Jezebeth Ecstasy, Female Tiefling [Permalink]
Personal [hide]
Description: She tends to wear a large black jacket, but does not cut a very imposing figure. She walks with a slouch but will stand straight to her full 5'8" when asserting herself. She wears her red hair down. She wears a mask on her face.
Personality: She is irascible and easily irritated. Jezebeth is a bit of a follower. Usually she is manipulated by her sisters into helping them out, but recently she has become more of a free agent.
History: Born the oldest of a large religious northern family, she was no stranger to responsibility. Her father took her hunting and taught her how to get in the mind of other creatures. She has since lost track of the people in her past.
Motivation: Marry her sister to traveling adventurers.
Flaws: Antagonistic. Bonds: Family, Religious, Nature. Occupation: Mason
Voice: Jamaican accent
Attributes [hide]
Medium (5'8") Tiefling, Lawful Evil (CR 1)
Armor Class 11
Hit Points 6 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 11 (+0) | 13 (+1) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common, Terran
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 100 sp. 1 Masterwork Common Melee.
Damaia Havoc, Female Tiefling [Permalink]
Personal [hide]
Description: She is an average looking northern female in her early mid-life. She wears well tailored gowns and hats with beautiful decoration. She is almost always dressed for an outing in high society. She keeps her long silver hair kept up in a rat tail. She is baby faced.
Personality: She is curt in most of her responses. She prefers to keep her word usage to a minimum to avoid giving away unnecessary information. She is motivated by money and will often try and persuade people to work for cheap. She haggles over everything, upselling her goods and buying cheap. She is persistent in everything.
History: She is the product a well kept family trust fund and as such has never really known need. She has had some formal painting training, and achieved minor success. She became a Sailor soon after.
Motivation: Money/treasure.
Ideals: Entrepeneur, Artistic. Flaws: Shy. Bonds: Rich, Job. Occupation: Sailor
Voice: Pirate accent
Attributes [hide]
Medium (5'1") Tiefling, Lawful Neutral (CR 15)
Armor Class 10
Hit Points 93 (15d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 11 (+0) | 18 (+4) | 19 (+4) | 14 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Orc, Ignan, Giant, Infernal
Attacks Melee +6 / 4d8+1, Ranged +5 / 4d8+0, Grapple +1
Possessions: 6000 gp. A pair of silk slippers encrusted with tiny pearls. (60 gp). Brass mug with jade inlays (500 gp). A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (100 gp). Jeweled gold crown (5000 gp). 1 Medium magic item.
Diggory Harper, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking eastern young adult. He tends to wear a large grey jacket. Beneath his clothing is a huge mess of scar tissue. His black hair is slicked back into a classic pompadour. His eyes are likewise amber.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He loves his children and doesn't want them to worry about him. He loves to share his singing with anyone who is interested.
History: He was born to loving parents in a slum to the east. After coming to the age of reason, Diggory took it upon himself to study the divine arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was granted divine powers by his dying brother.
Motivation: To reunite with his absent father; and to unite with his brother
Ideals: Artistic, Gifted. Flaws: Antagonistic. Bonds: Slave, Family, Poor. Occupation: Bounty Hunter
Voice: Scottish accent
Attributes [hide]
Medium (6'3") Human, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 4 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Sylvan
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +3
Possessions: 100 sp. 1 Darkwood Shield.
Nurkara Rumnaheim, Female Dwarf [Permalink]
Personal [hide]
Description: A pudgy woman standing about 4'1" has a big stupid grin on her face most of the time. She wears a grey vest with golden trim over her white shirt. Her black leather gloves and pants are well-kept, and her grey boots flare out at the collars. Her silver hair is drawn into a tight pony tail with a clover scrunchie. Her amber unseeing eyes seem to look past you.
Personality: She is business-like. She takes instructions and follows them to the letter. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. A gifted student she started as a Shepherd, but she got bored and became a Shoemaker. She became a Shoemaker soon after.
Motivation: She is unsatisfied with her job; and further expansion of business
Ideals: Professionalism, Joker. Flaws: Disease, Antagonistic. Bonds: Job. Occupation: Shoemaker
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Neutral (CR 2)
Armor Class 13
Hit Points 14 (2d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 9 (-1) | 12 (+1) | 8 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common, Dwarven, Druidic
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 300 sp. Freshwater pearl (11 gp). Eye agate (11 gp).
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Their contribution stands as a beacon of hope for all adventurers!


