Aldous Staurheim, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He dresses like a well dressed Fletcher does. He wears his black hair up. His otherwise smooth face is marked with small tiny scars.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He uses divination through singing.
History: Aldous was born the youngest of three triplets. 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 then took over the family business and is one of the better Fletcher for hire.
Motivation: To be a Slave Trader again; and an old rival family wants him found
Ideals: Gifted, Fighting. Flaws: Mundane. Bonds: Job, Family. Occupation: Fletcher
Voice: Boston accent
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 11)
Armor Class 11
Hit Points 67 (11d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 13 (+1) | 16 (+3) | 10 (+0) | 18 (+4) | 15 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 3d8-1, Ranged +5 / 3d8+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 4 |
Possessions: Obsidian (9 gp). Sardonyx (60 gp). Blue quartz (9 gp). Chrysoberyl (80 gp).
Krimmon Goldfound, Male Halfling [Permalink]
Personal [hide]
Description: He prefers to wear white pants and tee shirts, and carries tridents. He has shaved his head bald. His eyes are hazel and he is always smoking a pipe.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born the only child of a wealthy merchant. At a young age his father died while driving off some dire rats. His mother being the stubborn sort decided to stay and helped train him in trident use. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Krimmon was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: Retire the richest man in the south; and he wants revenge against dire rats
Ideals: Fighting, Joker, Entrepeneur. Flaws: Sensitive. Bonds: Enemies. Occupation: Brewer
Voice: Switch between two voices
Attributes [hide]
Small (3'3") Halfling, Lawful Good (CR 8)
Armor Class 14
Hit Points 61 (8d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 17 (+3) | 12 (+1) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Goblin
Attacks Melee +4 / 2d10+1, Ranged +6 / 2d10+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 1 | 0 | 0 |
Possessions: 70 pp.
Rimmon Charisma, Male Tiefling [Permalink]
Personal [hide]
Description: This man stands a little under 6'2" and is a bit bulky. He is very muscular particularly in the legs. He prefers to wear black pants and tee shirts. His chestnut hair is lengthy. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is overprotective of those who hire his services. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: Rimmon lived on a farm with his mother, near the main road leading to a nearby town. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. Due to his spouse's obsession with being a Guard they were divorced and he won custody of their son. He worked as a Miner, and he later adopted a second son.
Motivation: Wants to work out more often; and to reunite with his absent mother
Ideals: Athletic. Flaws: Antagonistic. Bonds: Guardian, Family, Rich. Occupation: Miner
Voice: Relaxed voice
Attributes [hide]
Medium (6'2") Tiefling, Chaotic Neutral (CR 7)
Armor Class 11
Hit Points 57 (7d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 15 (+2) | 9 (-1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +6 / 2d8+3, Ranged +4 / 2d8+1, Grapple +3
Possessions: 4000 sp. Aquamarine (1400 gp). Freshwater pearl (5 gp). Black pearl (1400 gp). Violet garnet (1400 gp). 1 Minor magic item. 1 Minor magic item.
Az-Adar Morley, Male Half-Orc [Permalink]
Personal [hide]
Description: He is lean but muscular and wears baggy white pantaloons and a pastel scarf. His blonde hair has been sun bleached extensively. He wears crescent spectacles with a black brim.
Personality: He is erratic and paranoid. He believes brigands are coming to abduct people. He is skeptical of what others tell him and is slow to trust.
History: Az-Adar hails from a village terrorized by brigands. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. Recently he has begun working with bootleggers and crooks.
Motivation: He has decided he is irredeemable.
Flaws: Shy. Bonds: Enemies, Family, Criminal record. Occupation: Knight
Voice: Excited and jittery
Attributes [hide]
Medium (5'3") Half-Orc, True Neutral (CR 13)
Armor Class 11
Hit Points 48 (13d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 9 (-1) | 8 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Orc
Attacks Melee +7 / 4d4+3, Ranged +5 / 4d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 6 | 5 | 5 | 4 |
Possessions: 400 pp. Silver ewer (40 gp). Large well-done wool tapestry (200 gp). Brass mug with jade inlays (200 gp). Fire opal pendant on a fine gold chain (1400 gp). Jeweled gold crown (7000 gp). Fire opal pendant on a fine gold chain (1400 gp). An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (180 gp).
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Their contribution stands as a beacon of hope for all adventurers!

