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A Fantasy Town Setting

Copyright © 2001 by Bob Hall.

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Selected Residents

The population of Adelfarn has a steady ingress of new refugees, and turnover from those who eventually leave for safer locales. However, a stable population of dedicated citizenry thrive under these adverse conditions, and have continued to maintain and solidify this thriving community over the centuries. Several of the more interesting residents are listed below.

Information in shaded boxes are game stats.

  1. Aerduin
  2. This elf is most unusual in that he appears to show signs of aging. This unfortunate condition was brought on by an encounter with a most powerful foe during his youth. Only the timely aid of Talos saved his life. As a result of his condition, he has spent almost his entire life in this town and has little interest in adventures beyond the Adelfarn walls.

    Aerduin is the founder of the town guild of scribes and the self-appointed official record keeper of the Adelfarn trade tongue. He is one of the oldest residents of the town and has memories stretching back almost to the days when it was a mere village. Aerduin has a slightly stooped posture and is very near sighted. He normally speaks with a low, rasping voice and an unidentified accent, but is capable of being quite eloquent in the trade tongue. When he is not busy at the guild, he is often found in the public places quietly listening to the stories and conversations of the town folk.

    Male Elf Expert7: CR 4; Medium-Size Humanoid (5' 0" tall); HD 7d6-14; hp 31; Init +0; Spd 20 ft.; AC 10; Atk +5; AL LN; SV Fort +2, Ref +2, Will +7; Str 7, Dex 11, Con 7, Int 17, Wis 14, Cha 11.
    Skills: Appraise 6, Concentration 10(8), Craft (Bookbinding) 9, Decipher Script 9, Diplomacy 9, Gather Information 12(10), Knowledge (History) 7, Listen 9, Perform (Storytelling) 5, Profession (Scribe) 10, Speak Language (Elven). Feats: Alertness, Skill Focus (Concentration), Skill Focus (Gather Information).

  3. Ajex, Bar
  4. A stalwart warrior and a boon companion, Bar has served as Gunder's shield man throughout his stay in the town. As a youth, Bar was framed for assassination, and spent several traumatic years in a gaol suffering from severe and repeated abuse. As a result, Bar is unwilling to stand and watch anybody being beaten, and will lay sword to anybody abusing another, be it human or beast. To serve and protect his master, Bar has become highly skilled in the use of the spear and related weapons. He is always seen carrying a large heater shield on his broad back.

    Male Human Fighter5: CR 5; Medium-Size Humanoid (5 ft. 11" tall); HD 5d10+5; hp 47; Init +2 (Dex); Spd 30 ft.; AC 15 (+3 armor, +2 shield); Atk +6 (1d8/crit x3, shortspear); AL LG; SV Fort +5, Ref +3, Will +3; Str 16, Dex 14, Con 13, Int 9, Wis 10, Cha 12.
    Skills: Heal +2, Hide +1, Intimidate +3, Ride +4, Sense Motive +2, Spot +2. Feats: Combat Reflexes, Expertise, Iron Will, Leadership, Weapon Focus (Spear), Weapon Specialization (Spear).
    Gear: Studded leather armor, heater shield, shortspear, short sword.

  5. Baelkar, Trevin
  6. Trevin has lived in the town of Adelfarn as far back as anybody can remember, yet he shows absolutely no signs of aging. He is a sun elf by heritage, and has the characteristic bronze skin of his race. His naturally curly hair is a dark coppery hue and his eyes are brilliant green. Trevin favors colorful garb that hilights his distinctive features, but prefers practical clothing rather than expensively-tailored garb. Unlike many of his kin, Trevin is not especially haughty by nature and can be quite personable with anybody he finds engaging. He is a somewhat reticent individual with strangers, however, and is reluctant to discuss anything not directly related to literature or the arts. His most distinctive feature is an old burn mark on one side of his forehead that resembles a jagged star. He makes no effort to hide this scar, and has elected never to have it removed. Indeed whenever he is asked about the mark he will merely smile and say only that it is a souvenir from an old friend.

    Male Elf Wizard(Transmuter)5: CR 5, Medium-Size Humanoid (5 ft. by 5 ft./5 ft.); HD 5d4+16; hp 29; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 melee (1d6+1, ornate staff) or +3 ranged; SQ elven traits, summon familiar (tabby cat); AL NG; SV Fort +1, Ref +2, Will +5; Str 12, Dex 13, Con 10, Int 16, Wis 13, Cha 16.
    Skills: Alchemy +9, Appraise +4, Craft (bookbinding) +10, Knowledge (arcana) +7, Knowledge (literature) +11, Listen +3*, Move Silently +13*, Perform (lute, poetry) +5, Search +3*, Sense Motive +2, Spellcraft +8, Spot +3*. Feats: Craft wonderous item, extend spell, mind over body, run, scribe scroll.
    Spells: 5/5/4/3, excludes evocation
    Known Spells: 0-arcane mark, detect magic, light, mage hand, mending, open/close, prestigitation, read magic, silent portal; 1st-alarm, animate rope, comprehend languages, erase, identify, mage armor, nystul's magic aura, shield, unseen servant; 2nd-arcane lock, invisibility, knock, leomund's trap, levitate, locate object, magic mouth, misdirection, rope trick; 3rd-amanuensis, chronal exclusion, dispel magic, gaseous form, illusory script, secret page, tongues.
    Gear: Attire, ornate staff, boots of elvenkind, goggles of minute seeing, ivory pendant, money pouch.

  7. Benford, Troy
  8. In most towns of this size the local Lord would preside over judicial procedings and his word would be law. However, due to his many obligations Talos does not have the time to practice justice within Adelfarn, so he leaves it to his deputy representative, Troy Benford. Troy judges almost all civil and criminal cases within the town, and is unrestricted in the sentencing he can assign. He is not obligated to perform trial by jury, and indeed such a process is as of yet unheard of within Adelfarn.

    His position as judge over most trials within the town makes Troy the third most powerful man in this settlement. He is well paid for his work and dwells comfortably within the Sunjarth Manor, where he is tended by a half dozen servants. He has a wife and three children, and breeds hunting dogs for a hobby.

    Troy is a hard man but reasonably fair, and he has little sympathy for those who live by preying on the livelihood of others. Over the years he has become more tolerant of those with diverse ideas and customs, and has become more lenient toward political crimes. Neverthless he will still have a man beheaded for betraying the town to its enemies. He will also no tolerate a disrespectful attitude, blasphemy, or inappropriate behavior.

    Male Human Expert6: CR 3; Medium-Size Humanoid (5' 6" tall); HD 6d4+12; hp 26; Init +0; Spd 30 ft.; AC 10; Atk +4 melee (1d4/crit 19-20, dagger); AL LG; SV Fort +2, Ref +2, Will +5; Str 11, Dex 10, Con 14, Int 14, Wis 15, Cha 13.
    Skills: Appraise +8, Diplomacy +6, Innuendo +9, Intimidate +5, Knowledge (arcana) +7, Knowledge (religion) +6, Knowledge (town history) +8, Knowledge (town law) +11, Profession (judge) +11, Ride +2, Sense Motive +13, Search +4, Spellcraft +4. Feats: Dodge, Iron Will, Leadership, Skill Focus (sense motive).
    Gear: judicial robes, dagger.

    [Thikur Bingwig]
  9. Bingwig, Thikur
  10. A solemn priest of Bharkhamel, the Blood God, Thikur heads the local Church of Eternal Victory. Thikur would not appear to be a warrior priest, and indeed he rarely dons armor or weapons except in time of war. He is, however, rather an arguementative figure and often spends his time attempting to cajole slackers into a voluntary term of service in the town militia. Thikur is especially well read on military history and it would be a mistake to challenge him on the details of a martial action. He has served the town defense woith distinction in the past and the town folk honor him wherever he goes. Even the officers of the guard will defer to him in most cases.

    Male Human Cleric: CR 6; Medium-Size Humanoid (5' 11" tall); HD 6d8; hp 34; Init +0; Spd 30 ft.; AC 10; Atk +5 melee (1d8, heavy mace); SQ turn extra undead; AL N; SV Fort +5, Ref +2, Will +7; Str 12, Dex 11, Con 11, Int 12, Wis 15, Cha 17.
    Spells: 5/5/4/3. Domains: Destruction, War.
    Skills: Concentration +6, Diplomacy +5, Heal +6, Knowledge (religion) +10, Ride +2, Scry +7, Spellcraft +6. Feats: Craft Magic Arms and Armor, Extra Turning, Leadership, Scribe Scroll.
    Gear: Heavy mace, religious garb.

  11. Coldark, Erin
  12. A short, attractive woman with curly brown hair and a freckled complexion, Erin serves as the town midwife. At one time she was the wife of a sailor, a man she had fallen in love with when she dwelled in a coastal city. Unfortunately, Andrew Coldark proved to be a dark individual with an unsavory past. When he brought his new bride back to his fishing village, she discovered to her horror that he was the most hated individual in the region. The man had a reputation as a bully and a cold-blooded killer, a trait she had difficulty recognizing in her loving spouse.

    The couple was scorned by the locals, and the villagers would take their wrath out on the innocent woman because they were fearful of Andrew. She learned to spend most of her time at home, and avoided the other villagers whenever possible. But only the threatening presence of her husband kept her from physical abuse.

    In time Erin became pregnant, but only discovered the fact while her husband was away on a voyage. Out of sheer spite the locals refused to aid her in her delivery. She miscarried the infant and almost died from blood loss. This misfortune left her angry and depressed, especially at the callous treatment by the villagers. In her wrath she swore vengeance upon the locals, and said as much to whomever she saw. By this time many of the villagers had grown guilty over her mistreatment and the loss of her child, but she would have none of their sympathy.

    Two months later a couple of the village children came home and were horribly sick. They died a short time later from toxins, and suspicion immediately fell upon Erin. As her husband was still away on his long voyage he was unable to protect her. Thus she was taken by an angry mob of superstitious villagers to be tormented and burned as a witch.

    Fortunately, with some aid from a sympathetic traveler, she escaped the mob before suffering irreparable harm. She desperately sought to return to her home town, but as luck would have it wandered into Adelfarn. Here she found sympathetic ears and people who would help her in her plight. She remained in this town, too terrified to ever return to her village to find her husband.

    In time, her mental scars began to heal and she found new friends in Adelfarn. She was no longer able to bear children, a stark fact that has left her profoundly saddened. However she has come to see her misfortune as a clear sign from the gods and has come to devote the remainder her life to helping pregnant women and children. As a result she has mastered many skills in midwifery, healing, and the care and comfort of small children. Her services are in constant demand in this town, and she now has two trained assistants to help her with her duties.

  13. Corwin, Bassel
  14. More commonly known by his stage name of "Masque", Bassel is a bitter and depressed jester with a shadowy past. He works his trade through physical humor, and for this he has two trained partners whom he constantly abuses. Unknown to others is the fact that Bassel was once the court jester for a duke, but he was rendered a eunuch after being caught in bed with the duke's daughter. Bassel has a dark side that sometimes reveals itself in his murderous temper. He has left a string of unsolved murders wherever he has travelled, including his younger brother. He is also a dabler in the dark arts, and has learned some spells from the College of Demonology.

    Male Human Bard4: CR 4; Medium-Size Humanoid (5' 8" tall); HD 4d6; hp 17; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +0 melee or +3 ranged; SQ bardic music, bardic knowledge; AL NE; SV Fort +1, Ref +7, Will +5; Str 10, Dex 16, Con 10, Int 10, Wis 13, Cha 14.
    Spells: 3/3/1. Spells Known: 6/3/2.
    Skills: 32 Balance +4, Bluff +4, Knowledge (demonology) +3, Move Silently +6, Perform (comedy) +9, Profession (jester) +4, Sense Motive +4, Spellcraft +7, Tumble +6.
    Feats: Dodge, Mobility, Run.

  15. Crinth, Banic
  16. Banic is a Shadow Dancer, a member of the martial arm of a fanatical cult known as the Shining Order. His training in this order gave him special powers and fighting abilities that make him a formidable warrior. Somewhat past his prime, Banic sought a difficult assignment to eliminate Talos. In the course of doing so, however, he became stranded in the underwarrensbeneath the town when it teleported. Nevertheless he attempted to penetrate the Tower of Ghaelwyth through the catacombs and carry out his orders. But he barely managed to escape capture by Talos' guardians. Now he is biding his time within the town waiting for a good opportunity to strike.

    Male Human Monk6/Shadowdancer5: CR 11; Medium-Size Humanoid (5' 7" tall); HD 6d8+12/5d8+10; hp 71; Init +6 (Dex, improved init); Spd 30 ft., 50 ft. unarmed; AC 13 (+2 Dex, +1 bonus); Atk +11 melee (+4 dmg) or +9 ranged or +8/+5 unarmed (1d8); SQ stunning attack, evasion, still mind, slow fall (30 ft.), purity of body, hide in plain sight, darkvision, uncanny dodge (can't be flanked), shadow illusion, summon shadow, shadow jump, defensive roll; AL LE; SV Fort +8, Ref +11, Will +6; Str 18, Dex 14, Con 14, Int 10, Wis 11, Cha 10.
    Skills: Balance +6, Climb +13, Handle Animal +2, Hide +12, Jump +12, List en +3, Move Silently +15, Perform (dance) +6, Ride +3, Tumble +13. Feats: Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Improve Trip, Mobility.

  17. d'Harse, Targ
  18. Targ is the unfortunate offspring from the forced coupling of a Half-Elven female by a Beastman. Abandoned as an infant, Targ was raised by an aging, but resourceful crone living deep in the Mystal Forest. Spending much of his life in the wilderness has brought the sniffer to a high proficiency in hunting skills, and a respectable ability with the bow and staff. His skills have led Targ to life as a bounty hunter, a task he has been performing with success for two decades. Due to the fey blood in his veins, Targ can expect to life for well over a century.

    While outwardly human in appearance, Targ has a prominent nose that somewhat resembles a canine snout, and a light covering of dark brown fur over much of his body. To cover his abnormal features, he usually wears a wide-rimmed felt hat, leather gloves, and a dark brown cape. The sniffer is rarely comfortable with the company of others, and spends much of his time alone in the wilderness.

    Male Humanoid Ranger3: CR 3; Medium-Size Humanoid (5' 3" tall); HD 3d10; hp 17; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 armor); Atk +4 melee (1d6+1/1d6+1, quarterstaff) or +4 ranged (1d8/crit x3, longbow); SQ favored enemy (human), fight two-handed; AL NG; SV Fort +0, Ref +1, Will +0; Str 12, Dex 13, Con 10, Int 9, Wis 16, Com 7.
    Skills: 24 Climb +4, Hide +4, Ride +3, Listen +4, Move Silently +4, Profession (bounty hunter) +7, Search +2, Wilderness Lore +9. Feats: Point Blank Shot, Precise Shot, Track.
    Gear: Studded leather armor, longbow, 24 arrows, quarterstaff, cloak, dagger.

  19. Falyn
  20. Few suspect that the Dells are home to this secretive, half-elven woman, a devoted practitioner of nature worship. Unfortunately, Falyn suffers from a form of lycanthropy, and frequently transforms into a werebear against her will. She hides her shame by living alone in the woods, tending to the tormented trees. Her sole companion is a giant badger that lives in a burrow near Falyn's modest tree house.

    Female Half-Elf Druid5: CR 5; Medium-Size Humanoid (4' 9" tall); HD 5d8+10; hp 40; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +3 melee (1d6, club) or +4 ranged; SQ lycanthropy (werebear), nature sense, animal companion, woodland stride, trackless step, resist nature's lure, wild shape (1/day); AL N; SV Fort +2, Ref +1, Will +2; Str 10, Dex 12, Con 14, Int 11, Wis 14, Cha 18.
    Spells: 5/4/3/1.
    Skills: Animal Empathy +8, Handle Animal +6, Heal +4, Hide +3, Knowledge (nature) +4, Wilderness Lore +10. Feats: Alertness, Track.

  21. Farbough, Langrey
  22. A gruff and heavy-set man, Langrey is the keeper of the Wyrms' Cave Inn. His wife, Tris Farbough, has earned a wanton reputation in Adelfarn, and, as a result, Langrey is no longer a respected figure. This has displeased Langrey to no end, and he bears a personal grudge against any number of the town folk. He is now more likely to treat strangers kindly than he is to mix with the locals, and few members of the town now choose to visit his Inn. Nevertheless, he remains fiercely loyal to Talos and Myranna in particular.

    Male Human Commoner2: CR 1/2; Medium-Size Humanoid (5' 11" tall); HD 2d4+2; hp 5; Init -1 (Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +1 melee or -1 ranged; AL LG; SV Fort +1, Ref -1, Will +2; Str 12, Dex 8, Con 13, Int 10, Wis 15, Cha 14.
    Skills: Appraise +1, Gather Information +3, Profession (innkeeper) +7, Ride +0, Spot +4. Feats: Alertness, Great Fortitude.

  23. Farbough, Tris
  24. The wife of the Innkeep Langrey Farbough, Tris still possesses a trim figure, and a pleasant, if dour appearance. Her spendthrift ways and flirtatious behavior, however, have caused considerable acrimony with her husband. Yet they remain married after eight years, and have one son. Tris led a difficult and adventurous life prior to settling in Adelfarn. She will talk freely about her past, but is prone to making up tall tales and few believe her true story.

    Female Human Commoner1: CR 1/4; Medium-Size Humanoid (5' 6" tall); HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10; Atk +0; AL NE; SV Fort +0, Ref +2, Will +1; Str 7, Dex 11, Con 10, Int 10, Wis 12, Cha 12.
    Skills: Innuendo +4, Move Silently +1, Profession (alewife) +3, Sense Motive +2. Feats: Lightning Reflexes, Skill Focus (innuendo).

  25. Faust, Radiant "Ray"
  26. This remarkably fetching woman is the undisputed leader of the Ruby Talon Company, a band of enterprising adventurers based out of Adelfarn. Unfortunately for the envious young men of the town, her personal interests lie exclusively with women. She rides with her steady lover, the Conjuress Kirstyn Toll. (Ray's closely guarded secret is that she was born Raymond Faust, but suffered a gender-changing curse upon donning a girdle of femininity.) While not especially adept in any particular fighting style, Radiant is sly tactician and skilled adventurer.

    Female Human Fighter6: CR 6; Medium-Size Humanoid (5' 8" tall); HD 6d10+12; hp 50; Init +6 (Dex, improved init); Spd 30 ft.; AC 19 (+2 Max Dex, +5 armor, +2 ring); Atk +8/+3 melee (1d10/crit 19-20, bastard sword) or +9/+4 ranged (1d8/crit x3, longbow); AL LN; SV Fort +7, Ref +7, Will +3; Str 15, Dex 17, Con 15, Int 12, Wis 13, Cha 14.
    Skills: Climb +6, Handle Animal +7, Hide +4, Move Silently +5, Ride +9, Sense Motive +3, Swim +4, Tumble +5. Feats: Dodge, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Leadership, Lightning Reflexes.
    Gear: Chain mail, bastard sword, longbow, ring of protection +2.

    [Lionel Harbringer]
  27. Harbringer, Lionel
  28. A veteran trader who normally handles first contact duty for the town. He and his steadfast companion, Gwenyth Vriess, have had many adventures outside Adelfarn in the company of the Red Guard. His tales are often mentioned in the town pubs, and there is even a ballad in his name. Lionel is a short man, with russet hair and beard; muscular thighs; and a slight limp. He dwells in the Stred Family Mansion with his doughty wife of fifteen years, Briella.

    Male Human Rogue4: CR 4; Medium-Size Humanoid (5' 3" tall); HD 4d6+4; hp 20; Init +2 (Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 armor); Atk +4 melee (1d6+1/crit 19-20, short sword) or +5 ranged (1d6/crit x3, shortbow); SQ sneak attack +2d6, evasion, uncanny dodge; AL LG; SV Fort +2, Ref +6, Will +2. Str 13, Dex 14, Con 13, Int 14, Wis 12, Cha 17.
    Skills: Appraise +9, Bluff +10, Diplomacy +10, Disguise +8, Escape Artist +4, Hide +7, Innuendo +8, Intuit Direction +4, Move Silently +7, Read Lips +3, Search +4, Sense Motive +10, Spot +6, Swim +5, Use Magic Device +8. Feats: Alertness, Armor Proficiency (Medium), Skill Focus (sense motive).
    Gear: Scale mail, short sword, short bow, ring of tongues (Arvaral, cast tongues 2 times/day).

  29. Highstead, Gunder
  30. A disgraced former Knight, Gunder now serves as Talos' champion of justice, a task at which he excels. Gruff and quick to anger, he will rarely suffer a fool gladly. However, his military skills have often proven a boon to the town, and the folk speak of him with the greatest respect. He normally runs a tight unit of disciplined guards that serve as the permanent town watch, but often spends a part of each day training members of the militia in the martial arts.

    Male Human Fighter8: CR 8; Medium-size Humanoid (6' 2" tall); HD 8d10+8; hp 61; Init +7 (Dex); Spd 30 ft.; AC 19 (+2 Max Dex, +5 armor, +2 shield); Atk +4 +14/+9 melee (1d8+6/crit 19-20, longsword) or +11/+6 ranged; AL LG; SV Fort +7, Ref +5, Will +4; Str 18, Dex 16, Con 13, Int 11, Wis 14, Cha 17.
    Skills: Diplomacy +5, Handle Animal +5, Heal +3, Intimidate +5, Ride +9, Search +2, Knowledge (law) +2, Sense Motive +4, Wilderness Lore +4; Feats: Cleave, Combat Reflexes, Improved Initiative, Quick Draw, Track, Weapon Focus (longsword), Weapon Specialization (longsword).
    Gear: Chain mail, large steel shield, +2 justice longsword of wounding (cure light wounds, once/day).

  31. Honecutt, Beorin
  32. Beorin has a reputation as the finest backsmith in Adelfarn, and crafts much quality iron wares for trade with local villages. He was trained at the forges of the dwarven master smithies and has spent much of his life with a hammer in his hand. As a result he is well toned and powerful individual, although age is beginning to diminish his abilities. Recently he has taken Cordella under his wing and has been training her at the craft. Beorin will not speak of his time before entering Adelfarn, and takes askance at any discussion of his amputated legs. He will, however, act nervous and ashamed whenever another dwarf enters his presence.

    Male Dwarf Expert5: CR 2; Medium-size Humanoid (4' 0" tall); HD 5d6+10; hp 30; Init +2 (Dex); Spd 10 ft.; AC 14 (+2 Dex, +2 armor); Atk +6 melee (1d8+3/crit x3, warhammer) or +5 ranged; SQ darkvision, stonecunning, resist toxins, spell resistance, goblinoid bonus, dodge giants, appraise; AL NG; SV Fort +4, Ref +4, Will +8; Str 17, Dex 14, Con 14, Int 10, Will 10, Cha 11.
    Skills: Appraise +7, Bluff +3, Craft (armorsmith) +7, Craft (blacksmith) +9, Craft (weaponsmith) +13, Hide +7, Knowledge (dwarven history) +4, Search +2, Sense Motive +3, Speak Language (Dwarven), Spot +4. Feats: Martial Weapon Proficiency, Skill Focus (weaponsmith).
    Possessions: Warhammer, leather armor.

  33. Honecutt, Cordella
  34. Born to Stone Giant parents, Cordella was a true runt for her race, and was quickly abandoned to the wolves by ruthless parents. Fortunately, the infant was discovered by a kindly dwarf named Beorin Honecutt, who raised the girl as his own child. Naturally, Cordella was not accepted kindly in Dwarven society, and the pair were forced to seek a home elsewhere. Beorin brought the child to the town of Adelfarn, where his blacksmith skills could be put to good use. As she grew to maturity, Beorin followed in her adopted father's footsteps, and came to wield the smith's hammer with respectable ability and exceptional force. Together, the pair have built a solid reputation for quality work.

    Female Stone Giant: CR ?; Large Giant (5 ft. by 5ft./10 ft. reach); HD 13d8+56; hp 112; Init +2 (Dex); Spd 40 ft.; AC 25 (-1 size, +2 Dex, +11 natural, +3 hide); Atk +17/+12 melee or +12/+7 ranged; SA rock throwing; SQ rock catching; SV Fort +13, Ref +6, Will +4; Str 27, Dex 15, Con 19, Int 10, Wis 11, Cha 11.
    Skills: Appraise +3, Climb +10, Hide +0, Jump +10, Profession (blacksmith) +5, Spot +3. Feats: Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot.

  35. Hopnot, Lagwurn
  36. This particularly seedy looking Halfling is the town tinker, mending pots and pans for a barely adequate living. Lagwurn always appears as if he is up to something devious, and he is little liked by the other town folk. He is rather aggressive for his size, and will often get into arguments over any small matter. Lagwurn lives in a run-down shack at the end of town. He arrived in Adelfarn without a penny to his name, and talks little about his dark past.

    Male Halfling Thief2: CR 2; Small-size Humanoid (3' 1" tall); HD 2d6; hp 8; Init +2 (Dex); Spd 20 ft.; AC 13 (+2 Dex, +1 size); Atk -1 melee or +2 ranged; SQ sneak attack +1d6, evasion, racial skill, morale, throw; AL CE; SV Fort +1, Ref +5, Will +1; Str 8, Dex 15, Con 11, Int 12, Wis 11, Cha 7.
    Skills: Appraise +6, Climb +4, Disable Device +6, Hide +6, Jump +2, Listen +7, Move Silently +7, Open Lock +7, Profession (tinker) +4, Search +3, Sense Motive +3, Speak Language (Halfling). Feats: Alertness.

  37. Hornswill, Bruella
  38. Born a member of the Hangree Horseclan on the plains of Chanuk, Bruella began her warrior life as a Thaspian raider during the Sunatraz Crusades. Since that time of turmoil she has served as a merchant guard, grolt scalp hunter, criminal executioner, grave digger, and bouncer at an Adelfarn pub. Now she serves as a sword for hire, selling her combat skills to the highest bidder. While suffering no shortage of valor, Bruella selects her employers with care and wisely avoids combat when an alternative course of action is available. She spends much of her free time at the gambling tables.

    Female Human Barbarian4: CR 4; Medium-Size Humanoid (5' 4" tall); HD 4d12+8; hp 39; Init +0; Spd 40 ft.; AC 14 (+3 armor, +1 shield); Atk +7 melee (1d8+3/crit x3, longspear) or +4 ranged; SQ rage 2/day, fast move, uncanny dodge; AL CN; SV Fort +6, Ref +1, Will +1; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 11.
    Skills: Handle Animal +5, Heal +2, Intimidate +6, Jump +5, Listen +4, Riding +7, Wilderness Lore +4. Feats: Iron Will, Quick Draw.
    Gear: Hide armor, small steel shield, longspear, dagger.

  39. Hugrall
  40. The bastard offspring of an Orc father and Ogre mother, this ugly creature has spent his life as a confused social outcast, constantly seeking a home and people to call his own. During his youth, Hugrall foolishly tormented an old Hag, who cursed him into believing he is actually a human in the body of a beast. Hugrall has since tried valiantly to seek the company of human kind, but has constantly been rejected due to fear and hatred. Starving and crippled following an encounter with some human warriors, Hugrall was discovered by Jonas Bruelow, who befriended and adopted the beast. He now works for the old man at the town bakery, rarely leaving the building during the daylight hours for fear of rejection and further injury.

    Male Half-Ogre Warrior1: CR ?; Large-Size Humanoid (7' 2" tall); HD 1d8+2; hp 10; Init +1 (Dex); Spd 30 ft.; AC 14 (-1 size, +1 dex, +3 natural, +1 hide); Atk +5 melee (1d10, greatclub) or +1 ranged; AL CN; SV Fort +4, Ref +1, Will -1; Str 20, Dex 13, Con 14, Int 7, Wis 11, Cha 6.
    Skills: Climb +4, Hide +3, Listen +2, Profession (baker) +1, Spot +2. Feats: Weapon Focus (greatclub).

  41. Isyane, Eynsien
  42. The elven ancestors of Eynsien were taken captive by an army of evil beings, led by the demented Ice Wizard e'Barisov. e'Barisov believed that he could alter the blood of his captives so that they could survive on the harsh ice moon, and thus labor as his slaves to mine the precious minerals he believed caught within the ice flows. The progeny of two such experiments was Eynsien, an Ice Elf with pale blue flesh, long white hair, and sky-blue pupils. Eynsien's blood has been so altered that she must constantly dwell in freezing surroundings, and will suffer a heat stroke within a few hours upon entering a mildly warm area. Since her rescue from e'Barisov's clutches, Eynsien has been tending the Ice House, since she can easily withstand the rigors of the passage through the gate. She has been studying the rudiments of the Ice Magic college, and intents to learn sufficient magic so that she may safely return to her true home and rediscover her heritage.

    Female Ice Elf Sorceress2: CR 2; Medium-Size Humanoid (4' 11" tall); HD 2d4; hp 6; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d6/1d6, quarterstaff) or +0 ranged; SQ sleep immunity, enchantment resistance, low-light vision, skill bonuses, resist elements (cold); AL CG; SV Fort +0, Ref +0, Will +3; Str 12, Dex 10, Con 10, 15 Int, 11 Wis, 10 Cha.
    Spells: 6/4. Spells Known: 8/7.
    Skills: 20 Alchemy +4, Appraise +5, Knowledge (ice magic) +7, Profession (ice house) +3, Spellcraft +7. Feats: Lightning Reflexes.

  43. Kineath, Axle-Rod
  44. A two-headed dwarven engineer from the Double-Take clan, Axle is a master of mechanical devices, while Rod is an expert on architecture and stone masonry. Axle-Rod has won the respect of the local leaders with his refurbishment of the town's aging defenses, and has been given the funding to complete some new, ingenious enhancements.

    Male Two-Headed Dwarf Expert4: CR 2; Medium-Size Humanoid (5' 6" tall); HD 4d6+8; hp 32; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +4 melee or +5 ranged; SQ darkvision, stonecunning, resist toxins, spell resistance, goblinoid bonus, dodge giants, appraise; AL LN; SV Fort +3, Ref +2, Will +4; Str 12, Dex 13, Con 14, Int 16, Wis 11, Cha 11.
    Skills: Appraise +10, Concentration +7, Craft (siege) +10, Craft (masonry +8, Disable Device +9, Knowledge (engineering) +10, Knowledge (war) +9, Profession (miner) +6, Search +8, Speak Language (dwarven), Use Magic Device +2, Use Rope +6. Feats: Alertness, Skill Focus (engineering).

  45. Krythrenes
  46. Once a court wizard for a minor duke, Krythrenes briefly led a life as a travelling entertainer until settling in Adelfarn to ply his trade as an expert on the effects of magical charms and potions. (His primary source of income, however, is derived by producing heated bricks, using the Continual Heat spell invented by Talos.) Having recently suffered from the scurvy during an extensive sea voyage, Krythrenes appearance has shrunk, and his wizened face looks prematurely old. Conscious of his baldness, he usually wears the colorful headpiece that was fashionable in his homeland.

    Male Human Wizard6 (Illusionist): CR 6; Medium-Size Humanoid (5' 7" tall); HD 6d4-12; hp 7; Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d6-2, club) or +3 ranged; SQ summon familiar, exclude Evocation spells; AL LG; SV Fort +0, Ref +2, Will +5; Str 7, Dex 10, Con 6, Int 14, Wis 11, Cha 11.
    Spells: 5/5/5/3. Known Spells: 8/11/9.
    Skills: Alchemy +10, Appraise +4, Bluff +2, Concentration +4, Knowledge (arcana) +9, Perform (prestigitation) +3, Read Lips +4, Ride +1, Spellcraft +14. Feats: Brew Potion, Scribe Scroll, Silent Spell, Skill Focus (spellcraft), Spell Focus (Illusion), *Spell Mastery.
    Possessions: Club, ring of mind shielding, potion of invisibility, potion of extra-healing.

  47. Mooresbury, Parker
  48. During a particularly long visit by the town to the continent of Parmakia, the King of Dalekeeva dispatched a man to investigate the new town of Adelfarn. Unfortunately, the agent Parker became trapped in the town when it shifted location, and has since integrated himself into the community as the owner of a curio shop. When not running his business, Parker continues to monitor the activities of the community and its ruler. He frequents the local pubs, listening for news and waiting for contact from his king. Parker is a swarthy man with a short stature, long dark hair collected in a tail, and a somewhat unkempt appearance.

    Male Human Rogue3: CR 3; Medium-Size Humanoid (5' 8" tall); HD 3d6+24; hp 38; Init +4 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 melee (1d6/crit 19-20, short sword) or +4 ranged; SQ sneak attack +1d6, evasion, uncanny dodge; AL LN; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 18, Int 10, Wis 11, Cha 9.
    Skills: Bluff +2, Climb +3, Disable Device +4, Forgery +3, Heal +2, Hide +6, Listen +4, Move Silently +7, Open Lock +8, Profession (spy) +6, Read Lips +4, Ride +4, Search +5, Tumble +6. Feats: Combat Reflexes, Iron Will, Lightning Reflexes.
    Gear: Short sword, padded armor.

  49. Miquary, Lasha
  50. This woman is perhaps unique among the lands, for she is a deadly medusa who is permitted to reside in peace within a town. For this purpose she has been provided a silvery winged helm that has a unbroken polished face mask. This mask magically permits her to observe her surroundings without turning those who see her hideous countenance to stone. While Lasha, with the agreement of Talos and his sister, is permitted to wander the streets, she prefers the company of those who dwell beneath the town in the underwarrens. Indeed she serves as Gwyneth Xinzytl's first warden in the outer chambers of the main portal to her catacombs.

    Of her past she will not speak, although it is rumored that she was given sanctuary from her would-be slayers when she performed a tremendously valuable service to Talos in the past. She is intolerant by nature and will take offense at the smallest slight. The old timers of the town are familiar with her nature, however, and warn those who would trouble her away. Lasha is quite an accomplished swordswoman and can challenge the best warriors in the town. However her true gift is as an archer, and her accuracy with her unique crystal bow is all but unmatched. Indeed she has long since retired as the all time champion in the King of Adelsfarn contest, despite being hindered by her mask.

    Medusa: CR ?; Medium-Size Monstrous Humanoid (5' 6" tall); HD 6d8+6; hp 33; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +6/+1 melee (1d4/crit 19-20, dagger) and +3 melee (1d4 and poison, snakes) or +8/+3 ranged (1d6, shortbow); SA petrifying gaze, poison; AL NG; SV Fort +3, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15.
    Skills: Bluff +11, Disguise +11, Move Silently +9, Spot +10. Feats: Point Blank Shot, Precise Shot, Weapon Finesse (snakes).

  51. Mistleham, Sarena
  52. Her face horribly disfigured by burning oil and the kick of a horse, Sarena is shunned by most folk in the town as a horrible old hag. However, she is in possession of a magical Mask of Appearance, which bestows upon her a remarkable, but temporary beauty. Many young men have fallen under her spell when she wears this guise, but the mask will only function for three nights with the same person. As a result, Sarena lives a lonely life as a wandering seamstress, constantly searching for a kindly man who will see her true inner beauty.

    Female Human Commoner1: CR 1/4; Medium-Size Humanoid (5' 4" tall); HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10; Atk -1 melee; AL CG; SV Fort +0, Ref +0, Will +1; Str 8, Dex 10, Con 11, Int 10, Wis 13, Cha 10.
    Skills: Craft (seamstress) +4, Hide +2, Jump +1, Listen +3. Feats: Run, Skill Focus (craft).
    Gear: ring of temporary comeliness

  53. Oxatar, Silbert
  54. Silbert is a heavy, unkempt looking individual with greasy hair and a poorly kept beard. He wears rough clothing that is constantly smeared with grease. Silbert runs what is in effect a small but highly profitable smuggling operation, taking advantage of the town's often convenient location to ship contraband to the locals in the area. For this purpose he has purchased several storage rooms about the town where he keeps goods that are typically illegal or heavily taxed in many locations. These include various alcoholic beverages, certain mind-altering herbs, cursed magical items, bolts of fine silk, various gemstones, and of course a variety of used weapons and armor. He is aided by a group of three operatives who go out and contact the local organized thieves groups whenever the town sets up in a new location.

    When conditions are not favorable for his smuggling operation, Silbert operates a tattoo parlor with the assistance of his wife Trisha. This parlor, known as the "Ox Needle", is a seedy little store located near the Oak Gate. In many locations a tattoo is unheard of, and local thrill seekers come to his store in search of a novelty. Silbert is rather rough and hasty in his skill, however, so he allows his wife to perform the fine work for the better paying customers. Anybody who is foolish enough to get caught snooping around his smuggling operations receives a complimentary tattoo from Silbert, who enjoys giving a painful and lasting memory to his victims.

    Male Human Commoner2: CR 1/2; Medium-Size Humanoid (5' 10" tall); HD 2d6+10; hp 18; Init -1 (Dex); Spd 30 ft.; AC 9 (-1 Dex); Atk +3 melee or -1 ranged; AL LE; SV Fort +2, Ref -1, Will +1; Str 16, Dex 8, Con 15, Int 11, Wis 13, Cha 15.
    Skills: Appraise +2, Craft (tattoo) +3, Handle Animal +4, Hide +0, Intimidate +3, Move Silently +0. Feats: Cleave, Power Attack.

  55. Pencote, Welysha
  56. A tall, athletic woman with curly brunette hair and a pale complexion, Welysha is calmly contemplative and rarely given to emotional displays. Something about her looks decidely odd and disturbing however, and upon closer examination it is clear that one half of her face is much older than the other. There are no signs of ill health or injury that might have caused this condition, but the left side is that of a thirty year old woman in her prime while on the right her flesh is deeply wrinkled with age. This peculiar discrepancy appears on other parts of her body, with her right hand and both legs beneath the knee being withered with age.

    Welysha suffers from a condition she inflicted upon herself while still a practicing chronomancer. Many years ago she had attempted to reproduce an ancient and difficult ritual designed to greatly extend the life span. Instead the ritual was improperly performed, causing different portions of her body to age at different rates. Thus she now suffers from various age related malodies, but also retains most of her physical abilities and mental sharpness. Indeed the disproportionate aging has actually blessed her with wisdom beyond her age, and has improved her social skills.

    Unfortunately anything Welysha touches can be effected by her aging imbalance, and will suddenly age drastically within in a matter of minutes. As a result she can not have physical contact with anyone or anything that does not withstand the test of time. Instead she now wears magical garb that never ages, and her residence and most of her furnishings are made from brick, clay, stone, or magically time-resistant materials. She is also unable to practice her former magical skills as they seem to have a destabilizing effect on her body. Instead she has become a highly skilled weaver and tailor who has learned the secrets of manufacturing clothes that never age. She uses the proceeds from her unusual craft to pay for her research into a cure for her condition. Welysha hopes some day to fully restore her health and resume her old magical skills.

    Human Female Wiz9/Com6: CR 12; Medium-Size Humanoid (5 ft. by 5 ft./5 ft.); HD 9d4+9/6d4+6; hp 53; Init +3 (-1 Dex, +4 improved initiative); Spd 20 ft.; AC 12 (-1 Dex, +3 bracers); Atk +8/+3 melee or +6/+1 ranged; SQ aging imbalance, aging touch, summon familiar, scribe scroll; AL NG; SV Fort +6, Ref +4, Will +11; Str 12, Dex 8, Con 13, Int 17, Wis 16, Cha 15.
    Skills: Alchemy +15, Concentration +11, Craft (weaving) +18, Gather Information +4, Knowledge (arcana) +11, Knowledge (planes) +8, Listen +6, Profession (tailor) +12, Scry +8, Sense Motive +5, Spellcraft +15, Spot +8.
    Feats: Craft Wand, Craft Wonderous Item, Extend Spell, Improved Initiative, Persistent Spell, Quicken Spell, Spell Mastery (cat's grace, haste, slow)
    Spells: 4/4/4/3/2/1, Transmuter, no evocation spells
    Gear: walking cane, +3 moon bracers, boots of speed, ageless clothing
    Aging Imbalance (Su): Each time a spell is cast by Welysha, or whenever she is a ffected by a spell, she must make a Fortitude saving throw at DC 10 + spell level or suffer an aging imbalance effect. When this occurs roll a 1d6. On a 1-3, either the Str, Dex, or Con score will be permanently reduced by one. On a 4, either the Str, Dex, or Con score will be permanently reduced by 1d4+1. On a 5-6, a previously lost point of ability score is restored.
    Aging Touch (Su): Whenever Welysha touches a being, the target must make a Fortitude saving throw at DC 21 or age 1d4 years. Non-magical objects automatically age 1d4 years on contact. This curse has no effect on magical items.

    [Jon Pharsener]
  57. Pharsener, Jon
  58. While managing his portion of the town herd of sheep and goats, this half-elven Shepherd whiled away his time practicing with the sling. Over the decades, Jon has become an exceptional shot with this weapon, and he often puts it to good use to drive away the occasional fox or wolf. As a member of the militia, Jon has also had some training with staff weapons, particularly with his Shepherd's Crook, but still prefers his trusty sling in a battle. He is intimately familiar with the lands about the town, and has led two successful night raids against besieging forces.

    Male Human Warrior3: CR 2; Medium-Size Humanoid (5' 9" tall); HD 2d8; hp 12; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 melee or +3 ranged (1d4, sling); AL LG; SV Fort +3, Ref +2, Will +0; Str 12, Dex 15, Con 10, Int 10, Wis 11, Cha 10.
    Skills: Handle Animals +6, Move Silently +6, Profession (shepherd) +6. Feats: Point Blank Shot, Precise Shot, Far Shot.

  59. Piper, Joseph
  60. A regular at the main Portis Gate, this sergeant is a gruff old soldier who has seen much in his day. He is a stickler for detail and will remember a face seen fifteen years before. Joseph likes to make it difficult for potential troublemakers, and is not adverse to throwing somebody into the brig for the night just for refusing to pay an obscure tariff on some goods. He will not allow adventurers to openly carry weapons into town, and especially disapproves of wizards and their devious ways. The fact that he is having marital difficulties doesn't help his attitude any, and he always seems to be in an ugly mood when you enter town.

    Male Human Fighter4: CR 4; Medium-Size Humanoid (6' 0" tall); HD 4d10+4; hp 34; Init +0; Spd 30 ft.; AC 16 (+4 armor, +2 shield); Atk +2 melee or +0 ranged; AL LN; SV Fort +7, Ref +1, Will +3; Str 14, Dex 11, Con 13, Int 13, Wis 15, Cha 14.
    Skills: Handle Animal +4, Intimidate +4, Listen +3, Ride +4, Search +6, Spot +5. Feats: Alertness, Expertise, Great Fortitude, Improved Disarm, Toughness.

    [Ling Po]
  61. Po, Ling
  62. Ling has run a herb store within the town for longer than most of Adelsfarn's residents have been alive, and is acknowledged as a grand master of the art. Unfortunately, since the unexplained poisoning of several of Ling's steady customers, business has declined quite a bit the past few years. Although Ling was fully cleared of any crime by Talos himself, the town folk are a suspicious sort and trust has been difficult to restore. Indeed, Master Po has needed the assistance of several wealthy clients to keep the store running. Despite his advanced age, Ling is exceedingly healthy. He is short in stature, with pale yellow, long black hair, and a moustache.

    Male Human Expert8: CR 4; Medium-Size Humanoid (5' 2" tall); HD 8d6-8; hp 21; Init +5 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +6/+1 melee or +7/+2 ranged; AL CG; SV Fort +1, Ref +2, Will +6; Str 10, Dex 12, Con 9, Int 14, Wis 10, Cha 13.
    Skills: Alchemy +16, Appraise +11, Craft (glassblowing) +7, Decipher Script +12, Diplomacy +9, Heal +11, Knowledge (arcana) +12, Knowledge (nature) +11, Profession (apothecary) +11, Speak Language (homeland), Use Magic Device +6. Feats: Blind-Fight, Improved Initiative, Improved Unarmed Strike, Skill Focus (alchemy).

  63. Rattick, Downside
  64. An orphaned refugee from a civil war, Downside has gained a minor reputation as a prolific rat catcher, earning enough keep from the meager bounty to maintain his poor living standard. He wears a rat skin coat and hat to hide his human scent, and uses a spear, net, and snare traps to catch the large rodents within the extensive sewer system. Downside was highly traumatized by his experiences in the war, and will rarely talk to others, especially if they are warriors. If he feels threatened, Downside will normally flee beneath the streets.

    Male Human Ranger2: CR 2; Small-Size Humanoid (4' 9" tall); HD 2d10+4; hp 15; Init +4 (Dex); Spd 30 ft.; AC 17 (+4 Dex, +3 armor); Atk +1 melee (1d6-1/crit x3, halfspear) or +6/+1 ranged (1d6/crit x3, halfspear); SQ favored enemies - giant rats; AL CN; SV Fort +5, Ref +6, Will +1; Str 8, Dex 18, Con 15, Int 10, Wis 12, Cha 7.
    Skills: Animal Empathy +1, Climb +1, Hide +5, Intuit Direction +3, Jump +1, Move Silently +7, Profession (rat catcher) +5, Spot +5, Wilderness Lore +4. Feats: Improved Initiative, Lightning Reflexes, Track.
    Possessions: Hide armor, Halfspear.

  65. Redleaf, Ormit
  66. Because of a narrow and particularly harrowing escape from a Treant during his youth, this Grey Elf has developed an acute case of Arborphobia - an irrational fear of trees and woodlands. As a result, Ormit has led a lonely life in the towns and open lands, far away from his native forests. Fortunately, he chanced upon Adelfarn during his second century, and settled down to become the local story teller. Ormit works a variety of jobs in town, from bard to scribe, but he especially enjoys whiling away the day in the market square telling stories to the children. He will occasionally travel with one of the merchants as a guard, when there is an opportunity to visit an interesting city or meet a fellow Bard.

    Male Gray Elf Bard3: CR 3; Medium-Size Humanoid (5' 1" tall); HD 2d6+2; hp 14; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 or +3 melee (1d6+1/crit 18-20, rapier) or +3 ranged; SQ bardic music, bardic knowledge, sleep immunity, enchantment resistance, low-light vision, skill bonuses; AL CG; SV Fort +2, Ref +5, Will +3; Str 12, Dex 14, Con 12, Int 13, Wis 10, Cha 13.
    Spells: 3/2. Spells Known: 0th - Dancing Lights, Detect Magic, Ghost Sound, Prestigitation, Read Magic; 1st - Charm Person, Sleep, Ventriloquism.
    Skills: Diplomacy +3, Gather Information +7, Hide +3, Listen +3, Perform (lute) +7, Perform (storytelling) +7, Ride +4, Search +4, Speak Language (elven), Spellcraft +4, Spot +3. Feats: Weapon Finesse.
    Gear: Rapier.

    [Teguin Salizar]
  67. Salizar, Teguin
  68. This aging Magi, rescued from a long and difficult life as a outcast wizard, now heads the Gadrwyn Waeth. For reasons of his own, he is also heavily engaged in alchemical research in the guild laboratory. Due to the heavy demands of this dual service, Teguin has had no time to take an apprentice, instead relying heavily on his hired servant Pincott. He is a stooped figure with a lengthy white beard, balding scalp, and walks with aid of an unusual ivory cane. Teguin is constantly accompanied by his familiar Dungold, a large amphibian creature resembling a giant spotted newt.

    Male Human Wizard8 (Conjurer): CR 8; Medium-Size Humanoid (5' 11" tall); HD 8d4; hp 24; Init -1 (Dex); Spd 20 ft.; AC 8 (-2 Dex); Atk +2 melee (1d6-2, club) or +3 ranged; SQ summon familiar, exclude enchantment and illusion spells; AL LG; SV Fort +2, Ref +0, Will +8; Str 6, Dex 8, Con 10, Int 16, Wis 14, Cha 14.
    Spells: 5/6/5/5/3. Spells Known: 11/18/15/12/6.
    Skills: Alchemy +11, Appraise +4, Concentration +4, Diplomacy +4, Heal +3, Knowledge (arcana) +12, Knowledge (elemental planes) +13, Knowledge (ancient history) +9, Scry +6, Spellcraft +14. Feats: Brew Potion, Craft Wand, Craft Wonderous Item, Scribe Scroll, Spell Penetration, Weapon Focus (ray).
    Gear: ring of major elemental resistance, wand of levitation.

  69. Sidney "Old Bones" Sawyer
  70. In a town of unusual characters, Old Bones is perhaps the oddest of them all. It seems that for some inexplicable reason Sidney is completely and utterly immune to all forms of magic, whether beneficial or harmful. When his peculiar affliction was first discovered it was cause for some alarm among the magic practitioners in the town, including Talos. However Sidney has come to earn their trust and now he actually has a beneficial role in the magical practice as a handler of cursed objects. Bones works in a small shop where he cuts hair, shaves faces, and performing minor chiurgy such as dentistry and quick amputations for a modest fee. His implement of choice is a particularly sharp cursed blade which never looses its edge.

    Sidney is also a top-notch story teller, and can tell you the dark tale of each minor cursed object that is stored for display in his place of business. (All carefully placed behind magically warded glass-steel display cases.) Woe be it to the foolish thief who breaks into Sidney's barber shop and steals one of these ominous works of magic, for he is in for a nasty surprise. To ward away such burglers, Sidney's place bears the sign of a skull on crossed knife and saw blade over the front door. The place is called the "Cursed Barber" for more than one good reason.

    Sidney has been quietly biding his time in Addelfarn for many years, waiting to return to his homeland. The Gate of Returning, of course, fails to function in his case. However, each time the town has been positioned near his home something always seems to prevent him from leaving, whether it be a siege or bandits or a desperate need for his unique services. Many times he feels he has been cursed by the gods to this life.

    He has a wife and three children that he accidently left behind when he lingered too long in Adelfarn, and now is is getting quite old. Curative magic holds no benefit for him, and he is suffering from a variety of persistent age-related ailments which he attempts to alleviate with folk redemies. Yet he enjoys his life as a barber and story-teller in this colorful town, and would even bring his family here to live if he could ever reach them.

    Male Human Expert2: CR 1; Medium-Size Humanoid (5' 9" tall); HD 2d6; hp 7; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +1 melee or +2 ranged; SQ magic resistance 30; AL LG; SV Fort +0, Ref +1, Will +4; Str 10, Dex 12, Con 11, Int 13, Wis 12, Cha 14.
    Skills: Appraise +6, Bluff +6, Concentration +5, Gather Information +7, Heal +6, Knowledge (magical curses)+5, Perform (storytelling) +6, Profession (chiurgy) +8, Sense Motive +4. Feats: Alertness, Skill Focus (chiurgy).

  71. Simeon, Rupert
  72. A tall, lanky man with a pock-marked face and dark, steady eyes, Rupert spent much of his earlier life as an appraiser, con-artist, and forger. During a peasant revolt against a tyrannical king, however, Rupert came to see the light and distinguished himself in the cause of freedom. When the rebellion was finally crushed, he became a marked man and lived as an outlaw until he sought refuge in Adelfarn. Since that time, he has worked steadily in the Trader Hall, finally being appointed head negotiator by the local business leaders only a year ago. He still employs his old skills, but this time in the dedicated service to his new office.

    Male Human Thief5: CR 5; Medium-Size Humanoid (6' 1" tall); HD 5d6+5; hp 19; Init +0; Spd 30 ft.; AC 10; Atk +0 melee or +0 ranged; SQ sneak attack +3d6, evasion, uncanny dodge; AL LN; SV Fort +2, Ref +4, Will +0; Str 10, Dex 11, Con 12, Int 11, Wis 8, Cha 17.
    Skills: Appraise +7, Bluff +13, Diplomacy +13, Disguise +8, Forgery +7, Gather Information +11, Innuendo +5, Listen +1, Search +4, Sense Motive +7, Spot +4. Feats: Alertness, Skill Focus (diplomacy), Skill Focus (bluff).

  73. Sineros, Angela
  74. The madame who runs the town's exclusive brothel is actually a changling who can assume the form of any humanoid, whether male or female. For clients with unusual tastes this ability can be very useful, and Angela is quite skilled at the arts of seduction. She is also a hard-headed business woman who runs a tight operation. Her years of work at the brothel have made her one of the wealthiest people in town.

    Female Changeling: CR ?; Medium-Size Shapechanger (4' 11" tall); HD 4d8+8; hp 18; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +0 melee or +2 ranged; SQ alter self, common venom immunity; AL CN; SV Fort +6, Ref +6, Will +6; Str 10, Dex 15, Con 14, Int 13, Wis 14, Cha 17.
    Skills: Appraise +3, Bluff +4, Diplomacy +7, Disguise +5, Hide +4, Innuendo +6, Knowledge (erotic arts) +8, Sense Motive +3. Feats: Ambidexterity, Dodge.
    Gear: Dagger, seductive garb.

  75. Stenway, Harpence
  76. Remarkably this master glassblower is almost completely blind, a fact that has not hindered his craft one iota. He has a unique talent for the creation of enchanted glass objects, each of which contains a magnificent illusion of a fantastical scene. Somehow he is able to directly and permanently translate the beautiful visions that appear in his mind into the body of the molten glass. His works vary from item to item, with visages ranging from the image of a galloping unicorn in a sylvan meadow to a flying castle surrounded by iridescent dragons. Several of his pieces even adorn the interior chambers of the tower of Ghaelwyth.

    Nobody understands how he is able to work his unusual magic, but it is undoubtedly connected to the extra-planar origins of his exotic mother. Demand for his work is quite high, and his creations quickly become one of the most sought after goods as soon as his place is discovered by newcomers. He is aided in his shop by three well-trained assistants, all of whom are highly skilled glassworkers in their own right. Harpence was born and raised in Adelfarn, and is now married with two vivacious daughters. His mother mysteriously vanished shortly after his birth, but his old, stooped father still dwells in his back of the shop.

  77. Stone, Jorrin
  78. This merciless individual maintains the role of a salt merchant, storing and selling small sacks of the valuable spice. Unbeknownst to the town folk, however, Jorrin is actually a dangerously psychotic individual. At one time, he satisfied his wicked cravings by plying a trade as a moderately successful assassin. Since discovering Adelfarn, however, Jorrin has been using the cover of a salt merchant to attack innocent victims in each new locale visited by the town. Because of the constantly changing location of Adelfarn, nobody thus far has been able to tie the crimes back to Jorrin.

    Male Human Commoner4/Assassin2: CR 4; Medium-Size Humanoid (5' 9" tall); HD 4d4/2d6; hp 21; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +4 melee (1d4/crit 19-20, dagger) or +5 ranged; SQ sneak attack +1d6, death attack, poison use, +1 poison save, uncanny dodge; AL CE; SV Fort +1, Ref +8, Will +2; Str 13, Dex 14, Con 11, Int 14, Wis 13, Cha 9.
    Spells: 1. Spells Known: 2.
    Skills: Appraise 2, Bluff 2, Climb 4, Disguise (8), Hide (16), Jump 3, Listen 5, Move Silently (16), Open Lock 2, Profession (merchant) 3, Ride 2, Spot 4. Feats: Power Attack, Cleave, Lightning Reflexes, Sunder.
    Gear: Dagger, bottle of toxin, lock picks.

  79. Stymes, Garrett
  80. Head of the second largest trading family in Adelfarn, Garrett has long been a proponent of using the town's teleportation capabilities primarily for trade, rather than entering the hair-brained and dangerous situations into which Talos places the town. He has been cautiously but steadily maneuvering behind the scenes to force this transition, so far without success. Garrett is a agreeable, gregarious individual, with a sharp wit and gift for politics. He has a taste for the finer things in life, which shows in his expensive attire and hefty girth.

    Male Human Aristocrat3: CR 2; Medium-Size Humanoid (6' 0" tall); HD 3d8-3; hp 13; Init -2 (Dex); Spd 30 ft.; AC 8 (-2 Dex); Atk +2 melee (short sword) or +0 ranged; AL LN; SV Fort -1, Ref -2, Will +0; Str 11, Dex 6, Con 8, Int 13, Wis 11, Cha 15.
    Skills: Appraise +6, Bluff +5, Diplomacy +8, Gather Information +7, Innuendo +4, Intimidate +4, Perform (acting) +6, Ride -1, Sense Motive +8. Feats: Alertness, Leadership, Skill Focus (sense motive).
    Possesions: Short sword, fine attire.

  81. Thashkent, Terro
  82. Although he likes to keep a low profile, Terro is widely acknowledged as the finest chef in all of Adelfarn. His dishes have graced the tables of the most prominent residents of this town, and he has often cooked an elegant meal for Talos. However Terro owns no restaurant in the town, prefering to cater meals for groups and then retire to his small residence in a well-hidden part of town. Terro is a master of the rare arcane art of cooking magic, a skill that allows a chef to place a magical effect into a serving of food. This ability is performed in a manner somewhat as a wizard prepares a potion or an alchemist concocts substances, requiring extensive preparation of the dish as well as a deep knowledge of the magic cooking lore.

    At one time Terro was the head chef for an important noble, although the halfling refuses to name this personage for fear of retribution against him or his family. One unfortunate evening the noble fell mortally sick from a poison added to his dinner, a remarkable accomplishment given that Terro's dishes were created to be magically immune to toxins. The Halfling suspects that the poison was placed there by his ambitious young apprentice. However he was unable to clear his name because he forced to flee for his life in the face of an angry mob. Since then he found refuge within the safety of this traveling town, although he still lives in fear due to the impossibly large price on his head. Two assassins have actually managed to track down the Halfling in Adelfarn, and he only narrowly escaped death thanks to the help of his many friends in town.

  83. Theusus, Myranna
  84. The head priestess of the Sanctum of Eilorria, Myranna is a leading figure in the town politics, and shares the close confidence of its leader, Talos. A slender figure in her mid-fifties, Myranna is a striking individual who instantly captures the attention of any chamber into which she enters. She is a much beloved figure in the town, both due to her unshakeable faith and her tireless service to the land and people of Adelfarn.

    Female Human Cleric7: CR 7; Medium-Size Humanoid (5' 3" tall); HD 7d8+21; hp 60; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +5 melee or +7 ranged; SQ turn undead, +1 healing, protective ward; AL LG; SV Fort +8, Ref +3, Will +10; Str 11, Dex 14, 17 Con, 14 Int, 19 Wis, Cha 18.
    Spells: 6/6/5/4/3. Domains: Healing, Protection.
    Skills: Concentration +8, Diplomacy +13, Heal +10, Knowledge (arcana) +6, Knowledge (religion) +10, Ride +6, Spellcraft +10. Feats: Iron Will, Leadership, Scribe Scroll, Spell Penetration.

  85. Thistleford, Mirabella
  86. Once a high-spirited adventuress, Mirabella was skilled and lucky enough to acquire a fortune in treasure, then live long enough to enjoy it. Independently wealthy, she is spending her declining years helping the unfortunate individuals who often find their way into this wandering town. Mirabella lives in a manor home near the west end of town, along with four servants and a collection of unusually large house cats. Her fighting skills have dulled considerably since her youth, although she can still wield a wicked cane.

    Female Human Fighter4: CR 4; Medium-Size Humanoid (5' 4" tall); HD 4d10-12; hp 13; Init -1 (Dex); Spd 20 ft.; AC 9 (-1 Dex); Atk -3 melee or -1 ranged; AL NG; SV Fort +2, Ref +0, Will +5; Str 5, Dex 8, Con 7, Int 11, Wis 14, Cha 15.
    Skills: Climb +0, Handle Animal +4, Heal +5, Jump -1, Move Silently +1, Ride +3. Feats: Iron Will.
    Gear: Fine garb, walking cane.

  87. Valderson, Tol
  88. A prominent member of the community, Tol ran a steady business for many years as a wagon outfitter. He now resides as mayor of Adelfarn, a position he has held for the past eleven years. Tol is a sociable and pragmatic leader who doesn't care to rock the boat. Nevertheless, he is a steady presence in a crisis, and has the full confidence of the guard and most of the merchants. He is currently married to his second wife Minda, after his first wife was slain during an Orcish incursion. Tol has a son Yrik who now runs the outfitter business, and two daughters that have long since left to marry outside the town.

    Male Human Expert3: CR 1; Medium-Size Humanoid (5' 10" tall); HD 3d6+6; hp 25; Init +0; Spd 30 ft.; Ac 10; Atk +1 melee or +0 ranged; AL LN; SV Fort +2, Ref +0, Will +0; Str 12, Dex 10, Con 15, Int 14, Wis 10, Cha 12.
    Skills: Appraise +6, Bluff +6, Diplomacy +9, Gather Information +5, Handle Animal +7, Hide +5, Listen +5, Move Silently +5, Profession (outfitter) +8, Ride 6. Feats: Leadership, Skill Focus (diplomacy), Skill Focus (outfitter).
    Gear: Short sword, fine garb.

  89. Watchman
  90. A mysterious figure, rarely seen and never heard, the Watchman serves as Talos' personal agent on the streets of Adelfarn and elsewhere. He is spoken of in almost mythical terms in the town pubs, and tales of his deeds and prowess have grown with each retelling. Nevertheless, the Watchman does appear to possess some remarkable powers of concealment, undoubtedly aided in some manner by magic.

    Female Half-Elf Rogue6/Sorcerer3: CR 9; Medium-Size Humanoid (5' 3" tall); HD 6d6+12/3d4+6; hp 35; Init +3 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 armor); Atk +7/+2 melee or +10/+5 ranged; SQ summon familiar (bat), immune to sleep spells, +2 versus enchantment, low-light vision, sneak attack +4d6, evasion, uncanny dodge; AL LG; SV Fort +5, Ref +10, Will +3; Str 11, Dex 17, Con 14, Int 11, Wis 10, Cha 14.
    Spells: 6/6. Spells Known: 5/3.
    Skills: Climb +4, Concentration +6, Disable Device +6, Disguise +6, Hide +9, Jump +4, Knowledge (arcana) +6, Listen +8, Move Silently +12, Open Locks +8, Profession (spy) +12, Reap Lips +5, Scry +1, Search +6, Speak Language (Elven), Spellcraft +6, Spot +9, Use Rope +5. Feats: Alertness, Ambidexterity, Dodge, Mobility.
    Gear: Leather armor, +2 dark rapier (darkness once/day), ring of chameleon power, amulet of proof against detection and location, lock picks.

  91. Xinzytl, Gwyneth
  92. The tall, half-mad sister of Talos, Gwyneth suffers from the mental condition of schizophrenia, resulting in her paranoid, anti-social personality. Gwyneth prefers to dwell in the mostly silent company of the unusual beasts that live beneath the earth, and she collects such creatures that wander into the caverns beneath the town. Labor from such underground dwellers has allowed Gwyneth to build the immense complex beneath the Tower of Ghaelwyth. Gwyneth is not quite as accomplished a wizard as her brother, but she is powerful enough to have little fear of surface dwellers. Since she dwells in the catacombs and has little commerce with the town folk, few even know of her existance.

    Female Mystarian Sorcerer16: CR 18; Large-Size Humanoid (7' 4" tall); HD 16d4+32; hp 88; Init +3 (Dex); Spd 40 ft.; AC 16 (-1 size, +3 Dex, +2 armor, +2 natural); Atk +13/+8 melee or +11/+6 ranged; SQ summon familiar (cat), immune to aging, immune to normal disease, low-light vision, regeneration, use at will: daze, detect thoughts, mind blank; AL CN; SV Fort +7, Ref +10, Will +12; Str 20, Dex 17, Con 14, Int 18, Wis 14, Cha 19.
    Spells: 6/6/6/6/6/6/6/5/3. Spells Known: 9/5/5/4/4/4/3/2/1.
    Skills: Alchemy +16, Concentration +12, Craft (stonemasonry) +14, Hide +7, Knowledge (arcana) +20, Knowledge (history) +9, Knowledge (nature) +8, Scry +19, Spellcraft +23, Spot +5. Feats: Craft Wondrous Item, Lightning Reflexes, Martial Weapon Proficiency (short sword), Scribe Scroll, Silent Spell, Spell Penetration.
    Gear: Short sword, black leather armor, ring of clairvoyance.

  93. Xinzytl, Talos
  94. This benevolent, immortal being created the wandering land of Adelfarn, and has long encouraged the development of the town which bears the land's name. He resembles a very tall, pale grey, and somewhat slender human, with unusually long limbs and triangular facial features. Only the dense mane of spines that runs from the top of his head and down the back truly distinguishes Talos from a normal human. Talos is a highly accomplished wizard and a dedicated follower of Eilorria. He is a solitary figure who rarely mingles with the town folk, other than to conference on occasion with its leading figures.

    Male Mystarian Wizard19: CR 21; Large-Size Humanoid (7' 7" tall); HD 19d4+19; hp 91; Init +2 (Dex); Spd 40 ft.; AC 18 (-1 size, +2 Dex, +5 ring, +2 natural); Atk +15/+10 melee or +11/+6 ranged; SQ summon familiar (owl), immune to aging, immune to normal disease, low-light vision, regeneration, use at will: daze, detect thoughts, mind blank; AL LG; SV Fort +1, Ref +2, Will +1; Str 23, Dex 15, Con 13, Int 19, Wis 12, Cha 19.
    Spells: 4/5/5/5/5/5/4/4/3/3. Spells Known: 21/27/25/21/22/18/15/12/7/5.
    Skills: 138 Alchemy 14, Climb 5, Concentration 8, Diplomacy 8, Hide (8), Knowledge (arcana) 14, Knowledge (history) 4, Knowledge (religion) 5, Move Silently 4, Sense Motive 3, Spellcraft 22, Spot 3, Wilderness Lore 4. Feats: Craft Staff, Craft Wand, Craft Wonderous Item, Dodge, Empower Spell, Forge Ring, Lightning Reflexes, Scribe Scroll, Spell Mastery (4 spells), Spell Penetration, Track.
    Gear: +2 Dagger, +5 ring of protection, ring of teleport without error (2/day).