Gerard Hackney, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 6'0" and is a bit bulky. He is very muscular particularly in the legs. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His black hair is still thick. His otherwise smooth face is marked with small tiny scars.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. 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 a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. A freak accident while working with his Miner mother left him crippled. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He is greedy; and he is wracked by social anxiety
Flaws: Antagonistic, Disease, Fearful. Bonds: Rich, Adventurer. Occupation: Server
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 6 (-2) | 11 (+0) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: 1900 sp. Iolite (70 gp). Chrysoberyl (140 gp). Freshwater pearl (14 gp).
Gerald Wellington, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 6'6" and is a bit bulky. He is very muscular particularly in the legs. He wears a red vest and prefers white and blue shirts. His boots appear to have been at one point steel toed but are quite worn down. Sporting a chestnut mohawk and bushy mustache this man's hair draws a lot of attention. His green eyes dart from person to person.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He does suffer from mild PTSD, and the sight of drow may trigger it at times.
History: He was born in the west. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting drow, the young Gerald began to lead the lost caravan. Days after completing his studies, news broke out that his hometown was attacked by drow. Gerald was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the drow.
Motivation: Several ex partners dislike his way of doing things and want revenge; and someone believes him a fraud
Ideals: Entrepeneur. Flaws: Ugly, Shy. Bonds: Enemies, Immigrant. Occupation: Marshal
Voice: Booming voice
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 15 (+2) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Celestial, Elven
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2900 sp. Carnelian (60 gp). Deep blue spinel (700 gp).
Ernest Clapham, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears green leather gloves, a green jacket, and tight pants. His black hair is well kept and his bushy mustache is tapered upwards at the ends. He is missing an eye and his face is severely sunburned. His one remaining eye shines green.
Personality: He is fixated on the number 79. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He believes the world needs to unite to get rid of orcs once and for all.
History: He was always a brilliant, if unscrupulous mind. When he was little, his rather wealthy family often ventured across the forest to a summer home near a large cave. He would wander through that large cave 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 forest due to the painful memories there. Ernest took refuge in the large cave and found the beat up spear and armor he uses now. He is untrained/undisciplined, which makes him dangerous.
Motivation: Revenge; and he wants revenge against orcs
Ideals: Logical. Flaws: Ugly, Insane. Bonds: Enemies, Nature. Occupation: Adventurer
Voice: Posh accent
Attributes [hide]
Medium (5'5") Human, Neutral Evil (CR 3)
Armor Class 9
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 10 (+0) | 10 (+0) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Theobald Ramsay, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he sports brown clothing, slightly heavier than average wear. His blonde hair is drawn into a tight pony tail with a card scrunchie. His eyes are likewise gray.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He takes great joy in being the best Dyer in town.
History: His parents moved while he was still in utero so he is the first generation to be born here. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Dyer work with an outfit from a few towns over. Dyer work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has built up a small fortune and can afford his own way.
Motivation: To be a Guard again.
Ideals: Gifted. Bonds: Attractive, Job, Immigrant, Rich. Occupation: Dyer
Voice: Loud with bravado
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 41 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 17 (+3) | 16 (+3) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Druidic, Aquan, Auran
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
Possessions: 300 gp.
Charles Bradshaw, Male Human [Permalink]
Personal [hide]
Description: This man wears a black vest with golden trim over his white shirt. His blue leather gloves and pants are well-kept, and his black boots flare out at the collars, and sports empty pouches on his belt. His blonde hair and beard is wavy and long. He wears an eyepatch.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: From birth he was tutored by a cruel and relentless mentor. A gypsy cursed him at a young age, leading to his ugly appearance. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He has a rivalry with the Church that dominates his actions; and to reunite with his absent mother
Flaws: Ugly, Shy, Hedonist. Bonds: Mentor. Occupation: Mayor
Voice: Dutch accent
Attributes [hide]
Medium (5'2") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 12 (+1) | 10 (+0) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 40 pp. Fire opal pendant on a fine gold chain (900 gp). Eyepatch with mock eye of sapphire and moonstone (900 gp).
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Their contribution stands as a beacon of hope for all adventurers!
