Aldous Blakeley, Male Human [Permalink]
Personal [hide]
Description: He is generally shirtless and showing off his tattooed chest. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His red hair is knotted and matted. He is baby faced.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. After coming to the age of reason, Aldous took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: Many dire rats want him driven away; and his name or reputation has been wronged in the past by dire rats, and he desires to right it
Ideals: Gifted. Bonds: Attractive, Poor, Enemies, Religious. Occupation: Barkeep
Voice: Thin and wheezing
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 6 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 17 (+3) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Celestial, Aquan, Auran
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 20 gp.
Hamil Jamjar, Male Halfling [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a fancy white suit. His long red hair is drawn into a two foot long braid. His blue eyes are passionate and lively.
Personality: Cocky and sure of himself, he believes he is the best Shoemaker born in the past three hundred years. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: Hamil was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Shoemaker work with an outfit from a few towns over. Shoemaker work suited him well, and with each successful project, he earned more gold and more respect from his peers. He struck the Shoemaker job and began his own company from there.
Motivation: Sabotage a competitor; and to be a masseuse again
Ideals: Philantrophist. Bonds: Attractive, Immigrant, Job, Poor. Occupation: Shoemaker
Voice: Laughs frequently while speaking
Attributes [hide]
Small (2'10") Halfling, Chaotic Evil (CR 10)
Armor Class 12
Hit Points 45 (10d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 15 (+2) | 11 (+0) | 17 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +6 / 3d6+2, Ranged +5 / 3d6+1, Grapple +2
Possessions: 100 pp. A delicate brass dragon egg (100 gp). Golden circlet with four aquamarines (2000 gp). Golden circlet with four aquamarines (2000 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Thomas Thompson, Male Half-Elf [Permalink]
Personal [hide]
Description: He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His skin is fair and his fingers are delicate and long. His blonde hair is knotted and matted. He wears large thick round spectacles.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: Thomas lived on a farm with his mother, near the main road leading to a nearby town. He found a children's book about a Half-Elf Sorcerer who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. By chance he met his brother recently and the two have been together since.
Motivation: He's attracted to the PC; and he would like to get married and retire
Ideals: Impeccable, Justice. Bonds: Rich, Family, Adventurer, Has a crush. Occupation: Sculptor
Voice: Low and grunting
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Neutral (CR 5)
Armor Class 10
Hit Points 11 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 11 (+0) | 13 (+1) | 19 (+4) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Elven, Undercommon
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 6 | 4 | 0 |
Possessions: 800 gp. Red garnet (70 gp). Iolite (60 gp). Sard (60 gp). Banded agate (12 gp).
Traki Mellerelel, Male Elf [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a tan costume with the symbols of death on his torso. His long auburn hair reaches down to his waist. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He speaks before he thinks and is too direct. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. His mother was a soldier and died while he was still young. Traki was left his mother's suit of armor and trained in its use and care. 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. Traki fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Obtaining odd cultural Elven artifacts is his passion; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Gifted, Fighting. Flaws: Impulsive. Bonds: Military, Adventurer. Occupation: Dilettante
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (5'2") Elf, Lawful Good (CR 3)
Armor Class 12
Hit Points 14 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Infernal
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 300 gp. 1 Half-Plate. 1 Masterwork studded leather.
Gunter Bradford, Male Human [Permalink]
Personal [hide]
Description: This eastern man wears green trousers with black and tan striped suspenders. He wears various colorful collared shirts. His clothes are grease stained in places. His blonde hair is lengthy. His eyes are violet.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He always tries to repair and not replace. It was this mentality that drove him into the Servant business.
History: Born in the east to a Servant, Gunter learned a great deal about his mother's area of expertise. Gunter was born on a far eastern island where he grew up under the tutelage of his mother, an expert Servant. After a long history of fighting, Gunter and his spouse have recently divorced.
Motivation: He'd like to take his coworkers down a peg; and he is unsatisfied with his job
Ideals: Persistence. Flaws: Antagonistic. Bonds: Poor, Immigrant, Job. Occupation: Servant
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 1)
Armor Class 14
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 12 (+1) | 9 (-1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +6 / 1d4+4, Grapple +4
Possessions: 140 gp.
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Their contribution stands as a beacon of hope for all adventurers!
