Alberic Lewis
Male Halfling Housekeeper
He is an adult halfling with one amber eye (his right is closed and scarred), strawberry hair in a ponytail, a clean shaven face, and light brown skin.
Personality Traits: Honest.
Alignment: chaotic neutral.
Born: 740 AC (Age 59)
Orientation: Hetrosexual
Home: Wheat Field
Settlement: Falwood (immigrated from Elbaton)
Spouse: Emely Lewis
Mother: Mellda Tuttle-Lewis
Father: Drogo Tuttle-Lewis
Children
- Mirabellaina Chambers - age 34 ♀
- Queenie Downing - age 28 ♀
- Drogo Lewis - age 23 ♂
- Otis Lewis - age 20 ♂
Siblings
- Semoliina Hale - age 67 ♀
- Ruffoho Lewis - age 63 ♂
- Hobsoald Lewis - age 59 ♂
- Dorala Hulbert - age 52 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 11 | 12 | 9 | 8 | 11 | 10 |
| +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 4 | 9 | 25 ft. |
Alignment: chaotic neutral
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: History +2
Abilities:
- Lucky. When Alberic rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave. Alberic has advantage on saving throws against being frightened.
- Halfling Nimbleness. Alberic can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 2 | Dice | A standard six-sided die. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Emely" 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 | Love Letter |
A love letter, written in Halfling, addressed to 'Alberic', and signed by 'Emely'. It is rather charming. |
||
| 1 | 2 gp | Manacles | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. | 6 lbs. |
| 1 | 6 sp 2 cp | Money Pouch | Alberic's money pouch. It has 5 sp and 12 cp in it. | ⁵⁄₁₆ lb. |
| 1 | 1 sp | Oil (flask) | Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. | 1 lb. |