Drogo Fidget, Male Human [Permalink]
Personal [hide]
Description: This northern man is abnormally tall. He wears grey robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a trident, but if one is not available he will default to his whip. His whole body is exceptionally muscular. His moppish auburn hair is in a traditional bowl cut. His brown eyes dart from person to person to random spaces in the air.
Personality: He is witty, but his monotone delivery comes off as unnerving He has a small toy that he constantly fidgets with.
History: Born in the north his family was never financially stable. Drogo was born on a far northern desert where he grew up under the tutelage of his mother, an expert Sage. He's since become an addict/alcoholic.
Motivation: To protect his home; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Joker. Flaws: Addict. Bonds: Immigrant, Poor. Occupation: Sage
Voice: Relaxed voice
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 5)
Armor Class 8
Hit Points 13 (5d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 7 (-2) | 11 (+0) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Draconic
Attacks Melee +2 / 2d4-1, Ranged +1 / 2d4-2, Grapple -1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 6 | 6 | 4 | 0 |
Possessions: 2000 sp.
Hubert Rayden, Male Human [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears a fancy black suit. He keeps his golden hair in a flapper bob. His eyes, though not visible through his cowl, are blue.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. 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: Hubert was born into a poor family. Growing up, he dreamt of becoming a Fighter, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Fighter in service of a powerful lord somewhere. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Herbalist. He was always very intelligent and has formed a secret society of specialists.
Motivation: He has passion for adventuring and risk; and further expansion of business
Ideals: Joker. Flaws: Secretive. Bonds: Attractive, Poor, Adventurer, Job. Occupation: Herbalist
Voice: Middle-eastern accent
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 28 (3d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 10 (+0) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Druidic
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 11000 cp. 1 Half-Plate. 1 Breastplate.
Peter Garfield, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He has a very tight haircut. He wears crescent spectacles with a black brim.
Personality: Peter wants to be seen as a stoic, levelheaded, noble Sorcerer, so he tries to act the part. He does a good job, for the most part... 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: He was born to a pair of big game hunters, but was frequently ill as a child. A gypsy cursed him at a young age, leading to his ugly appearance. He has been saving his money to try and buy his brother's freedom.
Motivation: His relatives are trying to arrange a marriage; and regain custody of his daughter
Ideals: Disciplined. Flaws: Ugly, Disease. Bonds: Poor, Family. Occupation: Shoemaker
Voice: Timid voice
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 27 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 9 (-1) | 18 (+4) | 10 (+0) | 13 (+1) | 19 (+4) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 6 |
Possessions: 400 gp.
Don York, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a black coat over a blue low-cut shirt, and a top hat upon his head. He wears his white hair up in a very large beehive style do. He has a tattooed face.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. Don liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. After a long history of fighting, Don and his spouse have recently divorced.
Motivation: To reunite with his old friends; and he wants to meet his childhood hero
Flaws: Emotional, Antagonistic. Bonds: Religious, Nature, Adventurer. Occupation: Banker
Voice: Shortens vowels
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 6)
Armor Class 12
Hit Points 51 (6d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 17 (+3) | 16 (+3) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Gnoll, Aquan, Halfling
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +6
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 5 | 3 | 3 |
Possessions: 900 gp.
Adelard Conway, Male Human [Permalink]
Personal [hide]
Description: This man wears clothing that is held on in multiple layers but all of it is in poor condition. He is muscular with a powerful set of arms. His red hair is cut short. He has green eyes.
Personality: He is overprotective of those who hire his services. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: A child with a great deal of dancing talent his parents made sure he got the chance to thrive. 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. Adelard took refuge in the old dungeon and found the beat up mace and armor he uses now. He bought a mace and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To protect his home; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Artistic. Bonds: Poor, Guardian, Nature. Occupation: Fletcher
Voice: Soft and mumbly
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 29 (7d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 11 (+0) | 9 (-1) | 10 (+0) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +3 / 2d8+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 400 gp. 1 Minor magic item.
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