Theobald Blackwood, Male Human [Permalink]
Personal [hide]
Description: The light-skinned man stands 6'0" and wears tight fighting clothing, which leaves very little to the imagination. He wears a colorful flower in his red hair. His amber eyes lackadaisically let the world flow into them.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: He was born to a criminal king-pin and mafia family At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He has decided he is irredeemable.
Ideals: Fighting, Justice. Flaws: Shy. Bonds: Attractive, Criminal record. Occupation: Crown-heir
Voice: Spits and sputters
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 3)
Armor Class 9
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 16 (+3) | 13 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 100 gp. 4 Thunderstones. 3 Antitoxin. 1 Everburning torch.
Gerald Ashley, Male Human [Permalink]
Personal [hide]
Description: 5'8" and lanky with angular features, he is an attractive figure. He wears clothing that is held on in multiple layers but all of it is in poor condition. His silver hair, when down, is lengthy. His eyes are likewise hazel.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He also hits on women, regardless of circumstances.
History: Born in the south to a Assassin, Gerald learned a great deal about his mother's area of expertise. He was an apprentice working in his mother's forge. He inherited the family business which he has now maintained for 5 years.
Motivation: He would like to get married and retire; and he wants to get laid
Ideals: Fighting. Bonds: Poor, Attractive, Has a crush, Job. Occupation: Assassin
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp. Carnelian (40 gp). Sard (40 gp). Malachite (16 gp).
Gilbert Gresham, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a fancy grey suit. His brown hair is braided into rings. He wears round tiny glasses practically rammed into his face.
Personality: He is business-like. He takes instructions and follows them to the letter. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: The child of a Soapmaker, who enjoyed hunting, Gilbert was taken on many hunting expeditions. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. Some 8 years later his spouse died after the birth of his son. Heartbroken, Gilbert never married again. Instead he focused his life to raising his son whom he trained as his father had trained him before.
Motivation: He is not mentally stable, and does not behave rationally; and he is content
Ideals: Professionalism, Fighting. Flaws: Insane. Bonds: Attractive, In love, Nature. Occupation: Dyer
Voice: Jamaican accent
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 39 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 14 (+2) | 11 (+0) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 200 gp. Carnelian (20 gp). Rock crystal (20 gp). Moonstone (20 gp). Jasper (20 gp).
Chad Heiser, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears tight fighting clothing, which leaves very little to the imagination. With a patchy brown beard and wild brown hair. His half smiles and brown eyes are beguiling and draw you in.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He pushes his goals aggressively. He is also a coward if confronted.
History: Born in a small village he learned the ways of the warrior from his mother. He was an athlete and attended two major summer competitions. He never won. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Chad fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He is wracked by social anxiety.
Ideals: Fighting, Athletic. Flaws: Sensitive, Fearful. Bonds: Attractive. Occupation: Stableman
Voice: Loud with bravado
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 13 (+1) | 13 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp.
John Wedgwood, Male Human [Permalink]
Personal [hide]
Description: The light-skinned man stands 5'5" and wears a well pressed and immaculate suit (or dress). He wears a wide-brimmed hat to hide his balding. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was born to a criminal king-pin and mafia family John 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. John 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 has recently gotten a pet goose that steals things from people.
Motivation: He feels that his past leaves him morally obligated to help.
Ideals: Philantrophist, Joker. Bonds: Criminal record. Occupation: Barber
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 12 (+1) | 7 (-2) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 7000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
