Dazzazn Lhamboldennish, Male Dragonborn [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears a simple burlap shirt and baggy pants. He conceals his ceremonial dagger with his veritable burlap sack of a shirt. His blue crest is lengthy. He has a tattooed face.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Born in the north to a Junk Dealer, Dazzazn learned a great deal about his father's area of expertise. When Dazzazn reached his early adolescence his Dragonborn 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. He has worked as a Junk Dealer like his father before him.
Motivation: Sabotage a competitor; and further expansion of business
Flaws: Shy, Impulsive. Bonds: Attractive, Job, Military. Occupation: Junk Dealer
Voice: Pronounces O like U
Attributes [hide]
Medium (6'2") Dragonborn, Lawful Neutral (CR 7)
Armor Class 12
Hit Points 27 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 17 (+3) | 9 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common, Auran, Sylvan, Gnome
Attacks Melee +3 / 2d8+0, Ranged +5 / 2d8+2, Grapple +2
Possessions: 400 gp. 1 Minor magic item. 1 Minor magic item.
Dondon Greenbottle, Male Halfling [Permalink]
Personal [hide]
Description: With brown face paint in a stripe pattern across his face, he wears an entirely black suit with red socks and a vest with buckled shoes. His white hair is cut jaggedly and amateurishly. He is missing an eye and his face is severely sunburned. His one remaining eye shines amber.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was born in the south, but his parents moved at a very young age to the north. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He has money and likes to spend it.
Ideals: Persistence. Flaws: Ugly. Bonds: Rich, Immigrant, Religious. Occupation: Sage
Voice: Pirate accent
Attributes [hide]
Small (3'4") Halfling, Chaotic Good (CR 1)
Armor Class 12
Hit Points 7 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 13 (+1) | 16 (+3) | 10 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +0 / 1d4-2, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 5 |
Possessions: 120 gp.
Lamlis Lathalas, Male Elf [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he usually wears his black robe and has his trident always slung over his shoulder. He has dyed his greying golden hair a little too much giving a sharp golden color. His face is covered beneath a completely black helmet.
Personality: He is not truly malevolent, but he is obsessed with painting. He constantly tries to fill his life with painting. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: Born to a pair of adventurers, Lamlis grew up listening to his father's many stories. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Junk Dealer. 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: To be a Performer again; and to unite with his brother
Ideals: Artistic. Bonds: Family, Adventurer, Job. Occupation: Junk Dealer
Voice: Old thin voice
Attributes [hide]
Medium (4'11") Elf, Lawful Good (CR 1)
Armor Class 12
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 10 (+0) | 8 (-1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 6000 cp. Jet (110 gp).
Adam Gentry, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination. He has a moderate pudge and is not very fit. His black hair is drawn into a tight pony tail with a skull scrunchie. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Abrasive and pushy, he has a hard time making friends. 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: He got into the Barber business at a young age. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He ran away from his former home and has been making his living as a Barber for the past few years.
Motivation: He is unsatisfied with his job; and wants to open a new tavern
Ideals: Fighting, Entrepeneur. Flaws: Addict, Antagonistic. Bonds: Job. Occupation: Barber
Voice: German accent
Attributes [hide]
Medium (5'2") Half-Elf, True Neutral (CR 4)
Armor Class 9
Hit Points 22 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 9 (-1) | 10 (+0) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1
Possessions: 600 gp. Deep green spinel (140 gp). Blue quartz (12 gp). Alexandrite (600 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!