Roger Marley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a lot of dark rich colors, with gold accents. His brown hair is still thick. He wears round tiny glasses practically rammed into his face.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Roger was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Roger took refuge in the large cave and found the beat up monstrous two handed axe and armor he uses now. He bought a monstrous two handed axe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it; and to be a sage again
Ideals: Philantrophist, Joker. Bonds: Attractive, Poor, Nature. Occupation: Detective
Voice: Middle-eastern accent
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 14 (+2) | 13 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 200 gp. 4 Tanglefoot bags. 3 Antitoxin.
Gomory Harley, Male Human [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination, and he perpetually has his club ready. His white hair is knotted and matted. He wears round tiny glasses practically rammed into his face.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. 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: He comes from a rich western family. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Gomory took refuge in the large cave and found the beat up club and armor he uses now. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He has money and likes to spend it.
Ideals: Fighting, Philantrophist, Entrepeneur. Bonds: Rich, Nature. Occupation: Stableman
Voice: Old Prospector
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 10 (+0) | 11 (+0) | 14 (+2) | 16 (+3) | 6 (-2) |
Senses Passive Perception 13
Languages Common, Gnoll, Orc
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +4
Possessions: 100 gp.
Balimaar Barney, Male Human [Permalink]
Personal [hide]
Description: He wears a brown feathered hat and brown clothes. He carries a battered crossbow and tarnished monstrous two handed axe as well. He has styled his white hair well, parting it to the left. He tend to wears goggles to shield his eyes.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: His father raised him in a mountain cabin. His mother took him hunting and taught him how to get in the mind of other creatures. He has never given up on his writing dream.
Motivation: Balancing his hectic life and new Herbalist responsibilities is difficult; and he feels the way he acts is they only way to get by in the world
Ideals: Fighting, Impeccable, Artistic. Flaws: Forgetful. Bonds: Nature, Job. Occupation: Herbalist
Voice: German accent
Attributes [hide]
Medium (5'6") Human, True Neutral (CR 3)
Armor Class 12
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 10 (+0) | 12 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 100 gp. Chrysoberyl (40 gp). 1 Backpack. 1 Climber’s kit. 1 Small steel mirror.
William Kendal, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears bulky yellow painted plate armor. His long red hair reaches down to his waist. His eyes are green.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He is a logical person and will generally grow upset if things defy logic and science.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. His family was turned out during the war. He and his family wandered north to less war torn lands. He's also a talented Locksmith, but doesn't like to broadcast it.
Motivation: His religion dominates his actions.
Ideals: Logical. Flaws: PTSD. Bonds: Immigrant, Job, Religious. Occupation: Fisher
Voice: Stutters
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 7 (-2) | 11 (+0) | 16 (+3) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Druidic, Celestial, Sylvan
Attacks Melee +0 / 1d8-2, Ranged +0 / 1d8-2, Grapple -2
Possessions: 400 sp.
Solomon Weston, Male Human [Permalink]
Personal [hide]
Description: This fat western man has a bulbous nose and wears skinny pants and wears a pastel and brown robe with the hood down. His skin is also unnaturally pale. He keeps his auburn hair in a pixie cut. His eyes, though not visible through his cowl, are amber.
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 lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Solomon was born the youngest of three triplets. At a young age he wooed the heart of his future spouse and the two had a long relationship before they wed. He has since lost track of the people in his past.
Motivation: An old rival family wants him found.
Flaws: Ugly, Insomniac, Impulsive. Bonds: Family, In love. Occupation: Mortician
Voice: Soft and mumbly
Attributes [hide]
Medium (5'1") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 12 (+1) | 10 (+0) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +4
Possessions: 200 gp.
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Their contribution stands as a beacon of hope for all adventurers!
