Morg Mitchell, Male Half-Orc [Permalink]
Personal [hide]
Description: He is well dressed, constantly wearing a white suit, green shirt, and yellow tie. He has a slight overbite and is overall scrawny. His long black hair reaches down to his waist. His skin is flawless and his violet eyes scan people very quickly.
Personality: Morg speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: He was born in a small mountains village. He went to a religious school and was inspired by the priests there in charitable deeds. He bought a shortspear and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels the way he acts is they only way to get by in the world; and he is terrified, and will act out of fear
Ideals: Impeccable. Flaws: Fearful. Bonds: Attractive, Nature, Religious. Occupation: Brewer
Voice: Slurs words
Attributes [hide]
Medium (5'7") Half-Orc, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 11 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 13 (+1) | 3 (-4) | 7 (-2) | 6 (-2) |
Senses Passive Perception 8
Languages Orc
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 160 gp. An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (180 gp). 1 Masterwork Common Ranged Weapon.
Great Prim Posies, Female Tabaxi [Permalink]
Personal [hide]
Description: She has a large pastel mantle and cape that has been intricately interwoven into her grey robe. She carries with her a set of monstrous two handed axes, each one with a sapphire on the hilt. She only wears one on her belt and the other on her back. Her fur is short and white. Her yellow eyes are slightly larger than normal.
Personality: She runs her personal life as if detached from it. She organizes appointments and outings based on perceived benefits she will get from it. Her brief stint in the army gave her the idea she was invincible and that she is the toughest woman alive.
History: Her history is one of pain. She was disowned by both parents and raised among the slaves her parents kept. She was taken as a slave by a traveling circus and forced to perform She used her abilities to trick people and travel the world for free.
Motivation: She has decided she is irredeemable.
Ideals: Fighting. Flaws: Selfish. Bonds: Military, Slave, Criminal record. Occupation: Unemployed
Voice: Italian accent
Attributes [hide]
Medium (4'11") Tabaxi, Neutral Evil (CR 1)
Armor Class 10
Hit Points 9 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 11 (+0) | 9 (-1) | 9 (-1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 0 |
Possessions: 50 gp.
Donella Musgraben, Female Gnome [Permalink]
Personal [hide]
Description: She has the majority of her body covered in plate. Her auburn hair is drawn into a tight pony tail with a skull scrunchie. She has gleaming, smiling gray eyes.
Personality: She has a good heart but also a terrible temper. She will forgive often but not before yelling and berating someone for whatever they have done wrong. She invites people to come help in her community garden.
History: She was born to a criminal king-pin and mafia family When Donella reached her early adolescence her Gnome mother passed away. Feeling disconnected from the small nearby village afterwards, she decided to travel. Her rounds led her into the Army with a few individuals who would become her life-long companions. Being a Miner kept her interest for a while, but then she became depressed and bored. So she turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: She will attempt to ambush and attack anyone she thinks she can take on alone and try to knock them out with non-lethal damage. If successful, she will try to sell them to her slave-trader contact; and she feels that her past leaves her morally obligated to help
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Criminal record, Military. Occupation: Miner
Voice: Spits and sputters
Attributes [hide]
Small (3'5") Gnome, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 7 (1d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 9 (-1) | 16 (+3) | 9 (-1) | 12 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Gnome
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 140 gp. Carved harp of exotic wood with ivory inlay and zircon gems (200 gp).
Hamil Underfoot, Male Halfling [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He dresses in red turtlenecks beneath a brown coat with yellow slacks. He has shaved his head bald. His gray unseeing eyes seem to look past you.
Personality: He is fixated on the number 85. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He is frequently practicing swordplay.
History: He was always a brilliant, if unscrupulous mind. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He is untrained/undisciplined, which makes him dangerous.
Motivation: He wants nothing more than to rejoin the army.
Ideals: Logical. Flaws: Ugly, Disease, Insane. Bonds: Military. Occupation: Junk Dealer
Voice: Thin and wheezing
Attributes [hide]
Small (3'2") Halfling, Chaotic Good (CR 1)
Armor Class 13
Hit Points 8 (1d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 11 (+0) | 4 (-3) | 7 (-2) | 4 (-3) |
Senses Passive Perception 8
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 8 |
Possessions: 150 gp.
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Their contribution stands as a beacon of hope for all adventurers!


