Anverth Raulnor, Male Gnome [Permalink]
Personal [hide]
Description: This fat western man has a bulbous nose and sports blue clothing, slightly heavier than average wear. His skin is also unnaturally pale. His small hat is riddled with cuts and holes. His fierce blue eyes like to dwell on things.
Personality: Anverth speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: He was born a particularly ugly child, much to the horror of his parents. As a young child he wandered into the woods despite his mother's warnings against it. Afterwards he claimed he had encountered giants who tried to eat his hand. He has dedicated himself to building a better trade route.
Motivation: He wants revenge against giants; and a need for knowledge about a nearby landmark
Ideals: Impeccable. Flaws: Ugly. Bonds: Adventurer, Enemies. Occupation: Beggar
Voice: Scottish accent
Attributes [hide]
Small (3'5") Gnome, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 38 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 18 (+4) | 10 (+0) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple -1
Possessions: 600 gp. Amber (160 gp). Carnelian (80 gp). 1 Masterwork Artisan’s tools. 1 Crowbar.
Senteq Oomtrowl, Male Gnome [Permalink]
Personal [hide]
Description: This late middle aged man wears clothing that is held on in multiple layers but all of it is in poor condition and is in decent physical shape. Sporting a blonde mohawk and bushy mustache this man's hair draws a lot of attention. He has a dull look in his amber eyes.
Personality: He is calm most of the time but flees social interaction. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Senteq was born in the west. At a young age he loved to build and create. He was taken from his home at a very young age. He is searching for what he claims is his rightful reward.
Motivation: To reunite with his old friends.
Ideals: Persistence. Flaws: Shy. Bonds: Poor, Adventurer, Slave. Occupation: Locksmith
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Small (3'8") Gnome, Lawful Neutral (CR 8)
Armor Class 12
Hit Points 42 (8d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 15 (+2) | 12 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Gnome, Aquan
Attacks Melee +1 / 2d10-2, Ranged +4 / 2d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 4 | 3 |
Possessions: 1400 gp.
Kite Of Winter, Male Tabaxi [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 tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He wears his cinnamon fur down. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: A deeply religious man he believes everything happens for a reason. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. Being born in the north, 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 north 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 west. Due to his spouse's obsession with being a Carpenter they were divorced and he won custody of their daughter. He worked as a Junk Dealer, and he later adopted a second daughter.
Motivation: To unite with his sister; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Bonds: Immigrant, Attractive, Religious, Rich, Family. Occupation: Junk Dealer
Voice: Can't modulate volume
Attributes [hide]
Medium (5'9") Tabaxi, Chaotic Good (CR 6)
Armor Class 13
Hit Points 41 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 18 (+4) |
Senses Passive Perception 10
Languages Common, Terran
Attacks Melee +5 / 2d6+2, Ranged +6 / 2d6+3, Grapple +3
Possessions: Just what you see.
Barakas Mockery, Male Tiefling [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Tiefling, and stands approximately 5'3". He wears a blue shirt, with a grey mid length shorts with grey tights and flats, usually wearing a coat over them, and his gloved hand is found clutching a spear. His hair is white and very short. His gold eyes dart from person to person to random spaces in the air.
Personality: Aggressive, abrasive, and angry, Barakas embodies much of what other species detest in the Tieflings. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born the only child of a wealthy merchant. He found a children's book about a Tiefling Wizard who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He is currently in port desperately looking for someone to get him out; and a need for knowledge about a nearby landmark
Ideals: Entrepeneur. Flaws: Antagonistic, Fearful. Bonds: Adventurer, Slave. Occupation: Unemployed
Voice: Jamaican accent
Attributes [hide]
Medium (5'3") Tiefling, Neutral Evil (CR 8)
Armor Class 12
Hit Points 45 (8d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 17 (+3) | 14 (+2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Goblin, Halfling
Attacks Melee +5 / 2d10+2, Ranged +5 / 2d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 4 | 3 | 3 | 2 |
Possessions: 80 pp.
Nordak Glanhig, Male Dwarf [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a well pressed and immaculate suit (or dress). His golden hair, when down, is lengthy. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is happy with his job as a Bather. He turns his eye from what people do, preferring to live and let live. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: His divine talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Nordak 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 ran away from his former home and has been making his living as a Bather for the past few years.
Motivation: He'd like to take his coworkers down a peg; and he is unsatisfied with his job
Ideals: Philantrophist, Gifted. Flaws: Addict. Bonds: Job, Nature. Occupation: Bather
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Good (CR 5)
Armor Class 11
Hit Points 49 (5d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 15 (+2) | 16 (+3) | 7 (-2) |
Senses Passive Perception 16
Languages Common, Dwarven, Ignan, Gnome
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
Possessions: 400 gp. A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (30 gp). Black velvet mask with numerous citrines (160 gp). An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (160 gp).
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