Trym Harper, Male Human [Permalink]
Personal [hide]
Description: He does not wear sleeves and tends to eschew shirts when he can avoid it. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His blonde hair is styled in orderly dreadlocks. His face is scarred and worn.
Personality: He is business-like. He takes instructions and follows them to the letter. He takes great joy in being the best Apothecary in town.
History: Trym lived on a farm with his mother, near the main road leading to a nearby town. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He has set out to sabotage the competition.
Motivation: Further expansion of business; and sabotage a competitor
Ideals: Professionalism. Flaws: Ugly. Bonds: Job, Family, Mentor. Occupation: Apothecary
Voice: High pitched and raspy
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 5)
Armor Class 9
Hit Points 31 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 9 (-1) | 11 (+0) | 14 (+2) | 18 (+4) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Gnome, Celestial
Attacks Melee +2 / 2d4-1, Ranged +2 / 2d4-1, Grapple -1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 15 | 0 | 0 | 0 | 0 | 0 |
Possessions: 6000 sp. 1 Healer’s kit. 1 Small steel mirror. 1 Silver holy symbol.
Norman Paxton, Male Human [Permalink]
Personal [hide]
Description: He wears dull violet sweaters, loose tan pants, and alligator leather shoes. Beneath his sweater he keeps a concealed flail, just in case. He has a slight overbite and is overall scrawny. He has a small bristly mustache and wavy brown hair. His fair skin shows little sign of his aristocratic breeding.
Personality: He is erratic and paranoid. He believes goblins are coming to abduct people. He misses his home and complains about the freezing weather, even in summer.
History: He comes from a rich eastern family. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature flail.
Motivation: He has money and likes to spend it; and his name or reputation has been wronged in the past by goblins, and he desires to right it
Bonds: Attractive, Enemies, Immigrant, Rich, Adventurer. Occupation: Server
Voice: Raspy
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 5)
Armor Class 12
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 17 (+3) | 8 (-1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
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 | 12 | 0 | 0 | 0 |
Possessions: 800 gp.
Henry Weld, Male Human [Permalink]
Personal [hide]
Description: Standing 6'5", this man likes to wear ponchos typically of a light blue in addition to tight pants. He has red hair. His skin is flawless and his amber eyes scan people very quickly.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: Born in the south to a Healer, Henry learned a great deal about his mother's area of expertise. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Balancing his hectic life and new Healer responsibilities is difficult; and find a way to reverse the transformation of his brother
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Job, Family. Occupation: Healer
Voice: Dark and ominous
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 21 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 5 (-3) | 15 (+2) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Druidic, Celestial
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 |
Possessions: 400 gp. Silver ewer (30 gp). Large well-done wool tapestry (600 gp). Brass mug with jade inlays (600 gp). Large well-done wool tapestry (600 gp). 1 Minor magic item. 1 Minor magic item.
John Harrington, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a black costume with the symbols of the four houses of cards on his torso, and a wedding ring on his left hand. His long golden hair is drawn into a two foot long braid. This hazel eyed easterner is not easily forgotten.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. He never wears the same outfit twice, unless he absolutely has to.
History: John was born the youngest of three triplets. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. Due to his spouse's obsession with being a Farmer they were divorced and he won custody of their daughter. He worked as a Tanner, and he later adopted a second daughter.
Motivation: To reunite with his absent mother; and his relatives are trying to arrange a marriage
Ideals: Artistic. Flaws: Greedy, Insane. Bonds: In love, Family. Occupation: Tanner
Voice: Loud with bravado
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 26 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 9 (-1) | 9 (-1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1 Minor magic item. 1 Minor magic item.
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