Nazdûg Rutherford, Male Half-Orc [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears an entirely brown suit with grey socks and a vest with buckled shoes. His chestnut hair is styled in orderly dreadlocks. He has amber eyes and a brown hat with a grey feather.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He is used to getting what he wants. In part because he is a meticulous planner.
History: He was born to loving parents in a slum to the north. 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 Layabout. He tends to his Layabout job now, and dutifully fulfills any obligations he has.
Motivation: Many illithids want him driven away; and he'd like to take his coworkers down a peg
Ideals: Professionalism. Bonds: Attractive, Poor, Job, Enemies. Occupation: Layabout
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'7") Half-Orc, Chaotic Good (CR 7)
Armor Class 12
Hit Points 61 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 16 (+3) | 7 (-2) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +6 / 2d8+3, Ranged +5 / 2d8+2, Grapple +3
Possessions: 9000 sp.
William Horineth, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears a tight fitting blue shirt and pants. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He has dyed his greying red hair a little too much giving a sharp red color. He has a dull look in his violet eyes.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: His mother raised him in a mountain cabin. His father was a soldier and died while he was still young. William was left his father's suit of armor and trained in its use and care. He used his abilities to travel the world and help people.
Motivation: He wants nothing more than to rejoin the army.
Ideals: Philantrophist. Bonds: Slave, Nature, Military. Occupation: Bellfounder
Voice: Uses sign language
Attributes [hide]
Medium (4'11") Half-Elf, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 29 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 14 (+2) | 11 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 |
Possessions: 1 Minor magic item.
Frederick Upton, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His moppish chestnut hair is in a traditional bowl cut. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his hazel eyes.
Personality: He is fixated on the number 93. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Born to a pair of adventurers, Frederick grew up listening to his father's many stories. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: Meet up once more with his childhood friend; and he has passion for adventuring and risk
Ideals: Fighting, Athletic. Flaws: Insane. Bonds: Attractive, Adventurer. Occupation: Apothecary
Voice: Dark and ominous
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 11)
Armor Class 12
Hit Points 59 (11d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Undercommon, Auran
Attacks Melee +6 / 3d8+2, Ranged +6 / 3d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 3 | 3 | 3 | 3 | 3 |
Possessions: 2500 gp. Malachite (16 gp). Sardonyx (50 gp). Red-brown spinel (140 gp).
Harvest On the Water, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His Stetson hat is riddled with cuts and holes. His blue eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is witty, but his monotone delivery comes off as unnerving He pushes his goals aggressively. He is also a coward if confronted.
History: The child of western immigrants he idolized his mother. Harvest was born on a far western plains where he grew up under the tutelage of his mother, an expert Blacksmith. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He is wracked by social anxiety; and he is terrified, and will act out of fear
Ideals: Entrepeneur, Joker. Flaws: Ugly, Fearful. Bonds: Immigrant. Occupation: Blacksmith
Voice: Strong lisp
Attributes [hide]
Medium (6'5") Tabaxi, Neutral Evil (CR 2)
Armor Class 12
Hit Points 20 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 11 (+0) | 11 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 230 gp. A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (90 gp). A roughly beaten golden orb (170 gp). 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
