Norman Hadleigh, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears clothing that is held on in multiple layers but all of it is in poor condition. His chestnut hair is styled in orderly dreadlocks. His blue eyes lackadaisically let the world flow into them.
Personality: Norman is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He uses divination through singing.
History: He was born at the edge of vast desert. Over the years he perfected his riding and shooting skills. He has never given up on his music dream.
Motivation: He is terrified, and will act out of fear.
Ideals: Extrovert, Gifted. Bonds: Poor, Attractive, Nature. Occupation: Sellsword
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 5)
Armor Class 9
Hit Points 44 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 9 (-1) | 13 (+1) | 7 (-2) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +2 / 2d4-1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 800 gp.
Trym Marlee, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely black suit with pastel socks and a vest with buckled shoes. His brown hair is kept up in a ponytail inside a wide-brimmed hat. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: Trym wants to be seen as a stoic, levelheaded, noble Paladin, so he tries to act the part. He does a good job, for the most part... A friendly and beautiful Human, he is rarely seen without a few beauties around his arms. Though a playboy in all rights, he is no lame duck.
History: Born in the north to a Apothecary, Trym learned a great deal about his father's area of expertise. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He struck the Apothecary job and began his own company from there.
Motivation: Revenge; and further expansion of business
Ideals: Disciplined. Bonds: Attractive, Job, Mentor, Enemies. Occupation: Apothecary
Voice: Uses sign language
Attributes [hide]
Medium (5'7") Human, Lawful Neutral (CR 5)
Armor Class 10
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 15 (+2) | 18 (+4) | 11 (+0) | 7 (-2) |
Senses Passive Perception 13
Languages Common, Aquan, Terran, Orc, Goblin
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: 100 gp. Deep blue spinel (1500 gp). Aquamarine (1500 gp). Onyx (80 gp). Emerald (500 gp). 1 Minor magic item.
Adelaide Hailey, Female Human [Permalink]
Personal [hide]
Description: This late middle aged woman wears long strands of emerald and short black dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths and is in decent physical shape. Her hair is always cut to a buzz. Her hazel eyes dart from person to person.
Personality: She speaks before she thinks and is too direct. She is underhanded and not above using her wealth and body to get others to do her bidding.
History: Adelaide hails from a village terrorized by brigands. When she was little, her rather wealthy family often ventured across the plains to a summer home near a large cave. She would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Adelaide took refuge in the large cave and found the beat up warhammer and armor she uses now. She leaves a trail of broken hearts and full pockets wherever she goes.
Motivation: Someone believes her a fraud; and her name or reputation has been wronged in the past by brigands, and she desires to right it
Flaws: Impulsive. Bonds: Rich, Attractive, Enemies, Nature. Occupation: Detective
Voice: Jamaican accent
Attributes [hide]
Medium (4'11") Human, Neutral Good (CR 5)
Armor Class 8
Hit Points 36 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 6 (-2) | 14 (+2) | 14 (+2) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Dwarven, Giant
Attacks Melee +3 / 2d4+0, Ranged +1 / 2d4-2, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 700 gp. Violet garnet (600 gp). Zircon (80 gp).
Rohesia Hamilton, Female Human [Permalink]
Personal [hide]
Description: This woman is moderately tanned and has just the faintest trace of an accent. She wears well tailored gowns and hats with beautiful decoration. She is almost always dressed for an outing in high society. She wears her silver hair down. Her amber eyes are slightly larger than normal.
Personality: She is business-like. She takes instructions and follows them to the letter. She claims to be unscrupulous but at the end of the day she will do what she thinks is right.
History: She grew up in a lower middle class home, but living comfortably wasn't enough. A few years later when the east was not economically sound they moved to her current location. She moves from town to town, unable to find a place to settle.
Motivation: She seems to be bored by most things; and she is content
Ideals: Professionalism, Justice. Flaws: Mundane. Bonds: Rich, Immigrant. Occupation: Adventurer
Voice: Low range voice
Attributes [hide]
Medium (5'11") Human, Neutral Evil (CR 5)
Armor Class 11
Hit Points 32 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 12 (+1) | 13 (+1) | 13 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Undercommon
Attacks Melee +1 / 2d4-2, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. Jasper (40 gp).
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