Dustin Yardley, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears rags and sports a simple walking cane. Sporting a golden mohawk and bushy mustache this man's hair draws a lot of attention. His eyes are a pleasant brown.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: Gifted from a young age, Dustin studied abroad. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He was granted divine powers by his dying sister.
Motivation: Retire the richest man in the north.
Ideals: Opinionated, Fighting, Gifted, Entrepeneur. Bonds: Poor, Nature. Occupation: Shipwright
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 41 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 16 (+3) | 9 (-1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 5 | 3 |
Possessions: 100 gp. White pearl (160 gp). Citrine (40 gp). 1 Minor magic item.
Theodoric Acton, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many black ritualistic tattoos. He prefers to wear tan clothing when he does not wear armor. With bright black hair and a scraggly beard. His green eyes peer out from beneath his deerstalker tan hat.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He always tries to repair and not replace. It was this mentality that drove him into the Fisher business.
History: Gifted from a young age, Theodoric studied abroad. Through the years after Theodoric was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Theodoric's mother didn't care for him much, and the feeling was mutual. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: To find somewhere to settle down; and he is content
Ideals: Impeccable, Persistence, Gifted. Flaws: Antagonistic, Mundane. Occupation: Fisher
Voice: Rolls R's
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 9)
Armor Class 14
Hit Points 15 (9d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 19 (+4) | 9 (-1) | 14 (+2) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Giant, Auran
Attacks Melee +5 / 3d4+2, Ranged +7 / 3d4+4, Grapple +4
Possessions: 180 pp. An elaborate, whalebone scrimshaw carving of intertwined orbs, each showing the legend of creation story (20 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Roland Barclay, Male Human [Permalink]
Personal [hide]
Description: He wears many layers of old clothing at all times. He wears his silver hair up in a very large beehive style do. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. 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 remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He wants nothing more than to rejoin the army; and he's looking for his big break
Flaws: Ugly, Emotional, Shy. Bonds: Poor, Military, Mentor. Occupation: Spice Merchant
Voice: Old thin voice
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 9)
Armor Class 13
Hit Points 55 (9d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 15 (+2) | 14 (+2) | 9 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common, Ignan, Abyssal
Attacks Melee +3 / 3d4+0, Ranged +6 / 3d4+3, Grapple +7
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 900 gp. Carnelian (50 gp). Fiery yellow corundum (600 gp). Brown-green garnet (120 gp). 1 Minor magic item. 1 Minor magic item.
Richard Harley, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears loose pants and a collared shirt complete with sweater beneath his coat, and is pretty ugly. He has dyed his greying auburn hair a little too much giving a sharp auburn color. His eyes are likewise blue.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born on a small isolated farm. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Richard took refuge in the ruined castle and found the beat up greataxe and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Philantrophist. Flaws: Ugly, Insomniac. Bonds: Religious, Nature. Occupation: Spy
Voice: Shortens vowels
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 19 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 11 (+0) | 15 (+2) | 14 (+2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Gnome, Druidic
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 400 gp.
Gerard Nash, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely brown suit with tan socks and a vest with buckled shoes, and carries sais. His long auburn hair reaches down to his waist. His brown eyes dart from person to person.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He was born at the edge of vast plains. His first spouse was a Bricklayer, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. He bought a sai and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Doesn't want to be a Miller and was forced into it by his family; and to reunite with his absent father
Ideals: Fighting, Optimist. Bonds: Enemies, Nature, Family. Occupation: Miller
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 6)
Armor Class 9
Hit Points 28 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 11 (+0) | 15 (+2) | 4 (-3) | 12 (+1) |
Senses Passive Perception 7
Languages Common, Auran, Gnoll
Attacks Melee +3 / 2d6+0, Ranged +2 / 2d6-1, Grapple +0
Possessions: 200 gp. Fiery yellow corundum (600 gp). Coral (160 gp). Carnelian (80 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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