Giselle Upton, Female Human [Permalink]
Personal [hide]
Description: This younger middle-aged woman wears a green top hat and green clothes, and a wedding ring on her right hand. Her red hair is braided into rings. She wears round tiny glasses practically rammed into her face.
Personality: She is envious of other's things. She hoards treasure, art, food, wine, and anything that she so desires. She is harsh and unforgiving.
History: Giselle was born the youngest of three triplets. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Blacksmith work with an outfit from a few towns over. Blacksmith work suited her well, and with each successful project, she earned more gold and more respect from her peers. She has since lost track of the people in her past.
Motivation: Her relatives are trying to arrange a marriage; and she wants to get laid
Flaws: Greedy, Antagonistic. Bonds: In love, Family, Job, Has a crush. Occupation: Blacksmith
Voice: American accent
Attributes [hide]
Medium (4'9") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 44 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 12 (+1) | 12 (+1) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Celestial, Orc
Attacks Melee +2 / 2d4-1, Ranged +4 / 2d4+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: Just what you see.
Sybil Hale, Female Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she is wearing dark clothing and a heavy breastplate, keeping many of her physical features obscured. She keeps her silver hair in a flapper bob. Her otherwise smooth face is marked with small tiny scars.
Personality: She is overprotective of those who hire her services. A fanatic, her devotion to her small selection of gods is unquestionable. She claims to be doing their will and will base all her actions on whether or not they would be pleasing to the gods.
History: Born in the east to a Banker, Sybil learned a great deal about her mother's area of expertise. She helped her mother out around the business and became quite the natural. She was always very intelligent and has formed a secret society of freemasons.
Motivation: She has a rivalry with the Church that dominates her actions.
Flaws: Secretive. Bonds: Guardian, Religious, Job. Occupation: Banker
Voice: Mousy voice
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 5)
Armor Class 13
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 16 (+3) | 12 (+1) | 13 (+1) | 11 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +1 / 2d4-2, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: 500 gp.
Ralf Gladstone, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, constantly wearing a green suit, white shirt, and blue tie. He has a moderate pudge and is not very fit. He has done his best to style his silver hair to look like a famous performer. He is baby faced.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: His mother raised him in a mountain cabin. There was a wharf not far from home where he often wandered off to fish. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: He has passion for adventuring and risk; and meet up once more with his childhood friend
Ideals: Philantrophist. Bonds: Attractive, Nature, Rich, Adventurer. Occupation: Farmer
Voice: Soft and melodious
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 5)
Armor Class 11
Hit Points 30 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 8 (-1) | 12 (+1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 15
Languages Common, Auran
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 200 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Trym Gentry, 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 sports grey clothing, slightly heavier than average wear. He wears a deerstalker hat to hide his balding. His face is covered beneath a completely black helmet.
Personality: He is happy with his job as a Fisher. He turns his eye from what people do, preferring to live and let live. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He tends to his Fisher job now, and dutifully fulfills any obligations he has.
Motivation: Expand his business.
Ideals: Gifted. Flaws: Disease. Bonds: Job, Rich. Occupation: Fisher
Voice: Jittery and nervous
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 5)
Armor Class 12
Hit Points 40 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 16 (+3) | 11 (+0) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. Hematite (15 gp). Obsidian (15 gp). Onyx (40 gp). Freshwater pearl (15 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!

