Olunt Helcral, Male Dwarf [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears baggy green pantaloons and a white scarf. His hair is always cut to a buzz. This brown eyed northerner is not easily forgotten.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. 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 Dyer. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Marry his sister to traveling adventurers; and doesn't want to be a dyer and was forced into it by his family
Ideals: Joker, Gifted. Flaws: Forgetful. Bonds: Job, Family. Occupation: Dyer
Voice: High pitched and raspy
Attributes [hide]
Medium (4'2") Dwarf, Neutral Evil (CR 2)
Armor Class 13
Hit Points 17 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 16 (+3) | 13 (+1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Dwarven, Abyssal
Attacks Melee +2 / 1d6+0, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 120 gp. 1 Masterwork manacles.
Alberich Loderr, Male Dwarf [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a shirt that is too small, which lets his gut show, with a ratty white coat over it. His chestnut hair is braided into rings. His violet eyes dart from person to person to random spaces in the air.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: Alberich lived on a farm with his father, near the main road leading to a nearby town. He worked as a nervous Navigator and found it very stressful. He was granted divine powers by his dying brother.
Motivation: Balancing his hectic life and new Navigator responsibilities is difficult.
Ideals: Gifted. Flaws: Ugly, Antagonistic. Bonds: Family, Job. Occupation: Navigator
Voice: Nasally tone
Attributes [hide]
Medium (4'3") Dwarf, Lawful Evil (CR 9)
Armor Class 11
Hit Points 60 (9d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 18 (+4) | 14 (+2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Dwarven, Aquan, Celestial
Attacks Melee +4 / 3d4+1, Ranged +4 / 3d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 6 | 6 | 6 | 4 |
Possessions: 900 gp. Brown-green garnet (70 gp). Alexandrite (600 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Trym Kendal, Male Human [Permalink]
Personal [hide]
Description: He wears very tight pants and wife beaters, though occasionally he sports a black coat. He has relatively light skin and is very physically imposing due to his abundance of muscles. His hair is cut close to his head. His blue eyes peer out from beneath his top black hat.
Personality: A skeptical and narcissistic man, Trym's first love is himself. His second love is also himself. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born into a rich family. When Trym reached his early adolescence his Human mother 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 routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: Money/treasure; and he is not mentally stable, and does not behave rationally
Ideals: Impeccable, Logical. Flaws: Insane. Bonds: Rich, Military. Occupation: Armorer
Voice: Soft and mumbly
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 2)
Armor Class 9
Hit Points 11 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 14 (+2) | 16 (+3) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Celestial, Aquan, Undercommon
Attacks Melee +1 / 1d6-1, Ranged +1 / 1d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 170 gp. 1 Masterwork Common Melee.
Heward Plemens, Male Half-Elf [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He has the majority of his body covered in plate. His silver hair is lengthy and is close to two feet long. He has a dull look in his amber eyes.
Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: Heward was born in the south. At a young age he loved to build and create. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Heward 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 Heward. He found several beat up suits of armor and, cannibalizing spare parts, he put together a working one.
Motivation: Wants to work out more often.
Ideals: Athletic, Persistence. Flaws: Antagonistic. Bonds: Criminal record. Occupation: Navigator
Voice: Stutters
Attributes [hide]
Medium (4'11") Half-Elf, True Neutral (CR 11)
Armor Class 11
Hit Points 52 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 13 (+1) | 16 (+3) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Elven, Abyssal, Auran, Sylvan
Attacks Melee +6 / 3d8+2, Ranged +5 / 3d8+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 |
Possessions: 900 gp. Eyepatch with mock eye of sapphire and moonstone (1000 gp). A miniature golden chest with tiny emeralds lining the top (100 gp). Sapphire pendant on gold chain (900 gp). Embroidered silk and velvet mantle with numerous moonstones (900 gp). 1 Minor magic item. 1 Minor magic item.
Bucklal Goodearth, Male Halfling [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He likes to wear black tank tops with tan pants. He keeps his long brown hair kept up in a rat tail. He is missing an eye and his face is severely sunburned. His one remaining eye shines violet.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. Bucklal is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: Gifted from a young age, Bucklal studied abroad. A gifted student he started as a Mason, but he got bored and became a Masseuse. He has since lost track of the people in his past.
Motivation: Doesn't want to be a Masseuse and was forced into it by his family; and wants to raise his children well
Ideals: Athletic, Gifted. Flaws: Ugly. Bonds: Family, Job. Occupation: Masseuse
Voice: Speaks with a cold
Attributes [hide]
Small (3'0") Halfling, Chaotic Neutral (CR 6)
Armor Class 13
Hit Points 27 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 15 (+2) | 10 (+0) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +6 / 2d6+3, Ranged +5 / 2d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
