Don Barclay, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. He has a long brown beard with little hanging trinkets. He wears a mask on his face.
Personality: He has always had a great fascination with Human culture. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: Sold as a small child to a necromancer, Don was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. A few years later when the north was not economically sound they moved to his current location. 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 uses money and sex appeal to get what he needs.
Flaws: Racist. Bonds: Rich, Immigrant, Attractive, Mentor. Occupation: Miller
Voice: American accent
Attributes [hide]
Medium (5'6") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 18 (+4) | 10 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 15000 cp.
Miles Wordsworth, Male Human [Permalink]
Personal [hide]
Description: He is dressed in an above average manner. He is bristling with hidden weapons, mostly halberds and scimitars. His brown hair is kept up in a ponytail inside a deerstalker hat. His eyes are likewise violet.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He is obsessed with his god.
History: He was born in a small mountains village. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. Being a Glassblower kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and 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
Ideals: Joker. Bonds: Attractive, Criminal record, Religious, Nature. Occupation: Glassblower
Voice: Scandinavian accent
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 8 (-1) | 6 (-2) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
Alexandre Marlee, Male Human [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment, and carries scimitars. His hair is cut close to his head. His green eyes lackadaisically let the world flow into them.
Personality: Deceptive and manipulative this northern guy figured out how to best use his charms to convince people to do what he wants. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born at the edge of vast mountains. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Alexandre took refuge in the large cave and found the beat up scimitar and armor he uses now. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Retire the richest man in the north; and he is wracked by social anxiety
Ideals: Entrepeneur, Fighting. Flaws: Fearful. Bonds: Attractive, Nature. Occupation: Cook
Voice: Rolls R's
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 13 (+1) | 9 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
Adelard Oakes, Male Human [Permalink]
Personal [hide]
Description: He wears grey leather gloves, a grey jacket, and tight pants. He carries a battered bow and tarnished nunchaku as well. His white hair and beard is wavy and long. He has gleaming, smiling hazel eyes.
Personality: Overbrimming with self-confidence, Adelard isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: He was born in the east, but his parents moved at a very young age to the south. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To pay off his debts; and nothing but the best is good enough for him
Ideals: Fighting, Impeccable. Bonds: Immigrant, Adventurer, Debt. Occupation: Mayor
Voice: Stutters
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 12 (+1) | 16 (+3) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Draconic, Sylvan, Abyssal
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 400 gp.
Henry Cooper, Male Human [Permalink]
Personal [hide]
Description: He is wearing a tight green one piece outfit complete with pants, hood, and a cape, and he perpetually has his monstrous two handed axe ready. He sports a flattop hair cut. His brown eyes dart from person to person.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Through the years after Henry was born, his mother became increasingly distant from his family, instead choosing to pursue power in the west. Henry's mother didn't care for him much, and the feeling was mutual. He was forced to fight in gladiatorial arenas alongside his partner. They became the best of friends and one day they managed to break out together and then went their separate ways.
Motivation: He is currently in port desperately looking for someone to get him out; and he's repulsed by the pc
Ideals: Fighting, Gifted. Flaws: Antagonistic. Bonds: Attractive, Slave. Occupation: Fortune-teller
Voice: Soft and mumbly
Attributes [hide]
Medium (5'1") Human, Neutral Evil (CR 4)
Armor Class 10
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 12 (+1) | 11 (+0) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 500 gp. Fire opal (700 gp). Amethyst (120 gp).
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