Heward Adley, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears clothing that is held on in multiple layers but all of it is in poor condition. His chestnut hair is thinning but still full. His blue unseeing eyes seem to look past you.
Personality: He acts crazy and hedonistic. He always tries to repair and not replace. It was this mentality that drove him into the Dyer business.
History: Born to a poor family in the city he treasured whatever gifts he got. He was an athlete and attended two major summer competitions. He never won. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: To clean up the streets; and wants to work out more often
Ideals: Athletic, Persistence. Flaws: Disease, Hedonist. Bonds: Poor. Occupation: Dyer
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 13 (+1) | 6 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common, Celestial
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp. Carnelian (30 gp). Tourmaline (140 gp).
Raymond Preston, Male Human [Permalink]
Personal [hide]
Description: With brown face paint in a stripe pattern across his face, he has the majority of his body covered in plate. He has no hair. His gray eyes lackadaisically let the world flow into them.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Born in the south to a Cartwright, Raymond learned a great deal about his father's area of expertise. His parents enrolled him in a Fighter school at a young age so that he could practice his psionic talents. He now owns his own business.
Motivation: He'd like to take his coworkers down a peg; and to be a healer again
Ideals: Philantrophist, Gifted. Flaws: Ugly. Bonds: Job. Occupation: Cartwright
Voice: Indian accent
Attributes [hide]
Medium (5'11") Human, Lawful Neutral (CR 3)
Armor Class 8
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 6 (-2) | 13 (+1) | 7 (-2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +1
Possessions: 2400 sp. Deep blue spinel (300 gp).
Manfred Everleigh, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He is wearing a long, green, dusty cloak. He wears a colorful flower in his blonde hair. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Born in the south to a Performer, Manfred learned a great deal about his father's area of expertise. When he was little, his rather wealthy family often ventured across the plains to a summer home near a old dungeon. He would wander through that old dungeon 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 plains due to the painful memories there. Manfred took refuge in the old dungeon and found the beat up lance and armor he uses now. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has a rivalry with the Church that dominates his actions; and balancing his hectic life and new performer responsibilities is difficult
Flaws: Shy. Bonds: Attractive, Adventurer, Job, Nature, Religious. Occupation: Performer
Voice: Gruff and masculine
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 4)
Armor Class 10
Hit Points 13 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 6 (-2) | 11 (+0) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 600 gp. Jasper (50 gp). Red garnet (60 gp). Banded agate (11 gp). Blue star sapphire (400 gp).
Everard Lincoln, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears a green tunic with tan highlights, and long red pants that bunch up around his shoes. His tied-back hair is black. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He speaks before he thinks and is too direct. He is a logical person and will generally grow upset if things defy logic and science.
History: Everard hails from a village terrorized by dire rats. 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 Merchant. He tends to his Merchant job now, and dutifully fulfills any obligations he has.
Motivation: His name or reputation has been wronged in the past by dire rats, and he desires to right it; and to prove his worth to the world
Ideals: Logical. Flaws: Impulsive. Bonds: Enemies, Job. Occupation: Merchant
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'11") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 15 (+2) | 12 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Druidic
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 2000 sp. A large tome filled with over one hundred recipes written by a former royal chef. (170 gp). Silver-plated steel longsword with jet jewel in hilt (500 gp).
Dustin Mori, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He wears his hair in dreadlocks. He wears large thick round spectacles.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He got into the Tailor business at a young age. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He has comitted a past crime that haunts him to this day; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Athletic. Flaws: Antagonistic, Hedonist. Bonds: Job, Adventurer, Criminal record. Occupation: Tailor
Voice: Whispers
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 8 (-1) | 5 (-3) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!