Emerald In the Morning, Male Tabaxi [Permalink]
Personal [hide]
Description: He has a missing right leg. He dresses like a well dressed Armorer does. He wears his lavender fur up. He has a dull look in his hazel eyes.
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 does not trust anyone and sleeps with one eye open.
History: He was raised in a mountains tribe. His father took him hunting and taught him how to get in the mind of other creatures. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Wants to open a new tavern; and wants to have a good time and be beloved
Ideals: Optimist. Flaws: Insomniac. Bonds: Job, Nature. Occupation: Armorer
Voice: Sleepy voice
Attributes [hide]
Medium (5'2") Tabaxi, Chaotic Evil (CR 10)
Armor Class 13
Hit Points 79 (10d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 17 (+3) | 14 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Gnoll, Auran
Attacks Melee +5 / 3d6+1, Ranged +7 / 3d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 2 | 2 | 2 | 2 |
Possessions: Citrine (70 gp). Azurite (13 gp). Jade (140 gp). Violet garnet (200 gp). Aquamarine (200 gp). Hematite (13 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Rangrim Glanhig, Male Dwarf [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is wearing a long, green, dusty cloak. His red hair is kept up in a ponytail inside a broad hat. His eyes, though not visible through his cowl, are gray.
Personality: He can speak with the recently deceased. He is a font of random trivia from the lore and stories he has discovered
History: He was born in the south, but his parents moved at a very young age to the east. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He left for the south, certain he would find work there.
Motivation: To unite with his sister; and marry his sister to traveling adventurers
Ideals: Athletic, Gifted, Logical. Bonds: Immigrant, Rich, Family. Occupation: Spice Merchant
Voice: Posh accent
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Evil (CR 10)
Armor Class 12
Hit Points 95 (10d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 15
Languages Common, Dwarven, Orc
Attacks Melee +7 / 3d6+3, Ranged +6 / 3d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 1 | 1 |
Possessions: 20000 sp. Jade (160 gp). Emerald (1200 gp). Blue diamond (3000 gp). Rose (60 gp). Brown-green garnet (160 gp). Moss agate (5 gp). Aquamarine (300 gp).
Arnold Southey, Male Human [Permalink]
Personal [hide]
Description: He is an average looking western male in his early mid-life. He wears a weathered and beat up set of banded mail beneath an oversized white coat. His brown hair is unkempt and raggedy. His eyes are likewise hazel.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: He was born to loving parents in a slum to the west. Being born in the west, 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 west 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 south. Due to his spouse's obsession with being a Bricklayer they were divorced and he won custody of their daughter. He worked as a Mayor, and he later adopted a second daughter.
Motivation: Doesn't want to be a Mayor and was forced into it by his family.
Ideals: Disciplined. Flaws: Ugly. Bonds: Poor, Family. Occupation: Mayor
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'2") Human, True Neutral (CR 11)
Armor Class 13
Hit Points 81 (11d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | 19 (+4) |
Senses Passive Perception 11
Languages Common, Aquan, Orc
Attacks Melee +5 / 3d8+1, Ranged +7 / 3d8+3, Grapple +3
Possessions: 60 pp. White opal (1600 gp). Star rose quartz (40 gp). Zircon (40 gp). Black pearl (400 gp). Chrysoprase (40 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Nicor Rescue, Male Tiefling [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His hair is short and silver. His silver eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Nicor 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 always tries to repair and not replace. It was this mentality that drove him into the Locksmith business.
History: Nicor hails from a village terrorized by orcs. 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. Nicor took refuge in the large cave and found the beat up axe and armor he uses now. He has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: A deep hatred of orcs; and his name or reputation has been wronged in the past by orcs, and he desires to right it
Ideals: Extrovert, Persistence. Flaws: Addict. Bonds: Enemies, Nature. Occupation: Locksmith
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'0") Tiefling, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 17 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 15 (+2) | 16 (+3) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Abyssal, Gnome, Auran
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 37000 sp. Chrysoprase (40 gp).
Naal Qualanthri, Male Elf [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'2" and typically wears a sleeveless long coat of deep grey leather and dull black iron scale mail. His hair is long and white with streaks of golden, and is pulled back with small grey clips. His beard is golden, braided, and well cared for. He wears large thick round spectacles.
Personality: Prone to second guessing himself, he comes off as nervous. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: A child with a great deal of music talent his parents made sure he got the chance to thrive. Naal abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He has dedicated himself to building a better trade route.
Motivation: Wishes to resurrect an old love; and obtaining odd cultural elven artifacts is his passion
Ideals: Artistic. Flaws: Shy, Fearful. Bonds: Adventurer, In love. Occupation: Bricklayer
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'2") Elf, True Neutral (CR 1)
Armor Class 11
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 12 (+1) | 14 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Elven, Gnoll, Dwarven
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: Just what you see.
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