Henry Tickle, Male Human [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'2" has a big stupid grin on his face most of the time. He is typically in his Baker uniform. His chestnut hair is cut short with large spiked bangs in the front. His green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is afraid of women and trembles around them
History: Henry was born the youngest of three triplets. He dropped out of school before completing his studies. He has set out to sabotage the competition.
Motivation: An old rival family wants him found.
Ideals: Logical. Flaws: Antagonistic, Shy. Bonds: Job, Family. Occupation: Baker
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 9)
Armor Class 12
Hit Points 82 (9d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 14 (+2) | 11 (+0) | 12 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Ignan
Attacks Melee +1 / 3d4-2, Ranged +5 / 3d4+2, Grapple +6
Possessions: 60 pp. Black velvet mask with numerous citrines (60 gp). Silver-plated steel longsword with jet jewel in hilt (200 gp). Sapphire pendant on gold chain (1700 gp).
Hubert Blankley, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many pastel ritualistic tattoos. He wears a white shirt, with a pastel mid length shorts with pastel tights and flats, usually wearing a coat over them. His moppish white hair is in a traditional bowl cut. He is baby faced.
Personality: He is witty, but his monotone delivery comes off as unnerving He works hard and plays hard.
History: He was raised in a forest tribe. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Hubert took refuge in the large cave and found the beat up halberd and armor he uses now. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: To reunite with his old friends; and he wants revenge against goblins
Ideals: Joker. Flaws: Hedonist. Bonds: Nature, Enemies, Adventurer. Occupation: Shipwright
Voice: Soothing and warm
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 6)
Armor Class 12
Hit Points 36 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 9 (-1) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +5 / 2d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: Blue quartz (16 gp). Eye agate (16 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Trey Alby, Male Human [Permalink]
Personal [hide]
Description: He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His skin is fair and his fingers are delicate and long. He keeps his black hair in a flapper bob. He wears a mask on his face.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was raised in a white middle class family as the only child. 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 Engraver. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Balancing his hectic life and new Engraver responsibilities is difficult; and he is greedy
Ideals: Joker. Flaws: Antagonistic, Mundane. Bonds: Rich, Job. Occupation: Engraver
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 15 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 14 (+2) | 13 (+1) | 15 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Trym Barclay, Male Human [Permalink]
Personal [hide]
Description: He wears a simple burlap shirt and baggy pants. He conceals his warhammer with his veritable burlap sack of a shirt. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His hair is black and curly. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his green eyes.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: He was born the only child of a wealthy merchant. In his 14th year, his parents were killed by a goblins raid, leaving Trym alone in the world. After a stint in an orphanage, he was adopted. Due to his spouse's obsession with being a Barkeep they were divorced and he won custody of their daughter. He worked as a Locksmith, and he later adopted a second daughter.
Motivation: His name or reputation has been wronged in the past by goblins, and he desires to right it; and marry his brother to traveling adventurers
Ideals: Entrepeneur. Bonds: Attractive, Guardian, Enemies, Family. Occupation: Locksmith
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 41 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 14 (+2) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +2 / 2d8-1, Ranged +3 / 2d8+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 4 | 3 | 2 | 1 |
Possessions: 400 gp. Ceremonial electrum dagger with a star ruby in the pommel (700 gp). Ceremonial electrum dagger with a star ruby in the pommel (700 gp). A delicate silver chain set with a tourmaline (90 gp). 1 Minor magic item. 1 Minor magic item.
Drogo Gresham, Male Human [Permalink]
Personal [hide]
Description: He dresses in collared shirts and wears a proper scarf over his head. He has shaved his head bald. He has a dull look in his brown eyes.
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 often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Born in the east his family was never financially stable. When money was particularly tight he was walking through alleys when he overheard a Herbalist hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has worked as a Herbalist like his father before him.
Motivation: He's attracted to the PC; and sabotage a competitor
Ideals: Joker. Bonds: Attractive, Poor, Job, Has a crush. Occupation: Herbalist
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 8 (-1) | 13 (+1) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 10 pp. Sardonyx (60 gp). Amethyst (40 gp).
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