Orgulmas Aldrich
Male Half-Elven
He is an elderly half-elf with grey eyes, balding grey hair, a full beard, and light brown skin.
Personality Traits: Tense, Shy, Pessimistic.
Alignment: chaotic good.
He is a follower of Marlon. (NG)
Born: 499 AC (Age 301)
Orientation: Hetrosexual
Home: Eledhwenain's Cobblers
Settlement: Port Runoby
Spouse: Urwerda Aldrich
Mother: Eledhwenain Oldenth
Father: Aladited Aldrich (Deceased)
Children
- Nimlodir Edainari Aldrich - age 0 ♀
Siblings
Half-Siblings (Mother's Side)
- Tamar Drenym-Sialyn - age 260 ♀
- Mathilda Drenym-Sialyn - age 218 ♀
- Bettie Oldenth - age 88 ♀
- Cora Oldenth - age 48 ♀
- Lydia Oldenth - age 47 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 12 | 11 | 9 | 8 | 9 |
| -2 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 4 | 10 | 30 ft. |
Alignment: chaotic good
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +2, Survival +2
Abilities:
- Fey Ancestry. Orgulmas has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Common, Elvish
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | Crumpled map | A crumpled map of a region, now unreadable. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Urwerda" engraved on the inside. | |
| 1 | Handwritten Letters | A bundle of weathered letters exchanged with friends and loved ones over the years. | ||
| 1 | 2 gp | Holy Symbol (Marlon) | A holy symbol in the shape of open hands. | |
| 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 | 8 cp | Money Pouch | Orgulmas' money pouch. It has 8 cp in it. | ³⁄₁₆ 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. |