Manfred Barton, Male Human [Permalink]
Personal [hide]
Description: 5'10" and muscular, this southern man wears a tan shirt with thin black vertical stripes and brown pants. His hair is brown and curly. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. Further he is a bit of a stoner and is frequently out of it.
History: He comes from a rich southern family. He was taken as a slave by a traveling circus and forced to perform He has built up a small fortune and can afford his own way.
Motivation: He wants revenge against gnolls; and money/treasure
Ideals: Athletic. Flaws: Addict. Bonds: Rich, Slave, Enemies. Occupation: Mayor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 8 (-1) | 12 (+1) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Gnoll
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 500 sp. 1 Masterwork Musical instrument. 1 Hourglass. 1 Superior lock.
Ernest Harrington, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears a green vest and prefers white and red shirts. His boots appear to have been at one point steel toed but are quite worn down. His feathered hat is riddled with cuts and holes. His eyes are violet and beady.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Born to a Crown-heir, his father struggled to pay the bills. He worked as a nervous Shepherd and found it very stressful. He has set out to sabotage the competition.
Motivation: To prove his worth to the world; and further expansion of business
Flaws: Ugly, Antagonistic, Impulsive. Bonds: Poor, Job. Occupation: Shepherd
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (6'2") Human, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 14 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 5 (-3) | 16 (+3) | 18 (+4) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Aquan, Infernal, Elven
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 500 gp. Alexandrite (300 gp). Citrine (30 gp). Golden yellow topaz (300 gp). Alexandrite (300 gp).
Randal Rylan, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears silk and lounges about seductively. He has a very tight haircut. He has gray eyes.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. Randal enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He was born in the east, but his parents moved at a very young age to the north. He helped his mother out around the business and became quite the natural. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: To be a Blacksmith again.
Flaws: Insomniac, Hedonist. Bonds: Attractive, Immigrant, Job. Occupation: Soapmaker
Voice: German accent
Attributes [hide]
Medium (5'9") Human, Neutral Evil (CR 4)
Armor Class 11
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 13 (+1) | 5 (-3) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 600 gp. Jet (80 gp). Jet (80 gp). Freshwater pearl (8 gp).
Everard Addington, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His hair, while still mostly black, has prominent grey streaks. His green eyes are passionate and lively.
Personality: His tongue was cut out and he uses sign language. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born into a rich family. Cursed with lycanthropy at a very young age, Everard has worked very hard to control his curse. He has been a successful dealer in antiques buying low and selling high.
Motivation: He is greedy.
Ideals: Entrepeneur. Flaws: Disease, Fearful. Bonds: Attractive, Rich. Occupation: Marshal
Voice: Thin and wheezing
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 17 (+3) | 13 (+1) | 10 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
Possessions: 100 gp. 1 Backpack. 1 Backpack. 1 Healer’s kit.
Drogo Hadley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he usually wears his grey robe and has his hammer always slung over his shoulder. He sports a flattop hair cut. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: His tongue was cut out and he uses sign language. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: He was born several months after his mother was called into army service. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. During his travels, Drogo and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Drogo discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Drogo fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He has decided he is irredeemable; and he is being blackmailed/forced/etc and this influences his actions
Flaws: Disease. Bonds: Adventurer, Military, Mentor, Criminal record. Occupation: Armorer
Voice: German accent
Attributes [hide]
Medium (5'0") Human, Lawful Evil (CR 4)
Armor Class 9
Hit Points 19 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 9 (-1) | 7 (-2) | 16 (+3) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Ignan, Druidic, Abyssal
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple -1
Possessions: 200 gp. Carnelian (60 gp). Jasper (60 gp). Pink pearl (90 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!