Chad Dryden, Male Human [Permalink]
Personal [hide]
Description: 5'4" and muscular, this southern man wears a faded coat and loose pants complete with wide-brimmed hat. His white hair is kept up in a ponytail inside a wide-brimmed hat. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He does not trust anyone and sleeps with one eye open.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. He has had some formal painting training, and achieved minor success. He bought a club and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants to work out more often; and sabotage a competitor
Ideals: Athletic, Artistic. Flaws: Insane, Insomniac. Bonds: Nature. Occupation: Guard
Voice: Scandinavian accent
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 21 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 11 (+0) | 14 (+2) | 14 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Gnome, Druidic
Attacks Melee +4 / 2d4+1, Ranged +6 / 2d4+3, Grapple +3
Possessions: 700 gp.
Godfrey Elton, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy auburn stubble. He is renowned for his bright brown suits and hats. He has a hunchback. His auburn hair is still thick. He has blue eyes.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He is a great chef.
History: He was born in a small mountains village. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Godfrey took refuge in the old dungeon and found the beat up sickle and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To reunite with his absent father; and doesn't want to be a blacksmith and was forced into it by his family
Ideals: Optimist, Gifted. Flaws: Ugly. Bonds: Nature, Family. Occupation: Blacksmith
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 8)
Armor Class 9
Hit Points 47 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 13 (+1) | 11 (+0) | 14 (+2) | 4 (-3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 2d10-1, Ranged +2 / 2d10-1, Grapple -1
Possessions: Smoky quartz (40 gp).
Trym Brandon, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a tattered pair of loose brown pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His silver hair is heavily combed to the right. His eyes are likewise brown.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Trym is combative with any and all who dare try his patience in the slightest.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. When money was particularly tight he was walking through alleys when he overheard a Banker hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To get a good night's sleep; and balancing his hectic life and new banker responsibilities is difficult
Ideals: Justice. Flaws: Disease, Insomniac. Bonds: Poor, Attractive. Occupation: Banker
Voice: Low and grunting
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 30 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 10 (+0) | 9 (-1) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 |
Possessions: 1 Banded mail.
Trym Gracey, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is perpetually draped in fineries, but all of this concealed by his earthly robes.. His hair is brown, silky, and of moderate length. His eyes are amber.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He loves his children and doesn't want them to worry about him. He loves to share his writing with anyone who is interested.
History: Trym was born the youngest of three triplets. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He hasn't been sleeping well lately.
Motivation: Doesn't want to be a Sailor and was forced into it by his family; and wants to work out more often
Ideals: Athletic, Artistic. Flaws: Insomniac. Bonds: Attractive, Family. Occupation: Sailor
Voice: High pitched, excited
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 14 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 11 (+0) | 15 (+2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Aquan, Terran
Attacks Melee +2 / 2d4-1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 3 | 2 | 1 | 0 | 0 |
Possessions: 500 gp. Blue quartz (4 gp). Amethyst (150 gp). Moss agate (4 gp). 1 Banded mail. 1 Darkwood Buckler.
Lance Westcott, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'10". He is dressed in earthy colors with a brown and tan handkerchief worn on his left side, and his gloved hand is found clutching a sword. He sports a flattop hair cut. He wears crescent spectacles with a black brim.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Gifted from a young age, Lance studied abroad. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He was granted necromantic powers by his dying brother.
Motivation: Wants to raise his children well; and to unite with his brother
Ideals: Optimist, Gifted. Bonds: Guardian, In love, Adventurer, Family. Occupation: Glassblower
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 21 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 10 (+0) | 10 (+0) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 |
Possessions: 4000 sp. 1 Minor magic item.
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