Trey Tickle, Male Human [Permalink]
Personal [hide]
Description: He has a missing left arm. He has the majority of his body covered in plate. His brown hair is cut jaggedly and amateurishly. His green eyes are slightly larger than normal.
Personality: He is mildly Human supremacist, though he does not identify as such. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: He was raised in a white middle class family as the only child. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. During his travels, Trey and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Trey discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Trey fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: A strong sense of loyalty to Human people; and he is content
Flaws: Racist, Impulsive, Mundane. Occupation: Dilettante
Voice: Gruff and masculine
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 22 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 9 (-1) | 16 (+3) | 15 (+2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Druidic, Auran
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 4 | 2 | 1 |
Possessions: 10 pp.
Geoffrey Mori, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears baggy black pantaloons and a white scarf. He keeps his auburn hair in a pixie cut. He has a tattooed face.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: A powerful slaver made him what he is. A few years later when the south was not economically sound they moved to his current location. He moves from town to town, unable to find a place to settle.
Motivation: He is terrified, and will act out of fear.
Ideals: Optimist. Flaws: Fearful. Bonds: Poor, Mentor, Immigrant. Occupation: Banker
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 38 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 12 (+1) | 16 (+3) | 16 (+3) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Halfling, Gnome, Terran
Attacks Melee +2 / 2d4-1, Ranged +4 / 2d4+1, Grapple +1
Possessions: 200 gp. Moonstone (60 gp). Azurite (14 gp). Malachite (14 gp).
Ernest Atterton, Male Human [Permalink]
Personal [hide]
Description: He is dressed in an above average manner, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'9" when asserting himself. His hair is black and curly. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. 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-sister.
History: Born in a small village he learned the ways of the warrior from his father. Ernest liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Ernest fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Marry his sister to traveling adventurers; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Cynical. Bonds: Attractive, Family, Nature. Occupation: Shepherd
Voice: Switch between two voices
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 28 (5d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 9 (-1) | 9 (-1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
Possessions: 3000 sp.
Gilbert Brownrigg, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he wears a grey cloak and cross-gartered blue stockings. His hair is greying and his face has many wrinkles. His violet unseeing eyes seem to look past you.
Personality: Deceptive and manipulative this eastern guy figured out how to best use his charms to convince people to do what he wants. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Obtaining odd cultural Human artifacts is his passion; and to get a good night's sleep
Ideals: Philantrophist. Flaws: Disease, Insomniac. Bonds: Attractive. Occupation: Seamstress
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 36 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 17 (+3) | 9 (-1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 500 gp. Sardonyx (40 gp). 1 Minor magic item.
Trym Shelly, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He wears dark leathers with embroidery. His golden hair is long and unkept. He wears round tiny glasses practically rammed into his face.
Personality: He dislikes all the random violence that takes place in the south. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Trym was born into a poor family. Growing up, he dreamt of becoming a Warlock, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Warlock in service of a powerful lord somewhere. He found a children's book about a Human Warlock 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. He is searching for what he claims is his rightful reward.
Motivation: A need for knowledge about a nearby landmark; and he desires power and/or immortality
Ideals: Pacifist, Entrepeneur. Flaws: Ugly. Bonds: Poor, Adventurer. Occupation: Layabout
Voice: Dark and ominous
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 18 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 8 (-1) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 2 | 2 |
Possessions: 100 gp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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