Tim Clinton, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. With a patchy chestnut beard and wild chestnut hair. He wears round tiny glasses practically rammed into his face.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: He comes from a rich southern family. Through the years after Tim was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Tim's father didn't care for him much, and the feeling was mutual. After a long history of fighting, Tim and his spouse have recently divorced.
Motivation: Money/treasure; and his religion dominates his actions
Ideals: Entrepeneur. Flaws: Antagonistic, Shy. Bonds: Rich, Religious. Occupation: Bather
Voice: Voice breaks
Attributes [hide]
Medium (5'2") Human, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 11 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 16 (+3) | 17 (+3) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Draconic, Terran, Halfling
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +5
Possessions: 90 gp.
Zaffrab Raulnor, Male Gnome [Permalink]
Personal [hide]
Description: He is typically in his Shipwright uniform, and carries maces. His hair is short and red. His hazel eyes peer out from beneath his small tan hat.
Personality: A deeply religious man he believes everything happens for a reason. He is lazy, self-centered, vain, and jealous.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the forest to a summer home near a large cave. He would wander through that large cave 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. Zaffrab took refuge in the large cave and found the beat up mace and armor he uses now. He inherited the family business which he has now maintained for 4 years.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Fighting. Flaws: Selfish. Bonds: Job, Religious, Nature. Occupation: Shipwright
Voice: Aggressive tone
Attributes [hide]
Small (3'5") Gnome, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 31 (4d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 15 (+2) | 11 (+0) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 100 gp. Eye agate (13 gp). Moonstone (40 gp).
Jabbie Horcusporcus, Male Gnome [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a tan tunic with black highlights, and long tan pants that bunch up around his shoes. He sports a long chestnut beard, and similarly colored long hair. His eyes are a pleasant brown.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: He was born in the west. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Laborer work with an outfit from a few towns over. Laborer work suited him well, and with each successful project, he earned more gold and more respect from his peers. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Jabbie fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To share knowledge with the world; and further expansion of business
Ideals: Athletic, Justice, Fighting, Logical. Bonds: Job, Immigrant. Occupation: Laborer
Voice: Deep voice with rolling R's
Attributes [hide]
Small (3'2") Gnome, True Neutral (CR 4)
Armor Class 14
Hit Points 21 (4d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 17 (+3) | 7 (-2) | 16 (+3) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Gnome, Druidic, Auran, Elven
Attacks Melee +0 / 1d10-2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 30000 cp.
Nelkin Nimblefingers, Male Halfling [Permalink]
Personal [hide]
Description: This exceptionally lanky man is typically in his Knight uniform. His hair is always cut to a buzz. His eyes, though not visible through his cowl, are amber.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He receives visions of the future at random moments
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Ostracized due to the necromantic powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Halflings became a terror of the countryside. Recently the stress of being a Knight has made it difficult for him to sleep.
Motivation: He feels the way he acts is they only way to get by in the world.
Ideals: Impeccable, Gifted. Flaws: Disease, Insomniac. Bonds: Job. Occupation: Knight
Voice: Uses sign language
Attributes [hide]
Small (3'0") Halfling, Lawful Good (CR 15)
Armor Class 10
Hit Points 110 (15d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 13 (+1) | 10 (+0) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +6 / 4d8+1, Ranged +4 / 4d8-1, Grapple +1
Possessions: 3000 gp. Silver-plated steel longsword with jet jewel in hilt (800 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Silver chalice with lapis lazuli gems (30 gp). Gold dragon comb with red garnet eye (1700 gp). Fire opal pendant on a fine gold chain (1200 gp). Solid gold idol (200 gp). Jeweled gold crown (4000 gp). Ceremonial electrum dagger with a star ruby in the pommel (1700 gp). A delicate brass dragon egg (90 gp). A necklace of small pink pearls (1000 gp). 1 Medium magic item.
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Their contribution stands as a beacon of hope for all adventurers!

