Emeny Kendal, Female Human [Permalink]
Personal [hide]
Description: She wears grey leather gloves, a grey jacket, and tight pants. She is physically well-built. She has no hair. She wears large thick round spectacles.
Personality: She is calm most of the time but flees social interaction. She invented a lineage for herself and claims to be descended from several legendary heroes.
History: She was born with several neurological imbalances, which makes sleep difficult for her. It may also be what makes her so good at details. She was an adventurer many years ago and she formed a blood bond with her Half-Orc companion (her 'brother'). During her travels, Emeny and her party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Emeny discovered the rest of her party dead, transformed into horrible, mindless undead versions of their former selves. Emeny fled the cavern, stopping for breath at a small pool, and only then realizing her own horrible transformation.
Motivation: She desires power and/or immortality; and she wants to meet her childhood hero
Flaws: Ugly, Shy, Disease, Insomniac. Bonds: Adventurer. Occupation: Herbalist
Voice: Posh accent
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 2)
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 10 (+0) | 11 (+0) | 11 (+0) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +0 / 1d6-2, Ranged +2 / 1d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 |
Possessions: 270 gp.
Melissa Skelton, Female Human [Permalink]
Personal [hide]
Description: She is wearing colorful clothing, dressed as a Butcher. She wears her golden hair up in a very large beehive style do. Her brown eyes lackadaisically let the world flow into them.
Personality: She is very quiet and rarely speaks above a whisper. She is a logical person and will generally grow upset if things defy logic and science.
History: She was a bastard born out of an affair, and her mother always resented and mistreated her for it out of spite. Melissa was a troubled youth. She spent her days as a hard laborer instead of attending school, and spent her evenings with numerous mobsters and gang members. Melissa decided she wanted neither the life of her mother nor that of the evil petty criminals she associated with. During her early adolescence, she took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. She has recently gotten a pet goose that steals things from people.
Motivation: Seeks redemption.
Ideals: Logical. Flaws: Shy, Antagonistic. Bonds: Criminal record. Occupation: Butcher
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 2)
Armor Class 9
Hit Points 15 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 16 (+3) | 10 (+0) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +1 / 1d6-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 100 gp. 1 Masterwork Uncommon Weapon.
Fragrant Paws, Female Tabaxi [Permalink]
Personal [hide]
Description: She is lean but muscular and wears a pastel Stetson hat and pastel clothes. She keeps her long beige fur kept up in a rat tail. Her hazel eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: She fancies herself a trickster and likes to rely on her wits to carry the day. She cares for her older siblings and likes to be recognized by them. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Born to a Dyer, her father struggled to pay the bills. Her father disappeared, and while she tried to raise money to find her father, she was betrayed dozens of times. She has gone from town to town till she finds a spot where she can set up a sustainable business.
Motivation: Further expansion of business.
Ideals: Joker. Bonds: Family, Poor, Job. Occupation: Map Maker
Voice: Gruff and masculine
Attributes [hide]
Medium (6'2") Tabaxi, Lawful Neutral (CR 2)
Armor Class 13
Hit Points 6 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 8 (-1) | 13 (+1) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Celestial
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: Just what you see.
Hobart Wildcloak, Male Halfling [Permalink]
Personal [hide]
Description: This man wears a simple burlap shirt and baggy pants. He conceals his hand crossbow with his veritable burlap sack of a shirt. He has a penchant for wearing a ring with an oversized opal on his right hand. His moppish chestnut hair is in a traditional bowl cut. His eyes are hazel and beady.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-brother.
History: From birth he was tutored by a cruel and relentless mentor. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the island due to the painful memories there. Hobart took refuge in the ruined castle and found the beat up hand crossbow and armor he uses now. He has been saving his money to try and buy his brother's freedom.
Motivation: He has money and likes to spend it; and he is greedy
Flaws: Ugly. Bonds: Rich, Nature, Family, Mentor. Occupation: Barber
Voice: German accent
Attributes [hide]
Small (2'11") Halfling, Lawful Neutral (CR 1)
Armor Class 13
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Halfling, Gnome
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 40 gp.
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