Clerebold Roscoe, Male Human [Permalink]
Personal [hide]
Description: He wears light armors faded through time and improper care. He carries with him a set of clubs, each one with a ruby on the hilt. He only wears one on his belt and the other on his back. His tied-back hair is silver. His eyes are likewise gray. His teeth are white and perfect.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Born in the north to a Shipwright, Clerebold learned a great deal about his mother's area of expertise. Like his mother and his sister before him, after school he went straight into learning to become a Shipwright. He's also a talented Priest, but doesn't like to broadcast it.
Motivation: He'd like to take his coworkers down a peg; and he's looking for his big break
Ideals: Fighting. Bonds: Attractive, Job, Adventurer. Occupation: Shipwright
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 30 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 5 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 9000 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Dustin Adley, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears a shirt that is too small, which lets his gut show, with a ratty black coat over it, and is pretty ugly. Sporting a silver mohawk and bushy mustache this man's hair draws a lot of attention. He has gray eyes.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Dustin was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. Dustin was born on a far eastern desert where he grew up under the tutelage of his father, an expert Laborer. He moves from town to town, unable to find a place to settle.
Motivation: Wants to have a good time and be beloved.
Ideals: Optimist. Flaws: Ugly, Impulsive. Bonds: Poor, Immigrant. Occupation: Laborer
Voice: Hard of hearing, loud
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 24 (4d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 17 (+3) | 12 (+1) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Aquan
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 35000 sp.
Arnold Willoughby, Male Human [Permalink]
Personal [hide]
Description: He wears a grey collared shirt and black pants. He accessorizes with a pastel scarf around the waist and a strap diagonally across his shirt. He has a slight overbite and is overall scrawny. He is bald on top and has large black tufts of hair around his ears. He has a dull look in his amber eyes.
Personality: He is erratic and paranoid. He believes giants are coming to abduct people. A true patriot, Arnold would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. When Arnold reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it; and someone believes him a fraud
Ideals: Gifted, Logical. Flaws: Ugly. Bonds: Enemies, Military. Occupation: Stylist
Voice: High pitched and raspy
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 46 (8d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 12 (+1) | 7 (-2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 2d10+3, Ranged +4 / 2d10+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 1 | 0 |
Possessions: 40 pp.
Diggory Thackeray, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears a yellow vest with golden trim over his white shirt. His brown leather gloves and pants are well-kept, and his yellow boots flare out at the collars. His auburn hair is thinning but still full. His fierce gray eyes like to dwell on things.
Personality: He is someone who is used to having a large amount of sex appeal. He also lacks a concept of privacy and shares just about everything. He is obsessed with his god.
History: He is the product a well kept family trust fund and as such has never really known need. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a large cave. He would wander through that large cave 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 mountains due to the painful memories there. Diggory took refuge in the large cave and found the beat up monstrous two handed axe and armor he uses now. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: Regain custody of his son; and he has money and likes to spend it
Bonds: Attractive, Religious, Rich, Nature, Family. Occupation: Butcher
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 24 (7d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 11 (+0) | 12 (+1) | 9 (-1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +3 / 2d8+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 700 gp.
Trym Marlowe, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and tends to wear a black poncho over his likewise colored trousers and shirt. He has dyed his greying brown hair a little too much giving a sharp brown color. He wears an eyepatch.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: Trym was raised in a hard working conservative environment. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He tends to his Scribe job now, and dutifully fulfills any obligations he has.
Motivation: Money/treasure; and sabotage a competitor
Ideals: Persistence. Flaws: Ugly. Bonds: Rich, Job, Nature. Occupation: Scribe
Voice: Aggressive tone
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 17 (5d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 13 (+1) | 16 (+3) | 13 (+1) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Infernal, Druidic, Halfling
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
Possessions: 500 gp. Iolite (20 gp). Golden yellow topaz (400 gp). Iolite (20 gp). Rhodochrosite (5 gp).
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