Abalaba Sympony, Female Gnome [Permalink]
Personal [hide]
Description: She sports blue clothing, slightly heavier than average wear. Her skin is fair and her fingers are delicate and long. She has a long white ponytail with little hanging trinkets. Her gray eyes dart from person to person to random spaces in the air.
Personality: She is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. She is able to make almost anything out of random pieces of junk.
History: Her arcane talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. Over the years she perfected her riding and shooting skills. She has drifted apart from her friends and has been working freelance. Each gave each other a copy of their signature club.
Motivation: A strong sense of loyalty to Half-Orc people; and she has passion for adventuring and risk
Ideals: Joker, Gifted. Flaws: Racist. Bonds: Nature, Adventurer. Occupation: Carpenter
Voice: Old thin voice
Attributes [hide]
Small (3'5") Gnome, Neutral Good (CR 7)
Armor Class 9
Hit Points 59 (7d12)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 7 (-2) | 10 (+0) | 15 (+2) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Gnome, Druidic, Ignan
Attacks Melee +3 / 2d8+0, Ranged +1 / 2d8-2, Grapple +0
Possessions: 400 gp.
Rose Warmwater, Female Halfling [Permalink]
Personal [hide]
Description: She wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. She has moderate length golden hair. Her blue eyes dart from person to person to random spaces in the air.
Personality: She is cool and collected. She likes to make quips and puns whenever she does anything. She also makes a point to compliment her superiors and flatter them. Her philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: She was born on a small isolated farm. When she was little, her rather wealthy family often ventured across the desert to a summer home near a ruined castle. She would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Rose took refuge in the ruined castle and found the beat up greataxe and armor she uses now. She's since become an addict/alcoholic.
Motivation: To reunite with her old friends; and wants to have a good time and be beloved
Ideals: Disciplined, Optimist. Flaws: Addict. Bonds: Nature, Adventurer. Occupation: Scribe
Voice: Old Prospector
Attributes [hide]
Small (3'2") Halfling, Neutral Good (CR 4)
Armor Class 13
Hit Points 20 (4d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 11 (+0) | 9 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 13000 cp.
Naamah Revulsion, Female Tiefling [Permalink]
Personal [hide]
Description: This woman tends to wear a heavy leather apron. Coupled with her rolled up shirt sleeves this gives her a very relaxed look. She is muscular with a powerful set of arms. She wears her white hair down. She has several tiny ruby earrings on each ear.
Personality: She believes there is no problem she cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. She is obsessed with a lost civilization.
History: Naamah was born in the east. At a young age she loved to build and create. While she appears to be a normal Tiefling, she's... not quite right. Perhaps she's slightly insane, or otherwise so mentally alien to the rest of the world that she plain doesn't fit in. She eventually got the idea of being the protector of her homeland from reading books, and has made it her duty.
Motivation: She made a deal with a demon which lead to her current lot in life, and she's becoming increasingly nervous about it; and she has money and likes to spend it
Ideals: Persistence. Flaws: Insane. Bonds: Rich, Adventurer, Guardian, Debt. Occupation: Navigator
Voice: Excited and jittery
Attributes [hide]
Medium (5'11") Tiefling, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 7 (2d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 11 (+0) | 14 (+2) | 13 (+1) | 19 (+4) |
Senses Passive Perception 11
Languages Common, Abyssal, Gnoll
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 |
Possessions: 140 gp.
Rolf Conway, Male Human [Permalink]
Personal [hide]
Description: He does not wear sleeves and tends to eschew shirts when he can avoid it, and carries kukris. He has a long red beard with little hanging trinkets. He wears a mask on his face.
Personality: He snorts whenever he laughs or is feeling confident. 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: He was born into a rich family. He was taken as a slave by a traveling circus and forced to perform Being a Blacksmith kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: Seeks redemption.
Ideals: Fighting. Flaws: Insane. Bonds: Criminal record, Rich, Slave. Occupation: Blacksmith
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 1)
Armor Class 10
Hit Points 7 (1d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 16 (+3) | 10 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 |
Possessions: 70 gp.
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Their contribution stands as a beacon of hope for all adventurers!


