Darrow Sunmeadow, Male Halfling [Permalink]
Personal [hide]
Description: This man wears a worn and beaten armor. He has a penchant for wearing a ring with an oversized amethyst on his right hand. His tied-back hair is chestnut. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Darrow lived on a farm with his father, near the main road leading to a nearby town. He has chosen to use the inheritance that was left to him frivolously. 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: His name or reputation has been wronged in the past by dire rats, and he desires to right it; and he wants revenge against dire rats
Flaws: Emotional, Impulsive. Bonds: Rich, Family, Enemies. Occupation: Masseuse
Voice: Smoker's lung
Attributes [hide]
Small (3'2") Halfling, Neutral Evil (CR 3)
Armor Class 15
Hit Points 24 (3d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 19 (+4) | 12 (+1) | 12 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Halfling, Gnome
Attacks Melee +0 / 1d8-2, Ranged +6 / 1d8+4, Grapple +4
Possessions: 50 pp.
Krimmon Wildheart, Male Halfling [Permalink]
Personal [hide]
Description: He is a pot bellied southern man with a big hulking figure and broad shoulders. He wears a brown vest with golden trim over his white shirt. His yellow leather gloves and pants are well-kept, and his brown boots flare out at the collars. His black hair is lengthy. His eyes are a pleasant gray.
Personality: Aggressive, abrasive, and angry, Krimmon embodies much of what other species detest in the Halflings. He is a big fan of imagination and believes people should spend more time reading and writing.
History: The child of a Miller, who enjoyed hunting, Krimmon was taken on many hunting expeditions. A freak accident while working with his Miller mother left him crippled. He bought a shortbow and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He's repulsed by the PC; and to protect his home
Ideals: Athletic, Logical. Flaws: Antagonistic, Disease. Bonds: Nature. Occupation: Laborer
Voice: Slow speaker
Attributes [hide]
Small (3'2") Halfling, True Neutral (CR 11)
Armor Class 11
Hit Points 82 (11d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 16 (+3) | 14 (+2) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Halfling, Gnome, Celestial
Attacks Melee +4 / 3d8+0, Ranged +4 / 3d8+0, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 6 | 5 | 4 | 4 | 3 | 2 | 1 |
Possessions: 1300 gp. Zircon (80 gp). Golden yellow topaz (700 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Aldous Cornish, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is wearing a perfectly clean shirt and pair of pants. He has wavy red hair. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He hates dire rats. He views them as having robbed his home of its proper glory. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: Many dire rats want him driven away.
Ideals: Athletic. Flaws: Antagonistic, Disease. Bonds: Attractive, Enemies, Mentor. Occupation: Blacksmith
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 11)
Armor Class 10
Hit Points 46 (11d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 11 (+0) | 17 (+3) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Undercommon, Dwarven, Auran
Attacks Melee +7 / 3d8+3, Ranged +4 / 3d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 |
Possessions: 1300 gp. Gold and topaz bottle stopper cork (1500 gp). A delicate brass dragon egg (10 gp). Gold dragon comb with red garnet eye (1500 gp). Large well-done wool tapestry (400 gp). Silver-plated steel longsword with jet jewel in hilt (600 gp).
Adrik Dankil, Male Dwarf [Permalink]
Personal [hide]
Description: With green face paint in a stripe pattern across his face, he wears a brown vest with golden trim over his white shirt. His white leather gloves and pants are well-kept, and his brown boots flare out at the collars. His silver hair is matted, messy, and big. He tend to wears goggles to shield his eyes.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Sold as a small child to a brothel owner, Adrik was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He's repulsed by the PC.
Ideals: Entrepeneur. Flaws: Ugly, Antagonistic. Bonds: Military, Mentor. Occupation: Mason
Voice: Shortens vowels
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Good (CR 2)
Armor Class 11
Hit Points 12 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 14 (+2) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Draconic
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 0 | 0 | 0 |
Possessions: 600 sp. 1 Masterwork Common Melee.
Patrin Shestendeliath, Male Dragonborn [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right leg, he likes to wear darkened spectacles and heavy clothing, no matter the weather. His crest is white and curly. His red eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: From birth he was tutored by a cruel and relentless mentor. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. By chance he met his sister recently and the two have been together since.
Motivation: Find a way to reverse the transformation of his sister.
Ideals: Logical. Flaws: Insane. Bonds: Family, Mentor. Occupation: Courier
Voice: High pitched and raspy
Attributes [hide]
Medium (6'2") Dragonborn, Chaotic Good (CR 9)
Armor Class 13
Hit Points 40 (9d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 17 (+3) | 11 (+0) | 17 (+3) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Dwarven, Gnoll, Aquan
Attacks Melee +6 / 3d4+3, Ranged +6 / 3d4+3, Grapple +3
Possessions: 900 gp. Bloodstone (80 gp).
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Their contribution stands as a beacon of hope for all adventurers!