Gerald Kitchur, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He usually wears his white robe and has his greatsword always slung over his shoulder. His long blonde hair reaches down to his waist. He has a dull look in his hazel eyes.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. When he's not drinking or sleeping the drinks off, he's doing writing.
History: He was born blind and as such lacked many opportunities for work. Cursed with a spirit at a very young age, Gerald has worked very hard to control his curse. He struck the Doctor job and began his own company from there.
Motivation: Revenge; and wants to open a new tavern
Ideals: Joker, Artistic. Flaws: Disease. Bonds: Job, Enemies. Occupation: Doctor
Voice: Pirate accent
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 10 (+0) | 11 (+0) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 400 gp.
Trym Shelby, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male usually wears his white robe and has his bow always slung over his shoulder. He is tall, broad shouldered and powerfully built. His white hair is cut short with large spiked bangs in the front. This hazel eyed northerner is not easily forgotten.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He takes great joy in being the best Carpenter in town.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. He was an apprentice working in his mother's forge. He has since lost track of the people in his past.
Motivation: Doesn't want to be a Carpenter and was forced into it by his family; and marry his sister to traveling adventurers
Flaws: Shy. Bonds: Job, Military, Family. Occupation: Carpenter
Voice: Thin and wheezing
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 8 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 7 (-2) | 10 (+0) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp. 4 Alchemist’s fire.
Don Jacobs, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He does not wear sleeves and tends to eschew shirts when he can avoid it. His red hair is lengthy and is close to two feet long. His blue eyes show the wear and tear of someone lonely with a great burden to carry.
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. When he's not drinking or sleeping the drinks off, he's doing dancing.
History: Don hails from a village terrorized by drow. He married young, but lost his spouse to drow. He hasn't been sleeping well lately.
Motivation: To protect his home; and his name or reputation has been wronged in the past by drow, and he desires to right it
Ideals: Artistic. Flaws: Insomniac, Depressed. Bonds: Enemies, Guardian. Occupation: Masseuse
Voice: Dark and ominous
Attributes [hide]
Medium (6'5") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 11 (+0) | 14 (+2) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Goblin, Gnome
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +4
Possessions: Just what you see.
Randal Chatham, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he dresses well, wearing tan shirts, loose pants, and blazers most of the time. He sports a long silver beard, and similarly colored long hair. He wears large thick round spectacles.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was born to loving parents in a slum to the south. When money was particularly tight he was walking through alleys when he overheard a Marshal hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has worked as a Marshal like his mother before him.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and money/treasure
Ideals: Joker, Extrovert. Bonds: Attractive, Poor. Occupation: Marshal
Voice: Hissing voice
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 8 (-1) | 14 (+2) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Draconic, Orc
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp.
Charles Thackeray, Male Human [Permalink]
Personal [hide]
Description: He is generally shirtless and showing off his tattooed chest. His attire stands in sharp contrast to his scythe, which is beautifully polished and possesses an ornate carving of a dagger on it. His brown hair is long and unkept. He has a dull look in his green eyes.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-brother.
History: He was raised by priests from a young age. Through the years after Charles was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Charles's mother didn't care for him much, and the feeling was mutual. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Doesn't want to be a Mortician and was forced into it by his family; and an old rival family wants him found
Ideals: Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Family, Religious, Mentor. Occupation: Mortician
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 12 (+1) | 16 (+3) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Ignan, Goblin, Sylvan
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 30 pp.
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Their contribution stands as a beacon of hope for all adventurers!
