Theodoric Hale, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He dresses like a well dressed Spice Merchant does. With bright red hair and a scraggly beard. He has gleaming, smiling amber eyes.
Personality: He is mildly Human supremacist, though he does not identify as such. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Born in the north his family was never financially stable. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Spice Merchant work with an outfit from a few towns over. Spice Merchant work suited him well, and with each successful project, he earned more gold and more respect from his peers. He's also a talented Merchant, but doesn't like to broadcast it.
Motivation: Expand his business; and sabotage a competitor
Ideals: Athletic. Flaws: Racist, Fearful. Bonds: Job, Poor. Occupation: Spice Merchant
Voice: Nasally tone
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 6)
Armor Class 10
Hit Points 19 (6d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 3 (-4) | 17 (+3) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Draconic, Celestial
Attacks Melee +5 / 2d6+2, Ranged +3 / 2d6+0, Grapple +2
Possessions: 800 gp.
Alex Rylan, Male Human [Permalink]
Personal [hide]
Description: He is generally shirtless and showing off his tattooed chest. His auburn hair is matted, messy, and big. He has hazel eyes.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is a font of random trivia from the lore and stories he has discovered
History: He got into the Brewer business at a young age. When he was little, his rather wealthy family often ventured across the forest to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Alex took refuge in the large cave and found the beat up falchion and armor he uses now. Recently the stress of being a Brewer has made it difficult for him to sleep.
Motivation: To reunite with his absent father; and expand his business
Ideals: Logical. Flaws: Ugly, Insomniac. Bonds: Job, Nature, Family. Occupation: Brewer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 31 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 12 (+1) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 1 |
Possessions: 800 gp. 1 Minor magic item.
Guy Skelton, Male Human [Permalink]
Personal [hide]
Description: A pudgy man standing about 6'0" has a big stupid grin on his face most of the time. He wears a tight fitting tan shirt and pants. His silver hair is cut short with large spiked bangs in the front. He tend to wears goggles to shield his eyes.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He is able to fit into much smaller and tighter spaces than normal.
History: Born to a pair of adventurers, Guy grew up listening to his father's many stories. His parents enrolled him in a Commoner school at a young age so that he could practice his druidic talents. He now travels the world, in search of power and loot.
Motivation: Doesn't want to be a Detective and was forced into it by his family; and he's looking for his big break
Ideals: Gifted. Flaws: Depressed, Insane. Bonds: Adventurer, Family. Occupation: Detective
Voice: Creaky witch voice
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 7)
Armor Class 11
Hit Points 25 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 12 (+1) | 13 (+1) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +6 / 2d8+3, Ranged +4 / 2d8+1, Grapple +4
Possessions: 1100 gp. Carved harp of exotic wood with ivory inlay and zircon gems (300 gp). Golden circlet with four aquamarines (2000 gp). Large well-done wool tapestry (500 gp).
Don Stanley, 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 wears a green coat over a brown low-cut shirt, and a wide-brimmed hat upon his head. His silver hair, when down, is lengthy. He wears round tiny glasses practically rammed into his face.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: He was born in the east. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He left for the east, certain he would find work there.
Motivation: To be a Map Maker again; and to prove his worth to the world
Flaws: Impulsive. Bonds: Job, Immigrant, Mentor. Occupation: Merchant
Voice: High pitched, excited
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 48 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 18 (+4) | 13 (+1) | 18 (+4) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Aquan
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 30000 sp.
Gunter Anderton, Male Human [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'10" when asserting himself. He has shaved his head bald. He is very pretty but has cold, dead eyes.
Personality: Gunter is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He believes the world needs to unite to get rid of orcs once and for all.
History: He was born on a small isolated farm. From his teen years he was always beautiful and desirable, so people have always doted on him. Days after completing his studies, news broke out that his hometown was attacked by orcs. Gunter was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the orcs.
Motivation: Retire the richest man in the east.
Ideals: Entrepeneur, Extrovert. Bonds: Attractive, Enemies, Nature. Occupation: Locksmith
Voice: High pitched and raspy
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 10 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Ignan, Giant
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 6 | 3 | 0 | 0 |
Possessions: 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
