Ralf Branson, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is renowned for his bright green suits and hats. His silver hair is kept up in a ponytail inside a broad hat. His brown eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is irascible and easily irritated. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: He was raised in a forest tribe. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). During his travels, Ralf and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Ralf discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Ralf fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Wants to open a new tavern; and he is unsatisfied with his job
Flaws: Addict, Antagonistic, Disease. Bonds: Adventurer, Nature, Job. Occupation: Stylist
Voice: Squeaky
Attributes [hide]
Medium (5'11") Human, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 14 (+2) | 8 (-1) | 9 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. Chalcedony (40 gp). Carnelian (40 gp). Brown-green garnet (160 gp).
Cory Hackney, Male Human [Permalink]
Personal [hide]
Description: An older man who prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman, he is not a threatening figure. His long white hair reaches down to his waist. He wears round tiny glasses practically rammed into his face.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He always tries to repair and not replace. It was this mentality that drove him into the Guard business.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Guard arts, while his father instructed him in etiquette, music and courtly manner. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting goblins, the young Cory began to lead the lost caravan. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: He has money and likes to spend it; and his spouse's relatives view him with great suspicion
Ideals: Persistence, Entrepeneur. Bonds: Rich, Family, Enemies. Occupation: Guard
Voice: Irish accent
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 15 (+2) | 13 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Goblin
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 3100 sp.
Miles Ramsey, Male Human [Permalink]
Personal [hide]
Description: This man dresses in collared shirts and wears a proper scarf over his head, and sports empty pouches on his belt. His hair is brown, silky, and of moderate length. He has a dull look in his gray eyes.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was raised by priests from a young age. He went to a religious school and was inspired by the priests there in charitable deeds. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He has a rivalry with the Church that dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Passionate. Bonds: Attractive, Adventurer, Religious, Mentor. Occupation: Navigator
Voice: Strong lisp
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 3)
Armor Class 14
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 12 (+1) | 14 (+2) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Goblin, Undercommon
Attacks Melee +1 / 1d8-1, Ranged +6 / 1d8+4, Grapple +1
Possessions: 2400 sp. 1 Masterwork Common Melee.
Drogo Everly, Male Human [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He has a large black mantle and cape that has been intricately interwoven into his grey robe. He wears his brown hair up in a very large beehive style do. He wears an eyepatch.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. He is a logical person and will generally grow upset if things defy logic and science.
History: Drogo hails from a village terrorized by goblins. When money was particularly tight he was walking through alleys when he overheard a Sailor hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Many goblins want him driven away.
Ideals: Logical. Flaws: Ugly, Greedy. Bonds: Poor, Enemies. Occupation: Sailor
Voice: Old Prospector
Attributes [hide]
Medium (5'5") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 15 (+2) | 17 (+3) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Goblin, Giant, Infernal
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +5
Possessions: Cloth of gold vestments (40 gp).
Diggory Ogden, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a tan armored body suit, with a simple black line shooting up and back down. His white hair and beard is wavy and long. His fierce brown eyes like to dwell on things.
Personality: He can speak with the recently deceased. 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: Sold as a small child to a slaver, Diggory was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. Recently he has begun working with bootleggers and crooks.
Motivation: He has comitted a past crime that haunts him to this day; and a rival would like him out of the picture
Ideals: Gifted, Entrepeneur. Bonds: Criminal record, Mentor. Occupation: Doctor
Voice: Scandinavian accent
Attributes [hide]
Medium (5'9") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 4 (-3) | 10 (+0) | 5 (-3) | 12 (+1) |
Senses Passive Perception 7
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp.
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