Don Bradshaw, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a tan vest with golden trim over his white shirt. His blue leather gloves and pants are well-kept, and his tan boots flare out at the collars. He has a small bristly mustache and wavy chestnut hair. His otherwise smooth face is marked with small tiny scars.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is able to make almost anything out of random pieces of junk.
History: Don lived on a farm with his father, near the main road leading to a nearby town. While studying, he fell in love. They married and had a daughter. He now spends his time doing works of charity.
Motivation: He wants to meet his childhood hero; and a need for knowledge about a nearby landmark
Ideals: Philantrophist, Gifted. Bonds: Family, In love, Adventurer. Occupation: Laborer
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 37 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 17 (+3) | 14 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Terran, Celestial
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 80 pp.
Kody Darby, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He sports brown clothing, slightly heavier than average wear. His long auburn hair is drawn into a two foot long braid. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He is not truly malevolent, but he is obsessed with dancing. He constantly tries to fill his life with dancing. A true patriot, Kody would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Dyer arts, while his mother instructed him in etiquette, music and courtly manner. He struck it rich when he found rare goods in large quantities. Since then, he has sought to make the best of life.
Motivation: He wants to meet his childhood hero; and wants to have a good time and be beloved
Ideals: Artistic, Optimist. Bonds: Military, Rich, Adventurer. Occupation: Dyer
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 7)
Armor Class 11
Hit Points 23 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 13 (+1) | 7 (-2) | 14 (+2) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Goblin, Orc
Attacks Melee +0 / 2d8-3, Ranged +4 / 2d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 2 | 2 | 2 |
Possessions: 400 gp. Obsidian (9 gp). Deep blue spinel (1300 gp).
Bertram Wesley, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is well dressed, constantly wearing a brown suit, black shirt, and yellow tie. He sports a long white beard, and similarly colored long hair. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He is frequently practicing swordplay.
History: He was raised in a forest tribe. 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. Bertram took refuge in the old dungeon and found the beat up greatsword and armor he uses now. He bought a greatsword and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His religion dominates his actions.
Ideals: Athletic. Flaws: Sensitive. Bonds: Military, Nature, Religious. Occupation: Navigator
Voice: Jittery and nervous
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 31 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 8 (-1) | 13 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Gnoll
Attacks Melee +2 / 2d4-1, Ranged +6 / 2d4+3, Grapple +3
Possessions: 400 gp. 1 Masterwork Common Ranged Weapon.
Adelard Kent, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears professional attire. His hair is red and curly. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Eccentric and domineering, Adelard will drive conversation. 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: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Adelard took refuge in the ruined castle and found the beat up monstrous two handed axe and armor he uses now. He now mingles about in high society.
Motivation: He is greedy; and he has money and likes to spend it
Ideals: Extrovert, Entrepeneur. Bonds: Attractive, Rich, Nature. Occupation: Gardener
Voice: Sleepy voice
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Halfling, Infernal
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 200 gp.
Ralf England, Male Human [Permalink]
Personal [hide]
Description: He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He carries a battered shield and tarnished sai as well. He has blonde hair. His skin is flawless and his gray eyes scan people very quickly.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. In his youth he was a Mayor, and wanted to be a champion fighter when he grew up. He was working during a period of war, and as one of the natives he lived in fear of joining the others in being slaughtered. He saw the brutality and swore off his fighting aspirations, taking his younger brother on his back after seeing his parents die, and fled the country. He saw the violence of war and the aftermath so he converted to religion and dedicated himself to non-violence.
Motivation: To prove his worth to the world; and his religion dominates his actions
Ideals: Fighting. Flaws: Antagonistic, Impulsive, PTSD. Bonds: Attractive, Religious. Occupation: Knight
Voice: Spits words with contempt
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 24 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 12 (+1) | 8 (-1) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 |
Possessions: 600 sp. Gold dragon comb with red garnet eye (800 gp).
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