Albert Brightfist
Male Human Housekeeper
He is an adult human with amber eyes, balding auburn hair, stubble, and light pink skin.
Personality Traits: Hilarious, Impatient, Downbeat.
Alignment: chaotic neutral.
Born: 775 AC (Age 25)
Orientation: Hetrosexual
Home: The Barrel & Spyglass Tavern
Settlement: Port Croyforth
Spouse: Irene Clifford
Mother: Ebbot Fay
Father: Godelot Brightfist
Children
- Laliima Clifford - age 2 ♀
Siblings
- Wilhelmina Fay - age 22 ♀
- Gamel Brightfist - age 20 ♂
- Pargloor Fay - age 17 ♀
- Isabelle Fay - age 15 ♀
- Pitkarr Brightfist - age 12 ♂
- Pandra Fay - age 7 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 12 | 11 | 12 | 12 | 12 | 10 |
| +1 | +1 | +1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 5 | 11 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Actions:
- Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +2 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.
Skills: Animal Handling +3
Spoken Languages: Common, Otterese
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 2 gp | Dagger | common | A Simple Melee weapon. 1d4 piercing damage. Range: 5. (Thrown: 20/60.) Properties: Finesse, Light, Thrown, Monk | 1 lb. |
| 1 | 2 sp 5 cp | Engraved gilded copper ring | common | A gilded copper ring, with distinctive human engraving. | |
| 1 | Four-leaf clover | common | Some say that four-leaf clovers are a good luck charm. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Irene" engraved on the inside. | |
| 1 | 1 gp 9 sp 4 cp | Money Pouch | common | Albert's money pouch. It has 1 gp, 9 sp and 4 cp in it. | ¼ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. | |
| 1 | 5 sp | Rations (1 day) | common | Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. | 2 lbs. |
| 1 | 2 cp | Soap | common |