (6'2") Dragonborn, Lawful Neutral (CR 2)
Armor Class 12
Hit Points 11 (2d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 6 (-2) | 8 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +7 / 1d6+5, Ranged +4 / 1d6+2, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 380 gp. 1 Masterwork Artisan’s tools.
Barendd Goldfinder, Male Dwarf [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears dull grey sweaters, loose green pants, and alligator leather shoes. Beneath his sweater he keeps a concealed flail, just in case. His long silver hair reaches down to his waist. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He plays an instrument quite well.
History: His arcane talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Barendd took refuge in the ruined castle and found the beat up flail and armor he uses now. He's since become an addict/alcoholic.
Motivation: He seems to be bored by most things; and he is content
Ideals: Artistic, Gifted. Flaws: Addict, Mundane. Bonds: Nature. Occupation: Fisher
Voice: Old thin voice
Attributes [hide]
Medium (4'3") Dwarf, Lawful Evil (CR 2)
Armor Class 12
Hit Points 15 (2d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 2 | 2 |
Possessions: 200 gp. 1 Masterwork Uncommon Weapon.
Gilbert Fawcett, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears a grey tunic with black highlights, and long brown pants that bunch up around his shoes. His black hair is smooth and relatively long. His green eyes peer out from beneath his feathered grey hat.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He is obsessed with a lost civilization.
History: Born to a pair of adventurers, Gilbert grew up listening to his mother's many stories. A gifted student he started as a Healer, but he got bored and became a Crown-heir. He has taken up work as a Crown-heir and fed both sides of the war false information with the goal of increasing casualties.
Motivation: Wants to raise his children well; and to be a healer again
Flaws: Antagonistic, PTSD. Bonds: Adventurer, Job, Family. Occupation: Crown-heir
Voice: Smoker's lung
Attributes [hide]
Medium (6'5") Human, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 15 (1d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 16 (+3) | 9 (-1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 90 gp.
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Their contribution stands as a beacon of hope for all adventurers!


