Kilvar Daerdahk, Male Dwarf [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His hair is cut close to his head. His eyes are violet and beady.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. 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: He was born a particularly ugly child, much to the horror of his parents. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He loathes his own lifestyle.
Ideals: Entrepeneur. Flaws: Ugly, Depressed, PTSD. Bonds: Adventurer. Occupation: Actor
Voice: Stutters
Attributes [hide]
Medium (4'0") Dwarf, Lawful Good (CR 3)
Armor Class 14
Hit Points 27 (3d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 16 (+3) | 13 (+1) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Dwarven, Gnoll
Attacks Melee +1 / 1d8-1, Ranged +6 / 1d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 2 | 1 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Alston Pingun, Male Gnome [Permalink]
Personal [hide]
Description: He wears a fancy black suit. He is portly but not overly obese. His silver hair is heavily combed to the right. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He likes to make people angry or surprised. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: The child of a Animal Trainer, who enjoyed hunting, Alston was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Alston took refuge in the old dungeon and found the beat up mace and armor he uses now. He has since lost track of the people in his past.
Motivation: Doesn't want to be a Shepherd and was forced into it by his family; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Insomniac, Antagonistic. Bonds: Attractive, Nature, Family. Occupation: Shepherd
Voice: Rhymes sentences (sorry)
Attributes [hide]
Small (3'5") Gnome, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 54 (5d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 20 (+5) | 13 (+1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Gnome, Sylvan
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 gp.
Gilbert Anderton, Male Human [Permalink]
Personal [hide]
Description: He dresses well, wearing grey shirts, loose pants, and blazers most of the time. He is bristling with hidden weapons, mostly bows and bastard swords. His hair is long and blonde with streaks of golden, and is pulled back with small grey clips. His beard is golden, braided, and well cared for. He is very pretty but has cold, dead eyes.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. His job bores him to no end. He has decided to make it more interesting.
History: His psionic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His psionic abilities were realized during a raid on his village. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
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.
Ideals: Impeccable, Gifted. Bonds: Attractive, Criminal record, Adventurer. Occupation: Carpenter
Voice: Indian accent
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 1)
Armor Class 11
Hit Points 9 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 16 (+3) | 11 (+0) | 18 (+4) | 13 (+1) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 100 gp.
Curran Whispermouse, Male Halfling [Permalink]
Personal [hide]
Description: He is a mite stocky and prefers to wear tan pants and tee shirts. His hair is white, silky, and of moderate length. His eyes are likewise blue.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: He was born at the edge of vast island. While he appears to be a normal Halfling, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He has recently gotten a pet goose that steals things from people.
Motivation: He has comitted a past crime that haunts him to this day; and seeks redemption
Ideals: Philantrophist. Flaws: Insane. Bonds: Attractive, Criminal record, Nature. Occupation: Actor
Voice: Draws out vowels
Attributes [hide]
Small (3'1") Halfling, Chaotic Neutral (CR 4)
Armor Class 14
Hit Points 26 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 15 (+2) | 11 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 10000 sp. Zircon (60 gp). Golden pearl (100 gp). Bloodstone (60 gp).
Diggory Eastoft, Male Human [Permalink]
Personal [hide]
Description: He wears a robe, a symbol of strength around his neck, and a falchion on his belt. He carries with him a set of falchions on his belt, each one with a sapphire on the hilt. His black hair is slicked back into a classic pompadour. He has violet eyes.
Personality: Aggressive, abrasive, and angry, Diggory embodies much of what other species detest in the Humans. He is a ruthless business man, a trait he acquired from his father.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Fortune-teller arts, while his mother instructed him in etiquette, music and courtly manner. Ostracized due to the divine powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Retire the richest man in the north.
Ideals: Fighting, Entrepeneur, Gifted. Flaws: Antagonistic. Bonds: Rich. Occupation: Fortune-teller
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'4") Human, True Neutral (CR 11)
Armor Class 11
Hit Points 55 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 3d8-1, Ranged +5 / 3d8+1, Grapple +7
Possessions: 800 gp. Black star sapphire (1600 gp). Banded agate (14 gp). Star rose quartz (60 gp). Chrysoberyl (80 gp). Peridot (60 gp). Lapis lazuli (14 gp). Golden yellow topaz (300 gp). Amethyst (80 gp).
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Their contribution stands as a beacon of hope for all adventurers!
