Sannl Ironfist, Female Dwarf [Permalink]
Personal [hide]
Description: She is dressed in earthy colors with a grey and blue handkerchief worn on her right side, but does not cut a very imposing figure. She walks with a slouch but will stand straight to her full 4'3" when asserting herself. She has shaved her head bald. This amber eyed southerner is not easily forgotten.
Personality: She is happy with her job as a Fisher. She turns her eye from what people do, preferring to live and let live. She tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: She was born on a small isolated farm. When she was little, her rather wealthy family often ventured across the forest to a summer home near a old dungeon. She would wander through that old dungeon 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 forest due to the painful memories there. Sannl took refuge in the old dungeon and found the beat up warhammer and armor she uses now. She has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Retire the richest woman in the south; and she'd like to take her coworkers down a peg
Ideals: Optimist, Justice, Entrepeneur. Flaws: Insane. Bonds: Job, Nature. Occupation: Fisher
Voice: Gruff and masculine
Attributes [hide]
Medium (4'3") Dwarf, Lawful Neutral (CR 2)
Armor Class 10
Hit Points 19 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 18 (+4) | 5 (-3) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +5 / 1d6+3, Ranged +2 / 1d6+0, Grapple +3
Possessions: 200 gp.
Cask Paws, Male Tabaxi [Permalink]
Personal [hide]
Description: An older man who wears dark leathers with embroidery, he is not a threatening figure. He sports a flattop fur cut. He tend to wears goggles to shield his eyes.
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 works hard and plays hard.
History: Cask was raised in a hard working conservative environment. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Body Guard. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: To protect his home; and balancing his hectic life and new body guard responsibilities is difficult
Ideals: Disciplined. Flaws: Hedonist, Secretive. Bonds: Job, Guardian. Occupation: Body Guard
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'4") Tabaxi, Lawful Neutral (CR 5)
Armor Class 12
Hit Points 26 (5d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Giant
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
Possessions: 700 gp. 1 Masterwork Artisan’s tools.
Gilthur Caebrek, Male Dwarf [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he prefers to wear flannel. His chestnut hair is greying along the sides and has receded to reveal a widow's peak. He has several tiny amber earrings on each ear.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: His parents moved while he was still in utero so he is the first generation to be born here. He was an apprentice working in his mother's forge. He tends to his Apothecary job now, and dutifully fulfills any obligations he has.
Motivation: Balancing his hectic life and new Apothecary responsibilities is difficult; and to be a cook again
Ideals: Joker. Bonds: Rich, Job, Immigrant. Occupation: Apothecary
Voice: Soft and mumbly
Attributes [hide]
Medium (4'4") Dwarf, Neutral Good (CR 2)
Armor Class 11
Hit Points 20 (2d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 16 (+3) | 12 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven, Auran
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 4 |
Possessions: 8000 cp.
Sannl Gorunn, Female Dwarf [Permalink]
Personal [hide]
Description: She is well dressed, but even with her fine clothing she looks run-down. She has a moderate pudge and is not very fit. Her moppish chestnut hair is in a traditional bowl cut. She has a tattooed face.
Personality: She is quite rude, and likes to deride her opponents skill and shout insults at them. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Sannl was born the youngest of three triplets. Being born in the south, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the south for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way west. She bought a scythe and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She has a rivalry with the Church that dominates her actions; and her spouse's relatives view her with great suspicion
Ideals: Joker. Flaws: Antagonistic. Bonds: Family, Nature, Religious. Occupation: Crown-heir
Voice: Smoker's lung
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Good (CR 8)
Armor Class 9
Hit Points 51 (8d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 9 (-1) | 17 (+3) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Auran
Attacks Melee +4 / 2d10+1, Ranged +2 / 2d10-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 3 | 3 |
Possessions: 100 pp.
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