Gomory Ashton, Male Human [Permalink]
Personal [hide]
Description: He has a missing right arm. He wears dark leathers with embroidery. His blonde hair is still thick. His hazel eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He is afraid of women and trembles around them
History: Gomory was raised in a hard working conservative environment. Gomory 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. Gomory 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 ran away from his former home and has been making his living as a Scribe for the past few years.
Motivation: A rival would like him out of the picture.
Ideals: Fighting. Flaws: Shy. Bonds: Job, Criminal record. Occupation: Scribe
Voice: Squeaky
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 8)
Armor Class 12
Hit Points 57 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 15 (+2) | 15 (+2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Elven, Sylvan
Attacks Melee +6 / 2d10+3, Ranged +5 / 2d10+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 |
Possessions: 900 gp. 1 Minor magic item.
Bhevek Silvereyes, Male Halfling [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He dresses well, wearing green shirts, loose pants, and blazers most of the time. His auburn hair is braided into rings. He is very pretty but has cold, dead eyes.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He is a logical person and will generally grow upset if things defy logic and science.
History: A powerful brothel owner made him what he is. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: To share knowledge with the world.
Ideals: Impeccable, Logical, Fighting. Bonds: Attractive, Mentor. Occupation: Mayor
Voice: Speaks with squeezed throat
Attributes [hide]
Small (3'3") Halfling, Chaotic Good (CR 6)
Armor Class 12
Hit Points 24 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 13 (+1) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Halfling, Undercommon
Attacks Melee +3 / 2d6+0, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 6 | 5 |
Possessions: 7000 sp. Silver comb with moonstones (500 gp).
Gruk Marleigh, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Half-Orcs. His skin is dark but he possesses many green ritualistic tattoos. He wears a well pressed and immaculate suit (or dress). His brown hair is heavily combed to the right. His hazel eyes peer out from beneath his small pastel hat.
Personality: Prone to second guessing himself, he comes off as nervous. He is obsessed with finding treasure.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a old dungeon. He would wander through that old dungeon 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 mountains due to the painful memories there. Gruk took refuge in the old dungeon and found the beat up longsword and armor he uses now. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He is compelled to act according to his religious beliefs.
Flaws: Shy. Bonds: Adventurer, Religious, Nature. Occupation: Jeweler
Voice: Sore throat, cough
Attributes [hide]
Medium (5'9") Half-Orc, True Neutral (CR 13)
Armor Class 12
Hit Points 71 (13d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 16 (+3) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Orc, Sylvan
Attacks Melee +8 / 4d4+4, Ranged +6 / 4d4+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 4 | 4 | 4 |
Possessions: 1000 gp. Rock crystal (40 gp). Alexandrite (400 gp). Rich purple corundum (1000 gp). Rock crystal (40 gp). Citrine (40 gp). Red spinel (100 gp). Rose (40 gp). 1 Medium magic item.
Drifting Of Ivory, Male Tabaxi [Permalink]
Personal [hide]
Description: This late middle aged man wears a tan collared shirt and pastel pants. He accessorizes with a violet scarf around the waist and a strap diagonally across his shirt and is in decent physical shape. His white fur is still thick. His thin eyebrows rest above his beady amber eyes.
Personality: Confrontational and typically high on some drug or another. 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 pair of adventurers, Drifting grew up listening to his father's many stories. 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 north. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature falchion.
Motivation: To reunite with his absent father; and a need for knowledge about a nearby landmark
Flaws: Ugly, Addict, Shy. Bonds: Adventurer, Family. Occupation: Shipwright
Voice: Smooth and feminine
Attributes [hide]
Medium (5'4") Tabaxi, Lawful Good (CR 4)
Armor Class 13
Hit Points 18 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 10 (+0) | 10 (+0) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 |
Possessions: Just what you see.
Bertram Snowdon, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears long strands of topaz and short tan dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His golden hair is cut short with large spiked bangs in the front. His eyes, though not visible through his cowl, are violet.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Bertram was born with his father's beautiful face. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. Recently he has begun working with bootleggers and crooks.
Motivation: He uses money and sex appeal to get what he needs; and he feels that his past leaves him morally obligated to help
Flaws: Shy. Bonds: Rich, Religious, Attractive, Criminal record. Occupation: Slave Trader
Voice: Indian accent
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 1)
Armor Class 13
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Giant, Undercommon
Attacks Melee +5 / 1d4+3, Ranged +5 / 1d4+3, Grapple +3
Possessions: Jet (140 gp).
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