John Royal, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear fine silks, though has several suits of combat armor for his hunting needs, and carries spears. His auburn hair is cut short. He has gleaming, smiling hazel eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was raised by priests from a young age. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was always very intelligent and has formed a secret society of philosophers.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Extrovert. Flaws: Secretive. Bonds: Rich, Religious, Mentor. Occupation: Spy
Voice: Slurs words
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 7)
Armor Class 11
Hit Points 27 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 12 (+1) | 17 (+3) | 15 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Auran, Giant, Celestial
Attacks Melee +3 / 2d8+0, Ranged +4 / 2d8+1, Grapple +1
Possessions: Just what you see.
Trey Blythe, Male Human [Permalink]
Personal [hide]
Description: He wears a brown costume with the symbols of the sun god on his torso, and carries maces. His hair is red, silky, and of moderate length. His eyes are a pleasant gray.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
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 ruined castle. He would wander through that ruined castle 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. Trey took refuge in the ruined castle and found the beat up mace and armor he uses now. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Trey 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.
Ideals: Fighting, Philantrophist. Flaws: Cynical. Bonds: Attractive, Nature. Occupation: Shepherd
Voice: Scandinavian accent
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 26 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 13 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Terran
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 | 3 | 1 | 0 |
Possessions: 400 gp.
Gerard Staurheim, Male Human [Permalink]
Personal [hide]
Description: He wears a violet collared shirt and white pants. He accessorizes with a black scarf around the waist and a strap diagonally across his shirt. With bright black hair and a scraggly beard. He wears an eyepatch.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born a particularly ugly child, much to the horror of his parents. His parents were killed by gnolls in a raid when he was still a young child. The gnolls captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. He has recently attracted an admirer that believes he's playing hard to get.
Motivation: To settle down with his crush; and find a way to reverse the transformation of his brother
Ideals: Joker. Flaws: Ugly. Bonds: Enemies, Has a crush, Family. Occupation: Tailor
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 32 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 16 (+3) | 8 (-1) | 9 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 700 gp.
Trym Ansley, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely grey suit with brown socks and a vest with buckled shoes. His attire stands in sharp contrast to his monstrous two handed axe, which is beautifully polished and possesses an ornate carving of a dagger on it. His red hair is thinning but still full. He wears a mask on his face.
Personality: He is fixated on the number 98. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He is used to getting what he wants. In part because he is a meticulous planner.
History: He got into the Carter business at a young age. A gifted student he started as a Cartwright, but he got bored and became a Carter. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it; and wants to open a new tavern
Ideals: Professionalism. Flaws: Insane. Bonds: Job, Adventurer, Enemies. Occupation: Carter
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 31 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 17 (+3) | 13 (+1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 14000 cp. Citrine (70 gp). Violet garnet (900 gp). Aquamarine (900 gp).
Trym Blakely, Male Human [Permalink]
Personal [hide]
Description: This fat southern man has a bulbous nose and very much looks the part of a Carter. His skin is also unnaturally pale. His long red hair is drawn into a two foot long braid. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He has a habit of throwing himself into exceedingly dangerous situations.
History: Trym was born in the south. At a young age he loved to build and create. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He has drifted from career to career and currently works as a Carter.
Motivation: Further expansion of business; and wants to open a new tavern
Ideals: Disciplined, Persistence. Flaws: Ugly, Impulsive. Bonds: Job. Occupation: Carter
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 6)
Armor Class 12
Hit Points 32 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 10 (+0) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 3 | 1 | 0 | 0 | 0 |
Possessions: Just what you see.
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