Patrick Marlee, Male Human [Permalink]
Personal [hide]
Description: He wears suspenders and blue workpants. His shirt is white, and he wears a heavy blue leather apron most of the time. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He keeps his white hair in a flapper bob. His eyes, though not visible through his cowl, are blue.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He does not believe in violence as a means to an end. He is a dedicated Scribe but believes his peers are too gung-ho.
History: He was born in the west. Patrick was born on a far western island where he grew up under the tutelage of his father, an expert Scribe. He left for the west, certain he would find work there.
Motivation: Someone believes him a fraud; and he'd like to take his coworkers down a peg
Ideals: Philantrophist, Pacifist. Bonds: Attractive, Immigrant. Occupation: Scribe
Voice: Low range voice
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 37 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 13 (+1) | 12 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Draconic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp.
Gilbert Gracey, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 6'4". He sports black clothing, slightly heavier than average wear. He has a small bristly mustache and wavy golden hair. He has gleaming, smiling violet eyes.
Personality: He is a Spice Merchant first and foremost. He believes firmly that knowledge should be universal. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: Gilbert was born in the north. At a young age he loved to build and create. He worked as a nervous Spice Merchant and found it very stressful. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: Doesn't want to be a Spice Merchant and was forced into it by his family; and marry his brother to traveling adventurers
Ideals: Persistence. Flaws: Mundane. Bonds: Job, Slave, Family. Occupation: Spice Merchant
Voice: Squeaky
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 14 (+2) | 8 (-1) | 13 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee -1 / 1d8-3, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 2 | 0 |
Possessions: 100 gp.
Heward Stanford, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is wearing a perfectly clean shirt and pair of pants. His hair is long and brown with streaks of red, and is pulled back with small brown clips. His beard is red, braided, and well cared for. He tend to wears goggles to shield his eyes.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Heward is combative with any and all who dare try his patience in the slightest.
History: Gifted from a young age, Heward studied abroad. Through the years after Heward was born, his father became increasingly distant from his family, instead choosing to pursue power in the west. Heward's father didn't care for him much, and the feeling was mutual. He was granted necromantic powers by his dying sister.
Motivation: He desires power and/or immortality; and meet up once more with his childhood friend
Ideals: Justice, Gifted. Flaws: Antagonistic. Bonds: Attractive, Adventurer. Occupation: Shoemaker
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'5") Human, Lawful Good (CR 7)
Armor Class 11
Hit Points 32 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 14 (+2) | 9 (-1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 15
Languages Common
Attacks Melee +5 / 2d8+2, Ranged +4 / 2d8+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 400 gp. Fiery yellow corundum (600 gp). Hematite (11 gp). Deep blue spinel (1100 gp). 1 Minor magic item.
Frederick Windsor, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he has the majority of his body covered in plate. His white hair is cut short with large spiked bangs in the front. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He served in the navy to pay for his family's outstanding loans. His parents enrolled him in a Ranger school at a young age so that he could practice his druidic talents. He was granted druidic powers by his dying sister.
Motivation: He wants nothing more than to rejoin the army; and regain custody of his son
Ideals: Joker, Extrovert, Gifted. Bonds: Military. Occupation: Spice Merchant
Voice: Boston accent
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 6)
Armor Class 9
Hit Points 26 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 10 (+0) | 11 (+0) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 2d6+0, Ranged +2 / 2d6-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 900 gp.
Everard Ryland, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he is well dressed, but even with his fine clothing he looks run-down. His head has been shaved. He wears crescent spectacles with a black brim.
Personality: He is business-like. He takes instructions and follows them to the letter. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: Everard hails from a village terrorized by orcs. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: His name or reputation has been wronged in the past by orcs, and he desires to right it.
Ideals: Professionalism, Impeccable, Fighting. Flaws: Ugly. Bonds: Enemies. Occupation: Engraver
Voice: Creaky witch voice
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 21 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 8 (-1) | 16 (+3) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Terran, Goblin, Druidic
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
Possessions: 28000 sp. 1 Bullseye lantern. 1 Climber’s kit. 1 Masterwork Artisan’s tools.
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