Charles Conway, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right leg, he prefers to wear brown clothing when he does not wear armor. He wears his blonde hair up in a very large beehive style do. His skin is flawless and his blue eyes scan people very quickly.
Personality: He hates Humans with a passion. As such he is filled with self loathing. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: He was born the only child of a wealthy merchant. When money was particularly tight he was walking through alleys when he overheard a Farmer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. Days after completing his studies, news broke out that his hometown was attacked by drow. Charles was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the drow.
Motivation: He wants revenge against drow; and his name or reputation has been wronged in the past by drow, and he desires to right it
Ideals: Entrepeneur. Flaws: Racist. Bonds: Attractive, Enemies, Poor. Occupation: Farmer
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 17 (+3) | 11 (+0) | 9 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 400 gp.
Peter Dudley, Male Human [Permalink]
Personal [hide]
Description: He wears a simple burlap shirt and baggy pants. He conceals his longbow with his veritable burlap sack of a shirt. He carries with him a set of longbows on his belt, each one with a jet on the hilt. His tied-back hair is golden. His eyes are likewise violet.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born in the north. Peter 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 left for the north, certain he would find work there.
Motivation: He is wracked by social anxiety; and he loathes his own lifestyle
Ideals: Fighting. Flaws: Depressed, Fearful. Bonds: Immigrant, Nature. Occupation: Roofer
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'3") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 17 (+3) | 15 (+2) | 6 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common, Abyssal, Elven
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Shane Richie, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He wears tight fitting clothing which further accentuates his frame. His white hair is braided into rings. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: Gifted from a young age, Shane studied abroad. Shane was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Shane decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Being a Sellsword 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 seems to be bored by most things; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Gifted. Flaws: Antagonistic, Mundane. Bonds: Attractive, Slave, Criminal record. Occupation: Sellsword
Voice: French accent
Attributes [hide]
Medium (5'3") Human, True Neutral (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 14 (+2) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2300 sp. 1 Masterwork Musical instrument. 1 Disguise kit. 1 Bullseye lantern.
Jocelyn Braxton, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears long strands of topaz and short green dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. He wears a wide-brimmed hat to cover his moderate length white hair. His blue eyes have a joyful gleam in them most of the time.
Personality: This man loves music and to teach people music more than just about anything. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Mason arts, while his mother instructed him in etiquette, music and courtly manner. He moved out west to avoid the crime he committed. He has recently gotten a pet goose that steals things from people.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and 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
Ideals: Athletic, Artistic. Flaws: Antagonistic. Bonds: Rich, Criminal record. Occupation: Mason
Voice: Soothing and warm
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 8 (-1) | 9 (-1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +4
Possessions: 200 gp. 1 Half-Plate.
Nicholas Gracey, Male Human [Permalink]
Personal [hide]
Description: He has a missing left arm. He prefers to wear flannel. He has a long brown beard with little hanging trinkets. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He can speak with the recently deceased. 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: Nicholas hails from a village terrorized by dire rats. He made a point of taking high paying jobs and getting most of it up front. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: His name or reputation has been wronged in the past by dire rats, and he desires to right it; and a deep hatred of dire rats
Ideals: Gifted. Bonds: Rich, Enemies, Adventurer. Occupation: Spy
Voice: Low and grunting
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 40 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 17 (+3) | 14 (+2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 14
Languages Common, Halfling, Druidic
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 500 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
