Cory Hadley, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 6'6". He is dressed in earthy colors with a pastel and yellow handkerchief worn on his left side. He wears a colorful flower in his red hair. His amber eyes are passionate and lively.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Born in a small village he learned the ways of the warrior from his mother. Like his mother and his sister before him, after school he went straight into learning to become a Locksmith. He has set out to sabotage the competition.
Motivation: To protect his home; and revenge
Ideals: Athletic, Fighting. Bonds: Attractive, Enemies, Job, Guardian. Occupation: Locksmith
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 3200 sp.
Charles Barney, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His chestnut hair is heavily combed to the left. His violet eyes are slightly larger than normal.
Personality: He is happy with his job as a Spy. He turns his eye from what people do, preferring to live and let live. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: He got into the Spy business at a young age. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He used his abilities to trick people and travel the world for free.
Motivation: To protect his home; and he'd like to take his coworkers down a peg
Ideals: Athletic, Philantrophist. Bonds: Job, Family, Criminal record, Guardian. Occupation: Spy
Voice: Smooth and feminine
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 7 (-2) | 10 (+0) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp. Rhodochrosite (11 gp). Tiger eye turquoise (11 gp). 1 Bullseye lantern. 1 Average lock.
Trey Birkenhead, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who does not wear sleeves and tends to eschew shirts when he can avoid it. He sports a flattop hair cut. His amber eyes lackadaisically let the world flow into them.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is a bit of a xeno-phobe, disliking non-Humans.
History: He was raised in a desert tribe. Through the years after Trey was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Trey's mother didn't care for him much, and the feeling was mutual. He's also a talented Navigator, but doesn't like to broadcast it.
Motivation: He'd like to take his coworkers down a peg; and further expansion of business
Flaws: Antagonistic, Racist. Bonds: In love, Nature, Job. Occupation: Sage
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 12 (+1) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 300 gp. 1 Half-Plate.
Randal Tindall, Male Human [Permalink]
Personal [hide]
Description: An older man who wears a fancy blue suit, he is not a threatening figure. His white hair is drawn into a tight pony tail with a skull scrunchie. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his violet eyes.
Personality: Abrasive and pushy, he has a hard time making friends. He always tries to repair and not replace. It was this mentality that drove him into the Stableman business.
History: Randal was born with his father's beautiful face. When money was particularly tight he was walking through alleys when he overheard a Stableman hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.
Motivation: Many gnolls want him driven away; and a need for knowledge about a nearby landmark
Ideals: Persistence. Flaws: Antagonistic. Bonds: Attractive, Poor, Enemies, Adventurer. Occupation: Stableman
Voice: Irish accent
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 4)
Armor Class 9
Hit Points 43 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 16 (+3) | 17 (+3) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Aquan, Giant, Dwarven
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +0
Possessions: 35000 sp. 1 Minor magic item.
Gunter Kenley, Male Human [Permalink]
Personal [hide]
Description: He is renowned for his bright grey suits and hats. He carries with him a set of maces, each one with a ruby on the hilt. He only wears one on his belt and the other on his back. His moppish golden hair is in a traditional bowl cut. He has a tattooed face.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. Gunter 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. Gunter decided he wanted neither the life of his father 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 been a successful dealer in antiques buying low and selling high.
Motivation: A deep hatred of brigands; and he is compelled to act according to his religious beliefs
Ideals: Fighting, Impeccable, Entrepeneur. Bonds: Criminal record, Religious, Enemies. Occupation: Architect
Voice: Dutch accent
Attributes [hide]
Medium (5'7") Human, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 200 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
