Kressle Sex: Female Race: Anuirean
Agility: 1d8 Smarts: 1d6 Spirit: 1d6 Strength: 1d8 Vigor: 1d8
Skills: Athletics 1d8; Fighting 1d10; Intimidation 1d8; Perception 1d6; Stealth 1d6; Survival 1d8
Charisma: -2 Pace: 6 Parry: 9 Sanity: 5 Toughness: 7
Hindrances: Mean; Vengeful
Edges: Brawny; Two-fisted; Acrobat; Florentine; Dodge; Tracking; Wild Empathy; Favored Enemy (humans)
Gear: potion of cure light wounds; studded leather armor, 2 masterwork handaxes, 4 daggers, 85 gp
Special Abilities:
Bio: Kressle is a sadistic criminal and career bandit who grew up in the wilds. Never spending more than a week in one spot, banditry is in her blood—as a young child she was already helping her parents rob travelers and roughen up pilgrims for some quick cash. When her parents were killed after an ambush on a road, Kressle fled into the Greenbelt. She managed to make her way through the dangerous region with a bit of luck, only to be caught by a group of the Stag Lord’s men. When two of them lost hands and fingers to her axes, their thoughts turned from rape to escape, and she followed the maimed and frightened bandits right up to the Stag Lord’s fort. Impressed with her skill and bravery, the Stag Lord threw the cowardly would-be rapists to the dead fields and recruited Kressle on the spot. After serving at the fort for a few months, the Stag Lord sent her north to run the Thorn Ford camp—she’s enjoyed the mix of freedom and responsibility, and her arrangement with Oleg is but the latest of her initiatives enacted since her arrival in the area.
Combat: Kressle spends the first few rounds of combat throwing daggers and waiting for the enemy to fight their way through her bandits to confront her. She’ll switch to using her two axes after a few rounds, focusing her attacks on humans if she can.
Morale: Kressle attempts to flee south to the Stag Lord’s fort if she takes 2 or more wounds, but if it’s obvious that she can’t escape the PCs, she fights to the death.


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