Hartley Flanders
Male Human Farmer
He is an elderly human with one brown eye (his left is covered by an eye-patch), balding black and grey streaked hair, a full beard, and black skin.
Personality Traits: Responsible.
Alignment: lawful good.
He is a follower of Solina. (LG)
Born: 749 AC (Age 51)
Orientation: Hetrosexual
Home: Wheat Field
Settlement: Cullompsey
Spouse: Eva Flanders
Mother: Stella Flanders (Deceased)
Father: Malcolm Flanders (Deceased)
Children
- Gunnore Tovy - age 26 ♀
- Malcolm Flanders - age 24 ♂
- Zillah Flanders - age 22 ♀
- Trainee Officer Iohanna Flanders - age 20 ♀
- Marianne Flanders - age 16 ♀
Siblings
- Edwin Flanders - age 49 ♂
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 7 | 11 | 10 | 10 | 10 |
| -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 9 | 6 | 10 | 30 ft. |
Alignment: lawful good
Size: Medium
Actions:
- Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
- Dagger. Ranged Weapon Attack: +1 to hit, range 20 / 60 ft., one target. Hit: 1d4 piercing damage.
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Animal Handling +2, Nature +2
Spoken Languages: Common
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 | Fresh hunk of meat | common | A fresh hunk of meat. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Eva" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Solina) | common | A holy symbol in the shape of a lamp. | |
| 1 | 9 sp 9 cp | Money Pouch | common | Hartley's money pouch. It has 7 sp and 29 cp in it. | ¾ 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. |