Faran Porridgepot, Male Halfling [Permalink]
Personal [hide]
Description: He wears dull black sweaters, loose pastel pants, and alligator leather shoes. Beneath his sweater he keeps a concealed dagger, just in case. He has dyed his greying brown hair a little too much giving a sharp brown color. His fierce green eyes like to dwell on things.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: Born in a small village he learned the ways of the warrior from his father. There was a wharf not far from home where he often wandered off to fish. He now travels the world, in search of power and loot.
Motivation: Obtaining odd cultural Halfling artifacts is his passion; and he is wracked by social anxiety
Ideals: Fighting. Flaws: Shy, Fearful. Bonds: Adventurer, Nature. Occupation: Ruler
Voice: Relaxed voice
Attributes [hide]
Small (2'10") Halfling, Neutral Good (CR 6)
Armor Class 13
Hit Points 45 (6d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 15 (+2) | 11 (+0) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +2
Possessions: 500 gp.
Aramil Sylvaranth, Male Elf [Permalink]
Personal [hide]
Description: 4'11" and muscular, this eastern man wears a blue vest with golden trim over his white shirt. His pastel leather gloves and pants are well-kept, and his blue boots flare out at the collars. His hair is always cut to a buzz. He has hazel eyes.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. A friendly and beautiful Elf, he is rarely seen without a few beauties around his arms. Though a playboy in all rights, he is no lame duck.
History: Sold as a small child to a brothel owner, Aramil was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: His religion dominates his actions.
Ideals: Athletic. Flaws: Shy. Bonds: Attractive, Mentor, Religious. Occupation: Apothecary
Voice: Breathy voice
Attributes [hide]
Medium (4'11") Elf, True Neutral (CR 3)
Armor Class 13
Hit Points 18 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 2 |
Possessions: 400 gp. Carved harp of exotic wood with ivory inlay and zircon gems (300 gp). Silver-plated steel longsword with jet jewel in hilt (900 gp). Carved harp of exotic wood with ivory inlay and zircon gems (300 gp). 1 Everburning torch. 2 Holy water.
Grisha Appleton, Male Half-Orc [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'1" when asserting himself. His black hair is slicked back into a classic pompadour. His violet eyes peer out from beneath his top blue hat.
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 is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: The child of a Healer, who enjoyed hunting, Grisha was taken on many hunting expeditions. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Grisha grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Grisha. Due to his spouse's obsession with being a Healer they were divorced and he won custody of their son. He worked as a Sailor, and he later adopted a second son.
Motivation: Wants to raise his children well; and to find somewhere to settle down
Flaws: Forgetful, Mundane. Bonds: Nature, Criminal record, Family. Occupation: Sailor
Voice: Jittery and nervous
Attributes [hide]
Medium (6'1") Half-Orc, Chaotic Evil (CR 7)
Armor Class 12
Hit Points 34 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 12 (+1) | 9 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +7 / 2d8+4, Ranged +5 / 2d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: Large well-done wool tapestry (100 gp). An abacus with copper, silver and gold markers (130 gp).
Dreali LaHood, Male Half-Elf [Permalink]
Personal [hide]
Description: He is wearing a tight green one piece outfit complete with pants, hood, and a cape. His attire stands in sharp contrast to his dagger, which is beautifully polished and possesses an ornate carving of a cross on it. His white hair is well kept and his bushy mustache is tapered upwards at the ends. He has a dull look in his 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. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: He was raised in a forest tribe. His father was a soldier and died while he was still young. Dreali was left his father's suit of armor and trained in its use and care. He then took over the family business and is one of the better Blacksmith for hire.
Motivation: To find somewhere to settle down; and to be a bellfounder again
Ideals: Optimist. Flaws: Mundane. Bonds: Nature, Military, Job. Occupation: Blacksmith
Voice: French accent
Attributes [hide]
Medium (5'0") Half-Elf, Chaotic Good (CR 4)
Armor Class 11
Hit Points 34 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 13 (+1) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Elven, Terran
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 400 gp.
Baradad Mystan, Male Dragonborn [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His bronze crest is unkempt and raggedy. He wears large thick round spectacles.
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. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: Born to a poor family in the city he treasured whatever gifts he got. A gypsy cursed him at a young age, leading to his ugly appearance. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Baradad fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and wants to work out more often
Ideals: Fighting, Athletic. Flaws: Ugly. Bonds: Poor. Occupation: Hunter
Voice: Jamaican accent
Attributes [hide]
Medium (6'1") Dragonborn, Lawful Evil (CR 9)
Armor Class 11
Hit Points 61 (9d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 13 (+1) | 14 (+2) | 13 (+1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +7 / 3d4+4, Ranged +4 / 3d4+1, Grapple +4
Possessions: 1800 gp.
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Their contribution stands as a beacon of hope for all adventurers!
