Aldous Prescott, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he is wearing a long, white cloak. His hair is white, silky, and of moderate length. His otherwise smooth face is marked with small tiny scars.
Personality: Aldous is depressed about a lot of things. He tends to be a nihilist. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: Born in a small village he learned the ways of the warrior from his mother. From his teen years he was always beautiful and desirable, so people have always doted on him. Due to his spouse's obsession with being a Tanner they were divorced and he won custody of their daughter. He worked as a Herbalist, and he later adopted a second daughter.
Motivation: Regain custody of his daughter; and his spouse's relatives view him with great suspicion
Ideals: Fighting. Flaws: Depressed. Bonds: Attractive, Rich, Family. Occupation: Herbalist
Voice: Squeaky
Attributes [hide]
Medium (5'11") Human, Chaotic Evil (CR 3)
Armor Class 8
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 7 (-2) | 10 (+0) | 16 (+3) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Infernal, Dwarven, Orc
Attacks Melee +2 / 1d8+0, Ranged +0 / 1d8-2, Grapple +0
Possessions: 100 gp.
Ernest Conway, Male Human [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His golden hair is smooth and relatively long. He wears large thick round spectacles.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Raised by wardens he was only a novice when gnolls swooped upon their monastery and killed most of the order. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was recently attacked on the road and savagely beaten by bandits.
Motivation: His name or reputation has been wronged in the past by gnolls, and he desires to right it.
Flaws: Ugly, Insomniac, Impulsive. Bonds: Religious, Enemies. Occupation: Tanner
Voice: Sounds elderly
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 28 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 9 (-1) | 14 (+2) | 12 (+1) | 18 (+4) |
Senses Passive Perception 14
Languages Common, Undercommon, Halfling
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
Possessions: 100 gp. Moss agate (7 gp). Smoky quartz (80 gp). White opal (1400 gp).
Bertram Lindsey, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He is well dressed, constantly wearing a black suit, red shirt, and white tie. He sports a flattop hair cut. His violet eyes have a joyful gleam in them most of the time.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He was born on a small isolated farm. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave 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 plains due to the painful memories there. Bertram took refuge in the large cave and found the beat up longbow and armor he uses now. He's also a talented Beggar, but doesn't like to broadcast it.
Motivation: He wants nothing more than to rejoin the army; and he'd like to take his coworkers down a peg
Flaws: Antagonistic, Hedonist. Bonds: Nature, Job, Military. Occupation: Soapmaker
Voice: Jamaican accent
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 10 (+0) | 9 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 500 gp. Red-brown spinel (110 gp). Deep blue spinel (1200 gp). Carnelian (30 gp). 1 Masterwork Musical instrument. 1 Masterwork Musical instrument. 1 Spyglass. 1 Masterwork manacles.
John Rodney, Male Human [Permalink]
Personal [hide]
Description: 5'7" and lanky with angular features, he is an attractive figure. He is generally shirtless and showing off his tattooed chest. His white hair is smooth and relatively long. He wears a mask on his face.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Born in the south to a Navigator, John learned a great deal about his father's area of expertise. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Navigator work with an outfit from a few towns over. Navigator work suited him well, and with each successful project, he earned more gold and more respect from his peers. He used his abilities to trick people and travel the world for free.
Motivation: He doesn't get along with people that don't share his tastes; and he'd like to take his coworkers down a peg
Ideals: Philantrophist, Impeccable. Flaws: Shy. Bonds: Attractive, Job, Criminal record. Occupation: Navigator
Voice: Boston accent
Attributes [hide]
Medium (5'7") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 10 (+0) | 15 (+2) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Druidic, Orc
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1700 sp. Amber (110 gp). Black pearl (300 gp).
Gerard Southey, Male Human [Permalink]
Personal [hide]
Description: He stands about 6'5" and is dressed in a clean green cloak covering his clean studded leather. His right hand appears badly burned and disfigured. With a patchy white beard and wild white hair. He wears large thick round spectacles.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. A gypsy cursed him at a young age, leading to his ugly appearance. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gerard fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To end his boredom; and to find somewhere to settle down
Ideals: Disciplined, Fighting. Flaws: Mundane, Ugly. Occupation: Engraver
Voice: French accent
Attributes [hide]
Medium (6'5") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Terran
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp. 1 Masterwork Common Melee.
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