Clerebold Winthrop, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he likes to wear darkened spectacles and heavy clothing, no matter the weather. His brown hair and beard is wavy and long. This brown eyed westerner is not easily forgotten.
Personality: He is fixated on the number 28. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He never wears the same outfit twice, unless he absolutely has to.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. A few years later when the east was not economically sound they moved to his current location. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: He is not mentally stable, and does not behave rationally; and he desires power and/or immortality
Ideals: Artistic. Flaws: Insane. Bonds: Attractive, Rich, Immigrant. Occupation: Cook
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 31 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 15 (+2) | 7 (-2) | 12 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 |
Possessions: 22000 sp. 1 Minor magic item.
Trym Barney, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a violet costume with the symbols of magic on his torso. His tied-back hair is auburn. He has blue eyes and a violet hat with a red feather.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He does not believe in violence as a means to an end. He is a dedicated Sellsword but believes his peers are too gung-ho.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Sellsword arts, while his mother instructed him in etiquette, music and courtly manner. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Trym was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the gnolls.
Motivation: Wants to raise his children well; and to reunite with his absent father
Ideals: Impeccable, Pacifist. Bonds: Rich, Enemies, Family. Occupation: Sellsword
Voice: Indian accent
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 12 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 8 (-1) | 10 (+0) | 5 (-3) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: 300 gp. 1 Masterwork Common Melee.
Hunter Hadley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'0". He wears a fine chain shirt which he covers with green colored cloaks and clothing, and his gloved hand is found clutching a shield. He has a small bristly mustache and wavy silver hair. His amber eyes dart around the room hyper actively observing anyone and anything.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He disdains his fellow westerners, claiming they make him look unintelligent just for using an accent.
History: The child of western immigrants he idolized his mother. Ostracized due to the arcane powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He wants nothing more than to rejoin the army; and he's repulsed by the pc
Ideals: Gifted, Logical. Flaws: Antagonistic. Bonds: Immigrant, Military. Occupation: Stylist
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 6)
Armor Class 10
Hit Points 37 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 11 (+0) | 15 (+2) | 14 (+2) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Auran, Draconic
Attacks Melee +6 / 2d6+3, Ranged +3 / 2d6+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 3 | 2 | 0 |
Possessions: 3000 sp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Theodoric Haley, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He wears a red collared shirt and pastel pants. He accessorizes with a green scarf around the waist and a strap diagonally across his shirt. He has done his best to style his auburn hair to look like a famous performer. His otherwise smooth face is marked with small tiny scars.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born at the edge of vast desert. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Theodoric took refuge in the ruined castle and found the beat up greataxe and armor he uses now. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Regain custody of his daughter; and balancing his hectic life and new barrister responsibilities is difficult
Flaws: Ugly, Fearful. Bonds: Nature, Job, Family. Occupation: Barrister
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 20 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 9 (-1) | 13 (+1) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 600 gp. Pink pearl (70 gp). Rock crystal (20 gp). 1 Everburning torch.
Conrad Marleigh, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He sports a flattop hair cut. His fair skin shows little sign of his aristocratic breeding.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He is afraid of women and trembles around them
History: He served in the navy to pay for his family's outstanding loans. While studying, he fell in love. They married and had a son. Some 2 years later his spouse died after the birth of his son. Heartbroken, Conrad never married again. Instead he focused his life to raising his son whom he trained as his mother had trained him before.
Motivation: Wants to work out more often.
Ideals: Athletic, Optimist. Flaws: Shy. Bonds: Attractive, Military, In love. Occupation: Architect
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'5") Human, Lawful Good (CR 4)
Armor Class 7
Hit Points 12 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 5 (-3) | 11 (+0) | 12 (+1) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Giant
Attacks Melee +2 / 1d10+0, Ranged -1 / 1d10-3, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 3 | 2 |
Possessions: 300 gp. A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (60 gp). A roughly beaten golden orb (110 gp). Sapphire pendant on gold chain (600 gp).
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Their contribution stands as a beacon of hope for all adventurers!
