Eloise Blankley, Female Human [Permalink]
Personal [hide]
Description: She wears professional attire. She has relatively light skin and is very physically imposing due to her abundance of muscles. Her white hair has been sun bleached extensively. Her violet unseeing eyes seem to look past you.
Personality: She thrives on attention. She does whatever is in her power to gain the attention of whomever she deems a fit date. Her temper goes off on the smallest of things. She tends to lash out at those around her.
History: Born to a poor family in the city she treasured whatever gifts she got. In her formative years she discovered how persuasive she was. She began using that to her advantage selling useless wares at inflated prices. She has been a successful dealer in antiques buying low and selling high.
Motivation: Retire the richest woman in the south.
Ideals: Entrepeneur. Flaws: Disease, Antagonistic. Bonds: Attractive, Poor. Occupation: Bricklayer
Voice: French accent
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 5)
Armor Class 11
Hit Points 49 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Elven
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 5000 sp. Alexandrite (400 gp). Lapis lazuli (12 gp). White pearl (130 gp). Deep green spinel (130 gp).
Griselda Huckabee, Female Human [Permalink]
Personal [hide]
Description: Her left thumb is blackened and bruised, but otherwise she appears quite healthy. She wears suspenders and pastel workpants. Her shirt is black, and she wears a heavy pastel leather apron most of the time. She keeps her brown hair in a flapper bob. Her face possesses mild wrinkles. Her smile is extraordinarily sincere though she does not smile often.
Personality: She is quiet and anti-social and can barely make it a few minutes in conversation before her hampering stammer kicks in. Animals are drawn to her, and she is able to talk to them.
History: Her parents moved while she was still in utero so she is the first generation to be born here. She took every job she could get her hands on, but the opportunities for Humans in the south were limited. She became a Mortician soon after.
Motivation: Her religion dominates her actions; and she is unsatisfied with her job
Ideals: Gifted. Flaws: Shy. Bonds: Immigrant, Job, Religious. Occupation: Mortician
Voice: Booming voice
Attributes [hide]
Medium (4'9") Human, Chaotic Evil (CR 5)
Armor Class 10
Hit Points 30 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 10 (+0) | 15 (+2) | 15 (+2) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Draconic, Aquan
Attacks Melee +1 / 2d4-2, Ranged +3 / 2d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 gp. Silver comb with moonstones (600 gp). Old masterpiece painting (500 gp). Ceremonial electrum dagger with a star ruby in the pommel (1500 gp).
Emmeline Barney, Female Human [Permalink]
Personal [hide]
Description: A plain young-adult woman, she wears long strands of sapphire and short green dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. Her hair is white and very short. Her brown eyes peer out from beneath her small green hat.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. She takes great joy in being the best Locksmith in town.
History: She was born in the south. In her 12th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her mother impaled in their home, and her father beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. She left for the south, certain she would find work there.
Motivation: Balancing her hectic life and new Locksmith responsibilities is difficult.
Flaws: Antagonistic, Fearful. Bonds: Rich, Job, Immigrant. Occupation: Locksmith
Voice: Cold and demanding tone
Attributes [hide]
Medium (4'9") Human, True Neutral (CR 5)
Armor Class 12
Hit Points 22 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 9 (-1) | 15 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Auran, Celestial
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 5000 sp. Gold dragon comb with red garnet eye (1100 gp). Solid gold idol (600 gp). Solid gold idol (600 gp). A roughly beaten golden orb (120 gp).
Jane Tatum, Female Human [Permalink]
Personal [hide]
Description: Standing 5'5", this woman does not wear sleeves and tends to eschew shirts when she can avoid it. She has styled her black hair well, parting it to the right. She has gleaming, smiling green eyes.
Personality: A skeptical and narcissistic woman, Jane's first love is herself. Her second love is also herself. She is obsessed with a lost civilization.
History: Born to a pair of adventurers, Jane grew up listening to her father's many stories. Like her father and her sister before her, after school she went straight into learning to become a Spice Merchant. She now travels the world, in search of power and loot.
Motivation: A need for knowledge about a nearby landmark; and find a way to reverse the transformation of her sister
Ideals: Impeccable. Bonds: Adventurer, Job, Family. Occupation: Spice Merchant
Voice: Scratchy, weak
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 38 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 10 (+0) | 11 (+0) | 9 (-1) | 4 (-3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 800 gp. 1 Minor magic item.
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