Fodder for the Funnel . . .1)
Rahab the Harlot (Female Human)
Occupation: Orphan
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 11 HP: 3
Saves: Ref: +1, Fort: +0, Will: +0
Str: 12
Agi: 13 (+1)
Sta: 12
Per: 10
Int: 15 (+1)
Luc: 17 (+2) Lucky Roll: The Raging Storm (+2 Spell Damage)
Eq: 32 cp, Rag doll, Rations (1 day), Club +0 (1d4)
Rahab is a young woman who's been on her own for as long as she can remember. Without any formal education or parents to care for her, she was enslaved by first one terrible master and then another, but she's bright enough, and lucky enough, to have escaped each time. She uses what feminine charms she has to keep some clothes on her back and food in her stomach, but she's too bright to be satisfied with the life of a harlot and yearns for more ... particularly power to shape her own destiny.
2)
Thurl the Keen-eyed (Male Elf))
Occupation: Elven chandler
Alignment: Neutral Languages: Common, Elven
Elven Traits: Heightened Senses, Iron Sensitivity
Level: 0 XP: 0
AC: 9 HP: 2
Saves: Ref: -1, Fort: -1, Will: +0
Str: 10
Agi: 8 (-1)
Sta: 8 (-1)
Per: 11
Int: 14 (+1)
Luc: 17 (+2) Lucky Roll: Four Leaf Clover (+2 find secret doors)
Eq: 40 cp, candles (20), holy water (1 vial), scissors +0 (1d4)
Thurl the Keen-eyed is a studious elf who makes candles for a living. Frequently used as a spotter by hunting parties, he's never been much of the physical type, and instead longs to bury his nose in a book and study. He hopes to connect with a powerful patron to advance his magical studies some day soon.
3)
Dominic (Male Human)
Occupation: Ostler
Alignment: Law Languages: Common
Level: 0 XP: 0
AC: 8 HP: 3
Saves: Ref: -2, Fort: +0, Will: +0
Str: 12
Agi: 5 (-2)
Sta: 10
Per: 10
Int: 7 (-1)
Luc: 9 Lucky Roll: Born under the Loom (+0 skill checks)
Eq: 20 cp, bridle (??!), waterskin (full), staff +0 (1d4)
Dominic is a big man, though not tall: just 5 foot and a half, but over 250 pounds... so he's quite round. This makes him quite slow in getting around. He's a great cook though (which explains his girth) and enjoys his job as an ostler but dreams of opening his own tavern some day, and needs the funds to do it.
4)
Arik (Male Dwarf)
Occupation: Dwarven miner
Alignment: Law Languages: Common, Dwarven
Dwarven Traits: Infravision
Level: 0 XP: 0
AC: 10 HP: 2
Saves: Ref: +0, Fort: +0, Will: +1
Str: 12
Agi: 10
Sta: 9
Per: 15 (+1)
Int: 9
Luc: 13 (+1) Lucky Roll: Fox's cunning (+1 find/disable traps)
Eq: 39 cp, lantern, large sack, pick +0 (1d4)
Arik is outgoing (for a dwarf) and enjoys mining, minerals, and stone of all types. He needs alcohol to get through the day, however. He has a keen mechanical sense. He absolutely detests pigs.
5)
Rock (Male Human)
Occupation: Mercenary
Alignment: Law Languages: Common (barely)
Level: 0 XP: 0
AC: 13 (Hide armor) HP: 2
Saves: Ref: +0, Fort: +1, Will: +1
Str: 18 (+3)
Agi: 11
Sta: 15 (+1)
Per: 13 (+1)
Int: 4 (-2) (Illiterate)
Luc: 12 Lucky Roll: Four leaf clover (+0 find secret doors)
Eq: 37 cp, Hide armor, small sack, longsword +3 (1d8+3)
Rock is enormous, beefy, and surprisingly good looking. He's also very nearly a simpleton, and he cannot read or write, hence his mother's naming of him ("that boy's as dumb as a ..."). He wears a scavenged suit of hide armor and wields a longsword someone gave him once, and travels around doing odd jobs requiring his prodigious physical strength or guileless stupidity, or both. The gleam of treasure, even its mere description, is often too much for Rock to resist...
6)
Gruote
Occupation: Woodcutter
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 10 HP: 2
Saves: Ref: +0, Fort: -1, Will: +1
Str: 7 (-1)
Agi: 10
Sta: 7 (-1)
Per: 14 (+1)
Int: 10
Luc: 14 (+1) Lucky Roll: Born on the Battlefield (+1 on Damage Rolls)
Eq: 8 cp, Handaxe(-1Atk, d6 damage), Bundle of Wood, Empty Flask, Flint & Steel, 5 Torches, Small Sack
7)
Rorak
Occupation: Mercenary
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 12 HP: 3
Saves: Ref: -1, Fort: +2, Will: +1
Str: 10
Agi: 8 (-1)
Sta: 14 (+1)
Per: 13 (+1)
Int: 7 (-1)
Luc: 13 (+1) Lucky Roll: Lived through Famine (+1 Fort Saves)
Eq: 11 cp, Long Sword (1d8), Hide Armor, Thieves’ Tools, Empty Flask, Small Sack
Goslaes the Wise
Occupation: Elven Sage
Alignment: Neutral Languages: Common, Elven
Level: 0 XP: 0
AC: 10 HP: 4
Saves: Ref: +0, Fort: +0, Will: +0
Str: 12
Agi: 9
Sta: 9
Per: 12
Int: 11
Luc: 9 Lucky Roll: Lucky Sign (+0 Saving Throws)
Eq: 14 cp, Dagger (1d4), Parchment and Quill Pen, Large Sack, Flint & Steel, 3 Candles
9)
Seville the Barber
Occupation: Barber
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 10 HP: 2
Saves: Ref: +0, Fort: +0, Will: -1
Str: 9
Agi: 11
Sta: 11
Per: 6
Int: 9
Luc: 16 Lucky Roll: Harsh Winter (All Attack Rolls +2)
Eq: 37 cp, Razor+2 (1d4), Scissors, Waterskin (5 sp)
Seville the Barber has no idea what he is doing here. He is a barber, his father is a barber, his father's father was a barber...he knows how to do one thing, and he does it very well: Cut hair. Whether that will allow him to cut his own path in the world remains to be seen.
10)
Bahib, King of Thieves
Occupation: Cutpurse
Alignment: Chaos Languages: Common
Level: 0 XP: 0
AC: 11 HP: 4
Saves: Ref: +1, Fort: +1, Will: 0
Str: 14
Agi: 15
Sta: 13
Per: 12
Int: 11
Luc: 15 Lucky Roll: Raised By Wolves (Unarmed Attack Rolls +1)
Eq: 42 cp, Dagger+1 (1d4+1), Small Chest, Rope 50'
Bahib has risen from the wilds to stalk the streets. He claims to be the King of Thieves, which may be an overstatement, but one who has clawed his way from the forest floor to the dark alleyways of the towns and cities is not to be taken lightly. His ultimate allegiance is only to himself, but he'll always allow concessions for those who help him reach his lofty goal...
11)
Ghalidir of the White Oak
Occupation: Elven Scholar
Alignment: Law Languages: Common, Elven
Level: 0 XP: 0
AC: 9 HP: 1
Saves: Ref: -1, Fort: -3, Will: -1
Str: 11
Agi: 7
Sta: 3
Per: 8
Int: 13
Luc: 10 Lucky Roll:Righteous Heart (Turn Unholy Checks)
Eq: 43 cp, Dagger+0 (1d4), Parchment and Quill Pin, Oil (1 flask)
Elven Traits: Heightened Senses, Vulnerable to Iron
12)
Ghalidir of the White Oak has long been a sickly Elf, one who thinks the dark Chaos of the world is tainting the very lifeforce of the planet, himself included. He hopes to unravel the secrets of the world, and save it from the sickness within.
13)
Mert
Occupation: Tax Collector
Alignment: Law Languages: Common
Level: 0 XP: 0
AC: 10 HP: 4
Saves: Ref: 0, Fort: 0, Will: -2
Str: 9
Agi: 12
Sta: 9
Per: 5
Int: 5
Luc: 10 Lucky Roll: Seventh Son (Spell Checks)(0)
Eq: 131 cp, Longsword (1d8), Waterskin
Mert's never been the brightest guy, but he means well, even if he is shunned for his dedication to collecting taxes. He doesn't have to be liked, he just has to get his job done, because someone's gotta do it.
14)
Blandon Rockcrest
Occupation: Dwarven Stonemason
Alignment: Neutral Languages: Common, Dwarven
Level: 0 XP: 0
AC: 10 HP: 4
Saves: Ref: 0, Fort: 0, Will: 0
Str: 9
Agi: 9
Sta: 10
Per: 10
Int: 12
Luc: 17 Lucky Roll: Wild Child (Speed, Each +1 = 5')(+2)
Eq: 39 cp, Hammer (1d4), Fine Stone, 10' Chain
Dwarven Abilities: Infravision
Blandon isn't the strongest or sturdiest Dwarf, but he is prone to surprising bursts of speed to go along with his deceptive intelligence. Blandon isn't terribly ambitious in and of himself, but he is a good hand to have around, especially if you're going underground...
15)
Name: Blessed Occupation: Cheesemaker Level: 0
Race: Human Birth Augur: Born under the loom. Skill checks.
Alignment: Lawful Languages: Common
STR: 11
AG: 12
STA: 6 -1
PER: 10
INT: 8 -1
LK: 12
Armour: Apron AC: 10
HP: 3 XP: 0
REF: FORT: -1 WILL: -1
INITIATIVE: ACTION DICE: 1D20
MOVEMENT SPEED: 30 CHECK PENALTY:
CRIT D: 1D4 CRIT TABLE: I FUMBLE D: 1D4
WEAPON: Curd Cudgel RANGE:
ATTACK ROLL: 1D20 DAM: 1D4
EQUIPMENT: Curd Cudgel, Stinky Cheese, Holy Symbol
NOTES: LOOT: 33cp
TALE OF WOE: Blessed was quite content to live the sedate life of a country Cheesemaker. When a batch of his Chèvre cheese spawned goat-headed tentacle-maggots, that devoured his customers, he knew the forces or chaos were to blame, and vowed in the name of Gorhan that he would go forth and seek vengeance.
16)
Name: Watt of Wake Occupation: Outlaw Level: 0
Race: Human Birth Augur: Fox’s Cunning. Find/disable traps
Alignment: Neutral Languages: Common
STR: 13 +1
AG: 12
STA: 9
PER: 13 +1
INT: 12
LK: 16 +2
Armour: Leather AC: 12
HP: 2 XP: 0
REF: FORT: WILL: +1
INITIATIVE: ACTION DICE: 1D20
MOVEMENT SPEED: 30 CHECK PENALTY: -1
CRIT D: 1D4 CRIT TABLE: I FUMBLE D: 1D8-2
WEAPON: Shortsword RANGE:
ATTACK ROLL: 1D20+1 DAM: 1D6+1
EQUIPMENT: Shortsword, Leather armour, flint and steel
NOTES: LOOT: 30cp
TALE OF WOE: Deciding that life in the town of Wake was too dull by far, Watt talked his way into a local outlaw gang. When outlaw life proved to be less about deeds of daring do, and more about shitting in the woods and slitting the throats of unwary travellers Watt decide the outlaw life wasn’t for him either. So he sold out the gang to the local Reeve for 30 peices of Copper, and headed in search of adventure before the outlaws’ kin got the chance to slit Watt’s throat.
17)
Name: Glum son of Gloom Occupation: Dwarvern Mushroom Farmer Level: 0
Race: Dwarf Birth Augur: Fortunate date. Missile fire.
Alignment: Chaotic Languages: Dwarf, Common
STR: 13 +1
AG: 11
STA: 7 -1
PER: 8 -1
INT: 10
LK: 9
Armour: Fetid Loincloth AC: 10
HP: 3 XP: 0
REF: FORT: -1 WILL:
INITIATIVE: ACTION DICE: 1D20
MOVEMENT SPEED: 20 CHECK PENALTY:
CRIT D: 1D4+1 CRIT TABLE: I FUMBLE D: 1D4
WEAPON: Shovel RANGE:
ATTACK ROLL: 1D20+1 DAM: 1D4+1
EQUIPMENT: Shovel, Sack, 10’ Chain
NOTES: Infravision LOOT: 14cp
TALE OF WOE: No horns of ale, no gold, no glory on the feild of battle for Glum son of Gloom. Born into slavery he worked the mushroom farms in the depths of the Dwarf King’s domain with nought but shovel, sack, darkness, and chains to show for his toil. When the Dwarf king’s miners tunneled into the liar of an ancient evil Glum son of Gloom saw his chance and took it. In the chaos of the slaughter he throttled his overseer, and escaped the dwarf kings mushroom caves vowing to never again be chained or enslaved.
18)
Name: Rapa Five Thumbs Occupation: Turnip Farmer Level: 0
Race: Human Birth Augur: Born on the Battlefield. All dam.
Alignment: Law Languages: Common
STR: 11
AG: 3 -3
STA: 8 -1
PER: 6 -1
INT: 12
LK: 9
Armour: Mud smeared smock AC: 7
HP: 2 XP: 0
REF: -3 FORT: -1 WILL: -1
INITIATIVE: -3 ACTION DICE: D20
MOVEMENT SPEED: 30 CHECK PENALTY:
CRIT D: 1D4 CRIT TABLE: I FUMBLE D: 1D4
WEAPON: Pitchfork RANGE:
ATTACK ROLL: 1D20-1 DAM: 1D8-1
EQUIPMENT: Pitchfork, Grappling Hook, Henny the Hen
NOTES: LOOT: 44cp
TALE OF WOE: Born and raised in the half-horse hamlet of Neverbold Rapa wanted nothing more than to marry his childhood sweetheart Brassica, but to do so he had to prove to her father that he was a worthy suitor and, more importantly, capable of running her father’s turnip farm. Unfortunately all his efforts to impress Brassica’s Da came to nowt. His plowing was erratic, his sowing worse, his hoeing and weeding killed more seedlings than weeds. In a last bid to impress her father and win Brassica’s hand Rapa set out to foil the infestation of weasels that was laying waste to the crop. His solution was a plan involving a grappling hook, pitchfork, and the farm’s solitary hen, Henny. Using just these items and his wits he crafted a cunning weasel trap and then summoned Brassica and her father to witness his moment of glory. Unfortunately things didn’t go to plan. Brassic died of pitchfork, grappling hook, and hen related wounds. Her father suffered death by weasel emasculation. It was about this time that Rapa decided that adventure rather than agriculture would be his future.