John Nibley, Male Human [Permalink]
Personal [hide]
Description: 5'7" and muscular, this northern man wears rags and sports a simple walking cane. He wears his hair in dreadlocks. He is missing an eye and his face is severely sunburned. His one remaining eye shines green.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is afraid of women and trembles around them
History: A powerful slaver made him what he is. When money was particularly tight he was walking through alleys when he overheard a Spy hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He's repulsed by the PC.
Ideals: Athletic. Flaws: Ugly, Antagonistic, Shy. Bonds: Poor, Mentor. Occupation: Spy
Voice: Nasally tone
Attributes [hide]
Medium (5'7") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 16 (+3) | 15 (+2) | 14 (+2) | 7 (-2) |
Senses Passive Perception 12
Languages Common, Infernal, Gnome
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 300 gp. Red garnet (80 gp). 1 Backpack. 1 Superior lock.
Drogo Beitz, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'3" and is a bit bulky. He is very muscular particularly in the legs. He wears a well pressed and immaculate suit (or dress). He sports a flattop hair cut. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
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. He uses divination through singing.
History: Born in a small village he learned the ways of the warrior from his father. A few years later when the west was not economically sound they moved to his current location. He was granted arcane powers by his dying sister.
Motivation: Wants to work out more often; and wants to have a good time and be beloved
Ideals: Optimist, Gifted, Fighting, Athletic. Bonds: Immigrant. Occupation: Painter
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 15 (+2) | 11 (+0) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 1 Masterwork Uncommon Weapon.
Guy Brixton, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'2". He does not wear sleeves and tends to eschew shirts when he can avoid it, and his gloved hand is found clutching a scimitar. His hair is white and curly. His eyes are gray and he is always smoking a pipe.
Personality: Always inclined to offer people food he seems plenty friendly. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Guy was raised in a hard working conservative environment. When the war came and ruined his parents he was left adrift. He was a hard man then and has only learned to fight more as time goes on. He has set out to sabotage the competition.
Motivation: Wants to raise his children well; and expand his business
Ideals: Philantrophist. Flaws: Forgetful, PTSD. Bonds: Job, Family. Occupation: Map Maker
Voice: Irish accent
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 12 (+1) | 13 (+1) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +4
Possessions: 400 gp.
William Ramsay, Male Human [Permalink]
Personal [hide]
Description: This southern man tends to wear a red poncho over his likewise colored trousers and shirt. His clothes are grease stained in places. His white hair is smooth and relatively long. His eyes are gray and beady.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: His parents moved while he was still in utero so he is the first generation to be born here. He took every job he could get his hands on, but the opportunities for Humans in the south were limited. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He loathes his own lifestyle.
Ideals: Justice. Flaws: Ugly, Depressed. Bonds: Poor, Immigrant. Occupation: Spy
Voice: Russian accent
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 45 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 30000 sp.
Gilbert Middleton, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he wears a custom-built plate barding that's adorned with green lining and desert motifs. He wears his brown hair down. He has amber eyes.
Personality: He is irascible and easily irritated. He is a very good compulsive liar and kleptomaniac.
History: He was born in a small plains village. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Gilbert took refuge in the large cave and found the beat up longsword and armor he uses now. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: Regain custody of his daughter; and a deep hatred of dire rats
Flaws: Antagonistic. Bonds: Criminal record, Nature, Enemies, Family. Occupation: Animal Trainer
Voice: Sensual and smooth
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 16 (+3) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Infernal
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1500 sp. Silver-plated steel longsword with jet jewel in hilt (300 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Silver-plated steel longsword with jet jewel in hilt (300 gp).
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Their contribution stands as a beacon of hope for all adventurers!
