Trey Hampton, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, white cloak. He is bristling with hidden weapons, mostly longswords and maces. His blonde hair is drawn into a tight pony tail with a clover scrunchie. He wears round tiny glasses practically rammed into his face.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. Around other people he will do his best to conceal his emotions and appear jolly.
History: Born to a poor family in the city he treasured whatever gifts he got. As a very small child his family refused to pay dues to a local crime lord, who ordered them killed. His mother, a somewhat powerful mage sought to protect him and cast a teleportation spell that whisked him away. Due to his spouse's obsession with being a Marshal they were divorced and he won custody of their son. He worked as a Armorer, and he later adopted a second son.
Motivation: To reunite with his absent father; and he is a bit of a kleptomaniac
Flaws: Shy. Bonds: Criminal record, Poor, Family. Occupation: Armorer
Voice: Relaxed voice
Attributes [hide]
Medium (6'1") Human, Lawful Evil (CR 4)
Armor Class 10
Hit Points 24 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 6 (-2) | 17 (+3) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Auran, Abyssal, Dwarven
Attacks Melee +1 / 1d10-1, Ranged +2 / 1d10+0, Grapple +0
Possessions: 27000 sp. 1 Darkwood Buckler. 1 Darkwood Buckler. 1 Half-Plate. 1 Masterwork Heavy wooden shield.
Frederick Garfield, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears light armors faded through time and improper care. His hair is long and blonde with streaks of chestnut, and is pulled back with small violet clips. His beard is chestnut, braided, and well cared for. His eyes, though not visible through his cowl, are brown.
Personality: He is erratic and paranoid. He believes giants are coming to abduct people. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Born to a Map Maker, his father struggled to pay the bills. Being born in the east, 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 east 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. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: Someone believes him a fraud; and doesn't want to be a assassin and was forced into it by his family
Flaws: Forgetful. Bonds: Enemies, Poor, Family. Occupation: Assassin
Voice: Whispers
Attributes [hide]
Medium (6'6") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 15000 cp. 1 Chain shirt. 1 Half-Plate.
Roger Browning, Male Human [Permalink]
Personal [hide]
Description: He wears a tight fitting red shirt and pants. His silver hair has been sun bleached extensively. He has gray eyes and a red hat with a grey feather.
Personality: He does not believe in betrayal or weakness as things to be tolerated. 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: Roger hails from a village terrorized by gnolls. Because his father participated in the massacre of their homeland, gnolls burned their ranch to the ground and forced them out. He was preparing to flee to the east, but the outbreak of war prevented him and his mother from journeying east to reunite his family. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: His relatives are trying to arrange a marriage; and his spouse's relatives view him with great suspicion
Ideals: Justice. Bonds: Slave, Enemies, Immigrant, Family. Occupation: Knight
Voice: Loud with bravado
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 8 (-1) | 13 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
Don Norton, Male Human [Permalink]
Personal [hide]
Description: He wears dark leathers with embroidery. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His hair is auburn and curly. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: He served in the navy to pay for his family's outstanding loans. Don 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. Don decided he wanted neither the life of his mother 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. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: A rival would like him out of the picture; and he has comitted a past crime that haunts him to this day
Ideals: Passionate. Flaws: Addict. Bonds: Job, Military, Criminal record. Occupation: Slave Trader
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 3)
Armor Class 7
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 5 (-3) | 13 (+1) | 9 (-1) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged -1 / 1d8-3, Grapple +1
Possessions: 400 gp. 1 Magnifying glass.
Percival Ryland, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy chestnut stubble. He is armored in gleaming platemail with gilded edges. A flowing brown cape and mantle trimmed with soft tan waves gently in the breeze. He has a hunchback. His chestnut hair is knotted and matted. His brown eyes lackadaisically let the world flow into them.
Personality: Percival wants to be seen as a stoic, levelheaded, noble Fighter, so he tries to act the part. He does a good job, for the most part... He has a minor phobia of water and hates getting wet.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. He always admired necromantic-users and wanted to develop the talent, but never had the affinity for it. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is greedy.
Ideals: Disciplined, Gifted. Flaws: Ugly, Fearful. Bonds: Rich. Occupation: Sellsword
Voice: Booming voice
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 14
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 18 (+4) | 14 (+2) | 13 (+1) | 18 (+4) | 8 (-1) |
Senses Passive Perception 16
Languages Common, Undercommon
Attacks Melee +2 / 1d8+0, Ranged +6 / 1d8+4, Grapple +4
Possessions: 400 gp.
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