Merihim Frailty, Male Tiefling [Permalink]
Personal [hide]
Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a faded coat and loose pants complete with top hat. He wears a top hat to cover his moderate length chestnut hair. His red eyes dart from person to person to random spaces in the air.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: Merihim hails from a village terrorized by dire rats. While he appears to be a normal Tiefling, 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 been saving his money to try and buy his brother's freedom.
Motivation: Several ex partners dislike his way of doing things and want revenge.
Ideals: Joker. Flaws: Ugly, Insane. Bonds: Family, Enemies. Occupation: Sailor
Voice: Excited and jittery
Attributes [hide]
Medium (5'11") Tiefling, Lawful Good (CR 7)
Armor Class 12
Hit Points 26 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 13 (+1) | 18 (+4) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Aquan, Draconic, Goblin, Sylvan
Attacks Melee +3 / 2d8+0, Ranged +5 / 2d8+2, Grapple +2
Possessions: 1100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Dagger Shore, Male Tabaxi [Permalink]
Personal [hide]
Description: He is wearing a perfectly clean shirt and pair of pants. He has moderate length black fur. His yellow unseeing eyes seem to look past you.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He is skeptical of what others tell him and is slow to trust.
History: Born in the north to a Performer, Dagger learned a great deal about his mother's area of expertise. Dagger abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by vampirism.
Motivation: He is unsatisfied with his job.
Flaws: Disease, Shy. Bonds: Attractive, Job, Adventurer. Occupation: Performer
Voice: Indian accent
Attributes [hide]
Medium (5'1") Tabaxi, Lawful Good (CR 5)
Armor Class 13
Hit Points 18 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 9 (-1) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Celestial
Attacks Melee +4 / 2d4+1, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 2 | 2 |
Possessions: Just what you see.
Eberk Strakeln, Male Dwarf [Permalink]
Personal [hide]
Description: This man wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He has a penchant for wearing a ring with an oversized sapphire on his right hand. His chestnut hair is cut jaggedly and amateurishly. His green eyes dart from person to person to random spaces in the air.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: Eberk hails from a village terrorized by illithids. From his teen years he was always beautiful and desirable, so people have always doted on him. Days after completing his studies, news broke out that his hometown was attacked by illithids. Eberk was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.
Motivation: Many illithids want him driven away.
Ideals: Entrepeneur, Optimist. Bonds: Rich, Attractive, Enemies. Occupation: Armorer
Voice: French accent
Attributes [hide]
Medium (4'1") Dwarf, Neutral Evil (CR 12)
Armor Class 11
Hit Points 87 (12d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 16 (+3) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 15
Languages Common, Dwarven, Goblin
Attacks Melee +6 / 3d10+2, Ranged +5 / 3d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 5 | 4 | 4 |
Possessions: 3000 gp. Black star sapphire (400 gp). Moss agate (16 gp). Eye agate (16 gp). Obsidian (16 gp). Golden yellow topaz (1600 gp). Aquamarine (1600 gp). Lapis lazuli (16 gp). Aquamarine (1600 gp). 1 Minor magic item. 1 Minor magic item.
Naill Tiltathana, Male Elf [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he tends to wear a large white jacket. He has a long blonde beard with little hanging trinkets. He is baby faced.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: A powerful brothel owner made him what he is. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: Doesn't want to be a Carter and was forced into it by his family; and marry his sister to traveling adventurers
Ideals: Disciplined. Flaws: Fearful. Bonds: Mentor, Criminal record, Family. Occupation: Carter
Voice: Timid voice
Attributes [hide]
Medium (5'0") Elf, Lawful Evil (CR 13)
Armor Class 13
Hit Points 49 (13d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 10 (+0) | 14 (+2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Elven, Goblin, Abyssal
Attacks Melee +5 / 4d4+1, Ranged +7 / 4d4+3, Grapple +3
Possessions: 900 pp. Violet garnet (200 gp). Deep green spinel (160 gp). Chalcedony (40 gp). Deep blue spinel (200 gp). Tourmaline (160 gp). Iolite (40 gp). Tiger eye turquoise (13 gp). Deep blue spinel (200 gp). 1 Medium magic item.
Chad Browning, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many grey ritualistic tattoos. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. With a patchy blonde beard and wild blonde hair. This gray eyed westerner is not easily forgotten.
Personality: Abrasive and pushy, he has a hard time making friends. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: When he was but 7 years old his parents immigrated from the west. 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. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Wants to raise his children well; and to unite with his sister
Flaws: Antagonistic, Shy. Bonds: Adventurer, Immigrant, Family. Occupation: Shepherd
Voice: Pronounces O like U
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 13 (+1) | 15 (+2) | 10 (+0) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Aquan, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 80 gp. 2 Smokesticks.
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Their contribution stands as a beacon of hope for all adventurers!
