Henry Whitby, Male Human [Permalink]
Personal [hide]
Description: He is wearing the road beaten gear of a warrior. He carries with him a set of maces, each one with a amber on the hilt. He only wears one on his belt and the other on his back. His long red hair reaches down to his waist. He has brown eyes and a black hat with a brown feather.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born several months after his mother was called into army service. His mother was a soldier and died while he was still young. Henry was left his mother's suit of armor and trained in its use and care. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: Doesn't want to be a Shepherd and was forced into it by his family; and he wants to meet his childhood hero
Ideals: Fighting, Logical. Bonds: Job, Military, Adventurer, Family. Occupation: Shepherd
Voice: Jittery and nervous
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 9 (-1) | 16 (+3) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Auran, Abyssal, Terran
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +3
Possessions: 16000 cp.
Bertram Reed, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He tends to wear a large white jacket. His hair is golden and curly. This amber eyed westerner is not easily forgotten.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. As long as the job gets done he does not care how it got done.
History: Born to a pair of adventurers, Bertram grew up listening to his mother's many stories. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Bertram grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Bertram. He is searching for what he claims is his rightful reward.
Motivation: To reunite with his old friends; and he is being blackmailed/forced/etc and this influences his actions
Ideals: Professionalism. Bonds: Immigrant, Job, Adventurer, Criminal record. Occupation: Engraver
Voice: High pitched and raspy
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 4)
Armor Class 11
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 14 (+2) | 14 (+2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Aquan, Infernal
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
Possessions: Tiger eye turquoise (9 gp). Violet garnet (900 gp). 1 Everburning torch. 3 Antitoxin.
Heward Mitchell, Male Human [Permalink]
Personal [hide]
Description: 6'2" and lanky with angular features, he is an attractive figure. He wears a simple blue robe with green stripes complete with hood. He has a long blonde beard with little hanging trinkets. He has several tiny emerald earrings on each ear.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He was born in the north. Heward was born on a far northern mountains where he grew up under the tutelage of his mother, an expert Marshal. He now mingles about in high society.
Motivation: He has money and likes to spend it.
Ideals: Justice, Optimist. Bonds: Attractive, Rich, Immigrant. Occupation: Marshal
Voice: High pitched, excited
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 15 (+2) | 18 (+4) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnome, Druidic, Infernal, Halfling
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 400 gp. Tiger eye turquoise (8 gp). Lapis lazuli (8 gp). Red-brown spinel (90 gp). 2 Holy water. 3 Tanglefoot bags.
John Blakeley, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down. He wears his hair in dreadlocks. His eyes are gray and he is always smoking a pipe.
Personality: Prone to second guessing himself, he comes off as nervous. He is a font of random trivia from the lore and stories he has discovered
History: John hails from a village terrorized by brigands. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He has passion for adventuring and risk; and wants to open a new tavern
Ideals: Logical. Flaws: Shy. Bonds: Enemies, Adventurer, Job. Occupation: Masseuse
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 9 (-1) | 11 (+0) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 600 sp. Chalcedony (80 gp). Iolite (80 gp). Fire opal (900 gp).
Odo Kitchur, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'3". He wears a brown tunic with grey highlights, and long tan pants that bunch up around his shoes. His hair, while still mostly silver, has prominent grey streaks. His violet eyes dart around the room hyper actively observing anyone and anything.
Personality: Abrasive and pushy, he has a hard time making friends. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: A powerful necromancer made him what he is. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He has dedicated himself to building a better village for his children.
Motivation: His religion dominates his actions; and he's repulsed by the pc
Ideals: Joker. Flaws: Antagonistic. Bonds: Mentor, Adventurer, Religious. Occupation: Mercenary
Voice: Scandinavian accent
Attributes [hide]
Medium (5'3") Human, Lawful Neutral (CR 3)
Armor Class 9
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 15 (+2) | 11 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 200 gp.
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Their contribution stands as a beacon of hope for all adventurers!