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CG's Lost Mine of Phandelver - Rogues' Gallery
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<blockquote data-quote="ccs" data-source="post: 7152027" data-attributes="member: 6803664"><p>Roy</p><p> Human (M) Fighter, </p><p> Variant Human, criminal.</p><p></p><p> Goal: Teach the Redbands a lesson. </p><p></p><p> Background: Word from Daran Edermath is that there's a new gang of bandits calling themselves the Rdbands starting up operations around Phandalin. Unfortunately for the Redbands, the Phandalin area is already claimed & is currently paid up as far as "protection" goes.</p><p> So Roy (and others?) gets sent down to Phandalin to deliver the message. </p><p> When Roy arrives he finds the situations worse than expected. Seems the gangs drawn the ire of a Paladin, a Ranger, & there's even rumors they're working with a dragon. ("great" thinks Roy, "more of those cultists....") And one of the guys he'll be working with has some personal issues with the bandits strong enough to have led him to turning himself into a tiefling. </p><p></p><p></p><p> Rolls: _: </p><p> 4D6.HIGH(3) = [6, 3, 3, 2] = 12</p><p> 4D6.HIGH(3) = [2, 5, 4, 6] = 15</p><p> 4D6.HIGH(3) = [3, 4, 5, 2] = 12</p><p> 4D6.HIGH(3) = [6, 5, 5, 5] = 16</p><p> 4D6.HIGH(3) = [6, 5, 4, 6] = 17</p><p> 4D6.HIGH(3) = [6, 3, 6, 1] = 15</p><p></p><p>Roy </p><p></p><p>Roy</p><p> Human male, Fighter 1, Criminal (enforcer), CN? NE?</p><p></p><p>Armor Class: 17 (chainmail, defensive style) </p><p>Hit Points: 22 (HD: 2d10 initial HP=10+3, then 6+con bonus per lv)</p><p>Speed 30 ft.</p><p></p><p>Str: 17 (+3)</p><p>Dex: 16 (+3)*</p><p>Con: 16 (+3)</p><p>Int: 12 (+1)</p><p>Wis: 16 (+3)*</p><p>Cha: 12 (+1) </p><p> * = variant human bonus</p><p></p><p>Defenses:</p><p></p><p>Senses: Normal vision, passive Perception = </p><p>Languages: Common, ancient common?, Ignan*, Thieves' Cant</p><p>Skills: Intimidation (+3), history (+3), Perception*(+5), Deception (+3), Stealth (+5), Thieves Tools (+5) , Gaming (Dice & cards) (+3)</p><p> *=things from variant human</p><p></p><p> Saves: Strength (+5), Con (+5)</p><p> Prof. Bonus: +2</p><p></p><p>Action Surge: x1</p><p></p><p></p><p>Actions</p><p>Short Sword Melee Weapon Attack: +5 to hit, Hit: (1d6+3) piercing damage. Finese, light</p><p></p><p> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (d?+3) </p><p></p><p>Dagger Melee Attack: +5 Ranged Attack: +5 to hit, 20/60 ft. Hit: (1d4+3) piercing damage.</p><p></p><p>Hand crossbow Ranged Weapon Attack: +5 to hit, ft.30/120, Hit: (1d6+3) piercing damage. Light, Loading</p><p></p><p>Cantrip: Fire Bolt Ranged spell Attack: +3 to hit, Range: 120ft., Hit: (1d10), 1 action, V&S, instantaneous</p><p></p><p>Burning Hands Ranged Weapon Attack: Range: Self (15ft cone), Hit: (3d6 fire damage, Dex Save for 1/2, DC=10 )</p><p></p><p>Feature: Criminal contacts, Defensive fighting style (+1 to AC)</p><p> <strong>Feat: Magic Initiate (wizard - C:Fire Bolt, C:Mage Hand, 1st:Burning Hands)</strong></p><p><strong></strong></p><p><strong>Equipment</strong></p><p> <strong>Crowbar,</strong></p><p> <strong>extra set of dark common clothes, including a hood,</strong></p><p> <strong>Belt pouch with 15gp,</strong></p><p> <strong>gaming cards & a set of dice,</strong></p><p> <strong>Chainmail,</strong></p><p> <strong>Hand crossbow + 20 bolts,</strong></p><p> <strong>Short Sword,</strong></p><p> <strong>2 daggers*,</strong></p><p> <strong>Dungeoneers pack</strong></p><p> <strong>thieves tools</strong></p><p> <strong>several bottles of strong booze*</strong></p><p> <strong>some misc equipment* </strong></p><p><strong></strong></p><p><strong></strong></p><p> <strong>*things I need to buy with that 15gp....</strong></p><p><strong></strong></p><p><strong>Background </strong></p><p> <strong>Roy typically makes his living as an enforcer for the local thieves guild, though he's not adverse to some burglary, tomb robbing, mercenary work, etc.... </strong></p><p> <strong>He learned of the Phandalin job when Daran Edermath contacted the Guild concerning an increase in banditry in the area.</strong></p><p> <strong>He was tapped as the Guilds "Diplomatic Envoy". He's to relay the message to the Redbands that they're operating in already claimed territory. Their choices are simple. Leave or join the Guild. Either way they owe the Guild restitution.</strong></p><p><strong></strong></p><p> <strong>Roy's fire magic is not a readily known fact. He & a partner were involved in a smash & grab job some time back. One of the things Roy grabbed turned out to be a magical amulet that burst into flame, badly burning him, & searing its' imprint into the palm of his hand. In the process some of the magic seems to have gotten stuck in him. </strong></p><p> <strong>Roys' since discovered that he has the ability to produce a variety of fire based effects. </strong></p><p> <strong>"Yeah, it hurt like Hell. Makes me a pretty good arsonist now though."</strong></p><p><strong></strong></p><p><strong></strong></p><p> <strong>Description: </strong></p><p> <strong>6'2", caucasion, brawny male human, brown eyes (except when using his fire magic, then they glow like embers), </strong></p><p> <strong>Shaven head, burns up right hand & arm with circular scars on the palm of his hand.</strong></p><p> <strong>And for a big guy who wears chainmail? He's surprisingly agile.</strong></p></blockquote><p></p>
[QUOTE="ccs, post: 7152027, member: 6803664"] Roy Human (M) Fighter, Variant Human, criminal. Goal: Teach the Redbands a lesson. Background: Word from Daran Edermath is that there's a new gang of bandits calling themselves the Rdbands starting up operations around Phandalin. Unfortunately for the Redbands, the Phandalin area is already claimed & is currently paid up as far as "protection" goes. So Roy (and others?) gets sent down to Phandalin to deliver the message. When Roy arrives he finds the situations worse than expected. Seems the gangs drawn the ire of a Paladin, a Ranger, & there's even rumors they're working with a dragon. ("great" thinks Roy, "more of those cultists....") And one of the guys he'll be working with has some personal issues with the bandits strong enough to have led him to turning himself into a tiefling. Rolls: _: 4D6.HIGH(3) = [6, 3, 3, 2] = 12 4D6.HIGH(3) = [2, 5, 4, 6] = 15 4D6.HIGH(3) = [3, 4, 5, 2] = 12 4D6.HIGH(3) = [6, 5, 5, 5] = 16 4D6.HIGH(3) = [6, 5, 4, 6] = 17 4D6.HIGH(3) = [6, 3, 6, 1] = 15 Roy Roy Human male, Fighter 1, Criminal (enforcer), CN? NE? Armor Class: 17 (chainmail, defensive style) Hit Points: 22 (HD: 2d10 initial HP=10+3, then 6+con bonus per lv) Speed 30 ft. Str: 17 (+3) Dex: 16 (+3)* Con: 16 (+3) Int: 12 (+1) Wis: 16 (+3)* Cha: 12 (+1) * = variant human bonus Defenses: Senses: Normal vision, passive Perception = Languages: Common, ancient common?, Ignan*, Thieves' Cant Skills: Intimidation (+3), history (+3), Perception*(+5), Deception (+3), Stealth (+5), Thieves Tools (+5) , Gaming (Dice & cards) (+3) *=things from variant human Saves: Strength (+5), Con (+5) Prof. Bonus: +2 Action Surge: x1 Actions Short Sword Melee Weapon Attack: +5 to hit, Hit: (1d6+3) piercing damage. Finese, light Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (d?+3) Dagger Melee Attack: +5 Ranged Attack: +5 to hit, 20/60 ft. Hit: (1d4+3) piercing damage. Hand crossbow Ranged Weapon Attack: +5 to hit, ft.30/120, Hit: (1d6+3) piercing damage. Light, Loading Cantrip: Fire Bolt Ranged spell Attack: +3 to hit, Range: 120ft., Hit: (1d10), 1 action, V&S, instantaneous Burning Hands Ranged Weapon Attack: Range: Self (15ft cone), Hit: (3d6 fire damage, Dex Save for 1/2, DC=10 ) Feature: Criminal contacts, Defensive fighting style (+1 to AC) [b]Feat: Magic Initiate (wizard - C:Fire Bolt, C:Mage Hand, 1st:Burning Hands) Equipment Crowbar, extra set of dark common clothes, including a hood, Belt pouch with 15gp, gaming cards & a set of dice, Chainmail, Hand crossbow + 20 bolts, Short Sword, 2 daggers*, Dungeoneers pack thieves tools several bottles of strong booze* some misc equipment* *things I need to buy with that 15gp.... Background Roy typically makes his living as an enforcer for the local thieves guild, though he's not adverse to some burglary, tomb robbing, mercenary work, etc.... He learned of the Phandalin job when Daran Edermath contacted the Guild concerning an increase in banditry in the area. He was tapped as the Guilds "Diplomatic Envoy". He's to relay the message to the Redbands that they're operating in already claimed territory. Their choices are simple. Leave or join the Guild. Either way they owe the Guild restitution. Roy's fire magic is not a readily known fact. He & a partner were involved in a smash & grab job some time back. One of the things Roy grabbed turned out to be a magical amulet that burst into flame, badly burning him, & searing its' imprint into the palm of his hand. In the process some of the magic seems to have gotten stuck in him. Roys' since discovered that he has the ability to produce a variety of fire based effects. "Yeah, it hurt like Hell. Makes me a pretty good arsonist now though." Description: 6'2", caucasion, brawny male human, brown eyes (except when using his fire magic, then they glow like embers), Shaven head, burns up right hand & arm with circular scars on the palm of his hand. And for a big guy who wears chainmail? He's surprisingly agile.[/b] [/QUOTE]
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