Solomon Dumph, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and tends to wear a large black jacket. He keeps his long brown hair kept up in a rat tail. He has gleaming, smiling violet eyes.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He is a logical person and will generally grow upset if things defy logic and science.
History: He served in the navy to pay for his family's outstanding loans. At a young age he wooed the heart of his future spouse and the two had a long relationship before they wed. He inherited the family business which he has now maintained for 5 years.
Motivation: Wants to open a new tavern; and to end his boredom
Ideals: Logical. Flaws: Mundane. Bonds: Job, Military, In love. Occupation: Jeweler
Voice: Indian accent
Attributes [hide]
Medium (5'1") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 43 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 18 (+4) | 11 (+0) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 400 gp. Brass mug with jade inlays (300 gp). Large well-done wool tapestry (300 gp).
William Hallewell, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears a brown shirt, with a red mid length shorts with red tights and flats, usually wearing a coat over them. His moppish silver hair is in a traditional bowl cut. His eyes are brown and beady.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: From birth he was tutored by a cruel and relentless mentor. Through the years after William was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. William's father didn't care for him much, and the feeling was mutual. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he's repulsed by the pc
Ideals: Fighting. Flaws: Ugly, Selfish, Antagonistic. Bonds: Mentor. Occupation: Bowyer
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Wymar Spaulding, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel, and carries nunchakus. His white hair is greying along the sides and has receded to reveal a widow's peak. He wears a mask on his face.
Personality: A skeptical and narcissistic man, Wymar's first love is himself. His second love is also himself. He also is a firm believer in the manly ideal.
History: Born in the north to a Animal Trainer, Wymar learned a great deal about his father's area of expertise. His father was a soldier and died while he was still young. Wymar was left his father's suit of armor and trained in its use and care. He tends to his Animal Trainer job now, and dutifully fulfills any obligations he has.
Motivation: He is unsatisfied with his job.
Ideals: Fighting, Impeccable. Flaws: Impulsive. Bonds: Job, Military. Occupation: Animal Trainer
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (6'5") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 11 (+0) | 17 (+3) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Aquan, Abyssal, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. Onyx (60 gp). Blue sapphire (600 gp). Eye agate (11 gp). 1 Magnifying glass. 1 Healer’s kit. 1 Masterwork Musical instrument.
Wymar Marlee, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a robe, a symbol of the four houses of cards around his neck, and a monstrous two handed axe on his belt. He has done his best to style his chestnut hair to look like a famous performer. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his brown eyes.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He has a small toy that he constantly fidgets with.
History: Wymar was born the youngest of three triplets. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Wymar fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Wants to raise his children well; and to reunite with his absent father
Ideals: Fighting, Optimist. Flaws: Addict. Bonds: Attractive, Family. Occupation: Barrister
Voice: Dutch accent
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 12 (+1) | 15 (+2) | 13 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Giant, Druidic
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp. A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (70 gp). Ceremonial electrum dagger with a star ruby in the pommel (400 gp). Ceremonial electrum dagger with a star ruby in the pommel (400 gp). 1 Masterwork Uncommon Weapon.
Thomas Kendall, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears dull brown sweaters, loose tan pants, and alligator leather shoes. Beneath his sweater he keeps a concealed pickaxe, just in case. His brown hair is singed and shortened. His brown eyes peer out from beneath his Stetson brown hat.
Personality: He is extraordinarily eccentric. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Thomas was born the youngest of three triplets. His first spouse was a Mercenary, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. He is untrained/undisciplined, which makes him dangerous.
Motivation: His spouse's relatives view him with great suspicion; and wants to raise his children well
Flaws: Ugly, Insane, Secretive. Bonds: Poor, Family. Occupation: Adventurer
Voice: Squeaky
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 14
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 10 (+0) | 13 (+1) | 7 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common, Draconic
Attacks Melee +1 / 1d8-1, Ranged +6 / 1d8+4, Grapple +4
Possessions: 200 gp.
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