Trey Enfield, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a tight fitting black shirt and pants. His Stetson hat is riddled with cuts and holes. He tend to wears goggles to shield his eyes.
Personality: He loves telling others what to do and how they should feel about things. He is obsessed with finding treasure.
History: Trey was born the youngest of three triplets. Trey abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: A need for knowledge about a nearby landmark; and his spouse's relatives view him with great suspicion
Ideals: Opinionated. Flaws: Ugly. Bonds: Adventurer, Family, Immigrant. Occupation: Ruler
Voice: Indian accent
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 5)
Armor Class 9
Hit Points 26 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 15 (+2) | 17 (+3) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Aquan, Undercommon, Elven
Attacks Melee +3 / 2d4+0, Ranged +2 / 2d4-1, Grapple +0
Possessions: 800 gp. Black pearl (400 gp). Hematite (15 gp).
Anthony Compton, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is dressed in earthy colors with a blue and brown handkerchief worn on his left side. He keeps his long chestnut hair kept up in a rat tail. His blue eyes dart from person to person.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Born in a small village he learned the ways of the warrior from his father. When money was particularly tight he was walking through alleys when he overheard a Bellfounder hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He is untrained/undisciplined, which makes him dangerous.
Motivation: A need for knowledge about a nearby landmark; and doesn't want to be a bellfounder and was forced into it by his family
Ideals: Fighting. Flaws: Ugly, Insane. Bonds: Poor, Family, Adventurer. Occupation: Bellfounder
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 9 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 11 (+0) | 11 (+0) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 | 5 |
Possessions: 500 sp. 1 Masterwork Heavy wooden shield. 1 Masterwork Heavy wooden shield. 1 Breastplate.
Richard Lancaster, Male Human [Permalink]
Personal [hide]
Description: A 5'5" northern man, he is renowned for his bright blue suits and hats. He wears a Stetson hat to hide his balding. His otherwise smooth face is marked with small tiny scars.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: Sold as a small child to a slaver, Richard was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Richard fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Money/treasure; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Joker, Fighting. Bonds: Rich, Mentor. Occupation: Bricklayer
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 14 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 10 (+0) | 14 (+2) | 18 (+4) | 16 (+3) |
Senses Passive Perception 14
Languages Common, Gnoll, Sylvan
Attacks Melee +4 / 2d8+1, Ranged +3 / 2d8+0, Grapple +1
Possessions: 800 gp. Tiger eye turquoise (16 gp). 1 Minor magic item. 1 Minor magic item.
Wymar Barney, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, constantly wearing a blue suit, tan shirt, and blue tie. His hair is blonde and curly. He has a dull look in his blue eyes.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He always tries to repair and not replace. It was this mentality that drove him into the Bather business.
History: He was born in a small island village. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Wymar took refuge in the old dungeon and found the beat up sai and armor he uses now. Some 9 years later his spouse died after the birth of his son. Heartbroken, Wymar never married again. Instead he focused his life to raising his son whom he trained as his mother had trained him before.
Motivation: To clean up the streets; and to protect his home
Ideals: Gifted, Persistence. Bonds: Nature, In love, Guardian. Occupation: Bather
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 20 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 15 (+2) | 7 (-2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: 300 gp. 1 Alchemist’s fire. 1 Alchemist’s fire. 2 Smokesticks.
Theobald Langston, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. He has wavy black hair. His otherwise smooth face is marked with small tiny scars.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. 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: He was born the only child of a wealthy merchant. A freak accident while working with his Map Maker mother left him crippled. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature dagger.
Motivation: Several ex partners dislike his way of doing things and want revenge; and he has passion for adventuring and risk
Ideals: Entrepeneur. Flaws: Antagonistic, Disease. Bonds: Adventurer, Enemies. Occupation: Scribe
Voice: Soft and melodious
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 40 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 6 (-2) | 10 (+0) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +3 / 2d8+0, Grapple +3
Possessions: 8000 sp. Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Gold dragon comb with red garnet eye (1700 gp). Large well-done wool tapestry (400 gp). Silver-plated steel longsword with jet jewel in hilt (300 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
