Tim Richie, Male Half-Elf [Permalink]
Personal [hide]
Description: He dresses well, typically a more casual-formal manner, and carries hammers. His auburn hair is styled in orderly dreadlocks. This hazel eyed southerner is not easily forgotten.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He uses divination through singing.
History: The child of southern immigrants he idolized his mother. From his teen years he was always beautiful and desirable, so people have always doted on him. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: His relatives are trying to arrange a marriage; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Fighting, Gifted. Flaws: Shy. Bonds: Attractive, Immigrant. Occupation: Masseuse
Voice: Squeaky
Attributes [hide]
Medium (4'10") Half-Elf, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 25 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 13 (+1) | 11 (+0) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 | 0 |
Possessions: 400 gp. 1 Minor magic item.
Maagog Kerrhylon, Male Dragonborn [Permalink]
Personal [hide]
Description: This younger middle-aged man dresses well, wearing black shirts, loose pants, and blazers most of the time, and a wedding ring on his left hand. His crest is cut close to his head. His gold eyes dart around the room hyper actively observing anyone and anything.
Personality: Maagog speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He works hard and plays hard.
History: Maagog was born in the east. At a young age he loved to build and create. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: Nothing but the best is good enough for him.
Ideals: Impeccable, Persistence. Flaws: Hedonist. Bonds: Attractive, In love. Occupation: Body Guard
Voice: Slow speaker
Attributes [hide]
Medium (6'4") Dragonborn, Lawful Good (CR 4)
Armor Class 10
Hit Points 15 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 9 (-1) | 11 (+0) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 1d10+4, Ranged +2 / 1d10+0, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 | 0 |
Possessions: 400 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
John Iranapha, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears a worn and beaten armor. His skin is fair and his fingers are delicate and long. He wears his hair in dreadlocks. He has violet eyes.
Personality: His tongue was cut out and he uses sign language. Energy wise he seems alert and responsive.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Armorer arts, while his father instructed him in etiquette, music and courtly manner. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Further expansion of business; and to unite with his sister
Ideals: Professionalism. Flaws: Disease. Bonds: Rich, Family, Job. Occupation: Armorer
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'5") Half-Elf, Lawful Evil (CR 7)
Armor Class 12
Hit Points 59 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 14 (+2) | 16 (+3) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Elven, Infernal, Orc, Gnome
Attacks Melee +6 / 2d8+3, Ranged +5 / 2d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 1 |
Possessions: Red spinel (80 gp).
Oloric Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: This man has a large blue mantle and cape that has been intricately interwoven into his brown robe. He has a penchant for wearing a ring with an oversized sapphire on his right hand. He has dyed his greying brown hair a little too much giving a sharp brown color. His ears are large.
Personality: Confrontational and typically high on some drug or another. He enjoys reading and quiet.
History: Born to a pair of adventurers, Oloric grew up listening to his father's many stories. From there he went from mercenary job to mercenary job. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: Obtaining odd cultural Dwarven artifacts is his passion; and to share knowledge with the world
Ideals: Logical. Flaws: Ugly, Addict. Bonds: Rich, Adventurer. Occupation: Spy
Voice: Squeaky
Attributes [hide]
Medium (4'2") Dwarf, Neutral Good (CR 2)
Armor Class 12
Hit Points 6 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 10 (+0) | 12 (+1) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Dwarven, Giant
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 |
Possessions: 260 gp.
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Their contribution stands as a beacon of hope for all adventurers!