Traki Sylvaranth, Male Elf [Permalink]
Personal [hide]
Description: He is wearing colorful clothing, dressed as a Sage. He has a slight overbite and is overall scrawny. His hair is cut close to his head. His eyes are hazel and catlike.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He is able to fit into much smaller and tighter spaces than normal.
History: Born to a pair of adventurers, Traki grew up listening to his father's many stories. 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. Days after completing his studies, news broke out that his hometown was attacked by illithids. Traki was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the illithids.
Motivation: A deep hatred of illithids; and revenge
Ideals: Gifted. Flaws: Secretive. Bonds: Adventurer, Enemies. Occupation: Sage
Voice: Relaxed voice
Attributes [hide]
Medium (4'9") Elf, Chaotic Neutral (CR 2)
Armor Class 13
Hit Points 16 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 12 (+1) | 10 (+0) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Elven
Attacks Melee +4 / 1d6+2, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1 Masterwork Uncommon Weapon.
Fargas Kettlewhistle, Male Halfling [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His skin is fair and his fingers are delicate and long. His brown hair is greasy and uncared for. His eyes are a pleasant violet.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born to a pair of adventurers, Fargas grew up listening to his mother's many stories. He struck it rich when he found rare goods in large quantities. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He's repulsed by the PC.
Ideals: Professionalism. Flaws: Ugly, Antagonistic. Bonds: Rich, Adventurer. Occupation: Sailor
Voice: Breathy voice
Attributes [hide]
Small (3'0") Halfling, Neutral Evil (CR 15)
Armor Class 11
Hit Points 94 (15d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 18 (+4) |
Senses Passive Perception 10
Languages Common, Halfling, Celestial
Attacks Melee +5 / 4d8+0, Ranged +5 / 4d8+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 5 |
Possessions: 300 pp. Blue-white diamond (2000 gp). Freshwater pearl (13 gp). Golden pearl (160 gp). Hematite (13 gp). Tourmaline (160 gp). Jet (160 gp). White pearl (160 gp). 1 Medium magic item.
Dalgal Rumnaheim, Male Dwarf [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears long strands of sapphire and short green dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. He wears his blonde hair up in a very large beehive style do. His face is covered beneath a completely black helmet.
Personality: While he acts the brute, he is far gentler than he would appear. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. When Dalgal reached his early adolescence his Dwarf father 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. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Dalgal fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He wants nothing more than to rejoin the army.
Ideals: Fighting. Bonds: Rich, Military, Religious. Occupation: Architect
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Good (CR 2)
Armor Class 10
Hit Points 24 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 15 (+2) | 13 (+1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven, Goblin
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 290 gp.
Shedinn Orexijandilin, Male Dragonborn [Permalink]
Personal [hide]
Description: He is an average looking northern male in his early mid-life. He wears a fine chain shirt which he covers with black colored cloaks and clothing. He sports a flattop crest cut. He has red eyes and a black hat with a grey feather.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Shedinn was born in the north. At a young age he loved to build and create. He was taken as a slave by a traveling circus and forced to perform He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Find a way to reverse the transformation of his sister; and an old rival family wants him found
Ideals: Gifted, Entrepeneur, Persistence. Bonds: Slave, Family. Occupation: Ploughman
Voice: Smoker's lung
Attributes [hide]
Medium (6'6") Dragonborn, Lawful Neutral (CR 2)
Armor Class 10
Hit Points 11 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 10 (+0) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Undercommon, Terran
Attacks Melee +6 / 1d6+4, Ranged +2 / 1d6+0, Grapple +4
Possessions: 1100 sp.
Thorpe Smoothhands, Male Halfling [Permalink]
Personal [hide]
Description: An older man who does not wear sleeves and tends to eschew shirts when he can avoid it, he is not a threatening figure. He has a long chestnut beard with little hanging trinkets. He wears a mask on his face.
Personality: He is erratic and paranoid. He believes drow are coming to abduct people. 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: He was born blind and as such lacked many opportunities for work. He found a children's book about a Halfling Barbarian who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. During his travels, Thorpe and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Thorpe discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Thorpe fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Obtaining odd cultural Halfling artifacts is his passion; and he made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it
Flaws: Antagonistic, Disease. Bonds: Enemies, Adventurer, Debt. Occupation: Mayor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Small (3'3") Halfling, Lawful Neutral (CR 4)
Armor Class 13
Hit Points 28 (4d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 11 (+0) | 14 (+2) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Halfling, Gnoll, Celestial
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +4
Possessions: 400 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
