Hettie Beardsley
Female Human
She is an elderly human with grey eyes, grey hair in a ponytail, and olive skin.
Personality Traits: Energetic, Extroverted, Tense.
Alignment: lawful neutral.
She is a follower of Solos. (LN)
Born: 746 AC (Age 54)
Orientation: Hetrosexual
Home: Walker's Tailors
Settlement: Eastford
Spouse: Arnaldus Beardsley
Mother: Leila Long (Deceased)
Father: Alfredus Long (Deceased)
Guardian: Maria Beardsley (Deceased)
Children
- Maria House - age 29 ♀
- Walker Beardsley - age 26 ♂
Siblings
- Thomas Long - age 62 ♂
- Annette Long - age 57 ♀
Adopted Siblings
- Annette Long - age 57 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 13 | 9 | 10 | 9 | 12 |
| -2 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 4 | 10 | 30 ft. |
Alignment: lawful neutral
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Medicine +2
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 5 gp | "Every right feeling" |
By Bodóni son of Mahurin Not a particularly famous book, yet thought provoking. |
5 lbs. |
| 1 | 13 gp 2 sp | Amethyst silver chain bracelet | A short chain of tiny silver links, with a small amethyst attached. | |
| 1 | Broken arrow | A broken arrow, missing its tip. | ||
| 1 | 3 sp | Gilded copper earrings | A pair of gilded copper hoop earrings. | |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Arnaldus" engraved on the inside. | |
| 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 9 sp 5 cp | Money Pouch | Hettie's money pouch. It has 27 sp and 25 cp in it. | 1 lbs. |
| 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. |