Godfrey Nash, Male Human [Permalink]
Personal [hide]
Description: He is dressed in an above average manner. He wears his golden hair down. He has several tiny topaz earrings on each ear.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He is a logical person and will generally grow upset if things defy logic and science.
History: He was raised in a white middle class family as the only child. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: He uses money and sex appeal to get what he needs; and money/treasure
Ideals: Justice, Logical. Flaws: Mundane. Bonds: Attractive, Rich. Occupation: Detective
Voice: Hissing voice
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 13 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp.
Dalgal Durthane, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a faded coat and loose pants complete with top hat. His blonde hair is drawn into a tight pony tail with a clover scrunchie. His eyes are likewise green. His teeth are white and perfect.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He has a habit of throwing himself into exceedingly dangerous situations.
History: He was born in the south, but his parents moved at a very young age to the east. Through the years after Dalgal was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Dalgal's father didn't care for him much, and the feeling was mutual. Being a Fletcher 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: He has comitted a past crime that haunts him to this day; and he feels that his past leaves him morally obligated to help
Flaws: Antagonistic, Impulsive. Bonds: Attractive, Immigrant, Criminal record. Occupation: Fletcher
Voice: Relaxed voice
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Evil (CR 6)
Armor Class 13
Hit Points 45 (6d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 15 (+2) | 13 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven, Orc
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 1 |
Possessions: Golden yellow topaz (800 gp). Golden yellow topaz (800 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Mordai Destiny, Male Tiefling [Permalink]
Personal [hide]
Description: He stands about 5'5" and sports brown clothing, slightly heavier than average wear. His left leg appears badly burned and disfigured. His red hair is smooth and relatively long. His face is scarred and worn.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. Animals are drawn to him, and he is able to talk to them.
History: The child of a Baker, who enjoyed hunting, Mordai was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Mordai took refuge in the old dungeon and found the beat up bastard sword and armor he uses now. After a long history of fighting, Mordai and his spouse have recently divorced.
Motivation: He's repulsed by the PC; and he is wracked by social anxiety
Ideals: Gifted. Flaws: Ugly, Antagonistic. Bonds: Nature. Occupation: Mason
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'5") Tiefling, Chaotic Neutral (CR 10)
Armor Class 10
Hit Points 45 (10d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Orc, Terran
Attacks Melee +5 / 3d6+1, Ranged +4 / 3d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 3 | 3 | 2 | 0 |
Possessions: 6000 sp. Aquamarine (300 gp). Malachite (7 gp).
Abad Mystery, Male Tiefling [Permalink]
Personal [hide]
Description: He wears a tattered pair of loose white pants, a matching torn shirt, and a visible pair of similar condition same color briefs, and he perpetually has his hand crossbow ready. He keeps his chestnut hair in a pixie cut. His eyes are likewise gold.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: A child with a great deal of dancing talent his parents made sure he got the chance to thrive. Through the years after Abad was born, his father became increasingly distant from his family, instead choosing to pursue power in the east. Abad's father didn't care for him much, and the feeling was mutual. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: To prove his worth to the world; and he's repulsed by the pc
Ideals: Fighting, Artistic. Flaws: Antagonistic, Impulsive. Bonds: Poor. Occupation: Carter
Voice: Italian accent
Attributes [hide]
Medium (5'10") Tiefling, Chaotic Good (CR 2)
Armor Class 10
Hit Points 12 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 9 (-1) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 40 gp.
Frouse Folkor, Male Gnome [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a pastel coat over a yellow low-cut shirt, and a feathered hat upon his head. He wears his golden hair down. His eyes are a pleasant gray.
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 dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. After a long history of fighting, Frouse and his spouse have recently divorced.
Motivation: Balancing his hectic life and new Barkeep responsibilities is difficult.
Ideals: Logical. Flaws: Antagonistic. Bonds: Slave, Job. Occupation: Barkeep
Voice: Thin and wheezing
Attributes [hide]
Small (3'5") Gnome, Lawful Neutral (CR 10)
Armor Class 13
Hit Points 65 (10d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 13 (+1) | 10 (+0) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +5 / 3d6+1, Ranged +6 / 3d6+2, Grapple +7
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 0 | 1 | 1 | 0 | 0 |
Possessions: 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!