Tim Kenley, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and very much looks the part of a Crown-heir. His red hair is thinning but still full. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He acts crazy and hedonistic. He is a font of random trivia from the lore and stories he has discovered
History: He was born into a rich family. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Crown-heir work with an outfit from a few towns over. Crown-heir work suited him well, and with each successful project, he earned more gold and more respect from his peers. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Wants to open a new tavern; and he has money and likes to spend it
Ideals: Logical. Flaws: Addict, Hedonist. Bonds: Job, Rich. Occupation: Crown-heir
Voice: Speaks in third person
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 12 (+1) | 8 (-1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 300 gp.
Henry Kendal, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears a worn and beaten armor. He has a small bristly mustache and wavy black hair. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: A powerful necromancer made him what he is. Brilliant and gifted he never wanted to apply himself. He moves from town to town, unable to find a place to settle.
Motivation: Wants to work out more often; and he is greedy
Ideals: Joker, Gifted, Athletic. Bonds: Immigrant, Mentor. Occupation: Armorer
Voice: Slow speaker
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 12 (+1) | 10 (+0) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 400 gp.
John Lincoln, Male Human [Permalink]
Personal [hide]
Description: This man is wearing colorful clothing, dressed as a Tanner. He has a penchant for wearing a ring with an oversized aquamarine on his left hand. His hair is brown and curly. He has amber eyes.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is obsessed with finding treasure.
History: He was born into a rich family. There was a wharf not far from home where he often wandered off to fish. Days after completing his studies, news broke out that his hometown was attacked by goblins. John was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the goblins.
Motivation: Regain custody of his son; and he wants to meet his childhood hero
Flaws: Antagonistic. Bonds: Rich, Adventurer, Nature, Enemies, Family. Occupation: Tanner
Voice: Draws out vowels
Attributes [hide]
Medium (5'9") Human, True Neutral (CR 4)
Armor Class 13
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 13 (+1) | 9 (-1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 100 gp. 1 Minor magic item.
Bertram Tatum, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. With bright golden hair and a scraggly beard. He has a tattooed face.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: Born to a pair of adventurers, Bertram grew up listening to his mother's many stories. When money was particularly tight he was walking through alleys when he overheard a Marshal hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: His spouse's relatives view him with great suspicion; and to reunite with his old friends
Ideals: Passionate. Flaws: Ugly. Bonds: Poor, Family, Adventurer. Occupation: Marshal
Voice: Boston accent
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1800 sp.
Lance Barney, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears rags and sports a simple walking cane. His hair is long and red with streaks of chestnut, and is pulled back with small tan clips. His beard is chestnut, braided, and well cared for. His otherwise smooth face is marked with small tiny scars.
Personality: A deeply religious man he believes everything happens for a reason. He always tries to repair and not replace. It was this mentality that drove him into the Roofer business.
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. Lance liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He wants nothing more than to rejoin the army; and retire the richest man in the south
Ideals: Persistence, Entrepeneur. Bonds: Poor, Religious, Nature, Military. Occupation: Roofer
Voice: German accent
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 11 (+0) | 11 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 200 gp. Silver-plated steel longsword with jet jewel in hilt (500 gp). A pair of silk slippers encrusted with tiny pearls. (50 gp). 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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