Cory Wade, Male Human [Permalink]
Personal [hide]
Description: He dresses in collared shirts and wears a proper scarf over his head. He has a slight overbite and is overall scrawny. His red hair is drawn into a tight pony tail with a cross scrunchie. His eyes are likewise green.
Personality: Confrontational and typically high on some drug or another. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He is the product a well kept family trust fund and as such has never really known need. He helped his mother out around the business and became quite the natural. He inherited the family business which he has now maintained for 10 years.
Motivation: His spouse's relatives view him with great suspicion; and doesn't want to be a armorer and was forced into it by his family
Ideals: Joker. Flaws: Addict. Bonds: Rich, Job, Family. Occupation: Armorer
Voice: Jamaican accent
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 4 (-3) | 12 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Druidic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp. 1 Masterwork Thieves’ tools.
Ernest Browning, Male Human [Permalink]
Personal [hide]
Description: Standing 5'9", this man wears tight fighting clothing, which leaves very little to the imagination. He has silver hair. His eyes, though not visible through his cowl, are amber.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Born in the west to a Animal Trainer, Ernest learned a great deal about his father's area of expertise. After coming to the age of reason, Ernest took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He now owns his own business.
Motivation: Balancing his hectic life and new Animal Trainer responsibilities is difficult.
Ideals: Fighting, Gifted. Flaws: Greedy, Fearful. Bonds: Job. Occupation: Animal Trainer
Voice: Sounds elderly
Attributes [hide]
Medium (5'9") Human, Lawful Neutral (CR 4)
Armor Class 9
Hit Points 43 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 16 (+3) | 10 (+0) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple -1
Possessions: 28000 cp. 1 Half-Plate. 1 Masterwork studded leather.
Solomon Webley, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a chocolate of some kind. He likes to wear darkened spectacles and heavy clothing, no matter the weather, marred by chocolates. His long white hair reaches down to his waist. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Cocky and sure of himself, he believes he is the best Mortician born in the past three hundred years. Further he is a bit of a stoner and is frequently out of it.
History: Born to a pair of adventurers, Solomon grew up listening to his mother's many stories. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Solomon 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 Solomon. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature mace.
Motivation: He feels that his past leaves him morally obligated to help; and he wants to meet his childhood hero
Flaws: Ugly, Addict. Bonds: Job, Adventurer, Criminal record. Occupation: Mortician
Voice: Farmer accent
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 12 (+1) | 13 (+1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp.
Henry Allerton, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears a simple tan robe with grey stripes complete with hood. His chestnut hair is cut short. His ears are large.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He is frequently practicing swordplay.
History: Henry was raised in a hard working conservative environment. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting illithids, the young Henry began to lead the lost caravan. He tends to his Stableman job now, and dutifully fulfills any obligations he has.
Motivation: Further expansion of business; and many illithids want him driven away
Ideals: Entrepeneur. Flaws: Ugly. Bonds: Job, Military, Enemies. Occupation: Stableman
Voice: Scottish accent
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 43 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 16 (+3) | 10 (+0) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 3000 cp. Ceremonial electrum dagger with a star ruby in the pommel (1100 gp). Carved harp of exotic wood with ivory inlay and zircon gems (900 gp). Silver comb with moonstones (500 gp).
Bertram Northcott, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he dresses well, typically a more casual-formal manner. His tied-back hair is golden. His brown eyes peer out from beneath his deerstalker blue hat.
Personality: Deceptive and manipulative this northern guy figured out how to best use his charms to convince people to do what he wants. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born blind and as such lacked many opportunities for work. His father was a soldier and died while he was still young. Bertram was left his father's suit of armor and trained in its use and care. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: To protect his home; and he wants nothing more than to rejoin the army
Ideals: Logical. Flaws: Disease. Bonds: Attractive, Military, Guardian. Occupation: Guard
Voice: Pronounces O like U
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 6 (-2) | 14 (+2) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Goblin
Attacks Melee +2 / 1d8+0, Ranged +0 / 1d8-2, Grapple +2
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!
