Peter Rodney, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He typically wears brown cloth garments or leather armor. He keeps his silver hair in a pixie cut. His amber eyes are passionate and lively.
Personality: Stoic and calm, he prefers to meditate than take action. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: Peter lived on a farm with his mother, near the main road leading to a nearby town. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He has drifted from career to career and currently works as a Layabout.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and further expansion of business
Ideals: Disciplined, Optimist. Flaws: Greedy. Bonds: Family, Job. Occupation: Layabout
Voice: Draws out vowels
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 7 (-2) | 11 (+0) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 400 gp.
Everard Myerscough, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he is wearing colorful clothing, dressed as a Architect. His hair is cut close to his head. His eyes are brown and he is always smoking a pipe.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He is harsh and unforgiving.
History: He was born to a criminal king-pin and mafia family Everard 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. Everard decided he wanted neither the life of his mother 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 struck the Architect job and began his own company from there.
Motivation: He has comitted a past crime that haunts him to this day; and expand his business
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Criminal record, Job. Occupation: Architect
Voice: Timid voice
Attributes [hide]
Medium (6'3") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 15 (+2) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Gnoll, Elven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4
Possessions: 400 gp.
Norman Haley, Male Human [Permalink]
Personal [hide]
Description: He wears a black tunic with green highlights, and long white pants that bunch up around his shoes. His auburn hair is cut jaggedly and amateurishly. He has gray eyes.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He is a font of random trivia from the lore and stories he has discovered
History: Norman was raised in a hard working conservative environment. When money was particularly tight he was walking through alleys when he overheard a Adventurer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He tends to his Adventurer job now, and dutifully fulfills any obligations he has.
Motivation: He is unsatisfied with his job.
Ideals: Impeccable, Logical. Bonds: Job, Poor. Occupation: Adventurer
Voice: High pitched and raspy
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 14 (+2) | 6 (-2) | 18 (+4) | 13 (+1) |
Senses Passive Perception 14
Languages Common
Attacks Melee +6 / 1d8+4, Ranged +2 / 1d8+0, Grapple +4
Possessions: 300 gp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon.
Drogo Westbrook, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he is typically in his Crown-heir uniform. His brown hair is still thick. His face is scarred and worn.
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. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.
History: Drogo was raised in a hard working conservative environment. He made a point of taking high paying jobs and getting most of it up front. He has achieved small success as a Crown-heir.
Motivation: Wants his loneliness to end; and obtaining odd cultural human artifacts is his passion
Ideals: Philantrophist. Flaws: Ugly. Bonds: Job, Has a crush, Adventurer. Occupation: Crown-heir
Voice: Soft and melodious
Attributes [hide]
Medium (6'3") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 13 (+1) | 12 (+1) | 14 (+2) | 7 (-2) |
Senses Passive Perception 12
Languages Common, Goblin
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +3
Possessions: 100 gp.
Kyle Tyndall, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he dresses in collared shirts and wears a proper scarf over his head. His hair is always cut to a buzz. His hazel eyes have a joyful gleam in them most of the time.
Personality: Confrontational and typically high on some drug or another. He is afraid of women and trembles around them
History: Born to a Seamstress, his father struggled to pay the bills. Ostracized due to the arcane powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He's since become an addict/alcoholic.
Motivation: Marry his sister to traveling adventurers; and doesn't want to be a detective and was forced into it by his family
Ideals: Gifted. Flaws: Addict, Shy. Bonds: Poor, Family. Occupation: Detective
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 12 (+1) | 11 (+0) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 80 pp. 2 Tanglefoot bags.
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Their contribution stands as a beacon of hope for all adventurers!