Krûk Middleton, Male Half-Orc [Permalink]
Personal [hide]
Description: A pudgy man standing about 6'10" has a big stupid grin on his face most of the time. He very much looks the part of a Performer. He sports a flattop hair cut. His green eyes dart from person to person to random spaces in the air.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: Born to a pair of adventurers, Krûk grew up listening to his mother's many stories. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Krûk grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Krûk. He tends to his Performer job now, and dutifully fulfills any obligations he has.
Motivation: Wants to open a new tavern.
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Job, Criminal record, Adventurer. Occupation: Performer
Voice: Hissing voice
Attributes [hide]
Medium (6'10") Half-Orc, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 14 (+2) | 8 (-1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
Possessions: 120 gp.
Wymar Ariessus, Male Half-Elf [Permalink]
Personal [hide]
Description: He is lean but muscular and likes to wear ponchos typically of a light white in addition to tight pants. His hair is auburn and curly. He has green eyes.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He enjoys reading and quiet.
History: He was born several months after his mother was called into army service. 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. Wymar took refuge in the large cave and found the beat up lance and armor he uses now. Now he works as a singing tutor during his time off.
Motivation: To share knowledge with the world.
Ideals: Logical, Artistic. Bonds: Nature, Military. Occupation: Ruler
Voice: Breathy voice
Attributes [hide]
Medium (5'9") Half-Elf, Chaotic Evil (CR 15)
Armor Class 13
Hit Points 92 (15d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 13 (+1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Undercommon
Attacks Melee +6 / 4d8+1, Ranged +8 / 4d8+3, Grapple +3
Possessions: 5000 gp. Moss agate (11 gp). Rose (80 gp). Tourmaline (110 gp). White pearl (110 gp). Violet garnet (400 gp). Amethyst (110 gp). Eye agate (11 gp). Red-brown spinel (110 gp). Aquamarine (400 gp). Rich purple corundum (1400 gp). Peridot (80 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Vondal Silverstone, Male Dwarf [Permalink]
Personal [hide]
Description: A man of a pale complexion, he prefers to wear flannel. He has red hair. He tend to wears goggles to shield his eyes.
Personality: Vondal speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Gifted from a young age, Vondal studied abroad. Vondal abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He is compelled to act according to his religious beliefs; and he wants to meet his childhood hero
Ideals: Impeccable, Gifted. Flaws: Fearful. Bonds: Adventurer, Religious. Occupation: Sculptor
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (3'11") Dwarf, Lawful Neutral (CR 5)
Armor Class 10
Hit Points 31 (5d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 16 (+3) | 16 (+3) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Giant, Celestial, Aquan
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
Possessions: 700 gp. 1 Minor magic item.
Drogo Abram, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'2". He prefers to wear black pants and tee shirts. His long golden hair is drawn into a two foot long braid. His green eyes dart from person to person.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He was born in the east. His mother was a mechanic, and taught him how to fix just about anything. He moves from town to town, unable to find a place to settle.
Motivation: Wants to have a good time and be beloved; and he is not mentally stable, and does not behave rationally
Ideals: Optimist, Persistence. Flaws: Shy, Insane. Bonds: Immigrant. Occupation: Sage
Voice: pre-pubescent
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 12 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Druidic
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
Possessions: 400 sp. Onyx (50 gp).
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Their contribution stands as a beacon of hope for all adventurers!