Dalgal Morigak, Male Dwarf [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears rags and sports a simple walking cane. He has a auburn handlebar mustache and slicked back auburn hair. He wears large thick round spectacles.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Dwarf in existence. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: His parents moved while he was still in utero so he is the first generation to be born here. He was an apprentice working in his mother's forge. He ran away from his former home and has been making his living as a Dilettante for the past few years.
Motivation: Regain custody of his son; and wants to raise his children well
Ideals: Justice. Flaws: Impulsive. Bonds: Poor, Immigrant, Job, Family. Occupation: Dilettante
Voice: American accent
Attributes [hide]
Medium (3'11") Dwarf, Neutral Good (CR 1)
Armor Class 10
Hit Points 7 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 17 (+3) | 9 (-1) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 200 sp. Jet (100 gp).
Charles Benson, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His silver hair has been sun bleached extensively. His brown eyes are passionate and lively.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Gifted from a young age, Charles studied abroad. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: To reunite with his old friends; and money/treasure
Ideals: Athletic, Impeccable, Joker, Gifted. Bonds: Rich, Adventurer. Occupation: Crown-heir
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 110 gp. Chrysoberyl (110 gp). 1 Simple lock.
Uraim Brawnanvil, Male Dwarf [Permalink]
Personal [hide]
Description: He is a husky man, who is well dressed, constantly wearing a brown suit, green shirt, and grey tie. His hair, while still mostly white, has prominent grey streaks. He has amber eyes and a brown hat with a green feather.
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 would rather hide behind his crafts than deal with other people.
History: He was raised in a white middle class family as the only child. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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 island due to the painful memories there. Uraim took refuge in the large cave and found the beat up mace and armor he uses now. He bought a mace and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To end his boredom; and he seems to be bored by most things
Ideals: Artistic. Flaws: Shy, Mundane. Bonds: Nature. Occupation: Beggar
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (4'4") Dwarf, Lawful Good (CR 12)
Armor Class 10
Hit Points 82 (12d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 17 (+3) | 11 (+0) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +3 / 3d10-1, Ranged +4 / 3d10+0, Grapple +0
Possessions: 2000 gp. Rhodochrosite (16 gp). Moss agate (16 gp). Brown-green garnet (140 gp). Violet garnet (1000 gp). Golden pearl (140 gp). Moss agate (16 gp). Hematite (16 gp). Deep blue spinel (1000 gp). Lapis lazuli (16 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Fenriz Terror, Male Tiefling [Permalink]
Personal [hide]
Description: 6'1" and muscular, this northern man wears clothing that is held on in multiple layers but all of it is in poor condition. His black hair is slicked back into a classic pompadour. He wears an eyepatch.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He has all his life been fascinated with writing.
History: A child with a great deal of writing talent his parents made sure he got the chance to thrive. He was an athlete and attended two major summer competitions. He never won. He has never given up on his writing dream.
Motivation: Balancing his hectic life and new Bellfounder responsibilities is difficult; and wants to work out more often
Ideals: Athletic, Artistic. Flaws: Ugly, Shy. Bonds: Poor. Occupation: Bellfounder
Voice: Stutters
Attributes [hide]
Medium (6'1") Tiefling, Chaotic Good (CR 8)
Armor Class 12
Hit Points 25 (8d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 8 (-1) | 15 (+2) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Goblin, Celestial
Attacks Melee +7 / 2d10+4, Ranged +5 / 2d10+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 2 | 0 | 0 |
Possessions: 700 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Arumawann Beren, Male Gnome [Permalink]
Personal [hide]
Description: This light-skinned male is armored in gleaming platemail with gilded edges. A flowing white cape and mantle trimmed with soft blue waves gently in the breeze. He is tall, broad shouldered and powerfully built. His hair is always cut to a buzz. His gray unseeing eyes seem to look past you.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Arumawann was born the youngest of three triplets. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He has built up a small fortune and can afford his own way.
Motivation: To unite with his brother; and he is greedy
Ideals: Philantrophist. Flaws: Disease, Insomniac. Bonds: Rich, Family. Occupation: Bather
Voice: Rhymes sentences (sorry)
Attributes [hide]
Small (3'4") Gnome, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 30 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 16 (+3) | 14 (+2) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Gnome, Druidic, Infernal
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 400 gp. Citrine (40 gp). Alexandrite (300 gp). Sardonyx (40 gp). Zircon (40 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
