Gardain Durthane, Male Dwarf [Permalink]
Personal [hide]
Description: He wears black leather gloves, a black jacket, and tight pants, and carries monstrous two handed axes. His black hair is cut jaggedly and amateurishly. His eyes are blue and beady.
Personality: Gardain is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He never wears the same outfit twice, unless he absolutely has to.
History: Born to a pair of adventurers, Gardain grew up listening to his mother's many stories. He found a children's book about a Dwarf Warrior 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. He now travels the world, in search of power and loot.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Extrovert, Artistic. Flaws: Ugly. Bonds: Adventurer. Occupation: Layabout
Voice: Low range voice
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Good (CR 1)
Armor Class 12
Hit Points 14 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 18 (+4) | 14 (+2) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Orc, Sylvan
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 800 sp. Red-brown spinel (100 gp).
Quarethon Imbixtellrhyst, Male Dragonborn [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He tends to wear a large green jacket. His copper crest is lengthy and is close to two feet long. He wears large thick round spectacles.
Personality: Aggressive, abrasive, and angry, Quarethon embodies much of what other species detest in the Dragonborns. He uses divination through singing.
History: Quarethon lived on a farm with his mother, near the main road leading to a nearby town. His martial abilities were realized during a raid on his village. Being a Crown-heir kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: Regain custody of his daughter; and he is currently in port desperately looking for someone to get him out
Ideals: Gifted. Flaws: Ugly, Antagonistic. Bonds: Family, Criminal record, Slave. Occupation: Crown-heir
Voice: pre-pubescent
Attributes [hide]
Medium (6'6") Dragonborn, Neutral Evil (CR 9)
Armor Class 13
Hit Points 51 (9d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 11 (+0) | 13 (+1) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Gnoll
Attacks Melee +8 / 3d4+5, Ranged +6 / 3d4+3, Grapple +6
Possessions: 190 pp. Chrysoberyl (150 gp). 1 Minor magic item. 1 Minor magic item.
Ozyman Shadowquick, Male Halfling [Permalink]
Personal [hide]
Description: A pudgy man standing about 3'4" has a big stupid grin on his face most of the time. He wears long strands of jet and short black dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His brown hair is kept up in a ponytail inside a wide-brimmed hat. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Ozyman is depressed about a lot of things. He tends to be a nihilist. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: The child of a Roofer, who enjoyed hunting, Ozyman 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. Ozyman took refuge in the ruined castle and found the beat up kukri and armor he uses now. He is untrained/undisciplined, which makes him dangerous.
Motivation: He is currently in port desperately looking for someone to get him out; and he feels kind of lost in life
Flaws: Insane, Depressed. Bonds: Rich, Slave, Nature. Occupation: Priest
Voice: Scandinavian accent
Attributes [hide]
Small (3'4") Halfling, Neutral Evil (CR 6)
Armor Class 12
Hit Points 34 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 13 (+1) | 15 (+2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 15
Languages Common, Halfling, Auran, Goblin
Attacks Melee +5 / 2d6+2, Ranged +4 / 2d6+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 1 | 0 | 0 | 0 |
Possessions: 300 gp. Golden circlet with four aquamarines (2000 gp). Gold dragon comb with red garnet eye (300 gp). Eyepatch with mock eye of sapphire and moonstone (1000 gp). Gold and topaz bottle stopper cork (300 gp).
Qualen Gummen, Male Gnome [Permalink]
Personal [hide]
Description: He wears an entirely brown suit with blue socks and a vest with buckled shoes. His silver hair, when down, is lengthy. His eyes, though not visible through his cowl, are violet.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. 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: Qualen lived on a farm with his father, near the main road leading to a nearby town. His childhood dream was to be a Blacksmith, but he was a colossal failure. He tends to his Shoemaker job now, and dutifully fulfills any obligations he has.
Motivation: He loathes his own lifestyle; and balancing his hectic life and new shoemaker responsibilities is difficult
Ideals: Opinionated, Entrepeneur. Flaws: Depressed. Bonds: Family, Job. Occupation: Shoemaker
Voice: Hollow voice
Attributes [hide]
Small (3'7") Gnome, Neutral Good (CR 4)
Armor Class 13
Hit Points 30 (4d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 14 (+2) | 13 (+1) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Gnome, Goblin
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 400 gp. Brown-green garnet (90 gp). Chalcedony (30 gp). 1 Minor magic item.
Arjhan Pfaphnyrennish, Male Dragonborn [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 green crest is matted, messy, and big. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: When he was but 8 years old his parents immigrated from the south. While he appears to be a normal Dragonborn, 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 was recently attacked on the road and savagely beaten by bandits.
Motivation: He is greedy; and he's repulsed by the pc
Flaws: Ugly, Insane, Antagonistic. Bonds: Rich, Immigrant. Occupation: Armorer
Voice: Pronounces O like U
Attributes [hide]
Medium (6'4") Dragonborn, Neutral Good (CR 9)
Armor Class 12
Hit Points 34 (9d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 11 (+0) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Druidic
Attacks Melee +5 / 3d4+2, Ranged +5 / 3d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 2 | 1 |
Possessions: 1700 gp. Gold music box (1000 gp). Fire opal pendant on a fine gold chain (1800 gp).
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Their contribution stands as a beacon of hope for all adventurers!
