Faral Teinithra, Female Elf [Permalink]
Personal [hide]
Description: She stands about 5'3" and prefers to wear blue clothing when she does not wear armor. Her left hand appears badly burned and disfigured. She keeps her long brown hair kept up in a rat tail. She is missing an eye and her face is severely sunburned. Her one remaining eye shines green.
Personality: She can speak with the dead, and doesn't see much difference between the living and dead. She uses her nature as a weapon; she likes to lead opponents to think her in distress.
History: She was born a particularly ugly child, much to the horror of her parents. She became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. She got money to start a business from the gang present in town. She is greatly indebted to them.
Motivation: She made a deal with a demon which lead to her current lot in life, and she's becoming increasingly nervous about it.
Ideals: Gifted. Flaws: Ugly, Secretive. Bonds: Criminal record, Debt. Occupation: Stylist
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'3") Elf, True Neutral (CR 4)
Armor Class 12
Hit Points 1 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 6 (-2) | 14 (+2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Elven, Celestial, Undercommon
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 400 gp. 1 Minor magic item.
Tordrid Torevir, Female Dwarf [Permalink]
Personal [hide]
Description: A thin woman, she clearly needs to put on some weight, but she still has a lot of muscle. She is generally well dressed albeit a few years behind the times. Her brown hair is thinning but still full. Her eyes are likewise brown.
Personality: She never swears and excessively uses polite adverbs when speaking. She is terrible with names forgetting people's names several times before they finally stick; this causes her no end of embarrassment.
History: She was raised in a white middle class family as the only child. Since her mother passed away years ago, her father had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. Unlike her family, who was content to work in a sleepy main town, she wanted to work in the city. She has been working here for the past few years.
Motivation: She seems to be bored by most things; and wants to work out more often
Ideals: Athletic, Optimist. Flaws: Forgetful, Mundane. Bonds: Attractive. Occupation: Banker
Voice: American accent
Attributes [hide]
Medium (3'9") Dwarf, Lawful Neutral (CR 2)
Armor Class 11
Hit Points 18 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 15 (+2) | 13 (+1) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Infernal
Attacks Melee +1 / 1d6-1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 350 gp. 1 Half-Plate.
Gerald Fawcett, Male Human [Permalink]
Personal [hide]
Description: This man is very fat, and tends to wear a large brown jacket. He wears his hair in dreadlocks. His eyes are a pleasant violet.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-brother.
History: He was born in a small mountains village. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He is searching for what he claims is his rightful reward.
Motivation: He has comitted a past crime that haunts him to this day; and he is a bit of a kleptomaniac
Ideals: Optimist. Flaws: Ugly. Bonds: Family, Nature, Adventurer, Criminal record. Occupation: Courier
Voice: Soft and mumbly
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 5)
Armor Class 8
Hit Points 32 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 7 (-2) | 11 (+0) | 18 (+4) | 15 (+2) | 15 (+2) |
Senses Passive Perception 15
Languages Common, Sylvan, Elven, Draconic, Ignan
Attacks Melee +3 / 2d4+0, Ranged +1 / 2d4-2, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 30000 cp. Golden yellow topaz (1400 gp). 1 Minor magic item. 1 Minor magic item.
Alice Devore, Female Half-Elf [Permalink]
Personal [hide]
Description: This younger middle-aged woman wears an entirely violet suit with yellow socks and a vest with buckled shoes, and a wedding ring on her right hand. Her silver hair is lengthy and is close to two feet long. Her brown eyes dart from person to person.
Personality: Quiet and reserved she prefers to listen than to talk. She will nod occasionally and communicate nonverbally. She is a thrill seeker, she laughs at people and throws down challenges. She is highly competitive and combative.
History: Born in the south to a Miner, Alice learned a great deal about her father's area of expertise. She was an apprentice working in her father's forge. She now travels the world, in search of power and loot.
Motivation: She would like to get married and retire; and meet up once more with her childhood friend
Flaws: Shy. Bonds: In love, Adventurer, Job, Has a crush. Occupation: Miner
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (4'7") Half-Elf, Neutral Good (CR 8)
Armor Class 11
Hit Points 83 (8d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Elven, Halfling
Attacks Melee +3 / 2d10+0, Ranged +4 / 2d10+1, Grapple +1
Possessions: White opal (800 gp). Chrysoprase (20 gp). 1 Minor magic item.
Arannis Crosis, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears professional attire. He keeps his long chestnut hair kept up in a rat tail. His eyes are violet and he is always smoking a pipe.
Personality: He is extraordinarily eccentric. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Arannis was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. While he appears to be a normal Half-Elf, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He is untrained/undisciplined, which makes him dangerous.
Motivation: Wishes to resurrect an old love.
Ideals: Optimist. Flaws: Insane. Bonds: Attractive, In love, Poor. Occupation: Navigator
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'0") Half-Elf, Neutral Good (CR 9)
Armor Class 11
Hit Points 95 (9d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 16 (+3) | 12 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Terran
Attacks Melee +4 / 3d4+1, Ranged +4 / 3d4+1, Grapple +1
Possessions: 120000 cp. Moss agate (7 gp). Sardonyx (60 gp). Lapis lazuli (7 gp).
Pallabar Wildwander, Male Gnome [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a tea of some kind. He wears a worn and beaten armor, marred by teas. His chestnut hair is drawn into a tight pony tail with a butterfly scrunchie. His otherwise smooth face is marked with small tiny scars.
Personality: He hates dire rats. He views them as having robbed his home of its proper glory. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Born to a poor family in the city he treasured whatever gifts he got. When money was particularly tight he was walking through alleys when he overheard a Shoemaker hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: Someone believes him a fraud; and several ex partners dislike his way of doing things and want revenge
Ideals: Optimist. Flaws: Ugly. Bonds: Enemies, In love, Poor. Occupation: Shoemaker
Voice: Soft and melodious
Attributes [hide]
Small (3'4") Gnome, Chaotic Evil (CR 4)
Armor Class 12
Hit Points 28 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 16 (+3) | 15 (+2) | 7 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common, Gnome, Undercommon, Auran
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 100 gp.
Fragrant Running, Male Tabaxi [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he typically wears a sleeveless long coat of deep pastel leather and dull white iron scale mail. He keeps his long brown fur kept up in a rat tail. His eyes are likewise blue.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. Flattery will make him almost putty in your hands.
History: The child of western immigrants he idolized his father. 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. He inherited the family business which he has now maintained for 12 years.
Motivation: He is terrified, and will act out of fear; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Selfish, Fearful. Bonds: Job, Immigrant. Occupation: Performer
Voice: Nasally tone
Attributes [hide]
Medium (6'4") Tabaxi, Chaotic Evil (CR 9)
Armor Class 12
Hit Points 90 (9d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 17 (+3) | 12 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +5 / 3d4+2, Ranged +5 / 3d4+2, Grapple +2
Possessions: 30000 cp. Silver chalice with lapis lazuli gems (130 gp). A small bag of saffron. (60 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Nurkara Trueanvil, Female Dwarf [Permalink]
Personal [hide]
Description: A pudgy woman standing about 4'1" has a big stupid grin on her face most of the time. She wears a well pressed and immaculate suit (or dress). Her blonde hair is greying along the sides and has receded to reveal a widow's peak. Her hazel eyes are passionate and lively.
Personality: She is quiet and reserved most of the time, but warms up to people very quickly. Around friends she is liable to tell dirty jokes and enjoy herself. She is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: She was born at the edge of vast island. When she was little, her rather wealthy family often ventured across the island to a summer home near a ruined castle. She would wander through that ruined castle 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 island due to the painful memories there. Nurkara took refuge in the ruined castle and found the beat up bow and armor she uses now. She has recently gotten a pet goose that steals things from people.
Motivation: She has comitted a past crime that haunts her to this day.
Ideals: Joker. Bonds: Nature, Criminal record. Occupation: Assassin
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (4'1") Dwarf, Neutral Evil (CR 2)
Armor Class 12
Hit Points 24 (2d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | 12 (+1) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Dwarven, Draconic, Infernal, Gnoll
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
Possessions: 230 gp.
Borun Stoutman, Male Halfling [Permalink]
Personal [hide]
Description: He is dressed in earthy colors with a red and tan handkerchief worn on his right side. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His hair is white and curly. He tend to wears goggles to shield his eyes.
Personality: Borun wants to be seen as a stoic, levelheaded, noble Commoner, so he tries to act the part. He does a good job, for the most part... Animals are drawn to him, and he is able to talk to them.
History: Borun was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Borun grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Borun. Recently he has begun working with bootleggers and crooks.
Motivation: He is a bit of a kleptomaniac; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Disciplined, Gifted. Bonds: Attractive, Poor, Criminal record. Occupation: Assassin
Voice: Hard of hearing, loud
Attributes [hide]
Small (3'3") Halfling, True Neutral (CR 6)
Armor Class 12
Hit Points 37 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 17 (+3) | 10 (+0) | 18 (+4) | 17 (+3) |
Senses Passive Perception 14
Languages Common, Halfling
Attacks Melee +2 / 2d6-1, Ranged +4 / 2d6+1, Grapple +1
Possessions: 1000 sp. Iolite (20 gp). Chrysoprase (20 gp). Amethyst (140 gp).
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Their contribution stands as a beacon of hope for all adventurers!
