Nordak Thrahak, Male Dwarf [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down. He has a very tight haircut. He wears an eyepatch.
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. Animals are drawn to him, and he is able to talk to them.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. His father took him hunting and taught him how to get in the mind of other creatures. He bought a monstrous two handed axe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants to have a good time and be beloved; and his religion dominates his actions
Ideals: Optimist, Gifted. Flaws: Ugly. Bonds: Religious, Nature. Occupation: Actor
Voice: Breathy voice
Attributes [hide]
Medium (4'1") Dwarf, Lawful Good (CR 8)
Armor Class 11
Hit Points 55 (8d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 14 (+2) | 15 (+2) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Dwarven, Halfling, Ignan
Attacks Melee +3 / 2d10+0, Ranged +4 / 2d10+1, Grapple +1
Possessions: 1500 gp. Zircon (70 gp). White pearl (100 gp). Black star sapphire (1400 gp).
Gerald Kent, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'4". He wears a shirt that is too small, which lets his gut show, with a ratty white coat over it, and his gloved hand is found clutching a longbow. His long chestnut hair is drawn into a two foot long braid. His ears are large.
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 invites people to come help in his community garden.
History: He was raised in a white middle class family as the only child. Gerald was orphaned to a temple shortly after his birth. He was raised by the temple staff to care always for others above himself and to hold his god always in his heart. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: He has a rivalry with the Church that dominates his actions; and to end his boredom
Ideals: Joker, Philantrophist. Flaws: Ugly, Mundane. Bonds: Religious. Occupation: Architect
Voice: Excited and jittery
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 9 (-1) | 13 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnoll
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 80 gp.
Frederick Meliamne, Male Half-Elf [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears suspenders and yellow workpants. His shirt is violet, and he wears a heavy yellow leather apron most of the time. His broad hat is riddled with cuts and holes. His eyes are violet.
Personality: He hates orcs. He views them as having robbed his home of its proper glory. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: The child of a Roofer, who enjoyed hunting, Frederick was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Frederick took refuge in the ruined castle and found the beat up sword and armor he uses now. He has dedicated himself to building a better village for his children.
Motivation: He has passion for adventuring and risk; and his name or reputation has been wronged in the past by orcs, and he desires to right it
Ideals: Joker. Flaws: Ugly. Bonds: Enemies, Nature, Adventurer. Occupation: Healer
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (5'3") Half-Elf, Lawful Evil (CR 5)
Armor Class 9
Hit Points 32 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 13 (+1) | 13 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Orc
Attacks Melee +6 / 2d4+3, Ranged +2 / 2d4-1, Grapple +3
Possessions: 500 gp.
Dayereth Selevarun, Male Elf [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears tight fitting clothing which further accentuates his frame. His chestnut hair is braided into rings. His otherwise smooth face is marked with small tiny scars.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: He was born to loving parents in a slum to the north. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. Days after completing his studies, news broke out that his hometown was attacked by brigands. Dayereth was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the brigands.
Motivation: He wants revenge against brigands; and many brigands want him driven away
Ideals: Disciplined. Flaws: Shy. Bonds: Attractive, Poor, Military, Enemies. Occupation: Performer
Voice: Italian accent
Attributes [hide]
Medium (4'8") Elf, Neutral Good (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 2600 sp.
Qemuel Pain, Male Tiefling [Permalink]
Personal [hide]
Description: He wears a faded coat and loose pants complete with Stetson hat. His chestnut hair is braided into rings. His eyes, though not visible through his cowl, are black.
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. Energy wise he seems alert and responsive.
History: He was born to loving parents in a slum to the west. He worked as a nervous Shepherd and found it very stressful. He has worked as a Shepherd like his mother before him.
Motivation: His relatives are trying to arrange a marriage; and further expansion of business
Ideals: Professionalism. Flaws: Antagonistic. Bonds: Poor, Job, Family. Occupation: Shepherd
Voice: Can't modulate volume
Attributes [hide]
Medium (5'0") Tiefling, Chaotic Good (CR 2)
Armor Class 12
Hit Points 17 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 16 (+3) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Infernal, Gnoll, Elven
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 330 gp. 7 Acid flasks.
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Their contribution stands as a beacon of hope for all adventurers!
