Everard Wordsworth, Male Human [Permalink]
Personal [hide]
Description: This man is very fat, and wears tattered old clothes. He keeps his long brown hair kept up in a rat tail. His amber eyes have a joyful gleam in them most of the time.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He was born into a rich family. In his 12th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He is greedy.
Ideals: Disciplined. Flaws: Ugly, Antagonistic, Fearful. Bonds: Rich. Occupation: Cook
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 12 (+1) | 12 (+1) | 13 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 2300 sp.
Peter Bentham, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a blue vest with golden trim over his white shirt. His black leather gloves and pants are well-kept, and his blue boots flare out at the collars. His hair, while still mostly chestnut, has prominent grey streaks. His eyes are likewise gray. His teeth are white and perfect.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. 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: He was raised in a plains tribe. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Peter took refuge in the ruined castle and found the beat up bastard sword and armor he uses now. He used his abilities to travel the world and help people.
Motivation: A need for knowledge about a nearby landmark; and he desires power and/or immortality
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Attractive, Adventurer, Nature. Occupation: Banker
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'8") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 9 (-1) | 16 (+3) | 15 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Terran, Auran, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: Silver-plated steel longsword with jet jewel in hilt (500 gp). Silver comb with moonstones (500 gp). A silver and pearl hairclip (20 gp). 2 Tanglefoot bags.
Manfred Barney, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a shirt that is too small, which lets his gut show, with a ratty black coat over it. His hair, while still mostly red, has prominent grey streaks. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep gray.
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 uses divination through singing.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He always admired divine-users and wanted to develop the talent, but never had the affinity for it. 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.
Ideals: Gifted. Flaws: Ugly, Cynical, Disease, Mundane. Occupation: Healer
Voice: Pirate accent
Attributes [hide]
Medium (6'3") Human, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 30 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 24000 cp. Rock crystal (50 gp). 1 Masterwork studded leather. 1 Chain shirt. 1 Half-Plate. 1 Banded mail.
William Bentley, Male Human [Permalink]
Personal [hide]
Description: A 5'1" northern man, he wears a lot of dark rich colors, with gold accents. His silver hair is lengthy. His green eyes dart from person to person.
Personality: He hates goblins. He views them as having robbed his home of its proper glory. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: He was raised in a white middle class family as the only child. Through the years after William was born, his mother became increasingly distant from his family, instead choosing to pursue power in the north. William's mother didn't care for him much, and the feeling was mutual. Days after completing his studies, news broke out that his hometown was attacked by goblins. William was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the goblins.
Motivation: He seems to be bored by most things; and wishes to resurrect an old love
Flaws: Mundane, Antagonistic. Bonds: Attractive, Enemies, In love. Occupation: Sailor
Voice: Scottish accent
Attributes [hide]
Medium (5'1") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 8 (-1) | 13 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Sylvan
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 100 gp. Golden yellow topaz (200 gp).
Aldous Halsey, Male Human [Permalink]
Personal [hide]
Description: He wears professional attire. He has relatively light skin and is very physically imposing due to his abundance of muscles. His hair is greying and his face has many wrinkles. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: He was born the only child of a wealthy merchant. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Aldous grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Aldous. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: His relatives are trying to arrange a marriage; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Justice, Entrepeneur. Bonds: Attractive, Criminal record, Family. Occupation: Farmer
Voice: Raspy
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 3)
Armor Class 12
Hit Points 38 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 17 (+3) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1400 sp.
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