Richard Southey, Male Human [Permalink]
Personal [hide]
Description: A 5'0" eastern man, he is wearing a long, grey, dusty cloak. His brown hair is singed and shortened. He tend to wears goggles to shield his eyes.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He got into the Seamstress business at a young age. Richard liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He ran away from his former home and has been making his living as a Seamstress for the past few years.
Motivation: He'd like to take his coworkers down a peg.
Ideals: Justice. Flaws: Ugly. Bonds: Rich, Job, Nature. Occupation: Seamstress
Voice: High pitched, excited
Attributes [hide]
Medium (5'0") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 44 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 16 (+3) | 14 (+2) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Goblin, Druidic
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 500 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Nicholas Huxley, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He wears his golden hair up in a very large beehive style do. His eyes are amber and he is always smoking a pipe.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is used to getting what he wants. In part because he is a meticulous planner.
History: He was born to a criminal king-pin and mafia family He took every job he could get his hands on, but the opportunities for Humans in the north were limited. Being a Guard 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: 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 has decided he is irredeemable
Ideals: Professionalism. Flaws: Cynical. Bonds: Rich, Criminal record, Immigrant. Occupation: Guard
Voice: Hissing voice
Attributes [hide]
Medium (5'2") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 40 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 14 (+2) | 11 (+0) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
Possessions: 100 gp.
Adelard Moreno, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy golden stubble. He wears a faded coat and loose pants complete with feathered hat. He has a hunchback. His hair is greying and his face has many wrinkles. His eyes are a pleasant brown.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He takes great joy in being the best Doctor in town.
History: Gifted from a young age, Adelard studied abroad. A serious injury left his mother unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm mother. Recently he has begun working with bootleggers and crooks.
Motivation: He has comitted a past crime that haunts him to this day.
Ideals: Gifted. Flaws: Ugly. Bonds: Job, Debt, Criminal record. Occupation: Doctor
Voice: Booming voice
Attributes [hide]
Medium (5'8") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 10 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 9 (-1) | 11 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 4000 cp.
Ralf Barclay, Male Human [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He carries with him a set of greataxes on his belt, each one with a sapphire on the hilt. He has styled his golden hair well, parting it to the right. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Ralf lived on a farm with his mother, near the main road leading to a nearby town. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. 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. Ralf fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Regain custody of his daughter; and to unite with his sister
Ideals: Entrepeneur, Fighting, Optimist. Flaws: Insane. Bonds: Family. Occupation: Hunter
Voice: Squeaky
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 10 (+0) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Halfling, Aquan
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +0
Possessions: 1500 sp.
Gunter Leighton, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. He has a small bristly mustache and wavy black hair. His eyes are brown and catlike.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. 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: Gunter was raised in a hard working conservative environment. 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 has set out to sabotage the competition.
Motivation: Wants to open a new tavern; and a need for knowledge about a nearby landmark
Ideals: Justice, Entrepeneur. Bonds: Job, Adventurer. Occupation: Shipwright
Voice: Dutch accent
Attributes [hide]
Medium (5'9") Human, Chaotic Evil (CR 5)
Armor Class 13
Hit Points 35 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Aquan
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
Possessions: 100 gp. Jet (130 gp). Banded agate (13 gp).
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