Gunnloda Loderr, Female Dwarf [Permalink]
Personal [hide]
Description: 4'1" and muscular, this northern woman wears bulky brown painted plate armor. She has wavy golden hair. Her voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: She has schizophrenia that causes her to hear things that aren't there and will sometimes respond to them. To her fellows she is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Gunnloda was raised in a hard working conservative environment. She was an athlete and attended two major summer competitions. She never won. She has gone from town to town till she finds a spot where she can set up a sustainable business.
Motivation: Sabotage a competitor.
Ideals: Athletic. Flaws: Insane, Disease. Bonds: Enemies, Job. Occupation: Cook
Voice: Aggressive tone
Attributes [hide]
Medium (4'1") Dwarf, True Neutral (CR 2)
Armor Class 11
Hit Points 24 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
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 | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 50 gp. 1 Masterwork Musical instrument.
Morgran Dankil, Male Dwarf [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Dwarf, and stands approximately 4'4". He wears a simple grey robe with green stripes complete with hood, and his gloved hand is found clutching a sword. His silver hair is heavily combed to the right. His face is covered beneath a completely black helmet.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is used to getting what he wants. In part because he is a meticulous planner.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Shoemaker arts, while his father instructed him in etiquette, music and courtly manner. 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 worked as a Shoemaker like his mother before him.
Motivation: Further expansion of business; and a strong sense of loyalty to tiefling people
Ideals: Professionalism. Flaws: Racist. Bonds: Job, Rich. Occupation: Shoemaker
Voice: Booming voice
Attributes [hide]
Medium (4'4") Dwarf, Neutral Evil (CR 2)
Armor Class 13
Hit Points 16 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 17 (+3) | 13 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Abyssal
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 500 sp.
Ar-Karo Cornish, Male Half-Orc [Permalink]
Personal [hide]
Description: Standing 5'9", this man likes to wear ponchos typically of a light white in addition to tight pants. He has styled his auburn hair well, parting it to the left. His skin is flawless and his hazel eyes scan people very quickly.
Personality: Prone to second guessing himself, he comes off as nervous. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: Born in a small village he learned the ways of the warrior from his mother. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Ar-Karo 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 Ar-Karo. Being a Spice Merchant 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 feels threatened by others; and he has decided he is irredeemable
Ideals: Fighting. Flaws: Shy, Fearful. Bonds: Attractive, Criminal record. Occupation: Spice Merchant
Voice: Hissing voice
Attributes [hide]
Medium (5'9") Half-Orc, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 11 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 9 (-1) | 14 (+2) | 10 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Orc, Goblin, Sylvan
Attacks Melee +6 / 1d6+4, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 |
Possessions: 3000 cp. 1 Masterwork Uncommon Weapon.
Edge Of Stars, Male Tabaxi [Permalink]
Personal [hide]
Description: A middle-aged man, he wears an entirely pastel suit with grey socks and a vest with buckled shoes, and is pretty ugly. He wears his gray fur up. His amber eyes dart around the room hyper actively observing anyone and anything.
Personality: Stoic and calm, he prefers to meditate than take action. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: The child of a Fortune-teller, who enjoyed hunting, Edge was taken on many hunting expeditions. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He bought a ceremonial dagger and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He wants nothing more than to rejoin the army.
Ideals: Disciplined. Flaws: Ugly. Bonds: Military, Nature, Criminal record. Occupation: Fletcher
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'0") Tabaxi, True Neutral (CR 2)
Armor Class 11
Hit Points 18 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 15 (+2) | 16 (+3) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Orc, Giant, Auran
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 40 pp. 4 Smokesticks.
Qemuel Sorrow, Male Tiefling [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears suspenders and black workpants. His shirt is white, and he wears a heavy black leather apron most of the time. He has wavy black hair. He wears round tiny glasses practically rammed into his face.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. Qemuel is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: Sold as a small child to a wizard, Qemuel was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He took every job he could get his hands on, but the opportunities for Tieflings in the east were limited. Due to his spouse's obsession with being a Mason they were divorced and he won custody of their daughter. He worked as a Spice Merchant, and he later adopted a second daughter.
Motivation: His religion dominates his actions; and he's repulsed by the pc
Flaws: Antagonistic. Bonds: Family, Mentor, Immigrant, Religious. Occupation: Spice Merchant
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'5") Tiefling, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 9 (-1) | 12 (+1) | 11 (+0) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 |
Possessions: 80 gp. Lapis lazuli (15 gp).
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