Diggory Harrington, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a tea of some kind. He tends to wear a pastel poncho over his likewise colored trousers and shirt, marred by teas. He keeps his long chestnut hair kept up in a rat tail. His hazel eyes have a joyful gleam in them most of the time.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
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. His parents enrolled him in a Bard school at a young age so that he could practice his necromantic talents. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Retire the richest man in the south.
Ideals: Entrepeneur, Gifted. Flaws: Ugly. Bonds: Nature, Immigrant. Occupation: Stylist
Voice: Spanish accent
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 23 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 1 Minor magic item.
Drogo Harley, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a brown shirt with thin yellow vertical stripes and black pants. His red hair has been sun bleached extensively. His fierce brown eyes like to dwell on things.
Personality: He is business-like. He takes instructions and follows them to the letter. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: The child of a Carter, who enjoyed hunting, Drogo was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Drogo took refuge in the old dungeon and found the beat up dagger and armor he uses now. He then took over the family business and is one of the better Merchant for hire.
Motivation: His spouse's relatives view him with great suspicion; and he is unsatisfied with his job
Ideals: Professionalism, Philantrophist. Bonds: Nature, Job, Family. Occupation: Merchant
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 9 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 8 (-1) | 13 (+1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 2400 sp. 4 Thunderstones. 2 Antitoxin. 3 Tanglefoot bags.
Heward Charlton, Male Human [Permalink]
Personal [hide]
Description: He wears a brown shirt with thin violet vertical stripes and black pants, and he perpetually has his whip ready. His hair is cut close to his head. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep blue.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He cannot resist a sob story and will often dote over anyone who has one.
History: Heward hails from a village terrorized by illithids. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He has taken up leadership of the village's small militia in response to illithids demanding more tribute than usual.
Motivation: His name or reputation has been wronged in the past by illithids, and he desires to right it; and he wants revenge against illithids
Ideals: Fighting, Disciplined, Philantrophist. Flaws: Insane. Bonds: Enemies. Occupation: Engraver
Voice: Scratchy, weak
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 32 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 18 (+4) | 13 (+1) | 18 (+4) | 6 (-2) |
Senses Passive Perception 14
Languages Common, Sylvan
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 3 | 2 | 1 |
Possessions: 300 gp. Eye agate (11 gp). Chrysoberyl (90 gp). Golden yellow topaz (800 gp). Golden yellow topaz (800 gp).
Peter Gresham, Male Human [Permalink]
Personal [hide]
Description: He wears a black collared shirt and brown pants. He accessorizes with a tan scarf around the waist and a strap diagonally across his shirt. His attire stands in sharp contrast to his monstrous two handed axe, which is beautifully polished and possesses an ornate carving of a card on it. He wears his hair in dreadlocks. His brown eyes have a joyful gleam in them most of the time.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: His father raised him in a mountain cabin. In his 12th 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 then took over the family business and is one of the better Bounty Hunter for hire.
Motivation: He'd like to take his coworkers down a peg; and sabotage a competitor
Flaws: Antagonistic, Fearful. Bonds: Job, Nature. Occupation: Bounty Hunter
Voice: Smoker's lung
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 6)
Armor Class 13
Hit Points 33 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 14 (+2) | 9 (-1) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
Possessions: 100 gp. 1 Minor magic item.
Everard Hadleigh, Male Human [Permalink]
Personal [hide]
Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He is wearing a long, green cloak. His chestnut hair is drawn into a tight pony tail with a card scrunchie. His brown eyes dart from person to person.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. When he's not drinking or sleeping the drinks off, he's doing singing.
History: Born to a pair of adventurers, Everard grew up listening to his mother's many stories. Ostracized due to the martial powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He has dedicated himself to building a better trade route.
Motivation: A strong sense of loyalty to Human people; and meet up once more with his childhood friend
Ideals: Optimist, Artistic, Gifted. Flaws: Ugly, Racist. Bonds: Adventurer. Occupation: Soapmaker
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 20 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 16 (+3) | 10 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 |
Possessions: 100 gp. 1 Half-Plate.
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