Tim Deighton, Male Human [Permalink]
Personal [hide]
Description: He wears clothing that is held on in multiple layers but all of it is in poor condition. He has a slight overbite and is overall scrawny. His red hair is heavily combed to the right. His ears are large.
Personality: He dislikes all the random violence that takes place in the west. 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: Tim was born the youngest of three triplets. His first spouse was a Doctor, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. He has since lost track of the people in his past.
Motivation: His relatives are trying to arrange a marriage; and regain custody of his son
Ideals: Pacifist. Flaws: Ugly. Bonds: Poor, Adventurer, Family. Occupation: Sailor
Voice: Strong lisp
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 1)
Armor Class 9
Hit Points 9 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 13 (+1) | 13 (+1) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Undercommon
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 4000 cp. Tourmaline (80 gp).
Fargas Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears a green feathered hat and green clothes. With a patchy brown beard and wild brown hair. His eyes are a pleasant green.
Personality: He is happy with his job as a Herbalist. He turns his eye from what people do, preferring to live and let live. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. He dropped out of school before completing his studies. He ran away from his former home and has been making his living as a Herbalist for the past few years.
Motivation: He feels that his past leaves him morally obligated to help; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Athletic, Joker, Logical. Flaws: Antagonistic. Bonds: Job, Criminal record. Occupation: Herbalist
Voice: Sensual and smooth
Attributes [hide]
Small (3'2") Halfling, Chaotic Evil (CR 6)
Armor Class 15
Hit Points 31 (6d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 19 (+4) | 12 (+1) | 12 (+1) | 15 (+2) | 19 (+4) |
Senses Passive Perception 12
Languages Common, Halfling, Undercommon
Attacks Melee +3 / 2d6+0, Ranged +7 / 2d6+4, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 2 | 2 |
Possessions: 500 gp.
Andram Open, Male Tiefling [Permalink]
Personal [hide]
Description: He is a pot bellied eastern man with a big hulking figure and broad shoulders. He is wearing a long, white cloak. His hair is black and curly. He wears crescent spectacles with a black brim.
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 thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: Andram was raised in a hard working conservative environment. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: Balancing his hectic life and new Mortician responsibilities is difficult; and he is not mentally stable, and does not behave rationally
Ideals: Athletic. Flaws: Shy, Insane. Bonds: Nature, Adventurer, Job. Occupation: Mortician
Voice: Sore throat, cough
Attributes [hide]
Medium (6'0") Tiefling, Chaotic Good (CR 8)
Armor Class 14
Hit Points 39 (8d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 18 (+4) | 12 (+1) | 15 (+2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Undercommon, Auran
Attacks Melee +2 / 2d10-1, Ranged +7 / 2d10+4, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 6 | 4 |
Possessions: 110000 cp. Rhodochrosite (4 gp). Alexandrite (700 gp). Red-brown spinel (50 gp). Deep green spinel (50 gp). 1 Minor magic item. 1 Minor magic item.
Cairn Serenity, Male Tiefling [Permalink]
Personal [hide]
Description: He wears an entirely black suit with tan socks and a vest with buckled shoes. He carries with him a set of axes on his belt, each one with a emerald on the hilt. His long red hair is drawn into a two foot long braid. His black eyes are passionate and lively.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Born to a pair of adventurers, Cairn grew up listening to his mother's many stories. His mother took him hunting and taught him how to get in the mind of other creatures. He bought a axe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His religion dominates his actions; and he has passion for adventuring and risk
Ideals: Fighting, Philantrophist. Bonds: Religious, Adventurer, Nature. Occupation: Map Maker
Voice: Strong lisp
Attributes [hide]
Medium (6'4") Tiefling, Lawful Good (CR 8)
Armor Class 12
Hit Points 37 (8d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 2d10+1, Ranged +5 / 2d10+2, Grapple +2
Possessions: 300 gp. Golden pearl (150 gp). Carnelian (20 gp). Sard (20 gp). Black pearl (500 gp). Jade (150 gp). Freshwater pearl (9 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!

