As twilight approaches the small hamlet of Rashtan out of the East, so too does a quartet of adventurers approach from the West...
The adventuring party is:
the Human Yirral Unver
Str 13, Dex 13, Con 13
Int 15, Wis 13, Cha 3
AC 11, 2 Hit Points
Saving Throw 15
+1 Melee to hit and Damage.
+1 Ranged to hit.
+10% EXP (5 from Wis 13, 5 from 13+ Int as Magic User)
Light, Shield, Charm Person, Protection from Evil
1 x Level 1 slot per day.
Currently Memorised: Charm Person.
Staff, Dagger, 10 Darts
4 pieces of Chalk, Backpack, Bedroll, 3 Bells, 2 Signal Whistles, Hooded Lantern, 50ft Silk Rope, 10 Sheets of Parchment, Ink, Waterskin, 8 Dried Rations, Small Steel Mirror, 10gp.
Yirral wears his fair hair long, pushed back behind his ears and just reaching the back of an ill-fitting green robe, lined with a crimson trim and marked with the wear of clothes worn far too often. He is tall and broad shouldered, but this is marred by a slouching posture and soft body from too many meat pies and pitchers of wine.
Yirral gives the distinct impression he doesn't care about people. He rarely talks to anyone unless it's a straightforward question and when he does he speaks quickly and nervously. He is completely lacking in ambition or initiative, but doesn't mind taking orders if he thinks they make sense. Although he takes to new tasks quite well, proving competent at a range of things, at his core he lacks self confidence, but masks this with an introspective arrogance and self-superiority that he never quite brings himself to assert on others.
Yirral is unsure what exactly he wants to be. Despite studying magic under his master, something he took to very well, he has since lost interest in his studies. But his comfortable lifestyle needs money, so the life of adventure might let him get hold of some so he can get back to doing nothing.
In actuality Yirral does have stronger desires, but doubts himself enough that he doesn't quite want to confront them just yet.
the Man Cyrus
Cleric of the Implacable Foe
Str 7, Dex 10, Con 9, Int 14, Wis 17, Cha 4
HP 3, Saving Throw 15
-1 Melee To Hit and -1 Damage
+5% exp (from Wis)
+1 additional 1st-level Cleric spell (from Wis) (unclear to me if this means I get 1 at 1st level, v. 0)
Starting Gold: 170
Current Gold: 19
Equipment: Chain armor (+4), Heavy Mace (1d6)
Misc. Equipment: Bedroll, backpack, bell, flint & steel, holy symbol (silver), lantern (hooded), mirror (small steel), oil (2 pints), trail rations (10 days), 10 spikes (iron), one 10' pole.
Prepped Spell: Cure light wounds
Quote: "Where did you hear that childish nonsense? 'The gods love and protect us,' fah! Pure stupidity! I'm hear to tell you son, that most of the gods don't care two coppers for you or your soul. And the one that does, the one we call the Implacable Foe, well, he doesn't love you, he doesn't want your offerings, and he's the one you need protecting from! Don't believe me? Fine, we'll see. WE'LL SEE. Now, since you apparently have the gods on your side, YOU can be the one to open up that chest covered in glowing runes....."
Bio: Cyrus is old, and he's spent years preaching that, deep down, the gods really hate our guts. This has left him physically weak and not what you would call a sparkling dinner companion.
the Man Tyzen Aen
EXP Level: 1
HP: 9 (6 Base+2 Fighter+1 Con Bonus)
Saving Throw: 14
EXP Bonus: 5% (13+ STR)
To Hit/Damage +1/+1
Ascending AC 16
10 Base+4 Chain+1 Shield+1 DEX Bonus
Chain Mail (+4 AC) 75G/50lb
Shield (+1 AC) 15G/10lb
Bastard Sword (Damage 1d8) 20G/10lb
Grappling Hook 1G
Rope, Hemp, 50ft 1G
6 Torches 3SP
Remaing Cash: 5SP
Appearance: Before you stands a tall, muscular fighter who has been practicing his art in short sorties into local caves, usually vanquishing whatever lays inside with whatever help hired him. His size is befitting a man who would wear such a mustache as him, long and black, but yet no beard, or at least none you can see. He banks on his manliness and dashing good looks to offset whatever insults are thrown his way.
Wants: To be the best, and thus mightest warrior his land has ever known. He respects the people who hire him and he knows that sometimes they are the only reason that he still stands. He'll boast and boast freely, but he'll toss one in for the people who helped him along thw way. He knows this because he is no leader, but well known for his ability to support and fend off whatever comes his way, and thus joins adventures for the sheer challenge of it.
Other notes: He can certainly hire the henchmen for the party, but the other members are going to have to front the cash. Otherwise ready to beatdown whatever nasties await!
and lastly, the Dwarf Worten Kilak
Weapons: Battle axe, 2 Hand axes, Lite Crossbow
Starting Gold: 110
Inventory: Backpack, Bedroll, 50ft Silk Rope, 5 Iron spikes, Tent, Flask, Torch, 7 Dried rations, Battle axe, 2 Hand axes, Lite crossbow, 20 bolts, Ring armor, shield.
Bio: Many years ago the fortress of Karag Glümm was besieged by a ruthless goblin horde. Though the dwarves fought valiantly but they were unaware that the goblins were working for a dragon by the name of Dimüglahkul, who coveted the vast wealth of the fortress. When the dragon made his appearance the dwarves knew their fate. All but one fell that day. His name was Worten Kilak. Now he wanders the land, searching for the dragon and working for whoever will hire him, so long as the pay is good.
Appearance: Bulkier than your average dwarf. Worten hasn't taken care of his hair or his beard since the fall of Karag, giving him a crazed look. This is worsened by a massive scar over most of his face.
Motivations: Revenge, Drinking, Fighting, Revenge, Death in glorious combat.
You enter a small hamlet as the sun begins to reach the tips of the Western Mountains behind you. Your eyes reveal to you a small village with only seven buildings laid out neatly on either side of the main road. The largest is the first building on your right, and above the door hangs a sign that reads "Wayfarers Place." A handful of people seem to be going about their business in and out of various buildings. You can also identify one of the other buildings as a forge.