Anselm Southey, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear white clothing when he does not wear armor. He carries with him a set of clubs, each one with a topaz on the hilt. He only wears one on his belt and the other on his back. His golden hair is drawn into a tight pony tail with a clover scrunchie. His green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is very quiet and rarely speaks above a whisper. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Born in the east to a Mayor, Anselm learned a great deal about his mother's area of expertise. At a young age his mother died while driving off some brigands. His father being the stubborn sort decided to stay and helped train him in club use. He has set out to sabotage the competition.
Motivation: Balancing his hectic life and new Mayor responsibilities is difficult; and a deep hatred of brigands
Ideals: Fighting, Optimist. Flaws: Shy. Bonds: In love, Job, Enemies. Occupation: Mayor
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 25 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Dwarven, Druidic
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp.
Drogo Dryden, Male Human [Permalink]
Personal [hide]
Description: He wears silk and lounges about seductively. He has a slight overbite and is overall scrawny. His black hair is cut short. His gray eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He believes the world needs to unite to get rid of illithids once and for all.
History: Raised by wardens he was only a novice when illithids swooped upon their monastery and killed most of the order. A serious injury left his mother unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm mother. Days after completing his studies, news broke out that his hometown was attacked by illithids. Drogo was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.
Motivation: He feels the way he acts is they only way to get by in the world.
Ideals: Impeccable. Bonds: Attractive, Enemies, Religious, Debt. Occupation: Dyer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 3 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 8 (-1) | 7 (-2) | 15 (+2) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Abyssal, Gnome
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 4 | 3 | 2 | 0 | 0 | 0 |
Possessions: Just what you see.
Reynard Kensley, Male Human [Permalink]
Personal [hide]
Description: This man wears a brown costume with the symbols of his god on his torso, and sports empty pouches on his belt. He sports a long blonde beard, and similarly colored long hair. His half smiles and hazel eyes are beguiling and draw you in.
Personality: Deceptive and manipulative this western guy figured out how to best use his charms to convince people to do what he wants. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: His father raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Reynard took refuge in the old dungeon and found the beat up rapier and armor he uses now. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: His religion dominates his actions; and his name or reputation has been wronged in the past by goblins, and he desires to right it
Bonds: Attractive, In love, Nature, Enemies, Religious. Occupation: Sculptor
Voice: Mousy voice
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 26 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 13 (+1) | 7 (-2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 60 pp. 1 Minor magic item.
Odo Reid, Male Human [Permalink]
Personal [hide]
Description: He is renowned for his bright brown suits and hats. He has a moderate pudge and is not very fit. His blonde hair is thinning but still full. He has gleaming, smiling gray eyes.
Personality: Deceptive and manipulative this northern guy figured out how to best use his charms to convince people to do what he wants. He misses his home and complains about the freezing weather, even in summer.
History: He served in the navy to pay for his family's outstanding loans. When Odo reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He has set out to sabotage the competition.
Motivation: Sabotage a competitor; and he is wracked by social anxiety
Flaws: Fearful. Bonds: Attractive, Immigrant, Military, Job. Occupation: Scribe
Voice: Russian accent
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 15 (3d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 6 (-2) | 13 (+1) | 17 (+3) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Undercommon, Halfling, Giant
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp.
Gerard Darlington, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His long chestnut hair reaches down to his waist. He has several tiny jet earrings on each ear.
Personality: Eccentric and domineering, Gerard will drive conversation. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: He was born several months after his father was called into army service. He helped his father out around the business and became quite the natural. He became a Sailor soon after.
Motivation: He is unsatisfied with his job.
Ideals: Extrovert. Bonds: Rich, Adventurer, Military, Job. Occupation: Sailor
Voice: Sensual and smooth
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 7)
Armor Class 10
Hit Points 60 (7d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d8+2, Ranged +3 / 2d8+0, Grapple +5
Possessions: 1200 gp. Gold and topaz bottle stopper cork (700 gp). Fire opal pendant on a fine gold chain (700 gp). Jeweled anklet (2000 gp). Large well-done wool tapestry (300 gp). 1 Minor magic item.
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