Nordak Bigtoe, Male Dwarf [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He has a large red mantle and cape that has been intricately interwoven into his grey robe. He wears a top hat to cover his moderate length red hair. His gray eyes have a joyful gleam in them most of the time.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. As long as the job gets done he does not care how it got done.
History: The child of a Merchant, who enjoyed hunting, Nordak was taken on many hunting expeditions. He helped his father out around the business and became quite the natural. He tends to his Engraver job now, and dutifully fulfills any obligations he has.
Motivation: Further expansion of business.
Ideals: Professionalism. Flaws: Cynical. Bonds: Immigrant, Nature, Job. Occupation: Engraver
Voice: German accent
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 14 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Dwarven, Sylvan
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 | 1 |
Possessions: 280 gp. 8 Acid flasks.
Adelard Bentley, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he prefers to wear blue pants and tee shirts. His silver hair is long and unkept. His brown eyes dart from person to person to random spaces in the air.
Personality: Calm and collected, he is a well trained Spice Merchant. He is a ruthless business man, a trait he acquired from his father.
History: He was born to a pair of big game hunters, but was frequently ill as a child. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the island due to the painful memories there. Adelard took refuge in the large cave and found the beat up club and armor he uses now. He has set out to sabotage the competition.
Motivation: He'd like to take his coworkers down a peg; and balancing his hectic life and new spice merchant responsibilities is difficult
Ideals: Entrepeneur. Flaws: Ugly, Disease. Bonds: Job, Nature. Occupation: Spice Merchant
Voice: Slow speaker
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 2)
Armor Class 10
Hit Points 6 (2d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 11 (+0) | 8 (-1) | 10 (+0) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
Possessions: 180 gp. Deep blue spinel (200 gp).
Fibblestib Turen, Male Gnome [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a fancy red suit. He wears his blonde hair up in a very large beehive style do. His amber eyes dart from person to person.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Fibblestib hails from a village terrorized by brigands. He took every job he could get his hands on, but the opportunities for Gnomes in the east were limited. He has taken up leadership of the village's small militia in response to brigands demanding more tribute than usual.
Motivation: Wants to work out more often; and someone believes him a fraud
Ideals: Athletic, Impeccable. Bonds: Attractive, Religious, Enemies, Immigrant. Occupation: Farmer
Voice: Smooth and feminine
Attributes [hide]
Small (3'3") Gnome, Lawful Neutral (CR 4)
Armor Class 13
Hit Points 33 (4d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Gnome, Celestial, Undercommon
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 500 gp. Deep blue spinel (300 gp).
Eiravel Horineth, Male Elf [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he is wearing a tight black one piece outfit complete with pants, hood, and a cape. He has no hair. He has amber eyes and a black hat with a tan feather.
Personality: Eiravel is depressed about a lot of things. He tends to be a nihilist. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: He was born to a criminal king-pin and mafia family He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He is untrained/undisciplined, which makes him dangerous.
Motivation: He is a bit of a kleptomaniac; and he loathes his own lifestyle
Flaws: Ugly, Depressed, Insane. Bonds: Criminal record. Occupation: Tailor
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (4'9") Elf, True Neutral (CR 3)
Armor Class 12
Hit Points 21 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Elven, Draconic, Orc
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 2 | 2 | 2 | 0 | 0 |
Possessions: 300 gp. Lapis lazuli (6 gp). Deep green spinel (110 gp). Chrysoberyl (110 gp).
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Their contribution stands as a beacon of hope for all adventurers!

