Galmois the Second
Male Elven Tavern Keeper
He is an adult elf with grey eyes, long strawberry hair with a fringe cut, a clean shaven face, and grey skin.
Personality Traits: Humorless, Upbeat.
Alignment: chaotic neutral.
He is a follower of Gaia. (CN)
Born: 313 AC (Age 487)
Orientation: Bisexual
Home: The Cleric's Hourglass Tavern
Settlement: Tinuvian
Spouse: Annade the First
Mother: Emelil the First (Deceased)
Father: Orophedir the First (Deceased)
Children
- Orophedir the Second - age 270 ♂
- Amarril the Third - age 197 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 11 | 10 | 9 | 8 | 12 |
| -2 | -1 | +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 12 | 10 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +2, Persuasion +3
Abilities:
- Fey Ancestry. Galmois has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Elvish, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 15 gp | "Practical Brewery Tips" (1st Edition) | uncommon |
By Webb Oldchest Korort Ebnint Cloudy Pandorane A perfect guide for somebody who wants to brew their own booze. Beers, ciders and wines each have a dedicated chapter. It is from the first print run. |
5 lbs. |
| 1 | Chewed gum | common | A piece of chewed gum. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Annade" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Gaia) | common | A holy symbol in the shape of a tree. | |
| 1 | 19 gp 9 sp | Money Pouch | common | Galmois' money pouch. It has 18 gp and 19 sp in it. | ¾ lb. |
| 1 | 100 gp | Poison, basic (vial) | common | 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. |