Henry Addington, Male Human [Permalink]
Personal [hide]
Description: He wears a grey tunic with white highlights, and long brown pants that bunch up around his shoes. He carries with him a set of spears on his belt, each one with a emerald on the hilt. His silver hair is lengthy. His eyes, though not visible through his cowl, are gray.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Henry was born in the south. At a young age he loved to build and create. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: His relatives are trying to arrange a marriage; and regain custody of his son
Ideals: Fighting, Persistence. Flaws: Depressed. Bonds: Adventurer, Criminal record, Family. Occupation: Ruler
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 4)
Armor Class 10
Hit Points 43 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 15 (+2) | 8 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +2 / 1d10+0, Grapple +0
Possessions: 100 gp. Azurite (16 gp). Golden yellow topaz (200 gp). White pearl (40 gp).
Don Pinkerton, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, black, dusty cloak. He carries with him a set of hand crossbows, each one with a emerald on the hilt. He only wears one on his belt and the other on his back. His hair is long and blonde with streaks of silver, and is pulled back with small black clips. His beard is silver, braided, and well cared for. He has a tattooed face.
Personality: He is someone who is used to having a large amount of sex appeal. He also lacks a concept of privacy and shares just about everything. 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: He grew up in a lower middle class home, but living comfortably wasn't enough. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. He now mingles about in high society.
Motivation: Several ex partners dislike his way of doing things and want revenge; and a deep hatred of gnolls
Ideals: Fighting. Flaws: Mundane. Bonds: Attractive, Criminal record, Rich, Enemies. Occupation: Shepherd
Voice: German accent
Attributes [hide]
Medium (5'11") Human, Neutral Evil (CR 3)
Armor Class 9
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 8 (-1) | 8 (-1) | 7 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 2000 sp. 1 Masterwork Artisan’s tools. 1 Silk rope. 1 Silk rope.
Trym Rutland, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He has a small bristly mustache and wavy white hair. He is baby faced.
Personality: He hates Humans with a passion. As such he is filled with self loathing. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the mountains due to the painful memories there. Trym took refuge in the old dungeon and found the beat up kukri and armor he uses now. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: He seems to be bored by most things; and an old rival family wants him found
Flaws: Racist, Mundane. Bonds: Religious, Nature, Family. Occupation: Glassblower
Voice: Timid voice
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 10 (+0) | 13 (+1) | 14 (+2) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Celestial, Orc
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +0
Possessions: 200 gp.
Gomory Eastoft, Male Human [Permalink]
Personal [hide]
Description: This man tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He has a penchant for wearing a ring with an oversized emerald on his left hand. He has white hair. His half smiles and green eyes are beguiling and draw you in.
Personality: Always inclined to offer people food he seems plenty friendly. He receives visions of the future at random moments
History: He is a Lamia in disguise. Like his mother and his sister before him, after school he went straight into learning to become a Fletcher. He became a Fletcher soon after.
Motivation: Balancing his hectic life and new Fletcher responsibilities is difficult.
Ideals: Philantrophist, Gifted. Bonds: Rich, Attractive, Adventurer, Job. Occupation: Fletcher
Voice: Soft and melodious
Attributes [hide]
Medium (5'8") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 11 (+0) | 12 (+1) | 9 (-1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Celestial
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
Patrick Harper, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he is well dressed, but even with his fine clothing he looks run-down. His hair is white and curly. He wears large thick round spectacles.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He is a very good compulsive liar and kleptomaniac.
History: He was born a particularly ugly child, much to the horror of his parents. 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. He has dedicated himself to building a better kind of golem.
Motivation: He doesn't get along with people that don't share his tastes; and a need for knowledge about a nearby landmark
Ideals: Persistence, Impeccable. Flaws: Ugly. Bonds: Criminal record, Adventurer. Occupation: Barber
Voice: Can't modulate volume
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 8 (-1) | 18 (+4) | 12 (+1) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 2200 sp.
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Their contribution stands as a beacon of hope for all adventurers!