Hugh Beitz, 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 a white tunic with yellow highlights, and long brown pants that bunch up around his shoes. His black hair and beard is wavy and long. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is a Merchant first and foremost. He believes firmly that knowledge should be universal. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Born in the east to a Merchant, Hugh learned a great deal about his mother's area of expertise. His parents enrolled him in a Paladin school at a young age so that he could practice his divine talents. Days after completing his studies, news broke out that his hometown was attacked by brigands. Hugh was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the brigands.
Motivation: He is not mentally stable, and does not behave rationally; and expand his business
Ideals: Gifted. Flaws: Impulsive, Insane. Bonds: Job, Enemies. Occupation: Merchant
Voice: Thin and wheezing
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 48 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 16 (+3) | 13 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: Violet garnet (300 gp). White pearl (100 gp). Amethyst (100 gp). Black opal (700 gp). 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Mary Dudley, Female Human [Permalink]
Personal [hide]
Description: She has a missing left arm. She wears a custom-built plate barding that's adorned with grey lining and desert motifs. She has shaved her head bald. Her skin is flawless and her brown eyes scan people very quickly.
Personality: She is extraordinarily passive and rarely speaks, let alone speaks her mind. She has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Mary was born in the west. At a young age she loved to build and create. In her 13th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her father impaled in their home, and her mother beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. She is searching for what she claims is her rightful reward.
Motivation: She is terrified, and will act out of fear; and she feels threatened by others
Ideals: Persistence. Flaws: Shy, Fearful. Bonds: Attractive. Occupation: Roofer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (4'9") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 42 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 15 (+2) | 6 (-2) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 600 gp. Freshwater pearl (12 gp). Citrine (80 gp). Golden yellow topaz (700 gp).
Oriel Ogden, Female Human [Permalink]
Personal [hide]
Description: She wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. She carries a battered hand crossbow and tarnished trident as well. She is bald on top and has large blonde tufts of hair around her ears. She is missing an eye and her face is severely sunburned. Her one remaining eye shines hazel.
Personality: She has two modes she varies between. On the job she is cold, steely and emotionless. Off the job she is a party animal. She does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Oriel was raised in a hard working conservative environment. In her formative years she discovered how persuasive she was. She began using that to her advantage selling useless wares at inflated prices. She now owns her own business.
Motivation: Wants to open a new tavern; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Entrepeneur, Fighting, Extrovert. Flaws: Ugly. Bonds: Job. Occupation: Courier
Voice: Spanish accent
Attributes [hide]
Medium (5'0") Human, Neutral Evil (CR 5)
Armor Class 10
Hit Points 31 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 600 gp. Smoky quartz (60 gp). Sard (60 gp). Jasper (60 gp).
Thomas Gentry, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a large grey jacket. He has a slight overbite and is overall scrawny. His head has been shaved. He wears a mask on his face.
Personality: Always inclined to offer people food he seems plenty friendly. Energy wise he seems alert and responsive.
History: Born to a pair of adventurers, Thomas grew up listening to his mother's many stories. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Thomas took refuge in the old dungeon and found the beat up bastard sword and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and a rival would like him out of the picture
Ideals: Philantrophist, Professionalism. Flaws: Ugly. Bonds: Adventurer, Nature, Criminal record. Occupation: Glassblower
Voice: High pitched and raspy
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 5)
Armor Class 12
Hit Points 37 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 15 (+2) | 11 (+0) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 200 gp. Moss agate (6 gp). Blue quartz (6 gp).
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Their contribution stands as a beacon of hope for all adventurers!

