Reynard Mori, Male Human [Permalink]
Personal [hide]
Description: 6'2" and lanky with angular features, he is an attractive figure. He wears blue painted combat armor at almost all times. His brown hair, when down, is lengthy. His half smiles and green eyes are beguiling and draw you in.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His parents enrolled him in a Adept school at a young age so that he could practice his necromantic talents. He has dedicated himself to building a better world.
Motivation: He's looking for his big break.
Ideals: Optimist, Gifted. Bonds: Attractive, Adventurer. Occupation: Dilettante
Voice: Timid voice
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 1)
Armor Class 12
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 11 (+0) | 18 (+4) | 12 (+1) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 500 sp.
Alberich Strongheart, Male Dwarf [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears a lot of dark rich colors, with gold accents. His white hair has been sun bleached extensively. His amber eyes have a joyful gleam in them most of the time.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: His father raised him in a mountain cabin. He worked as a nervous Shipwright and found it very stressful. He then took over the family business and is one of the better Shipwright for hire.
Motivation: He'd like to take his coworkers down a peg.
Ideals: Optimist. Bonds: Attractive, Immigrant, Job, Nature. Occupation: Shipwright
Voice: Old Prospector
Attributes [hide]
Medium (4'3") Dwarf, Lawful Good (CR 9)
Armor Class 14
Hit Points 74 (9d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Dwarven, Gnoll, Infernal
Attacks Melee +3 / 3d4+0, Ranged +7 / 3d4+4, Grapple +4
Possessions: 1700 gp. Malachite (10 gp). Iolite (50 gp). Freshwater pearl (10 gp). 1 Minor magic item. 1 Minor magic item.
Hugh England, Male Human [Permalink]
Personal [hide]
Description: He is wearing a perfectly clean shirt and pair of pants. He is bristling with hidden weapons, mostly sais and pickaxes. His white hair is lengthy and is close to two feet long. His hazel eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He is a ruthless business man, a trait he acquired from his mother.
History: He was born blind and as such lacked many opportunities for work. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting illithids, the young Hugh began to lead the lost caravan. Days after completing his studies, news broke out that his hometown was attacked by illithids. Hugh was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and nothing but the best is good enough for him
Ideals: Impeccable, Entrepeneur. Flaws: Disease. Bonds: Attractive, Criminal record, Enemies. Occupation: Glassblower
Voice: Sounds elderly
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 11)
Armor Class 13
Hit Points 64 (11d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 11 (+0) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 3d8+2, Ranged +7 / 3d8+3, Grapple +3
Possessions: 240 pp. Brown-green garnet (80 gp). Golden pearl (80 gp). Jasper (30 gp). Alexandrite (1500 gp).
Adrik Goldfinder, Male Dwarf [Permalink]
Personal [hide]
Description: He likes to wear darkened spectacles and heavy clothing, no matter the weather. He carries with him a set of warhammers on his belt, each one with a topaz on the hilt. His hair is cut close to his head. He wears large thick round spectacles.
Personality: Adrik speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. 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 in the south his family was never financially stable. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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 desert due to the painful memories there. Adrik took refuge in the ruined castle and found the beat up warhammer and armor he uses now. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels the way he acts is they only way to get by in the world; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Impeccable. Flaws: Shy. Bonds: Poor, Nature. Occupation: Scribe
Voice: Dutch accent
Attributes [hide]
Medium (4'0") Dwarf, Neutral Good (CR 8)
Armor Class 11
Hit Points 69 (8d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 12 (+1) | 15 (+2) | 14 (+2) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven, Goblin, Ignan
Attacks Melee +7 / 2d10+4, Ranged +4 / 2d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 40000 cp.
Roge Bigheart, Male Halfling [Permalink]
Personal [hide]
Description: This late middle aged man wears a violet collared shirt and pastel pants. He accessorizes with a white scarf around the waist and a strap diagonally across his shirt and is in decent physical shape. His hair is white and curly. He wears a mask on his face.
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. He does suffer from mild PTSD, and the sight of dire rats may trigger it at times.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Carpenter arts, while his mother instructed him in etiquette, music and courtly manner. His childhood dream was to be a Unemployed, but he was a colossal failure. He has set out to sabotage the competition.
Motivation: Wants to open a new tavern; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Opinionated. Bonds: Enemies, Rich, Job, Criminal record. Occupation: Carpenter
Voice: Speaks fast with a slight lisp
Attributes [hide]
Small (3'4") Halfling, Chaotic Neutral (CR 6)
Armor Class 14
Hit Points 45 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 17 (+3) | 14 (+2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Halfling, Infernal, Ignan
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +5
Possessions: 600 gp. Emerald (1400 gp). Alexandrite (400 gp). Star rose quartz (70 gp).
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