Shanairla Casilltenirra, Female Half-Elf [Permalink]
Personal [hide]
Description: This woman is moderately tanned and has just the faintest trace of an accent. She wears a well pressed and immaculate suit (or dress). She keeps her brown hair in a flapper bob. She is missing an eye and her face is severely sunburned. Her one remaining eye shines violet.
Personality: She can speak with the dead, and doesn't see much difference between the living and dead. She cannot deal with unfamiliar people for more than a few minutes at a time and if they persist she will grow angry at them.
History: Shanairla was born the youngest of three triplets. Her parents enrolled her in a Aristocrat school at a young age so that she could practice her necromantic talents. By chance she met her sister recently and the two have been together since.
Motivation: An old rival family wants her found.
Ideals: Gifted. Flaws: Ugly, Antagonistic. Bonds: Immigrant, Family. Occupation: Tailor
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (4'10") Half-Elf, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 6 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: Just what you see.
Krimmon Greenleaf, Male Halfling [Permalink]
Personal [hide]
Description: He wears a fancy red suit. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He keeps his long white hair kept up in a rat tail. His green eyes dart from person to person to random spaces in the air.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: He was born at the edge of vast plains. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave 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 plains due to the painful memories there. Krimmon took refuge in the large cave and found the beat up shortspear and armor he uses now. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: To unite with his brother.
Flaws: Insane. Bonds: Attractive, Enemies, Family, Nature, Adventurer. Occupation: Merchant
Voice: High pitched and raspy
Attributes [hide]
Small (3'4") Halfling, Neutral Good (CR 1)
Armor Class 11
Hit Points 4 (1d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 11 (+0) | 7 (-2) | 9 (-1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee -1 / 1d4-3, Ranged +2 / 1d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 800 sp. 1 Masterwork Common Ranged Weapon.
Vlorn Shadowquick, Male Halfling [Permalink]
Personal [hide]
Description: 3'4" and muscular, this southern man is wearing a perfectly clean shirt and pair of pants. His auburn hair and beard is wavy and long. He has blue eyes.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He has a small toy that he constantly fidgets with.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Through the years after Vlorn was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Vlorn's mother didn't care for him much, and the feeling was mutual. He became a Tailor soon after.
Motivation: He wants nothing more than to rejoin the army; and he is unsatisfied with his job
Ideals: Athletic. Flaws: Antagonistic, Addict. Bonds: Attractive, Military, Job. Occupation: Tailor
Voice: Scratchy, weak
Attributes [hide]
Small (3'4") Halfling, Lawful Evil (CR 2)
Armor Class 12
Hit Points 8 (2d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 13 (+1) | 11 (+0) | 16 (+3) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Halfling, Ignan, Celestial, Auran
Attacks Melee +1 / 1d6-1, Ranged +3 / 1d6+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 4 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1400 sp.
Tarhun Xephyrbahnor, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears dull black sweaters, loose grey pants, and alligator leather shoes. Beneath his sweater he keeps a concealed greatsword, just in case. He has a slight overbite and is overall scrawny. His scarlet crest is drawn into a tight pony tail with a clover scrunchie. His red eyes are passionate and lively.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He feeds upon the attention of others.
History: Tarhun hails from a village terrorized by giants. Before the accident, he was one of the most outspoken anti-Tiefling activists. He was mortally wounded, saved by a kind and fast-acting Tiefling doctor. He has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.
Motivation: He'd like to take his coworkers down a peg; and balancing his hectic life and new scribe responsibilities is difficult
Flaws: Shy, Racist. Bonds: Attractive, Enemies, Job. Occupation: Scribe
Voice: Prounounces S like Z
Attributes [hide]
Medium (6'4") Dragonborn, Lawful Neutral (CR 2)
Armor Class 13
Hit Points 11 (2d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 17 (+3) | 11 (+0) | 13 (+1) | 8 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common, Goblin
Attacks Melee +2 / 1d6+0, Ranged +5 / 1d6+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 2 | 2 | 0 | 0 |
Possessions: 130 gp.
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