John Bentley, Male Human [Permalink]
Personal [hide]
Description: With black face paint in a stripe pattern across his face, he dresses like a well dressed Cook does. His black hair is slicked back into a classic pompadour. His violet eyes lackadaisically let the world flow into them.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.
History: The child of a Carter, who enjoyed hunting, John was taken on many hunting expeditions. A gifted student he started as a Carter, but he got bored and became a Cook. He now owns his own business.
Motivation: He is unsatisfied with his job; and sabotage a competitor
Ideals: Impeccable. Bonds: Job, Has a crush, Adventurer, Nature. Occupation: Cook
Voice: Hissing voice
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 9
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 9 (-1) | 15 (+2) | 4 (-3) | 10 (+0) |
Senses Passive Perception 7
Languages Common, Gnoll, Goblin
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 1100 sp.
Ernest Hadleigh, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'5". He wears very tight pants and wife beaters, though occasionally he sports a blue coat, and his gloved hand is found clutching a spear. He has a golden handlebar mustache and slicked back golden hair. His eyes are likewise violet. His teeth are yellowed and unaligned.
Personality: Ernest hangs on like a leech to those who appreciate him. It was this clingy personality that held back his poetry career. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: Ernest was born the youngest of three triplets. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Ernest 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 Ernest. Being a Scribe kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: His spouse's relatives view him with great suspicion; and his relatives are trying to arrange a marriage
Ideals: Artistic, Entrepeneur. Flaws: Ugly. Bonds: Family, Criminal record. Occupation: Scribe
Voice: German accent
Attributes [hide]
Medium (6'5") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 10 (+0) | 17 (+3) | 14 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Halfling, Giant, Terran
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: Just what you see.
Clerebold Clare, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many blue ritualistic tattoos. He wears brown trousers with blue and black striped suspenders. He wears various colorful collared shirts. He wears his hair in dreadlocks. His violet eyes lackadaisically let the world flow into them.
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 cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: The child of a Slave Trader, who enjoyed hunting, Clerebold was taken on many hunting expeditions. Clerebold 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. Clerebold 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. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: To reunite with his old friends; and he wants to meet his childhood hero
Ideals: Persistence. Flaws: Antagonistic. Bonds: Nature, Criminal record, Adventurer. Occupation: Banker
Voice: American accent
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +3
Possessions: 3000 sp.
Manfred Dudley, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears clothing that is held on in multiple layers but all of it is in poor condition. He has auburn hair. His hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: His mother raised him in a mountain cabin. When Manfred reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. During his travels, Manfred and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Manfred discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Manfred fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He is currently in port desperately looking for someone to get him out.
Ideals: Athletic. Bonds: Poor, Attractive, Military, Nature. Occupation: Healer
Voice: Can't modulate volume
Attributes [hide]
Medium (5'1") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 10 (+0) | 15 (+2) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Dwarven, Druidic
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 2000 cp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Trym Beverly, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel. He carries with him a set of flails on his belt, each one with a amethyst on the hilt. He keeps his long silver hair kept up in a rat tail. His fierce brown eyes like to dwell on things.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is able to fit into much smaller and tighter spaces than normal.
History: Raised by wardens he was only a novice when illithids swooped upon their monastery and killed most of the order. At a young age his mother died while driving off some illithids. His father being the stubborn sort decided to stay and helped train him in flail use. He was granted druidic powers by his dying sister.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and someone believes him a fraud
Ideals: Fighting, Joker, Gifted. Bonds: Religious, Enemies. Occupation: Doctor
Voice: Speaks with a cold
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 14 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Giant, Terran
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 100 gp.
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