Nurkara Glanhig, Female Dwarf [Permalink]
Personal [hide]
Description: She wears a large hat to cast shadows over her face and wears ponchos to better hide her body. She carries a battered quarterstaff and tarnished monstrous two handed axe as well. With bright chestnut hair. Her eyes are violet.
Personality: She is overprotective of those who hire her services. She is a logical person and will generally grow upset if things defy logic and science.
History: She was raised in a white middle class family as the only child. Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Nurkara grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Nurkara. Recently she has begun working with bootleggers and crooks.
Motivation: To protect her home.
Ideals: Fighting, Logical. Flaws: Mundane. Bonds: Guardian, Criminal record. Occupation: Slave Trader
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 18 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 18 (+4) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 310 gp.
Goroth Sherwood, Male Half-Orc [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears skinny pants and wears a white and green robe with the hood down. His brown hair is singed and shortened. His eyes are green and he is always smoking a pipe.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: Sold as a small child to a wizard, Goroth was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He's repulsed by the PC; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Ugly, Antagonistic. Bonds: Immigrant, Mentor. Occupation: Jeweler
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'6") Half-Orc, Chaotic Good (CR 2)
Armor Class 10
Hit Points 12 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 8 (-1) | 13 (+1) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Orc, Aquan
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 600 sp. 1 Masterwork Musical instrument.
Peter Abram, Male Human [Permalink]
Personal [hide]
Description: He sports brown clothing, slightly heavier than average wear. His skin is fair and his fingers are delicate and long. He has white hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: Aggressive, abrasive, and angry, Peter embodies much of what other species detest in the Humans. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: When he was but 8 years old his parents immigrated from the west. His homeland was ravaged by war and he spent much of his life rebuilding it. He hasn't been sleeping well lately.
Motivation: He doesn't get along with people that don't share his tastes; and he feels the way he acts is they only way to get by in the world
Ideals: Impeccable. Flaws: Insomniac, Antagonistic, PTSD. Bonds: Immigrant. Occupation: Sculptor
Voice: Pronounces O like U
Attributes [hide]
Medium (5'10") Human, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 9 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 16 (+3) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: Red garnet (110 gp).
Direcris Ophinshtalajiir, Male Dragonborn [Permalink]
Personal [hide]
Description: This man stands a little under 6'2" and is a bit bulky. He is very muscular particularly in the legs. He wears tight fitting clothing which further accentuates his frame. His scarlet crest is kept up in a ponytail inside a Stetson hat. His gold eyes dart around the room hyper actively observing anyone and anything.
Personality: Overbrimming with self-confidence, Direcris isn't afraid of most anything. He has a strong dislike to people who do not believe in Dragonborn unity. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: Born in the east to a Mercenary, Direcris learned a great deal about his father's area of expertise. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way north. He has achieved small success as a Mercenary.
Motivation: Doesn't want to be a Mercenary and was forced into it by his family.
Ideals: Impeccable, Logical. Bonds: Attractive, Job, Family. Occupation: Mercenary
Voice: Spits and sputters
Attributes [hide]
Medium (6'2") Dragonborn, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 14 (+2) | 16 (+3) | 18 (+4) | 17 (+3) |
Senses Passive Perception 14
Languages Common, Infernal, Druidic, Gnoll
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 10000 cp. Chalcedony (20 gp). 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Aldous Reid, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears skinny pants and wears a brown and green robe with the hood down. He wears his white hair up. He tend to wears goggles to shield his eyes.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He believes the world needs to unite to get rid of illithids once and for all.
History: He was born to a pair of big game hunters, but was frequently ill as a child. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He was always very intelligent and has formed a secret society of freemasons.
Motivation: Further expansion of business; and wants to open a new tavern
Flaws: Antagonistic, Disease, Secretive. Bonds: Enemies, Job. Occupation: Map Maker
Voice: Switch between two voices
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 17 (+3) | 15 (+2) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Celestial, Undercommon, Terran
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 sp.
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Their contribution stands as a beacon of hope for all adventurers!