Vaina Durkin, Female Half-Elf [Permalink]
Personal [hide]
Description: She is a woman of bearing and well nourished. She dresses in violet turtlenecks beneath a grey coat with pastel slacks. Her white hair is greying along the sides and has receded to reveal a widow's peak. Her green eyes dart around the room hyper actively observing anyone and anything.
Personality: She shows great sympathy to all travelers. She's the type to buy drinks and listen to their stories. She loves teas. She is very sensitive about her face. To blow off anger she lifts weights and to control her otherwise explosive temper she works out a lot.
History: She was born in a small mountains village. Her father took her hunting and taught her how to get in the mind of other creatures. When her spouse passed she lost her only source of income but claims to her sons to still be retired.
Motivation: She seems to be bored by most things; and an old rival family wants her found
Ideals: Philantrophist, Fighting. Flaws: Mundane. Bonds: Nature, Family. Occupation: Locksmith
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'0") Half-Elf, Neutral Good (CR 1)
Armor Class 12
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 11 (+0) | 18 (+4) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Orc, Ignan, Undercommon, Gnoll
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 600 sp. Blue quartz (4 gp).
Faran Fatrabbit, Male Halfling [Permalink]
Personal [hide]
Description: The light-skinned man stands 2'10" and wears a white shirt, with a blue mid length shorts with blue tights and flats, usually wearing a coat over them. His blonde hair has been sun bleached extensively. He is baby faced.
Personality: He is calm most of the time but flees social interaction. He disdains his fellow northerners, claiming they make him look unintelligent just for using an accent.
History: When he was but 5 years old his parents immigrated from the north. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Knight work with an outfit from a few towns over. Knight work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: To find somewhere to settle down; and wants to open a new tavern
Ideals: Justice. Flaws: Shy, Mundane. Bonds: Immigrant, Job. Occupation: Knight
Voice: Hissing voice
Attributes [hide]
Small (2'10") Halfling, Chaotic Good (CR 1)
Armor Class 14
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 12 (+1) | 13 (+1) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Halfling, Aquan
Attacks Melee +1 / 1d4-1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 2000 cp.
Aelar Gentry, Male Half-Elf [Permalink]
Personal [hide]
Description: He is scrawny and has patchy chestnut stubble. He is dressed in earthy colors with a violet and tan handkerchief worn on his left side. He has a hunchback. His chestnut hair is unkempt and raggedy. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He cannot resist a sob story and will often dote over anyone who has one.
History: He was born to loving parents in a slum to the north. When money was particularly tight he was walking through alleys when he overheard a Adventurer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He now spends his time doing works of charity.
Motivation: He has a rivalry with the Church that dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Disciplined, Philantrophist. Flaws: Ugly, Addict. Bonds: Poor, Religious. Occupation: Adventurer
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Good (CR 3)
Armor Class 11
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 13 (+1) | 16 (+3) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Gnoll, Auran, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 17000 cp. Malachite (10 gp). Brown-green garnet (60 gp).
Hadarai Aloro, Male Elf [Permalink]
Personal [hide]
Description: He stands about 4'7" and wears dark leathers with embroidery. His right leg appears badly burned and disfigured. His brown hair is slicked back into a classic pompadour. His otherwise smooth face is marked with small tiny scars.
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 refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He comes from a rich northern family. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Hadarai took refuge in the large cave and found the beat up sai and armor he uses now. He has built up a small fortune and can afford his own way.
Motivation: Marry his sister to traveling adventurers; and to reunite with his absent father
Flaws: Cynical. Bonds: Family, Rich, Nature. Occupation: Barrister
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (4'7") Elf, True Neutral (CR 1)
Armor Class 12
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 15 (+2) | 14 (+2) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Elven, Giant, Sylvan
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 700 sp.
Mreksh Umbyrphrael, Male Dragonborn [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears long strands of emerald and short black dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His scarlet crest is smooth and relatively long. His gold eyes lackadaisically let the world flow into them.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He works hard and plays hard.
History: Gifted from a young age, Mreksh studied abroad. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He was granted divine powers by his dying brother.
Motivation: Money/treasure.
Ideals: Athletic, Gifted. Flaws: Antagonistic, Hedonist. Bonds: Rich. Occupation: Doctor
Voice: Middle-eastern accent
Attributes [hide]
Medium (6'2") Dragonborn, Neutral Evil (CR 2)
Armor Class 9
Hit Points 24 (2d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 18 (+4) | 13 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Ignan
Attacks Melee +4 / 1d6+2, Ranged +1 / 1d6-1, Grapple +2
Possessions: 360 gp.
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Their contribution stands as a beacon of hope for all adventurers!
