Norman Springfield, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears very tight pants and wife beaters, though occasionally he sports a white coat. His chestnut hair is slicked back into a classic pompadour. His violet eyes peer out from beneath his small white hat.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. As long as the job gets done he does not care how it got done.
History: Born to a poor family in the city he treasured whatever gifts he got. His necromantic abilities were realized during a raid on his village. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He loathes his own lifestyle; and he feels kind of lost in life
Ideals: Professionalism, Gifted. Flaws: Antagonistic, Depressed. Bonds: Poor. Occupation: Sellsword
Voice: High pitched, excited
Attributes [hide]
Medium (5'4") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 12000 cp.
Gerald Windsor, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a tattered pair of loose blue pants, a matching torn shirt, and a visible pair of similar condition same color briefs, and a wedding ring on his left hand. He has done his best to style his blonde hair to look like a famous performer. His eyes are a pleasant blue.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: The child of a Mason, who enjoyed hunting, Gerald was taken on many hunting expeditions. Gerald 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. Some 10 years later his spouse died after the birth of his son. Heartbroken, Gerald never married again. Instead he focused his life to raising his son whom he trained as his father had trained him before.
Motivation: His religion dominates his actions; and he feels kind of lost in life
Flaws: Depressed. Bonds: Poor, In love, Religious, Nature. Occupation: Gardener
Voice: Russian accent
Attributes [hide]
Medium (6'6") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 13 (+1) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
Adam Byron, Male Human [Permalink]
Personal [hide]
Description: 6'3" and lanky with angular features, he is an attractive figure. He prefers to wear flannel. His brown hair and beard is wavy and long. He wears round tiny glasses practically rammed into his face.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Adam was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. His necromantic abilities were realized during a raid on his village. During his travels, Adam and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Adam discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Adam fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He desires power and/or immortality; and he has passion for adventuring and risk
Ideals: Gifted. Flaws: Disease. Bonds: Attractive, Adventurer, Poor. Occupation: Banker
Voice: Whispers
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 14 (+2) | 8 (-1) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 100 gp. Golden pearl (140 gp). 1 Half-Plate. 1 Half-Plate. 1 Half-Plate.
Diggory Garrick, Male Human [Permalink]
Personal [hide]
Description: He is wearing the road beaten gear of a warrior. His attire stands in sharp contrast to his kukri, which is beautifully polished and possesses an ornate carving of a dagger on it. His hair is always cut to a buzz. His brown eyes have a joyful gleam in them most of the time.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He was born on a small isolated farm. Diggory 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. Days after completing his studies, news broke out that his hometown was attacked by orcs. Diggory was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the orcs.
Motivation: He has a rivalry with the Church that dominates his actions; and revenge
Ideals: Fighting, Entrepeneur. Flaws: Shy. Bonds: Nature, Enemies, Religious. Occupation: Mayor
Voice: Mousy voice
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 13 (+1) | 8 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: Just what you see.
Everard Northcott, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy red stubble. He is wearing a tight tan one piece outfit complete with pants, hood, and a cape. He has a hunchback. With a patchy red beard and wild red hair. His gray eyes peer out from beneath his feathered tan hat.
Personality: He never swears and excessively uses polite adverbs when speaking. He is lazy, self-centered, vain, and jealous.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. Since then, he has sought to make the best of life.
Motivation: Wants to have a good time and be beloved; and revenge
Ideals: Optimist, Gifted, Entrepeneur. Flaws: Ugly, Selfish. Occupation: Tailor
Voice: Excited and jittery
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 13 (+1) | 12 (+1) | 10 (+0) | 15 (+2) | 13 (+1) |
Senses Passive Perception 14
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1200 sp. Bloodstone (40 gp). Deep green spinel (150 gp). White pearl (150 gp).
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Their contribution stands as a beacon of hope for all adventurers!
