Theodoric Tenley, Male Human [Permalink]
Personal [hide]
Description: He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His skin is fair and his fingers are delicate and long. His auburn hair is heavily combed to the right. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: He was born to a pair of big game hunters, but was frequently ill as a child. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Fortune-teller. He's since become an addict/alcoholic.
Motivation: Doesn't want to be a Fortune-teller and was forced into it by his family; and an old rival family wants him found
Ideals: Gifted. Flaws: Disease, Addict. Bonds: Job, Family. Occupation: Fortune-teller
Voice: Raspy
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 3)
Armor Class 14
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 13 (+1) | 12 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +6 / 1d8+4, Grapple +4
Possessions: 200 gp. Violet garnet (400 gp). 2 Thunderstones. 1 Antitoxin. 1 Antitoxin.
Richard Deighton, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He is wearing a long, black, dusty cloak. He has blonde hair. He is baby faced.
Personality: Eccentric and domineering, Richard will drive conversation. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: Born to a pair of adventurers, Richard grew up listening to his mother's many stories. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a ruined castle. He would wander through that ruined castle 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. Richard took refuge in the ruined castle and found the beat up spear and armor he uses now. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He's looking for his big break; and expand his business
Ideals: Extrovert, Opinionated. Bonds: Adventurer, Nature, Job. Occupation: Mason
Voice: Voice breaks
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 13 (+1) | 14 (+2) | 17 (+3) | 6 (-2) |
Senses Passive Perception 13
Languages Common, Infernal, Orc
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 1 Healer’s kit. 1 Masterwork Thieves’ tools.
Reynard Brady, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears a tattered pair of loose tan pants, a matching torn shirt, and a visible pair of similar condition same color briefs. He has styled his golden hair well, parting it to the left. He wears round tiny glasses practically rammed into his face.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He has a habit of throwing himself into exceedingly dangerous situations.
History: Born to a poor family in the city he treasured whatever gifts he got. He was an apprentice working in his father's forge. He bought a mace and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He'd like to take his coworkers down a peg.
Ideals: Joker. Flaws: Impulsive. Bonds: Poor, Job, Nature. Occupation: Masseuse
Voice: Old Prospector
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 14 (+2) | 8 (-1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp. 1 Masterwork Common Melee.
Gomory Hackney, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many brown ritualistic tattoos. He wears suspenders and red workpants. His shirt is brown, and he wears a heavy red leather apron most of the time. His red hair is greasy and uncared for. He wears crescent spectacles with a black brim.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Gomory is combative with any and all who dare try his patience in the slightest.
History: A powerful necromancer made him what he is. He was an apprentice working in his father's forge. He became a Fletcher soon after.
Motivation: Balancing his hectic life and new Fletcher responsibilities is difficult; and regain custody of his daughter
Ideals: Justice. Flaws: Ugly. Bonds: Family, Mentor, Job. Occupation: Fletcher
Voice: Indian accent
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 17 (+3) | 16 (+3) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Giant, Druidic, Gnoll
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +2
Possessions: 200 gp.
Gerald Halsey, Male Human [Permalink]
Personal [hide]
Description: He typically wears a sleeveless long coat of deep red leather and dull tan iron scale mail. He carries with him a set of spears, each one with a aquamarine on the hilt. He only wears one on his belt and the other on his back. His red hair and beard is wavy and long. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. He moved out south to avoid the crime he committed. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gerald fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To get a good night's sleep; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Fighting. Flaws: Antagonistic, Disease, Insomniac. Bonds: Criminal record. Occupation: Dilettante
Voice: Rolls R's
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 44 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 16 (+3) | 15 (+2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Giant, Draconic
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 1 Minor magic item.
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