Baradad Lhamboldennish, Male Dragonborn [Permalink]
Personal [hide]
Description: He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured, and carries scimitars. His brass crest is lengthy. His skin is flawless and his gold eyes scan people very quickly.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He does not trust anyone and sleeps with one eye open.
History: Baradad was born in the south. At a young age he loved to build and create. His father was a mechanic, and taught him how to fix just about anything. He hasn't been sleeping well lately.
Motivation: To get a good night's sleep; and someone believes him a fraud
Ideals: Fighting, Disciplined, Persistence. Flaws: Insomniac. Bonds: Attractive. Occupation: Detective
Voice: Posh accent
Attributes [hide]
Medium (6'4") Dragonborn, Chaotic Good (CR 1)
Armor Class 9
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 9 (-1) | 13 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +1 / 1d4-1, Ranged +1 / 1d4-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 | 0 |
Possessions: Just what you see.
Armara Fluke, Female Tiefling [Permalink]
Personal [hide]
Description: This tall, slender woman wears a tattered pair of loose green pants, a matching torn shirt, and a visible pair of similar condition same color briefs. Her blue hair is kept up in a ponytail inside a deerstalker hat. Her fierce gold eyes like to dwell on things.
Personality: She will use flattery and sarcasm to attack and weaken her opponents. Despite her formidable combat skills she remains a coward. She is fiercely devoted to her mother, and views her mother's ex-spouse as an evil person for separating her from her legal half-sister.
History: The child of northern immigrants she idolized her mother. She dropped out of school to support her sick mother, and resented it. She moves from town to town, unable to find a place to settle.
Motivation: Wants to raise her children well; and her relatives are trying to arrange a marriage
Ideals: Fighting, Logical. Bonds: Poor, Family, Immigrant. Occupation: Seamstress
Voice: Russian accent
Attributes [hide]
Medium (4'8") Tiefling, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 4 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 8 (-1) | 14 (+2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven, Druidic
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 0 | 0 | 0 |
Possessions: 90 gp. Ceremonial electrum dagger with a star ruby in the pommel (500 gp).
Randal Wellington, Male Human [Permalink]
Personal [hide]
Description: This fat southern man has a bulbous nose and wears clothing that is held on in multiple layers but all of it is in poor condition. His skin is also unnaturally pale. His red hair is smooth and relatively long. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: When he was but 3 years old his parents immigrated from the south. He took every job he could get his hands on, but the opportunities for Humans in the south were limited. He inherited the family business which he has now maintained for 5 years.
Motivation: Further expansion of business; and balancing his hectic life and new gardener responsibilities is difficult
Ideals: Justice. Flaws: Ugly. Bonds: Poor, Job, Immigrant. Occupation: Gardener
Voice: Nasally tone
Attributes [hide]
Medium (5'7") Human, Lawful Evil (CR 1)
Armor Class 10
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 11 (+0) | 12 (+1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 |
Possessions: 90 gp. Chrysoberyl (40 gp).
Antinua Raethran, Female Half-Elf [Permalink]
Personal [hide]
Description: With brown face paint in a stripe pattern across her face, she wears dull yellow sweaters, loose grey pants, and alligator leather shoes. Beneath her sweater she keeps a concealed glaive, just in case. Her hair is silver and very short. She is missing an eye and her face is severely sunburned. Her one remaining eye shines gray.
Personality: Antinua hangs on like a leech to those who appreciate her. It was this clingy personality that held back her dancing career. Her respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to her, a bar set well above any reasonable standard, she tolerates in varying degrees. Though less modest and more hasty in her reactions to snap at those who irritate her, Antinua is combative with any and all who dare try her patience in the slightest.
History: She was born in the east, but her parents moved at a very young age to the south. She was taken as a slave by a traveling circus and forced to perform She moves from town to town, unable to find a place to settle.
Motivation: She is currently in port desperately looking for someone to get her out; and she wants revenge against giants
Ideals: Artistic, Justice. Flaws: Ugly. Bonds: Immigrant, Slave. Occupation: Locksmith
Voice: High pitched, excited
Attributes [hide]
Medium (5'4") Half-Elf, Lawful Neutral (CR 1)
Armor Class 13
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 10 (+0) | 16 (+3) | 18 (+4) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Elven, Gnome, Celestial, Infernal
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 0 | 0 | 0 | 0 | 0 |
Possessions: 50 gp. 1 Masterwork Common Melee.
Uthemar Teinithra, Male Elf [Permalink]
Personal [hide]
Description: A man of a pale complexion, he dresses like a well dressed Gardener does. His red hair is still thick. He has gleaming, smiling amber eyes.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Gardener arts, while his mother instructed him in etiquette, music and courtly manner. 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 Gardener. He tends to his Gardener job now, and dutifully fulfills any obligations he has.
Motivation: Expand his business.
Ideals: Philantrophist. Flaws: Antagonistic, Impulsive. Bonds: Job, Rich. Occupation: Gardener
Voice: Italian accent
Attributes [hide]
Medium (5'5") Elf, Neutral Good (CR 1)
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 7 (-2) | 15 (+2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Orc, Draconic
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 | 0 |
Possessions: 6000 cp.
Bucklal TellPenny, Male Halfling [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he tends to wear a red poncho over his likewise colored trousers and shirt. His auburn hair is thinning but still full. His eyes are gray and catlike.
Personality: He loves telling others what to do and how they should feel about things. He does not believe in violence as a means to an end. He is a dedicated Unemployed but believes his peers are too gung-ho.
History: His father raised him in a mountain cabin. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He is not mentally stable, and does not behave rationally; and retire the richest man in the east
Ideals: Opinionated, Pacifist, Entrepeneur. Flaws: Insane. Bonds: Nature. Occupation: Unemployed
Voice: Sighs a lot, exhausted
Attributes [hide]
Small (2'11") Halfling, Neutral Good (CR 2)
Armor Class 15
Hit Points 12 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 18 (+4) | 14 (+2) | 10 (+0) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +2 / 1d6+0, Ranged +6 / 1d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 |
Possessions: 50 gp.
Mindartis Thorton, Male Half-Elf [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he is generally well dressed albeit a few years behind the times. His long golden hair is drawn into a two foot long braid. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was born blind and as such lacked many opportunities for work. Through the years after Mindartis was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Mindartis's father didn't care for him much, and the feeling was mutual. During his travels, Mindartis and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Mindartis discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Mindartis fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Obtaining odd cultural Tabaxi artifacts is his passion.
Flaws: Addict, Antagonistic, Disease. Bonds: Attractive, Adventurer. Occupation: Ploughman
Voice: Rolls R's
Attributes [hide]
Medium (5'7") Half-Elf, Lawful Evil (CR 1)
Armor Class 9
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 12 (+1) | 12 (+1) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Elven, Orc
Attacks Melee +5 / 1d4+3, Ranged +1 / 1d4-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 |
Possessions: 20 pp. 1 Masterwork Common Melee.
Naal Kane, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears a simple yellow robe with black stripes complete with hood. His white hair is singed and shortened. He has gleaming, smiling blue eyes.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He also hits on women, regardless of circumstances.
History: He comes from a rich western family. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Naal 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 Naal. Recently he has begun working with bootleggers and crooks.
Motivation: He is a bit of a kleptomaniac; and he has comitted a past crime that haunts him to this day
Flaws: Ugly, Antagonistic. Bonds: Has a crush, Rich, Criminal record. Occupation: Bookbinder
Voice: Boston accent
Attributes [hide]
Medium (4'10") Half-Elf, Lawful Evil (CR 1)
Armor Class 12
Hit Points 6 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 14 (+2) | 18 (+4) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Elven, Gnoll, Terran, Abyssal, Druidic
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 70 gp. Eye agate (14 gp).
Spear Blossom, Female Tabaxi [Permalink]
Personal [hide]
Description: She appears as an extremely gaunt Tabaxi, and stands approximately 4'10". She likes to wear ponchos typically of a light pastel in addition to tight pants, and her gloved hand is found clutching a monstrous two handed axe. Her fur is lavender and curly. She is very pretty but has cold, dead eyes.
Personality: She has a massive crush on the younger sibling of the Fletcher who has hired her part-time. She uses divination through singing.
History: Heir to a fortune, her parents put a great deal of effort into curing her disease. She struck it rich when she found rare goods in large quantities. She hopes to save up enough money to one day pay a cleric to cure her.
Motivation: To unite with her sister; and doesn't want to be a fletcher and was forced into it by her family
Ideals: Gifted. Flaws: Disease. Bonds: Attractive, Has a crush, Rich, Family. Occupation: Fletcher
Voice: Low and grunting
Attributes [hide]
Medium (4'10") Tabaxi, Lawful Neutral (CR 2)
Armor Class 12
Hit Points 9 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 15 (+2) | 12 (+1) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Sylvan
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 4 | 0 |
Possessions: 160 gp.
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Their contribution stands as a beacon of hope for all adventurers!