Dean Bradshaw, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he wears a tattered pair of loose yellow pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His hair is cut close to his head. His eyes are violet and beady.
Personality: He is erratic and paranoid. He believes illithids are coming to abduct people. He is a bit of a xeno-phobe, disliking non-Humans.
History: He was born to loving parents in a slum to the south. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. Days after completing his studies, news broke out that his hometown was attacked by illithids. Dean was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the illithids.
Motivation: Revenge; and a deep hatred of illithids
Flaws: Ugly, Racist. Bonds: Poor, Enemies. Occupation: Spice Merchant
Voice: Shortens vowels
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 17 (+3) | 11 (+0) | 12 (+1) | 17 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp.
Lewis Blythe, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He has a long chestnut beard with little hanging trinkets. His half smiles and green eyes are beguiling and draw you in.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was born in the south. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting dire rats, the young Lewis began to lead the lost caravan. He moves from town to town, unable to find a place to settle.
Motivation: His name or reputation has been wronged in the past by dire rats, and he desires to right it; and a deep hatred of dire rats
Ideals: Entrepeneur. Bonds: Immigrant, Attractive, Enemies, Rich. Occupation: Ruler
Voice: Timid voice
Attributes [hide]
Medium (6'6") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Sylvan
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: Just what you see.
Lewis Watson, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'4". He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured, and his gloved hand is found clutching a shield. His chestnut hair is lengthy and is close to two feet long. He wears crescent spectacles with a black brim.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. Through the years after Lewis was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Lewis's father didn't care for him much, and the feeling was mutual. Recently he has begun working with bootleggers and crooks.
Motivation: A rival would like him out of the picture; and he wants to get laid
Flaws: Shy, Antagonistic. Bonds: Criminal record, Has a crush. Occupation: Fletcher
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 14 (+2) | 6 (-2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 300 gp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Bertram Hadlee, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He dresses in collared shirts and wears a proper scarf over his head. His hair is short and chestnut. He is baby faced.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: Bertram was born the youngest of three triplets. His father had invested heavily in several trade routes and wanted him to inherit them. He has been saving his money to try and buy his sister's freedom.
Motivation: Nothing but the best is good enough for him; and doesn't want to be a fisher and was forced into it by his family
Ideals: Gifted, Impeccable. Bonds: Job, Family, Rich. Occupation: Fisher
Voice: Low range voice
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 9 (-1) | 17 (+3) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Terran, Gnome, Abyssal
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp.
Gomory Cholmondeley, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who has the majority of his body covered in plate. His feathered hat is riddled with cuts and holes. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Cocky and sure of himself, he believes he is the best Carter born in the past three hundred years. He is obsessed with finding treasure.
History: Born to a pair of adventurers, Gomory grew up listening to his father's many stories. From there he went from mercenary job to mercenary job. He then took over the family business and is one of the better Carter for hire.
Motivation: A need for knowledge about a nearby landmark.
Flaws: Ugly, Insane. Bonds: Job, Adventurer. Occupation: Carter
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (6'0") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 10 (+0) | 18 (+4) | 7 (-2) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Sylvan, Goblin, Gnome, Druidic
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 500 sp. 3 Antitoxin.
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