Nicor Decorum, Male Tiefling [Permalink]
Personal [hide]
Description: A 6'8" western man, he wears a simple black robe with blue stripes complete with hood. His brown hair is kept up in a ponytail inside a wide-brimmed hat. He wears crescent spectacles with a black brim.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He is obsessed with a lost civilization.
History: Nicor lived on a farm with his mother, near the main road leading to a nearby town. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon 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 desert due to the painful memories there. Nicor took refuge in the old dungeon and found the beat up hammer and armor he uses now. He now owns his own business.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and to reunite with his absent mother
Bonds: Family, Adventurer, Nature, Job, Criminal record. Occupation: Cartwright
Voice: Scandinavian accent
Attributes [hide]
Medium (6'8") Tiefling, Chaotic Neutral (CR 1)
Armor Class 9
Hit Points 7 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 9 (-1) | 8 (-1) | 5 (-3) | 6 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
Possessions: 1 Everburning torch.
Cressel Rise, Male Tiefling [Permalink]
Personal [hide]
Description: 5'4" and muscular, this northern man dresses well, wearing black shirts, loose pants, and blazers most of the time. He has wavy red hair. His eyes are likewise silver. His teeth are white and perfect.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born several months after his father was called into army service. He was an athlete and attended two major summer competitions. He never won. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by lycanthropy.
Motivation: Wants to work out more often; and he wants nothing more than to rejoin the army
Ideals: Athletic, Impeccable. Bonds: Attractive, Religious, Military. Occupation: Layabout
Voice: Slurs words
Attributes [hide]
Medium (5'4") Tiefling, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 11 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 13 (+1) | 9 (-1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 0 | 0 |
Possessions: 20 gp. 1 Antitoxin.
Helgret Bigtoe, Female Dwarf [Permalink]
Personal [hide]
Description: Relatively heavier built than your average woman, she is not imposing. She tends to wear a large brown jacket. Her broad hat is riddled with cuts and holes. She has a tattooed face.
Personality: Her tongue was cut out and she uses sign language. She does not regard money as being a problem because it has never been a problem for her. She lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: She was born to a wealthy landowner in a frontier town, living a normal and happy childhood. She became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. She has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.
Motivation: A rival would like her out of the picture; and wants to work out more often
Ideals: Athletic. Flaws: Ugly, Disease. Bonds: Rich, Criminal record, Enemies. Occupation: Server
Voice: Speaks with a cold
Attributes [hide]
Medium (3'9") Dwarf, Chaotic Neutral (CR 2)
Armor Class 10
Hit Points 5 (2d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 10 (+0) | 11 (+0) | 5 (-3) | 11 (+0) | 5 (-3) |
Senses Passive Perception 10
Languages Dwarven
Attacks Melee +1 / 1d6-1, Ranged +2 / 1d6+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 7 |
Possessions: 330 gp.
Ozyman Shadowquick, Male Halfling [Permalink]
Personal [hide]
Description: The dark-skinned man stands 3'3" and wears dull red sweaters, loose green pants, and alligator leather shoes. Beneath his sweater he keeps a concealed rapier, just in case. He has wavy blonde hair. His fierce green eyes like to dwell on things.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His mother was very strict, and drilled into him lessons on being the perfect gentleman. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Ozyman was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.
Motivation: He doesn't get along with people that don't share his tastes; and he feels that his past leaves him morally obligated to help
Ideals: Gifted, Impeccable. Bonds: Enemies, Criminal record, Rich. Occupation: Scribe
Voice: Farmer accent
Attributes [hide]
Small (3'3") Halfling, True Neutral (CR 2)
Armor Class 13
Hit Points 19 (2d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 14 (+2) | 8 (-1) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +1 / 1d6-1, Ranged +4 / 1d6+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 0 |
Possessions: 1700 sp.
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Their contribution stands as a beacon of hope for all adventurers!


