Andram Pandaemonium, Male Tiefling [Permalink]
Personal [hide]
Description: This northern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a tattered pair of loose white pants, a matching torn shirt, and a visible pair of similar condition same color briefs. He wears his blue hair up. His thin eyebrows rest above his beady white eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. When Andram 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. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He wants nothing more than to rejoin the army.
Flaws: Ugly, Secretive, Forgetful. Bonds: Poor, Military. Occupation: Guard
Voice: Speaks with a cold
Attributes [hide]
Medium (5'7") Tiefling, Chaotic Evil (CR 9)
Armor Class 12
Hit Points 75 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 18 (+4) | 11 (+0) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 3d4+2, Ranged +5 / 3d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 6 | 4 | 4 | 3 | 2 | 1 | 0 | 0 |
Possessions: 40000 cp. Red spinel (150 gp). Aquamarine (500 gp). 1 Minor magic item. 1 Minor magic item.
Halimath Lathalas, Male Half-Elf [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a green shirt with thin brown vertical stripes and blue pants. His black hair is cut jaggedly and amateurishly. His half smiles and gray eyes are beguiling and draw you in.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: Born in the east to a Sculptor, Halimath learned a great deal about his father's area of expertise. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Sculptor. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Retire the richest man in the east.
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, In love, Job. Occupation: Sculptor
Voice: Thin and wheezing
Attributes [hide]
Medium (5'2") Half-Elf, Chaotic Neutral (CR 2)
Armor Class 13
Hit Points 14 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 15 (+2) | 12 (+1) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Elven, 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 | 13 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Bertram Swiftwhistle, Male Halfling [Permalink]
Personal [hide]
Description: He has a missing left arm. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His silver hair is thinning but still full. He wears large thick round spectacles.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: He is the product a well kept family trust fund and as such has never really known need. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Bertram grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Bertram. He used his abilities to trick people and travel the world for free.
Motivation: He has comitted a past crime that haunts him to this day; and a rival would like him out of the picture
Ideals: Impeccable. Flaws: Insane. Bonds: Rich, Criminal record. Occupation: Carter
Voice: Deep voice with rolling R's
Attributes [hide]
Small (2'10") Halfling, Neutral Evil (CR 4)
Armor Class 14
Hit Points 28 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 15 (+2) | 13 (+1) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Abyssal
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 |
Possessions: 26000 sp.
Nordak Fallack, Male Dwarf [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He dresses in white turtlenecks beneath a violet coat with blue slacks. He wears a feathered hat to cover his moderate length brown hair. His blue eyes are slightly larger than normal.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. A true patriot, Nordak would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. He was an adventurer many years ago and he formed a blood bond with his Dwarven companion (his 'brother'). 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 is greedy; and he has passion for adventuring and risk
Flaws: Antagonistic. Bonds: Attractive, Military, Adventurer, Rich. Occupation: Spice Merchant
Voice: Raspy
Attributes [hide]
Medium (4'4") Dwarf, True Neutral (CR 12)
Armor Class 11
Hit Points 78 (12d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 18 (+4) | 12 (+1) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven, Terran
Attacks Melee +5 / 3d10+1, Ranged +5 / 3d10+1, Grapple +1
Possessions: Solid gold idol (800 gp). Ceremonial electrum dagger with a star ruby in the pommel (1300 gp). Silver comb with moonstones (200 gp). Fire opal pendant on a fine gold chain (1300 gp). Fire opal pendant on a fine gold chain (1300 gp). 1 Minor magic item.
Gildmak Bigheart, Male Halfling [Permalink]
Personal [hide]
Description: This man dresses well, wearing black shirts, loose pants, and blazers most of the time. He is muscular with a powerful set of arms. He keeps his white hair in a flapper bob. His green eyes are slightly larger than normal.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He also has developed a complete distrust of the Courier profession.
History: Born to a pair of adventurers, Gildmak grew up listening to his father's many stories. While he appears to be a normal Halfling, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He then took over the family business and is one of the better Adventurer for hire.
Motivation: A need for knowledge about a nearby landmark.
Flaws: Secretive, Insane. Bonds: Attractive, Job, Adventurer. Occupation: Adventurer
Voice: High pitched and raspy
Attributes [hide]
Small (2'11") Halfling, Chaotic Neutral (CR 1)
Armor Class 13
Hit Points 5 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 9 (-1) | 9 (-1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 30 gp. 1 Masterwork Common Ranged Weapon.
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