Anselm Heiser, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he tends to wear a large brown jacket. He has a very tight haircut. His eyes are violet and he is always smoking a pipe.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. Around other people he will do his best to conceal his emotions and appear jolly.
History: Born to a poor family in the city he treasured whatever gifts he got. When money was particularly tight he was walking through alleys when he overheard a Barrister hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Anselm fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and wants to work out more often
Ideals: Fighting, Athletic. Flaws: Antagonistic, Shy. Bonds: Poor. Occupation: Barrister
Voice: Raspy
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 11 (+0) | 12 (+1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp.
Nicholas Everleigh, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a robe, a symbol of the four houses of cards around his neck, and a bow on his belt. He is bald on top and has large black tufts of hair around his ears. His eyes are hazel and beady.
Personality: Abrasive and pushy, he has a hard time making friends. He is a very good compulsive liar and kleptomaniac.
History: Nicholas was born in the south. At a young age he loved to build and create. His father was a mechanic, and taught him how to fix just about anything. He has recently gotten a pet goose that steals things from people.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact.
Ideals: Fighting, Persistence. Flaws: Ugly, Antagonistic. Bonds: Criminal record. Occupation: Unemployed
Voice: Switch between two voices
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 8 (-1) | 10 (+0) | 6 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 400 gp. Star rose quartz (40 gp). Jade (110 gp). Rhodochrosite (11 gp).
Dustin Vance, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears dull green sweaters, loose grey pants, and alligator leather shoes. Beneath his sweater he keeps a concealed dagger, just in case. His hair, while still mostly blonde, has prominent grey streaks. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is a Carter first and foremost. He believes firmly that knowledge should be universal. He can't help but pocket interesting objects he comes across
History: Sold as a small child to a slaver, Dustin was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When he was little, his rather wealthy family often ventured across the plains to a summer home near a old dungeon. He would wander through that old dungeon 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. Dustin took refuge in the old dungeon and found the beat up dagger and armor he uses now. Recently he has begun working with bootleggers and crooks.
Motivation: Balancing his hectic life and new Carter responsibilities is difficult; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Flaws: Addict. Bonds: Job, Criminal record, Mentor, Nature. Occupation: Carter
Voice: Spits words with contempt
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 19 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 10 (+0) | 17 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Orc, Undercommon, Druidic
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 300 gp. 1 Minor magic item.
William Harper, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears a blue collared shirt and white pants. He accessorizes with a black scarf around the waist and a strap diagonally across his shirt. He has a black handlebar mustache and slicked back black hair. His gray eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a ruined castle. He would wander through that ruined castle 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 mountains due to the painful memories there. William took refuge in the ruined castle and found the beat up kukri and armor he uses now. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He has a crush on the local Sculptor; and wants his loneliness to end
Ideals: Justice, Gifted. Flaws: Secretive. Bonds: Nature, Has a crush. Occupation: Apothecary
Voice: High pitched and raspy
Attributes [hide]
Medium (6'0") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Terran, Draconic
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 100 gp. Deep green spinel (160 gp). Jet (160 gp). Malachite (4 gp).
Gomory Morley, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears many layers of old clothing at all times, and is pretty ugly. His silver hair is styled in orderly dreadlocks. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-brother.
History: Gomory was born the youngest of three triplets. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He now owns his own business.
Motivation: An old rival family wants him found.
Flaws: Ugly, Insomniac. Bonds: Poor, Job, Family, Religious. Occupation: Guard
Voice: Soft and mumbly
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 9 (-1) | 12 (+1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Goblin
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 300 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon.
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