Williamina Hayhurst, Female Human [Permalink]
Personal [hide]
Description: A woman with a calm yet intense air about her, she wears silk and lounges about seductively. She wears her silver hair up. Her fair skin shows little sign of her aristocratic breeding.
Personality: She likes to make people angry or surprised. She is harsh and unforgiving.
History: Williamina was born the youngest of three triplets. Through the years after Williamina was born, her father became increasingly distant from her family, instead choosing to pursue power in the north. Williamina's father didn't care for her much, and the feeling was mutual. She moves from town to town, unable to find a place to settle.
Motivation: She will attempt to ambush and attack anyone she thinks she can take on alone and try to knock them out with non-lethal damage. If successful, she will try to sell them to her slave-trader contact; and regain custody of her daughter
Flaws: Antagonistic. Bonds: Attractive, Family, Immigrant, Criminal record. Occupation: Bricklayer
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 5)
Armor Class 12
Hit Points 52 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 15 (+2) | 12 (+1) | 12 (+1) | 5 (-3) |
Senses Passive Perception 10
Languages Common, Goblin
Attacks Melee +6 / 2d4+3, Ranged +5 / 2d4+2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 200 gp.
Cory Shipley, Male Human [Permalink]
Personal [hide]
Description: 5'2" and muscular, this southern man has the majority of his body covered in plate. He has shaved his head bald. His hazel eyes dart from person to person to random spaces in the air.
Personality: Eccentric and domineering, Cory will drive conversation. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: A powerful brothel owner made him what he is. His mother had invested heavily in several trade routes and wanted him to inherit them. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He has money and likes to spend it; and money/treasure
Ideals: Athletic, Extrovert. Bonds: Rich, Mentor. Occupation: Banker
Voice: Timid voice
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 5)
Armor Class 7
Hit Points 41 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 4 (-3) | 16 (+3) | 7 (-2) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +0 / 2d4-3, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 10000 cp. Jade (80 gp). Blue sapphire (800 gp). Chrysoberyl (80 gp).
Gomory Sydney, Male Human [Permalink]
Personal [hide]
Description: This southern man wears a black armored body suit, with a simple grey line shooting up and back down. His clothes are grease stained in places. His silver hair is slicked back into a classic pompadour. He wears an eyepatch.
Personality: Eccentric and domineering, Gomory will drive conversation. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: Born to a Barrister, his mother struggled to pay the bills. When money was particularly tight he was walking through alleys when he overheard a Hunter hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Nothing but the best is good enough for him; and he wants random interesting trinkets and junk, hates to throw anything away
Ideals: Extrovert. Flaws: Ugly. Bonds: Poor, Immigrant. Occupation: Hunter
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 45 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 14 (+2) | 10 (+0) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 gp. 1 Minor magic item.
Gilbert Wharton, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He dresses well, wearing tan shirts, loose pants, and blazers most of the time. His hair is cut close to his head. His amber unseeing eyes seem to look past you.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: The child of a Healer, who enjoyed hunting, Gilbert was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Gilbert took refuge in the ruined castle and found the beat up scythe and armor he uses now. He used his abilities to trick people and travel the world for free.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he feels that his past leaves him morally obligated to help
Ideals: Joker. Flaws: Disease. Bonds: Attractive, Criminal record, Nature. Occupation: Detective
Voice: Low and grunting
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 17 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 11 (+0) | 8 (-1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: Chrysoprase (80 gp). Aquamarine (1300 gp).
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Their contribution stands as a beacon of hope for all adventurers!

