Named NPCs

This is the list of all of the NPCs encountered by the players as they explore Fort Inevitable, Echo Wood, the Emerald Spire dungeon itself, and Golarion at large


Abernard Royst is a white-haired sage of about 60.



Alexus Longleaf, a hafling in the service of the Hellknighs and stationed in Dimsdale.



Alina Merlon, Gertrude's cousin and a neighbor of Mother Holworth.
CR 0.5
XP 200
Human commoner 2
NG Medium humanoid (female human)
Init +0; Senses Perception +3

DEFENSE
AC 10, touch 10, flat-footed 10
hp 9 (2d6+2)
Fort +1, Ref +0, Will -1

OFFENSE
Spd 30 ft.
Melee club +2 (1d6+1) or knife +2 (1d3+1)
Ranged stone -3 (1d2+1)


STATISTICS
Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 10
Base Atk +1; CMB +2; CMD 12
Feats AnimalAffinity, Skill Focus (Profession [Farmer])
Skills Climb +6, Handle Animal +7, Knowledge (local) +1, Perception +3, Profession (any) +7, Ride +2
Languages Common
Combat Gear club, stones, knives (3)


Argos, third son of Ferndell, leader of the Elk Tribe of the Uthgardt, in the Dessarin Valley.



Bolgur (LE male half-orc fighter 4), Hellknight in charge of the Juliver Gate




Bran Plentygold (LN male human commoner 1) is one of Alina's indentured servant. 



The Dark Blood Goblins are a tribe of goblins that lives a half day's march from Fort Inevitable.



Doliver Reedbank is the owner of the Juliver Arms (LG male middle-aged halfling commoner 2), one of the two fine dining and lodging establishments in Fort Inevitable. He is Dunleaf Appletop's cousin.


Dunleaf Appletop, the hafling mayor of Dimsdale.



Emos Varden, the Lord Commander of the Fort Inevitable Hellknights until his assassination in 4706. He was succeeded by Lady Commander Audara Drovust, Hell Knight of the Order of the Pike.


Erynna, Dr. Mordel's assistant.



Falandra Nolm, owner of Nolm Bindery (LG female human expert 1/wizard 3)
 

Ferndell, leader of the Elk Tribe of the Uthgardt, in the Dessarin Valley.


Ferdin, stableboy at the Juliver Arms (NE male human rogue 1), and Thorn's contact as a Hellknight informant.
CR 0.5
XP 200
Human rogue 1
NE Medium humanoid
Init +3; Senses Perception +3

DEFENSE
AC 14, touch 12, flat-footed 12 (+1 armor, +3 Dex)
hp 5 (1d8+1)
Fort +1, Ref +5, Will –1

OFFENSE
Speed 30 ft.
Melee sap +0 (1d6 nonlethal)
Ranged dart +3 (1d4)
Special Attacks sneak attack +1d6

STATISTICS
Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 13
Skills Acrobatics +7, Appraise +5, Bluff +6, Disable Device +9, Disguise +8, Escape Artist +7, Knowledge (local) +5, Perception +3 (+4 to find traps), Sense Motive +3, Sleight of Hand +12, Stealth +7
Languages Common, Halfling
SQ trapfinding +1
Combat Gear bag of caltrops; Other Gear padded armor, darts (4), sap, disguise kit, thieves' tools
Boon A pickpocket can attempt to steal a small item for the PCs or plant a small item on a target.




Mormuk Goldfoot, owner of Goldfoot's Mercantile (LG male dwarf expert 3). He is a fat, good-natured dwarf, and takes pride in being good company.




These are the soldiers who patrol and enforce law and order within and around Fort Inevitable. They are under the command of Maralictor Lady Commander Audara Drovust.


Jharun, a wizard of the Goldenfire Order of Thornkeep who was found as a captive in the Emerald Spire. 



Lister Cartwright (LE male human commoner 1) is one of Alina's indentured servant.


Karlyle the Butcher

CR 2
XP 600
Human expert 4
LN Medium humanoid (male human)
Init -1; Senses Perception +1

DEFENSE
AC 9, touch 9, flat-footed 9
hp 22 (4d8+4)
Fort +1, Ref +0, Will +5


OFFENSE
Spd 30 ft.
Melee butcher's knife +0 (1d6+1)

STATISTICS
Str 12, Dex 8, Con 11, Int 11, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 13
Feats Skill Focus (Bluff), Skill Focus (Profession [Butcher]), Toughness
Skills Bluff +12, Diplomacy +9, Knowledge (local) +7, Linguistics +7, Profession (Butcher) +12, Profession (Tanner) +9, Sense Motive +8
Languages Common, Dwarven, Varisian
Gear fine clothes and jewelry worth 2,000 gp


Klarkosh (Gold-clad male human evoker 7)
CR 7
XP 3,200
NE Medium humanoid (human)
Init +3; Senses Perception +6

DEFENSE
AC 16, touch 9, flat-footed 16 (+4 armor, –1 Dex, +3 natural) 
hp 60 (7d6+33)Fort +5, Ref +2, Will +7
Defensive Abilities fortification (25%); DR 10/adamantine(70 points); Resist fire 10
Weaknesses vulnerable to electricity

OFFENSE
Speed 20 ft.
Melee masterwork dagger +5 (1d4+1/19–20) or slam +4 (1d6+1)
Special Attacks intense spells (+3 damage)
Arcane School Spell-Like Abilities (CL 7th; concentration +12)
8/day—force missile (1d4+3)
Evoker Spells Prepared (CL 7th; concentration +12)
4th—fear (DC 19), ice storm, stoneskin
3rd—dispel magic, fireball (DC 18), lightning bolt (DC 18), stinking cloud (DC 18)
2nd—blindness/deafness (DC 17), false life, invisibility, scorching ray, web (DC 17)
1st—burning hands (DC 16), mage armor, obscuring mist, magic missile, protection from good, shocking grasp (2)
0 (at will)—detect magic, light, message, ray of frost
Opposition Schools enchantment, transmutation

STATISTICS
Str 12, Dex 8, Con 15, Int 20, Wis 8, Cha 14
Base Atk +3; CMB +4; CMD 13
Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Iron Will, Scribe Scroll
Skills Acrobatics –5, Appraise +15, Climb –3, Craft (armor) +15, Escape Artist –5, Intimidate +12, Knowledge (arcana, engineering, planes) +15, Perception +6, Sleight of Hand –5, Spellcraft +15, Stealth –5, Swim –3
Languages Common, Elven, Giant, Goblin, Ignan, Undercommon
SQ arcane bond (ring)
Combat Gear potion of cure moderate wounds, wand of magic missile (CL 3rd, 25 charges);
Other Gear masterwork dagger, belt of mighty constitution +2, cloak of resistance +1, Spire transport token, journal, 273 gp


High Mother Sarise Dremagne, head of the Temple of the Golden Key. In a conversation with Darelle, she acknowledges that she can resurrect a dead person, for a substantial donation to the temple.

Ivan Browndog is a mercenary from the Salamander Company and provides muscle for Thorne's many operations.




Dr. Mordel is Fort Inevitable’s physician. When people who cannot afford healing at the temple or do not go there for philosophical reasons are sick or have injuries, they go to Dr. Mordel. He has not left his residence in the 35 years he has lived in the town. When asked about it, he remains evasive.




Mother Holworth (N female venerable human commoner 2) is Aline Merlon's neighbor. A stern, sharp-tongued woman in her mid 70s, she has outlived two husbands and now lives with her children, grandchildren, and even a few very young great-grandchildren. She runs the best dairy farm in the region, and Holworth cheeses are renowned far and wide.
CR 0.5
XP 200
Human commoner 2
N Medium humanoid (female human)
Init +1; Senses Perception +4

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (2d6)
Fort +0, Ref +1, Will -1

OFFENSE
Spd 30 ft.
Melee frying pan +1 (1d6 plus 1 fire [if hot])
Ranged bottle of wine +2 (1d4 plus dazzled 1 round [drink in eyes])


STATISTICS
Str 10, Dex 12, Con 11, Int 10, Wis 9, Cha 13
Base Atk +1; CMB +1; CMD 12
Feats CatchOff-Guard, Throw Anything
Skills Perception +4, Perform (dance) +3, Profession (barmaid) +4, Profession (cook) +3, Sleight of Hand +2
Languages Common




Léonche de Moustiers (human expert 5) is the Hellknights' Chamberlain and lives in the Citadel.
CR 3
XP 800
Male human expert 5
CN Medium humanoid
Init -1; Senses Perception +0

DEFENSE
AC 9, touch 9, flat-footed 9
hp 22 (5d8)
Fort +1, Ref +0, Will +6

OFFENSE
Spd 30 ft.
Melee walking cane +3 (1d6-1)

STATISTICS
Str 9, Dex 8, Con 10, Int 12, Wis 11, Cha 16
Base Atk +3; CMB +2; CMD 11
Feats Improved Iron Will, Iron Will, Persuasive, Skill Focus (Apraise)
Skills Appraise +14, Bluff +11, Diplomacy +13, Disguise +11, Intimidate +13, Knowledge (local) +9, Linguistics +9, Profession (Chamberlain) +8, Sense Motive +8
Languages Common, Halfling, Infernal, Osiriani, Tien, Varisian
Gear darkwood walking cane (masterwork club), fine silk clothing worth 600 gp, gold and pearl ring worth 1,000 gp, 50 pp


Nethan Scarletlance is a mercenary from the Salamander Company and provides muscle for Thorne's many operations.

Nolan Crueleye is a mercenary from the Salamander Company and provides muscle for Thorne's many operations.


Peter Ardra (N male human aristocrat 4) is the son of Adrian Ardra, one of the civic leaders of Fort Inevitable. Adrian was executed following the assassination of the Lord Commander Varden in 4706. Peter has been drumming up support and financing for the eventual overthrow of the Hellknights.
CR 2
XP 600
Human aristocrat 4
N Medium humanoid
Init +1; Senses Perception +3

DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 20 (4d8+2)
Fort +1, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee mwk longsword +5 (1d8+1/19–20) or mwk lance +5 (1d8+1/×3) or dagger +4 (1d4+1/19–20)
Ranged shortbow +4 (1d6/×3) or dagger +4 (1d4+1/19–20)

STATISTICS
Str 12, Dex 12, Con 11, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 14
Skills Bluff +5, Diplomacy +8, Intimidate +8, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +5, Linguistics +5, Perception +3, Perform (dance) +5, Ride +6, Sense Motive +3
Languages Common
Combat Gear potion of invisibility; Other Gear masterwork chain shirt, masterwork heavy steel shield, masterwork lance, masterwork longsword, dagger, shortbow with 20 arrows, noble outfit, light horse (combat trained) with military saddle and studded leather barding, 32 gp
Boon A noble scion might pass on an especially juicy bit of palace gossip, granting a +5 bonus on a Knowledge (nobility) check or Diplomacy check to gather information, or could arrange a face-to-face meeting with a noble, prince, or princess.



Roger Silverfish, employee of Drurn's Tannery, who helped Thorne hoard and move food during the famine.


Shim Longbranch, a hafling from Dimsdale.





Tarrin Dars, leader of the Splinters, a gang of brigands living in the 3rd level of the Emerald Spire. 


Thedan Nammas, sage who leaves near the city of Jol. An eccentric old man, he specializes in historical and giant knowledge, though he does love to read just about anything. Considered by many in his city to be crazy, Thedan himself maintains this pretense. He is in regular correspondence with Abernard Royst in Fort Inevitable.


Tiawask, a wizard of the Goldenfire Order of Thornkeep who is currently missing, lost somewhere in the Emerald Spire. 



Tom Braddon, owner of Braddon's General Store (N male human rogue 5). An affable merchant, Tom always has what you need.


Tourbillion (kraken druid 7)
Master of the deep, Tourbillion dwells in the depths of Conqueror's Bay off the coast of Korvosa. A kraken in its original form, Tourbillion's desire to maintain and protect his underwater realm and the sea creatures who live there led it to become a druid. Using his wildshape to transform into a vaguely aquatic humanoid, Tourbillion does not take kindly to explorers and invaders, and does not hesitate to sink ships and slay beasts who cross the borders of its realm.

XP 153,600
CR 25
NE Gargantuan magical beast (aquatic)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +28

DEFENSE
AC 32, touch 6, flat-footed 32 (+26 natural, -4 size)
hp 424 (20d10+180) plus (8d8+72)
Fort +27, Ref +14, Will +17, +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Immune cold, mind-affecting effects, poison

OFFENSE
Speed (in kraken form) 10 ft., swim 40 ft., jet 280 ft; in wildshape form 30 ft., swim 20 ft.
Melee 2 arms +26 (2d6+10/19–20 plus grab), 8 tentacles +24 (1d8+5 plus grab), bite +26 (2d8+10)
Space 20 ft.; Reach 20 ft. (60 ft. with arm, 40 ft. with tentacle)
Special Attacks constrict (tentacles, 1d8+10), ink cloud, rend ship, wild shape 3/day
Spell-Like Abilities (CL 15th)
1/day— control weather, control winds, dominate monster (DC 24, animal only), resist energy
Domain Spell-Like Abilities (CL 8th; concentration +12) 
    8/day—lightning lord
    7/day—storm burst
Druid Spells Prepared (CL 8th; concentration +12)
    
4th—control water, flame strike (DC 18), freedom of movement, sleet stormD
    3rd—call lightningD (DC 17), greater magic fang, protection from energy, quench, wind wall    
    2nd—barkskin, bull's strength, fog cloudD, gust of wind (DC 16), warp wood    
    1st—cure light wounds (4), endure elements, obscuring mist    
    0 (at will)create water, detect magic, flare (DC 14), light
  D Domain spell; Domain Weather

STATISTICS
Str 30, Dex 10, Con 29, Int 21, Wis 20, Cha 21
Base Atk +26; CMB +40 (+44 grappling); CMD 44 (can’t be tripped)
Feats Bleeding Critical, Blind-Fight, Cleave, Combat Expertise, Critical Focus, Improved Critical (arm), Improved Initiative, Improved Trip, Multiattack, Natural Spell, Power Attack, Toughness, Weapon Finesse
Skills Intimidate +25, Knowledge (geography) +25, Knowledge (nature) +25, Perception +28, Stealth +11, Swim +41, Use Magic Device +25
Languages Aquan, Common, Druidic
SQ tenacious grapple

SPECIAL ABILITIES
Ink Cloud (Ex): A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. The save DC against the poison effect is Constitution-based.

Kraken Ink: Ink cloud—contact; save Fort DC 29; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves.

Jet (Ex): A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Rend Ship (Ex): As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can’t attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship’s hull.

Tenacious Grapple (Ex): A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.



Yargin Balko
Male human expert 2
LE Medium humanoid
Init +1; Senses Listen –1, Spot –1 DEFENSE
AC 13, touch 11, flat-footed 12
(+2 armor, +1 Dexterity) hp 9 (2d6+2)
Fort +1, Ref +1, Will +2 OFFENSE
Spd 30 .
Melee dagger +1 (1d4/19–20)
Ranged acid splash +2 touch (1d3 acid) or
alchemical item +2 touch (varies)
TACTICS
During Combat Yargin prefers to use his wand of
acid splash in combat, but since he needs to roll a 13 to activate it with a Use Magic Device check, it’s prone to failing him—each time it does, he erupts into a loud burst of profanity, shaking the wand in frustration. Once he fails the third time to use the wand, he gives up and switches
to thrown vials of acid and tanglefoot
bags. He’s deathly afraid of melee
combat, and fights with his dagger
only if cornered.


Zeshan Wayfinder (Aristocrat 5) is the wife of Dhukhean's clan chief.
CR 2
XP 600
Lawful Good Medium humanoid (dwarf)
Init 0; Senses Darkvision 60; Perception +3
DEFENSE
AC 17, Touch 10, flat footed 17 ( Scale mail, Shield, heavy wooden) (+5 armor, +2 shield)
hp 27 (0d8+5d6+5+5);
Fort +2, Ref +1, Will +4
Resistance to poison +2, Resistance to spells +2

OFFENSE
Speed 20
Melee waraxe, dwarven +6 (1d10+2 X3)
Space 5ft.; Reach 5Special Attacks hatred +1 attack orcs, goblinoids,

STATISTICS
Str 14, Dex 10, Con 12, Int 14, Wis 11, Cha 15
Base Attack +3 CMB 5 ; CMD 15
Feats Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weapon Proficiency, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus
Skills Appraise 7, Bluff 2, Diplomacy 10, Disguise 2, Handle Animal 6, Intimidate 10, Knowledge Geography 2, Knowledge Nobility 10, Linguistics 2, Perception 3, Perform Oratory 2, Ride 8, Sense Motive 4, Survival 0, Swim -4
Languages Common, Dwarven
SQ Defensive Training +4 Dodge AC against Giant type, Greed +2 Appraise related to stone or metal work, Slow and Steady Base speed of 20 ft, speed is never modified by armor or encumbrance, Stability +4 bonus on being bullrushed or tripped, Stonecunning +2 bonus on Perception for unusual stonework

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