Cory Dayton, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears baggy blue pantaloons and a grey scarf. His moppish silver hair is in a traditional bowl cut. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his brown eyes.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born at the edge of vast forest. Cory abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He now travels the world, in search of power and loot.
Motivation: Obtaining odd cultural Human artifacts is his passion; and wants to have a good time and be beloved
Ideals: Optimist. Flaws: Impulsive. Bonds: Attractive, Nature, Adventurer. Occupation: Sellsword
Voice: Farmer accent
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 19 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 11 (+0) | 6 (-2) | 7 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +0 / 1d10-2, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 500 gp. 1 Everburning torch. 1 Tanglefoot bags.
Gunter Stapleton, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He usually wears his black robe and has his sickle always slung over his shoulder. He has chestnut hair. His ears are large.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Through the years after Gunter was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Gunter's father didn't care for him much, and the feeling was mutual. Due to his spouse's obsession with being a Miner they were divorced and he won custody of their daughter. He worked as a Map Maker, and he later adopted a second daughter.
Motivation: His relatives are trying to arrange a marriage.
Flaws: Ugly, Antagonistic, Disease. Bonds: Family, Slave. Occupation: Map Maker
Voice: Shortens vowels
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 38 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 18 (+4) | 15 (+2) | 12 (+1) | 7 (-2) |
Senses Passive Perception 13
Languages Common, Dwarven, Sylvan
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 |
Possessions: 3 Smokesticks. 4 Antitoxin.
Guy Ryland, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears skinny pants and wears a green and blue robe with the hood down. His chestnut hair is matted, messy, and big. His amber eyes dart from person to person to random spaces in the air.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is able to fit into much smaller and tighter spaces than normal.
History: Guy was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. 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. Guy took refuge in the ruined castle and found the beat up club and armor he uses now. He bought a club and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To clean up the streets.
Ideals: Gifted. Flaws: Ugly. Bonds: Guardian, Poor, Nature. Occupation: Fortune-teller
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 24 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Draconic
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
Possessions: Just what you see.
Nicholas Dalton, Male Human [Permalink]
Personal [hide]
Description: He is renowned for his bright tan suits and hats, and he perpetually has his mace ready. He has no hair. He has hazel eyes and a tan hat with a blue feather.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. 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, Nicholas is combative with any and all who dare try his patience in the slightest.
History: He was born into a rich family. 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. Nicholas took refuge in the old dungeon and found the beat up mace and armor he uses now. He has built up a small fortune and can afford his own way.
Motivation: Money/treasure.
Ideals: Fighting, Disciplined, Justice. Flaws: Ugly. Bonds: Rich, Nature. Occupation: Barrister
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 13 (+1) | 13 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Draconic
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp.
Bernard Ryley, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He very much looks the part of a Miller. He has a very tight haircut. This hazel eyed northerner is not easily forgotten.
Personality: Calm and collected, he is a well trained Miller. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: A child with a great deal of dancing talent his parents made sure he got the chance to thrive. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Wants to have a good time and be beloved; and to unite with his brother
Ideals: Artistic, Optimist. Flaws: Hedonist. Bonds: Job, Family. Occupation: Miller
Voice: Eastern European accent
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 19 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!
