Gell Dryden, Male Half-Orc [Permalink]
Personal [hide]
Description: A 6'4" western man, he dresses in blue turtlenecks beneath a white coat with grey slacks. He has a black handlebar mustache and slicked back black hair. He is missing an eye and his face is severely sunburned. His one remaining eye shines amber.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He would rather hide behind his crafts than deal with other people.
History: He was born to a criminal king-pin and mafia family He has had some formal poetry training, and achieved minor success. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: 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: Artistic. Flaws: Ugly, Antagonistic, Shy. Bonds: Criminal record. Occupation: Bounty Hunter
Voice: Relaxed voice
Attributes [hide]
Medium (6'4") Half-Orc, Lawful Evil (CR 7)
Armor Class 13
Hit Points 34 (7d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 12 (+1) | 11 (+0) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +6 / 2d8+3, Ranged +6 / 2d8+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 1200 gp. Gold and topaz bottle stopper cork (1600 gp). Embroidered silk and velvet mantle with numerous moonstones (1100 gp).
Nazdûg Ogden, Male Half-Orc [Permalink]
Personal [hide]
Description: He is renowned for his bright white suits and hats. His hair is short and golden. His hazel unseeing eyes seem to look past you.
Personality: He will rave to anyone who will listen. Around other people he will do his best to conceal his emotions and appear jolly.
History: He was born the only child of a wealthy merchant. Nazdûg abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. During his travels, Nazdûg and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Nazdûg discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Nazdûg fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Money/treasure; and meet up once more with his childhood friend
Ideals: Entrepeneur. Flaws: Disease, Insane, Shy. Bonds: Adventurer, Rich. Occupation: Slave Trader
Voice: Raspy
Attributes [hide]
Medium (5'8") Half-Orc, Neutral Good (CR 11)
Armor Class 11
Hit Points 63 (11d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 10 (+0) | 10 (+0) | 18 (+4) | 16 (+3) |
Senses Passive Perception 14
Languages Common, Orc
Attacks Melee +6 / 3d8+2, Ranged +5 / 3d8+1, Grapple +2
Possessions: 600 gp. Jade (160 gp). Rock crystal (30 gp). Rose (30 gp). Moonstone (30 gp). Obsidian (16 gp). Moss agate (16 gp). Hematite (16 gp). Freshwater pearl (16 gp). Lapis lazuli (16 gp). Sard (30 gp). 1 Minor magic item.
Zed Staurheim, Male Half-Orc [Permalink]
Personal [hide]
Description: He typically wears a sleeveless long coat of deep blue leather and dull black iron scale mail. His skin is fair and his fingers are delicate and long. His red hair is kept up in a ponytail inside a deerstalker hat. His violet eyes dart from person to person.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
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. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He used his abilities to travel the world and help people.
Motivation: He is currently in port desperately looking for someone to get him out; and further expansion of business
Ideals: Gifted, Philantrophist. Bonds: Job, Family, Slave. Occupation: Beggar
Voice: Jamaican accent
Attributes [hide]
Medium (5'0") Half-Orc, Neutral Evil (CR 7)
Armor Class 11
Hit Points 34 (7d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 15 (+2) | 6 (-2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +6 / 2d8+3, Ranged +4 / 2d8+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 900 gp. Silver pearl (60 gp). Jet (60 gp). Citrine (70 gp). 1 Minor magic item.
Harbek Rakankrak, Male Dwarf [Permalink]
Personal [hide]
Description: This malnourished man is dressed in a clean black cloak covering his clean studded leather. He has wavy blonde hair. His brown eyes have a joyful gleam in them most of the time.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He is obsessed with his god.
History: He was born in the south. Harbek 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. Harbek decided he wanted neither the life of his mother 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 left for the south, certain he would find work there.
Motivation: His religion dominates his actions.
Flaws: Mundane. Bonds: Poor, Religious, Immigrant, Criminal record. Occupation: Architect
Voice: Speaks in third person
Attributes [hide]
Medium (3'11") Dwarf, Neutral Evil (CR 2)
Armor Class 11
Hit Points 16 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 16 (+3) | 15 (+2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven, Abyssal, Druidic
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 0 | 0 | 0 | 0 | 0 |
Possessions: 800 sp. 1 Masterwork Common Ranged Weapon.
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Their contribution stands as a beacon of hope for all adventurers!

