Senteq Albaratie, Male Gnome [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears blue trousers with green and grey striped suspenders. He wears various colorful collared shirts. His hair is always cut to a buzz. This hazel eyed westerner is not easily forgotten.
Personality: He dislikes all the random violence that takes place in the west. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: Born in the west to a Map Maker, Senteq learned a great deal about his mother's area of expertise. As a young adult he joined a group advocating for an improvement in Gnomish conditions. By chance he met his sister recently and the two have been together since.
Motivation: He wants nothing more than to rejoin the army; and to unite with his sister
Ideals: Pacifist. Flaws: Racist. Bonds: Family, Job, Military. Occupation: Map Maker
Voice: German accent
Attributes [hide]
Small (3'4") Gnome, Neutral Good (CR 14)
Armor Class 14
Hit Points 66 (14d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 14 (+2) | 16 (+3) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Gnome, Undercommon, Gnoll, Aquan
Attacks Melee +6 / 4d6+1, Ranged +8 / 4d6+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 16 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
Possessions: 1000 pp. Black pearl (1200 gp). Red-brown spinel (160 gp). Golden yellow topaz (1200 gp). Brown-green garnet (160 gp). Azurite (7 gp). Moss agate (7 gp). Azurite (7 gp). Amethyst (160 gp). Jasper (60 gp). Blue sapphire (900 gp). 1 Minor magic item. 1 Minor magic item.
Mamnen Quest, Male Tiefling [Permalink]
Personal [hide]
Description: He is a mite stocky and is wearing a long, black cloak. His dark red hair is knotted and matted. He has silver eyes and a black hat with a tan feather.
Personality: He is erratic and paranoid. He believes drow are coming to abduct people. His job bores him to no end. He has decided to make it more interesting.
History: Mamnen hails from a village terrorized by drow. After coming to the age of reason, Mamnen took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. In the meantime he has taken over work as a Ruler and occasionally as a mercenary.
Motivation: Balancing his hectic life and new Ruler responsibilities is difficult.
Ideals: Gifted. Bonds: Poor, Enemies, Adventurer, Criminal record, Job. Occupation: Ruler
Voice: French accent
Attributes [hide]
Medium (5'6") Tiefling, Neutral Evil (CR 3)
Armor Class 10
Hit Points 15 (3d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +3
Possessions: 300 gp.
Adelaide Marlowe, Female Human [Permalink]
Personal [hide]
Description: She is lean but muscular and is typically in her Marshal uniform. Her red hair is heavily combed to the right. Her eyes are gray and she is always smoking a pipe.
Personality: She is a jovial happy person, but she is convinced people are living their lives too quickly. She refers to her adoptive father for almost all things she is unsure about, which are numerous. She is very much still a child and has not developed a drive for self-dependency.
History: Born in a small village she learned the ways of the warrior from her father. Her spouse left her for another, whom she beat to an almost bloody pulp. She did not win them back, but she came to a realization. To get what you want from life, you must take it. She now spends her time doing works of charity.
Motivation: Doesn't want to be a Marshal and was forced into it by her family; and to be a miner again
Ideals: Optimist, Fighting, Philantrophist. Bonds: Job, Family. Occupation: Marshal
Voice: Draws out vowels
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 1)
Armor Class 11
Hit Points 9 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 13 (+1) | 16 (+3) | 15 (+2) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Abyssal, Auran
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 140 gp.
Kelter Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: He wears a simple burlap shirt and baggy pants. He conceals his spear with his veritable burlap sack of a shirt. He is portly but not overly obese. His hair is greying and his face has many wrinkles. His eyes are violet.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: Born in the east his family was never financially stable. Kelter was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Kelter decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Opinionated. Flaws: Insane. Bonds: Criminal record, Poor, Adventurer. Occupation: Dyer
Voice: Spits words with contempt
Attributes [hide]
Small (3'0") Halfling, Chaotic Neutral (CR 6)
Armor Class 12
Hit Points 15 (6d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 10 (+0) | 10 (+0) | 10 (+0) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Halfling
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 6 |
Possessions: 500 gp.
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Their contribution stands as a beacon of hope for all adventurers!


