Diggory Fidget, Male Human [Permalink]
Personal [hide]
Description: The dark-skinned man stands 6'5" and wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His auburn hair is kept up in a ponytail inside a feathered hat. He is baby faced.
Personality: Eccentric and domineering, Diggory will drive conversation. He also has developed a complete distrust of the Slave Trader profession.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Herbalist. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Expand his business; and further expansion of business
Ideals: Extrovert. Flaws: Disease, Insomniac. Bonds: Rich, Job. Occupation: Herbalist
Voice: Shortens vowels
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 28 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: 300 gp. Bloodstone (30 gp). Aquamarine (800 gp). Amber (160 gp). Moss agate (5 gp).
William Blythe, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man is dressed in earthy colors with a white and pastel handkerchief worn on his left side. His hair is long and red with streaks of black, and is pulled back with small white clips. His beard is black, braided, and well cared for. His amber eyes have a joyful gleam in them most of the time.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Farmer arts, while his mother instructed him in etiquette, music and courtly manner. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has been saving his money to try and buy his brother's freedom.
Motivation: His relatives are trying to arrange a marriage.
Ideals: Joker. Bonds: Job, Rich, Family. Occupation: Farmer
Voice: Dark and ominous
Attributes [hide]
Medium (6'2") Human, Chaotic Evil (CR 5)
Armor Class 11
Hit Points 13 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 4 (-3) | 18 (+4) | 12 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Giant, Elven, Gnoll, Undercommon
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 600 gp. 1 Full Plate.
Raymond Law, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears an old set of leather armor, nicked and torn by the ravages of time and battle. His chestnut hair is still thick. His otherwise smooth face is marked with small tiny scars.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He is able to fit into much smaller and tighter spaces than normal.
History: He comes from a rich western family. He dropped out of school before completing his studies. He's also a talented Cartwright, but doesn't like to broadcast it.
Motivation: He'd like to take his coworkers down a peg; and further expansion of business
Ideals: Gifted, Logical. Bonds: Job, Rich. Occupation: Glassblower
Voice: Boston accent
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 44 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 13 (+1) | 17 (+3) | 14 (+2) | 13 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Halfling, Abyssal
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. 1 Minor magic item.
Anselm Barclay, Male Human [Permalink]
Personal [hide]
Description: He is wearing a perfectly clean shirt and pair of pants. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His blonde hair is lengthy. This blue eyed southerner is not easily forgotten.
Personality: Confrontational and typically high on some drug or another. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: His parents moved while he was still in utero so he is the first generation to be born here. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he has decided he is irredeemable
Flaws: Addict, Insane. Bonds: Attractive, Criminal record, Immigrant. Occupation: Locksmith
Voice: Can't modulate volume
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 5)
Armor Class 11
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 10 (+0) | 16 (+3) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Sylvan, Dwarven, Terran
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 700 gp.
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Their contribution stands as a beacon of hope for all adventurers!

