Aldous Tenley, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'10" and is a bit bulky. He is very muscular particularly in the legs. He wears a worn and beaten armor. His white hair is kept up in a ponytail inside a small hat. He wears an eyepatch.
Personality: Aldous hangs on like a leech to those who appreciate him. It was this clingy personality that held back his dancing career. He is a very good compulsive liar and kleptomaniac.
History: Aldous was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He now owns his own business.
Motivation: He feels that his past leaves him morally obligated to help.
Ideals: Artistic. Flaws: Ugly. Bonds: Criminal record, Poor, Job. Occupation: Body Guard
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'10") Human, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 30 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 17 (+3) | 11 (+0) | 9 (-1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
Possessions: 400 gp.
Heward Bradshaw, Male Human [Permalink]
Personal [hide]
Description: An older man who tends to wear a large white jacket, he is not a threatening figure. He has a brown handlebar mustache and slicked back brown hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: Heward was born the youngest of three triplets. Heward was born on a far northern forest where he grew up under the tutelage of his father, an expert Spice Merchant. He moves from town to town, unable to find a place to settle.
Motivation: Further expansion of business.
Flaws: Insomniac, Depressed. Bonds: Job, Family, Immigrant. Occupation: Spice Merchant
Voice: Thin and wheezing
Attributes [hide]
Medium (6'5") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 10 (+0) | 10 (+0) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 2900 sp. 1 Masterwork Thieves’ tools.
Godfrey Abram, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He is renowned for his bright black suits and hats. His hair is always cut to a buzz. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He believes the world needs to unite to get rid of gnolls once and for all.
History: He was born in the north, but his parents moved at a very young age to the south. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He then took over the family business and is one of the better Sellsword for hire.
Motivation: He is not mentally stable, and does not behave rationally.
Flaws: Insane. Bonds: Job, Enemies, Immigrant, Religious. Occupation: Sellsword
Voice: Sleepy voice
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 11 (+0) | 9 (-1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp.
Roger Abram, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, brown cloak. He has a small bristly mustache and wavy golden hair. He is missing an eye and his face is severely sunburned. His one remaining eye shines green.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He is a ruthless business man, a trait he acquired from his father.
History: A child with a great deal of music talent his parents made sure he got the chance to thrive. He moved from fad to fad and when he turned 15 he discovered music. He now mingles about in high society.
Motivation: To reunite with his absent father; and he has money and likes to spend it
Ideals: Entrepeneur, Artistic. Flaws: Ugly, Depressed. Bonds: Rich, Family. Occupation: Sage
Voice: Rolls R's
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 9 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 8 (-1) | 7 (-2) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +5
Possessions: 1400 sp.
Lance Walcott, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down. He has relatively light skin and is very physically imposing due to his abundance of muscles. He has done his best to style his black hair to look like a famous performer. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He is witty, but his monotone delivery comes off as unnerving The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He was born into a rich family. He struck it rich when he found rare goods in large quantities. He has recently gotten a pet goose that steals things from people.
Motivation: He has comitted a past crime that haunts him to this day; and he is a bit of a kleptomaniac
Ideals: Joker. Bonds: Attractive, Criminal record, Rich. Occupation: Carter
Voice: Loud with bravado
Attributes [hide]
Medium (5'7") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 200 gp. Carved harp of exotic wood with ivory inlay and zircon gems (700 gp). Silver-plated steel longsword with jet jewel in hilt (900 gp). Solid gold idol (700 gp). 1 Half-Plate.
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Their contribution stands as a beacon of hope for all adventurers!