Merihim Light, Male Tiefling [Permalink]
Personal [hide]
Description: This man is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He is muscular with a powerful set of arms. His black hair is smooth and relatively long. His eyes are white.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. His mother was a soldier and died while he was still young. Merihim was left his mother's suit of armor and trained in its use and care. 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: He possesses a valuable artifact that the thieves guild wishes to steal; and he is a bit of a kleptomaniac
Flaws: Antagonistic, Mundane. Bonds: Rich, Military, Criminal record. Occupation: Sculptor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'9") Tiefling, Lawful Evil (CR 8)
Armor Class 14
Hit Points 39 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 10 (+0) | 14 (+2) | 18 (+4) | 19 (+4) |
Senses Passive Perception 14
Languages Common, Sylvan, Undercommon
Attacks Melee +2 / 2d10-1, Ranged +7 / 2d10+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 6 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 90000 cp.
Dain Battlehammer, Male Dwarf [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears a well pressed and immaculate suit (or dress). His hair is cut close to his head. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He served in the navy to pay for his family's outstanding loans. A few years later when the east was not economically sound they moved to his current location. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Someone believes him a fraud; and his name or reputation has been wronged in the past by brigands, and he desires to right it
Ideals: Entrepeneur. Flaws: Disease. Bonds: Immigrant, Military, Enemies. Occupation: Sage
Voice: Smoker's lung
Attributes [hide]
Medium (4'5") Dwarf, Chaotic Good (CR 5)
Armor Class 12
Hit Points 48 (5d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 19 (+4) | 8 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 1 | 0 |
Possessions: 100 gp.
Dalgal Torevir, Male Dwarf [Permalink]
Personal [hide]
Description: He is a pot bellied southern man with a big hulking figure and broad shoulders. He wears an entirely violet suit with green socks and a vest with buckled shoes. His long black hair is drawn into a two foot long braid. His hazel eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He was raised in a island tribe. Dalgal was born on a far southern island where he grew up under the tutelage of his father, an expert Layabout. He now mingles about in high society.
Motivation: He has money and likes to spend it; and wants to have a good time and be beloved
Ideals: Athletic, Optimist. Bonds: Rich, Nature, Immigrant. Occupation: Layabout
Voice: High pitched and raspy
Attributes [hide]
Medium (4'5") Dwarf, Lawful Neutral (CR 2)
Armor Class 13
Hit Points 15 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 18 (+4) | 15 (+2) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Dwarven, Infernal, Gnome
Attacks Melee +5 / 1d6+3, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 | 0 |
Possessions: 1800 sp. Pink pearl (40 gp). Carnelian (80 gp). Pink pearl (40 gp). 1 Half-Plate.
Zaffrab Welber, Male Gnome [Permalink]
Personal [hide]
Description: This fat northern man has a bulbous nose and wears skinny pants and wears a blue and grey robe with the hood down. His skin is also unnaturally pale. His auburn hair is singed and shortened. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He snorts whenever he laughs or is feeling confident. He is a bit of a xeno-phobe, disliking non-Gnomes.
History: He served in the navy to pay for his family's outstanding loans. Zaffrab was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Zaffrab decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: His religion dominates his actions; and he wants nothing more than to rejoin the army
Flaws: Ugly, Racist. Bonds: Military, Criminal record, Religious. Occupation: Bounty Hunter
Voice: Jamaican accent
Attributes [hide]
Small (3'4") Gnome, Chaotic Neutral (CR 4)
Armor Class 14
Hit Points 28 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 15 (+2) | 15 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Gnome, Sylvan, Draconic
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. 1 Minor magic item.
Two Llamas Treat, Male Tabaxi [Permalink]
Personal [hide]
Description: He is in excellent shape and likes to wear ponchos typically of a light blue in addition to tight pants. His fur is beige and curly. His eyes are green and beady.
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 Doctor, who enjoyed hunting, Two Llamas was taken on many hunting expeditions. He was an apprentice working in his father's forge. He has drifted from career to career and currently works as a Butcher.
Motivation: Wants to open a new tavern; and he has passion for adventuring and risk
Ideals: Athletic. Flaws: Ugly, Forgetful. Bonds: Nature, Job, Adventurer. Occupation: Butcher
Voice: Low and grunting
Attributes [hide]
Medium (6'5") Tabaxi, Neutral Good (CR 10)
Armor Class 12
Hit Points 25 (10d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 11 (+0) | 13 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +6 / 3d6+2, Ranged +6 / 3d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 4 | 4 | 3 |
Possessions: 4000 sp. Silver comb with moonstones (600 gp). Fire opal pendant on a fine gold chain (2200 gp). 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!