Mardnab Oomtrowl, Female Gnome [Permalink]
Personal [hide]
Description: She is scrawny and has patchy red stubble. She wears a fine chain shirt which she covers with blue colored cloaks and clothing. She has a hunchback. Her red hair is wavy and long. She tend to wears goggles to shield her eyes.
Personality: Mardnab is a sociable creature first and foremost. She loves to listen to people at length before talking their ear off. She can carry on conversation for hours and will do so. She cannot resist a sob story and will often dote over anyone who has one.
History: Raised by wardens she was only a novice when orcs swooped upon their monastery and killed most of the order. Mardnab was orphaned to a temple shortly after her birth. She was raised by the temple staff to care always for others above herself and to hold her god always in her heart. She has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: Her religion dominates her actions; and revenge
Ideals: Extrovert, Philantrophist. Flaws: Ugly. Bonds: Religious, Enemies. Occupation: Herbalist
Voice: High pitched, excited
Attributes [hide]
Small (3'1") Gnome, Neutral Good (CR 4)
Armor Class 13
Hit Points 17 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 17 (+3) | 12 (+1) | 18 (+4) |
Senses Passive Perception 13
Languages Common, Gnome, Halfling, Dwarven, Goblin
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 500 gp. 1 Minor magic item.
Gerard Ryland, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He wears dark leathers with embroidery. His auburn hair is cut short with large spiked bangs in the front. His eyes are gray and catlike.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He is a ruthless business man, a trait he acquired from his father.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. Through the years after Gerard was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Gerard's father didn't care for him much, and the feeling was mutual. Some 3 years later his spouse died after the birth of his daughter. Heartbroken, Gerard never married again. Instead he focused his life to raising his daughter whom he trained as his father had trained him before.
Motivation: His relatives are trying to arrange a marriage; and his spouse's relatives view him with great suspicion
Ideals: Entrepeneur. Flaws: Emotional, Antagonistic. Bonds: In love, Family. Occupation: Glassblower
Voice: Soft and mumbly
Attributes [hide]
Medium (5'7") Human, Chaotic Evil (CR 1)
Armor Class 9
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 13 (+1) | 13 (+1) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +2
Possessions: 800 sp.
Thradal Goldfinder, Male Dwarf [Permalink]
Personal [hide]
Description: He tends to wear a large grey jacket. His golden hair is greying along the sides and has receded to reveal a widow's peak. His ears are large.
Personality: He is a Assassin first and foremost. He believes firmly that knowledge should be universal. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: He is the product a well kept family trust fund and as such has never really known need. 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 south. He struck the Assassin job and began his own company from there.
Motivation: Wants to open a new tavern.
Ideals: Justice. Flaws: Ugly. Bonds: Job, Criminal record, Rich, Family. Occupation: Assassin
Voice: Dark and ominous
Attributes [hide]
Medium (4'5") Dwarf, True Neutral (CR 1)
Armor Class 10
Hit Points 12 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 19 (+4) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Orc
Attacks Melee +5 / 1d4+3, Ranged +2 / 1d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: Just what you see.
Halimath Dalanthan, Male Elf [Permalink]
Personal [hide]
Description: He is dressed in a clean blue cloak covering his clean studded leather. He keeps his brown hair in a pixie cut. He has violet eyes and a blue hat with a pastel feather.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is used to getting what he wants. In part because he is a meticulous planner.
History: He served in the navy to pay for his family's outstanding loans. Through the years after Halimath was born, his father became increasingly distant from his family, instead choosing to pursue power in the west. Halimath's father didn't care for him much, and the feeling was mutual. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He is content; and to end his boredom
Ideals: Professionalism. Flaws: Cynical, Antagonistic, Mundane. Bonds: Military. Occupation: Brewer
Voice: Russian accent
Attributes [hide]
Medium (4'11") Elf, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Orc
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 0 | 0 | 0 |
Possessions: 70 gp. Silver pearl (160 gp).
Sarai Honeypot, Female Halfling [Permalink]
Personal [hide]
Description: An imposing woman with a heavy stainless steel prosthetic right hand, she is well dressed, but even with her fine clothing she looks run-down. Her head has been shaved. Her hazel eyes are passionate and lively.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. She is a thrill seeker, she laughs at people and throws down challenges. She is highly competitive and combative.
History: Sarai was born to in a poor docking district. She spent her early days working in the same smith shop her mother was employed at, doing general labor. From there she went from mercenary job to mercenary job. When she grew older, she became a bit more civilized, usually hanging around bars and taverns. She began work as a mercenary for hire. She would embark on any mission as long as the price was right.
Motivation: Obtaining odd cultural Half-Elven artifacts is her passion; and she wants to meet her childhood hero
Flaws: Ugly, Antagonistic. Bonds: Adventurer, Poor. Occupation: Farmer
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Small (3'2") Halfling, Chaotic Neutral (CR 1)
Armor Class 13
Hit Points 14 (1d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Draconic
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 140 gp.
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