John Weld, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears white robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a nunchaku, but if one is not available he will default to his longbow. His hair is always cut to a buzz. His skin is flawless and his green eyes scan people very quickly.
Personality: Deceptive and manipulative this southern guy figured out how to best use his charms to convince people to do what he wants. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. He made a point of taking high paying jobs and getting most of it up front. During his travels, John and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, John discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. John fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He has passion for adventuring and risk.
Flaws: Disease, Insomniac. Bonds: Attractive, Adventurer. Occupation: Sculptor
Voice: German accent
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 8 (-1) | 12 (+1) | 8 (-1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +4
Possessions: Just what you see.
Anselm Hamilton, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man is dressed in a clean grey cloak covering his clean studded leather, and a wedding ring on his right hand. His chestnut hair is knotted and matted. His violet eyes are slightly larger than normal.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Sold as a small child to a necromancer, Anselm was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was an apprentice working in his mother's forge. He has worked as a Bellfounder like his mother before him.
Motivation: Sabotage a competitor; and he is unsatisfied with his job
Ideals: Disciplined. Flaws: Shy. Bonds: In love, Mentor, Job. Occupation: Bellfounder
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 13 (+1) | 13 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +3
Possessions: 300 gp.
Guy Chatham, Male Human [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. He carries with him a set of pickaxes on his belt, each one with a topaz on the hilt. He has done his best to style his auburn hair to look like a famous performer. He has brown eyes and a tan hat with a blue feather.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Guy was born with his father's beautiful face. He went to a religious school and was inspired by the priests there in charitable deeds. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He has a rivalry with the Church that dominates his actions; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Justice. Flaws: Forgetful. Bonds: Attractive, Religious. Occupation: Dilettante
Voice: Draws out vowels
Attributes [hide]
Medium (6'2") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 14 (+2) | 16 (+3) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Auran, Terran, Draconic
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +2
Possessions: 1500 sp.
Simon Ramsay, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears clothing that is held on in multiple layers but all of it is in poor condition. His hair is white and curly. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He acts crazy and hedonistic. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Born to a poor family in the city he treasured whatever gifts he got. When money was particularly tight he was walking through alleys when he overheard a Weaver hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He bought a longsword and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he's looking for his big break
Flaws: Hedonist. Bonds: Poor, Attractive, Adventurer, Nature. Occupation: Weaver
Voice: Posh accent
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 14 (+2) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: Just what you see.
Theodoric Darby, Male Human [Permalink]
Personal [hide]
Description: He wears many layers of old clothing at all times. His attire stands in sharp contrast to his greataxe, which is beautifully polished and possesses an ornate carving of a dagger on it. His black hair is still thick. His fierce hazel eyes like to dwell on things.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was raised by priests from a young age. 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 was granted psionic powers by his dying sister.
Motivation: He has a rivalry with the Church that dominates his actions; and his religion dominates his actions
Ideals: Gifted, Joker. Flaws: Ugly. Bonds: Poor, Religious, Mentor. Occupation: Tailor
Voice: Voice breaks
Attributes [hide]
Medium (6'5") Human, Neutral Evil (CR 4)
Armor Class 13
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 14 (+2) | 16 (+3) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Undercommon, Elven, Draconic
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 30 pp. Deep green spinel (120 gp). 1 Antitoxin. 3 Smokesticks. 2 Thunderstones. 2 Thunderstones.
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Their contribution stands as a beacon of hope for all adventurers!