Tim Hornsby, Male Human [Permalink]
Personal [hide]
Description: He wears a robe, a symbol of his god around his neck, and a warhammer on his belt. He sports a flattop hair cut. His hazel eyes have a joyful gleam in them most of the time.
Personality: Deceptive and manipulative this western guy figured out how to best use his charms to convince people to do what he wants. He disdains his fellow westerners, claiming they make him look unintelligent just for using an accent.
History: Born to a Cartwright, his mother struggled to pay the bills. When he was little, his rather wealthy family often ventured across the forest to a summer home near a ruined castle. He would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Tim took refuge in the ruined castle and found the beat up warhammer and armor he uses now. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting. Bonds: Attractive, Immigrant, Poor, Nature. Occupation: Spy
Voice: Australian accent
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 34 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 11 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Gnoll, Druidic
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: Bloodstone (50 gp).
Henry Kendal, Male Human [Permalink]
Personal [hide]
Description: He is wearing colorful clothing, dressed as a Tanner, and he perpetually has his bow ready. He wears his white hair down. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He always tries to repair and not replace. It was this mentality that drove him into the Tanner business.
History: Born in a small village he learned the ways of the warrior from his father. He found a children's book about a Human Paladin who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he is unsatisfied with his job
Ideals: Fighting, Persistence. Flaws: Antagonistic. Bonds: Adventurer, Family, Job. Occupation: Tanner
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 10 (+0) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 3000 sp. Alexandrite (800 gp). Jet (160 gp).
Agnes Abram, Female Human [Permalink]
Personal [hide]
Description: This exceptionally lanky woman is constantly adorned with expensive silk clothing, often dyed in bright green and grey, and wears rings and necklaces with large, colorful gems. Her chestnut hair is thinning but still full. Her face is covered beneath a completely black helmet.
Personality: Here is a woman who knows she is the smartest in the room. She talks down to others constantly. She keeps company with all sorts of races to see how they think and challenge minds foreign to her own.
History: When she was but 4 years old her parents immigrated from the south. Aside from being a slave or a gladiator, there isn't much legitimate work for Humans in Agnes's homeland. Agnes decided to take the middle way and become a bodyguard. She now mingles about in high society.
Motivation: She is greedy.
Ideals: Impeccable, Gifted, Fighting. Bonds: Rich, Immigrant. Occupation: Sellsword
Voice: Spanish accent
Attributes [hide]
Medium (5'0") Human, Lawful Neutral (CR 5)
Armor Class 11
Hit Points 25 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 9 (-1) | 10 (+0) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: Just what you see.
Drogo England, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He is typically in his Shipwright uniform. His chestnut hair is drawn into a tight pony tail with a butterfly scrunchie. He wears large thick round spectacles.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He is fiercely devoted to his father, and views his father's ex-spouse as an evil person for separating him from his legal half-brother.
History: He was born on a small isolated farm. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Drogo took refuge in the old dungeon and found the beat up whip and armor he uses now. He left for the north, certain he would find work there.
Motivation: To be a Cartwright again.
Ideals: Persistence. Bonds: Job, Immigrant, Family, Nature. Occupation: Shipwright
Voice: Gruff and masculine
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 37 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 16 (+3) | 13 (+1) | 7 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 400 gp. Chalcedony (80 gp).
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Their contribution stands as a beacon of hope for all adventurers!

