Kody Mitchell, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His silver hair is styled in orderly dreadlocks. His amber eyes dart around the room hyper actively observing anyone and anything.
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. He is a great chef.
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Kody fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He has a rivalry with the Church that dominates his actions; and wants to work out more often
Ideals: Fighting, Athletic, Joker, Gifted. Bonds: Religious. Occupation: Butcher
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 2)
Armor Class 13
Hit Points 27 (2d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 18 (+4) | 13 (+1) | 18 (+4) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Undercommon
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 50 pp.
Karg Abram, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a husky man, who is wearing a long, black cloak. His black hair is still thick. His blue eyes lackadaisically let the world flow into them.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He was born the only child of a wealthy merchant. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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 forest due to the painful memories there. Karg took refuge in the old dungeon and found the beat up shortspear and armor he uses now. After a long history of fighting, Karg and his spouse have recently divorced.
Motivation: Several ex partners dislike his way of doing things and want revenge; and he has comitted a past crime that haunts him to this day
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Criminal record, Nature, Enemies. Occupation: Bookbinder
Voice: American accent
Attributes [hide]
Medium (6'10") Half-Orc, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 20 (3d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 13 (+1) | 8 (-1) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Orc
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 200 gp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Arumawann Ningel, Male Gnome [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He is renowned for his bright blue suits and hats. His hair is always cut to a buzz. He wears round tiny glasses practically rammed into his face.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He has a minor phobia of water and hates getting wet.
History: Arumawann hails from a village terrorized by goblins. 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 Sellsword. He has achieved small success as a Sellsword.
Motivation: To get a good night's sleep; and revenge
Ideals: Impeccable. Flaws: Fearful, Insomniac. Bonds: Enemies, Job. Occupation: Sellsword
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Small (3'6") Gnome, Chaotic Evil (CR 14)
Armor Class 12
Hit Points 103 (14d12)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 12 (+1) | 16 (+3) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Gnome, Abyssal, Ignan, Draconic
Attacks Melee +7 / 4d6+2, Ranged +6 / 4d6+1, Grapple +2
Possessions: 600 pp. Solid gold idol (500 gp). A delicate silver chain set with a tourmaline (40 gp). A delicate silver chain set with a tourmaline (40 gp). Silver-plated steel longsword with jet jewel in hilt (900 gp). Golden circlet with four aquamarines (3000 gp).
Clerebold Berevan, Male Half-Elf [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a yellow costume with the symbols of strength on his torso. His white hair is well kept and his bushy mustache is tapered upwards at the ends. His eyes are a pleasant violet.
Personality: He has a massive crush on the younger sibling of the Priest who has hired him part-time. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: He was raised in a island tribe. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Clerebold took refuge in the large cave and found the beat up warhammer and armor he uses now. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: To be a Shoemaker again; and he has a crush on the local shoemaker
Bonds: Has a crush, Adventurer, Nature, Job. Occupation: Priest
Voice: Creaky witch voice
Attributes [hide]
Medium (4'10") Half-Elf, Lawful Neutral (CR 4)
Armor Class 11
Hit Points 27 (4d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 13 (+1) | 14 (+2) | 16 (+3) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Elven, Gnoll, Gnome, Undercommon
Attacks Melee +0 / 1d10-2, Ranged +3 / 1d10+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 |
Possessions: 300 gp. Tourmaline (110 gp). 1 Chain shirt. 1 Buckler. 1 Masterwork studded leather.
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Their contribution stands as a beacon of hope for all adventurers!


