Trym Stapleton, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears tight fighting clothing, which leaves very little to the imagination. His hair is chestnut and curly. He has green eyes and a white hat with a green feather.
Personality: Prone to second guessing himself, he comes off as nervous. He is a logical person and will generally grow upset if things defy logic and science.
History: From birth he was tutored by a cruel and relentless mentor. 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. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Trym fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To share knowledge with the world; and a strong sense of loyalty to human people
Ideals: Fighting, Logical. Flaws: Shy, Racist. Bonds: Mentor. Occupation: Baker
Voice: Scratchy, weak
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 22 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 12 (+1) | 12 (+1) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnoll
Attacks Melee +5 / 1d10+3, Ranged +1 / 1d10-1, Grapple +3
Possessions: 200 gp. Chalcedony (20 gp). Tourmaline (100 gp). Tiger eye turquoise (15 gp).
Thomas Winchester, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking eastern young adult. He wears a brown cloak and cross-gartered blue stockings. Beneath his clothing is a huge mess of scar tissue. He has moderate length white hair. His blue eyes dart from person to person to random spaces in the air.
Personality: A skeptical and narcissistic man, Thomas's first love is himself. His second love is also himself. He is a ruthless business man, a trait he acquired from his father.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. In his 14th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He is untrained/undisciplined, which makes him dangerous.
Motivation: He is wracked by social anxiety; and he is not mentally stable, and does not behave rationally
Ideals: Impeccable, Entrepeneur. Flaws: Fearful, Insane. Bonds: Slave. Occupation: Map Maker
Voice: Sore throat, cough
Attributes [hide]
Medium (6'2") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 11 (+0) | 15 (+2) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Elven, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 1300 sp. Zircon (30 gp). Golden yellow topaz (400 gp). Sard (30 gp).
Anselm Gentry, Male Human [Permalink]
Personal [hide]
Description: He wears many layers of old clothing at all times. His skin is fair and his fingers are delicate and long. He is bald on top and has large red tufts of hair around his ears. His violet eyes dart around the room hyper actively observing anyone and anything.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is a big fan of imagination and believes people should spend more time reading and writing.
History: The child of a Animal Trainer, who enjoyed hunting, Anselm was taken on many hunting expeditions. He dropped out of school before completing his studies. He has worked as a Detective like his father before him.
Motivation: To share knowledge with the world; and wants to open a new tavern
Ideals: Logical. Flaws: Ugly, Antagonistic. Bonds: Poor, Nature, Job. Occupation: Detective
Voice: Eastern European accent
Attributes [hide]
Medium (6'4") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 8 (-1) | 18 (+4) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Ignan, Sylvan, Gnome, Auran
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 400 gp. Deep blue spinel (800 gp). Zircon (50 gp). Silver pearl (110 gp).
John Atherton, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man wears a simple pastel robe with blue stripes complete with hood and is in decent physical shape. His red hair is cut short. His eyes are amber and he is always smoking a pipe.
Personality: He exudes charisma. He is a tour de force of persuasion. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He is a Jackalwere in disguise. 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 mother 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 dedicated himself to building a better trade route.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and someone believes him a fraud
Bonds: Attractive, Rich, Adventurer, Criminal record, Enemies. Occupation: Sellsword
Voice: Indian accent
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 13 (+1) | 13 (+1) | 7 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp.
Drogo Marley, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he is generally well dressed albeit a few years behind the times. His hair is auburn, silky, and of moderate length. He wears large thick round spectacles.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. His job bores him to no end. He has decided to make it more interesting.
History: Drogo was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he's looking for his big break
Ideals: Optimist. Bonds: Attractive, Adventurer, Criminal record, Poor. Occupation: Assassin
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'6") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 35 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 600 gp. Freshwater pearl (8 gp). Hematite (8 gp). Bloodstone (50 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
