Heward Camden, Male Human [Permalink]
Personal [hide]
Description: This man is well dressed, constantly wearing a brown suit, green shirt, and violet tie. He has a penchant for wearing a ring with an oversized aquamarine on his left hand. His hair is chestnut and very short. He wears large thick round spectacles.
Personality: While he acts the brute, he is far gentler than he would appear. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: The child of a Unemployed, who enjoyed hunting, Heward was taken on many hunting expeditions. Heward 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. Heward 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 bought a mace and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Money/treasure; and he is being blackmailed/forced/etc and this influences his actions
Ideals: Fighting. Bonds: Rich, Religious, Nature, Criminal record. Occupation: Mason
Voice: High pitched and raspy
Attributes [hide]
Medium (6'1") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 13 (+1) | 16 (+3) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Druidic, Orc, Gnome
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +4
Possessions: 200 gp. 1 Minor magic item.
Theobald Marlowe, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears dull pastel sweaters, loose yellow pants, and alligator leather shoes. Beneath his sweater he keeps a concealed pickaxe, just in case. His blonde hair is well kept and his bushy mustache is tapered upwards at the ends. He wears round tiny glasses practically rammed into his face.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
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 Guard hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: To share knowledge with the world.
Ideals: Joker, Logical. Flaws: Ugly, Forgetful. Bonds: Poor. Occupation: Guard
Voice: Prounounces S like Z
Attributes [hide]
Medium (6'5") Human, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 18 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 6 (-2) | 8 (-1) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
Possessions: 9000 cp. Gold and topaz bottle stopper cork (700 gp). A detailed rose, with petals and thorns, constructed of silver and electrum (90 gp).
Trym Perry, Male Human [Permalink]
Personal [hide]
Description: This man is very fat, and has a large grey mantle and cape that has been intricately interwoven into his green robe. Sporting a white mohawk and bushy mustache this man's hair draws a lot of attention. His gray unseeing eyes seem to look past you.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He misses his home and complains about the freezing weather, even in summer.
History: He served in the navy to pay for his family's outstanding loans. When Trym reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He moves from town to town, unable to find a place to settle.
Motivation: Nothing but the best is good enough for him; and he wants nothing more than to rejoin the army
Ideals: Impeccable. Flaws: Ugly, Disease. Bonds: Immigrant, Military. Occupation: Armorer
Voice: High pitched and raspy
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 10 (+0) | 15 (+2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon, Druidic
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp.
Charles Charlton, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He wears a lot of dark rich colors, with gold accents. He has a very tight haircut. He has gleaming, smiling hazel eyes.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: His psionic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Ostracized due to the psionic 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. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Charles fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Gifted, Fighting. Flaws: Terse, Antagonistic. Bonds: Attractive. Occupation: Tanner
Voice: Squeaky
Attributes [hide]
Medium (6'5") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 11 (+0) | 10 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 1 Half-Plate.
Don Yeardley, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied southern man with a big hulking figure and broad shoulders. He wears a tattered pair of loose grey pants, a matching torn shirt, and a visible pair of similar condition same color briefs. He has dyed his greying auburn hair a little too much giving a sharp auburn color. His eyes, though not visible through his cowl, are brown.
Personality: He is overprotective of those who hire his services. Energy wise he seems alert and responsive.
History: The child of southern immigrants he idolized his father. When money was particularly tight he was walking through alleys when he overheard a Layabout hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: To clean up the streets.
Ideals: Athletic, Professionalism. Bonds: Poor, Guardian, Immigrant. Occupation: Layabout
Voice: Mousy voice
Attributes [hide]
Medium (5'11") Human, Neutral Evil (CR 4)
Armor Class 9
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 12 (+1) | 11 (+0) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1
Possessions: 100 gp.
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Their contribution stands as a beacon of hope for all adventurers!
