Vonbin Brawnanvil, Male Dwarf [Permalink]
Personal [hide]
Description: He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 4'4" when asserting himself. His red hair is cut short with large spiked bangs in the front. This green eyed westerner is not easily forgotten.
Personality: Confrontational and typically high on some drug or another. He misses his home and complains about the freezing weather, even in summer.
History: Vonbin was born in the west. At a young age he loved to build and create. His mother was a mechanic, and taught him how to fix just about anything. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: To be a Banker again; and he's looking for his big break
Ideals: Persistence. Flaws: Addict. Bonds: Immigrant, Adventurer, Job. Occupation: Armorer
Voice: Pirate accent
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 16 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 17 (+3) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Terran
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 1 Half-Plate.
Mehen Mystan, Male Dragonborn [Permalink]
Personal [hide]
Description: This northern man wears tight fitting clothing which further accentuates his frame. His clothes are grease stained in places. He has wavy brass crest. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Mehen is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Mehen hails from a village terrorized by brigands. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature flail.
Motivation: He wants revenge against brigands.
Ideals: Extrovert. Bonds: Attractive, Poor, Immigrant, Adventurer, Enemies. Occupation: Architect
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (6'3") Dragonborn, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 16 (+3) | 8 (-1) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +6 / 1d4+4, Ranged +3 / 1d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 130 gp.
Merihim Soft, Male Tiefling [Permalink]
Personal [hide]
Description: He is constantly adorned with expensive silk clothing, often dyed in bright brown and black, and wears rings and necklaces with large, colorful gems, and carries scythes. His hair, while still mostly dark red, has prominent grey streaks. He has gleaming, smiling red eyes.
Personality: Eccentric and domineering, Merihim will drive conversation. The war was a terrible time for him, and Merihim does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: His martial talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. When Merihim reached his early adolescence his Tiefling mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Merihim fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He feels kind of lost in life; and he is greedy
Ideals: Fighting, Extrovert, Gifted. Flaws: Depressed. Bonds: Rich, Military. Occupation: Cartwright
Voice: Hollow voice
Attributes [hide]
Medium (5'8") Tiefling, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 12 (+1) | 17 (+3) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Infernal, Abyssal, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 2 Holy water.
Beast Buttons, Male Tabaxi [Permalink]
Personal [hide]
Description: This man wears a grey shirt with thin green vertical stripes and red pants, and sports empty pouches on his belt. His lavender fur has been sun bleached extensively. His green eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: From birth he was tutored by a cruel and relentless mentor. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He feels that his past leaves him morally obligated to help; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Optimist. Flaws: Addict, Disease. Bonds: Mentor, Criminal record. Occupation: Herbalist
Voice: French accent
Attributes [hide]
Medium (6'4") Tabaxi, True Neutral (CR 2)
Armor Class 13
Hit Points 18 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 16 (+3) | 14 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Gnoll, Ignan
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 2 | 0 | 0 | 0 |
Possessions: 200 sp.
Warryn Pingun, Male Gnome [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking western young adult. He wears a lot of dark rich colors, with gold accents. Beneath his clothing is a huge mess of scar tissue. His auburn hair is knotted and matted. His gray eyes are passionate and lively.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. Warryn enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: Warryn was raised in a hard working conservative environment. He worked as a nervous Actor and found it very stressful. He then took over the family business and is one of the better Actor for hire.
Motivation: He is currently in port desperately looking for someone to get him out.
Flaws: Antagonistic, Hedonist. Bonds: Attractive, Slave, Job. Occupation: Actor
Voice: Laughs frequently while speaking
Attributes [hide]
Small (3'4") Gnome, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 43 (4d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Gnome, Infernal, Orc
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
