Mellada Bannwort
Female Halfling
She is an elderly halfling with amber eyes, long flowing dark-brown hair, and light brown skin.
Personality Traits: Tired, Candid.
Alignment: lawful good.
She is a follower of Solina. (LG)
Born: 708 AC (Age 92)
Orientation: Hetrosexual
Home: Bannwort's Manor
Settlement: Milcaton
Spouse: Faramed Bannwort
Mother: Asphona Flanders (Deceased)
Father: Alberic Flanders
Children
- Saradar Bannwort - age 68 ♂
- Lavinca Bankhouse - age 65 ♀
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 12 | 10 | 10 | 10 | 11 |
| +1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 11 | 4 | 10 | 25 ft. |
Alignment: lawful good
Size: Small
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Survival +2
Abilities:
- Lucky. When Mellada rolls a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
- Brave. Mellada has advantage on saving throws against being frightened.
- Halfling Nimbleness. Mellada can move through the space of any creature that is of a size larger than small.
Spoken Languages: Halfling, Common
Inventory
| Quantity | Value | Item | Description | Weight |
|---|---|---|---|---|
| 1 | 4 gp | Bottle of Cabernet Sauvignon (Oak aged, Vintage 794) | A red wine, with notes of blackcurrant and cedar. | 2½ lbs. |
| 2 | Broken arrow | A broken arrow, missing its tip. | ||
| 1 | 4 gp | Gold Ring | A wedding ring. It's a simple gold band with "Faramed" engraved on the inside. | |
| 1 | 12 gp | Grandiose Quartz necklace | A electrum necklace, with a string of 6 small quartz gems. | |
| 1 | 2 gp | Holy Symbol (Solina) | A holy symbol in the shape of a lamp. | |
| 1 | 5 gp | Hunting trap | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. | 25 lbs. |
| 1 | 8 sp | Large silver ear hoops | A pair of large silver hoop earrings. | |
| 1 | 1 gp 2 sp | Money Pouch | Mellada's money pouch. It has 1 gp and 20 cp in it. | ⁷⁄₁₆ lb. |
| 1 | 6 sp | Runestones Set (Gaming Set) |
A set of 50 runestones, two of each dwarven rune and two blank stones. The stones have been made of die cast tin. Runestones are used for a game similar to dominoes, with players taking turns to build a chain of stones. |
1 lb. |
| 1 | 5 sp | Tinderbox | This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute. | 1 lb. |