Theobald Royal, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man is well dressed, constantly wearing a violet suit, grey shirt, and red tie, and a wedding ring on his right hand. He has a small bristly mustache and wavy red hair. He has gleaming, smiling blue eyes.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. Through the years after Theobald was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Theobald's father didn't care for him much, and the feeling was mutual. By chance he met his brother recently and the two have been together since.
Motivation: Marry his brother to traveling adventurers; and someone believes him a fraud
Ideals: Gifted. Flaws: Antagonistic. Bonds: In love, Family, Enemies. Occupation: Armorer
Voice: Voice breaks
Attributes [hide]
Medium (5'1") Human, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 11 (+0) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 100 gp. Aquamarine (1000 gp). 1 Masterwork Common Ranged Weapon.
Alexandre Shirley, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His hair is greying and his face has many wrinkles. He wears a mask on his face.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He is skeptical of what others tell him and is slow to trust.
History: He was born blind and as such lacked many opportunities for work. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature mace.
Motivation: He would like to get married and retire; and he has a crush on the local assassin
Ideals: Athletic. Flaws: Shy, Disease. Bonds: Rich, Adventurer, Has a crush. Occupation: Mercenary
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 13 (+1) | 15 (+2) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Giant, Gnome
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 300 gp. 1 Good lock. 1 Good lock.
Alex Clare, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears dull white sweaters, loose red pants, and alligator leather shoes. Beneath his sweater he keeps a concealed dagger, just in case, and a wedding ring on his right hand. His hair is black, silky, and of moderate length. He has a dull look in his gray eyes.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: Sold as a small child to a brothel owner, Alex was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He is searching for what he claims is his rightful reward.
Motivation: He's looking for his big break; and he is wracked by social anxiety
Flaws: Fearful. Bonds: In love, Attractive, Adventurer, Mentor. Occupation: Miner
Voice: Farmer accent
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 13 (+1) | 16 (+3) | 16 (+3) | 7 (-2) |
Senses Passive Perception 13
Languages Common, Gnoll, Abyssal, Draconic
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 1100 sp. Malachite (11 gp). Red garnet (110 gp). Red spinel (110 gp).
Godfrey Benson, Male Human [Permalink]
Personal [hide]
Description: He wears a green armored body suit, with a simple tan line shooting up and back down. He has a slight overbite and is overall scrawny. His hair is long and brown with streaks of golden, and is pulled back with small green clips. His beard is golden, braided, and well cared for. He wears large thick round spectacles.
Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: He is the product a well kept family trust fund and as such has never really known need. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. Recently he has begun working with bootleggers and crooks.
Motivation: 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; and he is a bit of a kleptomaniac
Ideals: Philantrophist, Fighting. Bonds: Criminal record, Rich. Occupation: Server
Voice: Booming voice
Attributes [hide]
Medium (5'6") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 16 (+3) | 16 (+3) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Gnome, Gnoll, Goblin
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 2600 sp.
Robert Tatum, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears a black vest and prefers tan and white shirts. His boots appear to have been at one point steel toed but are quite worn down. With a patchy brown beard and wild brown hair. He tend to wears goggles to shield his eyes.
Personality: He is fixated on the number 84. 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 can't help but pocket interesting objects he comes across
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Robert grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Robert. Recently he has begun working with bootleggers and crooks.
Motivation: 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; and he is a bit of a kleptomaniac
Flaws: Ugly, Insane. Bonds: Poor, Criminal record, Military. Occupation: Courier
Voice: Loud with bravado
Attributes [hide]
Medium (6'3") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 10 (+0) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Celestial
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1900 sp.
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Their contribution stands as a beacon of hope for all adventurers!
