Adrik Goldfinder, Male Dwarf [Permalink]
Personal [hide]
Description: This tall, slender man wears just a grey suit. He has a long golden beard with little hanging trinkets. He has amber eyes.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: He was born in the east, but his parents moved at a very young age to the north. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He then took over the family business and is one of the better Butcher for hire.
Motivation: He is content; and revenge
Flaws: Mundane. Bonds: Immigrant, Criminal record, Job, Enemies. Occupation: Butcher
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Neutral (CR 2)
Armor Class 13
Hit Points 11 (2d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Auran
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
Possessions: 700 sp.
Quick Of Winter, Female Tabaxi [Permalink]
Personal [hide]
Description: She is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers her face most of the time. She carries with her a set of hammers, each one with a topaz on the hilt. She only wears one on her belt and the other on her back. Her yellow fur is smooth and relatively long. Her eyes, though not visible through her cowl, are blue.
Personality: Her tongue was cut out and she uses sign language. She does not regard money as being a problem because it has never been a problem for her. She lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: She is the product a well kept family trust fund and as such has never really known need. She moved out east to avoid the crime she committed. She has made many enemies by not giving into corruption and outing many instances of it.
Motivation: She has comitted a past crime that haunts her to this day.
Ideals: Fighting, Justice. Flaws: Disease. Bonds: Rich, Criminal record. Occupation: Actor
Voice: Stutters
Attributes [hide]
Medium (6'4") Tabaxi, Neutral Evil (CR 5)
Armor Class 15
Hit Points 25 (5d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 20 (+5) | 14 (+2) | 11 (+0) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +8 / 2d4+5, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 6 | 6 |
Possessions: 500 gp.
Nyx Loofollue, Female Gnome [Permalink]
Personal [hide]
Description: A plain young-adult woman, she wears a blue cloak and cross-gartered violet stockings. Her brown hair is cut short with large spiked bangs in the front. Her voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: She is filled with cunning. She likes to feign weakness letting people think she is weak. Her respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to her, a bar set well above any reasonable standard, she tolerates in varying degrees. Though less modest and more hasty in her reactions to snap at those who irritate her, Nyx is combative with any and all who dare try her patience in the slightest.
History: Her psionic talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. She dropped out of school before completing her studies. She routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: To share knowledge with the world; and she is not mentally stable, and does not behave rationally
Ideals: Justice, Gifted, Logical. Flaws: Insane, Secretive. Occupation: Shepherd
Voice: Low range voice
Attributes [hide]
Small (3'6") Gnome, True Neutral (CR 10)
Armor Class 13
Hit Points 62 (10d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Gnome, Gnoll, Terran, Goblin
Attacks Melee +6 / 3d6+2, Ranged +6 / 3d6+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 15 | 3 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 1700 gp. Carved harp of exotic wood with ivory inlay and zircon gems (700 gp). Embroidered silk and velvet mantle with numerous moonstones (1700 gp). Brass mug with jade inlays (500 gp). 1 Minor magic item. 1 Minor magic item.
Grom Tattersall, Male Half-Orc [Permalink]
Personal [hide]
Description: He wears white leather gloves, a white jacket, and tight pants. His long auburn hair reaches down to his waist. His fierce amber eyes like to dwell on things.
Personality: He is calm most of the time but flees social interaction. Grom enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He is a Lycanthrope in disguise. 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 Merchant. He has set out to sabotage the competition.
Motivation: Doesn't want to be a Merchant and was forced into it by his family; and expand his business
Flaws: Shy, Hedonist. Bonds: Adventurer, Job, Family. Occupation: Merchant
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'8") Half-Orc, Neutral Evil (CR 1)
Armor Class 11
Hit Points 5 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 8 (-1) | 13 (+1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Orc, Sylvan
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 160 gp.
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Their contribution stands as a beacon of hope for all adventurers!


