Thomas Marlee, Male Human [Permalink]
Personal [hide]
Description: He wears a fancy grey suit. He is portly but not overly obese. His red hair is lengthy and is close to two feet long. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his hazel eyes.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He believes the world needs to unite to get rid of drow once and for all.
History: His mother raised him in a mountain cabin. Thomas liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He got away from his former life and has fallen to alcoholism.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and many drow want him driven away
Flaws: Disease, Addict. Bonds: Attractive, Enemies, Nature, Debt. Occupation: Roofer
Voice: Pronounces O like U
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 2)
Armor Class 10
Hit Points 16 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 11 (+0) | 17 (+3) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Sylvan, Infernal, Undercommon
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 400 gp. 1 Masterwork Common Melee.
Gunter Bradshaw, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 6'4" and is a bit bulky. He is very muscular particularly in the legs. He likes to wear darkened spectacles and heavy clothing, no matter the weather. He wears his chestnut hair up. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. 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 in the west. He dropped out of school before completing his studies. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He's looking for his big break; and wishes to resurrect an old love
Ideals: Logical. Flaws: Shy. Bonds: Adventurer, Immigrant, In love. Occupation: Sculptor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (6'4") Human, Chaotic Evil (CR 4)
Armor Class 13
Hit Points 22 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 13 (+1) | 11 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 1d10+4, Ranged +5 / 1d10+3, Grapple +4
Possessions: 100 gp. Rhodochrosite (11 gp). Brown-green garnet (150 gp). Golden pearl (150 gp).
Adrik Fallack, Male Dwarf [Permalink]
Personal [hide]
Description: He is a husky man, who wears a brown costume with the symbols of luck on his torso. He keeps his white hair in a flapper bob. This amber eyed northerner is not easily forgotten.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Dyer arts, while his mother instructed him in etiquette, music and courtly manner. There was a wharf not far from home where he often wandered off to fish. He has built up a small fortune and can afford his own way.
Motivation: To pay off his debts; and he has a rivalry with the church that dominates his actions
Bonds: Guardian, Religious, Rich, Nature, Debt. Occupation: Dyer
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (3'11") Dwarf, Lawful Neutral (CR 2)
Armor Class 12
Hit Points 20 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 18 (+4) | 14 (+2) | 18 (+4) | 10 (+0) |
Senses Passive Perception 14
Languages Common, Dwarven, Druidic, Abyssal
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 3000 cp.
Carrie Liadon, Male Elf [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears dark leathers with embroidery. With a patchy auburn beard and wild auburn hair. He wears large thick round spectacles.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: When he was but 4 years old his parents immigrated from the east. Through the years after Carrie was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Carrie's mother didn't care for him much, and the feeling was mutual. Due to his spouse's obsession with being a Mason they were divorced and he won custody of their son. He worked as a Jeweler, and he later adopted a second son.
Motivation: Nothing but the best is good enough for him; and find a way to reverse the transformation of his sister
Ideals: Justice, Impeccable. Flaws: Antagonistic. Bonds: Family, Immigrant. Occupation: Jeweler
Voice: Switch between two voices
Attributes [hide]
Medium (4'7") Elf, Neutral Good (CR 3)
Armor Class 13
Hit Points 16 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 10 (+0) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Gnome, Celestial
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 2 | 2 | 0 | 0 |
Possessions: 900 sp. Star rose quartz (80 gp). Tiger eye turquoise (12 gp). 1 Masterwork Musical instrument. 1 Climber’s kit.
Ortegar Deephollow, Male Halfling [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Halfling, and stands approximately 3'3". He wears light armors faded through time and improper care, and his gloved hand is found clutching a greatsword. He has a blonde handlebar mustache and slicked back blonde hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: He was raised in a white middle class family as the only child. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Ortegar fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He seems to be bored by most things.
Ideals: Fighting. Flaws: Antagonistic, Mundane. Occupation: Bellfounder
Voice: Dark and ominous
Attributes [hide]
Small (3'3") Halfling, Neutral Good (CR 6)
Armor Class 14
Hit Points 46 (6d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 13 (+1) | 11 (+0) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
Possessions: 7000 sp. 1 Full Plate. 1 Full Plate. 1 Masterwork Light wooden shield. 1 Masterwork Heavy steel shield.
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Their contribution stands as a beacon of hope for all adventurers!
