Richard Merton, Male Human [Permalink]
Personal [hide]
Description: He wears grey trousers with green and black striped suspenders. He wears various colorful collared shirts, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'1" when asserting himself. His hair is black and curly. His eyes are blue and he is always smoking a pipe.
Personality: Prone to second guessing himself, he comes off as nervous. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Born in the north to a Assassin, Richard learned a great deal about his father's area of expertise. He was an apprentice working in his father's forge. He has never given up on his painting dream.
Motivation: Revenge; and he is unsatisfied with his job
Ideals: Extrovert, Artistic. Flaws: Shy. Bonds: Job, Enemies. Occupation: Assassin
Voice: Uses sign language
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 4)
Armor Class 12
Hit Points 31 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 12 (+1) | 7 (-2) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 1 Minor magic item.
Drogo Harlan, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is renowned for his bright black suits and hats. He wears a feathered hat to hide his balding. He is very pretty but has cold, dead eyes.
Personality: He is calm most of the time but flees social interaction. The war was a terrible time for him, and Drogo does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: The child of a Weaver, who enjoyed hunting, Drogo was taken on many hunting expeditions. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Balancing his hectic life and new Slave Trader responsibilities is difficult; and he is unsatisfied with his job
Flaws: Shy, Depressed. Bonds: Attractive, Military, Nature, Job. Occupation: Slave Trader
Voice: Soft and melodious
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 12 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 11 (+0) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Draconic, Elven
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: Just what you see.
Gerald Appleton, Male Human [Permalink]
Personal [hide]
Description: He is wearing the road beaten gear of a warrior. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He sports a long red beard, and similarly colored long hair. His violet eyes have a joyful gleam in them most of the time.
Personality: This man loves painting and to teach people painting more than just about anything. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. During his travels, Gerald and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Gerald discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Gerald fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and he wants to meet his childhood hero
Ideals: Fighting, Artistic. Flaws: Disease, Greedy. Bonds: Military, Adventurer. Occupation: Tailor
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 10 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 10 (+0) | 11 (+0) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 2 |
Possessions: 500 gp. 1 Darkwood Shield. 1 Half-Plate. 1 Half-Plate.
Gunter Marlee, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man is well dressed, but even with his fine clothing he looks run-down and is in decent physical shape. He has shaved his head bald. His green eyes dart from person to person.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He will do just about anything if he becomes convinced it is for someone's true love, of this he is easily convinced.
History: Born in the west to a Bookbinder, Gunter learned a great deal about his father's area of expertise. In his 10th year, his parents were killed by a brigands raid, leaving Gunter alone in the world. After a stint in an orphanage, he was adopted. He left for the west, certain he would find work there.
Motivation: Meet up once more with his childhood friend; and further expansion of business
Bonds: Job, Has a crush, Enemies, Immigrant, Adventurer. Occupation: Bookbinder
Voice: Posh accent
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 18 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 16 (+3) | 12 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Infernal
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp.
William Clare, Male Human [Permalink]
Personal [hide]
Description: This man is very fat, and typically wears a sleeveless long coat of deep blue leather and dull violet iron scale mail. He has shaved his head bald. His otherwise smooth face is marked with small tiny scars.
Personality: William is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He always tries to repair and not replace. It was this mentality that drove him into the Mortician business.
History: William was born in the north. At a young age he loved to build and create. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Mortician. He's since become an addict/alcoholic.
Motivation: He is unsatisfied with his job; and he'd like to take his coworkers down a peg
Ideals: Extrovert, Persistence. Flaws: Ugly, Addict. Bonds: Job. Occupation: Mortician
Voice: Speaks in third person
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 11 (+0) | 16 (+3) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Elven, Auran, Infernal
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +5
Possessions: 600 gp. Silver-plated steel longsword with jet jewel in hilt (100 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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Their contribution stands as a beacon of hope for all adventurers!
