Wrenn Pilwicken, Male Gnome [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Gnome, and stands approximately 3'8". He wears green leather gloves, a green jacket, and tight pants, and his gloved hand is found clutching a glaive. He has a long chestnut beard with little hanging trinkets. He has green eyes.
Personality: He hates gnolls. He views them as having robbed his home of its proper glory. He takes great joy in being the best Doctor in town.
History: Wrenn was born the youngest of three triplets. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He has gone from town to town working and never settling down anywhere, but has fallen for a local Shoemaker. He hasn't told them the truth, but wants to settle down with them.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and sabotage a competitor
Bonds: Enemies, Job, Family, Has a crush, Criminal record. Occupation: Doctor
Voice: Loud with bravado
Attributes [hide]
Small (3'8") Gnome, True Neutral (CR 2)
Armor Class 13
Hit Points 21 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 17 (+3) | 10 (+0) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +1 / 1d6-1, Ranged +4 / 1d6+2, Grapple +2
Possessions: 60 gp.
Zog Wesley, Male Half-Orc [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears dark leathers with embroidery. He has chestnut hair. His eyes are amber.
Personality: He is overprotective of those who hire his services. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born at the edge of vast desert. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Zog took refuge in the ruined castle and found the beat up lance and armor he uses now. By chance he met his sister recently and the two have been together since.
Motivation: His spouse's relatives view him with great suspicion.
Ideals: Logical. Bonds: Guardian, Nature, Family. Occupation: Engraver
Voice: Shortens vowels
Attributes [hide]
Medium (5'1") Half-Orc, Chaotic Good (CR 3)
Armor Class 13
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 13 (+1) | 6 (-2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: Just what you see.
Broce Fiddlefen, Male Gnome [Permalink]
Personal [hide]
Description: He wears an old set of leather armor, nicked and torn by the ravages of time and battle. He is bristling with hidden weapons, mostly longswords and pickaxes. He has a small bristly mustache and wavy golden hair. His gray eyes have a joyful gleam in them most of the time.
Personality: He is witty, but his monotone delivery comes off as unnerving He receives visions of the future at random moments
History: He was born a particularly ugly child, much to the horror of his parents. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He has recently gotten a pet goose that steals things from people.
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 is being blackmailed/forced/etc and this influences his actions
Ideals: Joker, Gifted. Flaws: Ugly. Bonds: Criminal record. Occupation: Farmer
Voice: Complex vocabulary, royal
Attributes [hide]
Small (3'8") Gnome, True Neutral (CR 1)
Armor Class 13
Hit Points 9 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 17 (+3) | 15 (+2) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Gnome, Draconic, Undercommon
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 40 gp. Red spinel (100 gp).
Trail Of Storm, Male Tabaxi [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His orange fur is singed and shortened. His eyes are amber and beady.
Personality: He is a Junk Dealer first and foremost. He believes firmly that knowledge should be universal. He is a great chef.
History: Born to a pair of adventurers, Trail grew up listening to his mother's many stories. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He tends to his Junk Dealer job now, and dutifully fulfills any obligations he has.
Motivation: He desires power and/or immortality; and he wants to meet his childhood hero
Ideals: Entrepeneur, Gifted. Flaws: Ugly. Bonds: Job, Adventurer. Occupation: Junk Dealer
Voice: Scratchy, weak
Attributes [hide]
Medium (6'4") Tabaxi, Chaotic Evil (CR 10)
Armor Class 14
Hit Points 57 (10d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 9 (-1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +6 / 3d6+2, Ranged +8 / 3d6+4, Grapple +4
Possessions: 1300 gp. Brass mug with jade inlays (400 gp). Finely wrought small gold bracelet (50 gp). A finely crafted rug of intricate, geometric designs worked with silver threading (50 gp). Large well-done wool tapestry (400 gp). Gold music box (4000 gp). Large well-done wool tapestry (400 gp).
Ahrim Idea, Male Tiefling [Permalink]
Personal [hide]
Description: This man sports brown clothing, slightly heavier than average wear. He is muscular with a powerful set of arms. He keeps his black hair in a pixie cut. His red eyes are slightly larger than normal.
Personality: He is erratic and paranoid. He believes gnolls are coming to abduct people. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: He got into the Map Maker business at a young age. His homeland was ravaged by war and he spent much of his life rebuilding it. He has worked as a Map Maker like his father before him.
Motivation: He has a rivalry with the Church that dominates his actions; and many gnolls want him driven away
Flaws: PTSD. Bonds: Enemies, Job, Religious. Occupation: Map Maker
Voice: Pronounces O like U
Attributes [hide]
Medium (5'9") Tiefling, Chaotic Good (CR 8)
Armor Class 13
Hit Points 16 (8d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 9 (-1) | 14 (+2) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Celestial
Attacks Melee +4 / 2d10+1, Ranged +6 / 2d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 6 | 6 | 5 | 3 |
Possessions: 70 pp. Black pearl (300 gp). Azurite (14 gp).
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Their contribution stands as a beacon of hope for all adventurers!
