Charles Hailey, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man is well dressed, constantly wearing a blue suit, brown shirt, and black tie. He wears a small hat to hide his balding. His half smiles and blue eyes are beguiling and draw you in.
Personality: He never swears and excessively uses polite adverbs when speaking. He will do just about anything if he becomes convinced it is for someone's true love, of this he is easily convinced.
History: He was born in the north. A few years later when the west was not economically sound they moved to his current location. He moves from town to town, unable to find a place to settle.
Motivation: He would like to get married and retire; and he wants to get laid
Ideals: Optimist. Flaws: Depressed. Bonds: Attractive, Has a crush, Immigrant. Occupation: Mortician
Voice: Squeaky
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 13 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 13 (+1) | 15 (+2) | 8 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common, Celestial, Gnoll
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 3 | 2 | 0 | 0 | 0 |
Possessions: 300 gp.
Dustin Chatham, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and is perpetually draped in fineries, but all of this concealed by his earthly robes.. His red hair, when down, is lengthy. He wears crescent spectacles with a black brim.
Personality: He is business-like. He takes instructions and follows them to the letter. He is obsessed with finding treasure.
History: He is a Hag in disguise. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave 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 desert due to the painful memories there. Dustin took refuge in the large cave and found the beat up bastard sword and armor he uses now. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He desires power and/or immortality; and he's looking for his big break
Ideals: Athletic, Professionalism. Bonds: Attractive, Adventurer, Nature. Occupation: Sailor
Voice: Dark and ominous
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 40 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 16 (+3) | 9 (-1) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 200 gp.
Jocelyn Wallace, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. He has a long blonde beard with little hanging trinkets. His green eyes have a joyful gleam in them most of the time.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: His parents moved while he was still in utero so he is the first generation to be born here. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Jocelyn took refuge in the old dungeon and found the beat up hammer and armor he uses now. He used his abilities to travel the world and help people.
Motivation: He has money and likes to spend it; and his name or reputation has been wronged in the past by drow, and he desires to right it
Ideals: Disciplined, Philantrophist. Bonds: Rich, Immigrant, Nature. Occupation: Dilettante
Voice: Stutters
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 6)
Armor Class 13
Hit Points 34 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 13 (+1) | 14 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Elven, Druidic
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
Possessions: 900 gp. A large tome filled with over one hundred recipes written by a former royal chef. (180 gp). A necklace of small pink pearls (1000 gp).
Gomory Blyth, Male Human [Permalink]
Personal [hide]
Description: 5'2" and muscular, this southern man wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He has dyed his greying white hair a little too much giving a sharp white color. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: Gomory is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: Sold as a small child to a brothel owner, Gomory was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Gomory was born on a far southern island where he grew up under the tutelage of his mother, an expert Jeweler. He left for the south, certain he would find work there.
Motivation: To share knowledge with the world.
Ideals: Athletic, Extrovert, Logical. Bonds: Mentor, Immigrant. Occupation: Jeweler
Voice: Scratchy, weak
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 13 (+1) | 10 (+0) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +5 / 1d8+3, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 |
Possessions: 2400 sp. Red-brown spinel (90 gp). Rhodochrosite (8 gp).
Lance Ansley, Male Human [Permalink]
Personal [hide]
Description: This northern man is abnormally tall. He likes to wear ponchos typically of a light brown in addition to tight pants. His whole body is exceptionally muscular. He wears a top hat to cover his moderate length chestnut hair. His skin is flawless and his brown eyes scan people very quickly.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. A few years later when the south was not economically sound they moved to his current location. He is searching for what he claims is his rightful reward.
Motivation: He desires power and/or immortality.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Immigrant, Attractive, Mentor, Adventurer. Occupation: Body Guard
Voice: Strong lisp
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 8
Hit Points 19 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 7 (-2) | 13 (+1) | 15 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Druidic, Halfling
Attacks Melee +2 / 1d10+0, Ranged +0 / 1d10-2, Grapple +0
Possessions: 42000 sp.
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Their contribution stands as a beacon of hope for all adventurers!
