Thursday, January 17, 2019

Lux Tenebris: Moontree - Part Three

PERSONS OF INTEREST

AGNIRA ERINLAE, L8 Human Female
STR 10(+0)     DEX 13(+1)    CON 11(+0)    INT 10(+0)      WIS 10(+0)     CHA 12(+1)
HP: 36
AC: 11 (Unarmored)
Traits: Alert
Languages: Common, Gnomish
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 +1 piercing; Finesse, Light, Thrown (20/60 ft).
Tools: None
Skills: Investigation +3, Perception +3
Background: Agnira Erinlae worked in one of Merrol's factories until the Draconic attack. With most of Merrol reduced to rubble, these days Agnira survives as a scavenger. She spends her days with a group of others, picking through the rubble, looking for useful items that they might resell for a meagre profit. It's hard, dirty work but Agnira is very good at finding valuable scrap.
Secret Info: On one of her recent scavenging hunts, Agnira discovered a crystalline skull. The skull contains the spirit of an ancient sorcerer-priest. It whispers advice to Agnira, in exchange for fresh blood. Its arcane power is slowly increasing as Agnira feeds it, and it is exerting more overt control over the young woman's mind, making her trust and obey it. Agnira is aware that the skull is using her, but she doesn't care as long as it keeps its promises to make her wealthy and powerful. How far she'll go to appease the skull's bloodlust, however, remains to be seen.

ALDAT MORTOTH, L13 Human Male
STR 16(+3)     DEX 16(+3)    CON 09(-1)     INT 08(-1)       WIS 10(+0)     CHA 14(+2)
HP: 56
AC: 13 (Unarmored); 14 (Leather Armor)
Traits: Tavern Brawler
Languages: Common, Gnomish, Elvish
Defense: Leather armor; AC 11 + Dex
Offense: None
Tools: None
Skills: Athletics +7, Intimidation +6
Background: Aldat Mortoth grew up in a crowded tenement in the Old City. Life was hard for the Mortoths and when Aldat was twelve he was cast out into the street to make his own way in the world. Big, even as a child, Aldat found work in the Seagate warehouses for a while before gravitating toward Moontree's underworld. He's bounced from gang to gang ever since, even served a term in Banestone.  At present, Aldat has been recruited as a legbreaker for the Black Glove, which has now established themselves in Moontree. He lives in the Old City, in a nice apartment a few blocks from his old neighborhood. Every day he passes his father, begging on the street, and spits in his eye. Life, as far as Aldat Mortoth is concerned, is good.
Secret Info: Mortoth doesn't talk about his time in Banestone, but he is determined that he will never go back to the prison. He would rather hang. Despite this, he actually keeps in touch with some 'pals' from the prison via messenger, and is probably more aware of what's going on inside Banestone's prison community than almost anyone else in the city. This information could be useful to some persons.

ALINIA VALEROSE, L6 Halfling Female +3
STR 11(+0)     DEX 17(+3)    CON 14(+2)    INT 13(+1)      WIS 12(+1)     CHA 10(+0)
HP: 45
AC: 14 (Leather Armor)
Traits: Lucky, Brave, Halfling Nimbleness, Stout Resilience, Watcher's Eye
Languages: Common, Halfling
Defense: Leather Armor; AC 11 + DEX
Offense: Shortsword, +7 to hit; deals 1d6 +4 piercing; Finesse, Light
Tools: None
Skills: Athletics +4, Insight +5
Background: Alinia Valerose is a member of the City Watch. A halfling from Lederra's Rest, Alinia saw combat during the Draconic attack. She saw friends and comrades fall to the dragonborn invaders, and has developed a deep hatred for the dragonborn race. Currently assigned to the Watch House in Lederra's Rest, Alinia has been considering entering the City Militia where she feels she could do more good.
Secret Info: Alinia Valerose is a very, very angry woman. She is a powderkeg waiting to explode, she would just need the right kind of provocation. If she encounters dragonborn, or lizardmen, the chances of her giving in to her violent impulses are markedly increased. And although her fellow watchmen are aware of her feelings, they would support their comrade if violence erupted which could make life very difficult for her 'attackers.'

BARA THE BREAKER, L8 Human Female
STR 19(+4)     DEX 11(+0)    CON 10(+0)    INT 13(+1)      WIS 11(+0)     CHA 14(+2)
HP: 59
AC: 10 (Unarmored)
Traits: Tough
Languages: Common, Gnomish, Thieve's Cant
Defense: None
Offense: Unarmed Strike; +7 to hit; deals 1d4 +4 bludgeoning
Tools: None
Skills: Deception +5, Intimidation +5
Background: Bara the Breaker is one of a handful of female prisoners locked away in Banestone. Thirteen years ago she was sentenced to 30 years for beating a lord's son to a bloody pulp in a Renero gambling den. Since then, she's become one of the most feared and respected inmates within the prison. The guards and other prisoners learned quickly, and painfully, not to try anything with Bara. These days, she seldom has to break anyone's hands thanks to her reputation. Bara has seventeen more years before she can leave Banestone. As far as the staff and other prisoners are concerned, those years can't pass quickly enough.
Secret Info: Bara has a list of names in her head of the people she wants revenge upon. She's already punished some of those people. She has friends and allies outside the prison, willing to get their hands dirty for her. And Bara's revenges are never as dull as mere 'murder.' No, she's more thoughtful than that. It's possible that newcomers to town might draw her attention and become embroiled in her revenge schemes. Or, unwittingly, be hired to protect her target, which would make them Bara's enemies. And Bara never forgets or forgives her enemies.

DERROL BRAEDER, L12 Human Male
STR 09 (-1)     DEX 09 (-1)    CON 08 (-1)    INT 10 (-0)      WIS 09 (-1)     CHA 06 (-2)
HP: 51
AC: 09 (Unarmored)
Traits: Lucky
Languages: Common, Halfling
Defense: None
Offense: None
Tools: Cards +4
Skills: Arcana +4, Insight +3
Background: Derrol Braeder is a wealthy old human man who resides in a modest Silver Hill residence. In his youth, Braeder worked for a number of adventuring parties as a servant. Adventurers seldom prepare for their deaths and when his employers died, Braeder helped himself to their belongings and loot. Over time, he acquired quite the pile of riches. Enough to afford a comfortable lifestyle in his golden years.
Secret Info: Derrol Braeder possesses a cache of magic items, mostly enchanted weapons and magic rings. But he also has, locked away in a magical safe, a Deck of Many Things. This is the only Deck in the world.

EZENN QUIRNT, L12 Male Half-Elf
STR 10(+0)     DEX 14(+2)    CON 14(+2)    INT 16(+3)      WIS 10(+0)     CHA 13(+1)
HP: 76
AC: 13(Ring of Protection)
Traits: Darkvision, Fey Ancestry, Skill Versatility
Languages: Common, Elvish, Gnomish
Defense: Ring of Protection, Rare Magic Item, +1 bonus to AC and saves.
Offense: Rapier, +6 to hit; deals 1d8 +2 piercing; Finesse
Tools: None
Skills: Acrobatics +6, Investigation +7, Insight +4, Performance +5, Persuasion +5
Background: Ezenn Quirnt is the owner and manager of The Ticklish Pickle, a brothel on the edge of Renero and Silver Hill that caters to very specialized tastes. Although a genial host, Ezenn is utterly ruthless when it comes to protecting his business and his employees. More than one troublemaker has learned that the rapier Ezenn wears at his hip isn't merely for show.
Secret Info: It's not widely known but there are secret tunnels beneath the Ticklish Pickle, connecting the brothel to Moontree's sewers. The tunnels are used by smugglers and black marketeers. Ezenn allows the smugglers to store some of their goods in the basement of the Pickle, for a modest fee and first access to any unusual items that come into the city. If his link to the black market was exposed, Ezenn would face some very bad consequences.

GELTIR OMTEG, L9 Forrest Gnome Male
STR 12(+1)     DEX 19(+4)    CON 13(+1)    INT 15(+2)      WIS 08(-1)      CHA 14(+2)
HP: 49
AC: 14 (Unarmored)
Traits: Darkvision, Gnome Cunning, Natural Illusionist, Speak with Small Beasts
Languages: Common, Gnomish
Defense: None
Offense: Poisoned Darts; +8 to hit; deals 1d4+4 piercing and 1d8 poison dmg; Finesse, Thrown (20/60 ft).
Tools: Poisoner's Kit +4; Thieves' Tools +4
Skills: Acrobatics +8, Stealth +8
Background: Geltir Omteg is a recent arrival in Moontree. A forest gnome from western Nur, he has come to Moontree to determine the fate of distant relations. During the day, he has been making the rounds of various temples and hospices, asking after his family. At night, he retires to a smallfolk inn located in Medorrna.
Secret Info: Geltir Omteg is looking for the Hakko family, but not because they are related to him. He is an assassin, an exile from the Everwood, contracted to kill the Hakko family by their professional rivals. Omteg is very good at what he does and his reputation has preceeded him to Moontree. The Black Glove has made overtures to him to remain in the city, but Omteg has not responded to their offer.

IKORI, L14 Female Hill Dwarf
STR 14 (+2)    DEX 12 (+1)   CON 10 (+0)   INT 08 (-1)      WIS 08 (-1)     CHA 14 (+2)
HP: 87
AC: 12 (Leather Armor)
Traits: Darkvision, Dwarven Resillience, Dwarven Combat Training, Tool Proficiency, Stonecunning, Dwarven Toughness.
Languages: Common, Dwarven, Orc
Defense: Leather Armor; AC 11 + DEX
Offense: Warhammer; +7 to hit; 1d8 +2 bludgeoning; Versatile (1d10)
Tools: Mason's tools, Vehicles - Land
Skills: Athletics +7, Intimidation +7
Background: Ikori is a professional bodyguard. She's plied her trade from V'resh to the Draconic Empire and beyond. She may not be the brightest person in the room, but how smart do you have to be to weild a warhammer? More importantly, to her clients, she's loyal and keeps her mouth shut. She's been in high demand since the Draconic attacks and has tucked away quite a bit of money. At the moment, she's bodyguarding a merchant from Graelforge, but once the contract is up, she's thinking she might buy a little dairy farm in Lederra's Rest and hang up her hammer.
Secret Info: Ikori has a diary. In that diary, she records everything that happens to her and her clients. Some people might be very interested in her diary, either acquiring it or destroying it. If its contents were ever made public, quite a few merchants might find themselves bound for Banestone.

MARKO IRONLACE, L3 Human Male
STR 08(-1)      DEX 07(-2)     CON 10(+0)    INT 12(+1)      WIS 11(+0)     CHA 14(+2)
HP: 16
AC: 08 (Unarmored)
Trait: City Secrets
Languages: Common, Gnomish
Defense: None
Offense: None
Tools: None
Skills: Performance +4, Persuasion +4
Background: Marko Ironlace was the son of craftsmen parents killed during the Draconic attack on Moontree. Marko survived but was left a crippled orphan, forced to live on the streets of Redsnake.  A bright youth of 13, Marko survives by telling stories. During the day, he can be found in Carnet Square, sitting near the fountain, watching the world go by. At night, he finds refuge in Dezba's, a local inn, where he entertains and distracts the guests with stories from Moontree's past.
Secret Info: Marko sees and hears a lot from his vantage point in Carnet Square. He could be a good source of information about the community, and about the guests at Dezba's.  He's also something of a local mascot, and anyone trying to intimidate or rough up the crippled boy could find themselves facing a lot of angry locals.

MAZUREE ORELLO, L9 Female Human
STR 14 (+2)    DEX 11(+0)    CON 11(+0)    INT 12(+1)      WIS 11(+0)     CHA 10(+0)
HP: 48
AC: 10 (Unarmored)
Languages: Common, Gnomish
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 piercing; Finesse, Light, Thrown, Range 20/60.
Tools: Disguise kit +4
Skills: Stealth +4, History +5
Background: Mazuree Orello is one of the most skilled morticians in all of Erishur. Her ability to make a ravaged body suitable for public display verges on the uncanny. Some say she is blessed by Rovelek, but Mazuree dismisses this. She is simply patient, precise and creative.
Secret Info: Mazuree Orello is a member of a secret group called the Theatre of the Dead. They meet in the graveyard and allow restless spirits to possess them and reenact some pivotal scene from their life as a kind of benign exorcism. The spirits of Erishur are very protective of the Theatre, particularly Mazuree who is a natural medium. If she were ever threatened or harmed, they would act to defend or avenge her.

OSRIM SH'VAN, L14 Half-Orc Male
STR 16(+3)     DEX 08(-1)     CON 17(+3)    INT 16(+3)      WIS 13(+1)     CHA 12(+1)
HP: 115
AC:
Traits: Darkvision, Relentless Endurance, Savage Attacks
Languages: Common, Orc
Defense: Chain Mail; AC 16, Min STR 13, Disadvantage on Stealth
Offense: Warhammer; +8 to hit; deals 1d8 +3 bludgeoning; Versatile (1d10)
Tools: Dice +5, Vehicles - Land +5
Skills: Athletics +8, Persuasion +6
Background: Osrim Sh'Van is a half-orc mercenary from V'resh. The company he belongs to was hired by Moontree to bolster the city's defenses until they could be repaired. Osrim spends most of his time in the Celnimeir District, with his fellow mercenaries. Occasionally, he'll venture into Renero or the Old City, but the locals aren't very welcoming of half-orcs. The company's contract with Moontree is about to expire and, if offered a renewel, the company would vote on whether or not to accept it.  Osrim would probably vote against it, as he would prefer to return to V'resh.
Secret Info: Osrim Sh'Van is the illegitimate son of a V'Reshi Orc noble. This isn't common knowledge as Osrim would prefer to shield his father from the scandal of having a halfbreed son. If some unscrupulous person were to become aware of this fact and try to extort money from Osrim, or hold him for ransom, they would find themselves in dire straights. Not only would his mercenary company come to his aid, if his father or his father's allies learned of this they would dispatch military forces to Moontree to retrieve Osrim, regardless of the cost to the locals.

REPARA TYE, L7 Female Quicksilver Gnome
STR 10 (+0)    DEX 11 (+0)   CON 13 (+1)   INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
HP: 45
AC: 10 (Unarmored)
Traits: Darkvision, Gnome Cunning, Improved Memory, Scholarship (History)
Languages: Common, Gnomish
Defense: None
Offense: None
Tools: Navigator's tools, Vehicles - Water
Skills: Athletics +3, History +3, Perception +4
Background: Repara Tye is the youngest daughter of the Tye family. The Tye family are the lighthouse keepers in Northlight. Repara was at sea when the Draconic Legions attacked Moontree. When she returned, she joined the family in tending the light. A pretty, blonde gnome woman with silver eyes, Repara is well-known and liked in Northlight.
Secret Info: The Tyes have a family secret that Repara has only recently become aware of; the women in her family are all priestesses of Rasha, Goddess of Light.  Over the centuries they have secretly inscribed magical runes all over the lighthouse's exterior. These runes act as powerful wards, protecting Northlight and the lighthouse from threats.

RORIE SESTIRI, L10 Human Male
STR 16(+3)     DEX 17(+3)    CON 12(+1)    INT 12(+1)      WIS 10(+0)     CHA 16(+3)
HP: 54
AC: 13 (Unarmored)
Traits: Ship's Passage
Languages: Aquan, Celestial, Common, Elvish
Defense: None
Offense: Club; +7 to hit; deals 1d4 +3 bludgeoning.
Tools: Navigator's tools +4, Vehicles-Water +4
Skills: Athletics +7, Perception +4, Religion +5
Background: Rorie Sestiri went off to sea as a young man and sailed all across Lore. He saw sights that few others have ever seen, met individuals both wondrous and terrifying. Eventually, though, travel wore on him and the sailor returned home to Moontree. He spent part of his savings to buy a share in a waterside tavern and squirreled away the rest. During the Draconic Invasion, he manned a boat that ferried people to safety aboard ships in the bay. The things Rorie saw during the invasion had a profound impact on him. Always somewhat philosophical, he developed an interest in religion. He began to read about the gods and took it upon himself to care for the multitude of shrines that dot Harborgate. Rorie can often be spotted in the early morning fog, standing on the docks near his tavern, murmuring quite prayers.
Secret Info: Although he is not a proper priest, Rorie Sestiri's devotion has not gone unnoticed by the gods.  Although not a cleric his prayers seem to have more weight than most peoples and word has gotten around that if the old sailor prays for someone they're more likely to get an answer. It might not be an answer you like, but you'll get an answer.

YERA ARELLAC, L10 Female Human
STR 10(+0)     DEX 11(+0)    CON 10(+0)    INT 13(+1)      WIS 15(+2)     CHA 10(+0)
HP: 53
AC: 10(Unarmored)
Traits: Observant
Languages: Common, Halfling
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 piercing; Finesse, Light, Thrown, Range 20/60
Tools: None
Skills: Insight +6, Perception +6
Background: Yera Arellac is the housekeeper of the Moontree Estate in Highgate. She is the most senior member of the remaining staff and, as such, takes her responsibilities to house and family quite seriously. Trespassers and uninvited guests are not welcome and Yera makes sure they get the message. She is aware that Lavic Moontree is still alive, and has sent letters to him informing him of events in the city, but has heard nothing back from him. Until then, she will defend the Moontree home and name to the best of her ability.
Secret Info: In her youth, Yera lived on the streets of Renero and, for a brief time, associated with various adventurers. Most have died, but some have gone on to great things. She's kept in touch with many of her old friends, and, if pushed, she could reach out to some very dangerous people for help.


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