Wilson Horn
Male Human Master Cobbler
He is an elderly human with brown eyes, balding white hair, a long beard, and medium brown skin.
Personality Traits: Downbeat, Pessimistic, Shy.
Alignment: neutral.
Born: 748 AC (Age 52)
Orientation: Hetrosexual
Home: Wilson's Cobblers
Settlement: City of Princeridge
Spouse: Angelina Fulloner
Mother: Olive Field (Deceased)
Father: Osbertus Horn (Deceased)
Children
- Max Horn - age 30 ♂
- Isabella Fulloner - age 28 ♀
- Phebe Fulloner - age 24 ♀
- Winston Horn - age 21 ♂
- Whulup Fulloner - age 20 ♀
- Inez Fulloner - age 11 ♀
Siblings
- Grace Field - age 43 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 8 | 11 | 8 | 10 | 11 | 10 |
| -1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 5 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +2
Spoken Languages: Common, Otterese
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 5 gp | "Each new crime" | common |
By Rerup Not a particularly famous book, yet thought provoking. |
5 lbs. |
| 1 | A matchbook | common | A matchbook containing 6 matches. | ||
| 1 | 5 gp | Cobbler's tools | common | 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. | 5 lbs. |
| 1 | Door Key | common | The key to Wilson's Cobblers. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Angelina" engraved on the inside. | |
| 1 | 2 sp 4 cp | Money Pouch | common | Wilson's money pouch. It has 1 sp and 14 cp in it. | ⁵⁄₁₆ 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. |