Was linked to the newest ritualized construct killing through ten carved ledger marks

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Opening the archive
Tallyman
Tallulah Murn, known as Tallyman, is a halfling assassin of FLESH whose quiet presence carries the weight of a ledger written in scars. Raised in neglect and marked by the murder of her warforged father, she turned private hatred into ritualized Violince against constructs and those who shelter them.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Tallulah Murn, known as Tallyman, is a halfling assassin of FLESH whose quiet presence carries the weight of a ledger written in scars. Raised in neglect and marked by the murder of her warforged father, she turned private hatred into ritualized Violince against constructs and those who shelter them.
Was linked to the newest ritualized construct killing through ten carved ledger marks
the Abyssal word “echo
” and the voice saying “ten.”
Became the subject of a direct but suspicious note reading “She hides in the basement. Make it quick.”
Was found in a hidden basement where numbers carved into the walls stopped at ninety-six and unseen voices counted upward.
Struck from magical darkness with terrifying speed in her shadow-child basement lair.
Was captured alive with two daggers and two unmarked bottles taken from her.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Supernatural Senses is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectKeen Sense
Choose sight, hearing, smell, taste, or touch. For the duration, add 1d4 to Perception, Investigation, or Survival checks that rely primarily on that sense.
Danger Prickle
When you roll initiative, make a DEX save against a visible hazard, or are targeted by a creature you can perceive, add 1d4 to the roll. This does not detect creatures behind total cover or outside your senses.
Darkvision
Your eyes adjust to darkness. For the duration, you gain darkvision out to 60 ft. If you already have darkvision, its range increases by 30 ft. You cannot see through magical darkness with this power.
Bloodhound Scent
You can distinguish individuals, materials, poisons, blood, smoke, fear, illness, and recent passage by scent. For the duration, you have advantage on Survival checks to track a creature whose scent trail is less than 24 hours old.
Sharp Ear
For the duration, you have advantage on Perception checks based on hearing. You can isolate one conversation, footstep, heartbeat, mechanism, or repeated sound within 120 ft. if there is a physical path for sound to reach you.
Sensory Filter
When you would be blinded, deafened, overwhelmed by smell, dazzled, distracted by noise, or affected by sensory overload, add 1d6 to the saving throw or reduce the sensory penalty by one step until the start of your next turn.
Blindsense
Your hearing, air-sense, scent, and spatial awareness combine. For the duration, you know the location of creatures within 10 ft. that are not behind total cover, even if blinded, invisible, or in darkness.
Identify Substance
Examine a substance by sight, scent, taste, texture, or sound. Learn whether it is poisonous, diseased, magical, artificial, organic, metallic, spoiled, explosive, or altered, and identify common materials automatically. Rare or disguised substances may require an Investigation, Nature, Arcana, or Medicine check.
Trackless Tracker
For the duration, you can track creatures across hard floors, crowds, shallow water, urban terrain, or disturbed air if they left any physical trace. You have advantage on Survival checks to follow trails less than 7 days old.
Reflexive Awareness
When you are surprised, attacked by a hidden creature, targeted from behind, or caught by a trap you could physically perceive, make a WIS save against the triggering DC. On a success, you are not surprised and may move 10 ft. or impose disadvantage on the triggering attack.
Blindsight
For the duration, gain blindsight out to 30 ft. while you are not incapacitated. This sense uses hearing, vibration, pressure, scent, and micro-movement; it does not function through total cover or in a zone that suppresses all relevant senses.
Hear the Heart
Listen to heartbeat, breath, pulse, tension, and vocal microchanges of one creature within range. Learn whether it is calm, afraid, injured, poisoned, diseased, lying by stress response, or below half hit points. This is physiological reading, not mind reading.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Official Character Images
Aspect
Supernatural Senses
Location
Stormcall
Institution / Faction
FLESH
family
Collector - Murn
Session Appearance
Act 3 Episode 2 Session Notes
2025-06-19 / Captured arc villain / interrogation subject
Session Appearance
Act 3 Episode 2 Scene 6
2025-05-22 / Murder suspect / citywide threat
Session Appearance
Act 3 Episode 2 Scene 5
2025-05-22 / Named killer / voice in testimony
Session Appearance
Act 3 Episode 2 Scene 4
2025-05-22 / Mission target / suspected serial killer
Session Appearance
Act 3 Episode 2 Scene 28
2025-06-19 / Captured killer / Lawful prisoner
Session Appearance
Act 3 Episode 2 Scene 27
2025-06-19 / Captured boss / living prisoner
Session Appearance
Act 3 Episode 2 Scene 26
2025-06-19 / Brutal striker / trauma inflictor
Session Appearance
Act 3 Episode 2 Scene 25
2025-06-19 / Boss attacker / ritual killer
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Supernatural Senses has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
Captured arc villain / interrogation subject
Ends the Stormcall session alive in custody after the party captures her.
Status: Tallyman hunt resolved tactically
Knowledge: Players know Tallulah can still answer questions if interrogated.
Murder suspect / citywide threat
Is described as connected to killings across Stormcall.
Status: Tallyman threat becomes citywide
Knowledge: Players know the murders are not isolated to one farmhouse.
Named killer / voice in testimony
Is identified in the victim’s testimony through the Tallyman voice saying “ten.”
Status: Tallyman presence confirmed in victim memory
Knowledge: Players know Tallulah/Tallyman is linked to the active murder.
Mission target / suspected serial killer
Is confirmed as the figure the party is hunting in Stormcall: Tallulah Murn, the Tallyman.
Status: Stormcall objective formalized
Knowledge: Players know the Tallyman hunt is official local business.
Captured killer / Lawful prisoner
Is brought out alive and accepted into Lawful custody.
Status: Tallyman removed from immediate field threat
Knowledge: Players know Tallulah is captured, not executed.
Captured boss / living prisoner
Falls onto her own knife after Nick blasts her into a box, survives, is stabilized, stripped of two daggers and two unmarked bottles, and bound for transfer.
Status: Captured alive for questioning
Knowledge: Players know Tallulah is not dead and can be interrogated.
Brutal striker / trauma inflictor
Repeatedly drops party members with brutal strikes during the basement fight.
Status: Boss fight causes lasting party injuries
Knowledge: Players know Tallulah’s speed and damage nearly overwhelm the team.
Boss attacker / ritual killer
Uses speed, darkness, sneak attacks, and shadow children during the basement fight.
Status: Combat confirms Tallyman’s methods
Knowledge: Players know Tallulah is not merely a murderer but a supernatural ambusher tied to victim-shades.
Basement killer / sudden attacker
Strikes from unnatural darkness with terrifying speed inside the basement where numbers are carved into the walls up to ninety-six.
Status: Tallyman lair and attack pattern revealed
Knowledge: Players know Tallulah is fast, lethal, and tied to a counting ritual.
Hidden target / haunted-house anchor
The address points toward her hiding place inside or beneath the old dwarven house.
Status: Tallyman location discovered
Knowledge: Players know Tallulah is likely nearby but not yet visible.
Hiding-place subject / target of note
Is named indirectly by the note’s message: “She hides in the basement. Make it quick.”
Status: Direct Tallyman address hook begins
Knowledge: Players know the next lead points toward Tallulah’s hiding place.
Offscreen mission target / construct-killings suspect
Remains the core investigation target for construct killings and Witchborn warforged extraction/protection.
Status: Mission target remains unresolved
Knowledge: Players know Tallulah has not yet been reached.
No public inventory items yet.
Tags
Her notoriety stems from ritualistic killings of constructs and construct-affiliated individuals, each marked by a scar carved into her own body. Act 3 Stormcall evidence confirmed a current Tallyman murder pattern: warforged victims with carved tally marks, the Abyssal word “echo,” and reports of small hands and the word “ten.”
After Lawful arrests the Flesh attackers, a note drops from the cuffed mage with an address and the warning: she hides in the basement.
storyThe address leads to three lower apartments, where Jonah recognizes old dwarven stone and the party enters a dark, ink-stained house full of red-eyed shades.
storyThe party descends into Tallulah's basement lair, where carved numbers, child-shades, spoiled food, and a square of darkness reveal the Tallyman's counting ritual.
storyThe party fights Tallulah and the shades as Ash frees victim-visages and Jonah reshapes the basement with Wall of Stone.
storyTallulah's attacks nearly kill Dhaz and leave Ash with lasting Wisdom trauma, marking the basement victory with permanent personal cost.
storyNick drops Tallulah into an old box, Jonah stabilizes her, and the party captures the Tallyman alive with her daggers and unmarked bottles secured.
storyThe party hands Tallulah to Lawful, receives return fuel for Point Pringle, and Dhaz sees ghostly children wave from the old house.
storyThis session resolves the Stormcall Tallyman hunt from public crisis into boss-capture: the party defeats Flesh alley forces, follows the basement note, confronts Tallulah in a haunted old dwarven house, captures her alive, and earns return fuel for Point Pringle.
storyThis session moves Stormcall from investigation into public crisis: the warehouse reveals Flesh’s scavenger supply chain, Forged Pride becomes a likely target, Wisdom Division enters as Luxidran School of Alchemical Studies’ visible security team, and Sonar personally taunts Nick during citywide explosions.
storyOn Stormcall's outskirts, the party meets DC Lawman and Kyle, turns over the Reclaimer, and confirms the Tallyman bounty is their official reason for being there.
storyJonah examines the murdered warforged farmer, finding ten ledger cuts, the Abyssal word echo, and a dead witness who saw small hands.
storyDC lays out Stormcall's Lawful office, merchant district, and dangerous warehouse district, giving the party its first working city map.
storyThis session establishes the correct city name as Stormcall and begins the true urban investigation. The party is working parallel to Lawful, protecting a Flesh defector, using warehouse leads, and dealing with both Tallyman murder evidence and Dhaz’s family complications.
storyThis session continues the Point Pringle complication before the Stormcall mission. It distinguishes Grease Tooth/Evil from Flesh, introduces the Exiles’ safehouse, reveals Solar through the Ralos trap, and leaves Dhaz Pelosh at exhaustion level 3 after losing his organic arm.
storyThis session continues the Point Pringle staging leg before Stormcall, but the Grease Tooth plot and Maine-variant reveal overtook the travel objective. The party ends the night at Pringle Manor after dinner combat, with a long rest implied and PP3’s auto wagon still offered.
storyThe Ex Force gathers at Arx Fire Plaza for its first field mission: covertly reach Stormcall through Point Pringle and investigate construct killings tied to Tallulah Murn.
storyThis session begins Act 4’s travel/mission structure after the Ex Force reveal. The active objective remains reaching Stormcall covertly via Percival Pringle’s support and a Point Pringle wagon, but the local Grease Tooth attack interrupts the staging phase.
aspectSupernatural Senses is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupAn anti-forged and body-focused hostile faction tied to Stormcall violence, scavenger logistics, bomb threats, and anti-construct murder evidence.
locationStormcall is the northern mission city where anti-construct murders, Lawful offices, Wisdom Division work, Pelosh family history, and harbor ghosts all turned one investigation into a civic pressure test.