Artin Hammerstone, Female Dwarf [Permalink]
Personal [hide]
Description: The woman speaks with an almost imperceptible accent. She seems to always be the slightest bit damp as if she got out from a pool a few moments ago. She wears light armors faded through time and improper care. Her small hat is riddled with cuts and holes. Her amber eyes are slightly larger than normal.
Personality: She speaks before she thinks and is too direct. She tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: She was born in the west, but her parents moved at a very young age to the north. A few years later when the north was not economically sound they moved to her current location. She left for the west, certain she would find work there.
Motivation: She'd like to take her coworkers down a peg; and to prove her worth to the world
Ideals: Optimist. Flaws: Ugly, Impulsive. Bonds: Immigrant. Occupation: Healer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 7 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 13 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven, Gnoll
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 |
Possessions: 70 gp. Tiger eye turquoise (13 gp). 1 Masterwork manacles.
Matilda Clapham, Female Human [Permalink]
Personal [hide]
Description: Her skin has the orange glow of too much sun. She is well dressed, constantly wearing a brown suit, tan shirt, and blue tie. Her chestnut hair is well kept. Her violet eyes dart around the room hyper actively observing anyone and anything.
Personality: She likes to brag about her accomplishments and constantly tries to beat others to the punch. The war was a terrible time for her, and Matilda does not often speak of it. When she does, she does so with a strained expression and tears in her eyes.
History: Matilda was born into a poor family. Growing up, she dreamt of becoming a Druid, to bring honor to her family’s name. When she came of age, she applied for a position with her town's local guard, looking to work her way up via merit and eventually become a Druid in service of a powerful lord somewhere. When Matilda reached her early adolescence her Human 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. She has drifted apart from her friends and has been working freelance. Each gave each other a copy of their signature longsword.
Motivation: She has passion for adventuring and risk; and a need for knowledge about a nearby landmark
Ideals: Passionate. Flaws: Depressed. Bonds: Military, Poor, Adventurer. Occupation: Seamstress
Voice: Whispers
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 1)
Armor Class 10
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 17 (+3) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Infernal, Halfling
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 70 gp. 1 Masterwork Common Melee.
Mamnen Rescue, Male Tiefling [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Tiefling, and stands approximately 5'9". He dresses in green turtlenecks beneath a grey coat with tan slacks, and his gloved hand is found clutching a club. His hair is white and curly. He has a dull look in his silver eyes.
Personality: Aggressive, abrasive, and angry, Mamnen embodies much of what other species detest in the Tieflings. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: The child of a Architect, who enjoyed hunting, Mamnen was taken on many hunting expeditions. Being born in the west, 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 west 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 was granted druidic powers by his dying sister.
Motivation: He has comitted a past crime that haunts him to this day; and find a way to reverse the transformation of his sister
Ideals: Gifted. Flaws: Antagonistic. Bonds: Family, Nature, Criminal record. Occupation: Locksmith
Voice: Jamaican accent
Attributes [hide]
Medium (5'9") Tiefling, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 17 (+3) | 15 (+2) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Celestial, Infernal
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 1 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Dench England, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He is renowned for his bright white suits and hats. He keeps his long blonde hair kept up in a rat tail. He has brown eyes and a white hat with a tan feather.
Personality: Stoic and calm, he prefers to meditate than take action. He has a habit of throwing himself into exceedingly dangerous situations.
History: Dench was raised in a hard working conservative environment. He worked as a nervous Guard and found it very stressful. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: He doesn't get along with people that don't share his tastes; and expand his business
Ideals: Athletic, Disciplined, Impeccable. Flaws: Impulsive. Bonds: Job, Guardian. Occupation: Guard
Voice: Speaks with back of mouth
Attributes [hide]
Medium (6'3") Half-Orc, Lawful Good (CR 1)
Armor Class 12
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 10 (+0) | 13 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Orc, Infernal
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 160 gp. 1 Banded mail.
Mara Beitz, Female Half-Elf [Permalink]
Personal [hide]
Description: She appears as an extremely gaunt Half-Elf, and stands approximately 5'9". She wears a robe, a symbol of luck around her neck, and a greatsword on her belt, and her gloved hand is found clutching a greatsword. Her top hat is riddled with cuts and holes. She wears a mask on her face.
Personality: She is a hateful person. She taunts others and blames them for her problems. She is a ruthless business woman, a trait she acquired from her mother.
History: A powerful brothel owner made her what she is. A gypsy cursed her at a young age, leading to her ugly appearance. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Mara fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Retire the richest woman in the south; and she's repulsed by the pc
Ideals: Fighting, Entrepeneur. Flaws: Ugly, Antagonistic. Bonds: Mentor. Occupation: Masseuse
Voice: Soft and mumbly
Attributes [hide]
Medium (5'9") Half-Elf, Neutral Good (CR 3)
Armor Class 13
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 9 (-1) | 9 (-1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 1200 sp. 1 Half-Plate. 1 Masterwork Light wooden shield.
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Their contribution stands as a beacon of hope for all adventurers!
