Cory Copeland, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a black coat over a tan low-cut shirt, and a top hat upon his head, and a wedding ring on his left hand. He keeps his auburn hair in a pixie cut. He is baby faced.
Personality: He is happy with his job as a Marshal. He turns his eye from what people do, preferring to live and let live. He is a very good compulsive liar and kleptomaniac.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. He was an apprentice working in his mother's forge. He has set out to sabotage the competition.
Motivation: Expand his business.
Flaws: Disease, Insomniac. Bonds: In love, Job, Criminal record. Occupation: Marshal
Voice: Slurs words
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Halfling, Goblin
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp.
Geoffrey Westcott, Male Human [Permalink]
Personal [hide]
Description: He is typically in his Sellsword uniform. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He has done his best to style his brown hair to look like a famous performer. His eyes are likewise violet. His teeth are yellowed and unaligned.
Personality: Confrontational and typically high on some drug or another. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He worked as a nervous Sellsword and found it very stressful. He ran away from his former home and has been making his living as a Sellsword for the past few years.
Motivation: Sabotage a competitor; and wants to open a new tavern
Flaws: Ugly, Addict, Impulsive. Bonds: Job, Slave. Occupation: Sellsword
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'5") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 12 (+1) | 14 (+2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Elven, Giant
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +2
Possessions: 5000 cp. Chrysoberyl (110 gp). Amber (110 gp). Coral (110 gp).
Anselm Byron, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His red hair is slicked back into a classic pompadour. He wears round tiny glasses practically rammed into his face.
Personality: Overbrimming with self-confidence, Anselm isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: He got into the Herbalist business at a young age. Anselm 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. He has achieved small success as a Herbalist.
Motivation: To be a Performer again; and he is unsatisfied with his job
Ideals: Impeccable. Flaws: Impulsive. Bonds: Immigrant, Job, Nature. Occupation: Herbalist
Voice: Gruff and masculine
Attributes [hide]
Medium (5'7") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 17000 cp.
Hugh Badger, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'10". He is armored in gleaming platemail with gilded edges. A flowing brown cape and mantle trimmed with soft red waves gently in the breeze, and his gloved hand is found clutching a dagger. He has moderate length black hair. He has a tattooed face.
Personality: Hugh is depressed about a lot of things. He tends to be a nihilist. He does not trust anyone and sleeps with one eye open.
History: Sold as a small child to a necromancer, Hugh was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When Hugh reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He feels kind of lost in life; and he is greedy
Flaws: Depressed, Insomniac. Bonds: Rich, Mentor, Military. Occupation: Armorer
Voice: Sleepy voice
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 14 (+2) | 7 (-2) | 8 (-1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp. Eye agate (9 gp). Blue sapphire (800 gp). Aquamarine (800 gp).
Bertram Altham, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and tends to wear a black poncho over his likewise colored trousers and shirt. His brown hair is matted, messy, and big. His eyes are blue and catlike.
Personality: He dislikes all the random violence that takes place in the south. He is obsessed with finding treasure.
History: Bertram lived on a farm with his mother, near the main road leading to a nearby town. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Bertram grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Bertram. He has dedicated himself to building a better village for his children.
Motivation: Wants to raise his children well.
Ideals: Pacifist. Flaws: Ugly. Bonds: Adventurer, Family, Criminal record. Occupation: Marshal
Voice: Speaks in third person
Attributes [hide]
Medium (6'4") Human, Chaotic Evil (CR 5)
Armor Class 11
Hit Points 28 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 12 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +5
Possessions: 700 gp. Onyx (50 gp). Violet garnet (900 gp). Amethyst (80 gp). 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
