Godfrey Stanton, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears a blue vest and prefers grey and tan shirts. His boots appear to have been at one point steel toed but are quite worn down. He has done his best to style his golden hair to look like a famous performer. His gray eyes have a joyful gleam in them most of the time.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He is a very good compulsive liar and kleptomaniac.
History: Born in the east his family was never financially stable. Godfrey 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. Godfrey decided he wanted neither the life of his mother 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: Further expansion of business.
Flaws: Ugly. Bonds: Poor, Job, Criminal record. Occupation: Bellfounder
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'6") Human, True Neutral (CR 1)
Armor Class 13
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 10 (+0) | 9 (-1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
Possessions: 10 pp.
Kiirith Zzzxaaxthroth, Male Dragonborn [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he does not wear sleeves and tends to eschew shirts when he can avoid it. He wears his red crest up. He tend to wears goggles to shield his eyes.
Personality: He has always had a great fascination with Dragonborn culture. He is used to getting what he wants. In part because he is a meticulous planner.
History: Sold as a small child to a necromancer, Kiirith was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Kiirith 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. Kiirith 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 has recently gotten a pet goose that steals things from people.
Motivation: He has money and likes to spend it; and he has decided he is irredeemable
Ideals: Professionalism. Flaws: Racist. Bonds: Mentor, Criminal record, Rich. Occupation: Shoemaker
Voice: Sore throat, cough
Attributes [hide]
Medium (6'4") Dragonborn, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 21 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 14 (+2) | 15 (+2) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Giant, Halfling
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Jade (80 gp). Rhodochrosite (5 gp).
Fulbar Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: This exceptionally lanky man prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He wears a broad hat to cover his moderate length blonde hair. His violet eyes dart from person to person.
Personality: While he acts the brute, he is far gentler than he would appear. He also is a firm believer in the manly ideal.
History: Fulbar hails from a village terrorized by giants. At a young age his mother died while driving off some giants. His father being the stubborn sort decided to stay and helped train him in shortbow use. He has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.
Motivation: He has money and likes to spend it; and he desires power and/or immortality
Ideals: Fighting. Flaws: Impulsive. Bonds: Rich, Enemies, Adventurer. Occupation: Jeweler
Voice: Switch between two voices
Attributes [hide]
Small (3'2") Halfling, Neutral Evil (CR 3)
Armor Class 11
Hit Points 17 (3d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 11 (+0) | 10 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 800 sp.
Purban Nimblefingers, Male Halfling [Permalink]
Personal [hide]
Description: A man of a pale complexion, he likes to wear darkened spectacles and heavy clothing, no matter the weather. He has a white handlebar mustache and slicked back white hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Born to a poor family in the city he treasured whatever gifts he got. Being born in the south, 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 south 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 north. He became a Crown-heir soon after.
Motivation: Find a way to reverse the transformation of his sister; and nothing but the best is good enough for him
Ideals: Impeccable. Flaws: Shy. Bonds: Job, Poor, Family. Occupation: Crown-heir
Voice: Can't modulate volume
Attributes [hide]
Small (3'3") Halfling, Lawful Good (CR 3)
Armor Class 14
Hit Points 36 (3d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. Tiger eye turquoise (8 gp). Tourmaline (80 gp).
Zaffrab Quillsharpener, Male Gnome [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he is dressed in an above average manner. His chestnut hair is lengthy. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: He was born several months after his mother was called into army service. After coming to the age of reason, Zaffrab took it upon himself to study the arcane arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has achieved small success as a Herbalist.
Motivation: Wants to open a new tavern; and he'd like to take his coworkers down a peg
Ideals: Gifted. Bonds: Attractive, Job, Military. Occupation: Herbalist
Voice: Speaks with squeezed throat
Attributes [hide]
Small (3'8") Gnome, Chaotic Good (CR 2)
Armor Class 14
Hit Points 13 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 19 (+4) | 14 (+2) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnome, Auran, Druidic
Attacks Melee +0 / 1d6-2, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 0 | 0 | 0 |
Possessions: Violet garnet (400 gp). Bloodstone (70 gp). Deep blue spinel (400 gp).
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Their contribution stands as a beacon of hope for all adventurers!
