Gomory Faith, Female Tiefling [Permalink]
Personal [hide]
Description: She is lean but muscular and dresses in collared shirts and wears a proper scarf over her head. Her Stetson hat is riddled with cuts and holes. She wears round tiny glasses practically rammed into her face.
Personality: Eccentric and domineering, Gomory will drive conversation. She is accommodating to her spouse and as such limits her hospitality. She is brave and levelheaded in the face of danger and has proven herself a capable leader.
History: She was raised happily, as a normal child born to her father and mother. Her father taught her the rudiments of the Navigator arts, while her mother instructed her in etiquette, music and courtly manner. When she was little, her rather wealthy family often ventured across the desert to a summer home near a large cave. She would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Gomory took refuge in the large cave and found the beat up lance and armor she uses now. She was recently attacked on the road and savagely beaten by bandits.
Motivation: Money/treasure; and wishes to resurrect an old love
Ideals: Extrovert. Flaws: Ugly. Bonds: In love, Rich, Nature. Occupation: Navigator
Voice: Uses sign language
Attributes [hide]
Medium (5'11") Tiefling, Lawful Good (CR 1)
Armor Class 8
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 6 (-2) | 15 (+2) | 8 (-1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +6 / 1d4+4, Ranged +0 / 1d4-2, Grapple +4
Possessions: 500 sp. Moonstone (40 gp).
Salasar Bhenkumbyrznaax, Male Dragonborn [Permalink]
Personal [hide]
Description: This man likes to wear black tank tops with brown pants. He is muscular with a powerful set of arms. He has wavy rusty crest. His red eyes have a joyful gleam in them most of the time.
Personality: He is extraordinarily eccentric. He is harsh and unforgiving.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He made a point of taking high paying jobs and getting most of it up front. He is untrained/undisciplined, which makes him dangerous.
Motivation: Nothing but the best is good enough for him; and he has passion for adventuring and risk
Ideals: Gifted, Impeccable. Flaws: Insane, Antagonistic. Bonds: Adventurer. Occupation: Architect
Voice: Hissing voice
Attributes [hide]
Medium (6'5") Dragonborn, Chaotic Good (CR 2)
Armor Class 10
Hit Points 16 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 15 (+2) | 8 (-1) | 5 (-3) | 14 (+2) |
Senses Passive Perception 7
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 7 |
Possessions: 280 gp. Freshwater pearl (7 gp).
Senteq Umbodoben, Male Gnome [Permalink]
Personal [hide]
Description: This man usually wears his tan robe and has his monstrous two handed axe always slung over his shoulder. He is muscular with a powerful set of arms. His hair is auburn and curly. He tend to wears goggles to shield his eyes.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: His parents moved while he was still in utero so he is the first generation to be born here. He moved out south to avoid the crime he committed. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Senteq was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.
Motivation: To unite with his sister; and doesn't want to be a assassin and was forced into it by his family
Ideals: Entrepeneur. Bonds: Criminal record, Immigrant, Enemies, Family. Occupation: Assassin
Voice: Squeaky
Attributes [hide]
Small (3'6") Gnome, Chaotic Neutral (CR 1)
Armor Class 8
Hit Points 9 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 4 (-3) | 8 (-1) | 10 (+0) | 13 (+1) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +1 / 1d4-1, Ranged -1 / 1d4-3, Grapple -1
Possessions: 30 gp.
Bertram Ryley, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a grey shirt, with a violet mid length shorts with violet tights and flats, usually wearing a coat over them. His black hair is drawn into a tight pony tail with a dagger scrunchie. His thin eyebrows rest above his beady violet eyes.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. Bertram is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: Bertram hails from a village terrorized by orcs. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Bertram took refuge in the ruined castle and found the beat up halberd and armor he uses now. He has been saving his money to try and buy his sister's freedom.
Motivation: Find a way to reverse the transformation of his sister.
Ideals: Gifted. Flaws: Ugly. Bonds: Family, Enemies, Nature. Occupation: Miller
Voice: Timid voice
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 1)
Armor Class 9
Hit Points 13 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 13 (+1) | 11 (+0) | 9 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
Possessions: 50 gp.
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