Don Marlee, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears a simple white robe with green stripes complete with hood. He has a chestnut handlebar mustache and slicked back chestnut hair. His blue eyes dart from person to person.
Personality: He is calm most of the time but flees social interaction. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: From birth he was tutored by a cruel and relentless mentor. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He now travels the world, in search of power and loot.
Motivation: He has decided he is irredeemable.
Flaws: Shy. Bonds: Criminal record, Mentor, Adventurer. Occupation: Priest
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'3") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 12 (+1) | 15 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Druidic, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 200 gp. 1 Masterwork Common Ranged Weapon.
Gerald Livingstone, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears rags and sports a simple walking cane. He wears his white hair up in a very large beehive style do. He has brown eyes and a tan hat with a black feather.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: The child of southern immigrants he idolized his mother. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Gerald grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Gerald. He became a Engraver soon after.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and seeks redemption
Ideals: Athletic. Bonds: Poor, Guardian, Job, Immigrant, Criminal record. Occupation: Engraver
Voice: Nasally tone
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 9 (-1) | 15 (+2) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Auran, Orc
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp.
Gomory Landon, Male Human [Permalink]
Personal [hide]
Description: 5'0" and muscular, this eastern man dresses in white turtlenecks beneath a pastel coat with blue slacks. His auburn hair is well kept and his bushy mustache is tapered upwards at the ends. His violet eyes lackadaisically let the world flow into them.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He cannot resist a sob story and will often dote over anyone who has one.
History: He comes from a rich eastern family. He was an athlete and attended two major summer competitions. He never won. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He desires power and/or immortality; and a need for knowledge about a nearby landmark
Ideals: Athletic, Philantrophist, Entrepeneur. Bonds: Rich, Adventurer. Occupation: Tailor
Voice: Dark and ominous
Attributes [hide]
Medium (5'0") Human, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 11 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Celestial, Dwarven
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 70 pp. 1 Minor magic item.
Gerard Harrington, Male Human [Permalink]
Personal [hide]
Description: He is typically in his Sculptor uniform. His hair is black and curly. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. He worked as a nervous Sculptor and found it very stressful. He tends to his Sculptor job now, and dutifully fulfills any obligations he has.
Motivation: To be a Slave Trader again.
Ideals: Disciplined. Flaws: Insomniac, Impulsive. Bonds: Job, Religious. Occupation: Sculptor
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 500 sp.
Ernest Jacobs, Male Human [Permalink]
Personal [hide]
Description: He wears a simple brown robe with blue stripes complete with hood. His hair, while still mostly silver, has prominent grey streaks. His eyes are hazel and he is always smoking a pipe.
Personality: Eccentric and domineering, Ernest will drive conversation. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: He got into the Carpenter business at a young age. He worked as a nervous Carpenter and found it very stressful. He was always very intelligent and has formed a secret society of specialists.
Motivation: Balancing his hectic life and new Carpenter responsibilities is difficult; and he is currently in port desperately looking for someone to get him out
Ideals: Extrovert, Entrepeneur. Flaws: Secretive. Bonds: Job, Slave. Occupation: Carpenter
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'10") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 13 (+1) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +3
Possessions: 19000 cp. Jade (110 gp). Sard (70 gp). Blue quartz (8 gp).
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Their contribution stands as a beacon of hope for all adventurers!
