Diggory Cotton, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'4". He prefers to wear flannel, and his gloved hand is found clutching a bastard sword. He has no hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He snorts whenever he laughs or is feeling confident. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Diggory took refuge in the old dungeon and found the beat up bastard sword and armor he uses now. After a long history of fighting, Diggory and his spouse have recently divorced.
Motivation: Sabotage a competitor; and balancing his hectic life and new marshal responsibilities is difficult
Ideals: Joker. Flaws: Ugly, Antagonistic. Bonds: Nature, Job. Occupation: Marshal
Voice: Creaky witch voice
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 26 (5d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 12 (+1) | 8 (-1) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +3
Possessions: 800 gp. Blue quartz (14 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Reynard Walpole, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'4". He likes to wear ponchos typically of a light green in addition to tight pants. His hair is silver and curly. His eyes are amber and catlike.
Personality: He snorts whenever he laughs or is feeling confident. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He was born in a small desert village. In his 14th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He has gone from town to town working and never settling down anywhere, but has fallen for a local Butcher. He hasn't told them the truth, but wants to settle down with them.
Motivation: Wants his loneliness to end; and wants a kiss
Flaws: Fearful. Bonds: Nature, Has a crush. Occupation: Blacksmith
Voice: Boston accent
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 49 (8d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 13 (+1) | 14 (+2) | 17 (+3) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Infernal, Elven, Sylvan
Attacks Melee +2 / 2d10-1, Ranged +4 / 2d10+1, Grapple +1
Possessions: Solid gold idol (1000 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Cory Peyton, Male Human [Permalink]
Personal [hide]
Description: He wears tattered old clothes. He carries with him a set of sickles, each one with a amethyst on the hilt. He only wears one on his belt and the other on his back. His red hair is cut short. His eyes are likewise gray. His teeth are yellowed and unaligned.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. He does suffer from mild PTSD, and the sight of orcs may trigger it at times.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Miller arts, while his mother instructed him in etiquette, music and courtly manner. He has chosen to use the inheritance that was left to him frivolously. He has built up a small fortune and can afford his own way.
Motivation: He is greedy; and several ex partners dislike his way of doing things and want revenge
Ideals: Fighting, Optimist. Flaws: Ugly. Bonds: Enemies, Rich. Occupation: Miller
Voice: Smooth and feminine
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 21 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 15 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 6 |
Possessions: Just what you see.
Henry Wakefield, Male Human [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. His tied-back hair is blonde. His gray eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: A deeply religious man he believes everything happens for a reason. He invites people to come help in his community garden.
History: The child of northern immigrants he idolized his father. Henry 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. He left for the north, certain he would find work there.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Philantrophist. Bonds: Attractive, Religious, Immigrant, Nature. Occupation: Body Guard
Voice: Breathy voice
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 7)
Armor Class 13
Hit Points 32 (7d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 16 (+3) | 10 (+0) | 11 (+0) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +6 / 2d8+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 1 | 0 | 0 | 0 |
Possessions: 4000 sp. Gold and topaz bottle stopper cork (1000 gp). 1 Minor magic item.
Ernest Bradshaw, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he tends to wear a black poncho over his likewise colored trousers and shirt. His golden hair is heavily combed to the right. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Ernest lived on a farm with his mother, near the main road leading to a nearby town. He went to a religious school and was inspired by the priests there in charitable deeds. He has since lost track of the people in his past.
Motivation: Doesn't want to be a Marshal and was forced into it by his family; and to reunite with his absent mother
Flaws: Sensitive. Bonds: Attractive, Enemies, Family, Religious. Occupation: Marshal
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'2") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 26 (4d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 18 (+4) | 9 (-1) |
Senses Passive Perception 14
Languages Common, Gnoll, Auran
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 400 gp. Moss agate (15 gp). Hematite (15 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.
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Their contribution stands as a beacon of hope for all adventurers!

