Beloril Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a tan tunic with black highlights, and long white pants that bunch up around his shoes. His long black hair reaches down to his waist. He wears crescent spectacles with a black brim.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He also has developed a complete distrust of the Engraver profession.
History: He was born on a small isolated farm. He worked as a nervous Shoemaker and found it very stressful. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: A need for knowledge about a nearby landmark; and he feels kind of lost in life
Ideals: Philantrophist. Flaws: Depressed. Bonds: Job, Nature, Adventurer. Occupation: Shoemaker
Voice: Scratchy, weak
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 16 (2d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 12 (+1) | 9 (-1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 260 gp.
Reynard Wallace, Male Human [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light tan in addition to tight pants. His white hair is greying along the sides and has receded to reveal a widow's peak. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his amber eyes.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He is a big fan of imagination and believes people should spend more time reading and writing.
History: Gifted from a young age, Reynard studied abroad. Ostracized due to the druidic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. Some 3 years later his spouse died after the birth of his son. Heartbroken, Reynard never married again. Instead he focused his life to raising his son whom he trained as his father had trained him before.
Motivation: Revenge; and to share knowledge with the world
Ideals: Opinionated, Logical, Gifted. Bonds: Attractive, In love, Enemies. Occupation: Detective
Voice: pre-pubescent
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 16 (3d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 14 (+2) | 16 (+3) | 8 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common, Auran, Goblin, Gnome
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 6 | 5 | 0 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Nim Ariessus, Male Elf [Permalink]
Personal [hide]
Description: He wears dark leathers with embroidery. His silver hair is smooth and relatively long. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He does suffer from mild PTSD, and the sight of dire rats may trigger it at times.
History: Sold as a small child to a brothel owner, Nim was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His mother took him hunting and taught him how to get in the mind of other creatures. He then took over the family business and is one of the better Brewer for hire.
Motivation: A deep hatred of dire rats; and several ex partners dislike his way of doing things and want revenge
Flaws: Addict. Bonds: Job, Enemies, Mentor, Nature. Occupation: Brewer
Voice: Eastern European accent
Attributes [hide]
Medium (5'4") Elf, Lawful Neutral (CR 4)
Armor Class 14
Hit Points 13 (4d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 18 (+4) | 9 (-1) | 15 (+2) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Auran, Druidic
Attacks Melee +2 / 1d10+0, Ranged +6 / 1d10+4, Grapple +4
Possessions: 9000 sp. 1 Minor magic item.
Greethen Baharoosh, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears a simple burlap shirt and baggy pants. He conceals his shield with his veritable burlap sack of a shirt. He has styled his white crest well, parting it to the right. His ears are large.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Greethen was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Greethen decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He was recently attacked on the road and savagely beaten by bandits.
Motivation: A rival would like him out of the picture.
Ideals: Impeccable. Flaws: Ugly, Impulsive, Disease. Bonds: Criminal record. Occupation: Performer
Voice: Ums and uhs a lot
Attributes [hide]
Medium (6'2") Dragonborn, True Neutral (CR 7)
Armor Class 11
Hit Points 25 (7d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 8 (-1) | 14 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Terran, Dwarven
Attacks Melee +4 / 2d8+1, Ranged +4 / 2d8+1, Grapple +1
Possessions: 11000 sp. Silver comb with moonstones (500 gp). Cloth of gold vestments (180 gp). Brass mug with jade inlays (300 gp). An abacus with copper, silver and gold markers (180 gp).
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Their contribution stands as a beacon of hope for all adventurers!


