Gunter Atterton, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His moppish white hair is in a traditional bowl cut. He wears large thick round spectacles.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He receives visions of the future at random moments
History: Gunter was born into a poor family. Growing up, he dreamt of becoming a Expert, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Expert in service of a powerful lord somewhere. While studying, he fell in love. They married and had a daughter. Some 2 years later his spouse died after the birth of his daughter. Heartbroken, Gunter never married again. Instead he focused his life to raising his daughter whom he trained as his father had trained him before.
Motivation: A need for knowledge about a nearby landmark; and wishes to resurrect an old love
Ideals: Philantrophist, Gifted. Bonds: Adventurer, Poor, In love. Occupation: Cook
Voice: French accent
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 15 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 11 (+0) | 17 (+3) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Druidic, Gnome, Undercommon
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +2
Possessions: Just what you see.
Don Adley, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His feathered hat is riddled with cuts and holes. His gray eyes dart from person to person to random spaces in the air.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His druidic abilities were realized during a raid on his village. He was always very intelligent and has formed a secret society of freemasons.
Motivation: He is greedy; and money/treasure
Ideals: Gifted. Flaws: Ugly, Secretive, Forgetful. Bonds: Rich. Occupation: Scribe
Voice: Breathy voice
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 6)
Armor Class 13
Hit Points 35 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 11 (+0) | 15 (+2) | 13 (+1) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Undercommon, Auran
Attacks Melee +4 / 2d6+1, Ranged +6 / 2d6+3, Grapple +3
Possessions: 20 pp. 1 Minor magic item. 1 Minor magic item.
Trym Cooper, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His chestnut hair is slicked back into a classic pompadour. His eyes are a pleasant gray.
Personality: His tongue was cut out and he uses sign language. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Born in the north to a Herbalist, Trym learned a great deal about his father's area of expertise. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Herbalist. He tends to his Herbalist job now, and dutifully fulfills any obligations he has.
Motivation: Doesn't want to be a Herbalist and was forced into it by his family; and his spouse's relatives view him with great suspicion
Ideals: Fighting, Athletic. Flaws: Disease. Bonds: Family, Job. Occupation: Herbalist
Voice: Slurs words
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 10 (+0) | 8 (-1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +2
Possessions: 2700 sp.
Ernest Huckabee, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a robe, a symbol of the four houses of cards around his neck, and a monstrous two handed axe on his belt. His blonde hair is lengthy. His violet eyes peer out from beneath his feathered blue hat.
Personality: He is not truly malevolent, but he is obsessed with singing. He constantly tries to fill his life with singing. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was born several months after his mother was called into army service. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He has never given up on his singing dream.
Motivation: Nothing but the best is good enough for him; and he feels the way he acts is they only way to get by in the world
Ideals: Fighting, Artistic, Joker, Impeccable. Bonds: Military. Occupation: Ruler
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 4)
Armor Class 8
Hit Points 20 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 7 (-2) | 12 (+1) | 13 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Infernal
Attacks Melee +4 / 1d10+2, Ranged +0 / 1d10-2, Grapple +2
Possessions: 40 pp. Brown-green garnet (100 gp). Pink pearl (100 gp). Deep blue spinel (800 gp). Iolite (70 gp). 1 Half-Plate. 1 Banded mail. 1 Chain shirt.
Arnold Halsey, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears bulky yellow painted plate armor. He has a long silver beard with little hanging trinkets. His otherwise smooth face is marked with small tiny scars.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He is an amazing painter.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: To reunite with his old friends; and he is not mentally stable, and does not behave rationally
Ideals: Athletic, Optimist, Gifted. Flaws: Insane. Bonds: Adventurer. Occupation: Marshal
Voice: Thin and wheezing
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 12 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 5000 cp.
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Their contribution stands as a beacon of hope for all adventurers!