Reynard Langston, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears a fine chain shirt which he covers with brown colored cloaks and clothing. His hair, while still mostly blonde, has prominent grey streaks. His violet eyes dart from person to person to random spaces in the air.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.
History: Born in the west his family was never financially stable. When money was particularly tight he was walking through alleys when he overheard a Server hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has never given up on his painting dream.
Motivation: Find a way to reverse the transformation of his brother; and his spouse's relatives view him with great suspicion
Ideals: Joker, Artistic. Flaws: Ugly. Bonds: Family, Poor. Occupation: Server
Voice: High pitched, excited
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 11)
Armor Class 12
Hit Points 59 (11d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 16 (+3) | 16 (+3) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Terran, Elven, Dwarven
Attacks Melee +4 / 3d8+0, Ranged +6 / 3d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
Possessions: 2600 gp. Azurite (6 gp). Lapis lazuli (6 gp). 1 Minor magic item.
Shadow Fang, Male Tabaxi [Permalink]
Personal [hide]
Description: He typically wears a sleeveless long coat of deep pastel leather and dull blue iron scale mail. He has styled his gray fur well, parting it to the left. He wears an eyepatch.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He used his abilities to travel the world and help people.
Motivation: He has money and likes to spend it.
Ideals: Gifted, Philantrophist. Flaws: Ugly, Disease. Bonds: Rich. Occupation: Brewer
Voice: Creaky witch voice
Attributes [hide]
Medium (5'4") Tabaxi, Chaotic Evil (CR 5)
Armor Class 11
Hit Points 22 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 10 (+0) | 15 (+2) | 10 (+0) | 18 (+4) |
Senses Passive Perception 10
Languages Common, Druidic, Dwarven
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 |
Possessions: 400 gp. 1 Minor magic item.
Cumpen Gummen, Female Gnome [Permalink]
Personal [hide]
Description: This woman wears skinny pants and wears a blue and black robe with the hood down, and sports empty pouches on her belt. She has moderate length golden hair. Her fierce hazel eyes like to dwell on things.
Personality: She loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from her. She is the most sanctimonious self-righteous Gnome in existence. She claims to be unscrupulous but at the end of the day she will do what she thinks is right.
History: Cumpen was raised in a hard working conservative environment. From her teen years she was always beautiful and desirable, so people have always doted on her. She inherited the family business which she has now maintained for 7 years.
Motivation: Her spouse's relatives view her with great suspicion; and doesn't want to be a detective and was forced into it by her family
Ideals: Justice. Bonds: Job, Attractive, Family. Occupation: Detective
Voice: Puts emphasis on the wrong words
Attributes [hide]
Small (3'5") Gnome, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 8 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 14 (+2) | 11 (+0) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 0 |
Possessions: 1 Banded mail.
Maynild Marlee, Female Human [Permalink]
Personal [hide]
Description: This petite short woman is perpetually holding a beer of some kind. She wears tight fighting clothing, which leaves very little to the imagination, marred by beers. Her black hair has been sun bleached extensively. Her green eyes dart around the room hyper actively observing anyone and anything.
Personality: She misses her glory days as an athlete. She does not mind her job, but it is boring in comparison. The war was a terrible time for her, and Maynild does not often speak of it. When she does, she does so with a strained expression and tears in her eyes.
History: Born in a small village she learned the ways of the warrior from her mother. Her spouse left her for another, whom she beat to an almost bloody pulp. She did not win them back, but she came to a realization. To get what you want from life, you must take it. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Maynild fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: She loathes her own lifestyle; and she feels kind of lost in life
Ideals: Fighting, Athletic. Flaws: Ugly, Depressed. Bonds: Military. Occupation: Spice Merchant
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 1)
Armor Class 11
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 15 (+2) | 10 (+0) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +2
Possessions: 3000 cp. 1 Average lock.
Vondal Ironfist, Male Dwarf [Permalink]
Personal [hide]
Description: This dark-skinned male is well dressed, constantly wearing a grey suit, brown shirt, and tan tie. He is tall, broad shouldered and powerfully built. He wears a deerstalker hat to cover his moderate length golden hair. His skin is flawless and his amber eyes scan people very quickly.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He would rather hide behind his crafts than deal with other people.
History: He was born in a small forest village. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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. Vondal took refuge in the old dungeon and found the beat up trident and armor he uses now. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He has passion for adventuring and risk.
Ideals: Joker, Artistic. Flaws: Shy. Bonds: Attractive, Nature. Occupation: Guard
Voice: Draws out vowels
Attributes [hide]
Medium (4'0") Dwarf, Lawful Good (CR 2)
Armor Class 12
Hit Points 16 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 17 (+3) | 14 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven, Orc, Gnoll
Attacks Melee +1 / 1d6-1, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 2 | 0 | 0 | 0 |
Possessions: 110 gp.
Millicent Compton, Female Human [Permalink]
Personal [hide]
Description: She has a missing right leg. She wears a tattered pair of loose brown pants, a matching torn shirt, and a visible pair of similar condition same color briefs. She has a long golden ponytail with little hanging trinkets. Her amber unseeing eyes seem to look past you.
Personality: She resents people who mock her appearance or her, so she has learned to be the meanest son of a gun. 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: Born to a poor family in the city she treasured whatever gifts she got. A gypsy cursed her at a young age, leading to her ugly appearance. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: She's repulsed by the PC; and she has a rivalry with the church that dominates her actions
Flaws: Disease, Ugly, Antagonistic. Bonds: Poor. Occupation: Detective
Voice: Sore throat, cough
Attributes [hide]
Medium (5'5") Human, Neutral Evil (CR 2)
Armor Class 11
Hit Points 11 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 11 (+0) | 17 (+3) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Auran, Celestial, Halfling
Attacks Melee +5 / 1d6+3, Ranged +3 / 1d6+1, Grapple +3
Possessions: 160 pp.
Theobald Yorke, Male Human [Permalink]
Personal [hide]
Description: He is renowned for his bright grey suits and hats. His black hair is smooth and relatively long. His green eyes are slightly larger than normal.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born to a pair of big game hunters, but was frequently ill as a child. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He used his abilities to trick people and travel the world for free.
Motivation: Sabotage a competitor; and seeks redemption
Ideals: Joker. Flaws: Disease. Bonds: Attractive, Criminal record, Job. Occupation: Bookbinder
Voice: Posh accent
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 14 (+2) | 15 (+2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Giant, Abyssal
Attacks Melee +6 / 1d4+4, Ranged +4 / 1d4+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 90 gp. Tiger eye turquoise (14 gp).
Eldeth Silverstone, Female Dwarf [Permalink]
Personal [hide]
Description: An older woman who sports grey clothing, slightly heavier than average wear, she is not a threatening figure. She keeps her golden hair in a flapper bob. She has a very pronounced jaw and large eyebrows. She wears rectangular glasses with silver brims.
Personality: She considers herself the perfect lady. She makes a point to always show proper etiquette and frequently critiques the etiquette of others. A true patriot, Eldeth would do anything for her country. She is fiercely protective of her fellow citizens and foreign allies.
History: Trained by her father for as long as she can remember she had it drilled in her head that it was her duty to serve her country. 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 west. She became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: To prove her worth to the world; and a need for knowledge about a nearby landmark
Ideals: Impeccable. Flaws: Impulsive. Bonds: Military, Family, Adventurer. Occupation: Junk Dealer
Voice: Scandinavian accent
Attributes [hide]
Medium (3'9") Dwarf, Neutral Good (CR 2)
Armor Class 12
Hit Points 22 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 15 (+2) | 13 (+1) | 6 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common, Dwarven, Elven
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 120 gp.
Salasar Shestendeliath, Male Dragonborn [Permalink]
Personal [hide]
Description: An older man who wears skinny pants and wears a black and brown robe with the hood down, he is not a threatening figure. His green crest is slicked back into a classic pompadour. His eyes are likewise red. His teeth are yellowed and unaligned.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He is a very good compulsive liar and kleptomaniac.
History: He is the product a well kept family trust fund and as such has never really known need. He has chosen to use the inheritance that was left to him frivolously. He has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.
Motivation: He has comitted a past crime that haunts him to this day.
Ideals: Athletic. Flaws: Ugly. Bonds: Criminal record, Rich, Enemies. Occupation: Shipwright
Voice: Prounounces S like Z
Attributes [hide]
Medium (6'5") Dragonborn, Neutral Evil (CR 9)
Armor Class 12
Hit Points 32 (9d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 13 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Infernal
Attacks Melee +5 / 3d4+2, Ranged +5 / 3d4+2, Grapple +2
Possessions: 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
