Godfrey Wentworth, 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 wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He has moderate length chestnut hair. He has a tattooed face.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.
History: Godfrey was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. His first spouse was a Crown-heir, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Doesn't want to be a Layabout and was forced into it by his family.
Ideals: Artistic. Flaws: Ugly. Bonds: Immigrant, Family, Poor, Adventurer. Occupation: Layabout
Voice: Loud with bravado
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 6)
Armor Class 9
Hit Points 52 (6d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 8 (-1) | 12 (+1) | 9 (-1) | 7 (-2) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 2d6+3, Ranged +2 / 2d6-1, Grapple +3
Possessions: 1000 gp.
Robert Lincoln, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a tattered pair of loose pastel pants, a matching torn shirt, and a visible pair of similar condition same color briefs. He keeps his black hair in a pixie cut. His eyes are blue and beady.
Personality: He never swears and excessively uses polite adverbs when speaking. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: Sold as a small child to a necromancer, Robert was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. A gypsy cursed him at a young age, leading to his ugly appearance. He was recently attacked on the road and savagely beaten by bandits.
Motivation: His spouse's relatives view him with great suspicion; and doesn't want to be a marshal and was forced into it by his family
Ideals: Optimist. Flaws: Ugly. Bonds: Poor, Family, Mentor. Occupation: Marshal
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 55 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 15 (+2) | 13 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Infernal
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +4
Possessions: 3000 sp. Aquamarine (200 gp). Chrysoberyl (40 gp).
Henry Skelton, Male Human [Permalink]
Personal [hide]
Description: He dresses well, typically a more casual-formal manner. He carries a battered nunchaku and tarnished sai as well. He wears his red hair up. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: The child of a Dilettante, who enjoyed hunting, Henry was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Henry took refuge in the old dungeon and found the beat up sai and armor he uses now. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Henry was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the gnolls.
Motivation: Revenge; and someone believes him a fraud
Ideals: Fighting. Flaws: Antagonistic. Bonds: Attractive, Enemies, Nature. Occupation: Baker
Voice: Dutch accent
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 6)
Armor Class 9
Hit Points 21 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 10 (+0) | 10 (+0) | 11 (+0) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 2d6+0, Ranged +2 / 2d6-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 |
Possessions: 5000 sp. 1 Minor magic item. 1 Minor magic item.
Cory Hadlee, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'1". He is well dressed, constantly wearing a yellow suit, black shirt, and yellow tie, and his gloved hand is found clutching a sai. His hair is greying and his face has many wrinkles. He is baby faced.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. He is a font of random trivia from the lore and stories he has discovered
History: He was born several months after his father was called into army service. When Cory reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: To unite with his brother; and wants to raise his children well
Ideals: Logical. Flaws: Secretive. Bonds: Attractive, Military, Family. Occupation: Gardener
Voice: Farmer accent
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 3 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 7 (-2) | 13 (+1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 5 | 0 | 0 |
Possessions: 80 pp.
Kody Badger, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He wears black painted combat armor at almost all times. Beneath his clothing is a huge mess of scar tissue. He keeps his brown hair in a flapper bob. His green eyes are passionate and lively.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. He is a logical person and will generally grow upset if things defy logic and science.
History: A child with a great deal of dancing talent his parents made sure he got the chance to thrive. He has had some formal dancing training, and achieved minor success. Now he works as a dancing tutor during his time off.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact.
Ideals: Logical, Artistic. Flaws: Ugly. Bonds: Slave. Occupation: Cook
Voice: Stutters
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 14 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 11 (+0) | 13 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 3 | 2 | 1 |
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!
