William Bentham, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears loose pants and a collared shirt complete with sweater beneath his coat. He is an epitome of beauty. His auburn hair is well kept and his bushy mustache is tapered upwards at the ends. He wears crescent spectacles with a black brim.
Personality: He is happy with his job as a Locksmith. He turns his eye from what people do, preferring to live and let live. He is a great chef.
History: William lived on a farm with his mother, near the main road leading to a nearby town. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He used his abilities to travel the world and help people.
Motivation: He'd like to take his coworkers down a peg; and his relatives are trying to arrange a marriage
Ideals: Gifted, Philantrophist. Bonds: Attractive, Job, Family. Occupation: Locksmith
Voice: American accent
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 10 (+0) | 8 (-1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2300 sp.
Lewis Barney, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied eastern man with a big hulking figure and broad shoulders. He is wearing a long, black, dusty cloak. His hair is long and white with streaks of silver, and is pulled back with small black clips. His beard is silver, braided, and well cared for. His amber eyes dart from person to person.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He does not trust anyone and sleeps with one eye open.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. A gypsy cursed him at a young age, leading to his ugly appearance. As of late he has set up a hidden staging nest where he ambushes people he hires for escort.
Motivation: He feels the way he acts is they only way to get by in the world; and he has comitted a past crime that haunts him to this day
Ideals: Athletic, Gifted, Impeccable. Flaws: Insomniac, Ugly. Bonds: Criminal record. Occupation: Brewer
Voice: Slurs words
Attributes [hide]
Medium (5'5") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 15 (+2) | 17 (+3) | 14 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Gnoll, Auran, Druidic
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +4
Possessions: Brown-green garnet (50 gp). Citrine (40 gp). Zircon (40 gp). Amber (50 gp). 1 Minor magic item.
Clerebold Jacobs, Male Human [Permalink]
Personal [hide]
Description: Standing 6'0", this man wears a red vest with golden trim over his white shirt. His brown leather gloves and pants are well-kept, and his red boots flare out at the collars. His long black hair is drawn into a two foot long braid. His face is covered beneath a completely black helmet.
Personality: He is business-like. He takes instructions and follows them to the letter. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Clerebold lived on a farm with his mother, near the main road leading to a nearby town. Being born in the west, 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 west 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 south. He has since lost track of the people in his past.
Motivation: He loathes his own lifestyle; and wants to raise his children well
Ideals: Professionalism, Extrovert. Flaws: Depressed. Bonds: Family. Occupation: Guard
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (6'0") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 13 (+1) | 16 (+3) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Infernal, Ignan, Sylvan
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp. Obsidian (15 gp). 1 Masterwork Musical instrument. 1 Healer’s kit.
Arnold Tewksbury, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a grey costume with the symbols of magic on his torso, and a wedding ring on his left hand. His blonde hair is knotted and matted. His face is scarred and worn.
Personality: He is witty, but his monotone delivery comes off as unnerving He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: He was raised in a plains tribe. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle 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 plains due to the painful memories there. Arnold took refuge in the ruined castle and found the beat up morningstar and armor he uses now. He was granted necromantic powers by his dying brother.
Motivation: Wishes to resurrect an old love; and to prove his worth to the world
Ideals: Joker, Gifted. Flaws: Ugly. Bonds: In love, Nature. Occupation: Farmer
Voice: French accent
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 17 (+3) | 12 (+1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 300 gp.
Odo Gentry, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he prefers to wear violet pants and tee shirts. His golden hair is smooth and relatively long. His eyes, though not visible through his cowl, are green.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: From birth he was tutored by a cruel and relentless mentor. Odo abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has passion for adventuring and risk.
Ideals: Justice. Flaws: Antagonistic. Bonds: Mentor, Adventurer. Occupation: Miner
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 14 (+2) | 12 (+1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Giant
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp.
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Their contribution stands as a beacon of hope for all adventurers!
