Norman Kent, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he typically wears brown cloth garments or leather armor. He has no hair. He wears large thick round spectacles.
Personality: He is calm most of the time but flees social interaction. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: Sold as a small child to a necromancer, Norman was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He wants to meet his childhood hero; and to share knowledge with the world
Ideals: Logical. Flaws: Ugly, Shy, Antagonistic. Bonds: Mentor. Occupation: Bellfounder
Voice: Farmer accent
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 11)
Armor Class 13
Hit Points 74 (11d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 14 (+2) | 15 (+2) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Undercommon, Draconic
Attacks Melee +7 / 3d8+3, Ranged +7 / 3d8+3, Grapple +3
Possessions: 900 gp. Chrysoberyl (70 gp). Golden yellow topaz (900 gp).
Manea Moral, Female Tiefling [Permalink]
Personal [hide]
Description: A woman with a friendly, welcoming air about her, she is well dressed, constantly wearing a black suit, grey shirt, and yellow tie. Her long silver hair is drawn into a two foot long braid. She is missing an eye and her face is severely sunburned. Her one remaining eye shines gold.
Personality: She is extraordinarily eccentric. She passes on several rewards to people in need. She makes a point to leave places better than she found them.
History: She was born the only child of a wealthy merchant. Her parents enrolled her in a Fighter school at a young age so that she could practice her divine talents. She now spends her time doing works of charity.
Motivation: Retire the richest woman in the south; and she is not mentally stable, and does not behave rationally
Ideals: Philantrophist, Entrepeneur, Gifted. Flaws: Ugly, Insane. Occupation: Detective
Voice: Boston accent
Attributes [hide]
Medium (5'3") Tiefling, Chaotic Good (CR 8)
Armor Class 10
Hit Points 31 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 7 (-2) | 13 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 15
Languages Common, Infernal
Attacks Melee +6 / 2d10+3, Ranged +3 / 2d10+0, Grapple +3
Possessions: 11000 sp. Rhodochrosite (8 gp). Deep blue spinel (1300 gp). Star rose quartz (60 gp). Emerald (1200 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Susannah Shupe, Female Half-Elf [Permalink]
Personal [hide]
Description: She wears a yellow collared shirt and white skirt. She accessorizes with a green scarf around the waist and a strap diagonally across her shirt. She carries a battered longbow and tarnished club as well. She wears a broad hat to cover her moderate length white hair. Her violet eyes dart from person to person.
Personality: She is irascible and easily irritated. She disdains her fellow northerners, claiming they make her look unintelligent just for using an accent.
History: Susannah hails from a village terrorized by giants. When she was little, her rather wealthy family often ventured across the forest to a summer home near a large cave. She would wander through that large cave 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. Susannah took refuge in the large cave and found the beat up club and armor she uses now. Days after completing her studies, news broke out that her hometown was attacked by giants. Susannah was horrified and prayed that her mother was alright. However, she heard that her mother had died fighting off the giants.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting. Flaws: Antagonistic. Bonds: Immigrant, Enemies, Nature. Occupation: Dyer
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'6") Half-Elf, True Neutral (CR 5)
Armor Class 12
Hit Points 51 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Elven, Aquan, Goblin
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
Possessions: 50 pp.
Altho Jamjar, Male Halfling [Permalink]
Personal [hide]
Description: With grey face paint in a stripe pattern across his face, he dresses well, typically a more casual-formal manner. He keeps his red hair in a pixie cut. His otherwise smooth face is marked with small tiny scars.
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. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: Altho was raised in a hard working conservative environment. He has chosen to use the inheritance that was left to him frivolously. He now mingles about in high society.
Motivation: He's repulsed by the PC; and he has money and likes to spend it
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Attractive, Job, Rich. Occupation: Animal Trainer
Voice: Soft and mumbly
Attributes [hide]
Small (3'3") Halfling, Lawful Neutral (CR 15)
Armor Class 11
Hit Points 108 (15d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +7 / 4d8+2, Ranged +5 / 4d8+0, Grapple +2
Possessions: 7000 gp. Solid gold idol (1200 gp). Fire opal pendant on a fine gold chain (1100 gp). Brass mug with jade inlays (600 gp). Fire opal pendant on a fine gold chain (1100 gp). A miniature golden chest with tiny emeralds lining the top (40 gp). Large well-done wool tapestry (600 gp). Golden circlet with four aquamarines (3000 gp). Ceremonial electrum dagger with a star ruby in the pommel (900 gp). A large tome filled with over one hundred recipes written by a former royal chef. (40 gp). Silver comb with moonstones (1000 gp). 1 Minor magic item.
Glim Turen, Male Gnome [Permalink]
Personal [hide]
Description: He wears a tight fitting tan shirt and pants. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He has styled his chestnut hair well, parting it to the right. He has gray 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 is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Locksmith arts, while his father instructed him in etiquette, music and courtly manner. From his teen years he was always beautiful and desirable, so people have always doted on him. He has built up a small fortune and can afford his own way.
Motivation: He is greedy; and money/treasure
Ideals: Disciplined, Opinionated. Bonds: Attractive, Rich. Occupation: Locksmith
Voice: Nasally tone
Attributes [hide]
Small (3'6") Gnome, Lawful Good (CR 1)
Armor Class 11
Hit Points 13 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 16 (+3) | 10 (+0) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
Possessions: 700 sp. Blue quartz (6 gp).
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Their contribution stands as a beacon of hope for all adventurers!
