Gunter Pickering, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a worn and beaten armor. His chestnut hair is cut jaggedly and amateurishly. His fair skin shows little sign of his aristocratic breeding.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Blacksmith arts, while his mother instructed him in etiquette, music and courtly manner. From his teen years he was always beautiful and desirable, so people have always doted on him. He now owns his own business.
Motivation: Expand his business.
Flaws: Impulsive, PTSD. Bonds: Attractive, Job, Rich. Occupation: Blacksmith
Voice: Whispers
Attributes [hide]
Medium (5'2") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 17 (+3) | 19 (+4) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Terran, Gnome, Dwarven, Undercommon
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +6
Possessions: 27000 cp. 1 Minor magic item.
Robert Graeme, 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. His auburn hair is kept up in a ponytail inside a small hat. He wears a mask on his face.
Personality: Confrontational and typically high on some drug or another. Flattery will make him almost putty in your hands.
History: His mother raised him in a mountain cabin. His family was turned out during the war. He and his family wandered west to less war torn lands. He got away from his former life and has fallen to alcoholism.
Motivation: Retire the richest man in the west; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Entrepeneur. Flaws: Addict, Selfish, PTSD. Bonds: Nature. Occupation: Bricklayer
Voice: Loud with bravado
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 4)
Armor Class 11
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 15 (+2) | 16 (+3) | 13 (+1) | 19 (+4) |
Senses Passive Perception 11
Languages Common, Ignan, Draconic, Auran
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +3
Possessions: Just what you see.
Trym Dayton, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He wears rags and sports a simple walking cane. Beneath his clothing is a huge mess of scar tissue. His Stetson hat is riddled with cuts and holes. He has gleaming, smiling blue eyes.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He also is a firm believer in the manly ideal.
History: He was born to a criminal king-pin and mafia family He moved out west to avoid the crime he committed. Being a Stableman kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He is a bit of a kleptomaniac; and he is being blackmailed/forced/etc and this influences his actions
Flaws: Ugly, Disease, Impulsive. Bonds: Poor, Slave, Criminal record. Occupation: Stableman
Voice: Thin and wheezing
Attributes [hide]
Medium (5'1") Human, Chaotic Evil (CR 5)
Armor Class 13
Hit Points 24 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 11 (+0) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +6 / 2d4+3, Ranged +6 / 2d4+3, Grapple +3
Possessions: 2000 sp. 1 Minor magic item.
Gunter Carlyle, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He dresses well, wearing white shirts, loose pants, and blazers most of the time. His black hair is knotted and matted. His eyes are likewise hazel.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. Further he is a bit of a stoner and is frequently out of it.
History: Gunter hails from a village terrorized by illithids. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Fortune-teller work with an outfit from a few towns over. Fortune-teller work suited him well, and with each successful project, he earned more gold and more respect from his peers. He got away from his former life and has fallen to alcoholism.
Motivation: Further expansion of business; and he'd like to take his coworkers down a peg
Ideals: Impeccable. Flaws: Addict. Bonds: Attractive, Enemies, Job. Occupation: Fortune-teller
Voice: Timid voice
Attributes [hide]
Medium (5'4") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Infernal
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp. Coral (160 gp). Tourmaline (160 gp). Chrysoprase (70 gp).
Alex Cotton, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He wears an entirely black suit with violet socks and a vest with buckled shoes. He wears his hair in dreadlocks. He is baby faced.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He invites people to come help in his community garden.
History: He was born blind and as such lacked many opportunities for work. 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 remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: Wants to open a new tavern; and sabotage a competitor
Ideals: Philantrophist. Flaws: Shy, Disease. Bonds: Mentor, Job. Occupation: Barber
Voice: Uses sign language
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 16 (+3) | 12 (+1) | 9 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +3
Possessions: 2300 sp.
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Their contribution stands as a beacon of hope for all adventurers!