Arnold Clapham, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears a simple grey robe with tan stripes complete with hood. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. He has gleaming, smiling gray eyes.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was born to a criminal king-pin and mafia family When Arnold reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He used his abilities to trick people and travel the world for free.
Motivation: He wants nothing more than to rejoin the army; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Extrovert. Bonds: Attractive, Nature, Criminal record, Military. Occupation: Mortician
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 2)
Armor Class 11
Hit Points 10 (2d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 10 (+0) | 8 (-1) | 16 (+3) | 17 (+3) |
Senses Passive Perception 15
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 150 gp. Malachite (16 gp). Lapis lazuli (16 gp). Citrine (30 gp).
Don Tewksbury, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears clothing that is held on in multiple layers but all of it is in poor condition. His black hair is still thick. He is baby faced.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is afraid of women and trembles around them
History: He was born the only child of a wealthy merchant. 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 spends his time doing works of charity.
Motivation: Retire the richest man in the south; and sabotage a competitor
Ideals: Philantrophist, Entrepeneur. Flaws: Shy, Disease. Bonds: Poor. Occupation: Locksmith
Voice: Spits words with contempt
Attributes [hide]
Medium (6'3") Human, Neutral Evil (CR 1)
Armor Class 10
Hit Points 11 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 13 (+1) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Draconic
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
Possessions: 5000 cp. 1 Banded mail.
Great Hummingbird, Male Tabaxi [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. He has done his best to style his white fur to look like a famous performer. His yellow eyes peer out from beneath his broad green hat.
Personality: Great is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Ostracized due to the necromantic powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Tabaxis became a terror of the countryside. He has been a successful dealer in antiques buying low and selling high.
Motivation: A deep hatred of goblins; and revenge
Ideals: Extrovert, Gifted, Entrepeneur. Bonds: Religious, Enemies. Occupation: Shepherd
Voice: Aggressive tone
Attributes [hide]
Medium (6'10") Tabaxi, Chaotic Neutral (CR 10)
Armor Class 15
Hit Points 98 (10d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 20 (+5) | 16 (+3) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Undercommon
Attacks Melee +6 / 3d6+2, Ranged +9 / 3d6+5, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 15 | 0 | 1 | 1 | 0 | 0 |
Possessions: 2100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Silvo Brightmoon, Male Halfling [Permalink]
Personal [hide]
Description: With blue face paint in a stripe pattern across his face, he wears rags and sports a simple walking cane. He has styled his auburn hair well, parting it to the right. His amber eyes dart from person to person to random spaces in the air.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. Energy wise he seems alert and responsive.
History: Born to a poor family in the city he treasured whatever gifts he got. Silvo liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He has since lost track of the people in his past.
Motivation: To be a Performer again; and doesn't want to be a mason and was forced into it by his family
Ideals: Professionalism. Flaws: Secretive. Bonds: Poor, Nature, Family, Job. Occupation: Mason
Voice: growls and snarls, animalistic
Attributes [hide]
Small (3'4") Halfling, Lawful Neutral (CR 8)
Armor Class 11
Hit Points 58 (8d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 17 (+3) | 16 (+3) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Halfling, Gnoll, Undercommon, Terran
Attacks Melee +4 / 2d10+1, Ranged +3 / 2d10+0, Grapple +1
Possessions: Deep green spinel (120 gp). Deep blue spinel (1400 gp).
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