Gerard Hamilton, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears brown painted combat armor at almost all times. His auburn hair is drawn into a tight pony tail with a skull scrunchie. His violet eyes dart around the room hyper actively observing anyone and anything.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: From birth he was tutored by a cruel and relentless mentor. As a young adult he joined a group advocating for an improvement in Human conditions. Days after completing his studies, news broke out that his hometown was attacked by drow. Gerard was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the drow.
Motivation: Someone believes him a fraud; and he wants revenge against drow
Ideals: Optimist. Flaws: Racist. Bonds: Enemies, Mentor. Occupation: Banker
Voice: Breathy voice
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 1)
Armor Class 13
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 8 (-1) | 10 (+0) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
Possessions: Just what you see.
Don Chatham, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears dark leathers with embroidery. He is bald on top and has large golden tufts of hair around his ears. His otherwise smooth face is marked with small tiny scars.
Personality: Eccentric and domineering, Don will drive conversation. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: Born to a pair of adventurers, Don grew up listening to his mother's many stories. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: A need for knowledge about a nearby landmark.
Ideals: Extrovert. Flaws: Ugly. Bonds: Poor, In love, Adventurer. Occupation: Locksmith
Voice: Spits words with contempt
Attributes [hide]
Medium (5'4") Human, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 13 (+1) | 11 (+0) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 sp. 1 Masterwork Uncommon Weapon.
Oppleby Folkor, Male Gnome [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a faded coat and loose pants complete with feathered hat. He sports a flattop hair cut. His face is covered beneath a completely black helmet.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. A friendly and beautiful Gnome, he is rarely seen without a few beauties around his arms. Though a playboy in all rights, he is no lame duck.
History: He was born the only child of a wealthy merchant. Oppleby was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Oppleby decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He has been a successful dealer in antiques buying low and selling high.
Motivation: Seeks redemption; and he is being blackmailed/forced/etc and this influences his actions
Ideals: Entrepeneur. Bonds: Criminal record, Attractive, Slave. Occupation: Farmer
Voice: Low range voice
Attributes [hide]
Small (3'5") Gnome, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 13 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 13 (+1) | 17 (+3) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Gnome, Halfling
Attacks Melee +0 / 1d4-2, Ranged +3 / 1d4+1, Grapple +1
Possessions: 110 gp.
Fonkin Nucklestamp, Male Gnome [Permalink]
Personal [hide]
Description: This malnourished man wears just a white suit. His black hair is cut short. He wears crescent spectacles with a black brim.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He never wears the same outfit twice, unless he absolutely has to.
History: He was raised in a island tribe. After coming to the age of reason, Fonkin took it upon himself to study the divine arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He bought a axe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He wants revenge against illithids; and he feels kind of lost in life
Ideals: Persistence, Artistic, Gifted. Bonds: Poor, Nature. Occupation: Blacksmith
Voice: Low rumbling, strings words together
Attributes [hide]
Small (3'4") Gnome, Neutral Evil (CR 14)
Armor Class 12
Hit Points 139 (14d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 18 (+4) | 11 (+0) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +5 / 4d6+0, Ranged +6 / 4d6+1, Grapple +1
Possessions: 6000 gp. Chalcedony (40 gp). Zircon (40 gp). Emerald (400 gp). Black pearl (800 gp). Black pearl (800 gp). Citrine (40 gp). Onyx (40 gp). Red spinel (110 gp). Azurite (5 gp). 1 Medium magic item.
Silent Paws, Male Tabaxi [Permalink]
Personal [hide]
Description: He typically wears a sleeveless long coat of deep green leather and dull brown iron scale mail. His attire stands in sharp contrast to his bastard sword, which is beautifully polished and possesses an ornate carving of a skull on it. He sports a flattop fur cut. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He was born into a rich family. His first spouse was a Apothecary, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. He has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.
Motivation: To reunite with his absent father; and wants to open a new tavern
Flaws: Secretive. Bonds: Rich, Family, Enemies, Job. Occupation: Interpreter
Voice: Smoker's lung
Attributes [hide]
Medium (6'6") Tabaxi, Lawful Neutral (CR 2)
Armor Class 11
Hit Points 16 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 15 (+2) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
Possessions: 120 gp.
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Their contribution stands as a beacon of hope for all adventurers!
