Varis Sylvaranth, Male Elf [Permalink]
Personal [hide]
Description: He wears a green vest and prefers white and red shirts. His boots appear to have been at one point steel toed but are quite worn down. He has a slight overbite and is overall scrawny. He has dyed his greying brown hair a little too much giving a sharp brown color. His blue eyes dart from person to person to random spaces in the air.
Personality: He is calm most of the time but flees social interaction. When he's not drinking or sleeping the drinks off, he's doing dancing.
History: He was born the only child of a wealthy merchant. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He has been a successful dealer in antiques buying low and selling high.
Motivation: Retire the richest man in the north; and he is compelled to act according to his religious beliefs
Ideals: Artistic, Entrepeneur. Flaws: Ugly, Shy. Bonds: Religious. Occupation: Guard
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'3") Elf, Lawful Evil (CR 3)
Armor Class 13
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 11 (+0) | 15 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Undercommon, Goblin
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 400 gp. Freshwater pearl (14 gp). Deep blue spinel (200 gp). Azurite (14 gp). 1 Masterwork Common Ranged Weapon.
Fenriz Music, Male Tiefling [Permalink]
Personal [hide]
Description: Standing 5'10", this man wears a tan shirt, with a yellow mid length shorts with yellow tights and flats, usually wearing a coat over them. His hair is red and very short. His eyes are likewise silver.
Personality: He is witty, but his monotone delivery comes off as unnerving 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: A powerful brothel owner made him what he is. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He's looking for his big break; and regain custody of his daughter
Ideals: Joker. Bonds: Adventurer, Mentor, Job, Family. Occupation: Carter
Voice: Australian accent
Attributes [hide]
Medium (5'10") Tiefling, Neutral Evil (CR 3)
Armor Class 12
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 11 (+0) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Auran, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Kildrak Steelfist, Male Dwarf [Permalink]
Personal [hide]
Description: This man is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time, and sports empty pouches on his belt. He has a long silver beard with little hanging trinkets. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is obsessed with finding treasure.
History: He was raised in a plains tribe. Kildrak was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Kildrak decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: Obtaining odd cultural Dwarven artifacts is his passion; and he is a bit of a kleptomaniac
Flaws: Disease. Bonds: Attractive, Adventurer, Nature, Criminal record. Occupation: Armorer
Voice: Scratchy, weak
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 22 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 16 (+3) | 10 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 340 gp.
Crampernap Shadowcloak, Male Gnome [Permalink]
Personal [hide]
Description: He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His skin is fair and his fingers are delicate and long. He is bald on top and has large silver tufts of hair around his ears. He has a dull look in his green eyes.
Personality: Crampernap wants to be seen as a stoic, levelheaded, noble Warlock, so he tries to act the part. He does a good job, for the most part... He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: The child of northern immigrants he idolized his father. He has chosen to use the inheritance that was left to him frivolously. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has money and likes to spend it.
Ideals: Disciplined. Flaws: Ugly. Bonds: Adventurer, Rich, Immigrant. Occupation: Barber
Voice: Speaks with back of mouth
Attributes [hide]
Small (3'6") Gnome, True Neutral (CR 4)
Armor Class 13
Hit Points 43 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 18 (+4) | 16 (+3) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnome, Sylvan, Halfling, Undercommon
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 2 | 0 | 0 | 0 | 0 |
Possessions: 200 gp. Alexandrite (1100 gp). Rock crystal (30 gp).
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Their contribution stands as a beacon of hope for all adventurers!