Gomory Cotton, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely violet suit with red socks and a vest with buckled shoes, and carries scimitars. He has shaved his head bald. His green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Gomory is depressed about a lot of things. He tends to be a nihilist. He is obsessed with a lost civilization.
History: Gomory lived on a farm with his father, near the main road leading to a nearby town. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Gomory 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 Gomory. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has passion for adventuring and risk; and obtaining odd cultural human artifacts is his passion
Ideals: Fighting. Flaws: Depressed. Bonds: Adventurer, Family, Criminal record. Occupation: Spice Merchant
Voice: Voice breaks
Attributes [hide]
Medium (6'3") Human, Neutral Evil (CR 3)
Armor Class 7
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 5 (-3) | 13 (+1) | 11 (+0) | 6 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 1d8+2, Ranged -1 / 1d8-3, Grapple +2
Possessions: 400 gp.
Kody Harlan, Male Human [Permalink]
Personal [hide]
Description: This man is generally well dressed albeit a few years behind the times, and sports empty pouches on his belt. He keeps his chestnut hair in a flapper bob. His eyes, though not visible through his cowl, are amber.
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. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Kody was born into a poor family. Growing up, he dreamt of becoming a Fighter, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Fighter in service of a powerful lord somewhere. He was an athlete and attended two major summer competitions. He never won. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He wants to meet his childhood hero; and a need for knowledge about a nearby landmark
Ideals: Joker, Athletic. Bonds: Attractive, Poor, Adventurer. Occupation: Spy
Voice: Low range voice
Attributes [hide]
Medium (6'5") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Gnoll, Druidic
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1200 sp. Citrine (20 gp). Zircon (20 gp). White pearl (150 gp).
Henry Winchester, Male Human [Permalink]
Personal [hide]
Description: He very much looks the part of a Navigator. He wears his chestnut hair up. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: Henry is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. 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: He served in the navy to pay for his family's outstanding loans. He made a point of taking high paying jobs and getting most of it up front. Days after completing his studies, news broke out that his hometown was attacked by goblins. Henry was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the goblins.
Motivation: Wants to open a new tavern; and his name or reputation has been wronged in the past by goblins, and he desires to right it
Ideals: Extrovert. Bonds: Job, Enemies, Military, Adventurer. Occupation: Navigator
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 7 (-2) | 8 (-1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: Brass mug with jade inlays (600 gp). Large well-done wool tapestry (600 gp). Large well-done wool tapestry (600 gp).
Wymar Garrick, Male Human [Permalink]
Personal [hide]
Description: His left side is far more bruised and cut up than his other. He wears a brown vest and prefers grey and white shirts. His boots appear to have been at one point steel toed but are quite worn down. His long auburn hair reaches down to his waist. His amber eyes peer out from beneath his wide-brimmed brown hat.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born in the south to a Apothecary, Wymar learned a great deal about his mother's area of expertise. As a young adult he joined a group advocating for an improvement in Human conditions. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: A rival would like him out of the picture; and human compassion
Ideals: Professionalism. Flaws: Ugly, Racist. Bonds: Criminal record, Job. Occupation: Apothecary
Voice: Thin and wheezing
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 18 (+4) | 16 (+3) | 4 (-3) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +6 / 1d8+4, Grapple +4
Possessions: 400 gp.
Roger Ramsey, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many brown ritualistic tattoos. He wears a tight fitting white shirt and pants. His hair is always cut to a buzz. He wears round tiny glasses practically rammed into his face.
Personality: He exudes charisma. He is a tour de force of persuasion. He is frequently practicing swordplay.
History: Roger lived on a farm with his father, near the main road leading to a nearby town. After coming to the age of reason, Roger took it upon himself to study the martial arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was granted martial powers by his dying brother.
Motivation: He is unsatisfied with his job; and an old rival family wants him found
Ideals: Gifted. Bonds: Attractive, Military, Family, Job. Occupation: Animal Trainer
Voice: Scandinavian accent
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1500 sp. Golden yellow topaz (500 gp). Lapis lazuli (10 gp). Deep blue spinel (500 gp). 1 Half-Plate. 1 Half-Plate. 1 Half-Plate.
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Their contribution stands as a beacon of hope for all adventurers!
