Reynard Astley, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His deerstalker hat is riddled with cuts and holes. He has a dull look in his violet eyes.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is obsessed with finding treasure.
History: The child of northern immigrants he idolized his father. He struck it rich when he found rare goods in large quantities. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He wants to meet his childhood hero; and he desires power and/or immortality
Ideals: Joker. Flaws: Ugly. Bonds: Rich, Immigrant, Adventurer. Occupation: Locksmith
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'1") Human, Chaotic Evil (CR 5)
Armor Class 11
Hit Points 38 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 13 (+1) | 9 (-1) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
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 |
Possessions: 400 gp. White opal (1400 gp).
Conrad Stanford, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear brown pants and tee shirts. He has a moderate pudge and is not very fit. His hair, while still mostly blonde, has prominent grey streaks. His violet eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Always inclined to offer people food he seems plenty friendly. He always tries to repair and not replace. It was this mentality that drove him into the Actor business.
History: Born to a poor family in the city he treasured whatever gifts he got. Conrad was born on a far western mountains where he grew up under the tutelage of his father, an expert Actor. He used his abilities to travel the world and help people.
Motivation: He is a bit of a kleptomaniac.
Ideals: Philantrophist, Persistence. Flaws: Addict. Bonds: Poor, Immigrant. Occupation: Actor
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'6") Human, True Neutral (CR 5)
Armor Class 9
Hit Points 41 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 13 (+1) | 11 (+0) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +2 / 2d4-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 1000 sp. Large well-done wool tapestry (500 gp). Old masterpiece painting (900 gp). A delicate brass dragon egg (70 gp).
Gerard Jacobs, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His chestnut hair is kept up in a ponytail inside a Stetson hat. His fierce hazel eyes like to dwell on things.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: Born to a pair of adventurers, Gerard grew up listening to his mother's many stories. His parents enrolled him in a Paladin school at a young age so that he could practice his necromantic talents. He then took over the family business and is one of the better Adventurer for hire.
Motivation: Expand his business; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Gifted. Flaws: Selfish. Bonds: Adventurer, Job, Criminal record. Occupation: Adventurer
Voice: Stutters
Attributes [hide]
Medium (6'0") Human, True Neutral (CR 5)
Armor Class 11
Hit Points 20 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 9 (-1) | 12 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
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 | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp.
Maynild Dumph, Female Human [Permalink]
Personal [hide]
Description: This woman is bedraggled and starved. She wears a custom-built plate barding that's adorned with brown lining and desert motifs. She has dyed her greying blonde hair a little too much giving a sharp blonde color. Her otherwise smooth face is marked with small tiny scars.
Personality: She is witty, but her monotone delivery comes off as unnerving She is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure she is not cheated out of a speck.
History: Born the oldest of a large religious northern family, she was no stranger to responsibility. Her spouse left her for another, whom she beat to an almost bloody pulp. She did not win them back, but she came to a realization. To get what you want from life, you must take it. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Maynild fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: She is compelled to act according to her religious beliefs.
Ideals: Joker, Entrepeneur, Fighting. Bonds: Poor, Religious. Occupation: Stableman
Voice: Sore throat, cough
Attributes [hide]
Medium (5'11") Human, True Neutral (CR 5)
Armor Class 11
Hit Points 47 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 14 (+2) | 12 (+1) | 16 (+3) | 18 (+4) |
Senses Passive Perception 13
Languages Common, Auran
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 700 gp. 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!