Tim Yardley, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. He wears a wide-brimmed hat to hide his balding. This green eyed southerner is not easily forgotten.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. 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: Tim was born the youngest of three triplets. 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 west. 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. Tim fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To reunite with his absent mother; and wants to raise his children well
Ideals: Fighting, Athletic. Bonds: Adventurer, Criminal record, Family. Occupation: Adventurer
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 11 (+0) | 11 (+0) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 300 gp. 1 Small steel mirror. 1 Bullseye lantern. 1 Climber’s kit. 1 Climber’s kit.
Dean Rowley, Male Human [Permalink]
Personal [hide]
Description: This man is dressed in an above average manner. He has a penchant for wearing a ring with an oversized ruby on his left hand. He has wavy auburn hair. 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 will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: He was born into a rich family. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: Money/treasure; and he has money and likes to spend it
Ideals: Joker, Optimist. Bonds: Attractive, Rich, In love. Occupation: Assassin
Voice: Hollow voice
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 10 (+0) | 13 (+1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Halfling
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: Just what you see.
Robert Gladstone, Male Human [Permalink]
Personal [hide]
Description: He wears rags and sports a simple walking cane. He sports a long black beard, and similarly colored long hair. His blue eyes dart from person to person to random spaces in the air.
Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. He is a font of random trivia from the lore and stories he has discovered
History: Sold as a small child to a brothel owner, Robert was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Robert 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. Robert 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: To unite with his brother; and to reunite with his absent father
Ideals: Logical. Bonds: Poor, Criminal record, Mentor, Immigrant, Family. Occupation: Hunter
Voice: Loud with bravado
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 4)
Armor Class 11
Hit Points 41 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +4
Possessions: 300 gp. Amber (160 gp). Rich purple corundum (900 gp). Rose (80 gp). Emerald (900 gp). 1 Minor magic item.
Peter Pickering, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he is dressed in a clean grey cloak covering his clean studded leather. His hair is auburn and very short. He is baby faced.
Personality: Peter 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... Peter 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: Peter lived on a farm with his father, near the main road leading to a nearby town. One day when Peter was young, his father was sewing while trying to overcome the flu, when suddenly his father dropped to the ground dead. His father had died from a severe disease that was unknown to the village doctor. Peter was heart-stricken from the event, and his mother started working long hours to provde for them. He has been a successful dealer in antiques buying low and selling high.
Motivation: A strong sense of loyalty to Human people; and doesn't want to be a dilettante and was forced into it by his family
Ideals: Disciplined, Entrepeneur. Flaws: PTSD, Racist. Bonds: Family. Occupation: Dilettante
Voice: Scratchy, weak
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 24 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 11 (+0) | 18 (+4) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Ignan, Draconic, Gnome, Sylvan
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +3
Possessions: 400 gp. 1 Masterwork Uncommon Weapon.
Charles Southey, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He is wearing colorful clothing, dressed as a Brewer. His black hair is well kept and his bushy mustache is tapered upwards at the ends. His blue eyes are passionate and lively.
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. 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 was born to a pair of big game hunters, but was frequently ill as a child. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Brewer work with an outfit from a few towns over. Brewer work suited him well, and with each successful project, he earned more gold and more respect from his peers. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: He is content.
Flaws: Antagonistic, Disease, Mundane. Bonds: Job. Occupation: Brewer
Voice: Shortens vowels
Attributes [hide]
Medium (5'9") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 11 (+0) | 17 (+3) | 13 (+1) | 14 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +0
Possessions: 800 sp. Smoky quartz (40 gp). Amber (50 gp).
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Their contribution stands as a beacon of hope for all adventurers!
