Bertram Porridgepot, Male Halfling [Permalink]
Personal [hide]
Description: This man is very fat, and wears baggy violet pantaloons and a red scarf. His white hair is drawn into a tight pony tail with a clover scrunchie. His ears are large.
Personality: He does not believe in betrayal or weakness as things to be tolerated. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: He got into the Miller business at a young age. After coming to the age of reason, Bertram took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Expand his business; and he is currently in port desperately looking for someone to get him out
Ideals: Justice, Gifted. Flaws: Ugly. Bonds: Slave, Job. Occupation: Miller
Voice: Old Prospector
Attributes [hide]
Small (2'10") Halfling, True Neutral (CR 4)
Armor Class 13
Hit Points 20 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 10 (+0) | 14 (+2) | 8 (-1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Undercommon, Gnoll
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 200 gp. 1 Minor magic item.
Warryn Gummen, Male Gnome [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears bulky brown painted plate armor. His silver hair is drawn into a tight pony tail with a butterfly scrunchie. His eyes are likewise green.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was always a brilliant, if unscrupulous mind. While he appears to be a normal Gnome, 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 routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He wants to meet his childhood hero; and to reunite with his old friends
Ideals: Opinionated, Joker, Logical. Flaws: Insane. Bonds: Adventurer. Occupation: Sailor
Voice: Scandinavian accent
Attributes [hide]
Small (3'8") Gnome, Lawful Evil (CR 4)
Armor Class 12
Hit Points 36 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 12 (+1) | 20 (+5) | 13 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Gnome, Auran
Attacks Melee +0 / 1d10-2, Ranged +3 / 1d10+1, Grapple +1
Possessions: 500 gp. Violet garnet (1000 gp). 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Hobart Smoothhands, Male Halfling [Permalink]
Personal [hide]
Description: He is constantly adorned with expensive silk clothing, often dyed in bright brown and green, and wears rings and necklaces with large, colorful gems. He carries with him a set of sais on his belt, each one with a opal on the hilt. He has a blonde handlebar mustache and slicked back blonde hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He hates giants. He views them as having robbed his home of its proper glory. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. Hobart liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He was always very intelligent and has formed a secret society of freemasons.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it; and he wants revenge against giants
Ideals: Fighting. Flaws: Secretive. Bonds: Rich, Enemies, Religious, Nature. Occupation: Assassin
Voice: Low rumbling, strings words together
Attributes [hide]
Small (3'4") Halfling, Neutral Evil (CR 6)
Armor Class 12
Hit Points 37 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 12 (+1) | 14 (+2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Halfling, Draconic, Dwarven
Attacks Melee +3 / 2d6+0, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 1 | 0 | 0 | 0 |
Possessions: Amethyst (100 gp). Rich purple corundum (500 gp). Red spinel (100 gp).
Koeth Hanali, Male Elf [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears yellow leather gloves, a yellow jacket, and tight pants. He has blonde hair. He wears crescent spectacles with a black brim.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: He is the product a well kept family trust fund and as such has never really known need. When Koeth reached his early adolescence his Elf father 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 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: To reunite with his old friends; and he has money and likes to spend it
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Adventurer, Rich, Military. Occupation: Architect
Voice: Jamaican accent
Attributes [hide]
Medium (4'7") Elf, Lawful Neutral (CR 5)
Armor Class 14
Hit Points 39 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 19 (+4) | 14 (+2) | 13 (+1) | 16 (+3) | 9 (-1) |
Senses Passive Perception 17
Languages Common, Elven, Goblin
Attacks Melee +5 / 2d4+2, Ranged +7 / 2d4+4, Grapple +4
Possessions: 100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Arnold Read, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears many layers of old clothing at all times. His chestnut hair is styled in orderly dreadlocks. His amber eyes peer out from beneath his deerstalker grey hat.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. 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: He was born in the south. His parents enrolled him in a Expert school at a young age so that he could practice his necromantic talents. He has since lost track of the people in his past.
Motivation: Wants to raise his children well; and his relatives are trying to arrange a marriage
Ideals: Persistence, Gifted. Flaws: Ugly. Bonds: Poor, Family, Immigrant. Occupation: Locksmith
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 2)
Armor Class 12
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 13 (+1) | 14 (+2) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Terran, Druidic
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2
Possessions: 7000 cp. Carved harp of exotic wood with ivory inlay and zircon gems (600 gp). 1 Masterwork Thieves’ tools.
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Their contribution stands as a beacon of hope for all adventurers!
