Thamuz Grief, Male Tiefling [Permalink]
Personal [hide]
Description: He stands about 5'8" and wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His right hand appears badly burned and disfigured. His black hair is thinning but still full. 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 does suffer from mild PTSD, and the sight of illithids may trigger it at times.
History: He was born to a criminal king-pin and mafia family In his 11th year, his parents were killed by a illithids raid, leaving Thamuz alone in the world. After a stint in an orphanage, he was adopted. Being a Adventurer kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: Someone believes him a fraud; and he has comitted a past crime that haunts him to this day
Ideals: Philantrophist. Bonds: Rich, Enemies, Criminal record. Occupation: Adventurer
Voice: Mousy voice
Attributes [hide]
Medium (5'8") Tiefling, Neutral Evil (CR 1)
Armor Class 11
Hit Points 12 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 14 (+2) | 14 (+2) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Sylvan, Aquan
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 sp.
Flask Prim Posies, Male Tabaxi [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He wears a shirt that is too small, which lets his gut show, with a ratty violet coat over it. His fur is cinnamon and curly. His yellow eyes show the wear and tear of someone lonely with a great burden to carry.
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 passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. His father took him hunting and taught him how to get in the mind of other creatures. He bought a glaive and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Doesn't want to be a Miller and was forced into it by his family.
Ideals: Philantrophist. Flaws: Ugly, Disease, Insomniac. Bonds: Nature. Occupation: Miller
Voice: High pitched, excited
Attributes [hide]
Medium (6'10") Tabaxi, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 16 (2d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 220 gp.
Nalral Daraln, Male Dwarf [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Dwarf, and stands approximately 4'4". He wears clothing that is held on in multiple layers but all of it is in poor condition, and his gloved hand is found clutching a glaive. His red hair is lengthy. His eyes, though not visible through his cowl, are amber.
Personality: He is erratic and paranoid. He believes orcs are coming to abduct people. He is obsessed with his god.
History: Raised by wardens he was only a novice when orcs swooped upon their monastery and killed most of the order. Aside from being a slave or a gladiator, there isn't much legitimate work for Dwarves in Nalral's homeland. Nalral decided to take the middle way and become a bodyguard. He has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and many orcs want him driven away
Ideals: Fighting. Bonds: Poor, Enemies, Religious, Immigrant. Occupation: Shipwright
Voice: Jittery and nervous
Attributes [hide]
Medium (4'4") Dwarf, Lawful Evil (CR 2)
Armor Class 9
Hit Points 18 (2d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 9 (-1) | 17 (+3) | 14 (+2) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Dwarven, Giant, Celestial
Attacks Melee +5 / 1d6+3, Ranged +1 / 1d6-1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 40 gp.
Nordak Eversharp, Male Dwarf [Permalink]
Personal [hide]
Description: He is dressed in a clean yellow cloak covering his clean studded leather, and he perpetually has his club ready. He keeps his golden hair in a flapper bob. He is baby faced.
Personality: While he acts the brute, he is far gentler than he would appear. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born into a rich family. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has been saving his money to try and buy his brother's freedom.
Motivation: He has passion for adventuring and risk; and to reunite with his absent mother
Ideals: Fighting. Flaws: Impulsive. Bonds: Rich, Family, Adventurer. Occupation: Miner
Voice: Spits and sputters
Attributes [hide]
Medium (3'11") Dwarf, Lawful Evil (CR 5)
Armor Class 13
Hit Points 17 (5d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 12 (+1) | 11 (+0) | 12 (+1) | 6 (-2) |
Senses Passive Perception 14
Languages Common, Dwarven
Attacks Melee +5 / 2d4+2, Ranged +6 / 2d4+3, Grapple +3
Possessions: 1000 sp. Black pearl (900 gp). Silver pearl (130 gp). Alexandrite (900 gp). Carnelian (20 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!

