Manfred Gyula, Male Human [Permalink]
Personal [hide]
Description: He usually wears his green robe and has his trident always slung over his shoulder. He is physically well-built. His white hair is smooth and relatively long. He has several tiny jet earrings on each ear.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Manfred was born the youngest of three triplets. One day when Manfred was young, his mother was sewing while trying to overcome the flu, when suddenly his mother dropped to the ground dead. His mother had died from a severe disease that was unknown to the village doctor. Manfred was heart-stricken from the event, and his father started working long hours to provde for them. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Regain custody of his daughter.
Ideals: Disciplined. Flaws: Fearful, PTSD. Bonds: Rich, Family. Occupation: Mayor
Voice: German accent
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 22 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 13 (+1) | 13 (+1) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 20000 sp. Peridot (50 gp). Lapis lazuli (11 gp). Coral (120 gp).
Trym Conway, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. His hair is golden and curly. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is overprotective of those who hire his services. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: When he was but 5 years old his parents immigrated from the south. Being born in the south, 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 south 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 north. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: His spouse's relatives view him with great suspicion; and a deep hatred of drow
Ideals: Philantrophist. Flaws: Insane. Bonds: Guardian, Immigrant, Family, Enemies. Occupation: Carter
Voice: Jamaican accent
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 39 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 15 (+2) | 10 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 14
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
Possessions: 200 gp. Emerald (1100 gp). Iolite (20 gp). Jasper (20 gp). 1 Banded mail. 1 Masterwork studded leather. 1 Chain shirt.
Charles Easton, Male Human [Permalink]
Personal [hide]
Description: This man sports pastel clothing, slightly heavier than average wear. He is muscular with a powerful set of arms. His chestnut hair, when down, is lengthy. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Cocky and sure of himself, he believes he is the best Jeweler born in the past three hundred years. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Charles hails from a village terrorized by orcs. After coming to the age of reason, Charles took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: To prove his worth to the world; and his name or reputation has been wronged in the past by orcs, and he desires to right it
Ideals: Gifted. Flaws: Hedonist, Impulsive. Bonds: Job, Enemies. Occupation: Jeweler
Voice: Creaky witch voice
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 16 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Aquan
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 2 |
Possessions: 10000 cp. Deep blue spinel (900 gp). Tourmaline (120 gp). 1 Minor magic item.
Clerebold Dryden, Male Human [Permalink]
Personal [hide]
Description: He is wearing a tight yellow one piece outfit complete with pants, hood, and a cape. He has a slight overbite and is overall scrawny. His blonde hair, when down, is lengthy. He has hazel eyes and a yellow hat with a black feather.
Personality: Clerebold wants to be seen as a stoic, levelheaded, noble Barbarian, so he tries to act the part. He does a good job, for the most part... He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Sold as a small child to a brothel owner, Clerebold was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His mother took him hunting and taught him how to get in the mind of other creatures. Some 2 years later his spouse died after the birth of his son. Heartbroken, Clerebold never married again. Instead he focused his life to raising his son whom he trained as his mother had trained him before.
Motivation: Wishes to resurrect an old love; and wants to have a good time and be beloved
Ideals: Disciplined, Optimist. Bonds: In love, Mentor, Nature. Occupation: Unemployed
Voice: Sensual and smooth
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 3)
Armor Class 7
Hit Points 36 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 5 (-3) | 15 (+2) | 17 (+3) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Draconic, Halfling, Undercommon
Attacks Melee +3 / 1d8+1, Ranged -1 / 1d8-3, Grapple +1
Possessions: 16000 cp. Eyepatch with mock eye of sapphire and moonstone (400 gp). Solid gold idol (300 gp). Silver-plated steel longsword with jet jewel in hilt (200 gp).
Odo Marley, Male Human [Permalink]
Personal [hide]
Description: He has a missing left leg. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He is bald on top and has large red tufts of hair around his ears. His eyes are gray.
Personality: He is business-like. He takes instructions and follows them to the letter. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Odo was born in the east. At a young age he loved to build and create. His mother was a mechanic, and taught him how to fix just about anything. He now spends his time doing works of charity.
Motivation: Wishes to resurrect an old love.
Ideals: Professionalism, Philantrophist, Persistence. Flaws: Ugly. Occupation: Engraver
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 58 (5d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 16 (+3) | 12 (+1) | 5 (-3) | 13 (+1) |
Senses Passive Perception 7
Languages Common, Terran
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +3
Possessions: 20000 cp. Peridot (80 gp). Freshwater pearl (13 gp). Star ruby (400 gp). Alexandrite (1600 gp). 1 Minor magic item.
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