Hobart TellPenny, Male Halfling [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Halflings. His skin is light but he possesses many tan ritualistic tattoos. He wears tattered old clothes. His golden hair, when down, is lengthy. This violet eyed westerner is not easily forgotten.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. Hobart is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: He was born the only child of a wealthy merchant. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Crown-heir work with an outfit from a few towns over. Crown-heir work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has achieved small success as a Crown-heir.
Motivation: Regain custody of his daughter.
Ideals: Entrepeneur. Flaws: Ugly, Selfish. Bonds: Family, Job. Occupation: Crown-heir
Voice: American accent
Attributes [hide]
Small (2'10") Halfling, Lawful Good (CR 6)
Armor Class 13
Hit Points 19 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 8 (-1) | 12 (+1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Halfling, Orc
Attacks Melee +1 / 2d6-2, Ranged +5 / 2d6+2, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 1 |
Possessions: 200 gp. Brown-green garnet (110 gp). Freshwater pearl (9 gp). Tourmaline (110 gp).
Hugh Ansley, Male Human [Permalink]
Personal [hide]
Description: He usually wears his grey robe and has his lance always slung over his shoulder. He has a black handlebar mustache and slicked back black hair. He has several tiny amber earrings on each ear.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He is used to getting what he wants. In part because he is a meticulous planner.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He now owns his own business.
Motivation: He has money and likes to spend it; and wants to open a new tavern
Ideals: Professionalism. Flaws: Antagonistic, Disease. Bonds: Rich, Job. Occupation: Miller
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'2") Human, Lawful Evil (CR 1)
Armor Class 13
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 14 (+2) | 15 (+2) | 6 (-2) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Infernal, Terran
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
Possessions: 6000 cp. A finely crafted rug of intricate, geometric designs worked with silver threading (60 gp). 1 Everburning torch.
Heward Kirby, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He dresses in brown turtlenecks beneath a black coat with blue slacks. He has moderate length chestnut hair. He is baby faced.
Personality: He has always had a great fascination with Gnomish culture. A true patriot, Heward would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: He was raised in a forest tribe. When he was little, his rather wealthy family often ventured across the forest to a summer home near a ruined castle. He would wander through that ruined castle 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. Heward took refuge in the ruined castle and found the beat up shield and armor he uses now. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He's looking for his big break; and to share knowledge with the world
Ideals: Logical. Flaws: Racist. Bonds: Military, Nature, Adventurer. Occupation: Mayor
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'5") Human, Lawful Evil (CR 4)
Armor Class 9
Hit Points 27 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 16 (+3) | 15 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Celestial, Gnoll
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Zaffrab Turen, Male Gnome [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears tight fighting clothing, which leaves very little to the imagination. His hair is silver, silky, and of moderate length. His blue eyes lackadaisically let the world flow into them.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. Zaffrab is a bit of a follower. Usually he is manipulated by his brothers into helping them out, but recently he has become more of a free agent.
History: Zaffrab was born the youngest of three triplets. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. By chance he met his brother recently and the two have been together since.
Motivation: Find a way to reverse the transformation of his brother; and marry his brother to traveling adventurers
Ideals: Fighting, Philantrophist. Flaws: Antagonistic. Bonds: Attractive, Family. Occupation: Courier
Voice: Posh accent
Attributes [hide]
Small (3'4") Gnome, Chaotic Good (CR 4)
Armor Class 12
Hit Points 23 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 14 (+2) | 15 (+2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnome, Orc, Druidic
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +4
Possessions: 200 gp. Silver-plated steel longsword with jet jewel in hilt (1000 gp). Brass mug with jade inlays (400 gp). 1 Minor magic item.
Arannis Larson, Male Half-Elf [Permalink]
Personal [hide]
Description: This younger middle-aged man is wearing a perfectly clean shirt and pair of pants, and a wedding ring on his left hand. His hair is cut close to his head. His gray eyes dart from person to person.
Personality: Overbrimming with self-confidence, Arannis isn't afraid of most anything. He has a strong dislike to people who do not believe in Half-Elven unity. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He comes from a rich southern family. A gifted student he started as a Shepherd, but he got bored and became a Armorer. He has built up a small fortune and can afford his own way.
Motivation: Wishes to resurrect an old love; and he has money and likes to spend it
Ideals: Impeccable. Flaws: Disease. Bonds: Attractive, In love, Rich, Job. Occupation: Armorer
Voice: Sensual and smooth
Attributes [hide]
Medium (4'10") Half-Elf, True Neutral (CR 5)
Armor Class 10
Hit Points 35 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 10 (+0) | 15 (+2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Elven, Sylvan, Giant
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 |
Possessions: 300 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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