Trym Payton, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears professional attire. He has styled his white hair well, parting it to the right. His eyes are likewise amber.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Trym lived on a farm with his father, near the main road leading to a nearby town. The family's rival house kidnapped his sister with the intent that his sister marry their son to gain control of contested properties. 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 Masseuse and was forced into it by his family.
Ideals: Joker. Flaws: Forgetful. Bonds: Attractive, Family. Occupation: Masseuse
Voice: High pitched, excited
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 13 (+1) | 11 (+0) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 200 gp. Silver pearl (160 gp). 7 Acid flasks. 2 Thunderstones.
Gomory Palomarez, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'9" and is a bit bulky. He is very muscular particularly in the legs. He wears many layers of old clothing at all times. He has shaved his head bald. He wears an eyepatch.
Personality: He is a Spy first and foremost. He believes firmly that knowledge should be universal. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He made a point of taking high paying jobs and getting most of it up front. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He wants to meet his childhood hero; and to share knowledge with the world
Ideals: Logical. Flaws: Ugly, Disease. Bonds: Poor, Job, Adventurer. Occupation: Spy
Voice: Spits words with contempt
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 23 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Gnome, Terran
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 100 gp.
Roger Preston, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He wears his black hair down. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: Born in the south to a Spice Merchant, Roger learned a great deal about his father's area of expertise. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Roger took refuge in the ruined castle and found the beat up sword and armor he uses now. He ran away from his former home and has been making his living as a Spice Merchant for the past few years.
Motivation: To be a Gardener again; and he is not mentally stable, and does not behave rationally
Ideals: Fighting. Flaws: Insane. Bonds: Rich, Immigrant, Nature, Job. Occupation: Spice Merchant
Voice: Irish accent
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 15 (+2) | 13 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 300 gp.
Chad Kirby, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he prefers to wear yellow clothing when he does not wear armor. His chestnut hair is drawn into a tight pony tail with a cross scrunchie. His blue 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. Further he is a bit of a stoner and is frequently out of it.
History: Born to a Dyer, his mother struggled to pay the bills. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Chad took refuge in the ruined castle and found the beat up scythe and armor he uses now. He's since become an addict/alcoholic.
Motivation: Expand his business.
Ideals: Joker. Flaws: Disease, Addict. Bonds: Poor, Nature. Occupation: Bellfounder
Voice: Russian accent
Attributes [hide]
Medium (6'3") Human, Lawful Neutral (CR 4)
Armor Class 11
Hit Points 14 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 4 (-3) | 16 (+3) | 16 (+3) | 5 (-3) |
Senses Passive Perception 13
Languages Common, Aquan, Giant, Draconic
Attacks Melee +6 / 1d10+4, Ranged +3 / 1d10+1, Grapple +4
Possessions: 3000 cp.
Frederick Marleigh, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, constantly wearing a violet suit, tan shirt, and white tie. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He wears his brown hair up in a very large beehive style do. His eyes are brown and he is always smoking a pipe.
Personality: He is a Navigator first and foremost. He believes firmly that knowledge should be universal. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: A child with a great deal of singing talent his parents made sure he got the chance to thrive. He helped his mother out around the business and became quite the natural. He has been saving his money to try and buy his brother's freedom.
Motivation: Wants a kiss; and wants his loneliness to end
Ideals: Artistic. Bonds: Job, In love, Family, Has a crush. Occupation: Navigator
Voice: Draws out vowels
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 16 (+3) | 13 (+1) | 9 (-1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +6 / 1d10+4, Ranged +4 / 1d10+2, Grapple +4
Possessions: 400 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!