Dean Darby, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a grey costume with the symbols of the sun god on his torso. His hair is cut close to his head. His hazel eyes have a joyful gleam in them most of the time.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He is afraid of women and trembles around them
History: His parents moved while he was still in utero so he is the first generation to be born here. Dean abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He left for the north, certain he would find work there.
Motivation: To protect his home; and a need for knowledge about a nearby landmark
Flaws: Antagonistic, Shy. Bonds: Immigrant, Adventurer, Guardian. Occupation: Merchant
Voice: Jittery and nervous
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 1)
Armor Class 12
Hit Points 9 (1d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 4 (-3) | 10 (+0) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +2
Possessions: Just what you see.
Jane Ray, Female Half-Elf [Permalink]
Personal [hide]
Description: This woman wears a simple burlap shirt and baggy pants. She conceals her pickaxe with her veritable burlap sack of a shirt. She has a penchant for wearing a ring with an oversized ruby on her right hand. Her auburn hair is still thick. Her brown eyes dart from person to person.
Personality: She is a very philanthropic person; she spends her free time working at various soup kitchens. She has a minor phobia of water and hates getting wet.
History: Sold as a small child to a necromancer, Jane was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. When she was little, her rather wealthy family often ventured across the desert to a summer home near a ruined castle. She would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Jane took refuge in the ruined castle and found the beat up pickaxe and armor she uses now. She now mingles about in high society.
Motivation: Money/treasure.
Ideals: Philantrophist. Flaws: Fearful. Bonds: Rich, Mentor, Nature. Occupation: Stableman
Voice: Irish accent
Attributes [hide]
Medium (5'0") Half-Elf, Neutral Good (CR 5)
Armor Class 10
Hit Points 28 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 11 (+0) | 13 (+1) | 9 (-1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +2 / 2d4-1, Ranged +3 / 2d4+0, Grapple +0
Possessions: 1000 sp. Fiery yellow corundum (600 gp). Obsidian (9 gp). 1 Minor magic item. 1 Minor magic item.
Great In the Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: This man wears a brown tunic with grey highlights, and long green pants that bunch up around his shoes. He has a penchant for wearing a ring with an oversized aquamarine on his left hand. His fur is white and curly. His yellow unseeing eyes seem to look past you.
Personality: He has a massive crush on the younger sibling of the Bookbinder who has hired him part-time. He is obsessed with a lost civilization.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. Through the years after Great was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Great's mother didn't care for him much, and the feeling was mutual. He bought a hammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants his loneliness to end; and he has a crush on the local merchant
Flaws: Disease, Antagonistic. Bonds: Rich, Has a crush, Adventurer, Nature. Occupation: Bookbinder
Voice: Jamaican accent
Attributes [hide]
Medium (6'4") Tabaxi, True Neutral (CR 10)
Armor Class 10
Hit Points 62 (10d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +6 / 3d6+2, Ranged +4 / 3d6+0, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 1 |
Possessions: 70 pp. Chalcedony (20 gp). Deep blue spinel (700 gp). Jasper (20 gp). Bloodstone (20 gp). Eye agate (16 gp). Tourmaline (70 gp). Red-brown spinel (70 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Enna Rothenel, Female Elf [Permalink]
Personal [hide]
Description: This late middle aged woman wears a blue armored body suit, with a simple yellow line shooting up and back down and is in decent physical shape. Her blonde hair is lengthy. Her hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: She is extraordinarily passive and rarely speaks, let alone speaks her mind. When triggered she is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: She was always a brilliant, if unscrupulous mind. Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Enna 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 Enna. She used her abilities to trick people and travel the world for free.
Motivation: A rival would like her out of the picture.
Ideals: Logical. Flaws: Shy, Insane. Bonds: Criminal record. Occupation: Actor
Voice: Nasally tone
Attributes [hide]
Medium (4'7") Elf, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 6 (3d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 4 (-3) | 9 (-1) |
Senses Passive Perception 7
Languages Common, Elven
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 1000 sp. 2 Tanglefoot bags. 2 Tanglefoot bags.
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Their contribution stands as a beacon of hope for all adventurers!


