Adventurers of Renown

Grand Vizier Karab Amabo Al-Hoosni of Huzuz
Male Dark Elf (Drow) Cleric 1
Medium humanoid, chaotic neutral


Armor Class 18 (scale mail, shield)
Hit Points 9 (1d8+1)
Speed 30 ft.


STR 13 (+1), DEX 17 (+3), CON 13 (+1), INT 15 (+2), WIS 16 (+3), CHA 17 (+3)


Saving Throws Wis +5, Cha +5
Skills Deception +5, Perception +5, Persuasion +5, Religion +4, Sleight of Hand +5
Senses darkvision 120 ft., passive Perception 15
Languages Common, Elvish, Undercommon


Sunlight Sensitivity. While in sunlight, the Drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+3 piercing damage.

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.


Jeriko D’Handre is from Menzoberranzan. He was brought up in the clergy but hated being a male in the land dominated by cruel women. He held no loyalty to Lloth or anyone other than himself until after years of cheating and stealing from the minor houses, he accidentally scammed a member of one of the great houses, and he fled the city for the middledark. He spent years scamming the lesser races and other Drow in the smaller cities until he was nearly caught by his enemies agents. He left the underdark and began exile on the surface. He scammed his way around the sword coast and travelled to some of the far reaches of Toril beyond Faerun. Finally he came to know his patron Liera and entered her service, once again as clergy. Now, with her teachings and powers he seeks greater fortune. He spends his days, and all his money, living the life of “The Grand Vizier” who he likens to a Duke from the far away city of Huzul. While he did visit the city, and bought clothing and armor and weapons there, he really doesn’t understand what a Vizier is or does. His understanding of society is strictly founded in his own, and the societies where he spends his time, the city states of the Sword Coast. However, since Huzul and even Zakhara‎ as a whole is nearly unknown to the people in Amn and Neverwinter, and mostly rumor and legend in Waterdeep, it has proven to be a sustainable con. His appearance is altered through the use of contact lenses and permanent hair dye. Otherwise he is Drow in appearance though he claims to just be a typical elf of the desert, much like the Turami are humans. His common alias is an elven artist and follower of Sune named Lerue who spends more time looking at art or talking about art then actually making it. He uses his disguise self spell to become this person and he lives part of his day around where he is living at any given time under this guise as practice and uses Lerue’s circle to vouch for him. He also has a white wig that he will put on and remove the contact lenses if he needs to appear as a Drow. Common Drow alias’s are Tarek T’lothier, a merchant and Melcan B’reel, a laborer. One con is to use the Vizier’s power to consign a shipment to Huzul, or as Tarek to Menzo, only to have it robbed enroute by accomplices. This is not done too often, but it can bring in enough coin to live lavishly for a while before moving on and trying it elsewhere. Usually he simply uses the prestige of being a foreign dignitary to live one party to the next on the backs of the nobles. He uncommonly assumes the guise of Malcolm Pence an elderly human preist of Lathander who canvas’ the cities, most commonly Waterdeep, for alms “for the poor commonfolk of the distant villages, whose hard earned crops serve to feed the wealthy here in the city” Another rarely used alias is Horace McKraken a trader and follower of Wakeen from 10 towns.

Equipment Light Crossbow, Mace, scale mail, shield, 2 blocks of incense, alms box, backpack, blanket, candle (10), censer, crossbow bolts (20), disguise kit, forgery kit, holy symbol (amulet), holy symbol (amulet), holy symbol (amulet), holy symbol (emblem), holy symbol (emblem), rations (2), signet ring, tinderbox, vestments, waterskin, 15 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

 

http://fantasygamingworld.com/gamewiki/index.php?title=Valeera

Valeera D’Nalia
Female Tiefling Sorcerer 1
Medium , chaotic good


Armor Class 14
Hit Points 9 (1d6+3)
Speed 30 ft.


STR 12 (+1), DEX 18 (+4), CON 16 (+3), INT 15 (+2), WIS 12 (+1), CHA 18 (+4)


Saving Throws Con +5, Cha +6
Skills Arcana +4, Deception +6, Insight +3, Persuasion +6
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Infernal, Undercommon

Actions


Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Spell Attack. Ranged Weapon Attack: +6 to hit, range 0 ft., one target.
Hit: As Spell damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.


Valeera was adopted as a teenager by a Noble in Silverymoon for her extrodinary beauty. She was brought up as a courtier and learned several languages. Her unique appearance lead to her being often used as an ambossador to various underdark races. She is gifted with a natural ability to weild magic, though it is sometimes hard to control.

Equipment Dagger, Dagger, backpack, bedroll, clothes, fine, component pouch, mess kit, rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin, 80 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.