John Cornish, Male Human [Permalink]
Personal [hide]
Description: He wears a well pressed and immaculate suit (or dress), and carries sickles. His hair is always cut to a buzz. His violet eyes have a joyful gleam in them most of the time.
Personality: John is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Spy arts, while his mother instructed him in etiquette, music and courtly manner. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Spy work with an outfit from a few towns over. Spy work suited him well, and with each successful project, he earned more gold and more respect from his peers. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Money/treasure; and sabotage a competitor
Ideals: Fighting, Extrovert. Flaws: Shy. Bonds: Rich, Job. Occupation: Spy
Voice: Whispers
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 12 (+1) | 14 (+2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Giant, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
Tim Burton, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He has a very tight haircut. His green eyes dart from person to person.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: His parents moved while he was still in utero so he is the first generation to be born here. Brilliant and gifted he never wanted to apply himself. He is searching for what he claims is his rightful reward.
Motivation: Obtaining odd cultural Human artifacts is his passion; and meet up once more with his childhood friend
Ideals: Opinionated, Philantrophist, Gifted. Bonds: Immigrant, Adventurer. Occupation: Soapmaker
Voice: Pronounces O like U
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 6 (-2) | 12 (+1) | 13 (+1) | 4 (-3) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 1 Darkwood Buckler. 1 Chain shirt. 1 Banded mail.
Thomas Hadlee, Male Human [Permalink]
Personal [hide]
Description: With brown face paint in a stripe pattern across his face, he wears brown leather gloves, a brown jacket, and tight pants. His silver hair has been sun bleached extensively. He wears round tiny glasses practically rammed into his face.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. Animals are drawn to him, and he is able to talk to them.
History: Gifted from a young age, Thomas studied abroad. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Thomas 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 Thomas. He ran away from his former home and has been making his living as a Sailor for the past few years.
Motivation: Wants to open a new tavern.
Ideals: Gifted. Bonds: Criminal record, Job. Occupation: Sailor
Voice: Old Prospector
Attributes [hide]
Medium (6'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 8 (-1) | 16 (+3) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Gnome, Druidic, Dwarven
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 2900 sp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Shane Weld, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a tea of some kind. He is wearing colorful clothing, dressed as a Merchant, marred by teas. His hair is short and brown. His eyes are a pleasant brown.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He was born in a small plains village. Being born in the south, 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 south 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 west. He bought a hammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels that his past leaves him morally obligated to help; and marry his sister to traveling adventurers
Ideals: Joker. Flaws: Ugly, Hedonist. Bonds: Nature, Family, Criminal record. Occupation: Merchant
Voice: Speaks with back of mouth
Attributes [hide]
Medium (6'5") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 14 (+2) | 9 (-1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 14
Languages Common
Attacks Melee +6 / 1d8+4, Ranged +5 / 1d8+3, Grapple +4
Possessions: Just what you see.
Theobald Hornsby, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man typically wears grey cloth garments or leather armor. With a patchy brown beard and wild brown hair. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep blue.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: He was born in a small mountains village. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a old dungeon. He would wander through that old dungeon 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. Theobald took refuge in the old dungeon and found the beat up falchion and armor he uses now. He left for the west, certain he would find work there.
Motivation: A deep hatred of giants; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Opinionated. Bonds: Criminal record, Nature, Immigrant, Enemies. Occupation: Scribe
Voice: Booming voice
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp. 1 Masterwork Thieves’ tools. 1 Climber’s kit. 1 Simple lock.
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