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This is a character sheet primarily for the characters in Outside Xbox's Dungeons & Dragons campaign The Oxventure. For tropes relating to the Outside Xbox and Outside Xtra cast as they appear in other videos, go to Outside Xbox.

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The Dungeon Master

     The Dungeon Master 

The Dungeon Master

https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_09.png
"He's got no idea what you're planning, and frankly neither do I." Art by Bendix

Played by: Johnny Chiodini

The illustrious Dungeon Master of The Oxventure played by Johnny Chiodini.


The Oxventurers Guild

     Tropes applying to the party in general 
https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_01.jpeg
Left to Right: Prudence, Merilwen, Corazón, Dob, Egbert. Art by Bendix

The heroes of the story, the Oxventurers Guild are comprised of five (initially four) adventurers who explore in search of loot and glory. Though mostly well-meaning, their comedic antics often land them in trouble in ways they don't anticipate.

The party consists of Corazón de Ballena, a Loveable Rogue and Human Pirate, Prudence, the Tiefling Warlock and Cthulhu worshipper, Merilwen, the Wood-Elf Druid and Friend to All Living Things, Dob, the Half-Orc Bard who seems to really like the Vengaboys, and Egbert the Careless, a Dragonborn Paladin who seeks atonement.


  • A Day in the Limelight: While the Oxventure is primarily an ensemble cast, certain stories are geared with one of the Oxventurers in mind. Some of them start out as character driven stories based on their personal histories, while others have a Plot Twist to make it about them.
    • Corazón has "A Spot of Bother", "Mind Your Manors", and "Exhibition Impossible".
    • Prudence has "A Fishmas Carol" and "Rolling in the Deeps"
    • Merilwen has "Peak Performance" and "Elf Hazard". "Wild Wild Woods" had her take more of an active interest in the plot, but it wasn't really focused on her.
    • Dob has "Brawl of the Wild".
    • Egbert had "Spell Check", "Out of Order", and "Faire Trial". "Tower Rangers" was about him, although that was due to the fact that he was rescued from Lilliana by the rest of the guild.
  • Anti-Hero: They all fall into this category to varying degrees; Prudence is a Nominal Hero and Heroic Comedic Sociopath, Corazón is an Unscrupulous Hero, and Dob, Egbert and Merilwen all have their darker moments.
  • Badass Crew: This is especially true from "A Spot of Bother" onwards, when the crew's teamwork improves dramatically and each party member becomes increasingly badass. Even in their first outing, when the crew were all level 1 and only had four members, their quick thinking allowed them to overcome obstacles with surprising efficiency.
  • Beware the Nice Ones: This is true of Merilwen, Egbert and Dob, who are all personable and friendly but will nevertheless beat the crap out of you with ease if provoked.
  • Beware the Silly Ones: Despite their lack of experience with D&D, and deliberately messing around for their own amusement, the party frequently derails campaigns and wrecks enemies.
  • Curb-Stomp Battle: Despite the best efforts of Johnny, boss battles typically end this way in the Oxventure crew's favour. This is partly because of lucky dice rolls and partly because the crew tend to take unorthodox approaches to fights.
  • Cutscene Incompetence: On a few occasions during Johnny's out-of-gameplay narration, the Oxventurers will be overpowered by the threat of the week without a chance to fight back in order to trap the players in a Closed Circle. Especially prominent at the end of 'Bone 2 Pick' where Egbert is knocked unconscious by Lady Lilliana's goons and dragged through a portal, with seemingly no time for anybody to intervene.
  • Dark and Troubled Past: Suffice it to say that none of them have happy backstories.
  • Deadpan Snarker: All of the adventurers, even Merilwen, have a sarcastic streak. Lampshaded by Binbag when he talks to Merilwen and refers to them as her "sarcastic friends".
  • Didn't Think This Through: The group do try, but often small details will be forgotten, leaving them in a mess later.
  • Did You Just Punch Out Cthulhu?: They manage to defeat a gargantuan creature from the ocean described as an imprisoned god by ramming the Joyful Damnnation into it, granted it was being restrained by C'thulhu and was likely weakened from its imprisonment.
  • Does This Remind You of Anything?: Played for Laughs in that every character is on some level a caricature of their players' real life persona and reputation among the fandom.
  • Five-Man Band: As of "A Spot of Bother", their numbers are bolstered to five; Corazón is The Leader, Dob is The Lancer, Egbert is The Big Guy, Prudence is The Smart Guy and Merilwen is The Heart. Whoever joins them for an adventure will be the Sixth Ranger for that particular story.
  • Guys Smash, Girls Shoot: Downplayed; Merilwen and Prudence are the party's main ranged combatants while the others prefer to fight up close, but Merilwen can hold her own in melee with her sword and bear form, and Corazón's crossbow, Dob's spells and Egbert's bombs give them some ranged capability.
  • Hero with an F in Good: All of them bar Prudence do at least try to do the right thing, but with limited results.
  • Indy Ploy: Dob acknowledges this as a common plan in 'Spell Check'
    Dob: What if we get Christopher to bring one of us in by the scruff of the neck and say “I caught this prisoner trying to escape!”, and from there maybe a plan will formulate on the fly!
  • Ink-Suit Actor: All of them, in the official artwork produced, have some resemblance with their real-life actor. This is hardest to tell with Egbert, of course, since he's a Dragonborn.
  • Odd Friendship: Prudence with pretty much everybody else.
  • Off the Rails: It's pretty much guaranteed that once per session, the group will derail Johnny's plans in some manner, be it a boss fight or a plot point.
  • Only One Name: Only Corazón has a confirmed surname. Egbert has a title, Prudence was given a Tiefling "Virtue Name", and Dob and Merilwen seem to have either unmentioned or no surnames.
  • Ragtag Bunch of Misfits: As fits a D&D party, the Oxventurers are an odd bunch. The five-person party consists of an arrogant pirate, an openly evil Tiefling warlock that serves Cthulhu, a half-Orc bard that keeps making references to the Vengaboys, an elven druid in harmony with nature and a Dragonborn paladin trying to earn atonement with limited luck. This isn't even getting into any Guest-Star Party Member that joins the party for an adventurer.
    Curly Joe: This is a strange hunting party but I quite like it!
  • Shadow Archetype: Pretty much each guild member serves to highlight the flaws of one of their antagonists by contrast.
    • Corazón is a contrast to Jacques Darkfall from 'Out of Order'. They are both charismatic rogues with an "Awesome McCool" Name, but Darkfall is a wannabe mass murderer whereas Corazón is a free spirited adventurer who is often capable of doing the right thing.
    • Prudence has many similarities to the Drow Lady Liliana. Both desire to gain more magical power, but Lady Liliana constantly abandons her allies of the current episode when things go sideways, while Prudence has always stuck by the Oxventurers Guild despite her complaints at having to assist in their occasional altruism.
    • Egbert can be seen in contrast with The Order of Keeping it Down. Despite his religious nature, Egbert is relatively fun and fancy free but deadly in a fight, whereas the Order of Keeping it Down are hypocritical zealots who are easily overcome.
    • Merilwen's shadow is the hunter Vex from 'Peak Performance'. Both are wilderness survivors who use magic, but Merilwen has a deep respect for the animals and has a rule to never use resources wastefully, whereas Vex appears to hunt for sport and twists animals corpses into puppets for his satisfaction.
    • Dob was once cloned into an Infernal duplicate simply referred to as Evil Dob, Evil Dob can only focus on the desires that the Chalice Of Everything Everybody Wants could give him, whereas the true Dob is Too Spicy for Yog-Sothoth with regards to all magical temptations.
  • Stating the Simple Solution: Can be surprisingly sensible on occasion, in 'Tower Rangers', they bypass a gauntlet of enemies located inside a tower by simply climbing the tower from the outside with magic and then sneaking Egbert out, rather than engaging any of Lady Lilliana's forces in combat.
  • Thou Shalt Not Kill: The group (barring Prudence, who openly rejoiced upon the party's first kill) attempted to stick to this rule, but increasingly have ignored it as time goes along; now the trope is downplayed in that they won't always aim for lethal force by default but will use it if necessary.
  • Took a Level in Badass: Three times as a whole. Firstly, when Egbert joins their ranks, bolstering them to five members. Secondly, by the time of "Quiet Riot", when everybody has levelled up twice and learned additional spells (even Corazón). Thirdly, between "Spell Check" and "Out of Order", when they level two more times and gain even more new abilities. And then again between "Hunter Pressure" and "Elf Hazard".
  • True Companions:
  • Violation of Common Sense: Most of the time, their plans for dealing with the situations at hand couldn't be considered "sane." These include disguises as fictional, impossible creatures or even just chairs, the use of Rocket Jump, and hitting lit bombs with maces. However, creativity and good dice rolls - with the occasional bit of industrial strength Plot Armor - often end up making these plans work.
  • Vitriolic Best Buds:
    • Despite all having their differences, the group are a surprisingly steadfast group of friends and adventurers.
    • Case in point, in "Rolling in the Deep", Prudence is quite happy to trick Corazón into opening a chest full of spiders, but when he later gets paralysed by a grell, she immediately comes to his aid, even helping him land an attack later.

     Corazón de Ballena 

Corazón de Ballena note  / Percival Milquetoast

https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_07.jpeg
"Can't make an omelette without poisoning a few guards!" Art by Bendix

Played by: Andy Farrant
Race: Human
Class: Rogue (Arcane Trickster) / Rogue (Swashbuckler)
Alignment: Chaotic Neutral

A roguish pirate that, in Andy's own words is "a bit vain and stupid", he adventures in search of gold and glory. "A Spot of Bother" reveals that his previous crew were cursed and continue to try and hunt him down every two years, while also shedding a lot of light on his past before becoming a pirate.


  • Accidental Murder: Twice in one episode. In "Watch Out", he kicks Erasmus Symes in an attempt to shut him up, but Symes is an old man and extremely frail so dies from the blow (Andy argues that if he's frail enough for a relatively light kick to end him, it should count as natural causes). Later, he kicks Professor Shoelacey... but forgets he's wearing bracers that double his strength, outright destroying him.
  • Anti-Hero: Unscrupulous Hero. He'll do the right thing most of the time, but isn't above robbing or murder.
  • Attention Whore: Let's put it this way: when he was trying to lie low from his old pirate crew, he gave his full name to the town crier talking about the Spicy Rat incident. Andy himself describes Corazón as 'a showboat-y idiot'.
  • Awesomeness by Analysis: Wheras the other Oxventurers magical abilities are much more innate owing to their respective vocations or faiths, Corazón managed to learn a few spells based only on book learning.
  • Badass Boast: Played for Laughs, Corazón enjoys a good boast but he's too much of a Talkative Loon to stop them at the appropriate time.
    • Firstly one to his father in 'A Spot of Bother'.
    Corazón: I'm Corazón de Leon, I was born in the belly of a pirate ship! I grew up there! I never grew up in a mansion in Hertfordshire!
    • Another when introducing himself at the beginning of 'Spell Check'.
    Corazón: I am Corazon de Ballena the human pirate rogue, the hero of All Crim’s Night, commander of the skeleton army, some call him The Baba Yaga. Others call him the weaver of dreams, he’s a mysterious man but uh once you get to know him, really uh, lovely guy to hang out, very handsome[…]
  • Badass Normal: He starts the campaign as the only party member without any magical abilities, but still keeps up regardless.
  • Be Careful What You Wish For: At the start of "Quiet Riot", he's content for Merilwen to just demonstrate her abilities rather than warn him in advance. Later on, she opts to do just that by transforming into a bear right in front of him, causing him to freak out.
    Corazón: JESUS CHRIST THERE'S A BEAR HERE!
  • Cassandra Truth: Corazon's background as a 'legitimate aquatic businessman' means that he's pretty suspicious of other people's motives. So when the group doesn't believe him... like say... Merilwen in Watch Out... Because of course too good to be true was too good to be true.
  • Cowardly Lion: Corazón's first choice will be to talk his way out or hide instead of fight. Nevertheless, he's a skilled fighter when push comes to shove and won't ditch the team. Heart of a lion indeed.
  • Department of Redundancy Department: Upon the group reaching level 7, Andy announces that Corazón will be multiclassing Rogue into itself, in practice this just means that Corazón is now both an Arcane Trickster and a Swashbuckler but without the full scope of abilities of either.
  • Do Not Call Me "Paul": Refuses to answer to his given name, Percival Milquetoast.
  • Empowered Badass Normal:
    • Learns some minor spells by the time of "Quiet Riot".
    • In "Spell Check" Corazón ends up soaking in a lot of liquid magic and briefly gains the ability to materialise sandwiches from thin air.
  • Everyone Has Standards:
    • He gets increasingly unnerved by Prudence's habit of Eldritch Blasting everything, and calls her out when she kills a captive goblin to scare the other one into giving her information.
    • Racism is something he really dislikes, to the point that in "Elf Hazard", he sets a house alight because the racist and fanatical elf elder had been racist to Prudence.
  • Evil Cannot Comprehend Good: Evil is pushing it, but is unable to parse Dob's Armor-Piercing Question in 'Mind Your Manors'.
  • Gameplay and Story Integration: Makes a notably high number of successful rolls during “Exhibition Impossible,” which picked up on his personal quest. This is further enforced by Corazón repeatedly complaining in previous episodes that the guild wasn’t focusing on his quest; the DM & the rest of the party all note that it gives the impression that Corazón is actually putting in effort now that they’re doing something that relates to him.
  • Green-Eyed Monster: Became an Arcane Trickster because he was jealous of the rest of the party being able to cast spells.
  • Heart Is an Awesome Power: As it turns out, the magical ability to cast grease is quite useful when you're trying to sneak past a rusty door, or to use in an ambush, causing enemies to slide into a trap and get them minced.
  • Hidden Depths: It's been shown that despite his outward buffoonery and jokes, Corazón has some really bad father issues.
  • It's All About Me: Has a habit of complaining if he’s not the centre of attention for too long, and has even written a song about himself.
  • Kick the Dog:
    • Downplayed in their first adventure, and quite literally with a chicken that he punts across the room. He attempted to exercise restraint and asked Merilwen to tell it to stop, but after the chicken kept pecking his foot, he ends up losing his temper and kicking it. Merilwen is appalled. This ends up being a bit of a Running Gag for him, though he has yet to kick a literal dog.
    • In a less literal example but no less harsh, after Corazón finally realises the truth of the mansion on the Necropolis-on-Sea, he repeatedly tells Dob to shut up despite Dob's previous efforts to get him to notice.
  • Kleptomaniac Hero: He's a pirate, so of course he tries stealing things constantly.
  • The Leader: Oh he loves to think he's this. That being said, while he has more or less the same amount of influence in the group as everyone else, he often quickly establishes himself as the face of the guild.
  • Lethal Harmless Powers: His "grease" spell may sound useless, but as "Quiet Riot" proves, it is very effective for traps.
  • Lovable Rogue: In addition to having Rogue as his character class, he's a charming, amiable pirate.
  • Master of Disguise: Gains use of the spell "Disguise Self" at Level 5. He exploits this gloriously against Jacques Darkfall while interrogating him with the help of Dob's necromancy.
  • Miles Gloriosus: Often boasts about being the coolest and sexiest pirate ever, but as soon as combat begins, expect to hear him say "I immediately hide." Downplayed, however, as he never actually flees or escapes from battle, and in fact, uses hiding to help gain advantages in battle.
  • Moment Killer: Happens twice with Dob's reunion with his long-lost sister. First time, Corazón wakes up from a drug-induced stupor to comment why there are two Dobs in the room. Second time, as Dob's hugging his sister, Corazón contemplates robbing her.
  • Mr. Fanservice: Andy’s getup has evolved to include a wig, an impressive coat, and a half-open shirt.
  • Mundane Utility: The "grease" spell isn't just great for traps, it's also good for helping open doors in a quieter manner.
  • Never My Fault: He's all too keen to place all the blame on Merilwen for the "Meat Grinder" episode, even though his grease notably helped them slide into her spikes. Later on though, he does agree that it was mostly the grease.
  • Oh, Crap!:
    • After Curly Joe and the rest of the crew cast the black spot on him, he begins to panic.
    • In "Quiet Riot", the sight of Merilwen as a bear makes him freak out, as he had no idea she could do that.
  • Once Done, Never Forgotten: Merilwen wasn't keen to let him forget him kicking a chicken in the gang's first adventure in the adventures afterwards, but she lets it go after Quiet Riot.
  • OOC Is Serious Business: In 'Exhibition Impossible' Corazón performs an unexpected string of competence decisions and critical thinking, much to the surprise of the other guild members, which they justify as being due to the fact that the current storyline relates to his personal quest.
  • Pet the Dog: For all his pirate-ish behaviour, Corazón isn't too bad a person:
    • In "A Spot of Bother", he tries to talk his old crew down so that he can help them break their curse, though they sadly ignore him and will presumably resurface in two years.
    • Twice in "Quiet Riot", both because of Merilwen. Firstly, he deliberately tries reining his swearing in because he thinks it will upset her (he only goes back to effing and blinding once she says she doesn't actually mind). Secondly, while he's keen to either kill or enslave Owlsworth the Owlbear, he ultimately agrees to relent and let it go somewhere it'll be happy, because he knows he'd just upset Merilwen if he ignored her protests.
    • A particular heartwarming example in 'Corn Ultimatum' where he gifts Rust On The Harbour with a drawing of the two of them together.
    • Stands up for Prudence when some elves are racist towards her.
  • Pirate: What he is. He insists he's a "legitimate aquatic businessman".
  • Sherlock Scan:
    • With Merilwen and Dob's help, he manages to cold read Christopher Englebert XVII's full name.
    • An additional time in "Out of Order", Corazón manages to divine the name and location of a city's criminal district with a quick glance around the first street that they see.
  • Shout-Out: Maybe a coincidence but, due to Andy being a wrestling fan, possibly to Chris Jericho.note 
  • Sir Swears-a-Lot:
    • Of all the adventurers, he's by far the most profane, with many F-bombs of Andy's being bleeped out. Lampshaded when he briefly attempts Gosh Darn It to Heck! in "Quiet Riot" (ostensibly because he doesn't want to offend Merilwen, who reveals she doesn't actually mind)) and he drops at least two F-bombs when Egbert points out that this isn't what pirates do.
    • Notably averted / downplayed in the live shows, when Andy presumably has to keep his language in check because of the audience. Minor swears are fine, but the F-word is seemingly off limits.
  • Small Name, Big Ego: This is how Andy originally intended him to be and indeed nobody really seems to know him despite his insistence that everyone should know him. As he's since gotten deadlier and pulled off some genuine feats, this is a rare case of this trope combined with actually being able to back up your bark with bite.
  • Super Reflexes: Corazón gains the Rogue ability 'Uncanny Dodge' ability in between "Spell Check" and "Out of Order". Indeed, he is able to dodge Jacques Darkfall's rapier stab at point blank range, though he still takes a hit to the shoulder.
  • The Stoner: After eating a bunch of mysterious berries in "Brawl of the Wild", Corazón spends most of the adventure stoned off his arse.
  • The Team Normal: Was this as the token non-magic user until "Quiet Riot".
  • Took a Level in Badass:
    • Learns magic by the time of "Quiet Riot", enabling him to cast the spell Grease and grab things from further away with Mage Hand. Upon reaching Level 5, he gains "Uncanny Dodge" and "Disguise Self" to add to his repertoire. Despite basically deciding he's had enough of learning any more magic come Level 7, he becomes even deadlier with his Rogue abilities.
    • In "Watch Out", he acquires bracers that multiply his strength, allowing him to demolish two mummies with ease.
  • Vain Sorcerer: He insists on Dob using magic to make his mustache more twirly and styled.
  • Wall Jump: Performs an impressive one in "An Orc-Ward Encounter", while playing the hurdy-gurdy of all things!
  • "Well Done, Son!" Guy: He absolutely despises his father (and with good reason)... or so he claims. "Ship Happens" shows he would, deep down, want his father to love him and "Mind Your Manors" shows that although he resents his father, Corazón would feel complicated if he heard his father passed away.

     Prudence 

Prudence

https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_03.jpeg

Played by: Jane Douglas
Race: Tiefling / Werebear
Class: Warlock (Great Old One Patron, Pact of the Tome)
Alignment: Chaotic Evil

A Tiefling Warlock that serves as the Token Evil Teammate to the Oxventurers guild, Prudence is the magical expert of the crew and adventures to seek newer and more powerful magics. Abandoned as a child by her human parents, she was adopted and given the name "Prudence" as a cruel joke by an embittered Warlock named Cyrus. Openly serves Cthulhu.


  • Abusive Parents: The human warlock who raised her was extremely unpleasant, giving her an Ironic Name and generally treating her like crap; after she is trained by him in magic, it turns out she then killed him. Her human parents weren't much better, since they abandoned her for being a foundling.
  • Affably Evil: Not so much initially, but later adventures show her this way. She can be very personable despite loving to Eldritch Blast foes into oblivion, and loves the rest of the guild and her adopted pets.
  • Black Comedy: Her openly evil nature results in some delightfully dark moments, including killing a transfigured brigand and rejoicing that nobody will be able to identify his body.
  • Card-Carrying Villain: Mostly Played for Laughs. She's very upfront about how she serves Cthulhu.
  • Chronic Backstabbing Disorder: Discussed in the very first adventure by Andy, Luke and Ellen as a reason she shouldn't be trusted, because she's so Obviously Evil. With that said, she doesn't actually betray the group and has grown to like them.
  • Cursed With Awesome: After "Fast and Furriest", she's technically cursed by becoming a werebear, but she doesn't mind the downsides and gets a hefty boost to Strength out of it.
  • Daddy's Little Villain: Seems to have this relationship with Cthulhu.
  • Dark Action Girl: As the Token Evil Teammate and most powerful mage (at first, at least), she qualifies.
  • Dark Is Evil: A dark red Tiefling who indulges in dark magic and has demonic Tiefling horns.
  • The Dog Bites Back:
    • Anyone making racist comments against tieflings learns to swiftly regret it; the merchant in "Spicy Rat Caper" pisses himself in fear at her, and a racist brigand in "Plunder Siege" ends up dying painfully.
    • "Rolling in the Deep" shows that Cyrus, the abusive warlock who took her in, paid the price for his cruelty when she killed him.
  • Even Evil Has Loved Ones: Though she'd probably be reluctant to admit it, she considers the guild her family. She also loves Cthulhu as her adoptive dad, and adores her adopted pet grimoires and palantir.
  • Even Evil Has Standards: Even she finds Lord Milquetoast attempting to have his son killed utterly appalling.
  • Fantastic Racism: Frequently on the receiving end of this when growing up, most prominently when her human parents abandoned her for not being like they were. While most characters don't comment on her species, one market seller tries to make a joke at her expense by claiming that the miracle elixir won't cure her being a Tiefling, and a few dumb brigands in "Plunder Siege" look upon her with disdain.
  • Freudian Excuse: Abandoned as a child, then subject to Fantastic Racism and a cruel mentor, which caused Prudence to rebel against said mentor and make a blood pact with Cthulhu. This goes some way to explain how she's Not Good with People.
  • Heroic Comedic Sociopath: Fits this role as the Token Evil Teammate who believes Murder Is the Best Solution.
  • Kick the Dog: Killing a captive goblin as an interrogation tactic. Corazón is disgusted by this turn of events and calls her out on it.
  • Kick the Son of a Bitch:
    • As horrifying as it was, the racist brigands in "Plunder Siege" really had their fate coming after they refused any attempt at diplomacy.
    • "Rolling in the Deep" reveals that she killed Cyrus, the abusive warlock who raised her but mistreated her at every turn. No tears were shed from the Guild about this.
  • Knife Nut: "Spot of Bother" shows she keeps Stilleto knives, but because of her magic she rarely uses them... until "Peak Performance" when she deploys them against an ice mephit. To make matters more amusing, she has proficiency in using them, but forgot this because her magic is so good she rarely needs them!
  • Lovecraftian Superpower: Generally a given with Prudence's Warlock patron, but at Level 5 she learns the spell "Hunger of Hadar", which, Jane gleefully explains, involves tentacles and voids between the stars.
  • Magic Knight: Downplayed Trope. She does have skill with knives as well as her magic, but relies on magic more due to its potency and her Squishy Wizard status. With that said, at Level 5 her increased HP and Constitution means falling back on the knives is a valuable strategy. Being cursed to become a were-bear also ups her strength nicely.
  • Murder Is the Best Solution: A Running Gag of hers. The party's first kill came from her seeing the guild trying to knock out a mook, causing her to sigh and just Eldritch Blast him to death.
  • Naked People Are Funny: In "Gnome Alone", she guards a corridor facing the north, and (she claims) to help the guild remember, reminds them she is guarding "N for Nudence". Johnny describes it as "tastefully pixelated", though the Guild all react with discomfort and she reluctantly dresses again.
  • Nominal Hero: Prudence is the Token Evil Teammate who just happens to be in a party of mostly-good adventurers. During "Peak Performance" when she learns of a great evil on the mountain, Prudence is more upset that this great evil isn't her (though in the end, even she's disgusted with Vex).
  • Obviously Evil: As a Tiefling who serves Cthulhu. The others view it as a bonus since they at least know not to trust her (though Prudence doesn't actually turn on the team and grows to trust them).
  • Oh, Crap!: Understandably freaks out when she accidentally misses with an Eldritch Blast and wakes up the slumbering dragon in "Peak Performance".
  • Only Sane Man: Her role in the group when not laying the evil on thick; Prudence generally is the one to suggest more practical solutions to the guild's problems, such as in "Out of Order" when she suggests simply telling Le Dragon d'Or about the assassination attempt before concocting any elaborate schemes, and generally tries to get the guild to focus when Dob goes off on a tangent.
  • Parental Abandonment: Literally, her birth parents abandoned her for not being human.
  • Pet the Dog:
    • At the end of their first adventure, Prudence admits that she's become quite accustomed to the team and would rather not blow them up in the fireball she's about to make.
    • In "Wild, Wild Woods" she tells Merilwen to look away after a particularly messy Eldritch Blast. In general, Prudence seems awfully fond of her teammates.
    • Absolutely adores Frisky and the Darkness, two creepy grimoires she adopts. Same goes for the palantir-style orb she picks up.
    • Backs Merilwen all the way throughout "Elf Hazard".
    • She hugs an Egbert-shaped gargoyle in "Tower Rangers" while her teammates aren't looking.
  • Running Gag: Her taking a romantic interest in sapient enemies trying to kill the Guild has happened twice now, to the players' amusement.
  • Self-Made Orphan: Not her birth parents, who abandoned her and then disappeared, but we learn in 'Rolling In The Deep' that Prudence murdered the warlock hermit who raised her, first mentioned back in The Spicy Rat Caper. With that said, he's only got himself to blame for that one.
  • Signature Move: Is very fond of her Eldritch Blast. Justified because a) as a Warlock, Prudence only has two spell slots, and b) she technically has the maximum possible modifiers for its rolls by level 3. It also allows her to keep her distance from foes that might overpower her in melee.
  • So Proud of You: Prudence is fond of saying this to the group whenever they solve their problems with violence.
  • Squishy Wizard: It's rare that anything actually hits her, so this usually isn't a problem. However, her armour class is on the lower side, so when it does, she's in trouble: The chuul faced in 'A Fishmas Carol', when it gets a hit on her, takes over half her health off. Jane actively defies this when levelling Prudence up to Level 5, investing heavily in her Constitution, and Level 7 gives her even more hit points. Averted further when she gets a strength boost because of being cursed to become a werebear.
  • Token Evil Teammate: Prudence openly serves Cthulhu, and will happily execute prisoners, or propose murder if it advances the team's goals.
  • Took a Level in Badass: After "Fast and Furriest", her being attacked and cursed by a werebear grants her a significant boost to her strength.
  • Took a Level in Kindness: Though she is by no means a "good" person, she has grown to love the Guild as family, even if she won't admit it, and has become somewhat Affably Evil. She also adopts two grimoires as pets and treats them well.
  • X-Ray Vision: Develops a sort upon reaching level 5, using her new ability Eldritch Sight.

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     Egbert the Careless 

Egbert the Careless

https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_05.jpeg
"It is with a heavy heart... that I smite you to bits." Art by Bendix

Played by: Mike Channell
Race: Dragonborn
Class: Paladin (Oath of the Ancients)
Alignment: Chaotic Good

A Golden-scaled Dragonborn Paladin formerly of The Order of Le Dragon d'Or who joins up with the party in "A Spot of Bother" (because in real life, Mike was unavailable for the first session). He seeks atonement for an unspecified crime in his past which causes him to aid the party against Corazón's mutinous crew. Favours explosives to a sometimes worrying degree and won't stop badgering the others about religion.


  • Arbitrary Skepticism: Doesn't believe in ghosts, despite having spent five days at sea with a crew of skeletons, worshipping a celestial cow and being a humanoid dragon.
  • Arrow Catch: Pulls off multiple of these back-to-back in "An Orc-Ward Encounter", snatching arrows out from midair.
  • The Atoner: His reason for signing up was partly to atone for something, though it isn't quite clear what. "Out of Order" implies that the atonement was related to manslaughter.
  • Badass in Distress: At the end of "Bone 2 Pick", Lady Liliana abducts him and takes him off for purposes unknown. He gets rescued in "Tower Rangers".
  • Badass Preacher: Paladin who breathes fire.
  • Blood Knight: While he's a nice enough fellow, he does seem to relish bombing and fighting a bit too much, which may explain why he's trying to atone.
  • Book Dumb: His Wisdom and Intelligence aren't great, and at one point he's implied to be illiterate, but Egbert's well-versed on religion and nevertheless has some moments of brilliance, notably opting to have the Watch Commander shout at the top of his lungs in "Quiet Riot"; this deprives the Order of Keeping it Down of some of their leadership, shakes them before the fight and means that the gang have fewer people to fight.
  • Cerebus Syndrome: Egbert's title of 'The Careless' and general clumsiness is frequently utilised for comedy. However, come 'Out of Order', Captain Shattershield strongly implies that Egbert's title and subsequent need for atonement is derived from an incident in which Egbert committed manslaughter.
  • Character Development:
    • In recent sessions ever since returning to Mistmire, Egbert has made a point of being less klutzy and impulsive and moved closer to something resembling Lawful Good. That being said it IS still Egbert and he does have his lapses.
    • After 'Exhibition Impossible' where he impulsively used a cursed weapon on an innocent man, Egbert appears to have disavowed using such weapons and spells almost entirely. He does use the curse on someone in "Snow Mercy", but they kinda deserve it.
  • Cruel Mercy: In "Snow Mercy", he lets Dana live when the rest of the Guild are contemplating killing her; this is partly because her xenophobic murder spree and subsequent necromancy against the kobolds disgusts him and he wants her to know how it feels to be an outsider.
  • Dumb Muscle: Downplayed. He's not stupid, but has negative modifiers for Wisdom, which means he sometimes misreads situations badly.
  • Epic Fail: Sometimes the dice really, really don't like Mike.
    • In "A Spot of Bother", he botches a roll and ends up throwing a bomb harmlessly into the sea.
    • In "A Fishmas Carol", he gives chase to a completely imaginary ninja turtle, then jumps upon it only to get soaked in urine - it was really a barrel of urine all along. To add insult to injury, because this was a Wisdom roll, the stat penalty meant he rolled a zero.
    Egbert: GUYS I'M COVERED IN PISS AGAIN!
    • In "Hunter Pressure", he rolls a natural 1 to sneak up to a sleeping Orbo, rolls another 1 to convince Orbo he's just room service, and rolls yet another 1 for the initiative roll.
  • Gentle Giant: An enormous Dragonborn Paladin with a heart of gold (mostly).
  • Graceful in Their Element: Usually very klutzy, but in 'Faire Trial' Egbert becomes The Ace when competing in the Paladin trials, even disregarding the instances where the Oxventurers were secretly helping him. He managed to ride a Griffin without prior training and more importantly, pamphleted the old lady at the end of the trial.
  • Hero with an F in Good: Egbert does truly try despite his impulsiveness and unwise outlook, but the Oxventurer Guild aren't exactly the most morally upstanding despite their best efforts, which sets his atonement back somewhat.
  • I Meant to Do That: In "A Fishmas Carol", a bomb of his misses the Chuul the gang are fighting and instead hits the statue of the false idol the fishmen are worshipping. This works surprisingly well in getting the Fishmen to abandon the false idol and convert to Cthulhu.
  • Indy Ploy: In "Quiet Riot", he decides to improvise and forces the Watch Commander to shout at the top of his lungs, causing the rest of the Order to turn on him.
  • Kill It with Fire: If he's not using his bombs, then Egbert will resort to fire breath as an effective weapon.
  • The Klutz: Hence his moniker of "the Careless". More seriously, it's implied in "Out of Order" that he accidentally killed someone because of this, which was why he was expelled from Mistmire. Notably, though, Egbert has been described as clumsy in teasers.
  • Mad Bomber: More pleasant than most, but he clearly likes his bombs to a dangerous degree and will propose using them even when other solutions may be more practical.
  • Nice Guy: He signed up with the Oxventurers guild not just to help get his atonement back on track but also because Corazón needed help.
  • Noble Bigot: Shows shades of prejudice against tieflings early on, though his beef with Prudence may be more because she's Obviously Evil than just because she's a tiefling. He mostly drops this later on, while still being wary of her more evil antics.
  • No-Sell: Gets into a combat with three flaming skulls, all of which are incapable of harming him. note  This seems to have been subject to Nerf by the time of "Peak Performance".
  • Not So Above It All: While mostly a decent chap, he's disappointed when the gang decide not to fight an Owlbear, showing he loves fighting quite a bit as well.
  • No, You: One of the Order of Keeping It Down accuses the guild of being heretics, leading to Egbert asking if maybe the Order are actually heretics. This goes back and forth for a bit until the guild intervenes to break the argument up.
  • Organ Theft: In "Spell Check", Lady Liliana steals one of his kidneys, which is later revealed to have been used up in creating the clones. The episode leaves him somewhat depressed well into the next adventure.
  • Pay Evil unto Evil:
    • In "Plunder Siege", he opts to spare two brigands that antagonised the group for no reason... but does command one of them to be sick as punishment.
    • In "Snow Mercy", he breaks out the cursed mace on Dana, a violently racist necromancer who has been murdering kobolds, transforming her into a lizardfolk. This would have been horrifying in almost any other situation, but is Laser-Guided Karma in this case.
  • Persona Non Grata: Is unwelcome in Mistmire until he's found his atonement. This leads to him returning in "Out of Order" in disguise...as a seahorse. Come the end of the adventure, he's still this trope, but is in slightly better standing and his atonement is judged to have improved somewhat.
  • Playing with Fire: Breathes it as an effective weapon.
  • Real Life Writes the Plot: At the end of "Bone 2 Pick", he is abducted by Liliana and taken elsewhere. Within a week or so of this episode going live, Mike's child was born so he needed time off.
  • Shield Surf: Done in "Plunder Siege" when he puts a bomb under his shield, lights it and propels himself over the wall. He repeats this in "Peak Performance", using the shield to toboggan himself and Dob down a mountain.
  • Short-Range Long-Range Weapon: Egbert has such rotten aim with his bombs that he often gets absurdly close with his targets to use them.
  • Throw the Dog a Bone: After "Spell Check" sees him suffer the most, "Out of Order" has him somewhat regain standing in Mistmire and snap out a depressive funk he was in.
  • Took a Level in Cynic: He has something of a depressive episode after "Spell Check", when Lady Liliana steals one of his kidneys. The end of "Out of Order" snaps him out of it.
  • Took a Level in Kindness: He quickly drops any apparent bigotry against tieflings that he initially showed.
  • Was Once a Man: Was transformed from a human into a Golden Dragonborn during an unspecified part of his Paladin initiation.
  • When All You Have Is a Hammer...: He is very keen to throw bombs at any threats he perceives, even if there are more practical ways of accomplishing tasks. Even out of combat, he'll happily use bombs to improvise rocket jumps by putting one under his shield.

     Merilwen 

Merilwen / Myrrilgraw

https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_04.jpeg
"I'm a Wood Elf, so I don't conduct electricity." Art by Bendix

Played by: Ellen Rose
Race: Wood Elf
Class: Druid (Circle of the Moon)
Alignment: True Neutral

A Wood Elf druid with an affinity for nature and animals in general. She is particularly fond of cats, and once kept a pet wildcat named Simon before it died; subsequently Merilwen learned how to shapeshift into a wildcat. As a druid, she possesses the ability to communicate with animals and prides herself on loving nature, which she won't stop nagging everyone else about.


  • Action Girl: She's likely the most versatile of the team in combat, usually staying at range, but can cast spells or occasionally get in close with bear form.
  • Badass Boast: A short but sweet one in 'Peak Performance'.
    Vex: I don't think I will.
    Merilwen: Alright. I'll make you.
  • Bad Powers, Good People: Learns the cantrip "Poison Spray" at Level 5.
  • Batman Gambit: In the Spicy Rat Caper, she is the one that comes up with the plan to out the miracle cure vendor as selling a dangerous product without any collateral damage. She also is also among the first to suspect that the rat the guild encounters the the Mayweather house might be the missing Mayweather child. At the very least, she is the first to voice the suspicion.
  • Bears Are Bad News: As of "Quiet Riot", she can morph into a bear which she uses for combat.
  • Berserk Button:
    • Animal cruelty. She took quite a while to forgive Corazón for kicking a chicken, even after he made some effort to shoo it away despite it pecking him. More seriously, Vex found out that skinning her animal friend alive was a really bad idea.
    • She takes particular umbrage with Channail's Miracle Elixir turning humans into animals, accusing him of abusing what makes druidic work sacred and tampering with the balance of nature.
  • Beware the Nice Ones: While by far the most morally upstanding member of the crew, Merilwen is not to be trifled with and is capable of inflicting many a Cruel and Unusual Death upon the guild's foes, in some cases by accident. As Ellen comments on during their second levelling up, just because Merilwen is nice doesn't mean she's strictly of a good alignment. "Peak Performance", and the climax of "Elf Hazard" highlight this quite nicely.
  • Bow and Sword, in Accord: Wields both a bow and longsword.
  • The Dog Bites Back:
    • Vex probably regrets skinning Simon for a hat now.
    • Similarly, Eroan, who tried to sic banshees on her for refusing to change her name, quickly paid for this after futilely begging for his life.
  • Friendly Sniper: A kindhearted archer.
  • Friend to All Living Things: Despite not technically being a natural animal, Merilwen is very quick to try and befriend the Owlbear that the guild encounter in 'Quiet Riot'. She even performs a quick burial for a pair of cats that Corazón mistook for a comfy pair of slippers when under an illusory spell.
  • The Gadfly: She didn't tell the others she could transform into a bear at first - though they only have themselves to blame for wanting it to be a surprise. She didn't even offer to tell them she could turn into an Octopus, and they only found out come "Rolling in the Deep", much to their horror (except Prudence, of course).
  • Gone Horribly Right: Her attempt to make a spike trap in "Quiet Riot" was designed to weaken the corrupt Paladins about to storm their makeshift HQ. It did that to such a horrifying degree that it outright killed one and near-fatally wounded another four, causing the last uninjured member to just run.
  • Good Is Not Nice: Surprisingly inverted. Merilwen is nice and polite, not to mention generally upstanding. But she's not actually good (more "neutral"), and is perfectly willing to maim someone as a bear or spray poison at them.
    • Ellen has stated that Merilwen often comes across as closer to "good" than "neutral" because she doesn't really care about people either way and is content to go along with whatever the rest of the party decide on, and the rest of the party usually go for the "good" route.
  • The Heart: The most morally upstanding member of the crew (though not actually "good"). Goes into Morality Chain for Corazón and Prudence, who will both rein in their selfish tendencies so as to avoid upsetting her.
  • Kid Hero: By elf standards. She's 99 at the start of the story, and elves usually claim adulthood when they turn 100. Justified as Merilwen has lived alone in the woods for her entire life and doesn't adhere to typical elf customs. "Elf Hazard" shows she's grown up by now and the official ceremony just hasn't happened for a while.
  • Kindhearted Cat Lover: Loves cats, and can morph into one.
  • Magic Knight: Merilwen can handily rely on ranged combat, close combat or her wild forms, but knows quite a lot of spells to back these up, too.
  • Meaningful Rename: Takes her adult name in the episode 'Elf Hazard' to make her parents happy, Myrrilgraw, meaning 'Cat-Bear'. Though she still plans to go by Merilwen in her adventures.
  • Mysterious Past: Merilwen's past as a huntress living in the woods and adopting a wildcat consist of only a small amount of her 99 year history; the nature of her family or her druidic background has so far been left unsaid. Subverted in 'Elf Hazard' where we finally see Merilwen's home and meet her family; evidently much of the mystery stems from Merilwen's shyness around her old acquaintances.
  • Nature Hero: Being a wood elf druid, she naturally has a strong affinity with the wilderness.
  • Nice Girl: A kindhearted wood-elf.
  • Not So Above It All: She might've been horrified with the results of "Merilwen's Meatgrinder", but she's not so horrified that she can't enjoy the fact that Corazón selling a Fun T-Shirt describing the event brings loads of profit.
  • Once Done, Never Forgotten:
    • Bringing up nature.
    • After the events of "Quiet Riot", the unintentional "Merilwen's Meat Grinder" is this In-Universe on two fronts. Firstly, despite now having a reputation for being a mass-murderer, it only killed one person. Secondly, Corazón manages to completely escape any blame despite his Grease spell successfully causing the Paladins to all trip up (that was the plan, but suffice it to say the trap worked too well).
  • OOC Is Serious Business: Both In-Universe and out. The end of "Peak Performance" sees her go utterly ruthless against Vex for his crimes, making no jokes throughout and keeping it together until the group can safely leave. After that, she just goes quiet as she plans to bury Simon and eventually bursts into tears. In real life, Ellen is noticeably upset by the events and starts crying as well.
  • Pintsized Powerhouse: The smallest member of the guild but has twice the strength modifier of the considerably larger Dob, and is second only to Egbert's +4 strength.
  • Super Not-Drowning Skills: After the second levelling-up, she can give this to the entire party with her "Water Breathing" spell. This also applies when she's an octopus.
  • Took a Level in Badass:
    • "Quiet Riot" can basically be summed up as "Merilwen is a surprisingly scary killing machine". To wit, Merilwen learns how to transform into a bear and make spikes, which proves terrifyingly useful.
    • Again by the time of "Out of Order" when she learns another Wild Form.
  • Tranquil Fury: The last act of "Peak Performance" shows Merilwen go icily cold against Vex, keeping it together until the group gets out. Once that's done, she gives out and bursts into tears.
  • True Neutral: As stated by Ellen, she mostly just wants to get the job done and her morals are heavily influenced by the rest of the party.invoked
  • When All You Have Is a Hammer...: Her solution to many problems is "turn into a cat". Later, this expands to "turn into either a cat or bear", then "cat, bear or an octopus".
  • Voluntary Shapeshifting: An ability of hers, as a D&D Druid. Her various transformations have been listed above.

     Dob 

Dob

https://static.tvtropes.org/pmwiki/pub/images/oxventure_image_06.jpeg
"If you're not living on the edge you're taking up too much room." Art by Bendix

Played by: Luke Westaway
Race: Half-Orc
Class: Bard (College of Valor)
Alignment: Chaotic Good

A Half-Orc bard who grew up with only his sister for company, only for her to disappear when she went to look for help after he contracted rabies. Essentially left to raise himself, he became a Bard and now travels from town to town playing his sister's lullabies, so that he might one day be reunited with her.


  • Aerith and Bob: Dob and Suzette don't exactly go together as names of Half-Orc siblings. Justified as Andy made it up on the spot.
  • Aesop Amnesia: Despite the consequences the previous time, he uses The Hammer of Ethilfrith again in 'Ship Happens' and 'Mind Your Manors'. Surprisingly though, nothing bad happens that they didn't account for on either occasion.
  • All-Loving Hero: Dob seems to find it fairly difficult to hold a grudge, by the time of 'Ship Happens', he has forgiven Ethilfrith's Chosen for the murder of the dozen orphans back in 'Stop! Hammer Time', and he even forgives The Stag Lads moments after they admit to deceiving them into helping to summon an imprisoned god.
  • Armor-Piercing Question: After the guild thinks the Stag Lads are not going to pay them for using their ship and Corazón threatens to abandon the quest, Dob asks Corazón why he even needs money. Corazón is rendered speechless and then says he simply cannot understand that question.
  • Bavarian Fire Drill: Usually the Oxventurers employ disguises in their deceit, but in 'Out of Order' after after a less convincing first try, Dob manages to pull rank on a few Dragon d'Or Paladins with nothing but words and Merilwen's corroboration.
  • Big Brother Worship: Towards his sister. When Johnny asks Luke what she looks like, he replies "like me, but better".
  • Big Damn Reunion: Once the Professor reveals her identity as Dob's sister, she and Dob immediately hug for a good ten minutes.
  • Cloud Cuckoolander: He's generally of sound mind, but his ideas of financial security are... dubious, to say the least. He's also a bit lax on matters of his own safety.
  • Characterisation Marches On: In contrast to the later appearing Running Gag of Dob being practically a bermuda triangle for money, Dob states to Arlo Mayweather in the first story that the guild will need half the guild's payment up front, and mentions needing money as his motivation for teaming up with the others.
  • Evil Is Not a Toy: Considers weaponising cursed iron brooches to direct banshees against those that wrong them, but is rapidly shown how this would be a bad idea and thankfully relents.
  • Gameplay and Story Integration: As a child, Dob was somehow able to shrug off the full effects of a rabies infection without any treatment, and in a later video it is shown that Dob has a constitution modifier of +4, just two points under the regular cap for ability scores.
  • Gameplay and Story Segregation: On the other hand, because Dob is a half-orc, he is often described as being exceptionally strong, when in actuality, his strength modifier is the same as Corazón's, and Merilwen and Egbert both have much higher strength than he does.
  • Half-Human Hybrid: Presumably the non-Orc half of him.
  • Heartbroken Badass: The loss / disappearance of his sister clearly weighs upon him greatly. Doesn't stop him kicking ass.
  • Humble Hero: When a haunted mansion tries to tempt him with the ideal hotel room, it's conjuration for Dob consists merely of a writing table and a lounge with five other chairs.
  • Indy Ploy: In "Plunder Siege", he decides spontaneously to "poison" a brigand's stew with a Tome of Eldritch Lore, with no real idea as to what would happen next or even telling the others he was about to do it. The others call him out on taking such a risk. It ultimately works in their favour in that the leader becomes a frailer and stupider goblin, making the fight easier.
  • Inexplicably Awesome: Dob's backstory in the first episode sets up his personality and motivations, but how he went from a travelling vagrant to an expert swordsman is left unsaid.
  • The Lancer: His role in the group.
  • Nice Guy:
    • An upstanding bard. It's telling that when the rest of the party wanted to capture or kill the Owlbear at the end of "Quiet Riot", he needed little persuasion to side with Merilwen.
    • In "Out of Order", he is the only guild member to take Egbert aside and talk about his feelings when he seems uncomfortable at the prospect of going to Mistmire. He also notably sides with Egbert when Captain Shatter-Shield doesn't quite deem him forgiven.
  • Once Done, Never Forgotten:
    • His almost electrocuting Merilwen in "Wild, Wild Woods" is constantly brought up to mock him, despite his generally brilliant ability as a combatant.
    • The deaths of the orphans from "Stop! Hammer Time" are probably going to stain his reputation amongst the guild for quite some time.
  • OOC Is Serious Business:
    • In "Stop! Hammer Time", he becomes notably upset and angry with himself after his attempt to rebuild the orphanage goes horribly wrong due to the skeletons' Jackass Genie nature. He does recover somewhat, later on.
    • In "Tower Rangers", though his goofy behaviour isn't entirely gone, he's noticeably colder once the rescue mission gets underway.
  • Parental Abandonment: Both his parents disappeared when he was little, leaving his sister to raise him. In "Bone 2 Pick" he describes himself and his sister as orphans.
  • Parental Substitute: Possibly as a result of his upbringing, Dob has a habit of engaging in random acts of adoption, leading to him trying and generally failing to fill this role. At one point he gives a talk to Alfred Strangetide about the young kuo-toa he'd just chosen as his next child.
  • Perpetual Poverty: Dob is often the cause of the guild losing their money. Usually, but not always, it's because he throws it in a lake. At one point, he even eats money he's given by an old woman.
  • The Power of Rock: His being a Bard, this is a given.
  • Refuge in Audacity:
  • Role-Ending Misdemeanor: In-Universe, he's stripped of his status as Guild treasurer because of his reckless attitude to their loot.
  • Scheherezade Gambit: In another Indy Ploy, when Dob's signal to Corazón fails, he manages to buy them time by simpering and promising an amazing poem that he can barely contain himself from reciting.
  • Seamless Spontaneous Lie: He can come up with surprisingly good bluffs on the spot. When caught digging up saplings by a treant he didn't even know was there, he claims he just wanted to plant some flowers for it without missing a beat.
  • Shock and Awe: His "Thunderwave" spell.
  • Square Race, Round Class: He's a half-orc who's also a smooth-talking, magically-adept bard.
  • Too Spicy for Yog-Sothoth:
    • In 'An Orc-Ward Encounter', he manages to willpower his way through some unknown corruption from The Chalice of Everything Everybody Wants.
    • After 'Stop! Hammer Time', Dob retains possession of the Hammer of Ethilfrith but never manifests a desire to use the skeletons for malicious purposes, even in 'Ship Happens', Dob summons them purely for the purpose of acting as The Joyful Damnation's crew, then in "Exhibition Impossible" he summons them to rescue the party plus Paniers.
    • Again in 'Mind Your Manors', the haunted hotel's temptation for Dob is a Mundane Wish, and even then he and Prudence are the first of the Oxventurers to see through the illusion.
  • Unexplained Recovery: He contracted rabies as a child, leading his sister to go find medicine for him. She never came back, but somehow Dob survived.note 

    Hengist 

Played by: Johnny Chodini
Race: Dwarf
Class: Cleric (Life Domain)
Alignment:

A boisterous dwarven cleric of Moradin who is eager to talk of the greatness of dwarves.


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Allies & Neutral

     Family Members, Backstory & Pets 

Suzette / The Professor

Race: Half-Orc

Dob's sister and only living relative. According to Dob, when he was a child, she left their cabin in the wilds to find a treatment for Dob's rabies, but never came back even after many years. The Oxventurers Guild eventually encounter her in 'Brawl of the Wild' where she was indeed still attempting to find a treatment.


  • Aerith and Bob: "Suzette" and "Dob" seem like an odd pair of names for a Half-Orc siblings to have, a Justified Trope as she was retroactively named on the spot by Andy.
  • Big Damn Reunion: Once 'The Professor' reveals her identity, she and Dob immediately hug for a good ten minutes.
  • Blood Magic: Prudence mentions this at the end of "Tower Rangers", and thinks Suzette has such power because of her focus in studying blood, and thinks it could be useful to help Egbert. It is unclear if Suzette is actually a wizard or simply has Muggle Power.
  • The Cameo: Done in a mentioned fashion by Johnny at the end of "Tower Rangers." After rescuing the unconscious Egbert, the Guild realizes some sort of scientist needs to look over Egbert. The group rattles through everyone they can think of before Johnny namedrops Suzette.
  • Dramatic Unmask: Removes her helmet to reveal she is in fact Dob's sister Suzette, who had presumed him dead long ago.
  • Strong Family Resemblance: When her true identity is revealed, Dob says she looks "like [him], but...better." Corazón also remarks that when he sees them, he thinks he's tripping because he's seeing double.
  • Hazmat Suit: They're described as wearing one of these, but it's made of leather for a medieval/high fantasy twist.
  • My Greatest Failure: She views Dob's apparent death as this, and it's the driving force which leads her to try to cure rabies.
  • Offscreen Inertia: After her mention in Dob's introduction, since Dob never saw her again, it was presumed that she was still searching for a rabies treatment, and sure enough she is still doing just that by the time of her first and last onscreen appearances
  • Walking Spoiler: As is obvious, her eventually appearance is treated as a spoiler in her first appearance.

Cyrus

Race: Human

The warlock that adopted Prudence in her backstory after she was abandoned by her human parents. He wasn't the nicest of parental figures, to say the least.


  • Abusive Parents: While Prudence's birth parents abandoned her, Cyrus was no nicer and seemed to treat Prudence with disdain.
  • Posthumous Character: It wasn't mentioned at first, but "Rolling in the Deep" reveals that before the Guild met, Prudence killed him. His head appears in the aforementioned arc, is briefly reanimated and then goes back to being dead.
  • Reality Ensues: Turns out that if you treat your adopted child like dirt, yet still teach them magic, they will eventually find a way to make you pay for your mistreatment.
  • Stupid Evil: Mentoring your adopted child in the ways of magic, while constantly treating them like crap, is a really stupid thing to do. "Rolling in the Deep" reveals that Prudence subsequently did him in.

C'thulhu

Race: Great Old One

The Eldritch Abomination that Prudence openly serves.


  • Adaptational Nice Guy: He's still evil-ish, but Cthulhu is actually quite benevolent towards Prudence, and is more or less an adoptive parent for her.
  • A Day in the Limelight: He's more prominent in "A Fishmas Carol" than he was in other campaigns, where he mostly provided jokes and existed as part of Prudence's backstory.
  • Big Damn Heroes: In "Ship Happens", his tentacles restrain Ladsencalder, allowing the Guild to kill it.
  • Lighter and Softer: While still very much an Eldritch Abomination and not on the side of good, this incarnation of Great Cthulhu is much more humorous and benevolent all-in-all.
  • Overprotective Dad: He seems to treat Prudence like she's a favourite daughter who, in his concerned eyes, appears to have fallen in with a bit of a bad crowd who are leading her astray a bit. The joke, of course, being the flipped morality meaning that they're "leading her astray" by getting her involved in good deeds and helping people.
  • Pet the Dog: He constantly gives Prudence a packed lunch whenever he sends her on quests. The second time, he even makes enough for the rest of the guild.
  • Quest Giver: For "A Fishmas Carol".

Corazón's Father

Race: Human

For more information on Corazón's father, see "The Benefactor / Lord Milquetoast" in Villains & Monsters.

Simon

Race: Wildcat

Merilwen's wildcat companion from her backstory; the two met when she saved him from a trap, and the two travelled together for many years until he passed away from natural causes. The grief from this caused Merilwen to learn how to turn into a cat.


  • Posthumous Character: Died in the backstory for Merilwen, but clearly has an impact on her life. His body being turned into a hat by Vex by the time of "Peak Performance" is also a major surprise for the group, in-character and OOC.
  • Team Pet: Subverted, as he dies in the backstory. Luke is devastated by this revelation, thinking Simon would be their party cat.

La Vache Mauve

Race: Celestial

A giant bovine-esque deity worshipped by Egbert, who later converted Dob.


  • Bilingual Bonus: French for "The Purple Cow".
  • Cue the Sun: Appears to Egbert in a vision by rotating around from the other side of the sun.
  • God Is Good: Though distant, it appears to care much for Egbert's wellbeing, even telling Egbert that his pain causes itself pain.
  • Quest Giver: For "Out of Order".
  • Real After All: Had never manifested itself to Egbert until the events of “Out of Order.” Egbert is elated to finally have proof that his faith isn’t in vain, even though the others can’t see it. Later, during a near death experience in “Peak Performance,” Dob has a vision of it just before Egbert heals him.

Captain Shattershield

Race: Dragonborn
Class: Paladin

A high ranking Paladin Captain of The Order of Le Dragon d'Or.


  • Badass in Distress: In "Gnome Alone", he breaks his leg and is taken out of action, forcing the guild to protect him.
  • Badass Cape: His long, flowing cape is the first thing described about him, even before the fact that he's a Dragonborn.
  • Berserk Button: Downplayed Trope. He's angered when he realizes that the Guild used necromancy to interrogate Jacques Darkfall, though he relents after Egbert protests he wasn't the one who did it and goes "what's done is done".
  • Reasonable Authority Figure: Doesn't like Egbert violating his banishment and returning to Mistmire, but nonetheless agrees to look into the Oxventurers claims of an attack on Le Dragon d'Or, and likewise agrees to take their defeat of Jacques Darkfall into consideration regarding Egbert's atonement. He also promises to propose Egbert's banishment be ended after the Guild saves his life in "Gnome Alone".

Frisky and The Darkness

Race: Book

Two either possessed or demonic books that Prudence finds and adopts.


  • All Animals Are Dogs: Even possessed books. They tear at things like dogs at play, and they eagerly chomp down on salted meats. Even though books have no digestive systems.
  • Fluffy the Terrible: The Darkness has a pretty metal name for a dog-like book... "Frisky", on the other hand, plays this trope straight.
  • Genuine Human Hide: Johnny's pretty vague about what kind of leather the books are made from, but he does point out that lots of people died in the house the books were found in.
  • I'm Taking Her Home with Me!: Once Prudence finds them, she adopts them.
  • Team Pet: The pets for the party, more or less, but Prudence specifically cares for them.

Orb Baby

Race: Orb

A mysterious Orb that Prudence stole from The Treasury in 'Exhibition Impossible'. Like Frisky and The Darkness it appears to have a mind and possibly agenda of its own.

Seal Gaiman/ Victor Dietrich

Race: Seal

A seal that Egbert adopted as a pet, it came into existence when Egbert first tested out his cursed mace on Victor Dietrich, the owner of The Treasure, who gave him the mace in the first place.

Max

Race: not known

A paladin who appears to summon Egbert to the Paladin Trials in "Faire Trial" and later returns in "Gnome Alone".

Dogbert

Race: Mastiff

Egbert’s steed summoned at the beginning of ‘Elf Hazard’.

     Recurring Allies 

Folder for the various allies of the Oxventurers Guild who appear in multiple adventures.

Binbag

Race: Human
Class: Wizard

A powerful wizard that guides the team through "Wild, Wild Woods" and directs them to stop the evil in the forest.


  • All-Powerful Bystander: Despite being a relatively powerful wizard, he provides little more than guidance. Justified when we see his true power - if he'd been active enough, the story would've been over much sooner and the audience and Oxbox crew would've been left with nothing to do.
  • Bullying a Dragon: The Oxventurers guild (bar Merilwen, who's actually nice to him) do this to him by mocking his relative inactivity. He responds not by physically attacking them, but by opening all the animal cages at once as a relatively polite warning to not get too snarky.
  • Not So Above It All:
    • Declines some offered pineapple (politely), saying it's "the devil's fruit".
    • In a later encounter, when Dob gets off a zinger at Corazón's expense, Binbag hovers above the table and offers him a high-five.
  • The Pirates Who Don't Do Anything: Lampshaded by the Oxventurers, who criticise him for not assisting in either crisis he brings to their attention.
    Merilwen: Is there any way we can free these animals? Can you point us in the right direction?
    Dob: Can't you do it?
    Egbert: You ARE a wizard aren't you?
    Corazón: Yeah, can't you do this?
    Egbert: You're talking a lot about being a wizard but I'm not seeing much wizardry going on.
    Dob: Do they not have that in "The Wizarding World"?
    Corazón: You'd think a cornerstone of "The Wizarding World" would be 'wizarding'.
  • Quest Giver: For "Wild, Wild Woods", "Brawl of the Wild", and "Peak Performance."
  • Sophisticated as Hell: A Running Gag with him is that despite his dramatic, sage Wizard Classic way of speaking, he's no less prone to Buffy Speak or casual coarseness as any of the other characters, which makes him sound even more immature because he's otherwise so refined.
    Binbag <to Corazon> "Suck it, pirate!"
  • Unfortunate Names: An odd name for an all powerful Wizard, if nothing else.

Alfred Strangetide

Race: Human

An archaeologist that hires the crew to escort him throughout "An Orc-Ward Encounter". Initially envisioned as a hyperactive and prideful academic, the Oxbox crew end up treating him as if he were an infant or baby instead which causes Johnny to do the same.


  • Adventurer Archaeologist: Averted. He prides himself as a good enough adventurer, but it's essentially an Escort Mission, which Luke is quick to Lampshade. Averted even further when the crew de-age him to a baby.
  • Ambiguously Human: Is presumed to be a human (And intended to be so by Johnny), but as per the Oxventurers forcibly re-characterising him into a baby, he is apparently small enough for Dob to carry him in a papoose, a trait shared with a few nonhuman races.
  • Attention Deficit... Ooh, Shiny!: His hyperactive nature causes him to sometimes rush into things without thinking them through. Taken Up to Eleven when he is de-aged into an infant.
  • Brainy Baby: As a result of both Johnny and the crew's characterisation's merging, he ends up as both a baby / young infant and an archaeologist at once. He therefore has two PHDs while still not being old enough to legally drink.
  • The Bus Came Back: Originally the Quest Giver for "An Orc-Ward Encounter", he returns for "A Fishmas Carol", still in Tanner's Folly.
  • Butt-Monkey: The team originally refuse to take him on the adventure, then de-age him (characterisation wise at least) into an infant and screw him out of most of the reward.
  • Character Derailment: Invoked by the Oxbox crew in real life, who end up pretending that Alfred is a baby / childish infant. Johnny is astounded at the turn of events, and then joins in.
  • Didn't Think This Through: Lampshaded when the crew point out that in telling them about the ruins, they could just go and explore them alone to take everything for themselves. They do eventually bring him along, but Alfred has to offer them a higher split of the rewards before they do so.
  • Mr. Exposition: His role is to describe the tomb the party are exploring. He later fulfills this role again for "A Fishmas Carol" when explaining the kidnappings.
  • The Load: Especially as a baby.
  • Quest Giver: For "An Orc-Ward Encounter".

Ethilfrith's Chosen

Race: Skeletons

For more information on Ethilfrith's Chosen, see their entry in in Villains & Monsters.

Bismuth

Race: Human

An old crone who tends to the many, many graves of Necropolis-on-sea. The Quest Giver of 'Mind Your Manors'.


  • Black Comedy: Her Running Gag is that Egbert constantly checks to see if she loses any fingers and/or toes because she's so old. When there's a clinking sound coming from behind Egbert as he carries her on his back, he hopes it's just loose change. In "Rolling in the Deeps", she gets so injured that her shins are up in her shoulders, though by "Peak Performance" she has recovered.
  • Dagwood Sandwich: She makes one while with Egbert in the kitchen.
  • Grave Robbing: Bismuth robs people before she buries them. When Egbert criticizes her for it, she points out that it's pretty hard to make a living in Necropolis-On-Sea, since so many people are dead.
  • Hidden Depths: Though none of the Oxventurers seem to notice at the time, the White Dragon pointedly bows to her and addresses her as the Lady of Necropolis-On-Sea. What any of that means remains to be seen.
  • Sixth Ranger: Accompanies the Oxventurers in all of their adventures on (and from) the island of Necropolis-on-sea.
  • Subverted Trope: In a surprise turn of events, Egbert is the one who carries her instead of Dob.

     Episodic Allies & Neutral Characters 

Arlo Mayweather

Race: Human

A man of wealth living in the city of Castor Falls, he becomes The Oxventurers Guild's first Quest Giver after his son goes missing.


  • Cassandra Truth: The Oxventurers suspect that the rat residing in Mr Mayweather's house is important to the disappearance of his son, but are not believed.
  • First-Name Basis: Despite being a man of high status, insists the Oxventurers call him by his first name, which they make liberal use of.
  • Jerk with a Heart of Gold: Though disappointed by his son, he does clearly care for him as shown by his hiring adventurers. While he initially reacts with anger when the Guild tries to tell him the (bizarre) truth, once they show him proof he relents, apologises and gives them a generous reward.
  • Parents as People: He clearly loves his son, but is disappointed by him nonetheless.
  • Quest Giver: For "The Spicy Rat Caper".

Flannery

Race: Human

Appearing in "Quiet Riot", Flannery is a jester under the employ of Lady Fyengeh that gets sent by his mistress to join the party in exploring the town of Inkwater. Corazón takes an instant dislike to him, and it's apparent he's not entirely right in the head.


  • Attention Deficit... Ooh, Shiny!: Flannery is, as Mike puts it, "always on". He's easily distracted, is hyperactive and seems to be perpetually unaware of his surroundings.
  • Cloud Cuckoolander: He keeps doing flamboyant mimes and dances, completely oblivious to the increasingly gore-strewn atrocities he finds himself party to. He is, in Mike's words, "always on". At one point, he wears a scarf made out of small intestines.
  • The Load: Flannery is next-to-useless in combat and doesn't actually partake in it. He does, however, prove surprisingly capable when helping the team infiltrate the Order's headquarters.
  • Non-Action Guy: His attempts to help in combat don't work and he just lands on his arse.
  • The Pollyanna: Perpetually jolly, even when it's completely inappropriate.
  • Quest Giver: Along with Lady Fyengeh, he serves as this for "Quiet Riot".
  • Shout-Out: He's a jester found by the roadside with a broken vehicle, not too dissimilar from Cicero from The Elder Scrolls V: Skyrim; this may explain why Andy, in a moment of Wrong Genre Savvy, mistakes him for an enemy and proposes shooting him on sight. Unlike Cicero, Flannery's mostly benevolent, however.
  • Sitcom Arch-Nemesis: Corazón dislikes him the instant he sees him and even jokingly (?) proposes shooting him within a few seconds of coming to this conclusion.
  • Undying Loyalty: To Lady Fyengeh.

Lady Fyengeh

Race: Human

The head of a travelling troupe of performers, she is the Quest Giver for "Quiet Riot", she sends the team into Inkwater to see what the hell's going on.


  • Punny Name: As it turns out, her name Fyengeh (pronounced "fee-yen-ger"), and the coachbus, gives the crew the "Fyengehbus", or "Vengabus".
  • Reasonable Authority Figure: She realises that the team have melted the gold off her wheels, but decides that the team have earned it as their reward since she's better off regardleess.
  • Quest Giver: For "Quiet Riot".

Owlsworth

Race: Owlbear

An owlbear imprisoned in Inkwater that wakes up during "Quiet Riot".


  • Final Boss: Was supposed to be this, but Merilwen has other ideas.

Duke Kabayo

Race: Human

The Duke of Redcastle, who holds "All Crim's Night" every year to train his guards up. He's technically the Arc Villain for "Plunder Siege", as the crew decide to enter the contest.


  • Affably Evil: For a given definition of "evil", he's actually rather polite and even toasts the victors of each "All Crim's Night" in person if they make it in.
  • Ambiguously Evil: It's noted by the guild and at least a few brigands that while he's a lawful presence in the land, he seems to be oddly happy to let thieves murder one another, ostensibly because he believes dead criminals can't commit any crimes.
  • Baleful Polymorph: He toasts the Oxventurers Crew once they make it to the prize, but his drink is spiked with M. Channail's elixir and he ends up transformed into an animal. Whether or not he's cured remains unknown as the adventure ends there.
  • Graceful Loser: If someone makes it through to his innermost bedchamber, he will toast their health and leave them to plunder the room at their leisure. M. Channail exploits this so that he drinks a spiked drink and becomes an animal.
  • Hijacked by Ganon: Just as it seems that the adventure is done, pre-established villain M. Channail is revealed to have spiked his drink, turning him into an animal.
  • Reality Ensues: It's noted by some brigands that after more people became aware of All Crim's Night, the prizes for reaching the end became smaller over time as the Duke realised that he had more to lose. Nevertheless, what remains at the end of the night is still worth quite a lot of money, so the Duke must still be loaded.
  • What Happened to the Mouse?: Owing to the time of the live-show running out, it's not clear whether the Oxventurers Guild cured him or if he's stuck as an animal forever.

Iron

Race: Kuo-toa

A servant of The Chuul, who appears in “A Fishmas Carol”. After getting a travelling Iron dropped on his head by Dob, he is volunteered by the Chuul to accompany the Oxventure Guild.


  • Easy Evangelism: Prudence is able to convert him to C’thulhu-ism in the space of a single conversation.
  • Fish People: Referred to in such exact terms by the guild.
  • Heel–Face Turn: Seems more than willing to betray The Chuul for the Oxventure Guild over a single afternoon.
  • Meaningful Name: After Dob drops a travelling iron on his head, “Iron…” is the only thing The Chuul can make out from him after he comes to consciousness.
  • The Nose Knows: Dob seems to think so anyway.
  • Sinister Minister: Downplayed, but Prudence appoints him High Priest of Cthulhu when he converts, and he's perfectly willing to betray and eat his former employer.

Yetta Lagg

Race: Human

The assistant of The Professor from “Brawl of the Wild”.


  • Ooh, Me Accent's Slipping: Johnny quickly slips into a Welsh accent and remains there for the duration of the story.
  • Punny Name: Inspired by the jetlag that Johnny and the Oxboxtra team experience upon arriving at an American convention.
  • Translator Buddy: Translates The Professor’s muffled speech to the guild.
  • Wham Line: Not so much for 'Brawl of the Wild', but more for Dob's backstory.
    Yetta: That’s weird. The Professor said ...[Dob] remind[s] them of someone they used to know.

Christopher Englebert XVII

Race: Human

A guard working in Lady Liliana's underground complex who Dob instantly takes a liking to. Subsequently, he accompanies the guild though the complex against his will.


  • Hidden Depths: Has an impressively operatic voice for a man who works as a guard.
  • Just Following Orders: Tries to claim this in his defence, though Corazón is quick to point out that he works there knowing about the prisoners' agonising deaths.
  • Oblivious Guilt Slinging: To Dob. Grew up in the orphanage of Bumble and hopes to one day repair it to the standard he always dreamed it could be.
  • Phrase Catcher:
    Dob: Christopher, you don't know it yet but this is the best day of your life.
  • Round Robin: Out of character, Andy, Ellen and Luke come up with each part of his name after ribbing Johnny about not naming the character.
  • Writing by the Seat of Your Pants: Johnny hadn't expected the Oxventurers to take to what was supposed to be a nameless jailor like they did, figuring they would just kill him or leave him behind after they got out. This meant he had to make up backstory and traits for Christopher throughout the adventure.

Beron

Race: Dwarf
Class: Druid

A Druid that the Oxventure Guild rescue from a prison cell in “Spell Check”. Formerly a member of an adventuring party known as “The Tunnel Wyverns” before being imprisoned by Lady Liliana.


Rust on the Harbour

Race: Tabaxi
Class: Rogue (Assassin)

A tabaxi ex-pirate who joins up with the party during "The Corn Ultimatum".


  • "Awesome McCool" Name: Egbert thinks his name might be even cooler than Corazón.
  • Birds of a Feather: He and Corazón get along extremely well. So much that Corazón, who was jealous of him initially, came around to him and drew a picture of the two of them as "Purr-rate Friends Forever".
  • Cat Folk: As a tabaxi, he's a feline humanoid with a number of catlike behaviours.
  • Cats Hate Water: He's extremely scared of water, enough that he gave up his life of piracy over it. When Dob suggests teaching him to swim, it doesn't go over well.
  • Loveable Rogue: He's a charming former pirate and, like Corazón, has Rogue as his character class.
  • Nice Guy: He's extremely pleasant for a deadly Cat Folk killer, and when Corazón tries lying to impress him, Rust just simply says he likes Corazón just fine.
  • Pirate: Used to be one before his fear of water made him change careers.
  • Too Dumb to Live: He undercharges for his services, only asking for one gold piece. When Merilwen tries to give him more as thanks, the concept of more than one gold piece in existence causes Rust to suffer a Heroic B So D.

Katie Delacourt

Race: Human

A thief and amateur diver who supplements her usual roguish escapades by gathering sunken treasure. Her chance encounter at obtaining an absolutely massive pearl starts off "A Fishmas Carol" adventure, dragging the Oxventurers into it.


  • Beneath the Mask: She acts like a tough, independent person, but when she's alone with Egbert, she admits she actually pretty scared of the pearl since her crew is getting cursed ever since she stole it.
  • Disproportionate Retribution: One of the merchants at the Thieves's Market mentions her full name. She comments that he'll be dead by morning for that.
  • Embarrassing Nickname: After Dob defeats her by jamming a paper-maiche pearl on her head, he calls her "Katie Pearlhead." And Johnny remarks that now she'll be forever known as that.
  • Guns Akimbo: Her weapon of choice is a brace of pistols.
  • I Need a Freaking Drink: She's been drinking heavily in the Twisted Harpoon ever since her crew got cursed.
  • Only in It for the Money: She has no beef with the cultists or any religious figure. Pearls are just worth money.
  • Unwitting Instigator of Doom: Katie had no idea she'd anger the Chuul by stealing the pearl.

Horatio

Race: Human

A young man who owns a mask and costume shop from the town of Rutherglen, the Oxventurers meet him imprisoned in stocks the night before his execution and resolve to clear his name.


Amelia Hawthorn

Race: Human

The daughter of Giles Hawthorn and fiance of Horatio.


  • Epic Fail: She's the In-Universe recipient of one from Dob.
  • Oblivious Adoption: She has no idea that she's actually the child of Booker, Hawthorn's late business partner. Giles had both Booker and his wife murdered. Naturally, she's pretty upset when she finds this out.
  • Rebellious Princess: Nobleman's daughter, but she's slumming it with a working class man against her father's wishes, and dialogue reveals that she's broken into her father's study a number of times and tried to decode her father's cipher-laden correspondence.
  • Red Herring: Prudence is immediately suspicious of Amelia's absence from her father's party, and suspects something. She's not involved.

Dwight

Race: Human

The Captain of the Guard in Barrow Springs, he hires the Oxventurers as bounty hunters to track down a mugging and burglary of a local apothecary's shop.


  • Badass Baritone: Johnny gives him a deep voice, fitting for a veteran policeman.
  • By-the-Book Cop: Follows the rules, is a honest and upright member of the law.
  • Evil Sounds Deep: Subverted. Dob thinks his low growling voice seems threatening, but he's actually not.
  • Guttural Growler: Johnny uses a deep voice to speak as Dwight, and Dob immediately thinks it makes him sound evil, but he's actually not.
  • Reasonable Authority Figure: When Darkfall flees Dwight's jurisdiction, he immediately puts out a notice to hire bounty hunters. He lives up to his contracts when he hires them and pays them well to boot.
  • Quest Giver: He's handing out the bounty on Jacques Darkfall for the "Out of Order" storyline.

Henry Charles Fontelroy Stripworth Culchahun III At Your Service

Race: Ghost (formerly human)

The estate agent of the manor who is bound to the manor until it changes hands.


  • Black Comedy: When he transposes two of his surnames, he remarks that one tends to get forgetful when their brains have been chewed on by millipedes.
  • The Jeeves: While he's an estate agent, he serves as the mansion's butler as well.
  • Not Me This Time: The Oxventurers think he's the one behind killing the people who try the challenge of staying in the mansion. He claims he isn't. And he's right.
  • Overly Long Name: He's got quite a number of surnames, and he seems obliged to say them all ever time.. And the "at your service" is indeed part of his name.
  • Quintessential British Gentleman: Has the personality.

The Jarl Tree

Race: Tree

A tree with a voice that sounds like a Jarl from The Elder Scrolls V: Skyrim. Merilwen talks to him using a Speak with Plants spell.


  • Crash-Into Hello: Variant. Corazón runs into him due to a Critical Failure dice roll. But it gives Merilwen the idea to speak to the tree with her spell.
  • Mr. Exposition: The tree tells Merilwen about the trapper who set the magical traps.
  • Reality Ensues: The tree really hates a woodpecker who pecks into him to store acorns, and demands the Oxventurers kill it. Played for Laughs when he considers a question about mulch to be far too personal.

Adult White Dragon

Race: Adult White Dragon
Alignment: Chaotic Evil

A white dragon slumbering atop the peak nearby Necropolis-on-sea.


Victor Dietrich

Race: Human

The enigmatic owner of The Treasury, a former adventurer in his younger years, the Oxventurers hear that his rare exhibition is to open. And that is has one of the coins needed to cure Corazón's pirate crew.


  • Arc Villain: For "Exhibition Impossible"
  • And Another Thing...: Receives one from Egbert.
    Egbert: Yes, thatnote  does count as cannibalism!
  • The Atoner: He has come to realise how much he took from the world in his adventuring days, and vows to return all the artefacts he liberated from their homes upon his death.
  • Baleful Polymorph: His ultimate fate courtesy of Egbert, being turned into a seal via a cursed mace.
  • Black Comedy Cannibalism: He politely discusses with Egbert whether or not it counts as cannibalism if you eat a man that has been turned into a chicken. Egbert responds that it depends on if the guy is aware or not. Victor says it never came up: The guy died before he could figure that out.
  • Eccentric Millionaire: He's a little kooky for sure. But boy does he have lots of treasure.
  • Friendly Enemy: He genuinely gets along with Egbert, and is eager to learn of the Dragon D'or.
  • Good Counterpart: Arguably to Giles Hawthorn from 'Heist Society', Victor Dietrich has a deep care and understanding of his collection and its history, whereas Giles Hawthorn wanted things for the sake of having them.
  • Hero of Another Story: Judging by the massive amounts of treasure he has, his exploits must've been legendary.
  • I'm Taking Her Home with Me!: Egbert eagerly adopts Victor when he turns into a seal, giving him the name "Seal Gaiman"
  • Mood-Swinger: He shifts from polite conversation to glee that thieves are going to be melted in acid in under five seconds.
  • Punch-Clock Villain: To be completely fair, he's just some weirdo defending the treasure he acquired over the years.
  • Retired Badass: If the sheer scale of his collection is any indication, he was quite the formidable adventurer in his youth.
  • Sympathetic Inspector Antagonist: The closest thing to an antagonist that 'Exhibition Impossible' has. As far as his interactions with the Oxventurers Guild go, his only crimes are protecting his residence from thieves, and himself from an attacker.
  • Unwitting Instigator of Doom: He discusses this with Egbert, as Egbert points that some of his items have curses on them, and as such, he's perpetuating them by not taking affirmative steps to end them. Not to mention that evil orb that Prudence found is certainly up to no good.

Brawling Stan

Race: Minotaur

The champion of the arena, he is the final test that the paladins have to fight before gaining their paladin certification.


  • A Load of Bull: He is a minotaur.
  • An Axe to Grind: Johnny describes his Weapon of Choice as a greataxe.
  • And I Must Scream: He's rather painfully sucked into an evil orb and trapped there.
  • Arc Villain: The closest "Faire Trial" has to one.
  • Brainwashed and Crazy: Thanks to Crown of Madness, he goes insane and murderizes a plushie of himself.
  • Cub Cues Protective Parent: Subverted. Stan's trainer comes out after Prudence sucks him into the evil orb, and demands Egbert bring him back. When he can't, he begins to blubber.
  • Fluffy the Terrible: He's a giant bull man with a name like a pro-wrestler.
  • Punch-Clock Villain: His job is simply to fight the paladins in the arena. He has no beef with anyone. And considering the fights do not appear to be to the death, he probably doesn't even have much blood on his hands.

Gary

Race: Treant

A large treant who lives near Little Avery and the bandit camp. The fact that the bandits destroyed his tree brothers to construct a palisade for their camp makes him amenable to using the Oxventurers to get revenge.


  • Aerith and Bob: He has a pretty common name for the setting.
  • Dynamic Entry: He enters the bandit camp by destroying the palisade.
  • Fantastic Racism: He does not like sycamores. In fact, if Merilwen plants any, he will find her and end her.
  • Horse of a Different Color: Egbert rides him like a horse.
  • Man on Fire: Trees on fire, but they do move like people.
  • Real Men Wear Pink: He's a brutish violent tree-person...who really likes flowers.
  • When Trees Attack: He has a slam attack. While he only ever attacks the camp itself to destroy the palisade, he commands two thrall treants to attack people. While they are on fire.

Villains & Monsters

     M. Channail 

M. Channail

Race: Gnome
Class: Druid

An incompetent gnome druid whose miracle cure causes some problems in "The Spicy Rat Caper".


  • Arch-Enemy: Seems to view himself as this to the crew. The feeling is somewhat mutual, with Corazón clearly being angry enough to shout "CHANNAIL" when he discovers that the gnome has spiked Duke Kabayo's drink; the rest of the party don't care enough.
  • Arc Villain: For the "Spicy Rat" caper. He's also responsible for "Wild, Wild Woods", "Bad Chair Day" (though both completely offscreen and he's seemingly dead by the time of the latter) and is the Final Boss of "Plunder Siege" (though in the latter case he wasn't the main driving factor for the story).
  • Baleful Polymorph: Anyone who drinks his "miracle elixir" will be transformed into some kind of animal. The Duke of Redcastle becoming a mouse is what causes Corazón to clock on that he's returned in "Plunder Siege".
  • Berserk Button:
    • He gets offended when asked why, instead of just selling dirty water with green dye in it, he opted to brew a random concoction for his elixir, which resulted in it turning people into animals. He may be a bad druid, but he's a druid nonetheless and he takes pride in his work, however misplaced or unwarranted it may be.
    • He's apparently infuriated by the notion that he'd plagiarise; when returning in "Plunder Siege", he angrily rants that his giant, mechanical stag beetle has nothing to do with the "folk tale" Wild Wild West. Explanation .
  • Big Bad: He was the closest that the Guild had to one for the first six stories.
  • Characterisation Marches On: After Mike joins the campaign, the parallels to the real Mike were toned down a tad, as Egbert took up most of this.
  • The Comically Serious:
    Corazón: Listen, motherBLEEPer...
    Channail: (after the crew briefly laugh in real life) I've taken a vow of celibacy, actually.
  • Cruel and Unusual Death: In "Plunder Siege", he was made to laugh at a corny joke through Dob's "Hideous Laughter", suffered Break Them by Talking through "Vicious Mockery" courtesy of Prudence, and was incinerated by Egbert's fire breath to the point that he was left a skeleton.
  • Death by Irony: After being designed as a Suspiciously Similar Subtitute and Affectionate Parody of the real-life Mike Channell, he is on the receiving end of a Curb-Stomp Battle from the real Mike's character that leaves him a skeleton.
  • Even Evil Has Standards: He's an amoral druid, but he's not the kind to plagiarise.
  • Evil Virtues: Of a sort. He's apparently taken a vow of celibacy, showing some sort of virtuous commitment.
  • Final Boss: The Arc Villain of the "Spicy Rat" caper and the final fight / confrontation the guild have. Unfortunately, Johnny didn't take into account the guild's surprising skill with stealth, so he was promptly overpowered and tied up. He is also this for "Plunder Siege", but by this point he was so underlevelled that he died in three combat turns.
  • Inept Mage: Druid, but close enough. He has some skill with magic, but none of the potions he makes do what they want him to. His skill with mechanisms is seemingly better, if the giant beetle is any indication.
  • Karma Houdini:
    • Downplayed in their first adventure. He escaped with a good chunk of gold and left the Guild to walk back to town, but his operation was ruined (thus depriving him of any future income) and the authorities in the town he'd unknowingly ruined were alerted to his shenanigans.
    • He avoids any direct retribution for his mass deforestation and caging the animals in "Wild, Wild West. However, "Plunder Siege" reveals that the loss of his beetle dealt him a hefty financial blow, leaving him on even less money than he had before.
    • Fully averted when his ambush of the group in "Plunder Siege" results in his death. To add insult to mortal injury, he was made to laugh at a corny joke through Dob's "Hideous Laughter", suffered Mind Rape through "Vicious Mockery" courtesy of Prudence, and was incinerated by Egbert's fire breath.
  • Lack of Empathy: While he didn't at first know that his "miracle elixir" was transforming people into animals, he seemed content to keep brewing it regardless upon discovering until threatened with being turned into an animal himself.
  • Laughably Evil: Though he commits a variety of crimes, his incompetence at brewing potions and his greed are surprisingly entertaining.
  • Literal-Minded: When called a "motherfucker", he apparently takes such an insult literally and replies that he's taken a vow of celibacy.
  • Never My Fault: Subverted in the "Spicy Rat" caper, when he tries to claim it's not his fault people are turning into animals, but he relents within seconds and admits responsibility.
    Corazón: It literally is your fault.
  • Not-So-Harmless Villain: As a brewer of elixirs, he's pretty terrible. However, he was seemingly skilled enough with machinery that he was able to make a giant, mechanical stag beetle that cut down a sizeable chunk of the forest; even if he just bought it, it still did quite a bit of damage. He was also able to sneak into the Duke of Redcastle's private chambers while somehow bypassing or overpowering all his guards, though he promptly paid for it when the guild annihilated him.
  • Reality Ensues: As Johnny discovers to his horror, a gnome is not that hard to overpower physically, even if it's a spellcaster.
    Johnny: Why did I make him a gnome?
  • Revenge: What causes him to return in "Plunder Siege".
  • Snake Oil Salesman: His "Miracle Elixir", as Corazón is quick to point out. In a rare variation, the Elixir does actually do something, just not what he intended.
  • Starter Villain: The first villain the guild face off against. While he was probably intended to be their Arch-Enemy, by the time the guild fight against him again he's hideously underlevelled and is slaughtered in three turns.
  • Suspiciously Similar Substitute: M. Channail is (in his first appearance, at least) an Affectionate Parody of the real-life Mike Channell. He appears to have lots of explosive spells, reveals he is saving up his gold so he can buy an expensive "sports chariot", and the group eventually deals with his lair by blowing it up in a massive fireball. Hmmmmmm...
  • Took a Level in Jerkass: In "Spicy Rat", he was mainly just a cowardly druid who happened to be selling products he'd poorly concoted, albeit without too much remorse. Come "Wild, Wild Woods" and "Plunder Siege", he's much more active and malicious with his villainy.
  • Underestimating Badassery: While he was taken by surprise in "Spicy Rat" and didn't really have time to prepare properly, the force he brought with him in "Plunder Siege", combined with his own skills, were far from sufficient to take on the Guild, which results in his death. Then again, given how he lost two of his main sources of revenue, and likely many of the goblins he'd hired in "Wild, Wild Woods", it may well be that he didn't have anything else to throw at them.
  • Villain Forgot to Level Grind: He was designed as the boss fight for the Level 1 Oxventurer Guild, and would have been much more dangerous had he not been taken by surprise (and been a gnome, which Johnny quickly realised was a design mistake). Come "Plunder Siege", the Oxventurers have outstripped him in power and their combined teamwork wrecks him in short order.
  • Villanous Legacy: The events of "Bad Chair Day" are his doing despite his being long-dead by that point.
  • We Will Meet Again: Vows this after escaping at the end of "Spicy Rat". After the crew stop his operations in "Wild, Wild Woods", he makes good on this threat in "Plunder Siege".

     The Joyful Damnation's Crew 

The Joyful Damnation Crew

Race: Human undead (some of the rest of the crew may be nonhuman, but the official artwork depicts most of them as human)

Corazón's old pirate crew who have since fallen out with him and tried to kill him on multiple occasions, not helped by a curse that causes them to come back to life every two years and try again. The main villains behind the "A Spot of Bother" adventure.


In General

  • Affably Evil: All things said and done, they're a surprisingly friendly bunch off the job.
  • Alcohol-Induced Idiocy: They meet the disguised Corazón and co at a tavern while drinking, and when they are later tricked and ambushed by the guild, their combat rolls are so bad that Johnny rationalises it as them being too drunk to fight properly.
  • Back from the Dead: They're destined to come back to life two years from their previous death to try and kill Corazón again.
  • Cruel and Unusual Death: Most of them go out this way, though as they're cursed to come back in two years they'll come back again. One is the victim of a surprise julienne from Dob, two more are burned to death, one is killed by a squid's tentacles and one is Eaten Alive by a whale... which even Johnny admits shouldn't even happen as said kind of whale eats plankton and krill.
  • Equal-Opportunity Evil: Despite being almost entirely human, they seem pretty happy working with the mostly nonhuman guild to hunt Corazón down (oblivious to Corazón being right under their nose) and even admit that it's good having them onboard for their skills. One of their leaders even mentions he wouldn't want to be in a place that doesn't serve "spider-tigers".
  • Even Evil Has Standards: The group may be murderers and thieves, but they're not racists; in fact, they're pretty happy with non-humans.
  • The Heavy: While they're the primary threat of "A Spot of Bother", Lord Milquetoast is their benefactor.
  • Imperial Stormtrooper Marksmanship Academy: Jerky Steve can't hit properly to save his life. The other adventurers waste no time in reminding Corazón that he is responsible for this.
  • Know When to Fold 'Em: Like their benefactor, the still-living members eventually realise that between a possibly sinking ship and an angry guild, their odds aren't good. Most of them abandon ship in short order and tell Corazón they'll just try again in two years.
  • No Name Given: While Curly Joe, Paniers and Jerky Steve are named among others, the rest of the crew are nameless. Lampshaded by Johnny who points out Andy only improvised names for some of them.
  • Our Zombies Are Different: For one, they're mostly human, but cursed to return to life every two years.
  • Pirate: Duh.
  • Resurrective Immortality: They'll come back again in two years after their death.
  • Shout-Out: A cursed crew of pirates who have a vendetta against their old captain? Pretty similar to Pirates of the Caribbean: The Curse of the Black Pearl.
  • Throw the Dog a Bone: Corazón eventually collects all the coins and plans to reunite them shortly, which will end the curse.

Captain Panniers

The current captain of the Joyful Damnation, and Corazón's former first mate.


  • Affably Evil: Not so much at first, but come his return in "Exhibition Impossible" he is much more polite and enlightened, to the point he might not qualify as "evil" any more.
  • Ascended Extra: His role in "Spot of Bother" was small but still important. He later returns in "Exhibition Impossible" and plays a major role in that story.
  • Curb-Stomp Battle: On the receiving end of one from Dob, who knocks him overboard.
  • Eaten Alive: Dob knocks him into the belly of a whale. "Exhibition Impossible" shows he didn't die and in fact adapted quite well.
  • Enemy Mine: Declares a truce with Corazón at the beginning of 'Exhibition Impossible' once he learns of the location of one of the final cursed coins from Corazón's quest. This sticks beyond the end, with him swearing off vengeance.
  • Hollywood Acid: He's the victim of it, reduced to a skeleton when he falls under it. Since he's cursed to return to life, he treats it as more of an annoyance than a problem.
  • Nice Hat: He pinched Corazón's hat upon taking command. Despite its former owner's efforts, it falls into the sea.
  • Small Role, Big Impact: Despite being only seen at the end, he's the one who reveals that Corazón's father was their benefactor.
  • The Starscream: The current captain of the Joyful Damnation, Paniers was Corazón's former first mate.
  • We Hardly Knew Ye: Though it doesn't stick, he dies only a few minutes after his first appearance.

Curly Joe

The second-in-command of the pirates, who leads the hunting party onshore.


  • Affably Evil: Especially true of him, as he offers to buy the first round to the crew when they kill Corazón. He even politely invites Corazón to a fight when it becomes clear he's about to lose.
  • Beard of Evil: A morally ambiguous character with a Badass Beard.
  • Combat Pragmatist: When he challenges Corazón to a duel, he's smart enough to keep one man with him to surprise attack him.
  • The Dragon: Seems to be this to Captain Paniers.
  • The Heavy: Despite not even being the Captain, he's the primary threat for the guild for most of the story.
  • Kill It with Fire: He gets turned to ash by Egbert, though it won't stick in the long run.
  • Once Done, Never Forgotten: Despite not even having curly hair any more, the name has apparently stuck since his first day of school.

The Benefactor / Lord Milquetoast

Race: Human

The figure who has backed the pirates on their latest attempt to kill their former comrade in an attempt to drive his son back to high society. Kind of a dick.


  • Abusive Parents: It's not specified how he was when Corazón was at home, but he clearly left much to be desired, and "Mind Your Manors" reveals he was in a bad mood more often than not. In the present day, he's willing (though he claims reluctance) to help Corazón's old pirate crew kill him should he refuse to go back to his old life.
  • Arc Villain: For "A Spot of Bother".
  • Aristocrats Are Evil: A lord who hires pirates to kill his own son, for the sake of preserving his reputation.
  • The Comically Serious: His actions aren't Played for Laughs, but he gets a good degree of comedic mileage out of the Guild's attempts to be adopted by him.
  • Faux Affably Evil: Despite the cultured facade and polite tone, he's in the running for one of the most reprehensible villains in the campaign.
  • Irony: "Mind Your Manors" reveals that the Milquetoast family were pirates up until Captain Milquetoast's son quit the business and became a merchant, making his vendetta against his son this. What's more, the ditty he hummed absentmindedly was really a pirate song that had clearly been passed down the family unintentionally.
  • It's All About Me: He seems far more concerned about his reputation than anything else.
  • Jerkass: To put it mildly, even Prudence thinks he's a dick. He seemingly wasn't much better in the past, as he caused Corazón to run away.
  • Karma Houdini: While he doesn't "win" as such - the attempt to kill Corazón fails and he's mugged of his money - he still gets to row away back to high society and pretend that his son is dead, protecting the reputation he'd sought to maintain.
  • Know When to Fold 'Em: After the rest of the pirate crew get distracted by their ship sinking and the one crew member fighting the adventurers dies, he eventually agrees to let Corazón pretend he's dead, hands over the cash on him and rows away.
  • The Man Behind the Man: He doesn't get revealed until the final act of the story, because he's the benefactor of the pirates who antagonise the group throughout.
  • Non-Action Big Bad: He's content to let the pirates do his dirty work, and the idea of physically fighting himself is something he finds disgusting.
  • Offing the Offspring: Indirectly, by hiring pirates to do it for him.
  • Sadistic Choice: Offers one from Corazón's perspective: return to high society as his son and heir in a life he'd find miserable, or risk death at his old crew's hands.
  • Slave to PR: His reason for trying to have his son killed: it's too much hassle to constantly hush up anyone that knows his son Percival is really a pirate.
  • Unusually Uninteresting Sight: He's surprisingly unfazed by Merilwen's turning into a cat to try and confuse him.
  • Vile Villain, Saccharine Show: Though he wasn't entirely devoid of comedy in his sole appearance, Lord Milquetoast clearly had a highly negative impact on Corazón's mental well-being. Any time he comes up or Corazón has to deal with his family's past it noticeably upsets/distresses him.
  • Walking Spoiler: He only appears in the last twenty or so minutes of the campaign, but he shines a light on Corazón's backstory which had previously not been explored, and his presence is a surprise to everyone (except Andy.)

     Ethilfrith's Chosen 

Ethilfrith's Chosen

Race: Skeleton

A legion of sixty skeletons bound to an enchanted hammer that the guild discover in the town of Bumble. Formerly stoneworkers and carpenters, they pledged loyalty to a renowned figure known as Ethilfrith the Builder, to serve him up to their death. In their undeath, they are bound to serve the one who wields the Hammer of Ethilfrith, wielded by Dob upon the guild's discovery of the crypt in which they reside.


  • A Day in the Limelight: The two part story "Bone to Pick" and "Bone 2 Pick" focused greatly around the skeletons, the first one in particular.
  • Black Comedy: The violence committed by the skeleton is very much Played for Laughs, despite Dob's horror.
  • Body of Bodies: The final stage of the guild's boss fight with them, described as "Voltron-ing together".
  • The Bus Came Back: Dob re-summons them three stories after their defeat in 'Ship Happens' to work as crew for The Joyful Damnation, and they appear sporadically after that.
  • Characterisation Marches On: The nature of the skeletons Jackass Genie aspect seems to change after their first appearance. In 'Stop! Hammer Time' they seem to be Obliviously Evil as a result of nonspecific instructions, from 'Ship Happens' onwards, they're obviously being intentionally malicious and tell Dob as much up front.
  • Dem Bones: Long since reduced to animated skeletons.
  • Enraged by Idiocy: Dob's blase attitude and unorthodox usage of the Hammer causes them to quickly lose their patience all subsequent times he summons them.
  • Everybody Calls Them Barkeep: Being a bit of a mouthful and likely a hard name to remember, Ethifrith's Chosen are just addressed as "Skeletons" by the guild. Even the official merchandise just refers to them as "Sixty Skeletons Construction Crew".
  • It's Not You, It's Me: Begin to quote this verbatim as they "break up" with Dob, after Jane jokes about such a thing happening.
  • In Another Man's Shoes: "Bone to Pick" focuses on the skeletons and the Oxventurers switching places. The skeletons intended this to showcase to the guild how difficult it is to perform Jackass Genie tasks and make them understand the skeletons. However, they end up understanding the tribulations of the guild, because they realize how hard it is to try and avoid asking for tasks that cause problems.
  • Jackass Genie: The curse that reanimates them seems to compel them to construe Dob's instructions with as much collateral damage as possible. Dob at one point specifically clarifies that they not hurt or inconvenience any living thing, but then fails to repeat this during his summary, which the Skeletons are then able to interpret as an amendment to the "no killing" request.
  • Obviously Evil:
    Corazón: It's like these skeletons we found in a crypt are bad or something.
  • Tactical Suicide Boss: With the standard stats for Skeletons in D&D 5E, they had an overwhelming advantage owing to their superior numbers by a factor of thirty, but decided to transfigure themselves into a single target anyway for the drama of it all.
  • Villain Decay: After Dob's initial misuse of them resulted in some child murders, they are later content to simply shoot the occasional bird out of the sky. Though they aren't quite back to where they were, the "Bone to Pick" two parter does almost result in the guild dying again.
  • Voice of the Legion: Initially speak to Dob with one voice, though later Dob appoints one of them to be a spokesperson.
  • Was Once a Man:
    Skeleton: What you are, we were once. What we are, you will become.
  • Would Hurt a Child: They pulverise orphans for mortar.

     Lady Liliana 

Lady Liliana

https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2019_09_01_at_020919.png
"I will remember this, I'm gonna see you all again, all of you. Especially [Egbert]." Art by Bendix
Race: Drow (Dark Elf)
Class: Sorcerer

An enigmatic and malevolent sorceress, Lady Liliana runs a sinister underground operation beneath a tavern known as 'The Scratchy Parchment', wherein she uses advanced arcane means to siphon magic from imprisoned spellcasters, and to steal "interesting organs" from relevant subjects. Her ambitions are considerably more far-reaching than most other villains in G'eth, and the arcs take a more dramatic turn whenever she appears.


  • Arch-Enemy: Though the Guild have other foes, Liliana considers the Guild this to her.
  • Arc Villain: For "Spell Check" and "Tower Rangers."
  • Authority Equals Asskicking: Head of her own operation and easily its most dangerous component.
  • Bad Boss: Liliana's easily in the running for worst employer in the Oxventurers' world:
    • When Christopher Englebert XVII delivers Dob under the pretence that Dob has a message, she orders her team to take Christopher's organs out.
    • Her response to some underlings infighting in "Tower Rangers"? No warning or attempt to talk them down, but instead slicing them to death with little more than an annoyed sigh.
  • Big Bad: Following Channail's death, she's become the most prominent villain in the narrative and seems set to become the Oxventure Crew's new recurring foe. Though she had nothing to do with Jacques Darkfall in "Out of Order", she spies upon the group in that story, while "Rolling in the Deep" and "Sect Appeal" show she's trying to make an army to conquer Geth. "Bone 2 Pick" and "Tower Rangers" see her actively move against the Guild and it isn't pretty.
  • Clone Army: Has a cloning lab for making one, as the Oxventurers discover in "Rolling in the Deep". She switches tactics once the laboratory is destroyed... Although in "Bone 2 Pick" she appears to have at least a few in her employ, and "Tower Rangers" shows she was willing to try again.
  • Damage-Sponge Boss: Magically empowered by excess magic in the room, Dob deals 60 damage to her in one enhanced Thunderwave, which barely seems to scratch her, though does prompt her to make her escape.
  • Dark Action Girl: Quite possibly one of the strongest magic users in the entire series.
  • Disproportionate Retribution: When Christopher Englebert XVII delivers Dob to her, under the pretence that Dob has a message, she orders her team to take Christopher's organs out, all because he brought her a message (and a prisoner in without her permission).
  • The Dreaded: Not so much at first; Egbert holds a grudge against her for stealing his kidney, but even after they take out the clone lab the Guild don't take her too seriously. By the time of "Sect Appeal", some of the Guild have an Oh, Crap! moment when they realise who the "Blessed Lady" is. And when she really gets involved, the Guild don't stand and fight, they run.
  • Evil Overlord: She takes a more hands-off role in "Rolling in the Deeps" and "Sect Appeal", dealing more with her plans rather than a direct confrontation.
  • Evil Sorceress: Specifically described as a sorceress, though it remains to be seen if this is a general term or correlates to the D&D Class.
  • Faux Affably Evil: She's capable of politeness, but it's entirely an act. Best shown in "Gnome Alone", when she greets the Guild, Shattershield and Max politely before condemning them to death by falling.
  • Karma Houdini:
    • Escapes at the end of "Spell Check" with only minor damage and Egbert's draconic kidney in her possession.
    • Downplayed in "Rolling in the Deep" and "Sect Appeal", as her operations are disrupted notably but she escapes any direct retribution; though she loses the townsfolk she had persuaded a cult to kidnap, the cult itself remains fairly loyal to her.
    • Her brief appearance in "Bone 2 Pick" shows that she managed to somehow get some dragon born henchmen, which she uses to effortlessly abduct Egbert and run off.
  • Kick the Dog:
    • Twofold. In "Spell Check", she has a habit of harvesting anyone's organs even if they're not a magic user simply to fund her operations. Later, she orders her lackeys to take Christopher's organs after he brings her a message.
    • In "Sect Appeal", she has her misguided cult abduct innocent townsfolk and plan to mutate them into an army. She later returns in "Bone 2 Pick", abducting Egbert and taunting the guild over it.
    • In "Tower Rangers", she responds to infighting underlings by immediately summoning a storm of daggers and slicing the underlings to death.
  • Knife Nut: A variation. She uses spells that magically mince foes by summoning daggers that form a tornado and slice anything inside it to ribbons, or to pierce them.
  • Knight of Cerebus: Though not entirely devoid of humour, she lacks any redeeming traits and the story arcs she's involved in tend to be more dramatic with comedy being toned down, darker in nature or stopped entirely. When she gets serious, the guild runs.
  • Know When to Fold 'Em: Opts to simply leave rather than fight the Oxventurers, when the extent of how much magic the Oxventurers have soaked up becomes clear.
  • Manipulative Bastard: Though she usually prefers to stay off the radar, Liliana manages to found a cult that hold her up as a kind of divine figure and kidnap townsfolk to mutate for her army, convincing them that this is a work of religious benevolence. She also has her troops behave normally and civilly so they can scope a town out and lower their guard for an eventual invasion.
  • Never Recycle Your Schemes: Initially played straight. She gives up on a clone army at first after the events of "Rolling in the Deep", reasoning that it's cheaper and easier to mutate and then brainwash sentient beings than grow them anew. However, subverted by the time of "Bone 2 Pick" when she's gone back to cloning and made considerably more progress.
  • No-Nonsense Nemesis: Not so much at first, where she was willing to let a grovelling messenger flatter her before dying, but she shows signs of this later on. In "Sect Appeal", she tries ordering the Guild to be put to death immediately, only failing because Merilwen thought ahead. In "Bone 2 Pick", she abducts Egbert quickly - albeit with a brief, second-long taunt. "Tower Rangers" has her slash apart some underlings immediately when they start brawling, and then she ambushes the Guild in "Gnome Alone" when they can't escape, sending them to fall to their intended deaths.
  • Not-So-Well-Intentioned Extremist: Though the cult she founds, the Order of the Blessed Lady, genuinely think their work is for a good cause and the spiritual benefit of all, the audience and guild are well aware that this is not remotely true and she's really looking to conquer Geth for her own gain.
  • One-Man Army: She manages to singlehandedly wreck twelve Egbert clones who are all powerful Dragonborn in their own right with a single spell. In "Gnome Alone", she bypasses a spell that held back four banshees and killed one of them, seemingly without much effort, to sink the hot air balloon.
  • Organ Theft:
    • Steals Egbert's draconic kidney so she can clone him for her army. He wasn't the only victim, as Beron's dead companions would tell you.
    • It's mentioned that she has had non-magic organs harvested as well, to pay the bills more than anything else.
  • Pragmatic Villainy:
    • Though Liliana is known in some circles, she prefers to keep her operations "off the radar" when possible, acting through proxies etc. and hiding.
    • Though Liliana will allow her minions to have time off, and can be shown to treat them reasonably courteously, as shown by the Order of the Blessed Lady, there's no indication she actually cares for them, and she'll happily turn on anyone that steps out of line.
    • The above is shown particularly well in "Tower Rangers", where she allows the clones to go out and socialise with the people of Redcastle, ordering them not to get too rowdy or destructive. This isn't out of concern for anyone's wellbeing, but to lull the town into a false sense of security so their guard will be lowered when her plan eventually goes "live".
  • Shoot the Messenger: In a particularly nasty variation, the messenger is allowed to talk (if only so she can laugh at him before killing him), but the one who showed him in is punished (or would've been if not for outside intervention) with his organs being removed.
  • Sinister Surveillance: Unbeknownst to the Oxventurers, she has been watching them in a scrying pool of some sort for the entirety of "Out of Order".
  • Take Over the World: Is revealed by The Order of the Blessed Lady from "Sect Appeal" that this is the purpose of her attempted army of Egbert clones, then the kidnapping and attempting to mutate townsfolk.
  • Vile Villain, Laughable Lackey: Though Liliana is intimidating, lacks any redeeming traits, is rarely played for humour outside of one or two moments, and has grander ambitions than most other villains in the campaign, her lackeys tend to be much stupider and amusing to compensate.
  • Vile Villain, Saccharine Show: Though the Oxventurers have faced villains of varying vileness, Liliana isn't played for laughs anywhere near as much as the others and the stakes always go up whenever she's involved.
  • Villainous Cheekbones: Her cheekbones are one of her most prominent features. Discussed when the Guild are looking at clouds and playing a game where they go "this cloud looks like X", with one of them comparing a slender cloud to her face.
  • Villain with Good Publicity: A smaller scale example: she founds a cult called the "Order of the Benevolent Lady" and manages to persuade most of those involved that her villainous actions are actually good. The Egbert clones in "Tower Rangers" also seem to be fond of her at first.
  • We Will Meet Again: Vows this at the end of "Spell Check".
  • Wham Shot: At the end of "Out of Order", as Johnny describes the visual of an Epic Tracking Shot to close out the story, the viewers are treated to official artwork of Liliana courtesy of their regular character artist Bendix, the only NPC to receive such a treatment.

     Vex 

Vex

Race: Human

A sadistic woodsman with necromantic abilities who hunts around the peak near Necropolis-on-sea. The Oxventurers are pointed in his direction by the Wizard Binbag, where they discover he uses necromantic magic to turn the animals he traps into his thralls.


  • Agony of the Feet: Dob melts his rapier through his foot.
  • Arc Villain: Turns out to be the "great evil" for "Peak Performance".
  • Bad People Abuse Animals: Played with. It's less of an issue that he kills animals, and more that he's wasteful and sadistic.
  • Beard of Evil: Grows a quite impressive beard that is interrupted at points by scarring.
  • Bears Are Bad News: One of the creatures he has on display is a bear, which he reanimates to serve as muscle in the fight with the guild.
  • Blatant Lies: The guy claims that the group are disrupting his livelihood, but it's clear he's not doing this to get by.
  • Bullying a Dragon: In retrospect, despite his gear and necromancy, pissing off the collective guild might not have been the wisest decision.
  • Covered in Scars: Zig Zagged Trope. He has an impressive beard, but quite a few scars impeding said beard.
  • Cruel and Unusual Death: The guy takes a lot of punishment before eventually snuffing it, though he deserved every second of it. He's set alight, whacked, restrained in a burning building, stabbed in the foot with a melting rapier to pin him to the ground, frozen and then smashed by the dragon.
  • Designated Villain: Played With and discussed In-Universe, Dob is hesitant to confront Vex initially, pointing out that utilizing wood from trees and meat from animals is just logical and necessary for a person surviving in the wilderness. Things change, however, when it becomes clear that he's a horrific sadist who likes hurting animals, and then essentially signs his own death warrant when he gloats about wearing Simon the wildcat as a pelt to Merilwen.
  • Didn't See That Coming: He was surprised to see a cat looking exactly like one he skinned hiding under his bed, though he remains calm throughout.
  • Egomaniac Hunter: Doesn't desperately care about a good fight or fair hunt, just enjoys taxidermy... even on sapient beings.
  • Evil Sounds Raspy: Johnny gives him a raspy voice to make him sound even more loathsome.
  • Human Popsicle: He gets frozen alive by the Dragon, but doesn't live much longer after this as he then gets smashed to pieces.
  • Hunting the Most Dangerous Game: He mostly taxidermies animals, but would happily do so to sapient beings if they get caught in his trap.
  • Jerkass: Calling this guy a dick is the nicest way you could describe him.
  • Karmic Death: Taunting Merilwen was a very dumb move. The guild brutalise him in retaliation, and she ends up sealing his fate, leaving him to burn alive inside the cabin... at which point the dragon shows up and he is helpless to flee, like many of his victims.
  • Kick the Dog: The trapping in general is pretty bad, but in possibly the nastiest moment in the show, he mocks Merilwen over her dead cat friend now being a hat, despite her giving it a burial.
  • Knight of Cerebus: One of the few villains without any comedic qualities. When he learns that Merilwen was once friends with the cat whose pelt he wears, he cruelly gloats in her face about it and then plans to inflict the same fate on the guild. This even hits the group in real life, as while some jokes are made during their fight, the party turn the snark down considerably in real life. The incident ends up leaving the guild taking a short break to get over it.
  • Literally Shattered Lives: His ultimate fate, courtesy of an adult white dragon none too pleased with the noise he was making.
  • Man on Fire: Egbert takes a combat round to kick him into an already on fire bear. And it works.
  • Mundane Utility: In a particularly horrifying version of this trope, he uses necromancy to bring back any animals that his traps kill; this isn't for food or sustenance, but out of his own twisted amusement.
  • Necromancer: A trapper who uses magic for his own twisted games.
  • Oh, Crap!: He understandably freaks out - in a particularly cathartic way - when the Dragon lands, finding himself blamed for the noise.
  • Rasputinian Death: He's set alight, whacked, restrained in a burning building, stabbed in the foot with a melting rapier to pin him to the ground, frozen and then smashed by the dragon. He had it coming, but ouch.
  • The Scapegoat: While his refusal to surrender definitely doesn't help, the Guild were partly to blame for the noise that awoke the dragon.
  • Shadow Archetype: To Merilwen. Both are wilderness survivors who practice magic, but whereas Merilwen is a Druid with a deep respect for nature, Vex is a necromancer who hunts for sport and uses animals wastefully.
  • Small Role, Big Impact: The guy didn't have much screen time, but made one hell of an impression in the process and traumatised the Oxventurers Guild into taking a break, also digging up a lot of trauma for Merilwen.
  • Smug Snake: The guy clearly basks in his dickery and believes himself more than competent enough to take the Guild on. He comes to regret this, especially when the brawl wakes up something much bigger and worse than himself.
  • Soft-Spoken Sadist: Rarely raises his voice, but clearly enjoys hurting others.
  • The Sociopath: Despite his limited screentime, Vex clearly doesn't give a damn about the feelings of anyone else, viewing all other living beings as either utility or sport.
  • Vile Villain, Saccharine Show: Though the Oxventure is vastly Denser and Wackier than other big name D&D campaigns, Vex is surprisingly humourless and seems like something out of a horror story, striking multiple emotional soft spots for the guild and especially Merilwen

     Spoilers for "Elf Hazard" 

Eroan

The elder of the elf-town where Merilwen was born. Initially seeming to be an upstanding citizen, he turns out to be far worse and is the Arc Villain for "Elf Hazard".


  • Ain't Too Proud to Beg: He begs for Merilwen to save him from the banshees after summoning them to kill her. It doesn't work.
  • And There Was Much Rejoicing: The village collectively rejoices when he meets his end at a bunch of banshees. Tellingly, Merilwen's mother openly calls him something in elvish that sounds suspiciously like the equivalent of "motherfucker" or Country Matters within minutes of him dying.
  • Asshole Victim: Death by banshee would be a cruel fate for most people. For Eroan? It's a deservedly ironic death, especially considering he inflicted it on so many other elves for the most trivial of reasons. Tellingly, his own village rejoices about his death once the danger's cleared. Notably, when Merilwen's parents offered him a bribe to ensure their daughter remained safe, Eroan refused it simply because he had everything he wanted.
  • Bitch in Sheep's Clothing: Initially appears to be an upstanding leader, if perhaps a tad bigoted because of the relative isolation of the town. In reality, he's a fanatic traditionalist and will happily have any dissenters or deviation from this punished by "banishment" which is a needlessly cruel death.
  • Cult: He runs the town like one, though it might not be immediately apparent.
  • Deadly Euphemism: His log just mentions that anyone given a brooch was "given the iron", or more accurately "marked for death".
  • Dirty Coward: He's all authority and cool headed until his own life is threatened, at which point he attempts to flee. When that fails, he begs for his life. This does him no good, considering he literally just tried to kill the party.
  • Disproportionate Retribution: Violate tradition? Not just banishment, or even a quick & painless death, but death by banshee (or something else).
  • Evil All Along: Initially appears to be an upstanding elder, but in reality he's banished any elf that refuses to stick to his tradition and sentenced (most, if not all of) them to death.
  • Fantastic Racism: He dislikes outsiders and seems to really have something against tieflings.
  • Hate Sink: Once his true nature is uncovered, all likeable traits of him vanish and he shows himself to be a coward and zealot who's condemned dozens of elves to death for petty reasons, nominally because of tradition.
  • Hoist by Their Own Petard: Killed by the very banshees he "summoned" with the iron brooch.
  • Karmic Death: Killed by the very banshees he "summoned."
  • Knight Templar: Rigidly devoted to tradition without compromise, and anyone who deviates from it? Death by banshee.
  • Nice Job Fixing It, Villain!: Inadvertently, summoning Merilwen and her friends to the village allowed them to end his reign of terror.
  • Non-Action Big Bad: When combat comes, he doesn't fight, just tries to flee.
  • Politically Incorrect Villain: Racist towards tieflings, at least. Though this initially appears to be just a result of him living in an isolated village, much like most of the elves who don't meet outsiders often and don't quite know how to react, the revelation of his being a zealous isolationist casts this in a much darker light.
  • Vile Villain, Saccharine Show: Laughs noticeably drop once his true nature is revealed.
  • Villains Want Mercy: He begs for Merilwen to save him from the banshees after summoning them to kill her. She refuses.
  • Villain with Good Publicity: Subverted. The entire village pretended to like him, but feared him in reality.

     Episodic and Minor Villains 

The Mechanical Beetle

Race: Construct

The Final Boss of "Wild, Wild Woods".


  • Feed It a Bomb: Egbert proposes this by hitting it in with a mace, and after Johnny agonises over whether this is possible he decides Mike has to roll a 20 to pull it off. One surprise crit later, the thing swallows a bomb and suffers serious damage.
  • The Heavy: Channail may be responsible for its creation, but it's the one doing the damage and only upon its destruction does Binbag think that the forest is saved.
  • Shout-Out: Unintentionally, Johnny admits he might have taken inspiration from Wild Wild West; Andy even attempts to rap the theme song, only for Johnny, as Binbag, to shout "NO".

Evil Dob

Race: Half-Orc

Dob's Evil Twin created as the Final Boss for An "Orc-Ward Encounter".


  • Ain't Too Proud to Beg: When Prudence is about to kill him, he asks if it's too late to surrender and even agree to a date, but Prudence is having none of it.
  • Curb Stomp Cushion: Though he mostly spends his time being beaten around, he does have the honour of being the only enemy to render a member of the Guild unconscious and at risk of death.
  • Evil Sounds Deep: Johnny voices him with a deeper voice than the original.
  • Evil Sounds Raspy: Downplayed, but there's a notable rasp to him.
  • Evil Twin: Created when Dob touches the MacGuffin, and even slightly stronger.
  • Feed It a Bomb: Egbert shoves a bomb down his mouth which inflicts a fair bit of damage.
  • Shock and Awe: Has a stronger version of Thunder Wave as one of his attacks.
  • We Hardly Knew Ye: Dies within twenty minutes of his introduction, and indeed his existence.

The Order of Keeping It Down

Race: Human

A holy order that occupy the town of Inkwater and enforce a policy of near-silence across the town. The main bad guys of "Quiet Riot".


  • 0% Approval Rating: Nobody in Inkwater likes them because they're extremely authoritarian and have disrupted daily life, including shutting down the local church. Corazón points this out when they're interrogating a captive member of the Order.
  • Agony of the Feet: At least two of them suffer this as a result of Merilwen's Meat Grinder.
  • Arc Villain: For "Quiet Riot".
  • Break the Haughty:
    • The first squad of them encountered start as arrogant and haughty, but a surprise trap soon has most of them in utter agony, and in one case, so terrified he doesn't even bother muffling his footsteps.
    • The Watch Commander is initially as snooty and unpleasant as the others, but once he is hypnotised by Egbert into shouting at the top of his lungs, ends up gasping in horror at what he's done, turns himself in for "heresy" (even calling the guards in on himself) and spends the rest of the campaign in shock.
  • Cruel and Unusual Death: One of them gets mutilated and impaled in "Merilwen's Meat Grinder", while another is savaged to death by Merilwen in bear form.
  • Does This Remind You of Anything?: A more comedic example than most; they seem to be a comedic combination of overzealous council regulations and easily-peeved neighbours making noise complaints, combined with a Paladin order. One wonders whether Johnny had some neighbour trouble before writing this campaign.
  • Disproportionate Retribution: Enforcing near-total silence is key, and anyone who breaks this is deemed a heretic and attacked; a watchman claims they started "knocking heads together" purely because someone accidentally broke this "no noise" rule and kept going until the town all gave in.
  • Fantastic Racism: Implied; it's mentioned by the crew that most of their number seem to be human, which makes it harder for Dob, Prudence and Egbert to infiltrate. Merilwen seems to get in just about fine.
  • Hypocrite: Averted in that they'll mostly try and stick to their silence rule even when in severe pain or terror. Played straight, however, when they admonish the Oxventurers crew for disturbing the Owlbear; at least two party members point out that the Order almost certainly brought it there and are just as much to blame.
  • Impaled with Extreme Prejudice: All but one man in an entire squad suffer this with various results.
  • Jerkass: The order is, to a man, extremely petty and arrogant, with the possible exception of the Watch Commander.
  • Knight Templar: To them, silence really is golden, and anything that disturbs the silence is heretical. The members are impossible to dissuade from their cause, which the Guild realise when interrogating a captive.
  • My God, What Have I Done?: After Egbert's Compelling Voice wears off, he's horrified for shouting and calls himself a heretic.
  • OOC Is Serious Business: The Order follow their rule of silence (or, at the very least, limited noise) very strongly even when in severe pain or at risk of death. When the last of them sees the results of Merilwen's trap, however, he just stares around in horror, mouths "this place is cursed" and just runs with no attempt to cushion the sound whatsoever.
  • Suddenly SHOUTING!: The Watch Commander, courtesy of Egbert's Compelling Voice and a careful whisper. He ends up being taken prisoner by the Order as well.
    Watch Commander: I'M THE WATCH COMMANDER! I LOVE MY JOOOOB!
  • Villain Has a Point: They try to claim this once the Owlbear arrives, saying that they enforced the rule for reasons like that. Nobody in the guild buys it, pointing out that the Order didn't just say what was happening and let things escalate to that point by being idiotic authoritarians.

Church of the Sea Mother

Race: Kuo-toa

A cult who worship Blibdoolpoolp, the Sea Mother, a false idol.


  • Fish People: Describes as such by the guild.
  • Hazy Feel Turn: They defect from the Sea Mother... but convert to Cthulhu.
  • Punch-Clock Villain: In a very literal manner, as Johnny describes that the guild watch as Iron clocks into the church with a sheet of smoked salmon.
  • Religion of Evil: Kidnaps innocent townsfolk in aid of the return of an item of their worship.
  • Underwater Base: Reside in an underwater temple formerly occupied by followers of Cthulhu. Naturally Prudence is not pleased.
  • Unfortunate Names: Even the Chuul admits that Blibdoolpoolp gathering followers despite how silly her name is a miracle in and of itself.

The Chuul

Race: Chuul

A huge undersea creature who worships Blibdoolpoolp, the Sea Mother, and along with a legion of Kuo-tia, occupies an abandoned undersea temple. The Chuul arranges a series of kidnappings in the town of Tanner's Folly.


  • Affably Evil: At least to Prudence, with whom he strikes up a chilled conversation while discussing abduction.
  • Arc Villain: For "A Fishmas Carol".
  • Bad Boss: Isn't overly concerned about his minions wellbeing.
  • Blue-and-Orange Morality: The Chuul sees no problem in kidnapping a series of townsfolk from Tanner's Folly as recompense for the theft of their pearl, and generally regards land-dwellers to be acting as one.
  • Curb Stomp Cushion: Despite dying painfully, it does have the honour of being the second antagonist to seriously wound one of the team, almost disembowelling Prudence.
  • Giant Enemy Crab: Or a Big Red Lobster Man, as Corazón describes him.

Mr Dunnican

Race: Human

A furniture manufacturer from Port Fairwind, and the Hidden Villain of 'Bad Chair Day'.


  • Complexity Addiction: Arranged a massacre by selling chairs made of cursed wood to a tavern so that the traditional Port Fairwind carpentry style would be forever associated with tragedy, in order for his avant-garde designs to become in-vogue.
  • Hidden Villain: Unintentionally, due to a misunderstanding between the players and the DM, he goes undiscovered as the villain up until moments before the end of the story where he walks up the Oxventurers, confesses and then surrenders.

Kobolds

Race: Kobolds

The antagonists of 'Brawl of the Wild', they are a group of Kobolds operating an illegal moonshine operation in the Deep Woods of Falmor, which turns out to be the cause of the rabies outbreak.


  • Asshole Victim: Though the Oxventurers are extremely vicious in dealing retribution to them, it's hard to feel sorry for them considering what their negligence resulted in.
  • Gargle Blaster: The moonshine they produce is so dangerous, it ends up literally blinding the grandparents of anyone who drinks it.
  • Lethally Stupid: Their extremely shoddy moonshine operation resulted in a triple digit death count in what is implied to be a matter of weeks or months.
  • Laughably Evil: Largely due to their stupidity.
  • Obliviously Evil: Presumably they're only brewing moonshine for money, but nonetheless resulted in a lot of death.
  • Small Role, Big Impact: Causing the spread of the green-foamed rabies led to a chain of events that resulted in Dob being reunited with his long-lost sister.

Giles Hawthorn

Race: Human

The Arc Villain of 'Heist Society'. The wealthiest man in the city of Rutherglen and owner of a coveted jewel known as The Emerald Tear.


  • The Collector: Murders his business partner and his wife to become the sole owner of the Emerald Tear and forcibly adopts the couple's daughter for seemingly no better reason than for the sake of possessing them.
  • Green-Eyed Monster: Pretty much his primary characteristic, from framing Horatio for stealing the Emerald Tear to murdering his business partner to acquire it in the first place.
    Giles: We have caught a criminal who was trying to rob me of my greatest treasure.
  • Implausible Deniability: Claims that he is not responsible for the stolen jewel "somehow" being located in a safe behind a painting of his face in his own.
  • Villain with Good Publicity: He's a respectable citizen, as far as most of the city knows. It might help that he has most of the guards in his pocket.

Jacques Darkfall

Race: Human
Class: Rogue

A man who robbed an apothecary in Barrow Springs and stole a wide variety of herbs to create a virulent poison known as the Pale Tincture. He plans on drugging the paladin order in Mistmire by poisoning their water supply.


  • "Awesome McCool" Name: Corazón certainly thinks so, and is upset he didn't use it himself.
  • Famous Last Words: "Why am I naked..."
  • Flynning: The style of swordsmanship Johnny describes is reminiscent of this.
  • French Jerk: Is voiced with a French accent, and his first instinct upon meeting "Chauncey" is to deride the interior decor of the area of the citadel containing the well.
  • Master Poisoner: He stole the ingredients to make the poison, not the poison itself. The apothecary owner contemplates that he'd have to know how to make it.
  • Mr. Fanservice: Johnny remarks that the man is incredibly handsome and has pecs for days.
  • Naked People Are Funny: Egbert commands him to strip, both for laughs and to lower his armour class.
  • Revenge Before Reason: Corazón offers to accept a surrender from him when it's clear he's on the receiving end of a Curb-Stomp Battle from the Oxventurers; he refuses and he is quickly disarmed by Egbert and Dob, then mauled to death by Bearilwen.
  • Riddle for the Ages: While his motive is Revenge against Le Dragon d'Or, it's not clear precisely why. The Order denies having killed any family or razed his village and are confused when asked why he might have wanted revenge against them.
  • Shadow Archetype: To Corazón. Are each an Agent Peacock with an "Awesome McCool" Name who fights with a rapier, but Corazón merely is an amoral opportunist with a heart of gold, wheras Darkfall is a plotting a conspiracy to commit mass murder.
  • Suicidal Overconfidence: Combined with Villanous Valour. He is rendered powerless within two rounds of combat but still refuses to yield to the Oxventurers.

The Stag Lads

Race: Human

The Quest Giver for 'Ship Happens'. A group of mad lads undertaking a complicated ritual to resurrect their imprisoned god. They approach the Oxventurers and pay them for passage on their ship and the catering of a party.


  • Affectionate Parody: Of British 'lad culture', much in the manner of 'The Order of Keeping It Down' seems inspired by overly zealous neighbours with noise complaints.
  • Ambiguously Evil: It's unclear how evil they actually are. They do resurrect a giant stag god from the sea, but they also pay their bill to the letter. They also don't even seem remotely bitter about their god's death.
  • Catch Phrase: "Lads. Lads. Lads. Lads."
  • Creepy Monotone: They seldom change their tone of voice, which adds to the cult vibe and the humour of their antics.
  • Epic Fail: They drink so much at one point that Johnny decides they all need a Constitution saving throw... For which he rolls them a natural 1 and decides they all pass out.
  • In Vino Veritas: They get tricked into spilling the beans by the Guild getting them drunk in a drinking game.
  • Kansas City Shuffle: Of a sort, The Oxventurers Guild suspect early on they're being deceived, but they don't suspect that the Oxventurers arranging their party itinerary is in service of their actual goal.
  • Saying Too Much: Accidentally let slip that they're attempting to release an imprisoned god during Dob's festivities.

Ladsencaldor

An apparent god imprisoned in the sea, worshipped by the Stag Lads.


McCluskey

Race: Human

The head of a bandit clan who terrorises the village in "Corn Ultimatum."


  • Big Bad Wannabe: Against a village he's a threat. Against the Oxventurers Guild, Rust-on-the-Harbour and a treant? They barely break a sweat tearing the camp down.
  • Karmic Death: The town he harassed douses him in highly flammable corn whiskey and set him alight.
  • Know When to Fold 'Em: He orders his men to stand down when they are clearly outmatched.
  • Man on Fire: His ultimate fate, being doused in corn whiskey and set alight inside a giant wicker man.

The Hunting Party

Race: Human/Elf/Goliath/Tiefling

A collection of "hunters" who are the Arc Villain group for "Hunter Pressure". They are a group of adventures who pay to hunt sapient prey. Their names are Orbo (goliath), Niamh (tiefling), Furio (human), and Ashlynne (elf), their leader is Rodrigo Bellforte.


  • Affably Evil: Most of them are actually oddly, genuinely polite, and one or two actually end up with a crush on the various party members. That doesn't change the fact that they are hunting people for sport.
  • An Axe to Grind: Ashlynne uses twin war axes.
  • Character Death: Orbo and Niamh are killed.
  • Destination Defenestration: Orbo is kicked out a window by Dob to his death.
  • Disproportionate Retribution: Niamh the tiefling doesn't try to kill the guild because they interrupted her hunt, or even that they killed the goliath Orbo. She tries to kill them because they destroyed one of the cakes the head chef was making.
  • Dumb Muscle: Their goliath member Orbo is... not the smartest of the gang. The gang manage to bluff half the group off by pretending Orbo's had a stupid accident, implying this is a recurring incident.
  • Female Gaze: The barbarian Ashlynne ogles Corazón's chest.
  • Flipping the Bird: Niamh does this to the party as she's dying painfully.
  • Good Old Fisticuffs: Furio is the greatest unarmed fighter in Geth. And he's got a killer handshake grip.
  • Hunting the Most Dangerous Game: Their whole schtick. Unfortunately for them, the Oxventurers Guild turn the tables quite quickly.
  • Husky Russkie: Orbo has a vaguely Russian accent, which Johnny briefly forgets and only remembers when Ellen/Merilwen tries to impersonate him.
  • Mugging the Monster: Though they wanted strong-willed characters to hunt, suffice it to say the Oxventurers were stronger than they could've prepared for.
  • No-Sell: They are immune to puns.
  • Planet of Hats: Discussed by Johnny when the high elf is introduced. High elves are typically seen as intelligent, scholarly folk. The high elf in this party is an axe-wielding lusty barbarian.
  • Scarily Competent Tracker: Niamh is apparently very good at tracking. And she does a lot of the killing.
  • Shaped Like Itself: Johnny describes one of the guests as "someone you definitely know is named Furio." Sure enough, that's his name.
  • Ship Tease: The high elf is attracted to Corazón when she seems him shirtless. By the end of the story he gives her his blood raven number if she wants to hook up.
  • Stereotype Flip: High elves are typically seen as intelligent, scholarly folk, whereas Ashlynne is an axe-wielding lusty barbarian.
  • With Friends Like These...: Furio and Ashlynn argue frequently.

Erasmus Symes

Race: Human

A dealer of allegedly magical artifacts who serves as an obstacle to the guild. The first villain of "Watch Out".

  • Disc-One Final Boss: The first foe the guild takes on, but not the main one.
  • Honest John's Dealership: Most of his "artifacts" are fakes or not as powerful as he claims.
  • Made of Plasticine: A weak kick kills him instantly. Andy, out of character, argues that if he's frail enough for a relatively light kick to end him, it should count as natural causes

Professor Shoelacey

Race: Human

A professor of magical antiquities at the Ransome Museum. He tasks the group to find a magical pocketwatch, but has a sinister agenda.


  • Affably Evil: He's polite and friendly, even when betraying the group. In fact, he takes manners damage when Merilwen gives him a vulgar gesture.
  • Disproportionate Retribution: He's a traitor and probably deserves to be killed, but Merilwen took the betrayal personally and cooked him incredibly painfully.
  • Evil All Along: He's the quest giver and actually intent on betraying the Guild, though Corazon wasn't surprised.
  • Immortality Seeker: His plan for the watch.
  • Night of the Living Mooks: He summons two mummies to help him.
  • Non-Action Big Bad: He's a professor, he's got no fighting prowess at all, and he relies on two mummies to do his dirty work.
  • Quest Giver: Assigns the pocket watch quest to the guild.

The blacksmith / werebear

Race: human / werebear

A blacksmith who turns into a werebear and has been trying to hide his condition.


  • Anti-Villain: While he's cursed, he doesn't actually want to hurt anyone, only to live peacefully. His attacking Prudence and inadvertently cursing her in turn is done in a panic and he later apologises.

Dana the tavern keeper

The episode villain for "Snow Mercy", and the scourge of the town's kobold population.


  • Disproportionate Retribution: Their entire vendetta against the kobolds comes from her anger at them establishing a tavern and taking away profits, because she wouldn't let them drink in her establishment in the first place.
  • Fantastic Racism: She really dislikes kobolds, although Dale points out she's not representative of the town as a whole. It later turns out this goes from "passive dislike" to "attempted localised genocide".
  • Hate Sink: A racist, murderous miser who refuses to accept their own faults and instead projects them onto others.
  • Karmic Transformation: Invoked; as punishment for what they did to the kobolds, the Oxventurers hit them with Egbert's transformation-mace until they turn into a lizardfolk.
  • Never My Fault: It never occurs to her that she only has herself to blame for the kobolds making their own tavern and helping siphon her business. Dana is incredibly rude to anyone else (even accounting for the Guild frustrating her), and the reason the kobolds made their own drinking hole is because they were barred from the already established tavern.
  • Vile Villain, Saccharine Show: Though not entirely devoid of comedy, mostly at expense of their age, Dana's abduction and murder of the kobolds, and her xenophobic views, aren't played for laughs.

Lasers and Feelings AU

    The crew of the Raptor 

Tropes relating to the crew of the ship in general:


    L 1 L1- 4 N 4 

Race: Artificial Intelligence

The Artificial Intelligence of the ship the crew commandeer, with its own agenda in mind. The alternate version of Lady Liliana.


  • Adaptational Comic Relief: Though still terrifying at points, L1L1-4N4 is not the Knight of Cerebus that her "main" series continuity counterpart is.
  • Big Bad: Though not the head of the civilisation/organisation she comes from, she fits the role as villain, trying to blackmail the crew into doing her bidding.
  • Expy: Though still based off Liliana, she takes inspiration from GLaDOS.

    Captain Binbag 

Race: human

The Captain of the Raptor.


  • Adaptational Wimp: Binbag in the series is a powerful wizard. In this, he's a normal human being.

     Captain Bismuth 

Race: human

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