Sylvia Decker
Female Human Master Carpenter's Apprentice
She is an adolescent human with grey eyes, long dyed auburn hair with a fringe cut, and light brown skin.
Personality Traits: Greedy, Pessimistic, Tense.
Alignment: neutral.
Born: 787 AC (Age 13)
Orientation: Hetrosexual
Home: Charles' Carpenters
Settlement: Whittleleigh
Mother: Eunisia Decker
Father: Hedley Decker
Siblings
- Edmund Decker - age 25 ♂
- Susan Decker - age 20 ♀
- Cissy Decker - age 17 ♀
Half-Siblings (Mother's Side)
- Novice Levina Mason - age 31 ♀
- Iohanna Mason - age 28 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 6 | 9 | 11 | 10 | 9 | 8 |
| -2 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 10 | 6 | 10 | 30 ft. |
Alignment: neutral
Size: Medium
Actions:
- Unarmed Strike. Melee Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Persuasion +1
Spoken Languages: Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 1 | 8 gp | "All mine" (Dog-eared) | common |
By Bofáin Taleforger Fiction. A down on his luck dwarf inherits an adamant mineshaft. But how did his uncle die? And what of the rumors of something alive in the deepest caverns? The book is a bit dog-eared, but in serviceable condition. |
5 lbs. |
| 1 | 10 gp | "The locked room" | common |
By Induilawen Detective fiction. Genius elven watchwoman Celeel Clue attempts to solve a seemingly impossible murder. |
5 lbs. |
| 1 | 2 cp | Flask or tankard | common | 1 lb. | |
| 1 | 1 gp 4 sp 7 cp | Money Pouch | common | Sylvia's money pouch. It has 1 gp, 4 sp and 7 cp in it. | ¼ 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. |