Drogo England, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who is constantly adorned with expensive silk clothing, often dyed in bright green and grey, and wears rings and necklaces with large, colorful gems. He has a golden handlebar mustache and slicked back golden hair. His eyes are likewise gray.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He disdains his fellow westerners, claiming they make him look unintelligent just for using an accent.
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 Warlock school at a young age so that he could practice his arcane talents. By chance he met his sister recently and the two have been together since.
Motivation: Regain custody of his son; and he is terrified, and will act out of fear
Ideals: Fighting, Gifted. Flaws: Fearful. Bonds: Rich, Immigrant, Family. Occupation: Shipwright
Voice: Low range voice
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 17 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 7 (-2) | 15 (+2) | 12 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Sylvan, Ignan
Attacks Melee +6 / 1d10+4, Ranged +3 / 1d10+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 2 | 2 | 0 | 0 | 0 |
Possessions: 5000 sp. Old masterpiece painting (800 gp).
Drogo Upton, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His hair is short and golden. His otherwise smooth face is marked with small tiny scars.
Personality: Aggressive, abrasive, and angry, Drogo embodies much of what other species detest in the Humans. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He was an apprentice working in his mother's forge. After a long history of fighting, Drogo and his spouse have recently divorced.
Motivation: Sabotage a competitor.
Ideals: Impeccable. Flaws: Antagonistic. Bonds: Slave, Job. Occupation: Doctor
Voice: Italian accent
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 24 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 11 (+0) | 16 (+3) | 15 (+2) | 9 (-1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Auran, Gnome
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 300 gp. An abacus with copper, silver and gold markers (100 gp). Silver ewer (50 gp). An abacus with copper, silver and gold markers (100 gp). 1 Small steel mirror. 1 Bullseye lantern.
Percival Alston, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He dresses well, wearing black shirts, loose pants, and blazers most of the time. He has dyed his greying golden hair a little too much giving a sharp golden color. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He was raised by priests from a young age. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He has gone from town to town working and never settling down anywhere, but has fallen for a local Tanner. He hasn't told them the truth, but wants to settle down with them.
Motivation: He has a rivalry with the Church that dominates his actions.
Ideals: Optimist. Flaws: Sensitive. Bonds: Attractive, Religious, Mentor. Occupation: Ploughman
Voice: Whispers
Attributes [hide]
Medium (5'7") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 18 (3d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 14 (+2) | 13 (+1) | 12 (+1) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 200 gp.
Guy Denholm, Male Human [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination, and carries lances. His brown hair has been sun bleached extensively. His fierce blue eyes like to dwell on things.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: A powerful wizard made him what he is. In his youth he was a Spice Merchant, and wanted to be a champion fighter when he grew up. He was working during a period of war, and as one of the natives he lived in fear of joining the others in being slaughtered. He saw the brutality and swore off his fighting aspirations, taking his younger brother on his back after seeing his parents die, and fled the country. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Guy fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and to reunite with his absent father
Ideals: Fighting. Flaws: Antagonistic, PTSD. Bonds: Attractive, Mentor. Occupation: Adventurer
Voice: Low and grunting
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 7)
Armor Class 12
Hit Points 41 (7d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 10 (+0) | 14 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Gnoll
Attacks Melee +3 / 2d8+0, Ranged +5 / 2d8+2, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 2 | 2 | 2 | 2 |
Possessions: 900 gp. Alexandrite (1300 gp). Carnelian (60 gp). 1 Minor magic item.
Reynard Colton, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He dresses well, typically a more casual-formal manner. His black hair is thinning but still full. This brown eyed westerner is not easily forgotten.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Raised by wardens he was only a novice when goblins swooped upon their monastery and killed most of the order. He went to a religious school and was inspired by the priests there in charitable deeds. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: Revenge; and many goblins want him driven away
Ideals: Joker. Flaws: Fearful. Bonds: Attractive, Religious, Enemies. Occupation: Interpreter
Voice: Switch between two voices
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 21 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 12 (+1) | 14 (+2) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Ignan, Druidic
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 2 | 1 | 0 |
Possessions: 300 gp. Aquamarine (900 gp). Red-brown spinel (60 gp). 1 Good lock. 1 Masterwork Thieves’ tools. 1 Simple lock.
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