Sariel Xiloscient, Female Half-Elf [Permalink]
Personal [hide]
Description: This woman is tall and muscular. She wears a yellow cloak and cross-gartered white stockings. She wears a feathered hat to hide her balding. She wears crescent spectacles with a black brim.
Personality: She goes out her way to put a smile on everyone's face. There's no-one she won't accept into her heart. She misses her home and complains about the freezing weather, even in summer.
History: A studious child she never was much for a social life, not because she was unlikable, but because she did not seek it out. She was an athlete and attended two major summer competitions. She never won. She moves from town to town, unable to find a place to settle.
Motivation: Her religion dominates her actions; and she has a rivalry with the church that dominates her actions
Ideals: Athletic, Optimist, Gifted. Bonds: Immigrant, Religious. Occupation: Bricklayer
Voice: Middle-eastern accent
Attributes [hide]
Medium (4'9") Half-Elf, True Neutral (CR 2)
Armor Class 12
Hit Points 21 (2d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 12 (+1) | 12 (+1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Halfling
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +3
Possessions: 260 gp.
Shedinn Raghthroknaar, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. He has a slight overbite and is overall scrawny. His crest is gold and curly. His eyes are gold and he is always smoking a pipe.
Personality: A skeptical and narcissistic man, Shedinn's first love is himself. His second love is also himself. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Born in the east to a Fortune-teller, Shedinn learned a great deal about his father's area of expertise. He took every job he could get his hands on, but the opportunities for Dragonborns in the east were limited. He has set out to sabotage the competition.
Motivation: Nothing but the best is good enough for him; and he desires power and/or immortality
Ideals: Impeccable. Bonds: Rich, Adventurer, Job, Immigrant. Occupation: Fortune-teller
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (6'5") Dragonborn, Chaotic Neutral (CR 5)
Armor Class 12
Hit Points 39 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 18 (+4) | 9 (-1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 500 gp. Citrine (20 gp). Obsidian (6 gp).
Seven Of Clay, Male Tabaxi [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is wearing a tight pastel one piece outfit complete with pants, hood, and a cape. He wears his black fur down. His otherwise smooth face is marked with small tiny scars.
Personality: Seven is depressed about a lot of things. He tends to be a nihilist. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Seven 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 Seven. He used his abilities to trick people and travel the world for free.
Motivation: He is not mentally stable, and does not behave rationally; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Flaws: Depressed, Insane. Bonds: Religious, Military, Criminal record. Occupation: Interpreter
Voice: Soft and melodious
Attributes [hide]
Medium (5'9") Tabaxi, True Neutral (CR 2)
Armor Class 14
Hit Points 11 (2d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 19 (+4) | 9 (-1) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Sylvan
Attacks Melee +3 / 1d6+1, Ranged +6 / 1d6+4, Grapple +4
Possessions: 1700 sp.
Barendd Daerdahk, Male Dwarf [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He typically wears brown cloth garments or leather armor. His brown hair is kept up in a ponytail inside a wide-brimmed hat. His green eyes lackadaisically let the world flow into them.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born in the south, but his parents moved at a very young age to the east. He took every job he could get his hands on, but the opportunities for Dwarves in the south were limited. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He is not mentally stable, and does not behave rationally; and to share knowledge with the world
Ideals: Logical, Entrepeneur. Flaws: Insomniac, Insane. Bonds: Immigrant. Occupation: Bellfounder
Voice: Soothing and warm
Attributes [hide]
Medium (4'4") Dwarf, Lawful Neutral (CR 9)
Armor Class 12
Hit Points 83 (9d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 14 (+2) | 19 (+4) | 16 (+3) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven, Orc, Aquan, Auran
Attacks Melee +4 / 3d4+1, Ranged +5 / 3d4+2, Grapple +6
Possessions: 1600 gp. Blue quartz (9 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!


