Gerard Sydney, Male Human [Permalink]
Personal [hide]
Description: An older man who wears a simple burlap shirt and baggy pants. He conceals his spear with his veritable burlap sack of a shirt, he is not a threatening figure. His chestnut hair is matted, messy, and big. His eyes, though not visible through his cowl, are blue.
Personality: He hates Humans with a passion. As such he is filled with self loathing. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: Gifted from a young age, Gerard studied abroad. His father was very strict, and drilled into him lessons on being the perfect gentleman. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He doesn't get along with people that don't share his tastes.
Ideals: Gifted, Impeccable. Flaws: Ugly, Racist, Antagonistic. Occupation: Apothecary
Voice: Scottish accent
Attributes [hide]
Medium (6'2") Human, Lawful Neutral (CR 5)
Armor Class 10
Hit Points 35 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 13 (+1) | 18 (+4) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven, Gnoll, Sylvan, Auran
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 100 gp.
William Benson, Male Human [Permalink]
Personal [hide]
Description: He very much looks the part of a Weaver. He has done his best to style his golden hair to look like a famous performer. His violet eyes have a joyful gleam in them most of the time.
Personality: He acts crazy and hedonistic. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Born in the south his family was never financially stable. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He has recently gotten a pet goose that steals things from people.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he possesses a valuable artifact that the thieves guild wishes to steal
Flaws: Hedonist. Bonds: Job, Religious, Poor, Criminal record. Occupation: Weaver
Voice: Timid voice
Attributes [hide]
Medium (6'6") Human, True Neutral (CR 5)
Armor Class 12
Hit Points 46 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 15 (+2) | 15 (+2) | 7 (-2) | 5 (-3) | 13 (+1) |
Senses Passive Perception 7
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 8 |
Possessions: 800 gp.
Guy Ramsay, Male Human [Permalink]
Personal [hide]
Description: He is wearing the road beaten gear of a warrior. His attire stands in sharp contrast to his shield, which is beautifully polished and possesses an ornate carving of a butterfly on it. His hair is short and auburn. He wears round tiny glasses practically rammed into his face.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Guy was born the youngest of three triplets. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He has gone from town to town working and never settling down anywhere, but has fallen for a local Dyer. He hasn't told them the truth, but wants to settle down with them.
Motivation: Many dire rats want him driven away; and he would like to get married and retire
Ideals: Fighting. Flaws: Shy, Hedonist. Bonds: Family, Has a crush, Enemies. Occupation: Animal Trainer
Voice: Spits words with contempt
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 5)
Armor Class 13
Hit Points 56 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 18 (+4) | 10 (+0) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: 200 gp.
Rosalind Myerscough, Female Human [Permalink]
Personal [hide]
Description: She is lean but muscular and wears a weathered and beat up set of banded mail beneath an oversized brown coat. Her blonde hair is styled in orderly dreadlocks. She is very pretty but has cold, dead eyes.
Personality: She is quiet and reserved most of the time, but warms up to people very quickly. Around friends she is liable to tell dirty jokes and enjoy herself. Her actions favor neither the good nor the evil, as she answers to a power that mortal women fail to acknowledge.
History: Rosalind was born in the east. At a young age she loved to build and create. Since her mother passed away years ago, her father had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. She found several beat up suits of armor and, cannibalizing spare parts, she put together a working one.
Motivation: She is compelled to act according to her religious beliefs; and she has a rivalry with the church that dominates her actions
Ideals: Joker, Persistence. Bonds: Attractive, Religious. Occupation: Interpreter
Voice: Raspy
Attributes [hide]
Medium (4'8") Human, Lawful Good (CR 5)
Armor Class 8
Hit Points 36 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 6 (-2) | 11 (+0) | 9 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +1 / 2d4-2, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 20000 cp.
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Their contribution stands as a beacon of hope for all adventurers!


