Tarhun Clethtinthiallor, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. His crest is gold and curly. His eyes are likewise red.
Personality: He does not care much for physical appearances, nor does he care much for other people. He does however care about what he wants and getting it. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: He got into the Fletcher business at a young age. He worked as a nervous Fletcher and found it very stressful. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Tarhun was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: Sabotage a competitor; and wants to raise his children well
Flaws: Ugly. Bonds: Job, Enemies, Family. Occupation: Fletcher
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'5") Dragonborn, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 21 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 16 (+3) | 8 (-1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 1d8+4, Ranged +5 / 1d8+3, Grapple +4
Possessions: 18000 cp. Jade (80 gp). Amber (80 gp).
Paggen Pingun, Male Gnome [Permalink]
Personal [hide]
Description: Standing 3'3", this man wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His hair is long and blonde with streaks of golden, and is pulled back with small blue clips. His beard is golden, braided, and well cared for. His hazel eyes are passionate and lively.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is skeptical of what others tell him and is slow to trust.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: To share knowledge with the world; and he doesn't get along with people that don't share his tastes
Ideals: Gifted, Impeccable, Logical. Flaws: Antagonistic, Shy. Occupation: Priest
Voice: Uses sign language
Attributes [hide]
Small (3'3") Gnome, Neutral Evil (CR 13)
Armor Class 13
Hit Points 94 (13d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 15 (+2) | 11 (+0) | 18 (+4) | 13 (+1) |
Senses Passive Perception 18
Languages Common, Gnome
Attacks Melee +4 / 4d4+0, Ranged +6 / 4d4+2, Grapple +2
Possessions: 300 pp. Aquamarine (200 gp). Rich purple corundum (500 gp). Hematite (6 gp). Aquamarine (200 gp). Sard (50 gp). 1 Medium magic item.
Grom Gladstone, Male Half-Orc [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His hair is long and white with streaks of black, and is pulled back with small blue clips. His beard is black, braided, and well cared for. He wears a mask on his face.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: He was born into a rich family. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Grom took refuge in the old dungeon and found the beat up halberd and armor he uses now. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He has money and likes to spend it; and money/treasure
Ideals: Entrepeneur, Justice. Flaws: Antagonistic. Bonds: Rich, Nature. Occupation: Weaver
Voice: Sleepy voice
Attributes [hide]
Medium (6'4") Half-Orc, Lawful Good (CR 8)
Armor Class 12
Hit Points 32 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 11 (+0) | 10 (+0) | 14 (+2) | 7 (-2) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +7 / 2d10+4, Ranged +5 / 2d10+2, Grapple +7
Possessions: 300 gp. Bloodstone (20 gp). Obsidian (6 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Patrick Tindall, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He prefers to wear green pants and tee shirts. He wears a colorful flower in his chestnut hair. His fierce amber eyes like to dwell on things.
Personality: Deceptive and manipulative this eastern guy figured out how to best use his charms to convince people to do what he wants. He pushes his goals aggressively. He is also a coward if confronted.
History: When he was but 6 years old his parents immigrated from the east. In his 20th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He ran away from his former home and has been making his living as a Farmer for the past few years.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and to be a mason again
Flaws: Fearful. Bonds: Attractive, Immigrant, Job, Criminal record. Occupation: Farmer
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 11)
Armor Class 12
Hit Points 27 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 9 (-1) | 16 (+3) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Orc, Halfling, Goblin
Attacks Melee +5 / 3d8+1, Ranged +6 / 3d8+2, Grapple +2
Possessions: 1900 gp. Lapis lazuli (7 gp). Azurite (7 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Taklinn Daerdahk, Male Dwarf [Permalink]
Personal [hide]
Description: This southern man is abnormally tall. He is generally shirtless and showing off his tattooed chest. His whole body is exceptionally muscular. His auburn hair is heavily combed to the left. His skin is flawless and his blue eyes scan people very quickly.
Personality: He exudes charisma. He is a tour de force of persuasion. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: Taklinn hails from a village terrorized by goblins. Taklinn 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 left for the south, certain he would find work there.
Motivation: He feels kind of lost in life; and he's repulsed by the pc
Flaws: Antagonistic, Depressed. Bonds: Immigrant, Attractive, Enemies, Nature. Occupation: Shoemaker
Voice: Creaky witch voice
Attributes [hide]
Medium (4'0") Dwarf, Lawful Neutral (CR 5)
Armor Class 10
Hit Points 39 (5d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 17 (+3) | 10 (+0) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 700 gp. Alexandrite (900 gp).
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