Olunt Glanhig, Male Dwarf [Permalink]
Personal [hide]
Description: A pudgy man standing about 4'5" has a big stupid grin on his face most of the time. He wears very tight pants and wife beaters, though occasionally he sports a red coat. With a patchy golden beard and wild golden hair. His ears are large.
Personality: He is mildly Dwarf supremacist, though he does not identify as such. When he's not drinking or sleeping the drinks off, he's doing dancing.
History: He got into the Mortician business at a young age. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He has drifted from career to career and currently works as a Mortician.
Motivation: Wants to open a new tavern; and further expansion of business
Ideals: Artistic. Flaws: Ugly, Racist, Antagonistic. Bonds: Job. Occupation: Mortician
Voice: Sounds elderly
Attributes [hide]
Medium (4'5") Dwarf, Neutral Evil (CR 2)
Armor Class 12
Hit Points 23 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 20 (+5) | 14 (+2) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Dwarven, Giant, Terran
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +4
Possessions: 160 gp. Amethyst (90 gp).
Mûzglob Charlton, Male Half-Orc [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears tight fitting clothing which further accentuates his frame. Sporting a golden mohawk and bushy mustache this man's hair draws a lot of attention. His eyes, though not visible through his cowl, are amber.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: He was born at the edge of vast island. He took every job he could get his hands on, but the opportunities for Half-Orcs in the north were limited. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and a rival would like him out of the picture
Ideals: Athletic, Disciplined. Bonds: Attractive, Criminal record, Nature, Immigrant. Occupation: Glassblower
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'8") Half-Orc, Chaotic Evil (CR 7)
Armor Class 12
Hit Points 48 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 15 (+2) | 9 (-1) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +6 / 2d8+3, Ranged +5 / 2d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 11000 sp. Blue quartz (12 gp). Deep blue spinel (200 gp). Banded agate (12 gp).
Ar-Karo Marlee, Male Half-Orc [Permalink]
Personal [hide]
Description: This late middle aged man dresses well, wearing brown shirts, loose pants, and blazers most of the time and is in decent physical shape. His tied-back hair is auburn. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He does not believe in betrayal or weakness as things to be tolerated. 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: A child with a great deal of music talent his parents made sure he got the chance to thrive. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a ruined castle. He would wander through that ruined castle 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 mountains due to the painful memories there. Ar-Karo took refuge in the ruined castle and found the beat up ceremonial dagger and armor he uses now. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Ar-Karo 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 marry his sister to traveling adventurers
Ideals: Justice, Fighting, Artistic. Bonds: Attractive, Nature. Occupation: Mason
Voice: Soothing and warm
Attributes [hide]
Medium (5'5") Half-Orc, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 17 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 17 (+3) | 10 (+0) | 15 (+2) | 7 (-2) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 1700 sp.
Aldous Siannodel, Male Half-Elf [Permalink]
Personal [hide]
Description: This tall, slender man wears tight fighting clothing, which leaves very little to the imagination. He wears his chestnut hair up. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: His tongue was cut out and he uses sign language. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: The child of a Assassin, who enjoyed hunting, Aldous was taken on many hunting expeditions. Brilliant and gifted he never wanted to apply himself. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Aldous fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To protect his home.
Ideals: Fighting, Gifted. Flaws: Addict, Disease. Bonds: Nature. Occupation: Ploughman
Voice: Excited and jittery
Attributes [hide]
Medium (5'11") Half-Elf, Lawful Good (CR 3)
Armor Class 10
Hit Points 12 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Gnome
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 2 |
Possessions: Just what you see.
Tree In Shadow, Male Tabaxi [Permalink]
Personal [hide]
Description: This man stands a little under 5'6" and is a bit bulky. He is very muscular particularly in the legs. He wears a grey collared shirt and violet pants. He accessorizes with a brown scarf around the waist and a strap diagonally across his shirt. His cinnamon fur is long and unkept. His amber eyes have a joyful gleam in them most of the time.
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 claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: Tree was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Tree took refuge in the old dungeon and found the beat up quarterstaff and armor he uses now. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: Obtaining odd cultural Tabaxi artifacts is his passion; and to reunite with his old friends
Ideals: Justice. Flaws: Ugly. Bonds: Nature, Poor, Adventurer. Occupation: Seamstress
Voice: Soothing and warm
Attributes [hide]
Medium (5'6") Tabaxi, Chaotic Evil (CR 1)
Armor Class 14
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 8 (-1) | 13 (+1) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: Silver comb with moonstones (300 gp).
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Their contribution stands as a beacon of hope for all adventurers!
