Theodoric Compton, Male Human [Permalink]
Personal [hide]
Description: He dresses well, wearing blue shirts, loose pants, and blazers most of the time. He has a slight overbite and is overall scrawny. His hair is auburn and curly. His otherwise smooth face is marked with small tiny scars.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He is lazy and tries to find solutions quickly.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Like his father and his brother before him, after school he went straight into learning to become a Adventurer. He became a Adventurer soon after.
Motivation: Expand his business; and wants to open a new tavern
Ideals: Opinionated. Flaws: Lazy. Bonds: Attractive, Slave, Job. Occupation: Adventurer
Voice: Uses sign language
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 36 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 16 (+3) | 8 (-1) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +4
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Nicholas Enfield, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears a grey cloak and cross-gartered blue stockings. He keeps his long auburn hair kept up in a rat tail. He tend to wears goggles to shield his eyes.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. 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: Nicholas was born into a poor family. Growing up, he dreamt of becoming a Bard, 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 Bard in service of a powerful lord somewhere. Because his mother participated in the massacre of their homeland, dire rats burned their ranch to the ground and forced them out. He was preparing to flee to the north, but the outbreak of war prevented him and his father from journeying north to reunite his family. He left for the north, certain he would find work there.
Motivation: Meet up once more with his childhood friend; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Bonds: Poor, Adventurer, Immigrant, Enemies. Occupation: Shoemaker
Voice: Boston accent
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 22 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 16 (+3) | 17 (+3) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnoll, Celestial, Draconic
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp.
Bertram Halsey, Male Human [Permalink]
Personal [hide]
Description: He wears grey trousers with black and pastel striped suspenders. He wears various colorful collared shirts. With a patchy golden beard and wild golden hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
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 loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: His mother raised him in a mountain cabin. Bertram was born on a far western plains where he grew up under the tutelage of his father, an expert Barber. He moves from town to town, unable to find a place to settle.
Motivation: Marry his brother to traveling adventurers.
Ideals: Persistence. Flaws: Insomniac. Bonds: Family, Nature, Immigrant. Occupation: Barber
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 65 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 17 (+3) | 12 (+1) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Ignan
Attacks Melee +5 / 2d10+2, Ranged +4 / 2d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 1 | 0 | 0 | 0 |
Possessions: 1600 gp. Carved harp of exotic wood with ivory inlay and zircon gems (800 gp). Large well-done wool tapestry (600 gp). A necklace of small pink pearls (1000 gp).
Gunter Alton, Male Human [Permalink]
Personal [hide]
Description: This man wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He has a penchant for wearing a ring with an oversized emerald on his right hand. His white hair is slicked back into a classic pompadour. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He also hits on women, regardless of circumstances.
History: When he was but 6 years old his parents immigrated from the south. Gunter was born on a far southern mountains where he grew up under the tutelage of his father, an expert Navigator. After a long history of fighting, Gunter and his spouse have recently divorced.
Motivation: He has a crush on the local Dyer.
Flaws: Addict, Antagonistic. Bonds: Rich, Has a crush, Immigrant. Occupation: Navigator
Voice: Excited and jittery
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 11 (+0) | 13 (+1) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Terran
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: Malachite (13 gp). White pearl (50 gp). Rhodochrosite (13 gp). Jasper (80 gp). 4 Tanglefoot bags. 4 Thunderstones. 3 Acid flasks.
Adelard Staurheim, Male Human [Permalink]
Personal [hide]
Description: He wears a custom-built plate barding that's adorned with blue lining and desert motifs. He carries a battered hammer and tarnished flail as well. With bright red hair and a scraggly beard. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Confrontational and typically high on some drug or another. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: Born in the east to a Healer, Adelard learned a great deal about his mother's area of expertise. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Adelard fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: His spouse's relatives view him with great suspicion; and to unite with his sister
Ideals: Fighting. Flaws: Addict. Bonds: Job, Nature, Family. Occupation: Healer
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 29 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 16 (+3) | 11 (+0) | 13 (+1) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 400 gp.
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