Ida Fordham
Female Human Housekeeper
She is an adult human with blue eyes, light-brown hair in a plait, and olive skin.
Personality Traits: Irritable, Jumpy, Responsible.
Alignment: chaotic evil.
She is a follower of Vastra. (NE)
Born: 759 AC (Age 42)
Orientation: Hetrosexual
Home: Constantinus' Tailors
Settlement: Arunland (immigrated from Sheerbrough)
Spouse: Constantinus Fordham
Mother: Bessey Sanderson (Deceased)
Father: Walkelin Sanderson (Deceased)
Children
- Fray Fordham the 2nd - age 14 ♂
- Rocelinus Fordham - age 10 ♂
- Nelly Fordham - age 9 ♀
- Martin Fordham - age 6 ♂
- Daniel Fordham - age 1 ♂
Siblings
- Mercy Sanderson - age 51 ♀
- Fanny Chandler - age 48 ♀
- Tillie Sanderson - age 44 ♀
- Matild Brandygins - age 38 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 11 | 9 | 12 | 7 | 11 |
| -2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 4 | 11 | 30 ft. |
Alignment: chaotic evil
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +3
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Comb | A comb. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Constantinus" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Vastra) | A holy symbol in the shape of a coin. | |
| 1 | 5 sp | Lamp | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. | 1 lb. |
| 1 | 2 gp 2 sp 9 cp | Money Pouch | Ida's money pouch. It has 2 gp, 1 sp and 19 cp in it. | ⁷⁄₁₆ lb. |
| 1 | 4 cp | Pipe | A clay pipe. | |
| 1 | 1 gp | Pipe Leaf |
A mildly psychoactive plant traditionally cultivated by halflings. It has been dried and cured, and is ready to be smoked in a pipe. |
¹⁄₁₆ lb. |
| 1 | 100 gp | Poison, basic (vial) | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. |