Charles Addington, Male Human [Permalink]
Personal [hide]
Description: This man wears a green coat over a white low-cut shirt, and a top hat upon his head, and sports empty pouches on his belt. His brown hair is lengthy and is close to two feet long. He has several tiny amber earrings on each ear.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was raised in a plains tribe. Charles 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 now mingles about in high society.
Motivation: He is wracked by social anxiety.
Ideals: Joker. Flaws: Fearful, Depressed. Bonds: Rich, Nature. Occupation: Layabout
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 26 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 15 (+2) | 15 (+2) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Abyssal, Infernal
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 1 | 0 | 0 | 0 |
Possessions: 100 gp. Moss agate (13 gp). 1 Climber’s kit. 1 Superior lock. 1 Superior lock. 1 Spyglass.
John Alton, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he is dressed in a clean grey cloak covering his clean studded leather. His blonde hair is smooth and relatively long. He has a tattooed face.
Personality: Stoic and calm, he prefers to meditate than take action. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He was born in the south, but his parents moved at a very young age to the west. A few years later when the west was not economically sound they moved to his current location. He has gone from town to town working and never settling down anywhere, but has fallen for a local Tailor. He hasn't told them the truth, but wants to settle down with them.
Motivation: He seems to be bored by most things; and he's attracted to the pc
Ideals: Disciplined. Flaws: Mundane. Bonds: Rich, Immigrant, Has a crush. Occupation: Shepherd
Voice: High pitched and raspy
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 8 (-1) | 9 (-1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1000 sp.
Norman Digby, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He is dressed in an above average manner. He has a small bristly mustache and wavy chestnut hair. His eyes, though not visible through his cowl, are green.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: Norman was born into a poor family. Growing up, he dreamt of becoming a Sorcerer, 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 Sorcerer in service of a powerful lord somewhere. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Meet up once more with his childhood friend; and regain custody of his daughter
Ideals: Justice. Bonds: Attractive, Family, Poor, Adventurer. Occupation: Stableman
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 23 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 14 (+2) | 14 (+2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Terran, Abyssal
Attacks Melee +7 / 2d4+4, Ranged +4 / 2d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 6 | 4 | 0 | 0 |
Possessions: 100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Anselm Clifford, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a chocolate of some kind. He wears a shirt that is too small, which lets his gut show, with a ratty brown coat over it, marred by chocolates. His golden hair is matted, messy, and big. He wears round tiny glasses practically rammed into his face.
Personality: He is witty, but his monotone delivery comes off as unnerving He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: When he was but 3 years old his parents immigrated from the west. After coming to the age of reason, Anselm took it upon himself to study the divine arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He moves from town to town, unable to find a place to settle.
Motivation: He is currently in port desperately looking for someone to get him out; and he is terrified, and will act out of fear
Ideals: Joker, Justice, Gifted. Flaws: Ugly. Bonds: Immigrant. Occupation: Painter
Voice: Relaxed voice
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 4)
Armor Class 13
Hit Points 20 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 9 (-1) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
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 | 9 |
Possessions: 4000 sp. Gold dragon comb with red garnet eye (1000 gp). A pair of silk slippers encrusted with tiny pearls. (150 gp).
Alexandre Enfield, Male Human [Permalink]
Personal [hide]
Description: He stands about 6'4" and wears a simple tan robe with black stripes complete with hood. His left hand appears badly burned and disfigured. His hair is white and very short. He is very pretty but has cold, dead eyes.
Personality: He will rave to anyone who will listen. Animals are drawn to him, and he is able to talk to them.
History: Born in the north to a Map Maker, Alexandre learned a great deal about his father's area of expertise. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Map Maker work with an outfit from a few towns over. Map Maker work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has set out to sabotage the competition.
Motivation: He is not mentally stable, and does not behave rationally; and to be a adventurer again
Ideals: Gifted. Flaws: Insane. Bonds: Attractive, Job. Occupation: Map Maker
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 4)
Armor Class 13
Hit Points 32 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 14 (+2) | 13 (+1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Ignan
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 | 0 |
Possessions: 25000 cp. Silver-plated steel longsword with jet jewel in hilt (800 gp).
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