Geoffrey Gresham, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He is wearing a perfectly clean shirt and pair of pants. His red hair, when down, is lengthy. His gray eyes are slightly larger than normal.
Personality: He exudes charisma. He is a tour de force of persuasion. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: His father raised him in a mountain cabin. 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. Geoffrey took refuge in the ruined castle and found the beat up ceremonial dagger and armor he uses now. He has since married many spouses, only to have them die. He claims to not be responsible.
Motivation: Marry his brother to traveling adventurers; and wishes to resurrect an old love
Ideals: Athletic, Extrovert. Bonds: Attractive, Nature, In love, Family. Occupation: Spy
Voice: Timid voice
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 16 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 3 | 2 | 0 |
Possessions: 400 gp. Jade (80 gp). Red-brown spinel (80 gp). 1 Minor magic item.
Manfred Barney, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a grey collared shirt and blue pants. He accessorizes with a brown scarf around the waist and a strap diagonally across his shirt. His moppish blonde hair is in a traditional bowl cut. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He misses his home and complains about the freezing weather, even in summer.
History: The child of western immigrants he idolized his father. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: Sabotage a competitor; and he loathes his own lifestyle
Flaws: Racist, Depressed. Bonds: Job, Immigrant, Guardian. Occupation: Armorer
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 6
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 3 (-4) | 11 (+0) | 13 (+1) | 11 (+0) | 18 (+4) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +1 / 1d8-1, Ranged -2 / 1d8-4, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: 100 gp. Red-brown spinel (50 gp).
Gerald Richie, Male Human [Permalink]
Personal [hide]
Description: He wears a tight fitting green shirt and pants. He carries a battered quarterstaff and tarnished warhammer as well. With bright brown hair and a scraggly beard. His green eyes lackadaisically let the world flow into them.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. Gerald enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He served in the navy to pay for his family's outstanding loans. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and regain custody of his son
Ideals: Fighting. Flaws: Antagonistic, Hedonist. Bonds: Military, Family. Occupation: Mortician
Voice: Soft and mumbly
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 10 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 11 (+0) | 13 (+1) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
Possessions: 500 gp.
Gerald Beckwith, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male sports violet clothing, slightly heavier than average wear. He is tall, broad shouldered and powerfully built. His red hair is knotted and matted. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. 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: Born in the south his family was never financially stable. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he has a rivalry with the church that dominates his actions
Ideals: Joker. Flaws: Antagonistic. Bonds: Adventurer, Poor, Religious. Occupation: Butcher
Voice: High pitched and raspy
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 38 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 15 (+2) | 9 (-1) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 1 | 0 | 0 |
Possessions: 800 gp. Brown-green garnet (70 gp). Jade (70 gp). Rhodochrosite (16 gp). White pearl (70 gp). 1 Minor magic item.
Diggory Winthrop, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears a robe, a symbol of strength around his neck, and a mace on his belt. His tied-back hair is chestnut. He has a dull look in his brown eyes.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He is lazy, self-centered, vain, and jealous.
History: He got into the Locksmith business at a young age. A few years later when the north was not economically sound they moved to his current location. He has set out to sabotage the competition.
Motivation: He is unsatisfied with his job; and he wants revenge against dire rats
Ideals: Fighting. Flaws: Selfish. Bonds: Enemies, Job, Immigrant. Occupation: Locksmith
Voice: Soothing and warm
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 9 (-1) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Gnoll, Sylvan
Attacks Melee +5 / 1d10+3, Ranged +1 / 1d10-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 5000 cp.
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