Adam Marlee, Male Human [Permalink]
Personal [hide]
Description: He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. He carries with him a set of monstrous two handed axes, each one with a topaz on the hilt. He only wears one on his belt and the other on his back. His red hair is well kept and his bushy mustache is tapered upwards at the ends. His blue eyes lackadaisically let the world flow into them.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Healer arts, while his father instructed him in etiquette, music and courtly manner. He took every job he could get his hands on, but the opportunities for Humans in the east were limited. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He feels the way he acts is they only way to get by in the world; and money/treasure
Ideals: Fighting, Entrepeneur, Impeccable. Bonds: Rich, Immigrant. Occupation: Healer
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'2") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 12 (+1) | 14 (+2) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven, Abyssal
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 4 Smokesticks. 1 Holy water. 3 Alchemist’s fire.
Anselm Morton, Male Human [Permalink]
Personal [hide]
Description: He has a missing left arm. He wears a fancy white suit. His white hair is still thick. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Gifted from a young age, Anselm studied abroad. His druidic abilities were realized during a raid on his village. He was granted druidic powers by his dying brother.
Motivation: To share knowledge with the world.
Ideals: Joker, Gifted, Logical. Flaws: Insane. Bonds: Attractive. Occupation: Carter
Voice: Jittery and nervous
Attributes [hide]
Medium (5'2") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp. Freshwater pearl (6 gp).
Theodoric Hadley, Male Human [Permalink]
Personal [hide]
Description: He wears dark leathers with embroidery. He has no hair. He wears round tiny glasses practically rammed into his face.
Personality: He is happy with his job as a Miller. He turns his eye from what people do, preferring to live and let live. He is able to fit into much smaller and tighter spaces than normal.
History: He was born to a pair of big game hunters, but was frequently ill as a child. When money was particularly tight he was walking through alleys when he overheard a Miller hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has set out to sabotage the competition.
Motivation: Expand his business; and wants to open a new tavern
Ideals: Gifted. Flaws: Ugly, Disease. Bonds: Job, Poor. Occupation: Miller
Voice: Italian accent
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Ignan
Attacks Melee +5 / 1d10+3, Ranged +1 / 1d10-1, Grapple +3
Possessions: 1 Masterwork Common Melee.
Wymar Kendall, Male Human [Permalink]
Personal [hide]
Description: He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'3" when asserting himself. Sporting a red mohawk and bushy mustache this man's hair draws a lot of attention. His gray eyes have a joyful gleam in them most of the time.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: Wymar was raised in a hard working conservative environment. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature trident.
Motivation: He has a rivalry with the Church that dominates his actions.
Bonds: Attractive, Religious, Job, Adventurer. Occupation: Servant
Voice: Thin and wheezing
Attributes [hide]
Medium (6'3") Human, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 11 (+0) | 11 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. Blue quartz (4 gp). Jasper (20 gp). Star rose quartz (20 gp).
Gomory Tickle, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a tight fitting black shirt and pants. His brown hair is lengthy and is close to two feet long. His amber eyes peer out from beneath his top black hat.
Personality: He hates giants. He views them as having robbed his home of its proper glory. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: Born to a pair of adventurers, Gomory grew up listening to his father's many stories. In his 17th year, his parents were killed by a giants raid, leaving Gomory alone in the world. After a stint in an orphanage, he was adopted. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: His religion dominates his actions; and a need for knowledge about a nearby landmark
Ideals: Entrepeneur. Bonds: Enemies, Attractive, Adventurer, Religious. Occupation: Banker
Voice: Thin and wheezing
Attributes [hide]
Medium (5'1") Human, Chaotic Evil (CR 4)
Armor Class 8
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 6 (-2) | 12 (+1) | 14 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Celestial, Dwarven
Attacks Melee +4 / 1d10+2, Ranged +0 / 1d10-2, Grapple +2
Possessions: 600 gp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
