Charles Halsey, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears rags and sports a simple walking cane. His tied-back hair is red. His hazel eyes are passionate and lively.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He also has developed a complete distrust of the Apothecary profession.
History: He got into the Map Maker business at a young age. Charles was born on a far southern plains where he grew up under the tutelage of his mother, an expert Map Maker. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Revenge; and regain custody of his daughter
Ideals: Justice. Bonds: Poor, Job, Immigrant, Family, Enemies. Occupation: Map Maker
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 11 (+0) | 10 (+0) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 1800 sp.
Don Breeden, Male Human [Permalink]
Personal [hide]
Description: He is generally well dressed albeit a few years behind the times. His skin is fair and his fingers are delicate and long. His hair is brown, silky, and of moderate length. His eyes are likewise blue.
Personality: Deceptive and manipulative this southern guy figured out how to best use his charms to convince people to do what he wants. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: His father raised him in a mountain cabin. When money was particularly tight he was walking through alleys when he overheard a Miller 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: He feels threatened by others; and he is wracked by social anxiety
Ideals: Logical. Flaws: Fearful. Bonds: Attractive, Poor, Nature. Occupation: Miller
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 12 (+1) | 12 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Gnoll
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +3
Possessions: 600 gp. Chrysoberyl (100 gp). 2 Alchemist’s fire. 4 Tanglefoot bags.
Gerald Dayton, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he wears tan leather gloves, a tan jacket, and tight pants. He keeps his long golden hair kept up in a rat tail. His fair skin shows little sign of his aristocratic breeding.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. He is obsessed with a lost civilization.
History: Gerald was born into a poor family. Growing up, he dreamt of becoming a Fighter, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Fighter in service of a powerful lord somewhere. In his 12th year, his parents were killed by a brigands raid, leaving Gerald alone in the world. After a stint in an orphanage, he was adopted. He is searching for what he claims is his rightful reward.
Motivation: He's looking for his big break; and a need for knowledge about a nearby landmark
Flaws: Greedy. Bonds: Attractive, Adventurer, Poor, Enemies. Occupation: Jeweler
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 16 (+3) | 17 (+3) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Infernal, Gnome, Aquan
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +5
Possessions: 300 gp. 1 Minor magic item.
Patrick Branson, Male Human [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination. He has a slight overbite and is overall scrawny. He keeps his long white hair kept up in a rat tail. He has hazel eyes.
Personality: He is fixated on the number 59. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Patrick 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. Patrick decided he wanted neither the life of his father 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 hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he is not mentally stable, and does not behave rationally
Ideals: Fighting. Flaws: Insane, Disease, Insomniac. Bonds: Criminal record. Occupation: Ploughman
Voice: Sounds elderly
Attributes [hide]
Medium (5'2") Human, Chaotic Neutral (CR 4)
Armor Class 10
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 13 (+1) | 16 (+3) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Sylvan, Ignan, Celestial
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 200 gp. Bloodstone (30 gp). Rhodochrosite (5 gp). Golden yellow topaz (700 gp). Star rose quartz (30 gp).
Balimaar Remington, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man wears a simple burlap shirt and baggy pants. He conceals his shortbow with his veritable burlap sack of a shirt and is in decent physical shape. His hair is red and curly. His brown eyes dart from person to person.
Personality: His tongue was cut out and he uses sign language. He works hard and plays hard.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He inherited the family business which he has now maintained for 6 years.
Motivation: Balancing his hectic life and new Locksmith responsibilities is difficult.
Flaws: Disease, Hedonist. Bonds: Military, Job. Occupation: Locksmith
Voice: High pitched, excited
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 4)
Armor Class 13
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 10 (+0) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Gnoll
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 600 gp.
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Their contribution stands as a beacon of hope for all adventurers!