Gomory Fidget, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he is dressed in a clean pastel cloak covering his clean studded leather. His golden hair is heavily combed to the right. He has gleaming, smiling violet eyes.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: Born in the east to a Mayor, Gomory learned a great deal about his mother's area of expertise. His family was turned out during the war. He and his family wandered east to less war torn lands. He tends to his Mayor job now, and dutifully fulfills any obligations he has.
Motivation: Further expansion of business; and seeks redemption
Ideals: Disciplined, Gifted. Flaws: PTSD. Bonds: Job, Criminal record. Occupation: Mayor
Voice: Farmer accent
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 23 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 8 (-1) | 12 (+1) | 14 (+2) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 12000 sp. 1 Minor magic item.
Geoffrey Dumph, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male usually wears his green robe and has his halberd always slung over his shoulder. He is tall, broad shouldered and powerfully built. His silver hair, when down, is lengthy. His amber unseeing eyes seem to look past you.
Personality: He is very quiet and rarely speaks above a whisper. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Geoffrey is combative with any and all who dare try his patience in the slightest.
History: He was raised in a island tribe. 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 came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by unlife.
Motivation: He's looking for his big break; and he has passion for adventuring and risk
Ideals: Justice. Flaws: Disease, Shy. Bonds: Nature, Adventurer. Occupation: Interpreter
Voice: High pitched, excited
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 11 (+0) | 9 (-1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 200 gp. 1 Half-Plate. 1 Chain shirt.
Trym Woods, Male Human [Permalink]
Personal [hide]
Description: He wears an entirely white suit with tan socks and a vest with buckled shoes. He carries with him a set of greatswords, each one with a amber on the hilt. He only wears one on his belt and the other on his back. His red hair is drawn into a tight pony tail with a rose scrunchie. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting giants, the young Trym began to lead the lost caravan. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Trym fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and revenge
Ideals: Fighting, Disciplined, Entrepeneur. Flaws: Mundane. Bonds: Enemies. Occupation: Slave Trader
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 13 (+1) | 18 (+4) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Druidic, Terran, Abyssal, Draconic
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 2000 cp. 1 Everburning torch. 1 Tanglefoot bags.
Norman Appleton, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he dresses well, typically a more casual-formal manner. His white hair is knotted and matted. His eyes are likewise violet.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. Further he is a bit of a stoner and is frequently out of it.
History: His father raised him in a mountain cabin. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He got away from his former life and has fallen to alcoholism.
Motivation: Meet up once more with his childhood friend.
Ideals: Persistence. Flaws: Addict. Bonds: Attractive, Nature, Adventurer. Occupation: Mortician
Voice: Soft and melodious
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 24 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 11 (+0) | 12 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Halfling
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 600 gp. Alexandrite (500 gp). Black opal (1200 gp). Hematite (10 gp).
Dean Winthrop, Male Human [Permalink]
Personal [hide]
Description: This southern man is abnormally tall. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His whole body is exceptionally muscular. His hair is long and black with streaks of golden, and is pulled back with small grey clips. His beard is golden, braided, and well cared for. His eyes are a pleasant hazel.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Dean 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. From there he went from mercenary job to mercenary job. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He has passion for adventuring and risk; and he's looking for his big break
Ideals: Athletic. Flaws: Hedonist. Bonds: Immigrant, Poor, Adventurer. Occupation: Barber
Voice: Breathy voice
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 17 (+3) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!