Trym Yeardley, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He is constantly adorned with expensive silk clothing, often dyed in bright brown and black, and wears rings and necklaces with large, colorful gems. His chestnut hair is styled in orderly dreadlocks. He has a dull look in his violet eyes.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: The child of a Locksmith, who enjoyed hunting, Trym was taken on many hunting expeditions. He has chosen to use the inheritance that was left to him frivolously. He left for the south, certain he would find work there.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and doesn't want to be a merchant and was forced into it by his family
Ideals: Optimist. Bonds: Rich, Family, Nature, Immigrant, Criminal record. Occupation: Merchant
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'10") Human, Neutral Evil (CR 4)
Armor Class 9
Hit Points 17 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 5 (-3) | 14 (+2) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Dwarven, Druidic
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +0
Possessions: 80 pp. Rhodochrosite (7 gp). 1 Half-Plate. 1 Half-Plate.
Odo Langston, Male Human [Permalink]
Personal [hide]
Description: This eastern man wears a black costume with the symbols of the sun god on his torso. His clothes are grease stained in places. His hair is brown and curly. His face is covered beneath a completely black helmet.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He does not believe in violence as a means to an end. He is a dedicated Mortician but believes his peers are too gung-ho.
History: He got into the Mortician business at a young age. A few years later when the south was not economically sound they moved to his current location. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Further expansion of business.
Ideals: Pacifist. Bonds: Poor, Immigrant, Job. Occupation: Mortician
Voice: Booming voice
Attributes [hide]
Medium (5'6") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1400 sp.
Ernest Altham, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male is wearing colorful clothing, dressed as a Spy. He is tall, broad shouldered and powerfully built. He has dyed his greying white hair a little too much giving a sharp white color. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is not truly malevolent, but he is obsessed with singing. He constantly tries to fill his life with singing. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: He was born to loving parents in a slum to the north. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Spy work with an outfit from a few towns over. Spy work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: Meet up once more with his childhood friend; and wants to open a new tavern
Ideals: Artistic. Bonds: Job, Poor, Enemies, Adventurer. Occupation: Spy
Voice: Excited and jittery
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 11 (+0) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Gnoll, Goblin
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
Hubert Springfield, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he is generally shirtless and showing off his tattooed chest. He wears his hair in dreadlocks. He has several tiny amber earrings on each ear.
Personality: He is not truly malevolent, but he is obsessed with music. He constantly tries to fill his life with music. He is used to getting what he wants. In part because he is a meticulous planner.
History: When he was but 8 years old his parents immigrated from the west. He took every job he could get his hands on, but the opportunities for Humans in the west were limited. He moves from town to town, unable to find a place to settle.
Motivation: He is currently in port desperately looking for someone to get him out.
Ideals: Artistic, Professionalism. Bonds: Rich, Immigrant, Slave. Occupation: Apothecary
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 14 (+2) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Terran, Elven
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. Golden pearl (110 gp). Jet (110 gp).
Nicholas Shirley, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is well dressed, constantly wearing a grey suit, black shirt, and white tie. His long brown hair is drawn into a two foot long braid. He has a tattooed face.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He can't help but pocket interesting objects he comes across
History: He was raised in a island tribe. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He used his abilities to trick people and travel the world for free.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he has comitted a past crime that haunts him to this day
Ideals: Athletic, Persistence. Bonds: Criminal record, Nature. Occupation: Architect
Voice: Sore throat, cough
Attributes [hide]
Medium (5'5") Human, True Neutral (CR 3)
Armor Class 12
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 11 (+0) | 10 (+0) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
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