Simon Marleigh, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears professional attire. His black hair is greying along the sides and has receded to reveal a widow's peak. This blue eyed easterner is not easily forgotten.
Personality: He is someone who is used to having a large amount of sex appeal. He also lacks a concept of privacy and shares just about everything. He always tries to repair and not replace. It was this mentality that drove him into the Architect business.
History: He was born into a rich family. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He has built up a small fortune and can afford his own way.
Motivation: Money/treasure.
Ideals: Athletic, Persistence. Bonds: Attractive, Rich, Military. Occupation: Architect
Voice: Old Prospector
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 11 (+0) | 13 (+1) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 400 gp.
Manfred Abram, Male Human [Permalink]
Personal [hide]
Description: A pudgy man standing about 6'3" has a big stupid grin on his face most of the time. He wears rags and sports a simple walking cane. His moppish brown hair is in a traditional bowl cut. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is obsessed with his god.
History: He was born at the edge of vast desert. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Manfred took refuge in the ruined castle and found the beat up nunchaku and armor he uses now. By chance he met his brother recently and the two have been together since.
Motivation: He is not mentally stable, and does not behave rationally; and his spouse's relatives view him with great suspicion
Ideals: Joker. Flaws: Insane. Bonds: Poor, Religious, Nature, Family. Occupation: Locksmith
Voice: High pitched, excited
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 15 (+2) | 10 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +4
Possessions: Just what you see.
Hugh Eastaughffe, Male Human [Permalink]
Personal [hide]
Description: This eastern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears dull tan sweaters, loose black pants, and alligator leather shoes. Beneath his sweater he keeps a concealed hammer, just in case. His red hair is slicked back into a classic pompadour. He has violet eyes and a tan hat with a black feather.
Personality: He is business-like. He takes instructions and follows them to the letter. He has a small toy that he constantly fidgets with.
History: He got into the Shipwright business at a young age. His father had invested heavily in several trade routes and wanted him to inherit them. He now owns his own business.
Motivation: He'd like to take his coworkers down a peg; and to be a shoemaker again
Ideals: Professionalism. Flaws: Ugly, Addict. Bonds: Job, Rich. Occupation: Shipwright
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'4") 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) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +3
Possessions: 70 pp. 3 Antitoxin. 3 Holy water. 3 Holy water.
Bertram Kendall, Male Human [Permalink]
Personal [hide]
Description: A 5'11" southern man, he prefers to wear flannel. His blonde hair is braided into rings. He tend to wears goggles to shield his eyes.
Personality: A deeply religious man he believes everything happens for a reason. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Bertram was raised in a hard working conservative environment. His father was a mechanic, and taught him how to fix just about anything. He's also a talented Cartwright, but doesn't like to broadcast it.
Motivation: He's looking for his big break; and he is compelled to act according to his religious beliefs
Ideals: Persistence. Flaws: Secretive. Bonds: Religious, Job, Adventurer. Occupation: Glassblower
Voice: Dutch accent
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 17 (+3) | 13 (+1) | 5 (-3) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Infernal
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 11000 cp. 1 Hourglass.
Clerebold Lindsay, Male Human [Permalink]
Personal [hide]
Description: He has a large yellow mantle and cape that has been intricately interwoven into his red robe. He is physically well-built. He is bald on top and has large silver tufts of hair around his ears. His eyes are likewise brown. His teeth are yellowed and unaligned.
Personality: He speaks before he thinks and is too direct. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born to loving parents in a slum to the south. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is wracked by social anxiety.
Flaws: Ugly, Impulsive, Fearful. Bonds: Poor, Religious. Occupation: Architect
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 14 (+2) | 11 (+0) | 8 (-1) | 4 (-3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 10000 cp. 1 Crowbar. 1 Climber’s kit. 1 Good lock.
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Their contribution stands as a beacon of hope for all adventurers!
