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In a bustling town where ambition meets opportunity, the fledgling Red Riders Adventure Company stakes its claim. Still in its nascent stage, this spirited company aspires to gather adventurers from diverse walks of life, aiming to etch its name in the annals of legend. Waving their bright crimson banners, they hint at future triumphs and endeavors. more ↓

Elandrial

Elandrial

Elandrial is a Inquisitive Elf Wizard who Masters Spells

The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.

You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going so you know what to expect when you get there.

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

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Fizzlewick

Fizzlewick

Fizzlewick is a Perceptive Halfling Illusionist who Crafts Illusions

You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.

As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor.

You fashion images from light that are so perfect they seem real.

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Voltus

Voltus

Voltus is a Strong Willed Helborn Shaman who Rides The Lightning

You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.

You create and discharge electrical power.

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Sarion

Sarion

Sarion is a Learned Human Mage who Separates Mind From Body

You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading.

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

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Elorian

Elorian

Elorian is a Charming Human Bard who Entertains

You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re personable, but not necessarily studious or strong-willed.

You perform, mostly for the benefit of others.

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Seraphel

Seraphel

Seraphel is a Mystical Elf Speaker who Shepherds The Community

You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural-though whether that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests.

You keep the place where you live safe from all danger.

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Grimble

Grimble

Grimble is a Clever Dwarf Cleric who Channels Divine Blessings with a Magic Flavor

You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any physical or mental imperfections.

A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.

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Pippa

Pippa

Pippa is a Resilient Gnome Herbalist who Works Miracles

You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable. Unstoppable.

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

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Alayna

Alayna

Alayna is a Swift Human Ranger who Slays Monsters

You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing distances quickly but not always smoothly. You are likely slim and muscular.

You kill monsters.

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Whiskers

Whiskers

Whiskers is a Risk Taking Catfolk Druid who Speaks For The Land

It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course-you wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against.

Your spiritual connection to nature and the environment grants you mystical abilities.

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Ssyrak

Ssyrak

Ssyrak is a Impulsive Lizardfolk Barbarian who Rages with a Combat Flavor

You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead?

(Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s the urge to do the right thing.)

When you go berserk, everyone fears you.

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Sizzlefoot

Sizzlefoot

Sizzlefoot is a Chaotic Halfling Thief who Explores Dark Places with a Stealth Flavor

Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster.

You’re the archetypal treasure hunter, scavenger, and finder of lost things.

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Valeria

Valeria

Valeria is a Honorable Human Warrior Mage who Throws With Deadly Accuracy with a Magic Flavor

You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead-these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.

You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means.

Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect impact.

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Furnok

Furnok

Furnok is a Strong Dragonfolk Guardian who Defends The Gate

You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles.

Everyone wants you on their side when it comes to a fight because nothing gets by you.

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Thrain

Thrain

Thrain is a Hardy Dwarf Monk who Needs No Weapon

Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.

As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride.

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

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Gromthar

Gromthar

Gromthar is a Mighty Half Giant Paladin who Defends The Weak

You have a very impressive physique. Your strength, power, and very importance are superior. Whether you’re truly the mightiest may be up for debate (and you may have a friendly rivalry about this with other superheroes), but there is no question that you are exceptional. These things make you confident, but you know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you.

You stand up for the helpless, the weak, and the unprotected.

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Character Introductions

The Ebonclaw Reclaimers

In the market square of the bustling town of Orinfell, Elorian, a human bard with a lute and a captivating smile, spread rumors of a hidden temple said to hold untold wealth and magical artifacts. He sang ballads of daring adventures and courage. This drew the attention of Grimble, a dwarf cleric who often viewed the world with a scrutinizing gaze.

“You’re spinning a good tale there, human, but do you really believe you’ll succeed in such an endeavor without divine intervention?” Grimble scoffed, approaching Elorian.

Elorian chuckled, “Well, Grimble, I did hear you’re rather blessed in that area. Interested in joining us?”

Grimble smirked, “You’ll fail without me. Count me in.”

Just then, Thrain, a brawny dwarf monk who had been listening from a distance, stepped in. “I agree with Grimble. You’ll fail without proper protection, and I can provide that.”

Elorian grinned. “Ah, the more, the merrier! Welcome aboard, Thrain!”

As the trio discussed their plans, Sizzlefoot, a halfling thief who had recently been freed from the town’s prison by Thrain, approached the group. “I owe you one, Thrain. Mind if I tag along?”

Thrain nodded, “You can pick locks and scout ahead. You’re in.”

Remember that one time

After hours of traveling, the group reached the first challenge: a door sealed with an intricate locking mechanism. Sizzlefoot examined it closely and within moments, clicked it open. But as soon as the door creaked open, a swinging blade appeared from the wall. Quick on his feet, Sizzlefoot leapt back, avoiding the blade by a hair’s breadth. “Whoa! Always expect the unexpected!” he laughed.

Deep in the temple, the group encountered a nest of venomous snakes. Elorian stepped forth and started to strum a hypnotic melody on his lute. The snakes slithered away, mesmerized, creating a clear path for the adventurers. “See? Who needs a sword when you have music?” Elorian winked.

In the next chamber, the group faced a wall of fire blocking their way. Grimble raised his holy symbol, and with a prayer, summoned a torrential downpour that extinguished the flames. “Divine intervention at your service,” he said smugly.

Finally, the team reached the heart of the temple, guarded by a stone golem. Thrain stepped forth, his eyes meeting the golem’s. With a series of calculated strikes and kicks, he dismantled the golem piece by piece, using no weapons but his own fists. “Protection guaranteed,” he grumbled, dusting off his hands.


The Ironshade Outriders

In the scholarly city of Eldoria, Elandrial, the Elf Wizard, heard whispers of an ancient relic hidden in the perilous Frostpeak Mountains. Interested but cautious, she sought advice from Valeria, a Warrior Mage known for her valor and magical expertise.

“If it’s as powerful as the rumors suggest, it could spell disaster in the wrong hands. I will accompany you to ensure it is retrieved safely,” Valeria pledged.

Just as they were preparing to leave, Ssyrak the Lizardfolk, under scrutiny for impulsively starting a brawl at the local tavern, overheard their discussion and saw an opportunity for redemption—or at least, a way to skip town for a while.

“You folks look like you could use some muscle. Mind if I join?” Ssyrak asked.

Sarion, the scholarly Mage who had been quietly observing, interjected, “This relic could hold secrets that transcend common knowledge. I must study it. I will join you.”

Remember that one time

The team found themselves at a cliffside, struggling against a strong wind that threatened to blow them off. Raising her sword high, Valeria chanted an incantation. A magical shield formed around them, calming the wind within its bounds. “For justice and light!” she exclaimed as the team safely crossed.

In a narrow canyon, they were ambushed by a band of mountain trolls. Ssyrak, in a fit of rage, yelled, “This is MY kind of party!” With a frenzied swing of his battle-axe, he took down two trolls in a single stroke, giving the team the upper hand.

When the party reached an enchanted door sealed with arcane runes, Elandrial’s eyes shone. She deciphered the runes and, with a wave of her wand, unlocked the door. “Knowledge is the key to all doors,” she mused, pleased with her own expertise.

Deep inside a dark cavern, they stumbled upon an eerie room filled with lifelike statues. Sensing a trap, Sarion separated his mind from his body, sending his ethereal form ahead. It triggered the petrifying trap but spared his physical form. “Sometimes, it pays to be two steps ahead—even if one of them isn’t exactly physical,” he said, smirking.


The Starforged Renegades

Gromthar the Paladin, directed by his order’s leader to show him the virtue of humility, arrived at the town of Nettlebrook on the very day a comet streaked across the sky. Unbeknownst to him, Seraphel, guided by celestial signs and portents, also arrived, believing that the comet’s arrival signaled a shift in the magical energies of the realm.

Fizzlewick, the curious Halfling illusionist, intercepted fragments of a coded message that hinted at a mystical convergence in Nettlebrook. Intrigued, he decided to investigate. Upon reaching the town, he soon met Gromthar and Seraphel, who were deep in discussion about the comet.

Last to join was Pippa, a Gnome herbalist with keen eyes and an adventurous spirit. She observed the motley group and realized they could use someone with her medicinal skills and wit. “You look like you could use some healing and herbal expertise,” she cheerfully commented.

Remember that one time

The party was ambushed by a clan of orcs. Outnumbered and flanked, Gromthar stepped forward. Swinging his mighty hammer, he bellowed, “Strength begets justice!” The ground shook as he crushed two orcs into the earth, creating an opening for his companions to break through the encirclement.

Upon reaching a sacred grove guarded by enchanted wolves, Seraphel stepped forward. Speaking in the ancient tongue of the forest, she communicated with the wolves, allowing the party to pass safely. “When nature speaks, I listen,” she said, revealing her deep connection with the supernatural world.

Inside a cavern filled with traps, Fizzlewick’s illusions came to the rescue. Crafting illusionary decoys that triggered the traps ahead, he guided the group safely through the treacherous pathway. “Sometimes what you see isn’t what you get!” he quipped as a decoy was crushed by a falling boulder, revealing the path ahead.

The team was suffering from debilitating poison, inflicted by a shadowy creature lurking in the forest. Pippa quickly sorted through her herbal pouch and brewed an antidote. “One sip of this, and you’re good as new!” she declared. The poison’s effects dissipated, and the group was ready to fight another day.


The Stormbound Seekers

Whiskers, deep in debt after a risky venture went awry, was prowling through the forest searching for rare herbs to sell. Just as he was plucking a moonlit rose, a troop of hobgoblins burst through the trees, looking for easy prey.

Seeing the ensuing chaos, Furnok the Dragonfolk couldn’t let harm befall those on his watch. He charged in, scattering the hobgoblins but also disrupting Whiskers’ collection of herbs.

In a flash of lightning, Voltus appeared. “You’re all in danger,” he proclaimed, having sensed a growing dark power in the region.

Alayna, arrow notched, emerged from the bushes. She had been tracking a monstrous beast and was drawn by the commotion. “If there’s a reward and a beast to slay, count me in.”

Remember that one time

While navigating through a swamp, Whiskers attempted to call upon the spirits of the land to forge a safe path. “Nature’s gamble!” he exclaimed. Unfortunately, his gamble failed, causing the group to fall into a pit of quicksand. Furnok found this particularly infuriating as it jeopardized the safety he was sworn to uphold.

The team was trapped in a dungeon with a magically sealed door. Furnok, driven by his guardian instincts, attempted to break the seal through sheer strength. After a grueling struggle, he shattered the barrier. Voltus was impressed, realizing that Furnok’s might was instrumental in mitigating the danger he so feared.

During a battle against a necromancer, Voltus invoked the raw energy of a lightning storm to smite their foe. However, the spell also hit Alayna by mistake, causing her to doubt Voltus’ control over his powers.

While tracking a rare and dangerous beast, Alayna managed to expertly lay a trap that finally captured it. Whiskers, who had been hesitant about Alayna’s monster-hunting enthusiasm, found himself grateful as the beast had been terrorizing local flora and fauna. This deed brought him closer to Alayna, thinking perhaps risks and rewards do have a balance.


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