Follow TV Tropes


Characters / Outside Xbox

Go To
Left to Right: Dob, Prudence, Egbert, Corazón, and Merilwen
This is a character sheet primarily for the characters in the Oxventure Dungeons & Dragons games. For tropes relating to the Outside Xbox and Outside Xtra cast as they appear in other videos, go to Outside Xbox.

    open/close all folders 

Heroes and Allies

     The Oxventurers Guild 

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 Leon, a Loveable Rogue and human pirate, Prudence, the tiefling warlock and Cthulhu worshipper, Merilwen, the elven 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.

Tropes applying to the party in general:

  • 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.
  • 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.
  • 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.
  • Hero with an F in Good: All of them bar Prudence do at least try to do the right thing, but with limited results.
  • 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.
  • 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 an unlikely hunting party, but what the hey!
  • 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'll not aim for lethal force by default but will use it if necessary.
  • Took a Level in Badass: Twice 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).
  • True Companions:
  • Violation of Common Sense: Most of the time, their plans on 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, hitting lit bombs with maces. However, creativity (and good dice rolls) often end up making the plans work.
  • Vitriolic Best Buds: Despite all having their differences, the group are a surprisingly steadfast group of friends and adventurers.

Corazón de Leon / de Ballena // Percival Milquetoast, the Human Rogue

Played by: Andy Farrant
Race: Human
Class: Rogue (Arcane Trickster)

A roguish pirate that, in Andy's own words, has more ego than he does talent. "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.

  • Anti-Hero: Unscrupulous Hero. He'll do the right thing most of the time, but isn't above robbing or murder.
  • 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.
  • 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.
  • 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 also calls her out when she kills a captive goblin to scare the other one into giving her information.
  • Heart Is an Awesome Power: As it turns out, the magical ability grease is quite useful when you're trying to sneak past a rusty door, or set traps.
  • 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.
  • Kleptomaniac Hero: He's a pirate, so of course he tries stealing things constantly.
  • Lethal Harmless Powers: His "grease" spell may sound useless, but as "Quiet Riot" proves, it is very effective for traps.
  • Master of Disguise: Gains use of the spell "Disguise Self" at Level 5.
  • 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."
  • 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 Live It Down: In-Universe. Merilwen isn't that keen to let him forget him kicking a chicken in the gang's first adventure.
  • 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.
  • 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 reigning 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.
  • 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.
  • 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; indeed, initially, nobody really seems to know him despite his believing everyone should know him. While 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. It remains true in one key sense, however; he remains convinced that he's the leader of the team and the coolest, most capable and indispensable member of the team, when in fact he's basically a normal guy with a sword, a silver tongue, a nice coat and an over-inflated opinion of himself surrounded by powerful magic users who could utterly wipe the floor with him.
  • Super Reflexes: Corazón gains the Rogue ability 'Uncanny Dodge' ability in between "Spell Check" and "Out of Order".
  • 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.
  • 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!

Prudence, the Tiefling Warlock

Played by: Jane Douglas
Race: Tiefling
Class: Warlock (Pact of the Tome)

A Tiefling Warlock that serves as the Token Evil Teammate to the Oxventurers guild, Prudence is the magical expert of the crew. Abandoned as a child, she was adopted and given the name "Prudence" as a cruel joke. Openly serves Cthulhu.

Dob, the Half-Orc Bard

Played by: Luke Westaway
Race: Half-Orc (it is not specified what the other "half" is)
Class: Bard (College of Valor)

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.

  • 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.
  • 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.
  • The Lancer: His role in the group.
  • Never Live It Down: In-Universe, 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.
  • 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.
  • Parental Abandonment: Both his parents disappeared when he was little, leaving his sister to raise him.
  • 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.
  • The Power of Rock: His being a Bard, this is a given.
  • Refuge in Audacity: In "Plunder Siege", he decides on the spur of the moment to trick the leader of some obnoxious, aggressive and idiotic brigands into sharing a flagon of stew, just after said leader had made it clear that if they tried passing through, they'd risk death. Johnny decides that he'll allow it because "[the leader of the brigands] has no idea what you're doing, and frankly, neither do I". The result is one brigand leader being transformed into a goblin. His attempt to convince the brigands that they were secretly infiltrated by goblins, however, doesn't work.
  • Shock and Awe: His "Thunderwave" spell.
  • 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 

Merilwen, the Wood Elf Druid

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

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: Especially as she goes along.
  • Bad Powers, Good People: Learns the cantrip "Poison Spray" at Level 5.
  • Bears Are Bad News: As of "Quiet Riot", she can morph into a bear which she uses for combat.
  • Berserk Button:
    • Animal cruelty. She still hasn't forgiven Corazón for kicking a chicken, even after he made some effort to shoo it away despite it pecking him.
    • 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.
  • 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.
  • The Heart: The most morally upstanding member of the crew. Goes into Morality Pet 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, 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.
  • Kindhearted Cat Lover: Loves cats, and can morph into one.
  • Never Live It Down: In-Universe.
    • 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.
  • Nice Girl: A kindhearted wood-elf.
  • 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.
  • 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".

Egbert the Careless, the Dragonborn Paladin

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

A Dragonborn paladin 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 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.

  • 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.
  • 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, but Egbert's well-read 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.
  • Dumb Muscle: Downplayed. He's not stupid, but has negative modifiers for Wisdom, which means he sometimes misreads situations badly.
  • Epic Fail:
    • 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.
  • Gentle Giant: An enormous Dragonborn Paladin with a heart of gold (mostly).
  • Hero with an F in Good: Egbert does truly try, 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.
  • 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.
  • 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 intervene.
  • Persona Non Grata: Is unwelcome in Mistmire until he's found his atonement. This leads to him returning in "Out of Order" in a seahorse.
  • Playing with Fire: Breathes it as an effective weapon.
  • 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.

     Allies - Temporary Party Members 

Folder for the various allies that join the team in their adventures.

The Spicy Rat

Race: Human (turned into a rat against his will)

The son of a local wealthy man, who gets turned into a rat by M. Channail's elixir. The team take him as a pet for the "Spicy Rat" caper and seek to turn him back into a human.

  • Baleful Polymorph: Drinking the miracle elixir turns him into a rat. Dob offers him the chance to stay in said form, but he demands to be turned back.
  • Cassandra Truth: The result of the Oxventurers crew trying to persuade his dad that he's been turned into a rat by an elixir; Arlo assumes they're taking the piss and turfs them out.
  • Distressed Dude: Arlo, his father, assumes he's been kidnapped. The truth is a bit more complex than he imagined.
  • "Well Done, Son!" Guy: His father clearly does love him but thinks he's a "perennial disappointment".

The Wizard 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, 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.
  • Quest Giver: For "Wild, Wild Woods", and later on for "Brawl of the Wild".

Alfred Strangetide, the Archaeologist

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.
  • 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.
  • The Load: Especially as a baby.
  • Quest Giver: For "An Orc-Ward Encounter".

Flannery the Jester

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.
  • 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.


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-ish 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.

Yetta Lagg

Race: Human

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

The Professor / Suzette

Race: Half-Orc

A mysterious person wearing a leather hazmat suit, trying to find out what's driving the animals in the forest insane. She's later revealed to be Dob's long-lost sister Suzette, who has dedicated her life to finding a cure for rabies.

  • 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.
  • Ambiguous Gender: Their suit covers their entire body, including face, and muffles their voice to the point of being unintelligible.
  • Big Damn Reunion: Once she reveals her identity, she and Dob immediately hug for a good ten minutes.
  • 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."
  • 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.
  • Walking Spoiler: Is revealed to be Dob's sister fairly early on into "Brawl of the Wild", providing new context to the mission they were hired for.

Christopher Englebert XVII

Race: Human

A guard working in Lady Lilliana'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.


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 Lilliana.

     Allies - Other 


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.
  • 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.
  • Quest Giver: For "A Fishmas Carol".

La Vache Mauve

A giant bovine-esque deity worshipped by Egbert.

  • 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, appears to care much for Egbert's wellbeing. Even telling Egbert that his pain causes itself pain.
  • Quest Giver: For "Out of Order".


Villains and 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.
  • Arc Villain: For the "Spicy Rat" caper. He's also responsible for "Wild, Wild Woods" (though completely offscreen) 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 .
  • 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.
  • 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.
  • 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".

     Joyful Damnation Crew 

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 - and minor members

  • 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 Curse Of The Black Pearl.

Captain Panniers

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

  • Curb-Stomp Battle: On the receiving end of one from Dob, who knocks him overboard.
  • 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 won'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.
  • Never Live It Down: In-Universe. Despite not even having curly hair any more, the name has apparently stuck since his first day of school.

     Spoiler for "A Spot of Bother" 

Lord Milquetoast

Race: Human

Lord Milquetoast, AKA Corazón's father, 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. 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.
  • 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.
  • 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.
  • 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.

     The Metallic Beetle 

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".


     Spoiler for "An Orc-Ward Encounter" 

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.
  • 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.

     The Order of Keeping It Down 

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.
  • O.O.C. 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.
  • 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 

Church of the Sea Mother

Race: Kuo-toa

A cult who worship Blibdoolpoolp, the Sea Mother.

  • Fish People: Describes as such by the guild.
  • 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

     Spoiler for "Stop! Hammer Time" 

Ethilfrith's Chosen

Race: Skeleton

A legion of sixty skeletons 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.

  • 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".
  • Dem Bones: Long since reduced to animated skeletons.
  • 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.
  • Literal Genie: Played With, they seem to interpret Dob's instructions with as much collateral damage as possible, irrespective of his specifications.
  • Moral Event Horizon: They end up butchering a fair amount of orphans to create a adhesive for the orphanage they begin building at Dob'd request.
  • Obviously Evil:
    Corazón: It's like these skeletons we found in a crypt are bad or something.
  • Obliviously Evil: Consider themselves to just be ordinary workers, in spite of the destruction they cause.
  • 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.

     Lady Lilliana 

Lady Lilliana

Race: Drow (Dark Elf)
Class: Sorcerer

An enigmatic and malevolent sorceress, Lady Lilliana runs a sinister underground operation beneath a tavern known as 'The Scratchy Parchment', wherin she uses advanced arcane means to syphon magic from imprisoned spellcasters, and to steal "interesting organs" from relevant subjects. Though her mechanism is heavily damaged, Lady Lilliana survives and vows to see the Oxventure Crew again.

  • Arc Villain: Seems set to become the Oxventure Crew's new recurring foe after their defeat of M. Channail.
  • 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.
  • Evil Sorceress: Specifically describes as a sorceress, though it remains to be seen if this is a general term or correlates to the D&D Class.
  • Knight of Cerebus: The most powerful foe that the Oxventure crew have yet faced, and one of the first decidedly not played for laughs as much as possible.
  • 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.
  • Organ Theft: Steals Egbert's draconic kidney for some unknown purpose.

Neutral Characters

Characters that fall neither under guild member / ally or "villain" territory.

     Lady Fyengeh 

Lady Fyengeh

Race: Human

The Quest Giver for "Quiet Riot", who 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".

    The Duke of Redcastle 

The Duke of Redcastle

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.

     Katie Delacourt/Pearlhead 

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 "The 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.

How well does it match the trope?

Example of:


Media sources: