Guy Charlton, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'1". He wears a shirt that is too small, which lets his gut show, with a ratty brown coat over it, and his gloved hand is found clutching a crossbow. His hair, while still mostly auburn, has prominent grey streaks. His amber eyes are passionate and lively.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Guy was raised in a hard working conservative environment. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting dire rats, the young Guy began to lead the lost caravan. He tends to his Apothecary job now, and dutifully fulfills any obligations he has.
Motivation: Marry his sister to traveling adventurers; and balancing his hectic life and new apothecary responsibilities is difficult
Ideals: Entrepeneur. Flaws: Ugly. Bonds: Job, Family, Enemies. Occupation: Apothecary
Voice: Smoker's lung
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 5)
Armor Class 10
Hit Points 45 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 11 (+0) | 14 (+2) | 6 (-2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 2d4-2, Ranged +3 / 2d4+0, Grapple +6
Possessions: 400 gp. Freshwater pearl (14 gp). Lapis lazuli (14 gp). Moss agate (14 gp). Red spinel (50 gp).
John Snape, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He is generally well dressed albeit a few years behind the times. He has wavy auburn hair. He has gleaming, smiling hazel eyes.
Personality: While he acts the brute, he is far gentler than he would appear. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: Born in the east his family was never financially stable. In his 12th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. John fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He is terrified, and will act out of fear; and he is wracked by social anxiety
Ideals: Athletic, Fighting. Flaws: Fearful. Bonds: Attractive, Poor. Occupation: Cartwright
Voice: Eastern European accent
Attributes [hide]
Medium (5'9") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 35 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 13 (+1) | 16 (+3) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Orc, Undercommon, Dwarven
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
Possessions: 500 gp.
Theobald Hallewell, Male Human [Permalink]
Personal [hide]
Description: He has a missing right leg. He tends to wear a white poncho over his likewise colored trousers and shirt. His red hair and beard is wavy and long. He wears crescent spectacles with a black brim.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. Theobald is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: He was born to a criminal king-pin and mafia family Through the years after Theobald was born, his mother became increasingly distant from his family, instead choosing to pursue power in the north. Theobald's mother didn't care for him much, and the feeling was mutual. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: To reunite with his absent mother; and wants to raise his children well
Ideals: Disciplined. Flaws: Antagonistic. Bonds: Family, Criminal record. Occupation: Laborer
Voice: Excited and jittery
Attributes [hide]
Medium (6'5") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 16 (+3) | 11 (+0) | 15 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. 1 Masterwork Heavy steel shield. 1 Half-Plate.
Everard Tindall, Male Human [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'6" and likes to wear ponchos typically of a light green in addition to tight pants. His hair is golden and curly. His amber unseeing eyes seem to look past you.
Personality: He hates giants. He views them as having robbed his home of its proper glory. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: Gifted from a young age, Everard studied abroad. Cursed with a spirit at a very young age, Everard has worked very hard to control his curse. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: Marry his sister to traveling adventurers; and to unite with his sister
Ideals: Philantrophist, Gifted. Flaws: Disease. Bonds: Enemies, Adventurer, Family. Occupation: Actor
Voice: Squeaky
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 14 (+2) | 7 (-2) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 600 gp. Azurite (9 gp). Zircon (60 gp).
Drogo Vance, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a custom-built plate barding that's adorned with brown lining and desert motifs. He wears a colorful flower in his silver hair. He wears large thick round spectacles.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: He was born in the north. His father was a soldier and died while he was still young. Drogo was left his father's suit of armor and trained in its use and care. He has been saving his money to try and buy his brother's freedom.
Motivation: To unite with his brother; and to reunite with his absent father
Ideals: Joker. Bonds: Attractive, Family, Immigrant, Military. Occupation: Sellsword
Voice: Slow speaker
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Ignan, Halfling
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +5
Possessions: 200 gp.
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Their contribution stands as a beacon of hope for all adventurers!
