Everard Van Es, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears long strands of emerald and short grey dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. With bright auburn hair and a scraggly beard. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: His father raised him in a mountain cabin. Everard liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. After a long history of fighting, Everard and his spouse have recently divorced.
Motivation: He desires power and/or immortality; and he is not mentally stable, and does not behave rationally
Flaws: Insane, Antagonistic. Bonds: Rich, Adventurer, Nature. Occupation: Carpenter
Voice: Hard of hearing, loud
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 300 gp.
Alex Gentry, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He wears dark leathers with embroidery. His blonde hair is matted, messy, and big. His violet unseeing eyes seem to look past you.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He is an amazing painter.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He always admired necromantic-users and wanted to develop the talent, but never had the affinity for it. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He has a rivalry with the Church that dominates his actions.
Ideals: Gifted. Flaws: Ugly, Disease, Selfish. Bonds: Religious. Occupation: Body Guard
Voice: Nasally tone
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 10 (+0) | 14 (+2) | 6 (-2) | 11 (+0) |
Senses Passive Perception 8
Languages Common, Sylvan, Terran
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1400 sp. Alexandrite (500 gp). Aquamarine (500 gp). Deep blue spinel (500 gp).
Wymar Allerton, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'2". He is constantly adorned with expensive silk clothing, often dyed in bright grey and red, and wears rings and necklaces with large, colorful gems, and his gloved hand is found clutching a shortbow. He wears his auburn hair down. His amber eyes peer out from beneath his top grey hat.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. Around other people he will do his best to conceal his emotions and appear jolly.
History: He comes from a rich northern family. Wymar was born on a far northern island where he grew up under the tutelage of his mother, an expert Locksmith. He is searching for what he claims is his rightful reward.
Motivation: To get a good night's sleep; and a need for knowledge about a nearby landmark
Ideals: Joker. Flaws: Shy, Insomniac. Bonds: Rich, Immigrant, Adventurer. Occupation: Locksmith
Voice: Soft and melodious
Attributes [hide]
Medium (5'2") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 17 (+3) | 14 (+2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Gnome, Orc
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 100 gp. Tourmaline (160 gp). Blue star sapphire (600 gp). Golden pearl (160 gp).
Norman Mitchell, Male Human [Permalink]
Personal [hide]
Description: He is constantly adorned with expensive silk clothing, often dyed in bright black and brown, and wears rings and necklaces with large, colorful gems. His skin is fair and his fingers are delicate and long. With a patchy black beard and wild black hair. His eyes are green and he is always smoking a pipe.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is used to getting what he wants. In part because he is a meticulous planner.
History: He served in the navy to pay for his family's outstanding loans. After coming to the age of reason, Norman took it upon himself to study the divine arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He is greedy; and he wants nothing more than to rejoin the army
Ideals: Gifted, Professionalism, Logical. Flaws: Insane. Bonds: Rich, Military. Occupation: Spy
Voice: Jamaican accent
Attributes [hide]
Medium (6'5") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 8 (-1) | 13 (+1) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp. 1 Bullseye lantern.
Randal Shipley, Male Human [Permalink]
Personal [hide]
Description: He wears a weathered and beat up set of banded mail beneath an oversized pastel coat. He carries with him a set of daggers, each one with a aquamarine on the hilt. He only wears one on his belt and the other on his back. His black hair is greasy and uncared for. His face is scarred and worn.
Personality: He is calm most of the time but flees social interaction. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Born in a small village he learned the ways of the warrior from his father. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: Wants to work out more often.
Ideals: Fighting. Flaws: Ugly, Shy, Secretive. Occupation: Barkeep
Voice: Can't modulate volume
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 11 (+0) | 17 (+3) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Undercommon, Giant, Halfling
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 40 pp.
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Their contribution stands as a beacon of hope for all adventurers!
