Ginanna Duncan
Female Halfling Housekeeper
She is an adult halfling with amber eyes, auburn hair in a ponytail, and olive skin.
Personality Traits: Shy.
Alignment: neutral.
Born: 738 AC (Age 63)
Orientation: Hetrosexual
Home: Orchard
Settlement: Lauraham
Spouse: Falcrad Duncan
Mother: Eglannd Rumblelock-Twoville (Deceased)
Father: Samladgo Rumblelock-Twoville (Deceased)
Siblings
- Rosamla Rumblelock-Twoville - age 58 ♀
- Saradar Rumblelock-Twoville - age 55 ♂
- Lothond Gorham-Twoville - age 49 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 14 | 10 | 10 | 9 | 8 |
| -2 | +2 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 4 | 10 | 25 ft. |
Alignment: neutral
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Insight +2
Abilities:
- Lucky. When Ginanna 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. Ginanna has advantage on saving throws against being frightened.
- Halfling Nimbleness. Ginanna 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 |
|---|---|---|---|---|
| 1 | 1 gp | Cook's utensils | These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. | 8 lbs. |
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Falcrad" engraved on the inside. | |
| 1 | Handkerchief | A small square of cloth with Ginanna stitched in one corner. | ||
| 1 | 7 sp 3 cp | Money Pouch | Ginanna's money pouch. It has 6 sp and 13 cp in it. | ⅜ 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. |