Don Allerton, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears an entirely black suit with blue socks and a vest with buckled shoes. His white hair is thinning but still full. His face is scarred and worn.
Personality: He is extraordinarily eccentric. He uses divination through singing.
History: He got into the Scribe business at a young age. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He is unsatisfied with his job; and balancing his hectic life and new scribe responsibilities is difficult
Ideals: Gifted, Fighting. Flaws: Ugly, Insane. Bonds: Job. Occupation: Scribe
Voice: Jamaican accent
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 14 (+2) | 16 (+3) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Halfling, Elven, Giant
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 31000 sp. 1 Minor magic item.
Theodoric Marley, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he is generally shirtless and showing off his tattooed chest. He has a red handlebar mustache and slicked back red hair. His eyes are brown.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He is a bit of a xeno-phobe, disliking non-Humans.
History: Born in the south his family was never financially stable. From there he went from mercenary job to mercenary job. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature dagger.
Motivation: Marry his brother to traveling adventurers; and he has passion for adventuring and risk
Flaws: Racist. Bonds: Attractive, Poor, Adventurer, Family. Occupation: Knight
Voice: Jittery and nervous
Attributes [hide]
Medium (5'1") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 16 (+3) | 14 (+2) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Draconic, Undercommon
Attacks Melee +6 / 1d8+4, Ranged +3 / 1d8+1, Grapple +3
Possessions: 1700 sp.
Ernest Stansfield, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears a shirt that is too small, which lets his gut show, with a ratty yellow coat over it. His hair is chestnut and curly. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He is a big fan of imagination and believes people should spend more time reading and writing.
History: He was born in a small desert village. A gypsy cursed him at a young age, leading to his ugly appearance. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: Wants to have a good time and be beloved; and wants to work out more often
Ideals: Athletic, Optimist, Logical. Flaws: Ugly. Bonds: Nature. Occupation: Tanner
Voice: Soothing and warm
Attributes [hide]
Medium (5'10") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 13 (+1) | 14 (+2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 15
Languages Common, Druidic, Draconic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 2700 sp. Rock crystal (30 gp). Violet garnet (300 gp).
Gomory Sharps, Male Human [Permalink]
Personal [hide]
Description: This man is generally well dressed albeit a few years behind the times. He has a penchant for wearing a ring with an oversized opal on his left hand. He wears his hair in dreadlocks. His eyes are a pleasant green.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Born in the north to a Locksmith, Gomory learned a great deal about his father's area of expertise. From his teen years he was always beautiful and desirable, so people have always doted on him. He has achieved small success as a Locksmith.
Motivation: To prove his worth to the world; and to be a bather again
Flaws: Antagonistic, Impulsive. Bonds: Attractive, Rich, Job. Occupation: Locksmith
Voice: Scratchy, weak
Attributes [hide]
Medium (5'11") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp. Pink pearl (90 gp). Chalcedony (30 gp).
Adelard Wentworth, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He is well dressed, constantly wearing a tan suit, green shirt, and violet tie. His silver hair is cut short with large spiked bangs in the front. He wears a mask on his face.
Personality: A skeptical and narcissistic man, Adelard's first love is himself. His second love is also himself. He also has developed a complete distrust of the Mercenary profession.
History: His parents moved while he was still in utero so he is the first generation to be born here. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Adelard took refuge in the old dungeon and found the beat up flail and armor he uses now. He moves from town to town, unable to find a place to settle.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he'd like to take his coworkers down a peg
Ideals: Impeccable. Bonds: Immigrant, Job, Nature, Criminal record. Occupation: Cartwright
Voice: Australian accent
Attributes [hide]
Medium (5'9") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 15 (+2) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Terran, Infernal
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 500 sp. 1 Holy water. 4 Thunderstones.
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