Arjhan Clethtinthiallor, Male Dragonborn [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a tight fitting green shirt and pants. His silver crest is lengthy and is close to two feet long. His red eyes dart around the room hyper actively observing anyone and anything.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: A powerful wizard made him what he is. In his youth he was a Fletcher, and wanted to be a champion fighter when he grew up. He was working during a period of war, and as one of the natives he lived in fear of joining the others in being slaughtered. He saw the brutality and swore off his fighting aspirations, taking his younger sister on his back after seeing his parents die, and fled the country. After a long history of fighting, Arjhan and his spouse have recently divorced.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he's repulsed by the pc
Ideals: Fighting. Flaws: Antagonistic, PTSD. Bonds: Nature, Mentor. Occupation: Bowyer
Voice: Irish accent
Attributes [hide]
Medium (6'8") Dragonborn, Lawful Evil (CR 1)
Armor Class 10
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 18 (+4) | 15 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 5000 cp.
Patrick Ogden, Male Human [Permalink]
Personal [hide]
Description: He wears skinny pants and wears a green and black robe with the hood down. He is portly but not overly obese. He has styled his white hair well, parting it to the right. His gray eyes dart from person to person.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Sold as a small child to a slaver, Patrick was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He found a children's book about a Human Commoner who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: A need for knowledge about a nearby landmark; and he desires power and/or immortality
Flaws: Antagonistic. Bonds: Adventurer, Religious, Mentor. Occupation: Dyer
Voice: Booming voice
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 2)
Armor Class 11
Hit Points 6 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 11 (+0) | 13 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
Possessions: 260 gp. Carved harp of exotic wood with ivory inlay and zircon gems (500 gp).
Quarion Berevan, Male Elf [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears a tattered pair of loose blue pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His black hair is styled in orderly dreadlocks. He wears large thick round spectacles.
Personality: He can speak with the recently deceased. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Sold as a small child to a wizard, Quarion was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His parents enrolled him in a Adept school at a young age so that he could practice his divine talents. He was granted divine powers by his dying brother.
Motivation: Wants a kiss; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Gifted, Joker. Flaws: Ugly. Bonds: Poor, Mentor. Occupation: Carpenter
Voice: Russian accent
Attributes [hide]
Medium (4'9") Elf, Lawful Evil (CR 3)
Armor Class 10
Hit Points 16 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 13 (+1) | 13 (+1) | 12 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Elven, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 1 Superior lock.
Vlorn Honeypot, Male Halfling [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears a pastel shirt with thin black vertical stripes and green pants. His hair, while still mostly black, has prominent grey streaks. He wears a mask on his face.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He is untrained/undisciplined, which makes him dangerous.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Joker. Flaws: Insane. Bonds: Criminal record, Slave, Attractive. Occupation: Shipwright
Voice: Forgets to breathe while speaking
Attributes [hide]
Small (3'1") Halfling, True Neutral (CR 10)
Armor Class 15
Hit Points 55 (10d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 12 (+1) | 12 (+1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Halfling, Elven
Attacks Melee +5 / 3d6+1, Ranged +8 / 3d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 |
Possessions: 1900 gp.
Taklinn Daraln, Male Dwarf [Permalink]
Personal [hide]
Description: He wears rags and sports a simple walking cane. His attire stands in sharp contrast to his shield, which is beautifully polished and possesses an ornate carving of a cross on it. His hair is always cut to a buzz. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: He is a Knight first and foremost. He believes firmly that knowledge should be universal. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Taklinn lived on a farm with his mother, near the main road leading to a nearby town. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He left for the south, certain he would find work there.
Motivation: To prove his worth to the world; and he'd like to take his coworkers down a peg
Flaws: Impulsive. Bonds: Poor, Job, Family, Criminal record, Immigrant. Occupation: Knight
Voice: Loud with bravado
Attributes [hide]
Medium (4'0") Dwarf, Neutral Evil (CR 4)
Armor Class 10
Hit Points 22 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 13 (+1) | 16 (+3) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven, Goblin, Abyssal, Infernal
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 100 gp. 1 Alchemist’s fire. 1 Alchemist’s fire.
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Their contribution stands as a beacon of hope for all adventurers!
