Emeny Beitz, Female Human [Permalink]
Personal [hide]
Description: She is an attractive woman, lean and moderately muscular. She wears dull brown sweaters, loose pastel pants, and alligator leather shoes. Beneath her sweater she keeps a concealed rapier, just in case. She has a long white ponytail with little hanging trinkets. Her hazel eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: She misses her glory days as an athlete. She does not mind her job, but it is boring in comparison. She loves her children and doesn't want them to worry about her. She loves to share her music with anyone who is interested.
History: She was raised in a island tribe. When she was little, her rather wealthy family often ventured across the island to a summer home near a ruined castle. She would wander through that ruined castle 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 island due to the painful memories there. Emeny took refuge in the ruined castle and found the beat up rapier and armor she uses now. She has been saving her money to try and buy her sister's freedom.
Motivation: To unite with her sister.
Ideals: Athletic, Artistic. Bonds: Attractive, Family, Nature. Occupation: Merchant
Voice: Scottish accent
Attributes [hide]
Medium (4'10") Human, Neutral Evil (CR 1)
Armor Class 10
Hit Points 7 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 8 (-1) | 7 (-2) | 8 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 8 |
Possessions: 20 gp.
Nim Withrethin, Male Elf [Permalink]
Personal [hide]
Description: He wears silk and lounges about seductively. He has relatively light skin and is very physically imposing due to his abundance of muscles. His auburn hair, when down, is lengthy. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: He was born several months after his mother was called into army service. He was an adventurer many years ago and he formed a blood bond with his Gnomish companion (his 'brother'). He has dedicated himself to building a better kind of golem.
Motivation: He's looking for his big break.
Ideals: Joker. Bonds: Attractive, Slave, Military, Adventurer. Occupation: Blacksmith
Voice: Soft and melodious
Attributes [hide]
Medium (4'9") Elf, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 5 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 9 (-1) | 7 (-2) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Elven
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 | 1 |
Possessions: 200 sp. 1 Magnifying glass.
Merihim Mute, Male Tiefling [Permalink]
Personal [hide]
Description: A 6'6" southern man, he wears baggy green pantaloons and a violet scarf. He has silver hair. His fair skin shows little sign of his aristocratic breeding.
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. Energy wise he seems alert and responsive.
History: He was born at the edge of vast plains. His homeland was ravaged by war and he spent much of his life rebuilding it. He bought a longbow and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To reunite with his absent father; and doesn't want to be a knight and was forced into it by his family
Ideals: Professionalism. Flaws: PTSD. Bonds: Attractive, Family, Nature. Occupation: Knight
Voice: Farmer accent
Attributes [hide]
Medium (6'6") Tiefling, Lawful Evil (CR 1)
Armor Class 9
Hit Points 7 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 9 (-1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) |
Senses Passive Perception 9
Languages
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +2
Possessions: 500 sp.
Eberdeb Horcusporcus, Male Gnome [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears a tan coat over a white low-cut shirt, and a deerstalker hat upon his head. His white hair is styled in orderly dreadlocks. He has a tattooed face.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: The child of northern immigrants he idolized his father. Eberdeb abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. Being a Interpreter kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He has decided he is irredeemable; and he has a crush on the local adventurer
Flaws: Shy. Bonds: Adventurer, Immigrant, Criminal record, Has a crush. Occupation: Interpreter
Voice: Old thin voice
Attributes [hide]
Small (3'8") Gnome, Neutral Evil (CR 1)
Armor Class 10
Hit Points 10 (1d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 9 (-1) | 10 (+0) | 9 (-1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Gnome
Attacks Melee +1 / 1d4-1, Ranged +1 / 1d4-1, Grapple -1
Possessions: 90 gp. Rose (40 gp). 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!

