Ahinar Ilphelkiir, Female Half-Elf [Permalink]
Personal [hide]
Description: She wears tattered old clothes. She has white hair. She wears large thick round spectacles.
Personality: She likes to be helpful to her clients. She likes to prescribe proper advice to her clients. She also has developed a complete distrust of the Seamstress profession.
History: Born in the west to a Map Maker, Ahinar learned a great deal about her father's area of expertise. In her 16th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her father impaled in their home, and her mother beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. She has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.
Motivation: She is being blackmailed/forced/etc and this influences her actions; and further expansion of business
Flaws: Ugly, Fearful. Bonds: Job, Enemies, Criminal record. Occupation: Map Maker
Voice: Low and grunting
Attributes [hide]
Medium (4'8") Half-Elf, Chaotic Neutral (CR 1)
Armor Class 8
Hit Points 4 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 6 (-2) | 7 (-2) | 13 (+1) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Elven, Druidic
Attacks Melee +0 / 1d4-2, Ranged +0 / 1d4-2, Grapple -2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 4000 cp. 1 Banded mail.
Mardnab Scheppen, Female Gnome [Permalink]
Personal [hide]
Description: She is dressed in an above average manner. She has a moderate pudge and is not very fit. She has dyed her greying black hair a little too much giving a sharp black color. This gray eyed southerner is not easily forgotten.
Personality: A grumpy gal she will invite people to lunch so she can critique them. Yet she still seems generally likeable, like a lovable grump. Her temper goes off on the smallest of things. She tends to lash out at those around her.
History: Born in the south her family was never financially stable. Through the years after Mardnab was born, her mother became increasingly distant from her family, instead choosing to pursue power in the south. Mardnab's mother didn't care for her much, and the feeling was mutual. She has recently gotten a pet goose that steals things from people.
Motivation: She is being blackmailed/forced/etc and this influences her actions; and she is a bit of a kleptomaniac
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Attractive, Poor, Criminal record. Occupation: Carpenter
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Small (3'2") Gnome, Neutral Evil (CR 1)
Armor Class 9
Hit Points 9 (1d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 7 (-2) | 12 (+1) | 11 (+0) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +1 / 1d4-1, Ranged +0 / 1d4-2, Grapple -1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 30 gp.
Shadow Shoe, Male Tabaxi [Permalink]
Personal [hide]
Description: This southern man is abnormally tall. He wears a brown collared shirt and grey pants. He accessorizes with a violet scarf around the waist and a strap diagonally across his shirt. His whole body is exceptionally muscular. His fur is cut close to his head. He has amber eyes and a brown hat with a grey feather.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: He got into the Healer business at a young age. His necromantic abilities were realized during a raid on his village. He left for the south, certain he would find work there.
Motivation: Further expansion of business.
Ideals: Philantrophist, Gifted. Flaws: Antagonistic. Bonds: Immigrant, Job. Occupation: Healer
Voice: High pitched and raspy
Attributes [hide]
Medium (6'2") Tabaxi, Lawful Good (CR 1)
Armor Class 9
Hit Points 4 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 7 (-2) | 11 (+0) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
Possessions: 140 gp. 1 Masterwork Artisan’s tools.
Margery Colton, Female Human [Permalink]
Personal [hide]
Description: This woman is moderately tanned and has just the faintest trace of an accent. She wears a lot of dark rich colors, with gold accents. She keeps her auburn hair in a pixie cut. Her amber eyes are passionate and lively.
Personality: Her voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl she speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of her tone. She is kind towards other women and children and will generally offer women help without question. Others will generally need to prove themselves to her.
History: She was born at the edge of vast forest. Since her mother passed away years ago, her father had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. She used her abilities to travel the world and help people.
Motivation: She is compelled to act according to her religious beliefs.
Ideals: Philantrophist. Flaws: Cynical. Bonds: Attractive, Immigrant, Nature. Occupation: Knight
Voice: Smoker's lung
Attributes [hide]
Medium (4'7") Human, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 10 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 12 (+1) | 10 (+0) | 13 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Undercommon
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 70 gp. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!


