Wymar Amakiir, Male Half-Elf [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he is constantly adorned with expensive silk clothing, often dyed in bright green and brown, and wears rings and necklaces with large, colorful gems. His red hair is well kept and his bushy mustache is tapered upwards at the ends. His eyes are a pleasant violet.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He has a small toy that he constantly fidgets with.
History: He was born at the edge of vast plains. His father had invested heavily in several trade routes and wanted him to inherit them. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: His religion dominates his actions; and wants to open a new tavern
Flaws: Addict. Bonds: Rich, Job, Nature, Attractive, Religious. Occupation: Seamstress
Voice: Rolls R's
Attributes [hide]
Medium (5'10") Half-Elf, Chaotic Evil (CR 5)
Armor Class 10
Hit Points 43 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 17 (+3) | 15 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Infernal, Gnoll
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 |
Possessions: 100 pp. Embroidered silk and velvet mantle with numerous moonstones (1100 gp). Large well-done wool tapestry (300 gp). Embroidered silk and velvet mantle with numerous moonstones (1100 gp). An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (40 gp).
Merihim Temerity, Male Tiefling [Permalink]
Personal [hide]
Description: This man wears tight fitting clothing which further accentuates his frame. He has a penchant for wearing a ring with an oversized amber on his right hand. He keeps his black hair in a flapper bob. His fair skin shows little sign of his aristocratic breeding.
Personality: He is someone who is used to having a large amount of sex appeal. He also lacks a concept of privacy and shares just about everything. 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: Merihim lived on a farm with his mother, near the main road leading to a nearby town. There was a wharf not far from home where he often wandered off to fish. He inherited the family business which he has now maintained for 15 years.
Motivation: He uses money and sex appeal to get what he needs.
Ideals: Artistic. Bonds: Attractive, Rich, Family, Nature, Job. Occupation: Navigator
Voice: Spits and sputters
Attributes [hide]
Medium (6'7") Tiefling, Chaotic Evil (CR 6)
Armor Class 9
Hit Points 29 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Druidic
Attacks Melee +6 / 2d6+3, Ranged +2 / 2d6-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 3 | 3 |
Possessions: 600 gp. Blue quartz (12 gp). Deep blue spinel (700 gp). Eye agate (12 gp). Bloodstone (60 gp). 1 Full Plate. 1 Masterwork Heavy wooden shield.
Godfrey Gresham, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who tends to wear a black poncho over his likewise colored trousers and shirt. His white hair is still thick. His gray eyes are slightly larger than normal.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: Godfrey lived on a farm with his father, near the main road leading to a nearby town. He has chosen to use the inheritance that was left to him frivolously. By chance he met his sister recently and the two have been together since.
Motivation: Seeks redemption; and he has decided he is irredeemable
Ideals: Impeccable. Flaws: Depressed. Bonds: Family, Rich, Criminal record. Occupation: Brewer
Voice: Dutch accent
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 14 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Druidic, Gnome
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: 110 gp.
Alberich Deepdelver, Male Dwarf [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His hair is cut close to his head. He wears an eyepatch.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: Alberich was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. When money was particularly tight he was walking through alleys when he overheard a Layabout hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is not mentally stable, and does not behave rationally; and retire the richest man in the north
Ideals: Entrepeneur, Philantrophist. Flaws: Ugly, Insane. Bonds: Poor. Occupation: Layabout
Voice: Loud with bravado
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Good (CR 2)
Armor Class 10
Hit Points 14 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 13 (+1) | 10 (+0) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Dwarven
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 1500 sp. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!