Riswynn Daerdahk, Female Dwarf [Permalink]
Personal [hide]
Description: A woman with a cold, calculating air about her, she tends to wear a heavy leather apron. Coupled with her rolled up shirt sleeves this gives her a very relaxed look. Her chestnut hair is greying along the sides and has receded to reveal a widow's peak. Her skin is flawless and her amber eyes scan people very quickly.
Personality: She barks her statements quickly and with little fuss. She prefers small words and is at her heart utilitarian. She refers to her adoptive father for almost all things she is unsure about, which are numerous. She is very much still a child and has not developed a drive for self-dependency.
History: She was raised happily, as a normal child born to her father and mother. Her father taught her the rudiments of the Junk Dealer arts, while her mother instructed her in etiquette, music and courtly manner. When she was little, her rather wealthy family often ventured across the plains to a summer home near a old dungeon. She would wander through that old dungeon 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 plains due to the painful memories there. Riswynn took refuge in the old dungeon and found the beat up longsword and armor she uses now. She has built up a small fortune and can afford her own way.
Motivation: An old rival family wants her found; and she is unsatisfied with her job
Flaws: Terse. Bonds: Attractive, Family, Rich, Nature, Job. Occupation: Junk Dealer
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (3'11") Dwarf, Lawful Neutral (CR 2)
Armor Class 14
Hit Points 10 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Aquan, Draconic
Attacks Melee +5 / 1d6+3, Ranged +6 / 1d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 0 | 0 | 0 | 0 |
Possessions: 150 gp. 1 Masterwork Common Melee.
Fistula Pinkerton, Female Half-Orc [Permalink]
Personal [hide]
Description: This woman is wearing a tight white one piece outfit complete with pants, hood, and a cape. She has a penchant for wearing a ring with an oversized jet on her right hand. She has done her best to style her red hair to look like a famous performer. Her fierce green eyes like to dwell on things.
Personality: She considers herself a woman of culture and sophistication. She likes a good challenge to her wits. She enjoys reading and quiet.
History: Born in a small village she learned the ways of the warrior from her father. There was a wharf not far from home where she often wandered off to fish. She has built up a small fortune and can afford her own way.
Motivation: Nothing but the best is good enough for her; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Impeccable, Logical, Fighting. Bonds: Rich, Nature. Occupation: Servant
Voice: Old thin voice
Attributes [hide]
Medium (5'5") Half-Orc, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 11 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 9 (-1) | 6 (-2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 15000 cp. 3 Alchemist’s fire.
Mantus Ambition, Male Tiefling [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a black collared shirt and green pants. He accessorizes with a brown scarf around the waist and a strap diagonally across his shirt. His silver hair is slicked back into a classic pompadour. His white eyes peer out from beneath his small black hat.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He has a habit of throwing himself into exceedingly dangerous situations.
History: His father raised him in a mountain cabin. 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 Sculptor. He inherited the family business which he has now maintained for 11 years.
Motivation: To prove his worth to the world; and sabotage a competitor
Ideals: Athletic. Flaws: Antagonistic, Impulsive. Bonds: Nature, Job. Occupation: Sculptor
Voice: Nasally tone
Attributes [hide]
Medium (6'2") Tiefling, Chaotic Good (CR 8)
Armor Class 10
Hit Points 34 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 6 (-2) | 12 (+1) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Terran
Attacks Melee +6 / 2d10+3, Ranged +3 / 2d10+0, Grapple +3
Possessions: 10000 cp.
Ûggû Clifton, Male Half-Orc [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He tends to wear a black poncho over his likewise colored trousers and shirt. His red hair is braided into rings. He wears crescent spectacles with a black brim.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: When he was but 6 years old his parents immigrated from the south. He took every job he could get his hands on, but the opportunities for Half-Orcs in the south were limited. Days after completing his studies, news broke out that his hometown was attacked by illithids. Ûggû was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the illithids.
Motivation: Further expansion of business; and expand his business
Ideals: Philantrophist. Flaws: Cynical. Bonds: Immigrant, Enemies, Job. Occupation: Crown-heir
Voice: Scottish accent
Attributes [hide]
Medium (6'5") Half-Orc, Neutral Good (CR 3)
Armor Class 12
Hit Points 10 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 11 (+0) | 14 (+2) | 8 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common, Orc, Goblin, Halfling
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 5 | 0 | 0 | 0 |
Possessions: 200 gp. Moss agate (15 gp). Fiery yellow corundum (800 gp).
Ozyman Warmwater, Male Halfling [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking northern young adult. He wears bulky white painted plate armor. Beneath his clothing is a huge mess of scar tissue. His hair is cut close to his head. He wears large thick round spectacles.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He is a big fan of imagination and believes people should spend more time reading and writing.
History: A powerful wizard made him what he is. 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 Brewer. In the meantime he has taken over work as a Brewer and occasionally as a mercenary.
Motivation: A need for knowledge about a nearby landmark.
Ideals: Logical. Bonds: Slave, Job, Mentor, Adventurer. Occupation: Brewer
Voice: Aggressive tone
Attributes [hide]
Small (3'0") Halfling, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 33 (4d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 17 (+3) | 17 (+3) | 6 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Halfling, Celestial, Giant, Sylvan
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 1 Minor magic item.
Baelitae Rothenel, Female Elf [Permalink]
Personal [hide]
Description: She wears tight fighting clothing, which leaves very little to the imagination. Her chestnut hair is lengthy. Her gray eyes lackadaisically let the world flow into them.
Personality: Abrasive and pushy, she has a hard time making friends. She is however nostalgic and wants to reunite with her old comrades. She has some compunction and patriotism and will work for the government before all other clients.
History: The child of eastern immigrants she idolized her mother. In her youth she was a Butcher, and wanted to be a champion fighter when she grew up. She was working during a period of war, and as one of the natives she lived in fear of joining the others in being slaughtered. She saw the brutality and swore off her fighting aspirations, taking her younger brother on her back after seeing her parents die, and fled the country. She left for the east, certain she would find work there.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and she's repulsed by the pc
Ideals: Fighting. Flaws: Antagonistic, PTSD. Bonds: Adventurer, Immigrant. Occupation: Performer
Voice: Speaks in third person
Attributes [hide]
Medium (5'4") Elf, Chaotic Good (CR 3)
Armor Class 10
Hit Points 4 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 7 (-2) | 12 (+1) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Elven, Druidic
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 2100 sp.
Armara Charisma, Female Tiefling [Permalink]
Personal [hide]
Description: She is perpetually draped in fineries, but all of this concealed by her earthly robes.. She has moderate length dark red hair. Her face is full, her cheeks are rosy, and she always seems to sport a perfect smile and a twinkle in her silver eyes.
Personality: Armara hangs on like a leech to those who appreciate her. It was this clingy personality that held back her dancing career. She seeks to pay back kindness whenever she gets the chance. Whether it be in the form of unwanted serenades or the latest gossip she always seeks to do solids for her friends.
History: She was raised in a forest tribe. She was an adventurer many years ago and she formed a blood bond with her Dragonborn companion (her 'brother'). She spent several years traveling with her friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Obtaining odd cultural Dragonborn artifacts is her passion; and she wants to meet her childhood hero
Ideals: Artistic, Philantrophist. Bonds: Attractive, Adventurer, Nature. Occupation: Fletcher
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'10") Tiefling, Neutral Good (CR 9)
Armor Class 10
Hit Points 56 (9d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 12 (+1) | 17 (+3) | 9 (-1) | 19 (+4) |
Senses Passive Perception 9
Languages Common, Abyssal, Auran, Ignan
Attacks Melee +2 / 3d4-1, Ranged +3 / 3d4+0, Grapple +0
Possessions: 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Marastyr Deepdelver, Female Dwarf [Permalink]
Personal [hide]
Description: A woman with a calm yet intense air about her, she dresses like a well dressed Unemployed does. Her silver hair is matted, messy, and big. Her face is scarred and worn.
Personality: She is intelligent and cunning, but she will too often allow her rage to get the better of her. She will lose her cool and rely on brute force to carry the day. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: She was raised in a white middle class family as the only child. Through the years after Marastyr was born, her father became increasingly distant from her family, instead choosing to pursue power in the south. Marastyr's father didn't care for her much, and the feeling was mutual. After a long history of fighting, Marastyr and her spouse have recently divorced.
Motivation: She is unsatisfied with her job; and she seems to be bored by most things
Ideals: Joker. Flaws: Ugly, Antagonistic, Mundane. Bonds: Job. Occupation: Unemployed
Voice: French accent
Attributes [hide]
Medium (3'9") Dwarf, Neutral Good (CR 7)
Armor Class 10
Hit Points 51 (7d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 16 (+3) | 15 (+2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Aquan, Gnome
Attacks Melee +4 / 2d8+1, Ranged +3 / 2d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 700 gp. A silver and pearl hairclip (80 gp). 1 Minor magic item. 1 Minor magic item.
Five Of Shadows, Female Tabaxi [Permalink]
Personal [hide]
Description: She wears a pastel tunic with red highlights, and long brown pants that bunch up around her shoes. She carries with her a set of spears on her belt, each one with a emerald on the hilt. She wears a top hat to hide her balding. She wears large thick round spectacles.
Personality: She resents people who mock her appearance or her, so she has learned to be the meanest son of a gun. Energy wise she seems alert and responsive.
History: Born in a small village she learned the ways of the warrior from her father. From there she went from mercenary job to mercenary job. She's since become an addict/alcoholic.
Motivation: An old rival family wants her found; and find a way to reverse the transformation of her sister
Ideals: Fighting, Professionalism. Flaws: Ugly, Addict. Bonds: Adventurer, Family. Occupation: Interpreter
Voice: German accent
Attributes [hide]
Medium (6'2") Tabaxi, True Neutral (CR 2)
Armor Class 9
Hit Points 15 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 13 (+1) | 14 (+2) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Draconic, Dwarven
Attacks Melee +4 / 1d6+2, Ranged +1 / 1d6-1, Grapple +3
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
