Miles Browning, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he is wearing a long, brown cloak. He has chestnut hair. He has blue eyes.
Personality: He is business-like. He takes instructions and follows them to the letter. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Born in a small village he learned the ways of the warrior from his father. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Miles fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He has passion for adventuring and risk; and wishes to resurrect an old love
Ideals: Professionalism, Fighting. Flaws: Antagonistic. Bonds: Adventurer, In love. Occupation: Cartwright
Voice: Russian accent
Attributes [hide]
Medium (5'4") Human, True Neutral (CR 3)
Armor Class 8
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 6 (-2) | 15 (+2) | 16 (+3) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Druidic, Goblin, Terran
Attacks Melee +2 / 1d8+0, Ranged +0 / 1d8-2, Grapple +0
Possessions: 100 gp.
Gilbert Ainsworth, Male Human [Permalink]
Personal [hide]
Description: He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He is bristling with hidden weapons, mostly longswords and shields. His white hair is slicked back into a classic pompadour. He wears crescent spectacles with a black brim.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: The child of a Carpenter, who enjoyed hunting, Gilbert was taken on many hunting expeditions. Like his mother and his sister before him, after school he went straight into learning to become a Knight. He now owns his own business.
Motivation: 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; and a need for knowledge about a nearby landmark
Ideals: Entrepeneur. Flaws: Cynical. Bonds: Criminal record, Nature, Job, Adventurer. Occupation: Knight
Voice: Aggressive tone
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 12 (+1) | 11 (+0) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 400 gp. 1 Masterwork Heavy steel shield. 1 Chain shirt. 1 Banded mail.
Gunter Dayton, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man wears a worn and beaten armor and is in decent physical shape. He has a blonde handlebar mustache and slicked back blonde hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: Gunter was raised in a hard working conservative environment. A gifted student he started as a Baker, but he got bored and became a Laborer. By chance he met his sister recently and the two have been together since.
Motivation: To reunite with his old friends; and to be a baker again
Ideals: Joker, Philantrophist. Bonds: Job, Family, Adventurer. Occupation: Laborer
Voice: Dutch accent
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 8 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 5 (-3) | 17 (+3) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Druidic, Gnoll, Gnome
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +5
Possessions: 1500 sp.
Bertram Mori, Male Human [Permalink]
Personal [hide]
Description: He wears a black shirt, with a violet mid length shorts with violet tights and flats, usually wearing a coat over them. He wears a small hat to cover his moderate length silver hair. This gray eyed southerner is not easily forgotten.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. He is afraid of women and trembles around them
History: Bertram was born with his mother's beautiful face. 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 north. Some 6 years later his spouse died after the birth of his daughter. Heartbroken, Bertram never married again. Instead he focused his life to raising his daughter whom he trained as his mother had trained him before.
Motivation: He desires power and/or immortality; and marry his sister to traveling adventurers
Flaws: Shy. Bonds: Attractive, Family, In love, Adventurer. Occupation: Barrister
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 11 (+0) | 14 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Sylvan, Elven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1 Half-Plate.
Norman Ogden, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His golden hair is thinning but still full. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: His parents moved while he was still in utero so he is the first generation to be born here. Norman 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. Norman 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. He moves from town to town, unable to find a place to settle.
Motivation: Retire the richest man in the north; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Entrepeneur, Athletic, Passionate. Bonds: Criminal record, Immigrant. Occupation: Gardener
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'6") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 12 (+1) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Giant
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp. White opal (400 gp). Blue sapphire (400 gp). Jet (160 gp).
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Their contribution stands as a beacon of hope for all adventurers!