Peter Badger, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man wears a faded coat and loose pants complete with broad hat and is in decent physical shape. His red hair is matted, messy, and big. He wears large thick round spectacles.
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. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.
History: Born in the west to a Navigator, Peter learned a great deal about his father's area of expertise. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Navigator work with an outfit from a few towns over. Navigator work suited him well, and with each successful project, he earned more gold and more respect from his peers. He inherited the family business which he has now maintained for 5 years.
Motivation: He wants to meet his childhood hero; and balancing his hectic life and new navigator responsibilities is difficult
Flaws: Ugly, Antagonistic. Bonds: Has a crush, Adventurer, Job. Occupation: Navigator
Voice: Slurs words
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 19 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 14 (+2) | 8 (-1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 |
Possessions: 200 gp. Rose (80 gp).
Gerard Berkeley, Male Human [Permalink]
Personal [hide]
Description: This malnourished man is generally well dressed albeit a few years behind the times. His long red hair is drawn into a two foot long braid. His violet eyes lackadaisically let the world flow into them.
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 has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Born in a small village he learned the ways of the warrior from his father. 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. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he is terrified, and will act out of fear
Ideals: Persistence, Fighting. Flaws: Fearful. Bonds: Attractive, Poor. Occupation: Soapmaker
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 8 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 11 (+0) | 15 (+2) | 15 (+2) | 10 (+0) |
Senses Passive Perception 14
Languages Common, Goblin, Gnome
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 5 | 0 | 0 | 0 | 0 |
Possessions: 30 pp.
Bertram Blackwood, Male Human [Permalink]
Personal [hide]
Description: An older man who has the majority of his body covered in plate, he is not a threatening figure. His black hair is still thick. His eyes are hazel and catlike.
Personality: A skeptical and narcissistic man, Bertram's first love is himself. His second love is also himself. He believes the world needs to unite to get rid of dire rats once and for all.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. After a long history of fighting, Bertram and his spouse have recently divorced.
Motivation: He doesn't get along with people that don't share his tastes.
Ideals: Impeccable. Flaws: Antagonistic. Bonds: Enemies, Mentor. Occupation: Ploughman
Voice: Excited and jittery
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 10 (+0) | 13 (+1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Infernal
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 2 | 0 |
Possessions: 100 gp. Brass mug with jade inlays (400 gp). Ceremonial electrum dagger with a star ruby in the pommel (500 gp). Large well-done wool tapestry (400 gp). 1 Everburning torch. 2 Acid flasks. 2 Acid flasks.
John Hornsby, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears red trousers with blue and grey striped suspenders. He wears various colorful collared shirts. He has a small bristly mustache and wavy white hair. His otherwise smooth face is marked with small tiny scars.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Born to a Hunter, his mother struggled to pay the bills. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He doesn't get along with people that don't share his tastes; and he feels the way he acts is they only way to get by in the world
Ideals: Disciplined, Impeccable. Flaws: Hedonist. Bonds: Poor. Occupation: Gardener
Voice: Breathy voice
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 31 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 16 (+3) | 13 (+1) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Ignan
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. 1 Minor magic item.
Drogo Sharps, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman, and he perpetually has his pickaxe ready. He has dyed his greying chestnut hair a little too much giving a sharp chestnut color. His brown eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He has a small toy that he constantly fidgets with.
History: Born to a pair of adventurers, Drogo grew up listening to his father's many stories. From there he went from mercenary job to mercenary job. He has dedicated himself to building a better village for his children.
Motivation: He has passion for adventuring and risk; and obtaining odd cultural human artifacts is his passion
Ideals: Fighting. Flaws: Addict, Antagonistic. Bonds: Rich, Adventurer. Occupation: Locksmith
Voice: Spits and sputters
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 10 (+0) | 14 (+2) | 6 (-2) | 5 (-3) |
Senses Passive Perception 8
Languages Common, Dwarven, Ignan
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 400 gp.
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