Fonkin Murnig, Male Gnome [Permalink]
Personal [hide]
Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears dark leathers with embroidery. His red hair is smooth and relatively long. His green eyes have a joyful gleam in them most of the time.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. Animals are drawn to him, and he is able to talk to them.
History: Gifted from a young age, Fonkin studied abroad. He helped his father out around the business and became quite the natural. He has taken up work as a Butcher and fed both sides of the war false information with the goal of increasing casualties.
Motivation: To be a Soapmaker again; and wants to open a new tavern
Ideals: Gifted. Flaws: Ugly, Greedy, PTSD. Bonds: Job. Occupation: Butcher
Voice: Scottish accent
Attributes [hide]
Small (3'7") Gnome, Chaotic Good (CR 2)
Armor Class 13
Hit Points 15 (2d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 600 sp.
Conrad Everleigh, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male wears a grey shirt, with a black mid length shorts with black tights and flats, usually wearing a coat over them. He is tall, broad shouldered and powerfully built. He has auburn hair. His amber eyes are slightly larger than normal.
Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: Conrad lived on a farm with his mother, near the main road leading to a nearby town. He took every job he could get his hands on, but the opportunities for Humans in the west were limited. He has been saving his money to try and buy his sister's freedom.
Motivation: Marry his sister to traveling adventurers; and he is wracked by social anxiety
Flaws: Fearful. Bonds: Criminal record, Rich, Family, Immigrant. Occupation: Barkeep
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'0") Human, True Neutral (CR 2)
Armor Class 11
Hit Points 13 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 12 (+1) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 110 gp.
Thamior Floshem, Male Elf [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears a brown armored body suit, with a simple black line shooting up and back down. His black hair is kept up in a ponytail inside a small hat. His green eyes dart from person to person to random spaces in the air.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He plays an instrument quite well.
History: Sold as a small child to a brothel owner, Thamior was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When money was particularly tight he was walking through alleys when he overheard a Sculptor hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has never given up on his writing dream.
Motivation: Marry his sister to traveling adventurers; and seeks redemption
Ideals: Artistic. Flaws: Sensitive. Bonds: Poor, Mentor. Occupation: Sculptor
Voice: Breathy voice
Attributes [hide]
Medium (5'3") Elf, Neutral Good (CR 11)
Armor Class 11
Hit Points 40 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 11 (+0) | 10 (+0) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +4 / 3d8+0, Ranged +5 / 3d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 |
Possessions: 110 pp. Old masterpiece painting (700 gp). A pair of silk slippers encrusted with tiny pearls. (60 gp). Brass mug with jade inlays (300 gp). 1 Minor magic item.
Krimmon Honeypot, Male Halfling [Permalink]
Personal [hide]
Description: He wears a black wide-brimmed hat and black clothes. He carries with him a set of clubs, each one with a emerald on the hilt. He only wears one on his belt and the other on his back. He wears his auburn hair up in a very large beehive style do. He has several tiny emerald earrings on each ear.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. 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. Krimmon 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. Krimmon decided he wanted neither the life of his mother 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 Dyer for the past few years.
Motivation: To be a Tanner again; and he is a bit of a kleptomaniac
Ideals: Fighting. Flaws: Antagonistic. Bonds: Rich, Adventurer, Criminal record, Job. Occupation: Dyer
Voice: Ums and uhs a lot
Attributes [hide]
Small (3'0") Halfling, Lawful Evil (CR 4)
Armor Class 14
Hit Points 16 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 11 (+0) | 15 (+2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Halfling, Sylvan, Giant
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 28000 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Gilbert Ainsley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he has a large white mantle and cape that has been intricately interwoven into his black robe. His hair is brown and very short. His blue eyes have a joyful gleam in them most of the time.
Personality: Deceptive and manipulative this northern guy figured out how to best use his charms to convince people to do what he wants. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: The child of a Mason, who enjoyed hunting, Gilbert was taken on many hunting expeditions. From his teen years he was always beautiful and desirable, so people have always doted on him. During his travels, Gilbert and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Gilbert discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Gilbert fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He is not mentally stable, and does not behave rationally; and a need for knowledge about a nearby landmark
Flaws: Disease, Insane. Bonds: Attractive, Adventurer, Nature. Occupation: Dyer
Voice: Farmer accent
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 1)
Armor Class 13
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 13 (+1) | 12 (+1) | 16 (+3) | 18 (+4) |
Senses Passive Perception 15
Languages Common, Sylvan
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 0 | 0 |
Possessions: 20 gp.
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Their contribution stands as a beacon of hope for all adventurers!
