Gilbert Bradford, Male Human [Permalink]
Personal [hide]
Description: An older man who tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look, he is not a threatening figure. He has a small bristly mustache and wavy silver hair. He wears an eyepatch.
Personality: He is irascible and easily irritated. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: Gilbert hails from a village terrorized by gnolls. He moved from fad to fad and when he turned 15 he discovered poetry. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Gilbert was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the gnolls.
Motivation: He has comitted a past crime that haunts him to this day; and he feels that his past leaves him morally obligated to help
Ideals: Justice, Artistic. Flaws: Ugly, Antagonistic. Bonds: Criminal record, Enemies. Occupation: Fortune-teller
Voice: Smoker's lung
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 13 (+1) | 16 (+3) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Gnoll, Goblin, Druidic
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 100 gp.
Anselm Cholmondeley, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He is constantly adorned with expensive silk clothing, often dyed in bright white and grey, and wears rings and necklaces with large, colorful gems. His white hair is still thick. He has gleaming, smiling amber eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. 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: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He has built up a small fortune and can afford his own way.
Motivation: He wants to meet his childhood hero; and his relatives are trying to arrange a marriage
Ideals: Gifted. Flaws: Secretive, Insane. Bonds: Rich, Adventurer, Family. Occupation: Guard
Voice: Soft and mumbly
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 12 (+1) | 9 (-1) | 7 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
Possessions: 7000 sp.
Roger Weston, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears clothing that is held on in multiple layers but all of it is in poor condition. He wears a deerstalker hat to cover his moderate length black hair. His eyes are likewise green.
Personality: He is extraordinarily eccentric. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: Born to a pair of adventurers, Roger grew up listening to his father's many stories. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Roger took refuge in the old dungeon and found the beat up morningstar and armor he uses now. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He is not mentally stable, and does not behave rationally.
Ideals: Optimist. Flaws: Insane. Bonds: Poor, Adventurer, Nature. Occupation: Mason
Voice: Spits words with contempt
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 200 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Theobald Pickering, Male Human [Permalink]
Personal [hide]
Description: Standing 6'1", this man is dressed in earthy colors with a grey and yellow handkerchief worn on his left side. His hair is chestnut, silky, and of moderate length. His skin is flawless and his gray eyes scan people very quickly.
Personality: He dislikes all the random violence that takes place in the south. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Gifted from a young age, Theobald studied abroad. Brilliant and gifted he never wanted to apply himself. He moves from town to town, unable to find a place to settle.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he's looking for his big break
Ideals: Pacifist, Gifted. Flaws: Antagonistic. Bonds: Attractive, Immigrant, Adventurer. Occupation: Masseuse
Voice: Low range voice
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 16 (+3) | 9 (-1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp. Deep green spinel (130 gp). Alexandrite (400 gp). Golden yellow topaz (400 gp).
Everard Branson, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he prefers to wear brown pants and tee shirts. He has moderate length brown hair. 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 considers himself the protector of his home. He feels this is his duty and calling. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Gifted from a young age, Everard studied abroad. After coming to the age of reason, Everard took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was granted necromantic powers by his dying sister.
Motivation: To get a good night's sleep.
Ideals: Gifted. Flaws: Insomniac, Shy. Bonds: Guardian. Occupation: Engraver
Voice: Spits words with contempt
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 2800 sp.
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