Robert Amakiir, Male Half-Elf [Permalink]
Personal [hide]
Description: A 5'9" southern man, he wears a brown tunic with black highlights, and long white pants that bunch up around his shoes. He keeps his golden hair in a pixie cut. He is baby faced.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. 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: Born in the south his family was never financially stable. His first spouse was a Seamstress, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. By chance he met his brother recently and the two have been together since.
Motivation: Find a way to reverse the transformation of his brother; and a deep hatred of dire rats
Flaws: Insomniac, Antagonistic. Bonds: Poor, Family, Enemies. Occupation: Sculptor
Voice: Voice breaks
Attributes [hide]
Medium (5'9") Half-Elf, True Neutral (CR 4)
Armor Class 10
Hit Points 40 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 17 (+3) | 8 (-1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Elven
Attacks Melee +1 / 1d10-1, Ranged +2 / 1d10+0, Grapple +0
Possessions: 400 gp. Moonstone (60 gp). Tourmaline (150 gp). Zircon (60 gp). Sardonyx (60 gp).
Three Timber, Male Tabaxi [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Tabaxi, and stands approximately 5'9". He wears a custom-built plate barding that's adorned with blue lining and desert motifs, and his gloved hand is found clutching a scythe. His lavender fur, when down, is lengthy. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Confrontational and typically high on some drug or another. Energy wise he seems alert and responsive.
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. Brilliant and gifted he never wanted to apply himself. He ran away from his former home and has been making his living as a Weaver for the past few years.
Motivation: To reunite with his old friends; and further expansion of business
Ideals: Professionalism, Gifted. Flaws: Addict. Bonds: Job, Adventurer. Occupation: Weaver
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'9") Tabaxi, Neutral Evil (CR 13)
Armor Class 13
Hit Points 77 (13d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 13 (+1) | 11 (+0) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +7 / 4d4+3, Ranged +7 / 4d4+3, Grapple +3
Possessions: 3000 gp. A miniature golden chest with tiny emeralds lining the top (70 gp). A roughly beaten golden orb (70 gp). Silver chalice with lapis lazuli gems (70 gp). Large well-done wool tapestry (600 gp). Silver comb with moonstones (800 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Trym Windsor, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a fancy brown suit. He has a small bristly mustache and wavy silver hair. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Trym lived on a farm with his mother, near the main road leading to a nearby town. His first spouse was a Server, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. By chance he met his brother recently and the two have been together since.
Motivation: Wants to raise his children well.
Ideals: Athletic. Flaws: Insane, Shy, Impulsive. Bonds: Attractive, Family. Occupation: Servant
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 8)
Armor Class 10
Hit Points 34 (8d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 12 (+1) | 19 (+4) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Halfling, Dwarven, Celestial, Sylvan
Attacks Melee +3 / 2d10+0, Ranged +3 / 2d10+0, Grapple +0
Possessions: 1500 gp. 1 Minor magic item.
Zaffrab Sympony, Male Gnome [Permalink]
Personal [hide]
Description: He wears a black coat over a pastel low-cut shirt, and a wide-brimmed hat upon his head. He has a slight overbite and is overall scrawny. His hair, while still mostly black, has prominent grey streaks. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Gnome in existence. When he's not drinking or sleeping the drinks off, he's doing writing.
History: The child of a Servant, who enjoyed hunting, Zaffrab was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle 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 plains due to the painful memories there. Zaffrab took refuge in the ruined castle and found the beat up shortspear and armor he uses now. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He desires power and/or immortality; and a need for knowledge about a nearby landmark
Ideals: Justice, Artistic. Flaws: Secretive. Bonds: Nature, Adventurer. Occupation: Mayor
Voice: Scratchy, weak
Attributes [hide]
Small (3'6") Gnome, Chaotic Good (CR 4)
Armor Class 12
Hit Points 21 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Gnome, Elven
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 3 | 2 | 0 |
Possessions: 600 gp. Amber (150 gp). Violet garnet (600 gp). Star rose quartz (60 gp). Aquamarine (600 gp). 1 Minor magic item.
Tordek Dankil, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a black vest with golden trim over his white shirt. His grey leather gloves and pants are well-kept, and his black boots flare out at the collars. He wears a feathered hat to hide his balding. He is missing an eye and his face is severely sunburned. His one remaining eye shines violet.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was born blind and as such lacked many opportunities for work. A gypsy cursed him at a young age, leading to his ugly appearance. After a long history of fighting, Tordek and his spouse have recently divorced.
Motivation: He is content; and he's repulsed by the pc
Ideals: Philantrophist, Joker. Flaws: Ugly, Antagonistic, Disease. Occupation: Interpreter
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (4'5") Dwarf, Lawful Good (CR 9)
Armor Class 10
Hit Points 24 (9d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +3 / 3d4+0, Ranged +3 / 3d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 |
Possessions: 100 pp. Zircon (50 gp). Jet (70 gp). Malachite (7 gp). Carnelian (50 gp). Azurite (7 gp). Red-brown spinel (70 gp).
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Their contribution stands as a beacon of hope for all adventurers!
