Emmeline Langdon, Female Human [Permalink]
Personal [hide]
Description: A 6'0" southern woman, she wears an old set of leather armor, nicked and torn by the ravages of time and battle. Her moppish brown hair is in a traditional bowl cut. Her eyes are brown.
Personality: She can speak with the recently deceased. She is able to make almost anything out of random pieces of junk.
History: Her necromantic talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. Being born in the south, 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 south 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. Due to her spouse's obsession with being a Barber they were divorced and she won custody of their daughter. She worked as a Carpenter, and she later adopted a second daughter.
Motivation: Her spouse's relatives view her with great suspicion; and she is content
Ideals: Gifted. Flaws: Mundane. Bonds: Family. Occupation: Carpenter
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (6'0") Human, Lawful Evil (CR 5)
Armor Class 13
Hit Points 30 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 6 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +4 / 2d4+1, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 200 gp.
Isabella Shelly, Female Human [Permalink]
Personal [hide]
Description: She appears as an extremely gaunt Human, and stands approximately 4'11". She is wearing a perfectly clean shirt and pair of pants, and her gloved hand is found clutching a sickle. Her hair is cut close to her head. Her face is covered beneath a completely black helmet.
Personality: She is someone who is used to having a large amount of sex appeal. She also lacks a concept of privacy and shares just about everything. Animals are drawn to her, and she is able to talk to them.
History: A studious child she never was much for a social life, not because she was unlikable, but because she did not seek it out. She dropped out of school before completing her studies. She has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Meet up once more with her childhood friend; and she desires power and/or immortality
Ideals: Gifted, Logical, Justice. Bonds: Attractive, Adventurer. Occupation: Cartwright
Voice: Scottish accent
Attributes [hide]
Medium (4'11") Human, Lawful Good (CR 5)
Armor Class 9
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 11 (+0) | 13 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Goblin
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 600 gp.
Ermina Rodney, Female Human [Permalink]
Personal [hide]
Description: She is an attractive woman, lean and moderately muscular. She wears a grey costume with the symbols of the sun god on her torso. She wears her auburn hair down. Her face is covered beneath a completely black helmet.
Personality: She is witty, but her monotone delivery comes off as unnerving She lacks moral complications. She does what she is told to by employers but not much else. She spends her money on whatever she fancies at the time.
History: Gifted from a young age, Ermina studied abroad. Since her father passed away years ago, her mother had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. She struck the Locksmith job and began her own company from there.
Motivation: Sabotage a competitor.
Ideals: Joker, Gifted. Bonds: Attractive, Job. Occupation: Locksmith
Voice: Excited and jittery
Attributes [hide]
Medium (4'9") Human, Neutral Good (CR 5)
Armor Class 8
Hit Points 37 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 7 (-2) | 15 (+2) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +4 / 2d4+1, Ranged +1 / 2d4-2, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 50 pp. Rhodochrosite (16 gp). Black pearl (600 gp). Lapis lazuli (16 gp). 1 Minor magic item.
Alice Clare, Female Human [Permalink]
Personal [hide]
Description: A woman with a calm yet intense air about her, she prefers to wear red pants and tee shirts. She has styled her black hair well, parting it to the right. Her brown eyes peer out from beneath her broad red hat.
Personality: Aggressive, abrasive, and angry, Alice embodies much of what other species detest in the Humans. She has a habit of throwing herself into exceedingly dangerous situations.
History: Gifted from a young age, Alice studied abroad. After coming to the age of reason, Alice took it upon herself to study the divine arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. She left for the north, certain she would find work there.
Motivation: She is unsatisfied with her job; and wants to open a new tavern
Ideals: Gifted. Flaws: Antagonistic, Impulsive. Bonds: Immigrant, Job. Occupation: Bowyer
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (4'9") Human, Lawful Neutral (CR 5)
Armor Class 10
Hit Points 51 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 15 (+2) | 5 (-3) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 100 gp.
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Their contribution stands as a beacon of hope for all adventurers!


