Robert Acton, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a large green jacket. His attire stands in sharp contrast to his pickaxe, which is beautifully polished and possesses an ornate carving of a skull on it. He wears a broad hat to hide his balding. He has several tiny ruby earrings on each ear.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. A true patriot, Robert would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: He was born into a rich family. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Interpreter work with an outfit from a few towns over. Interpreter work suited him well, and with each successful project, he earned more gold and more respect from his peers. He struck the Interpreter job and began his own company from there.
Motivation: To reunite with his absent mother; and he wants nothing more than to rejoin the army
Ideals: Optimist. Bonds: Rich, Military, Job, Family. Occupation: Interpreter
Voice: Spits words with contempt
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 12 (+1) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp.
Kody Sydney, Male Human [Permalink]
Personal [hide]
Description: This eastern man is abnormally tall. He likes to wear darkened spectacles and heavy clothing, no matter the weather. His whole body is exceptionally muscular. His hair is cut close to his head. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: Kody was born in the east. At a young age he loved to build and create. Aside from being a slave or a gladiator, there isn't much legitimate work for Humans in Kody's homeland. Kody decided to take the middle way and become a bodyguard. He moves from town to town, unable to find a place to settle.
Motivation: His spouse's relatives view him with great suspicion; and doesn't want to be a adventurer and was forced into it by his family
Ideals: Joker, Persistence, Fighting. Bonds: Immigrant, Family. Occupation: Adventurer
Voice: Indian accent
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 11 (+0) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Undercommon, Goblin
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 8000 cp. 1 Minor magic item.
Rolf Astley, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a black costume with the symbols of death on his torso. He has a small bristly mustache and wavy chestnut hair. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: He got into the Gardener business at a young age. A few years later when the east was not economically sound they moved to his current location. He moves from town to town, unable to find a place to settle.
Motivation: Further expansion of business; and balancing his hectic life and new gardener responsibilities is difficult
Ideals: Fighting, Logical. Flaws: Addict. Bonds: Immigrant, Job. Occupation: Gardener
Voice: Raspy
Attributes [hide]
Medium (5'8") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 11 (+0) | 16 (+3) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Undercommon, Draconic, Celestial
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 1 Crowbar.
Trym Weston, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears skinny pants and wears a black and grey robe with the hood down. His white hair is well kept and his bushy mustache is tapered upwards at the ends. He wears an eyepatch.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. Trym is a bit of a follower. Usually he is manipulated by his brothers into helping them out, but recently he has become more of a free agent.
History: He was born in a small forest village. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Trym took refuge in the ruined castle and found the beat up glaive and armor he uses now. He now mingles about in high society.
Motivation: Marry his brother to traveling adventurers; and find a way to reverse the transformation of his brother
Flaws: Ugly, Shy. Bonds: Family, Nature, Rich. Occupation: Apothecary
Voice: pre-pubescent
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +3
Possessions: Just what you see.
Gilbert Compton, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy red stubble. He wears dull brown sweaters, loose green pants, and alligator leather shoes. Beneath his sweater he keeps a concealed warhammer, just in case. He has a hunchback. His red hair is still thick. His ears are large.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: Sold as a small child to a necromancer, Gilbert was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Gilbert 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 Gilbert. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gilbert fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Fighting. Flaws: Ugly, Insane. Bonds: Criminal record, Mentor. Occupation: Merchant
Voice: Spits words with contempt
Attributes [hide]
Medium (5'5") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 11 (+0) | 16 (+3) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Draconic, Halfling, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp.
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