Trym Dalton, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His attire stands in sharp contrast to his whip, which is beautifully polished and possesses an ornate carving of a skull on it. His brown hair is knotted and matted. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He hates drow. He views them as having robbed his home of its proper glory. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Trym lived on a farm with his father, near the main road leading to a nearby town. He has chosen to use the inheritance that was left to him frivolously. He has taken up leadership of the village's small militia in response to drow demanding more tribute than usual.
Motivation: His relatives are trying to arrange a marriage.
Flaws: Insomniac, Forgetful. Bonds: Rich, Enemies, Family. Occupation: Banker
Voice: Slow speaker
Attributes [hide]
Medium (5'9") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 13 (+1) | 12 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp. Golden yellow topaz (700 gp).
Ernest Watson, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears a grey vest with golden trim over his white shirt. His pastel leather gloves and pants are well-kept, and his grey boots flare out at the collars. His golden hair is still thick. His face is scarred and worn.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Ernest was born the youngest of three triplets. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. By chance he met his brother recently and the two have been together since.
Motivation: Obtaining odd cultural Human artifacts is his passion; and a need for knowledge about a nearby landmark
Flaws: Ugly, Antagonistic. Bonds: Poor, Adventurer, Family. Occupation: Doctor
Voice: Sounds elderly
Attributes [hide]
Medium (5'11") Human, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 38 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 15 (+2) | 17 (+3) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Celestial, Draconic, Abyssal
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 12000 cp. 1 Minor magic item.
Balimaar Halsey, Male Human [Permalink]
Personal [hide]
Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. He carries with him a set of bastard swords, each one with a aquamarine on the hilt. He only wears one on his belt and the other on his back. His white hair is unkempt and raggedy. He has a tattooed face.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He is frequently practicing swordplay.
History: Born to a poor family in the city he treasured whatever gifts he got. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Balimaar fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He wants nothing more than to rejoin the army; and a need for knowledge about a nearby landmark
Ideals: Fighting. Flaws: Ugly. Bonds: Poor, Adventurer, Military. Occupation: Fletcher
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 36 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 14 (+2) | 8 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. 1 Superior lock.
Trym Shelby, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears a well pressed and immaculate suit (or dress). He is an epitome of beauty. He wears a colorful flower in his silver hair. His amber eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is a Jeweler first and foremost. He believes firmly that knowledge should be universal. He is a big fan of imagination and believes people should spend more time reading and writing.
History: He was raised in a forest tribe. He has had some formal music training, and achieved minor success. He inherited the family business which he has now maintained for 3 years.
Motivation: To be a Miner again; and to share knowledge with the world
Ideals: Logical, Artistic. Bonds: Attractive, Job, Nature. Occupation: Jeweler
Voice: Booming voice
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 4)
Armor Class 13
Hit Points 45 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 16 (+3) | 9 (-1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 16000 cp. Red garnet (150 gp).
Cory Morley, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears loose pants and a collared shirt complete with sweater beneath his coat. He wears his white hair down. His eyes are amber and beady.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He enjoys reading and quiet.
History: Cory lived on a farm with his mother, near the main road leading to a nearby town. The family's rival house kidnapped his sister with the intent that his sister marry their son to gain control of contested properties. Due to his spouse's obsession with being a Carpenter they were divorced and he won custody of their daughter. He worked as a Cartwright, and he later adopted a second daughter.
Motivation: To unite with his brother.
Ideals: Opinionated, Logical. Flaws: Ugly. Bonds: Family. Occupation: Cartwright
Voice: Australian accent
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 4)
Armor Class 10
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Infernal
Attacks Melee +1 / 1d10-1, Ranged +2 / 1d10+0, Grapple +0
Possessions: 7000 sp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!