Heward Snape, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears baggy brown pantaloons and a blue scarf, and a wedding ring on his left hand. His red hair is cut short. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He will do just about anything if he becomes convinced it is for someone's true love, of this he is easily convinced.
History: He was born in the north, but his parents moved at a very young age to the west. While studying, he fell in love. They married and had a son. He moves from town to town, unable to find a place to settle.
Motivation: He wants to get laid; and he would like to get married and retire
Ideals: Athletic. Flaws: Insomniac. Bonds: In love, Has a crush, Immigrant. Occupation: Fortune-teller
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 2)
Armor Class 10
Hit Points 19 (2d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 11 (+0) | 14 (+2) | 10 (+0) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 4 | 2 | 0 |
Possessions: 4000 cp.
Ethereal Candle, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He carries a battered trident and tarnished dagger as well. He has brown fur. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: Born in a small village he learned the ways of the warrior from his father. 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 used his abilities to trick people and travel the world for free.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Entrepeneur, Fighting, Joker. Flaws: Insane. Bonds: Criminal record. Occupation: Apothecary
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'10") Tabaxi, Chaotic Neutral (CR 6)
Armor Class 13
Hit Points 52 (6d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 14 (+2) | 17 (+3) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Druidic, Draconic, Orc
Attacks Melee +4 / 2d6+1, Ranged +6 / 2d6+3, Grapple +3
Possessions: 1000 sp.
Anne Gracey, Female Human [Permalink]
Personal [hide]
Description: She is a paragon of her species. She is larger and stronger than most Humans. Her skin is light but she possesses many blue ritualistic tattoos. She is well dressed, but even with her fine clothing she looks run-down. She wears a top hat to cover her moderate length black hair. She wears crescent spectacles with a black brim.
Personality: She believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. Her philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: Born the oldest of a large religious southern family, she was no stranger to responsibility. Her mother was supposedly a charlatan fortune teller, but she insists her mother was legitimate. Some 2 years later her spouse died after the birth of her son. Heartbroken, Anne never married again. Instead she focused her life to raising her son whom she trained as her father had trained her before.
Motivation: She is a bit of a kleptomaniac; and seeks redemption
Ideals: Optimist. Bonds: Nature, Religious, In love, Criminal record. Occupation: Marshal
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 11)
Armor Class 12
Hit Points 49 (11d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 3d8-2, Ranged +6 / 3d8+2, Grapple +6
Possessions: 1100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Gurdis Orcfoe, Female Dwarf [Permalink]
Personal [hide]
Description: She is a husky woman, who wears brown painted combat armor at almost all times. Her blonde hair has been sun bleached extensively. She has blue eyes and a brown hat with a green feather.
Personality: Gurdis hangs on like a leech to those who appreciate her. It was this clingy personality that held back her writing career. She has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Born to a pair of adventurers, Gurdis grew up listening to her mother's many stories. When Gurdis reached her early adolescence her Dwarf 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. 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: She wants nothing more than to rejoin the army; and meet up once more with her childhood friend
Ideals: Artistic. Flaws: Fearful. Bonds: Adventurer, Military. Occupation: Interpreter
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 16 (3d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 14 (+2) | 11 (+0) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 | 1 |
Possessions: 200 gp.
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Their contribution stands as a beacon of hope for all adventurers!


