Sumnes Suithrasas, Female Elf [Permalink]
Personal [hide]
Description: Her skin is bronze and flawless. She wears very tight pants and wife beaters, though occasionally she sports a tan coat. She is an epitome of beauty. Her chestnut hair is smooth and relatively long. She is baby faced.
Personality: While she acts the brute, she is far gentler than she would appear. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.
History: Sumnes hails from a village terrorized by drow. She was an athlete and attended two major summer competitions. She never won. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Sumnes fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Revenge; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Athletic. Flaws: Impulsive. Bonds: Attractive, Enemies. Occupation: Sellsword
Voice: Strong lisp
Attributes [hide]
Medium (4'7") Elf, True Neutral (CR 3)
Armor Class 13
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 13 (+1) | 13 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Infernal
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Giselle Fidget, Female Half-Elf [Permalink]
Personal [hide]
Description: She is a woman of bearing and well nourished. She wears baggy violet pantaloons and a grey scarf. She wears a deerstalker hat to cover her moderate length chestnut hair. Her gray eyes dart from person to person.
Personality: She barks her statements quickly and with little fuss. She prefers small words and is at her heart utilitarian. She is able to fit into much smaller and tighter spaces than normal.
History: She was born into a rich family. Like her father and her sister before her, after school she went straight into learning to become a Brewer. She has gone from town to town till she finds a spot where she can set up a sustainable business.
Motivation: To unite with her sister; and her spouse's relatives view her with great suspicion
Ideals: Gifted. Flaws: Terse. Bonds: Rich, Job, Family. Occupation: Brewer
Voice: Voice breaks
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 15 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Gnoll, Celestial
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: Tourmaline (100 gp). Fiery yellow corundum (500 gp). Rhodochrosite (4 gp).
Trey Livingstone, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who is wearing the road beaten gear of a warrior. His hair is short and chestnut. His eyes are amber.
Personality: He is mildly Human supremacist, though he does not identify as such. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He was born on a small isolated farm. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Trey took refuge in the old dungeon and found the beat up bow and armor he uses now. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: To unite with his sister; and to reunite with his absent mother
Ideals: Fighting. Flaws: Racist, Hedonist. Bonds: Nature, Family. Occupation: Guard
Voice: Hissing voice
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 1)
Armor Class 9
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 12 (+1) | 14 (+2) | 15 (+2) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Orc, Abyssal
Attacks Melee +1 / 1d4-1, Ranged +1 / 1d4-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 60 gp. 6 Acid flasks.
Gimgen Goblinbane, Male Dwarf [Permalink]
Personal [hide]
Description: He is a husky man, who wears baggy grey pantaloons and a brown scarf. With a patchy chestnut beard and wild chestnut hair. His eyes are likewise gray. His teeth are yellowed and unaligned.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. Further he is a bit of a stoner and is frequently out of it.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. Through the years after Gimgen was born, his mother became increasingly distant from his family, instead choosing to pursue power in the north. Gimgen's mother didn't care for him much, and the feeling was mutual. He's since become an addict/alcoholic.
Motivation: He is greedy; and he has money and likes to spend it
Flaws: Ugly, Antagonistic, Addict, Disease. Bonds: Rich. Occupation: Bricklayer
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (4'5") Dwarf, Lawful Good (CR 2)
Armor Class 9
Hit Points 24 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 17 (+3) | 9 (-1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 14
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +1 / 1d6-1, Grapple +1
Possessions: 360 gp.
Melissa Graham, Female Human [Permalink]
Personal [hide]
Description: This woman is moderately tanned and has just the faintest trace of an accent. She wears professional attire. She has slicked back auburn hair. She tend to wears goggles to shield her eyes.
Personality: While she acts the brute, she is far gentler than she would appear. She will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Sold as a small child to a necromancer, Melissa was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. She couldn't stand her childhood mentor and eventually formed a pact with her mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. She left for the east, certain she would find work there.
Motivation: To prove her worth to the world; and she possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Fighting. Flaws: Impulsive. Bonds: Attractive, Immigrant, Mentor. Occupation: Painter
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (5'7") Human, Lawful Good (CR 1)
Armor Class 11
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 8 (-1) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 800 sp.
Emen Asheton, Female Half-Orc [Permalink]
Personal [hide]
Description: This southern woman prefers to wear white pants and tee shirts. Her clothes are grease stained in places. She wears a wide-brimmed hat to cover her moderate length silver hair. She wears large thick round spectacles.
Personality: She tends to agree with only herself unless someone else's opinion sounds like she can profit from it. She tries to control her temper but she can't always stop herself from what she feels what must be done. She is a ruthless business woman, a trait she acquired from her mother.
History: Born to a Dyer, her mother struggled to pay the bills. Through the years after Emen was born, her mother became increasingly distant from her family, instead choosing to pursue power in the south. Emen's mother didn't care for her much, and the feeling was mutual. After a long history of fighting, Emen and her spouse have recently divorced.
Motivation: She is compelled to act according to her religious beliefs.
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Poor, Immigrant, Religious. Occupation: Sculptor
Voice: Sleepy voice
Attributes [hide]
Medium (6'4") Half-Orc, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 5 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 11 (+0) | 8 (-1) | 6 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Orc
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 200 gp.
Wrenn Turen, Male Gnome [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He prefers to wear tan pants and tee shirts. His red hair is singed and shortened. His ears are large.
Personality: He hates dire rats. He views them as having robbed his home of its proper glory. He is an amazing painter.
History: He was born in the north. Because his father participated in the massacre of their homeland, dire rats burned their ranch to the ground and forced them out. He was preparing to flee to the north, but the outbreak of war prevented him and his mother from journeying north to reunite his family. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Wrenn was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: Revenge.
Ideals: Athletic, Gifted. Flaws: Ugly. Bonds: Enemies, Immigrant. Occupation: Fletcher
Voice: Creaky witch voice
Attributes [hide]
Small (3'5") Gnome, Lawful Good (CR 1)
Armor Class 13
Hit Points 7 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 9 (-1) | 5 (-3) | 14 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 160 gp. Deep blue spinel (200 gp).
Tricking In the Wind, Female Tabaxi [Permalink]
Personal [hide]
Description: Her left side is far more bruised and cut up than her other. She wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. Her orange fur is singed and shortened. Her yellow eyes are slightly larger than normal.
Personality: She has a very dry and sarcastic sense of humor. She is not one for noise or eating so much, which is in direct contrast with her big mouthed big gutted partner. Her partner is her best friend in the world. The two are very close despite being more or less each other's opposites. Any perceived weakness will be pressed and exploited. She is seen as merciless and passionate.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. Her family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. She saw this and took pride in her father's willingness to do anything to win. During her travels, Tricking and her party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Tricking discovered the rest of her party dead, transformed into horrible, mindless undead versions of their former selves. Tricking fled the cavern, stopping for breath at a small pool, and only then realizing her own horrible transformation.
Motivation: To clean up the streets; and she has passion for adventuring and risk
Flaws: Ugly, Antagonistic, Disease. Bonds: Adventurer, Criminal record, Guardian. Occupation: Baker
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (4'8") Tabaxi, Chaotic Neutral (CR 10)
Armor Class 12
Hit Points 45 (10d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 13 (+1) | 14 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Orc, Halfling
Attacks Melee +4 / 3d6+0, Ranged +6 / 3d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 3 | 3 | 2 | 0 |
Possessions: 2300 gp. Lapis lazuli (5 gp). Carnelian (40 gp). Pink pearl (70 gp). Hematite (5 gp). Citrine (40 gp). Blue quartz (5 gp). Rock crystal (40 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
John York, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy silver stubble. He wears brown trousers with blue and pastel striped suspenders. He wears various colorful collared shirts. He has a hunchback. His hair is silver and curly. He has several tiny emerald earrings on each ear.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He invites people to come help in his community garden.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. His homeland was ravaged by war and he spent much of his life rebuilding it. He now mingles about in high society.
Motivation: Money/treasure.
Ideals: Philantrophist. Flaws: Ugly, Terse, PTSD. Bonds: Rich. Occupation: Assassin
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 11)
Armor Class 13
Hit Points 73 (11d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 11 (+0) | 11 (+0) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 3d8+0, Ranged +7 / 3d8+3, Grapple +3
Possessions: 200 pp. Red spinel (140 gp). Rhodochrosite (9 gp). Golden yellow topaz (1400 gp). Chrysoberyl (140 gp). Blue sapphire (1300 gp).
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Their contribution stands as a beacon of hope for all adventurers!