Roland Upton, Male Human [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. His skin is fair and his fingers are delicate and long. His hair is long and brown with streaks of white, and is pulled back with small white clips. His beard is white, braided, and well cared for. He wears large thick round spectacles.
Personality: He is calm most of the time but flees social interaction. He always tries to repair and not replace. It was this mentality that drove him into the Fortune-teller business.
History: Roland was born the youngest of three triplets. He took every job he could get his hands on, but the opportunities for Humans in the east were limited. He has since lost track of the people in his past.
Motivation: An old rival family wants him found.
Ideals: Persistence. Flaws: Shy. Bonds: Attractive, Family, Immigrant. Occupation: Fortune-teller
Voice: Old thin voice
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 8 (-1) | 9 (-1) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp.
Ernest Dudley, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a lot of dark rich colors, with gold accents. He has wavy blonde hair. His brown eyes are passionate and lively.
Personality: He hates Humans with a passion. As such he is filled with self loathing. He always tries to repair and not replace. It was this mentality that drove him into the Mason business.
History: When he was but 8 years old his parents immigrated from the west. His father took him hunting and taught him how to get in the mind of other creatures. He moves from town to town, unable to find a place to settle.
Motivation: Human compassion; and he has passion for adventuring and risk
Ideals: Persistence. Flaws: Racist. Bonds: Attractive, Immigrant, Nature. Occupation: Mason
Voice: Eastern European accent
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 10 (+0) | 12 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Druidic
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +4
Possessions: 300 gp. Peridot (30 gp). Hematite (11 gp). White pearl (120 gp).
Anselm Middleton, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears a simple burlap shirt and baggy pants. He conceals his scimitar with his veritable burlap sack of a shirt. He has moderate length black hair. His gray eyes lackadaisically let the world flow into them.
Personality: He dislikes all the random violence that takes place in the north. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Anselm is combative with any and all who dare try his patience in the slightest.
History: He was born in the north. When he was little, his rather wealthy family often ventured across the island to a summer home near a old dungeon. He would wander through that old dungeon 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 island due to the painful memories there. Anselm took refuge in the old dungeon and found the beat up scimitar and armor he uses now. He left for the north, certain he would find work there.
Motivation: Wants to work out more often.
Ideals: Athletic, Pacifist, Justice. Bonds: Immigrant, Nature. Occupation: Cartwright
Voice: Gruff and masculine
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 7 (-2) | 10 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. Red-brown spinel (40 gp). Azurite (10 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Kyle Altham, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears dull pastel sweaters, loose brown pants, and alligator leather shoes. Beneath his sweater he keeps a concealed axe, just in case. He wears his auburn hair down. He wears large thick round spectacles.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born to loving parents in a slum to the west. Being born in the west, 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 west 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 east. Some 3 years later his spouse died after the birth of his son. Heartbroken, Kyle never married again. Instead he focused his life to raising his son whom he trained as his father had trained him before.
Motivation: Doesn't want to be a Healer and was forced into it by his family; and to unite with his sister
Ideals: Logical. Bonds: Family, Poor, In love. Occupation: Healer
Voice: Sounds elderly
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 39 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 15 (+2) | 16 (+3) | 16 (+3) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Infernal, Gnoll, Druidic
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +5
Possessions: 400 gp. 1 Half-Plate.
Bertram Tyndall, Male Human [Permalink]
Personal [hide]
Description: He stands about 6'1" and usually wears his brown robe and has his longbow always slung over his shoulder. His left leg appears badly burned and disfigured. His white hair is lengthy. His eyes are likewise brown. His teeth are white and perfect.
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. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. In his 12th year, his parents were killed by a brigands raid, leaving Bertram alone in the world. After a stint in an orphanage, he was adopted. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: To end his boredom; and he is content
Flaws: Antagonistic, Mundane. Bonds: Attractive, Enemies. Occupation: Ruler
Voice: Spits and sputters
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 9 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 4 (-3) | 7 (-2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 9000 cp.
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