Mûzglob Lancaster, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Half-Orcs. His skin is light but he possesses many tan ritualistic tattoos. He wears just a brown suit. He has a red handlebar mustache and slicked back red hair. His green eyes dart from person to person.
Personality: Overbrimming with self-confidence, Mûzglob isn't afraid of most anything. He has a strong dislike to people who do not believe in Half-Orc unity. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: Born in the north his family was never financially stable. When money was particularly tight he was walking through alleys when he overheard a Miner hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. Days after completing his studies, news broke out that his hometown was attacked by orcs. Mûzglob was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the orcs.
Motivation: 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; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Insane. Bonds: Criminal record, Poor, Enemies. Occupation: Miner
Voice: Posh accent
Attributes [hide]
Medium (5'7") Half-Orc, Neutral Evil (CR 2)
Armor Class 11
Hit Points 21 (2d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 15 (+2) | 10 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 170 gp. 1 Masterwork Common Melee.
Gilbert Kimberley, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He sports a flattop hair cut. His eyes are blue and catlike.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He has a habit of throwing himself into exceedingly dangerous situations.
History: He was born at the edge of vast desert. He was an apprentice working in his father's forge. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Further expansion of business; and he'd like to take his coworkers down a peg
Ideals: Athletic. Flaws: Impulsive. Bonds: Job, Nature. Occupation: Cook
Voice: Shortens vowels
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 7 (1d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 17 (+3) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Giant, Goblin
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
Possessions: 50 gp.
Thamuz Hope, Male Tiefling [Permalink]
Personal [hide]
Description: He is a pot bellied western man with a big hulking figure and broad shoulders. He wears a faded coat and loose pants complete with deerstalker hat. He sports a flattop hair cut. He wears large thick round spectacles.
Personality: He is calm most of the time but flees social interaction. He never wears the same outfit twice, unless he absolutely has to.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Wants to raise his children well; and regain custody of his daughter
Ideals: Athletic, Artistic. Flaws: Shy. Bonds: Religious, Family. Occupation: Guard
Voice: pre-pubescent
Attributes [hide]
Medium (5'8") Tiefling, Chaotic Evil (CR 3)
Armor Class 9
Hit Points 21 (3d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 8 (-1) | 16 (+3) | 17 (+3) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Infernal, Giant, Terran
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: 100 gp. 1 Superior lock. 1 Disguise kit.
Gomory Atherton, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely black suit with blue socks and a vest with buckled shoes, and he perpetually has his whip ready. His black hair is styled in orderly dreadlocks. He has violet eyes and a black hat with a blue feather.
Personality: He will rave to anyone who will listen. He would rather hide behind his crafts than deal with other people.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Sellsword arts, while his mother instructed him in etiquette, music and courtly manner. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has built up a small fortune and can afford his own way.
Motivation: He has money and likes to spend it; and he is greedy
Ideals: Fighting, Artistic. Flaws: Insane, Shy. Bonds: Rich. Occupation: Sellsword
Voice: Russian accent
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 14 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 18 (+4) | 17 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Terran, Aquan
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 100 sp.
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Their contribution stands as a beacon of hope for all adventurers!

