Cory Stansfield, Male Human [Permalink]
Personal [hide]
Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He tends to wear a blue poncho over his likewise colored trousers and shirt. His hair is greying and his face has many wrinkles. His eyes are a pleasant hazel.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He does not believe in violence as a means to an end. He is a dedicated Dyer but believes his peers are too gung-ho.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Cory was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Cory decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He has decided he is irredeemable; and he feels that his past leaves him morally obligated to help
Ideals: Athletic, Pacifist. Flaws: Ugly, Disease. Bonds: Criminal record. Occupation: Dyer
Voice: Sore throat, cough
Attributes [hide]
Medium (5'11") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 10 (+0) | 10 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: Just what you see.
Lance Marston, Male Human [Permalink]
Personal [hide]
Description: He wears a tight fitting black shirt and pants. His tied-back hair is white. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He does not believe in betrayal or weakness as things to be tolerated. 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: Raised by wardens he was only a novice when illithids swooped upon their monastery and killed most of the order. He went to a religious school and was inspired by the priests there in charitable deeds. Days after completing his studies, news broke out that his hometown was attacked by illithids. Lance was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.
Motivation: He wants to meet his childhood hero; and he has a rivalry with the church that dominates his actions
Ideals: Justice. Flaws: Insane. Bonds: Adventurer, Religious, Enemies. Occupation: Interpreter
Voice: Soft and mumbly
Attributes [hide]
Medium (5'7") Human, Lawful Evil (CR 4)
Armor Class 11
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 13000 cp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Tim Gracey, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely black suit with grey socks and a vest with buckled shoes. He carries with him a set of warhammers on his belt, each one with a amethyst on the hilt. His golden hair is lengthy and is close to two feet long. His eyes are a pleasant amber.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: From birth he was tutored by a cruel and relentless mentor. He was an apprentice working in his mother's forge. 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.
Ideals: Fighting, Impeccable, Justice. Bonds: Mentor, Job. Occupation: Miner
Voice: Eastern European accent
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 15 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 8 (-1) | 8 (-1) | 16 (+3) | 14 (+2) | 8 (-1) |
Senses Passive Perception 14
Languages Common, Abyssal, Ignan, Dwarven
Attacks Melee +5 / 1d10+3, Ranged +1 / 1d10-1, Grapple +3
Possessions: 500 gp.
Simon Thackeray, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His broad hat is riddled with cuts and holes. He has a dull look in his gray eyes.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He served in the navy to pay for his family's outstanding loans. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He moves from town to town, unable to find a place to settle.
Motivation: Wants to work out more often; and nothing but the best is good enough for him
Ideals: Impeccable, Optimist, Athletic. Flaws: Ugly. Bonds: Military, Immigrant. Occupation: Glassblower
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (6'2") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 37 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 16 (+3) | 14 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Terran, Orc
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 900 sp. Brass mug with jade inlays (100 gp).
Gerald Branson, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His brown hair is slicked back into a classic pompadour. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. He has chosen to use the inheritance that was left to him frivolously. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He has money and likes to spend it; and money/treasure
Flaws: Ugly, Antagonistic, Fearful. Bonds: Rich, Religious. Occupation: Map Maker
Voice: Switch between two voices
Attributes [hide]
Medium (5'6") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Giant
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 20 pp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!