Harbek Helcral, Male Dwarf [Permalink]
Personal [hide]
Description: He sports grey clothing, slightly heavier than average wear. He is portly but not overly obese. His black hair is greasy and uncared for. His fierce amber eyes like to dwell on things.
Personality: He is fixated on the number 14. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He does suffer from mild PTSD, and the sight of brigands may trigger it at times.
History: The child of a Map Maker, who enjoyed hunting, Harbek was taken on many hunting expeditions. Harbek abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He was recently attacked on the road and savagely beaten by bandits.
Motivation: His name or reputation has been wronged in the past by brigands, and he desires to right it.
Flaws: Ugly, Insane. Bonds: Enemies, Nature, Adventurer. Occupation: Roofer
Voice: French accent
Attributes [hide]
Medium (4'1") Dwarf, Lawful Evil (CR 2)
Armor Class 13
Hit Points 17 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 19 (+4) | 12 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Orc
Attacks Melee +1 / 1d6-1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 220 gp.
Nija Light, Female Tiefling [Permalink]
Personal [hide]
Description: She is wearing dark clothing and a heavy breastplate, keeping many of her physical features obscured. She is portly but not overly obese. Her hair is greying and her face has many wrinkles. Her black eyes lackadaisically let the world flow into them.
Personality: Eccentric and domineering, Nija will drive conversation. She is kind towards other women and children and will generally offer women help without question. Others will generally need to prove themselves to her.
History: She was born to a wealthy landowner in a frontier town, living a normal and happy childhood. Her mother had invested heavily in several trade routes and wanted her to inherit them. She ran away from her former home and has been making her living as a Dyer for the past few years.
Motivation: Nothing but the best is good enough for her; and wants to open a new tavern
Ideals: Extrovert, Philantrophist, Impeccable. Bonds: Rich, Job. Occupation: Dyer
Voice: Soothing and warm
Attributes [hide]
Medium (6'3") Tiefling, True Neutral (CR 11)
Armor Class 10
Hit Points 56 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 13 (+1) | 15 (+2) | 12 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Draconic, Sylvan
Attacks Melee +6 / 3d8+2, Ranged +4 / 3d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 3 | 3 | 3 | 1 | 0 |
Possessions: 2500 gp. Violet garnet (1400 gp). Blue quartz (7 gp).
Kipper Waggletop, Male Gnome [Permalink]
Personal [hide]
Description: This dark-skinned male usually wears his blue robe and has his flail always slung over his shoulder. He is tall, broad shouldered and powerfully built. He has a long chestnut beard with little hanging trinkets. He wears a mask on his face.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: He was raised in a forest tribe. He moved out north to avoid the crime he committed. Being a Scribe kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He is terrified, and will act out of fear; and he has decided he is irredeemable
Ideals: Joker. Flaws: Fearful. Bonds: Military, Nature, Criminal record. Occupation: Scribe
Voice: Draws out vowels
Attributes [hide]
Small (3'4") Gnome, True Neutral (CR 2)
Armor Class 14
Hit Points 10 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 11 (+0) | 12 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Gnome, Goblin
Attacks Melee +0 / 1d6-2, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 0 | 0 |
Possessions: 140 gp.
Ur-Dag Windsor, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He dresses in white turtlenecks beneath a pastel coat with black slacks. He keeps his long black hair kept up in a rat tail. He wears large thick round spectacles.
Personality: Abrasive and pushy, he has a hard time making friends. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: A child with a great deal of poetry talent his parents made sure he got the chance to thrive. Ur-Dag was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Ur-Dag decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Recently he has begun working with bootleggers and crooks.
Motivation: He feels that his past leaves him morally obligated to help; and he seems to be bored by most things
Ideals: Artistic. Flaws: Antagonistic, Mundane. Bonds: Criminal record. Occupation: Stableman
Voice: Soothing and warm
Attributes [hide]
Medium (5'3") Half-Orc, True Neutral (CR 15)
Armor Class 9
Hit Points 96 (15d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 15 (+2) | 8 (-1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +7 / 4d8+2, Ranged +4 / 4d8-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 |
Possessions: 5000 gp. Chalcedony (50 gp). Alexandrite (1600 gp). Black pearl (1600 gp). Blue quartz (13 gp). Fiery yellow corundum (1500 gp). 1 Medium magic item.
Tordrid Brawnanvil, Female Dwarf [Permalink]
Personal [hide]
Description: This northern woman's face is deformed and paralyzed on one side. As such, she slurs her words together. She wears grey painted combat armor at almost all times. Her tied-back hair is brown. She has violet eyes and a grey hat with a green feather.
Personality: Aside from being a little slow due to sleep deprivation she is generally quite perceptive. She notices little details and can draw good conclusions from them. As long as the job gets done she does not care how it got done.
History: Born to a pair of adventurers, Tordrid grew up listening to her father's many stories. She was an adventurer many years ago and she formed a blood bond with her Half-Orc companion (her 'brother'). She has drifted apart from her friends and has been working freelance. Each gave each other a copy of their signature greatsword.
Motivation: A need for knowledge about a nearby landmark; and she has passion for adventuring and risk
Ideals: Professionalism. Flaws: Ugly, Insomniac. Bonds: Adventurer. Occupation: Shoemaker
Voice: Low and grunting
Attributes [hide]
Medium (4'1") Dwarf, Lawful Neutral (CR 2)
Armor Class 12
Hit Points 10 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 12 (+1) | 8 (-1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 800 sp. Silver-plated steel longsword with jet jewel in hilt (600 gp). 1 Masterwork Common Melee.
Mara Ofandrus, Female Half-Elf [Permalink]
Personal [hide]
Description: She is lean but muscular and wears tight fitting clothing which further accentuates her frame. She wears her red hair up in a very large beehive style do. She has gleaming, smiling brown eyes.
Personality: She is extraordinarily passive and rarely speaks, let alone speaks her mind. She cannot deal with unfamiliar people for more than a few minutes at a time and if they persist she will grow angry at them.
History: She got into the Herbalist business at a young age. When Mara reached her early adolescence her Half-Elf father passed away. Feeling disconnected from the small nearby village afterwards, she decided to travel. Her rounds led her into the Army with a few individuals who would become her life-long companions. She remains aloof and afraid to be herself due to all the ideals others have placed upon her.
Motivation: She wants revenge against drow; and expand her business
Flaws: Shy, Antagonistic. Bonds: Attractive, Job, Military, Enemies. Occupation: Herbalist
Voice: High pitched, excited
Attributes [hide]
Medium (4'7") Half-Elf, Neutral Good (CR 3)
Armor Class 11
Hit Points 9 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 12 (+1) | 9 (-1) | 14 (+2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Abyssal, Gnoll
Attacks Melee -1 / 1d8-3, Ranged +3 / 1d8+1, Grapple +4
Possessions: 1 Half-Plate. 1 Chain shirt.
Shamil Gobblefirn, Female Gnome [Permalink]
Personal [hide]
Description: She is a pot bellied northern woman with a big hulking figure and broad shoulders. She wears a tan costume with the symbols of magic on her torso. She wears her hair in dreadlocks. Her voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: She will rave to anyone who will listen. She is able to make almost anything out of random pieces of junk.
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. Being born in the north, 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 north 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 south. Days after completing her studies, news broke out that her hometown was attacked by goblins. Shamil was horrified and prayed that her father was alright. However, she heard that her father had died fighting off the goblins.
Motivation: Doesn't want to be a Hunter and was forced into it by her family.
Ideals: Athletic, Gifted. Flaws: Insane. Bonds: Family, Enemies. Occupation: Hunter
Voice: Tuts and clicks tongue
Attributes [hide]
Small (3'6") Gnome, Chaotic Good (CR 4)
Armor Class 9
Hit Points 12 (4d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 6 (-2) | 7 (-2) | 11 (+0) | 18 (+4) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Gnome
Attacks Melee +3 / 1d10+1, Ranged +0 / 1d10-2, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 gp.
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