Dondon High-hill, Male Halfling [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He is generally shirtless and showing off his tattooed chest. His white hair is cut short. His green unseeing eyes seem to look past you.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: He was born several months after his father was called into army service. When Dondon reached his early adolescence his Halfling father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Dondon fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Meet up once more with his childhood friend; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Disease, Shy. Bonds: Attractive, Adventurer, Military. Occupation: Dilettante
Voice: Aggressive tone
Attributes [hide]
Small (3'3") Halfling, Chaotic Neutral (CR 1)
Armor Class 15
Hit Points 11 (1d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 18 (+4) | 12 (+1) | 11 (+0) | 17 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +6 / 1d4+4, Grapple +4
Possessions: 4000 cp. Deep blue spinel (200 gp).
Trail Mist, Male Tabaxi [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down. His long yellow fur is drawn into a two foot long braid. His hazel eyes are passionate and lively.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He got into the Miller business at a young age. In his 15th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He has set out to sabotage the competition.
Motivation: He'd like to take his coworkers down a peg; and he has money and likes to spend it
Flaws: Depressed, Fearful. Bonds: Adventurer, Job, Rich. Occupation: Miller
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'7") Tabaxi, Lawful Evil (CR 4)
Armor Class 14
Hit Points 24 (4d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 13 (+1) | 15 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Aquan, Auran
Attacks Melee +3 / 1d10+1, Ranged +6 / 1d10+4, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 |
Possessions: 4000 sp. 1 Disguise kit.
Thamior Qualanthri, Male Elf [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is perpetually draped in fineries, but all of this concealed by his earthly robes.. He wears his chestnut hair up. He wears round tiny glasses practically rammed into his face.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Raised by wardens he was only a novice when giants swooped upon their monastery and killed most of the order. A gifted student he started as a Herbalist, but he got bored and became a Guard. He now owns his own business.
Motivation: Further expansion of business.
Ideals: Optimist. Bonds: Attractive, Religious, Enemies, Job. Occupation: Guard
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (4'9") Elf, Neutral Evil (CR 3)
Armor Class 14
Hit Points 10 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 18 (+4) | 7 (-2) | 14 (+2) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Abyssal, Draconic
Attacks Melee +4 / 1d8+2, Ranged +6 / 1d8+4, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 60 pp.
Gimurt Bofdann, Male Dwarf [Permalink]
Personal [hide]
Description: 4'4" and muscular, this southern man wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He has a very tight haircut. His blue eyes dart from person to person.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He does not believe in violence as a means to an end. He is a dedicated Sage but believes his peers are too gung-ho.
History: He was born blind and as such lacked many opportunities for work. While studying, he fell in love. They married and had a son. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Balancing his hectic life and new Sage responsibilities is difficult; and expand his business
Ideals: Athletic, Pacifist. Flaws: Emotional, Disease. Bonds: In love, Job. Occupation: Sage
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (4'4") Dwarf, Neutral Evil (CR 10)
Armor Class 12
Hit Points 71 (10d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 16 (+3) | 16 (+3) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven, Elven, Halfling, Giant
Attacks Melee +5 / 3d6+1, Ranged +6 / 3d6+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 3 | 2 | 1 |
Possessions: 1500 gp. Rhodochrosite (15 gp). Sard (80 gp). Jade (90 gp). Amber (90 gp). Smoky quartz (80 gp). Golden yellow topaz (1300 gp). Chalcedony (80 gp).
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Their contribution stands as a beacon of hope for all adventurers!


