William Dryden, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He carries a battered halberd and tarnished kukri as well. He wears his silver hair down. His fair skin shows little sign of his aristocratic breeding.
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: He was born in the north, but his parents moved at a very young age to the south. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. William took refuge in the ruined castle and found the beat up kukri and armor he uses now. He bought a kukri and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Money/treasure; and he has money and likes to spend it
Ideals: Fighting. Flaws: Insomniac. Bonds: Rich, Attractive, Nature, Immigrant. Occupation: Armorer
Voice: Spits words with contempt
Attributes [hide]
Medium (5'7") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 15 (+2) | 9 (-1) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2500 sp.
Heward Marleigh, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man dresses well, typically a more casual-formal manner. He has dyed his greying white hair a little too much giving a sharp white color. He wears round tiny glasses practically rammed into his face.
Personality: A skeptical and narcissistic man, Heward's first love is himself. His second love is also himself. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Heward was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Heward decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He used his abilities to trick people and travel the world for free.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he feels that his past leaves him morally obligated to help
Ideals: Impeccable, Gifted. Flaws: Forgetful. Bonds: Attractive, Criminal record. Occupation: Brewer
Voice: Slow speaker
Attributes [hide]
Medium (5'0") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 16 (+3) | 17 (+3) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Aquan, Terran, Draconic
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 400 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Kyle Weld, Male Human [Permalink]
Personal [hide]
Description: A 5'9" western man, he tends to wear a brown poncho over his likewise colored trousers and shirt. His hair is golden and curly. His eyes, though not visible through his cowl, are green.
Personality: He likes to make people angry or surprised. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Kyle was raised in a hard working conservative environment. A gifted student he started as a Apothecary, but he got bored and became a Fletcher. In the meantime he has taken over work as a Fletcher and occasionally as a mercenary.
Motivation: His name or reputation has been wronged in the past by gnolls, and he desires to right it; and he's looking for his big break
Flaws: Antagonistic. Bonds: Enemies, Job, Adventurer. Occupation: Fletcher
Voice: pre-pubescent
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 17 (+3) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Goblin, Gnome, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp. 1 Half-Plate. 1 Banded mail.
Reynard Carlyle, Male Human [Permalink]
Personal [hide]
Description: He wears a brown vest with golden trim over his white shirt. His blue leather gloves and pants are well-kept, and his brown boots flare out at the collars, and he perpetually has his club ready. His hair is silver, silky, and of moderate length. His eyes are a pleasant blue.
Personality: He exudes charisma. He is a tour de force of persuasion. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: From birth he was tutored by a cruel and relentless mentor. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Revenge; and several ex partners dislike his way of doing things and want revenge
Ideals: Fighting. Bonds: Attractive, Mentor, Adventurer, Enemies. Occupation: Sage
Voice: Smoker's lung
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 10 (+0) | 10 (+0) | 7 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
Possessions: 39000 sp. Carved harp of exotic wood with ivory inlay and zircon gems (900 gp). 1 Minor magic item.
Charles Merton, Male Human [Permalink]
Personal [hide]
Description: With grey face paint in a stripe pattern across his face, he is wearing the road beaten gear of a warrior. His chestnut hair is still thick. His green eyes dart from person to person.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. Animals are drawn to him, and he is able to talk to them.
History: Born to a pair of adventurers, Charles grew up listening to his mother's many stories. Ostracized due to the psionic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by unlife.
Motivation: Further expansion of business; and expand his business
Ideals: Fighting, Gifted. Flaws: Antagonistic, Disease. Bonds: Adventurer, Job. Occupation: Slave Trader
Voice: Sounds elderly
Attributes [hide]
Medium (5'5") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 7 (-2) | 12 (+1) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 100 gp. Cloth of gold vestments (80 gp). Brass mug with jade inlays (200 gp). A roughly beaten golden orb (80 gp).
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