Tim Astley, Male Human [Permalink]
Personal [hide]
Description: An older man who is wearing colorful clothing, dressed as a Shepherd, he is not a threatening figure. He has dyed his greying chestnut hair a little too much giving a sharp chestnut color. He tend to wears goggles to shield his eyes.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: He was born on a small isolated farm. He worked as a nervous Shepherd and found it very stressful. He inherited the family business which he has now maintained for 2 years.
Motivation: To find somewhere to settle down; and to be a layabout again
Flaws: Emotional, Shy, Mundane. Bonds: Nature, Job. Occupation: Shepherd
Voice: Strong lisp
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 45 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 17 (+3) | 14 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Goblin, Celestial
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 37000 sp. 2 Antitoxin.
Roger Birkenhead, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a white shirt with thin black vertical stripes and green pants. His white hair, when down, is lengthy. He wears crescent spectacles with a black brim.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: He was born at the edge of vast plains. His homeland was ravaged by war and he spent much of his life rebuilding it. He has taken up work as a Sailor and fed both sides of the war false information with the goal of increasing casualties.
Motivation: A need for knowledge about a nearby landmark; and expand his business
Flaws: Antagonistic, PTSD. Bonds: Job, Nature, Adventurer. Occupation: Sailor
Voice: Russian accent
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 16 (+3) | 7 (-2) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 2400 sp.
Gerard Badger, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'11" and is a bit bulky. He is very muscular particularly in the legs. He has a large pastel mantle and cape that has been intricately interwoven into his yellow robe. He wears his hair in dreadlocks. His violet eyes have a joyful gleam in them most of the time.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: He was born blind and as such lacked many opportunities for work. He was an apprentice working in his father's forge. He now owns his own business.
Motivation: To prove his worth to the world; and balancing his hectic life and new baker responsibilities is difficult
Ideals: Fighting. Flaws: Antagonistic, Disease, Impulsive. Bonds: Job. Occupation: Baker
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'11") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 9 (-1) | 11 (+0) | 6 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +2
Possessions: 200 gp.
Kyle Brandon, Male Human [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He wears a fine chain shirt which he covers with brown colored cloaks and clothing. He wears a wide-brimmed hat to hide his balding. His thin eyebrows rest above his beady green eyes.
Personality: He is erratic and paranoid. He believes drow are coming to abduct people. He plays an instrument quite well.
History: Kyle lived on a farm with his mother, near the main road leading to a nearby town. Through the years after Kyle was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Kyle's mother didn't care for him much, and the feeling was mutual. Days after completing his studies, news broke out that his hometown was attacked by drow. Kyle was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the drow.
Motivation: To unite with his brother.
Ideals: Artistic. Flaws: Ugly, Antagonistic. Bonds: Enemies, Family. Occupation: Tailor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 8 (-1) | 10 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +2
Possessions: 1900 sp. Onyx (40 gp). Black pearl (900 gp). Malachite (10 gp).
Ernest Gladstone, Male Human [Permalink]
Personal [hide]
Description: He has a missing right arm. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His blonde hair is drawn into a tight pony tail with a clover scrunchie. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is obsessed with a lost civilization.
History: Born in the south to a Locksmith, Ernest learned a great deal about his mother's area of expertise. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: To reunite with his old friends.
Ideals: Entrepeneur. Bonds: Guardian, Adventurer, Job. Occupation: Locksmith
Voice: Slow speaker
Attributes [hide]
Medium (5'3") Human, Lawful Neutral (CR 3)
Armor Class 9
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 7 (-2) | 11 (+0) | 11 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: Deep blue spinel (700 gp).
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Their contribution stands as a beacon of hope for all adventurers!