Dustin Middleton, Male Human [Permalink]
Personal [hide]
Description: He wears a custom-built plate barding that's adorned with grey lining and desert motifs. He has a moderate pudge and is not very fit. His blonde hair is drawn into a tight pony tail with a clover scrunchie. He has brown eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. As long as the job gets done he does not care how it got done.
History: He comes from a rich northern family. His father was a mechanic, and taught him how to fix just about anything. He has built up a small fortune and can afford his own way.
Motivation: He is unsatisfied with his job; and money/treasure
Ideals: Professionalism, Persistence. Flaws: Secretive. Bonds: Rich, Job. Occupation: Roofer
Voice: Can't modulate volume
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 1)
Armor Class 10
Hit Points 10 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 11 (+0) | 10 (+0) | 17 (+3) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Goblin, Draconic, Celestial
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
Possessions: 20 gp. 1 Masterwork Uncommon Weapon.
Rangrim Lutgehr, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a grey shirt with thin red vertical stripes and grey pants. He is physically well-built. His hair is long and red with streaks of black, and is pulled back with small grey clips. His beard is black, braided, and well cared for. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: Sold as a small child to a wizard, Rangrim was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Like his mother and his sister before him, after school he went straight into learning to become a Glassblower. He became a Glassblower soon after.
Motivation: Balancing his hectic life and new Glassblower responsibilities is difficult.
Ideals: Impeccable. Flaws: Insomniac. Bonds: Job, Mentor, Immigrant. Occupation: Glassblower
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (4'4") Dwarf, Lawful Good (CR 2)
Armor Class 10
Hit Points 11 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 10 (+0) | 13 (+1) | 7 (-2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Dwarven
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
Possessions: 330 gp. 1 Masterwork Common Ranged Weapon.
Mumpena Albaratie, Female Gnome [Permalink]
Personal [hide]
Description: This woman is bedraggled and starved. She wears a tattered pair of loose tan pants, a matching torn shirt, and a visible pair of similar condition same color briefs. Her hair is cut close to her head. Her gray eyes are slightly larger than normal.
Personality: Mumpena wants to be seen as a stoic, levelheaded, noble Barbarian, so she tries to act the part. She does a good job, for the most part... She is cautious and jumpy. She reacts to every sound and lacks any concept of subtlety.
History: She grew up in a lower middle class home, but living comfortably wasn't enough. When she was little, her rather wealthy family often ventured across the forest to a summer home near a large cave. She would wander through that large cave 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 forest due to the painful memories there. Mumpena took refuge in the large cave and found the beat up kukri and armor she uses now. Unlike her family, who was content to work in a sleepy main town, she wanted to work in the city. She has been working here for the past few years.
Motivation: To end her boredom.
Ideals: Disciplined. Flaws: Fearful, Mundane. Bonds: Poor, Nature. Occupation: Barkeep
Voice: Hollow voice
Attributes [hide]
Small (3'2") Gnome, Chaotic Good (CR 4)
Armor Class 10
Hit Points 43 (4d12)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 4 (-3) | 9 (-1) | 17 (+3) | 10 (+0) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee -1 / 1d10-3, Ranged +1 / 1d10-1, Grapple -1
Possessions: 200 gp.
Dabbledob Sympony, Male Gnome [Permalink]
Personal [hide]
Description: A pudgy man standing about 3'8" has a big stupid grin on his face most of the time. He wears bulky tan painted plate armor. His long red hair reaches down to his waist. His green eyes lackadaisically let the world flow into them.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. He does suffer from mild PTSD, and the sight of drow may trigger it at times.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His parents enrolled him in a Aristocrat school at a young age so that he could practice his druidic talents. He got away from his former life and has fallen to alcoholism.
Motivation: He loathes his own lifestyle; and someone believes him a fraud
Ideals: Optimist, Gifted. Flaws: Addict, Depressed. Bonds: Enemies. Occupation: Dyer
Voice: Booming voice
Attributes [hide]
Small (3'8") Gnome, Chaotic Good (CR 4)
Armor Class 12
Hit Points 18 (4d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Gnome, Gnoll, Abyssal
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 30 pp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!


