TEXT: paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136947
  213694
  496068
  496068
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
  111111111111000000000000111111111111            N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  N
  Nppppppppppppcccccccccccc            G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  G
  Grrrrrrrrrrrruuuuuuuuuuuuddddddddddddggggggggggggeeeeeeeeeeeessssssssssss            
   
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
  By 
  By 
  By 
  By Steven D. Russell
  Steven D. Russell
  Steven D. Russell
  Steven D. Russell    
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136947
  213694
  496068
  496068
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136948
  213694
  496069
  496069
   
  Rite Publishing Presents: 
  101 Npc Grudges  
   
  Lovable Rogue
  Lovable Rogue
  Lovable Rogue
  Lovable Rogue    (Design, Layout, Publisher):  
  Steven D. Russell 
  Threshold Guardian
  Threshold Guardian
  Threshold Guardian
  Threshold Guardianssss (Editors):  
  David Paul and Robert N. Emersons 
  Reluctant Monster
  Reluctant Monster
  Reluctant Monster
  Reluctant Monster    (Cover Artist): Kevin Davies 
  Obstructive Bureaucrats 
  Obstructive Bureaucrats 
  Obstructive Bureaucrats 
  Obstructive Bureaucrats (Interior Artwork): 
  Hugo Solis, Kevin Davies, Amanda Grow, 
  and Public Domain 
   
  Dedication: To Ben McFarland— 
  For his consummate design skill. 
   
  Special Thanks to the subscribers: Ben Asaro, Chris Mattson,  
  Craig Johnston, E. Daniel Esgate, Jani Vaara, Jonathan Cavender, Jeffery 
  Spencer, Mark Gedak, Michael Welham, Michael Jacobs, Oliver Spreckelsen,  
  and Paul Watson  
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. 
   
  101 Npc grudges © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Cover Art: Portions of 
  this image copyright © 2011 Kevin Davies. All rights reserved. Used with permission.” 
   
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136948
  213694
  496069
  496069
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136949
  213694
  496070
  496070
  1 
  Vengeance is always personal. 
  Vengeance is always personal. 
  Vengeance is always personal. 
  Vengeance is always personal.     
   
  Sometimes a situation arises when a group or 
  individual PCs wrongs an Npc for serious or imagined 
  misdeeds 
  and 
  finds 
  that 
  attacking 
  them 
  is 
  inappropriate to the situation. These are the times 
  when a grudge might be more fitting. 
   
  But what should you do to them? You probably 
  shouldn't just have them suffer the wrath of an on-
  the-fly monster or trap, so how about have them 
  suffer from an NPC's grudge? In order to make the 
  selection of such grudges easier, we present 101 
  Grudges! 
   
  Grudge Categories 
  We sorted grudges based on the environment of the 
  NPC holding them. First we separated them by Urban, 
  Rural, Frontier, Nautical, and Wilderness settings, 
  and then further detailed those classifications where it 
  was appropriate—considering the character's role, 
  position, and status within the community or 
  environment. You'll find a few of the characters given 
  statistics and sprinkled throughout the text, giving 
  you more than a name and a role, and better enabling 
  you to involve the character in your story. 
   
  We combined the entries into an overview of what the 
  character is capable of, and willing to do and inflict 
  upon PCs.  There are no hard and fast rules on 
  grudges—but the best guideline is to put yourself in 
  the Npc's place and consider what the party has done 
  to them or perceived they have done. What was 
  harmed? What was destroyed? What could have 
  happened? 
  What 
  event 
  was 
  prevented? 
  How 
  important was all of this to the Npc and how will it 
  impact the character’s daily life? With those questions 
  answered, you may find it very easy to select an 
  accurate level of revenge. 
   
  Urban 
  Grudges provided by Urban contacts often deal with 
  the costs of city living as well as a hinderance of social 
  contacts and scarcity of trade goods; certainly, a 
  grudge is an excellent way to introduce a potential 
  lesser villian or minion, and the initial relationship 
  provides the foundation for future development. Such 
  grudges also offer an ideal method of providing an 
  obstacle the PC must overcome to gain access to an 
  exclusive prestige class or rare feat. The cosmopolitan 
  environment brings the exotic and with grudges it 
  puts it  just out of reach. Penalties to skill checks 
  provided by such boons should scale to the 
  campaign's level—offering -2 at levels 1-4, -4 at levels 
  5-8, and -6 at levels 9-12. Beyond level 12, such 
  penalties 
  should 
  be 
  potentially 
  combined, 
  representing the willingness of people to band 
  together when hindering such infamous characters. 
   
   
  City
  City
  City
  City    Guards
  Guards
  Guards
  Guards    
   
  Beat Guard 
  Watchman Kendrick can see to it that taverns 
  overcharge the PCs, and that only the worst quality of 
  goods are sold to them. Characters suffer a penalty to 
  Diplomacy checks for negotiating prices and gathering 
  information because the watchman has made sure 
  everyone 
  knows 
  the 
  PCs 
  hold 
  his 
  personal 
  displeasure. 
   
  Watchman Kendrick passes on information to a 
  number of local thieves he has arrested before. He 
  tells them at which inn the PCs will be staying and he 
  will also guarantee that the local city watch will be 
  delayed in its response to any cry of alarm. If there is 
  an investigation into such a crime, he will see to it that 
  it goes in the wrong direction. He may even go so far 
  as to inform a known enemy of the PCs’ location. 
   
  Guard Officer 
  Sergeant Birne knows the local small-time fences and 
  informs them he will not recognize the property of the 
  PCs as stolen (this also includes objects they may be 
  looking for). He knows the fences will pass this along 
  to the thieves and pick-pockets of the community 
  making the PCs prime targets for theft. 
   
  Sergeant Birne and his patrol (see the Pathfinder 
  Roleplaying Game GameMastery Guide) accost the 
  PCs with a needless inspection, search, and seizure of 
  supposedly suspect items, with claims of investigating 
  a crime. The guards fight to enforce their right to this 
  search and seizure, but will not die for that right—
  fleeing if any of them suffers more than 50% of his hp 
  or if two members die outright. 
   
  Guard Captain 
  Captain Kivus informs the leaders of the local criminal 
  gangs that he will release all gang members currently 
  under arrest, provided all of the PCs are dead by a 
  specific date. 
   
  The captain issues arrest warrants and has a bounty 
  placed on the PCs’ heads for the most heinous 
  unsolved crime on his books. He arranges a host of 
  witnesses and falsifies physical evidence using a 
  family of doppelgangers he currently has incarcerated. 
   
  Captain 
  Captain 
  Captain 
  Captain Kivus the Stonewarden, Child 
  Kivus the Stonewarden, Child 
  Kivus the Stonewarden, Child 
  Kivus the Stonewarden, Child 
  of Atal of the line of Kavu
  of Atal of the line of Kavu
  of Atal of the line of Kavu
  of Atal of the line of Kavu        
  CR 6
  CR 6
  CR 6
  CR 6    
  XP 2,400 
  Stonewarden Paragon Gargyole  7 
  LN Medium humanoid 
  Init +2; Senses darkvision 60ft., tremorsense 60ft.; 
  Perception +14 
   
  Defense 
  AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 
  natural armor) 
  hp 64 (7d10+66) 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136949
  213694
  496070
  496070
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136950
  213695
  496071
  496071
  2 
   
   
  Captain Kivus the Stonewarden,  
  Child of Atal of the line of Kavu 
   
  Fort +9, Ref +5, Will +5; 
  Defensive Abilities stonewarden stubbornness DR 
  5/magic,  Resist acid 11 
   
  Offense 
  Speed 30 ft. climb 30 ft. fly 40 ft. (average)  
  Melee 2 claws +12 (1d6+4) and bite +12 (1d4+4) 
  Special Attacks spew acid, frightful presence 
  - 
  Statistics 
  Str 18, Dex 14, Con 16, Int 13, Wis 8, Cha 12 
  Base Atk +7; CMB +12; CMD 24 
  Feats Ability Focus (spew acid), Flyby AttackB, Skill 
  Focus (Stealth) Throw AnythingB, Weapon Focus 
  (Claw), Weapon Focus (bite)  
  Skills  Fly +12, Intimidate +7, Knowledge (local) +8, 
  Perception +14, Stealth +19, Survival +12 
  Languages Common, Terran, Giant 
  SQ freeze, glide down, hunting ground, long sleep, 
  recognize gargoyle, stonetracker,  
  Combat Gear potions of cure moderate wounds (2), 
  tanglefoot bags (2); Other Gear +2 chain shirt , ring 
  of resistance +1, 35 gp 
   
  Freeze (Ex): Kivus can hold himself so still it 
  appears to be a statue. When Kivus uses freeze he can 
  take 20 on his Stealth check to hide in plain sight as a 
  stone statue. 
  Frightful Presence (Su): Kivus’s appearance 
  resonates deeply with most creatures. This ability 
  takes 
  effect 
  automatically 
  when 
  he 
  surprises 
  opponents. Opponents within 30 ft. who witness the 
  action are inflicted with the Shaken condition for 5d6 
  rounds. This ability affects only opponents with fewer 
  than 7 Hit Dice. An affected opponent can resist the 
  effects with a successful Will save (DC 14). An 
  opponent that succeeds on the saving throw is 
  immune to Kivus’s frightful presence for 24 hours. 
  This ability is a mind-affecting fear effect. The save 
  DC is Chrisma based.  
  Glide Down (Ex): Kivus takes damage when leaping 
  or falling as if the distance of the fall were 40 feet 
  shorter than it actually was. 
  Hunting Ground (Ex):  Kivus gains a +4 bonus on 
  Stealth, Perception, Knowledge (geography), and 
  Survival checks when in the city. This has been 
  included in the above statblock  
  Long Sleep (Su): Kivus does not age while sleeping. 
  He can sleep for long periods of time—months, years, 
  or even centuries. Kivus is able to determine the 
  conditions under which he wakes from this sleep, such 
  as being called by name or when threatened. During 
  this sleep, he appears to be a stone statue (see Freeze 
  above). 
  Kivus does not need to sleep regularly, but many 
  choose to do so to avoid aging more rapidly. Kivus is 
  not immune to sleep effects.  
  Recognize Gargoyle (Ex): Kivus gains a +4 on his 
  perception checks to detect a gargoyle using the freeze 
  ability to resemble a statue. 
  Spew Acid (Ex): Kivus can spew acid in a 80 ft. line 
  dealing 3d6 points of damage. This attack is a 
  standard action. Targets are allowed a Reflex save for 
  half damage (DC 18). Kivus can use this attack once 
  every 1d4 rounds 7 times per day.  The Save DC is 
  Constitution based 
  Stonesleep (Sp): Once per day, Kivus can cast a 
  statue spell on himself or another gargoyle, with a 
  duration of 8 hours. If the gargoyle remains in statue 
  form for a full 8 hours the gargoyle gains 
  the benefits of a cure light wounds spell (CL 7).  
  Stonetracker (Su): By touching a stony surface 
  such as a gravel covered city street or mountain path, 
  you can sense who has passed by. You gain a +4 bonus 
  to your Survival and Perception checks in any stony 
  territory when in contact with the ground. Your 
  survival checks ignore penalties due to hardness. This 
  bonus stacks with any bonuses for being in your 
  hunting ground. 
  Stonewarden Stubbornness (Ex): Kivus gains a 
  +2 racial bonus on 
  saving throws to resist 
  enchantment spells but, when affected, suffer the 
  effects of the enchantment for double the normal 
  duration. Kivus must roll a save to resist enchantment 
  spells that are harmless or beneficial such as heroism 
  and rage regardless of their intentions. 
   
   
   
   
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136950
  213695
  496071
  496071
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136951
  213695
  496072
  496072
  3 
  City
  City
  City
  City    Officials
  Officials
  Officials
  Officials    
   
  Bureaucrat 
  Nigat reports any attempt at bribes and denies all 
  attempts to get permits, maps, building plans, or a 
  license, even after ridiculous amounts of waiting time, 
  all the while charging an inflated filing fee. Even if 
  coerced into providing these, he always issues an 
  outdated or soon-to-expire permit or license, and the 
  maps and building plans are either inaccurate or out 
  of date. He might also make a hidden mistake so that 
  any other official will believe the item is a forgery. 
   
  Nigat will inform the PCs’ foes about all their 
  inquiries, and let the owners of buildings or those who 
  have legal rights to the locations the PCs wish to find 
  maps of, about potential trespassers. Finally, he will 
  seek out any and all regulations the PCs, their friends, 
  their families, their business associates, and even 
  people who owe them money are in violation of and 
  see to it that they are fined or jailed for these 
  violations via the proper channels. 
   
  Judge/Magistrate 
  Magistrate Urselak finds them guilty of any crime of 
  which the PCs are accused, and issues the maximum 
  penalty allowable by the law. By uses of his influence 
  on consul, he sees they are charged with serious 
  crimes and that they are prosecuted with great 
  vehemence and receive the worst representation in 
  their defense (or sometimes no defense). 
   
  The magistrate uses his knowledge about the bad 
  habits and dirty secrets kept by members of the upper 
  echelons of society after working many years 
  considering the cases brought before him by aggrieved 
  parties and diligent watchmen. His influence reaches 
  so far that they lose a great number of social contacts, 
  damaging their reputations and careers (suffering a 
  penalty to Diplomacy checks), being seen as having 
  degenerated into a lawless band of brigands and/or 
  pirates. He can also make sure that the PCs don’t have 
  a single ally within the city, as people fear him more 
  than they fear the PCs. They suffer a penalty to 
  Intimidate while within his jurisdiction. 
   
  Upper
  Upper
  Upper
  Upper    or
  or
  or
  or    Ruling
  Ruling
  Ruling
  Ruling    Class
  Class
  Class
  Class    
   
  Politicians or Consuls 
  A member of the leadership and ruling class, the 
  Patrician Allidarus offers to advocate on behalf of the 
  party in some matter, adding his substantial clout and 
  reputation. However, he sabotages them providing a 
  penalty to Diplomacy, Intimidate, or Knowledge 
  checks, possibly offering inaccurate advice and seeing 
  that some damning evidence is hidden from them, or 
  worse, manufactured against them through his 
  network of well-connected associates. He will also see 
  to it that the PCs are denied memberships or have 
  membership revoked in any elite social clubs, prestige 
  classes, or guilds. 
   
  Patrician Allidarus becomes the sponsoring patron of 
  a collection of the PCs’ foes providing them with 
  resources or items worth up to 2,500 gp—such as a 
  wand, a magic weapon, a minor miscellaneous 
  magical item, or even a champion, rare-breed horse 
  with gear and tack. He may actually be the person 
  responsible for gathering a motley crew of villains 
  who would not normally work together. 
   
  Priesthood 
  Father Demarri denies access to healing, dispelling 
  and restorative magic or offers them at outrageously 
  inflated prices. His fellow clerics and other divine 
  servants, such as paladins, also ostracize them and 
  may even attack the party for any potential violations 
  of their moral code. 
   
  PCs with less law-abiding tendencies or those in more 
  totalitarian regimes find the priest is willing to 
  provide hidden sanctuary and support, allowing them 
  to evade capture and recuperate after difficult or 
  failed encounters, but in truth he informs on them to 
  the authorities and makes sure the authorities can 
  apprehend them when they are drugged or asleep. 
   
  Military Leader 
  Knight-Captain Hronagar takes a group of volunteer 
  soldiers with him to harass and skirmish with the PCs 
  for up to three days using hit-and-run tactics. These 
  troops fight hard, but are not willing to die in combat 
  seeking only to hinder the PCs. 
   
  Where combat assaults are impractical, Hronagar 
  offers maps and scout reports to the PCs’ foes 
  granting a bonus to Stealth for these enemies when 
  they wish to set up ambushes. It also allows them to 
  reach areas ahead of the PCs due to the reduced travel 
  times. In areas with humanoid tribes or intelligent 
  monsters, he can hire them as mercenaries with 
  promises of military alliance, sending them to kill, 
  maim, or capture the PCs. 
   
  Upper
  Upper
  Upper
  Upper    and
  and
  and
  and    Merchant
  Merchant
  Merchant
  Merchant    Class
  Class
  Class
  Class    
   
  Adventurers 
   
  Rival adventurers are a strange lot, and their grudges 
  are equally eclectic. They can deny access to new 
  exotic spells they have discovered or entry into a 
  prestige class, they may even assault individual 
  members separated from their group. The worst case 
  is them arriving on the scene at full power after the 
  PCs are weakened by a desperate climactic battle, 
  come to take the spoils from the PCs. 
   
  Members of rival adventuring groups are always in 
  the market for magical items. And they may find it 
  easier to simply take what they want from PCs letting 
  them do the dangerous work of delving a dungeon. 
  Their diverse backgrounds and activities mean the 
  possibility of being assaulted by rare alchemical items 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136951
  213695
  496072
  496072
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136952
  213695
  496073
  496073
  4 
  or spells backed by empowering spell components, 
  unusual creatures serving as cohorts, and other 
  unique magic and/or strange devices. Even if the PCs 
  win out, other adventuring groups or dangerous 
  monsters may want what this rival group stole from 
  them. 
   
  Ancestral Power 
  Patriarch of the Deimos family, Invincible Fox makes 
  sure the adventurers are denied access to specific 
  trade goods and political contacts. Master craftsmen 
  say they are too busy and point them to scam artists, 
  esoteric sages fail to find the answers they seek or 
  provide the PCs with false answers, and political 
  contacts cut all ties with the PCs saying they cannot 
  afford to anger the patriarch, some may even betray 
  the PCs to seek his favor. Deimos Invicible Fox can 
  make sure there are always obstacles in the way of 
  negotiations or transactions, making sure the PCs are 
  denied or overcharged for mundane items and denied 
  access to magical items. And he always causes a 
  significant penalty to Diplomacy within his territorial 
  boundaries as everyone has heard him voice his 
  displeasure with the PCs. 
   
  The patriarch can gather a private group of loyal 
  family agents. There is a potent spellcasting cousin; 
  his niece is a seasoned warrior, his younger brother a 
  veteran tactician, and his daughter serves as a 
  professional spymaster in the local government. This 
  network of elites is united by the filial bonds of blood 
  and can be trusted to act as their patriarch directs, 
  potentially becoming the PCs’ rivals, enemies, or 
  perhaps their darker reflection. 
   
  Deimos Invincible Fox 
  Deimos Invincible Fox 
  Deimos Invincible Fox 
  Deimos Invincible Fox     CR 9
  CR 9
  CR 9
  CR 9    
  XP 6,400 
  wyrd sorcerer 3/paragon wyrd 7 
  LN Large humanoid 
  Init -2; Senses darkvision 60 ft. low-light vision; 
  Perception +1 
   
  Defense
  Defense
  Defense
  Defense    
  AC 8, touch 8, flat-footed 8 (-2 Dex, -1 Size) 
  hp 55 (6 HD; 3d6+7d6+20) 
  Fort +5, Ref +1, Will +9;  
  SR 25 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee dagger +6 (1d4+3/19–20) 
  Ranged dagger +1 (1d4+3/19–20) 
  Space 10 ft.; Reach 10 ft. 
  Spell-Like Abilities (CL 10th; concentration +12) 
  1/day—charm monster (DC 20) 
  8/day—laughing touch 
  Sorcerer Spells Known (CL 10th; concentration 
  +12) 
  5th (3/day)—dominate person (DC 25) 
  4th (6/day)—charm monster (DC 22), dimension 
  door, improved invisibility,  
   
   
  Deimos Invincible Fox 
   
  3rd (7/day)— tongues , seek thoughts*(DC 19), 
  suggestion (DC21) 
  2nd (7/day)—eagle's splendor, hideous laughter (DC 
  22), invisibility, utter failure** (DC 22) 
  1st (8/day)—charm person (DC 19), entangle (DC 17), 
  expeditious retreat, memory lapse*(DC 19), sleep (DC 
  19) 
  0 (at will)—detect magic, detect poison, flare (DC 16), 
  light, mage hand, mending, message, read magic, 
  resistance 
  Bloodline fey 
  *Advanced Player’s Guide 
  **See Below 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 17, Dex 6, Con 14, Int 16, Wis 12, Cha 23 
  Base Atk +4; CMB +8; CMD 16 
  Feats Greater Spell Focus (enchantment) Quicken 
  Spell, Silent Spell, Spell Focus (enchantment), Still 
  Spell  
  Skills Acrobatics +41, Bluff +19, Intimidate +19, Use 
  Magic Device +19 Racial +30 Acrobatics 
  Languages Common, 
  Draconic, 
  Giant, 
  Elven, 
  Gnome, Sylvan 
  SQ bloodline arcana, wyrd magic, woodland stride  
  Combat Gear smokesticks (2); thunderstones 
  (2); Other Gear: headband of alluring charisma 
  (+2) 
   
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136952
  213695
  496073
  496073
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136953
  213695
  496074
  496074
  5 
  Special Abilities 
  Special Abilities 
  Special Abilities 
  Special Abilities     
  Wyrd Magic: Wyrd receive a +2 racial bonus on 
  caster level checks made to overcome spell resistance 
  and on dispel checks. 
   
  Utter Failure
  Utter Failure
  Utter Failure
  Utter Failure    
  School: 
  Enchantment 
  (Compulsion) 
  [Mind-
  Affecting]; Level: Sor/Wiz 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Touch 
  Target: Living creature touched 
  Duration:10 min./level or until discharged 
  Saving Throw: Will negates; Spell Resistance: 
  Yes 
  Your touch fills a target creature with melancholy 
  feelings of inferiority, taking a –20 morale penalty on 
  its 
  next 
  attack 
  roll. 
  Additionally, 
  the 
  target 
  automatically misses if its next attack is against a 
  target with concealment or total concealment. The 
  spell discharges immediately after either effect. 
   
   
  Guild Leaders 
  A Guildmaster or Guild Mistress can see to it the PCs 
  are denied access, suffer from inflated prices or are 
  issued substandard work created by the guild's 
  members. Beyond this, the guild’s community can 
  provide services and benefits to the PCs’ rivals and 
  foes which vary in scope based on the sort of guild. 
  Barristers might refuse to provide legal defense for 
  characters and they might represent the foes in 
  criminal as well as civil matters such as suing the PCs 
  for damages and other grievances. Teamsters might 
  know of places to hide the PCs’ foes, like warehouses 
  or cellars owned by sympathetic members, or they 
  might offer to hide the PCs there and then betray 
  them. Smiths might refuse to trade for treasure 
  salvaged from monster hoards or inflate prices on 
  masterwork items, then pass on the information about 
  the treasure they have to the PCs’ enemies. 
   
  Guild Leaders, especially craftsmen and sages, can 
  start a campaign of disinformation and sabotage 
  against 
  the 
  PCs, 
  using 
  their 
  influence 
  and 
  relationships with other guilds. If there is a particular 
  item they want or piece of information they seek, their 
  disinformation campaign may lead them into a den of 
  great peril instead of meeting with an important 
  contact. They may be tired and injured, returning 
  from a foray into a local dungeon, when a part of a 
  newly constructed building collapses on them. 
  Moneylenders start calling in all the debts that the 
  PCs’, their friends, and their allies owe. Magical items 
  they have purchased are discovered to be cursed once 
  they are deep within a particular ruin or dungeon. 
  They actively assist the PCs’ enemies with inexpensive 
  labor. 
   
   
   
  Scion of Power 
  The third son of a standing consul, Markos has deep 
  pockets, a deep-seated pride and a petty nature that 
  easily leads him to seek vengeance on a group of 
  adventurers. Depending on the demeanor of the 
  young man, the party might find themselves removed 
  from the guest list at parties and high society 
  gatherings they have received invitations to; this 
  happens to friends and patrons as well, denying the 
  PCs access to the rich and powerful. 
   
  Markos' social circles are more akin to sharks orbiting 
  a sinking vessel, but they are still sharks he can 
  manipulate to do his bidding. Using his family name 
  and reputation, Markos can arrange for the PCs’ 
  enemies to be seen in the most positive public light, 
  especially through the large number of bards and 
  artists to whom he serves as a patron. The end result 
  of this is that the PCs are always cast as the villains in 
  the public eye. 
   
  Trade Faction 
  Ghimini Khephris offers the group a luxurious stay at 
  one of the faction's trade houses along the route, or 
  even free, fast transport as honored guests aboard his 
  swiftest boat, airship, or courier mounts. In reality, 
  these are all set ups to an ambush by brigands or 
  pirates that he usually pays to attack his rivals. The 
  brigands are told of the residents’ secret passage so 
  that even barricaded inside they will be taken 
  unaware, while the pirates can fly a flag of a sister 
  ship, and know the best place to lay in wait along the 
  ship’s route. 
   
  Master Khephris has relatively excessive monetary 
  resources and connections. His aides can provide 
  immediate access to mundane or magical items or 
  services for the PCs’ foes, including returning them 
  from the dead, or arranging for a prison break. This 
  leads Khephris to consider the PCs’ foes’ assets in his 
  vast web of influence. 
   
  Upper
  Upper
  Upper
  Upper    Class
  Class
  Class
  Class    and
  and
  and
  and    Merchants
  Merchants
  Merchants
  Merchants    
   
  Sage, Hedge Magician or Arcanist 
  As a learned scholar and (occasional?) practitioner of 
  arcane magic, Etienne provides disinformation on 
  topics the characters might not know, or not know 
  very well. He can blend these lies with the truth and 
  hopefully send them into great peril; he can claim 
  ignorance of the truth or provide false documents to 
  back up his claims, using his magic to make his lies 
  appear truthful. 
   
  Etienne can cast a beneficial spell or craft what 
  appears to be a beneficial spell but later, when a 
  preset condition is reached (as per magic mouth), this 
  beneficial spell or scroll transforms into a curse of the 
  same spell level. He is likely again to claim ignorance. 
  He can also provide beneficial spells to the PCs’ foes. 
   
   
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136953
  213695
  496074
  496074
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136954
  213695
  496075
  496075
  6 
  Middle
  Middle
  Middle
  Middle    or
  or
  or
  or    Craftsman
  Craftsman
  Craftsman
  Craftsman    Class
  Class
  Class
  Class    
   
  Caravan Leader 
  The leader of a train of craftsmen, or a collection of 
  farmer's carts, or a long line of reinforced wagons 
  bringing a trade faction's goods to the market, Bronn 
  offers the group the opportunity to travel and camp 
  with the caravan as guards. He assigns them the most 
  dangerous and uncomfortable shifts, and assigns 
  them with perilous scouting missions as trailblazers 
  for the caravan. 
   
  Having extensively traveled the region, Bronn knows 
  the majority of brigands and monsters along the 
  route. He will send them a message about where the 
  PCs are going to be on duty and when the PCs are at 
  their most vulnerable. He helps set up ambush points 
  and informs the brigand and monsters about the PCs’ 
  group composition and abilities. 
   
  Craftsman or Professional (Artisans) 
  Master Panwig was generous and grateful, but now, 
  feeling wronged, he raises all his prices when dealing 
  with the PCs, their families, their friends and even 
  their acquaintances. He offers masterwork items or 
  services for extended loan (or retainer) or reduced 
  sale to their rivals and enemies. He makes sure his 
  Guildmaster and wealthy clients shun the PCs by 
  disparaging the PCs’ reputations, should a larger guild 
  structure exist within the community. 
   
  Master Panwig’s hatred grows to such a level that he 
  mystically invests his work with his wrath (or perhaps 
  fey friendly to him, or unseelie fey drawn to such 
  malice, see to their enchantment). Statues become 
  golems, mundane objects animate, weapons and 
  armor become magical and sentient, all of them 
  seeking vengeance upon the PCs. 
   
  Guild member 
  Rolando uses his professional contacts and peer 
  network to make sure aristocrats or important civil or 
  religious bureaucrats shun and reject the PCs. The 
  lack of these contacts make infiltrating locations, 
  finding specific texts, gaining access to specific items, 
  or gaining guild allies extremely arduous. 
   
  A consummate businessman, Rolando makes sure the 
  PCs are overcharged or denied access to goods and 
  services, especially rare goods. If the PCs have any 
  long-term investments or property, he will succeed in 
  ruining them, even going so far as to lose money 
  himself to see that this happens. 
   
  Military Officer 
  Leftenant Magerus uses his connections within the 
  standing army to requisition (confiscate) the PCs’ 
  military-grade mounts, weapons, or equipment, 
  forcing the PCs to assault the army and ruin their 
  reputations. His also sees to it that the PCs’ foes and 
  rivals receive military training, giving them access to 
  exotic feats and rare languages, or teaching their foes 
  unusual spells at no-cost. 
   
  The leftenant frames them with a forged permit of 
  access to restricted areas, making sure enemy 
  personnel are aware of the PCs’ location and their 
  intended destination guaranteeing an ambush by 
  skirmishers. He also has his subordinates provide 
  disinformation to the PCs about enemy personnel and 
  hazards in the area. He also sets about conscripting 
  the PCs, their friends and their family members into 
  service, under his command if possible. 
   
  Lower Class
  Lower Class
  Lower Class
  Lower Class    
   
  Beggars 
  Nolan sometimes aids the local thieves’ crew, helping 
  them elude the law using the forgotten ways and 
  places. If angered he can easily make sure the thieves’ 
  guild always knows where the PCs are and will inform 
  on them to the law for every perceivably illicit act the 
  PCs perform. 
   
  Nolan can organize the beggars as an "invisible tribe" 
  of spies and assassins by painting the party as a threat 
  to the beggar’s guild as a whole. The beggars often 
  have little or nothing to live for and serve as extremely 
  zealous suicide troops. This becomes especially 
  dangerous if they offer their services to one of the PCs’ 
  rivals or foes. 
   
  Criminals 
  A good thief like Pfanganak, has a great deal of 
  influence within the overall network of thief crews and 
  guilds; PCs will be denied services or outrageously 
  overcharged 
  by 
  fences, 
  smugglers, 
  informants, 
  prisoners, low-class taverns, and other goods and 
  services associated with thief crews. 
   
  Pfanganak the cutpurse is somewhat reprehensible, 
  but he can actually manipulate those high above his 
  station by using the blackmail material he has 
  uncovered in his thefts. The PCs quickly find 
  themselves not just the target of thief crews but other 
  upper class individuals—such as an Ancestral Power, 
  Trade Faction, or Guild Leader. This blackmail 
  provides the penalties of that NPC’s grudge. 
   
  Laborer or Common Citizen 
  PCs take no notice of laborers and servants like 
  Saraht; they serve as excellent spies that can easily get 
  close to the PCs, monitor their activities and never 
  come under scrutiny. They can also sabotage 
  mundane equipment that PCs never pay attention to, 
  especially those related to mounts, such as saddles. 
  They could also plant some other upper class 
  character’s valuables in the characters’ equipment and 
  then inform on them to the local authorities. 
   
  As a commoner, Saraht helps make up the faceless 
  masses in streets and taverns, and the ubiquity 
  associated with such individuals has benefits, such as 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136954
  213695
  496075
  496075
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136955
  213695
  496076
  496076
  7 
  the ability to hide foes in plain sight—incorporating 
  them into work crews or labor pools, moving places 
  within a mob or crowd of celebrating people. This 
  might allow them to transport enemies across the city 
  unnoticed or infiltrate places as part of the expected 
  workforce. 
   
  Lower Class
  Lower Class
  Lower Class
  Lower Class    
   
  Madman 
  Neba is slightly deranged, claiming his love is a frog 
  washed down the storm drain by the PCs. He has rare 
  moments of lucidity where he might act upon this 
  insane rage. In those moments, he is clairvoyant, able 
  to do what appear to be harmless things like rolling a 
  copper coin across the street. These harmless acts 
  have Rube-Goldberg-like effects causing bizarre chain 
  reactions that cause apparent accidents to hinder, 
  harm, and possibly even kill the PCs. For example: a 
  horse steps on the rolled coin, which causes the horse 
  to slip, the wagon the horse is pulling drags him back 
  down the street slamming into a scaffold and 
  construction crew. This collapses into a brewery and 
  sends barrels of alcohol spilling into the PCs, and then 
  hits the hearth and catches on fire, setting the whole 
  of the lower floor ablaze. 
   
  Possibly once a bard, Neba is undoubtedly a trained 
  and capable performer. He has firsthand knowledge of 
  a forbidden play, which drives those who read or 
  watch the material insane. He begins putting on free 
  performances for the PCs, their friends, their families, 
  and other acquaintances. 
   
  Military member 
  A member of the local garrison, Corporal Oghan can 
  gather a few privates to harass, raid, or assault the 
  PCs during their short trips to the area.  
   
  Later, Oghan might make a good henchman or 
  follower for a villain with Leadership, adding a bit of 
  military discipline and standard military tactics to a 
  group of minions. He sets up well-coordinated 
  ambushes, defensive constructions combined with his 
  knowledge of the local geography. 
   
  Courtesan 
  Larisa can blackmail virtually any other NPC and 
  inflict the penalties of any other grudge—if PCs can 
  destroy this information or leverage, it establishes the 
  future relationship with the target of the information. 
   
  The very private nature of Larisa's business means she 
  can offer the PCs’ enemies a safe haven from casual 
  pursuit or create a very compromising distraction to 
  the PCs or set them up for a robbery or other type of 
  ambush. 
   
      
      
  Rural
  Rural
  Rural
  Rural    Officials
  Officials
  Officials
  Officials    
   
  Provincial Governor 
  His Excellency, Dobehk Stobensen, will seek to 
  confiscate dangerous items discovered by the PCs 
  found in or near the ruins within his province. He can 
  also contact intelligent monsters or brigands in his 
  region, making them aware of the PCs’ known location 
  and plans. 
   
  The Stobensen family has wide connections and deep 
  roots, and a report of malfeasance from Dobehk as the 
  Provincial 
  Governor 
  can 
  inflict 
  any 
  Urban, 
  Upper/Merchant Class, or Middle Class grudge in 
  another city or province. 
   
  Provincial Sheriff 
  A grizzled and taciturn man, Tergaram excels as the 
  sheriff and can conscript PCs as deputies as part of a 
  posse. He can also gather up a small group of local 
  retired adventurers to hunt down the PCs for any 
  misdeeds they perform in his territory, holding them 
  in vile conditions until a magistrate arrives. 
   
  With his broad experience in the area, Tergaram can 
  direct PCs toward local hazards, dangerous local 
  residents, known monster lairs, or hunting grounds, 
  all the while acting as if he is directing the PCs on a 
  safe route. 
   
  Temple Priest 
  As a small town cleric, Theodin can frighten the local 
  congregation into shunning the PCs, so that they 
  cannot buy goods, supplies, mounts, food, drink, or 
  even basic shelter. This also allows him to apply the 
  penalty of any lower class NPC grudge. 
   
  The spiritual leader can send a letter of malfeasance to 
  his superiors, who inflict any Urban, Upper/Merchant 
  Class, Middle Class, and Lower Class grudge in his 
  religion’s area of influence. 
   
  Toll Collectors 
  A self-important functionary, Johannes demands 
  identification papers and an exorbitant toll before he 
  will allow anyone to use a bridge, a tunnel, or city 
  gate. Nominally in charge of a small garrison, 
  Johannes can back up his demands with a bluff of 
  force, and the potential for the entire city to be 
  offended by forcing one’s way past him.  
   
  Johannes's position as an effective gatekeeper means 
  he knows a great deal about the traffic coming and 
  going through the area. He can provide the PCs’ foes 
  with information about their passing, if motivated to 
  do so. He might even pass details to the local 
  intelligent monsters, passing along information about 
  their equipment and composition of the group.  
   
   
   
   
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136955
  213695
  496076
  496076
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136956
  213695
  496077
  496077
  8 
  Locals
  Locals
  Locals
  Locals    
   
  Craftsmen 
  An independent local tradesman, or immigrant, 
  Julian offers the PCs masterwork items at reduced 
  costs, or temporary loan. These items, however, are 
  flawed by design and due to his consummate skill they 
  will only break under just the right amount of combat 
  stress, rather than during a training exercise. This is 
  done so as to make quick sales, or returning customer 
  of those who do not know that he has done such a 
  deed. 
    
  The heart of many neighborhood communities, small 
  craftsmen like Julian can arrange for the PCs to be 
  shunned or attacked by caravan leaders, guild 
  members, walking guards, priesthood members, or 
  possibly even criminals. This allows for one-time 
  access to the possible grudges of one NPC, or another, 
  and perhaps the opportunity to establish a more 
  lasting vendetta. 
   
  Elder or Leader 
  Revered by the community, and trusted for his 
  judgment, Nicola can rally a mob from the population 
  rather quickly for any task, such as subverting their 
  fortifications, burning down their residence or  
  business, desecrating a PCs shrine, or sabotaging one 
  of their constructions.  He can do this with great 
  subtly as he has the trust of ever member of the 
  community, who will provide the PCs with false leads 
  about what really happened, often blaming some 
  supernatural effect or wandering monster.  
   
  Nicola can use his position to arrange hideouts for the 
  PCs’ foes, as well as arrange for the PCs’ mounts to be 
  rendered lame, stolen, or slaughtered while left in the 
  care of the community.  His esteem can inflict a 
  penalty to a PC’s Leadership score, and his extensive 
  contacts means he inflicts a penalty to Diplomacy and 
  Intimidate checks made in the region. 
   
  Farmers 
  Like his father, and his father's father before him, 
  Eddren has farmed this area and tended to the land 
  since he was a boy. His knowledge of the region is 
  expansive, so that he can provide supplies that will 
  spoil within a few days, handle ferry mounts so that 
  they will pull up lame half way to a destination.  He 
  can also inform the PCs of potential safe havens that 
  are actually waypoints for rough sorts and potential 
  foes.  
   
  A farmer's business is farming, not cutting stone or 
  losing what livestock he has. Given these concerns, it's 
  not surprising that Eddren often misleads PCs away 
  from destinations that he uses. Such as local ruins, 
  which are a good source of dressed stone for walls and 
  buildings. Or the caves that are good to hide in or to 
  use for cold storage, and send them right into a local 
  monsters lair, as he knows to keeps his rare 
  commodity away from such a place. 
   
  Ranchers 
  A middle-class merchant, or relatively wealthy 
  landowner, Ramjesh has a small mercenary force that 
  usually protects his livestock and property, yet they 
  can easily be sent out to harass or hinder the PCs at 
  his leisure. With his financial means he can hire 
  professional bounty hunters or thief takers based on 
  real, or trumped up, accusations against the PCs. 
   
  By virtue of regular transhumance with his herds, 
  Ramjesh or his men know uncommon routes through 
  the area, allowing them to cut off or get ahead of the 
  PCs when they travel overland through the region. 
  They also know what monsters lair are in which 
  regions and can bribe them with livestock into 
  attacking the PCs. 
   
  Travelers
  Travelers
  Travelers
  Travelers    
   
  Government messenger 
  A sanctioned and qualified messenger for the local 
  authorities, Uriah can arrange, in a short period of 
  time, for disparaging reports about the PCs to be 
  dispatched ahead of them via horse relays. He can 
  conscript their personal mounts for government 
  service or make sure they are denied a place to stay, as 
  the rooms are reserved for couriers.  
   
  As a courier for the government, Uriah can make use 
  of  local lords, hazards or monsters, springs and 
  quality inns, even shortcuts or hiding places—All of 
  these resources he can provide to the PCs foes. He is 
  completely willing to deliver messages that would 
  harm the PCs, so long as the destination does not put 
  him in danger. 
   
  Military patrol 
  Part of the local garrison, Sergeant Dragomir can 
  mobilize his small group of friends, or his unit, to 
  harass, hinder, or even assault the PCs.  
   
  Dragomir can also provide disinformation to the PCs 
  about enemy camps on potential trips across occupied 
  territory, such as guard duty schedules and locations. 
  Based on his experiences with the PC, he might 
  provide 
  disparaging 
  reports 
  to 
  officers, 
  noncommissioned leaders, or even simple troops. If 
  they are not treated extremely well these men and 
  woman will begin to bear grudges against the PCs, as 
  well, because on the reports.  
   
  Pilgrim 
  Dhulsa leads a peaceful cult seeking to spread across 
  the land. She will seek to constantly disparage the 
  adventurers and paint them as nothing more than 
  pirates, raiders, and brigands. Often she will charge 
  PCs with desecrating the dead, stirring up the war-like 
  nature of other humanoid tribes, or leaving wounded 
  monsters to prowl about the lands. She can inflict the 
  PCs with any grudge from any other NPC, if they are 
  one of her follows. 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136956
  213695
  496077
  496077
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136957
  213695
  496078
  496078
  9 
   
   
  Sergeant Dragomir 
   
  A popular and respected member of the Temple 
  community, Dhulsa can arrange for the PCs to be 
  barred from entering any temple, seek to deny them 
  from receiving any temple services, and cause 
  questions to be raised against the PCs,  such as if they 
  should be excommunicated from their churches.  
   
  Residents 
  Simple travelers en route to a local fair, funeral, or 
  wedding, these common folk see to it the PCs are 
  barred from attending or partaking in meals or 
  activities. They also bar the way of other attendees 
  who are friendly with the PCS, expanding the 
  characters' infamous reputations with stories of 
  biased, and sometimes false, stories of their activities.  
   
  Often, isolated rural residents make sure you find 
  yourself unwelcome in every local tavern, inn and 
  temple or that, at least, you find the prices 
  outrageous.  
   
  Trade caravan 
  Master Demetri states that the thing the PCs are 
  looking for most is broken, yet he claims that he can 
  point them toward a tradesman who will have one on 
  hand and that it is of the highest quality.  
  Unfortunately for the PCs, during his time on the road 
  Demetri has learned that this man is a thief and a liar 
  who will seek to swindle the PCs, though his 
  tradecraft is beyond repute.  
   
  Over the course of his travels, Demetri is exposed to a 
  great deal of information. He knows exactly how to 
  provide the right amount truth, coupled with 
  disinformation, regarding places and people outside 
  the immediate area. This can lead to flawed 
  encounters regarding any ruins, monsters, or brigands 
  in the area, as one vital detail about their location, 
  abilities, or weakness is always wrong. 
  Frontier
  Frontier
  Frontier
  Frontier    
   
  Explorers 
  Rough and capable, Kincaid often heads into the 
  unknown with a motley group and returns to tell the 
  tale. He tries to provide the PCs with false directions 
  to a location and fails to mention natural or 
  supernatural threats and hazards, potential and 
  existing shelters, as well as any passes or shortcuts 
  and their current condition. Yet he will provide 
  correct information to the PCs foes.  
   
  Kincaid is capable of gathering a rival adventuring 
  company to undertake a single mission against the 
  PCs as gratitude by these rivals for some past work as 
  a guide. He may even have been an excellent mentor, 
  cohort or instructor to the PCs rivals. 
   
  Merchants 
  Often arriving with little more than a smile and a 
  heavily-laden, reinforced wagon, Radko can trade for 
  exotic goods, luxuries, and weapons long before they 
  might arrive in more cosmopolitan markets. His wide-
  ranging travels mean he can act as a resource for rare, 
  unusual languages and often gives a purchasing 
  discount to adventurers who buy from him on the 
  road—saving him the trip cross country. 
   
  With trade contacts in such distant, fringe locations, 
  Radko 
  can 
  deliver 
  messages 
  and 
  act 
  as 
  an 
  unassuming, trusted courier—one unlikely to be 
  harassed by local populations. He can also bring news 
  from those places, giving characters a chance to act on 
  information before the rest of the world becomes 
  aware of dangerous, diplomatically awkward or 
  lucrative situations. 
   
  Nomads 
  Often renowned for their hospitality, nomadic tribes 
  can provide directions or even guides to mystic sites, 
  rumored monster lairs, or ancient ruins more often 
  shunned by the common members of the group. They 
  may know stories associated with how the ruins came 
  to be, or why sacred sites are considered so—
  providing bonuses to Knowledge (arcana), (history), 
  or (religion) checks regarding their customs and 
  region. 
   
  Harsh 
  environments, 
  untamed 
  wilderness 
  and 
  unusual 
  customs—such 
  as 
  headhunting, 
  spirit-
  communing, or animal-based fighting styles make the 
  warrior elites of a nomadic tribe excellent escorts and 
  capable instructors, potentially teaching characters 
  survival techniques, specific tribal feats, or providing 
  access to incantations, exotic weapons, unique spells 
  and uncommon magical items. 
   
  Settlers 
  Homesteads and freeholds on the frontier are the 
  realm of brave and ingenious individuals looking to 
  forge a new life. Speaking for the rest of the 
  community, Lakshmi can offer the characters shelter 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136957
  213695
  496078
  496078
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136958
  213695
  496079
  496079
  10 
  from storms and extreme temperatures, or a safe 
  haven for mounts while exploring, perhaps even a 
  place to rest and recover between forays against 
  monsters or savage raiders. 
   
  Distant communities must be fairly self-reliant, often 
  composed of an eclectic mix of individuals, and this 
  can make them a repository of knowledge on a broad 
  base of useful topics. The community can provide a 
  bonus on any skill with half a day's notice. The people 
  here have limited supplies but often build or find what 
  they need. Craftsmen can provide all but the most 
  exotic items, but may need twice the usual time to 
  create them. 
   
  Nautical
  Nautical
  Nautical
  Nautical    
   
  Nautical 
  grudges 
  focus 
  on 
  piracy, 
  resources, 
  information, 
  and 
  transportation. 
  The 
  lack 
  of 
  specialists and materials found on the open seas is 
  certainly a consideration, but nautical grudges should 
  still have some focus on dangerous relationships. Out 
  on the waves, the reach of the law is often no farther 
  than one can swing a sword. It is close to being on 
  another world entirely, and so an act of vengeance is 
  sometimes beyond the pale of reason. Curses inflicted 
  by such grudges should scale to the campaign's level. 
  Beyond level 12, such penalties should be combined, 
  representing coalitions of crews, captains, and 
  officials joining together in unlikely rituals to see a 
  curse laid upon infamous PCs. 
   
  Crewmembers 
  Ordinarily a group of rough and salty men, these 
  sailors are willing to perform a number of unsavory 
  activities against the characters. They could shanghai 
  a PC, or see that their misplaced goods are sold on the 
  black markets, force the PCs into engaging in pit 
  fights, or arrange for them to be cheated at the local 
  gambling houses. 
   
  Experienced at estimating the value of an item, and 
  knowing the importance of such information a 
  crewmember might pass along such information to 
  pirates after he leaves a ship, along with the route the 
  ship the PCs are on is taking.  
   
  Harbor Master 
  Naechor is a devotee of greed and efficiency, and 
  works in a potentially rough docks district. Naechor 
  sets up surprise official inspections, frames the PCs as 
  smugglers, makes sure they are caught up in law 
  enforcement raids or pirate ambushes. He can do so 
  easily, since he operates in a position to observe the 
  coming and going of vessels in the harbor. 
   
  As harbormaster, Naechor can charge outrageous 
  docking fees, conceal information about who has 
  arrived and from where, as well as confiscate, 
  impound, or quarantine cargos entering city. He may 
  even claim the PCs themselves are diseased and 
  enforce quarantine upon the PCs. At an extreme he  
   
   
  may even make it possible for saboteurs to sink the 
  PCs boat if it is docked in his harbor.  
   
  Navigator 
  Torsten offers the local pirates and privateers 
  information about the intended route any ship the 
  PCs might travel on, including his own.  
   
  Torsten will sometimes provide PCs with a map to a 
  mythical island said to have buried treasure or lost 
  civilizations. In truth, it is really the most treacherous 
  isle he is aware of with dangerous unpredictable seas, 
  weather and denizens upon the island.  
   
  Pirates 
  Pirate crews are notorious for their loyalties, pride 
  and rivalries, and are more than happy to betray the 
  PCs, often providing rivals with detailed information 
  regarding the complements and armaments of the 
  PCs’ ships. 
   
  Savvy pirates will speak of the PCs wealth to 
  dangerous pirate captains or claim that they are pirate 
  hunters serving the crown, set to hang them all from 
  the yardarm. They may arrange for the PCs drinks to 
  be poisoned in a seaside tavern or for the local paid 
  companionship to drug them so that they may later be 
  sold into slavery.  
   
  A pirate may serve or bribe a much more powerful 
  creature of the dark depths. These pirates often 
  beseech their patrons to enact vengeance up on those 
  who inflict ill treatment upon them.  
   
  Ship's Captain 
  A free captain of the trading cog, the Golden Dream, 
  Henry is a rough man willing to provide rival groups 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136958
  213695
  496079
  496079
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136959
  213695
  496080
  496080
  11 
  with information about the PCs and their port of call. 
  He will transport the PCs rivals to destinations along 
  his usual routes and reduced costs for passage 
  beyond—if he can find a way to profit along the way 
  he will offer them free passage.  
   
  As a merchant captain, Henry can bar the PCs access 
  to trade factors, explorers, local leaders, merchants, 
  possibly even pirates. The shipmaster knows all the 
  safe havens for vessels and small groups, capable of 
  providing 
  shelter 
  from 
  weather 
  or 
  possibly 
  concealment from pursuit and can guide such pursuit 
  by the PCs foes to these places.  
   
  Wilderness 
  The grudges available from interactions in the 
  wilderness revolve around skirmishes, via hidden 
  routes, monsters' lairs and fantastic locations. These 
  grudges rarely last for long, but are usually far more 
  deadly. Grudges should scale to the campaign's level, 
  like urban grudges, but are likely to only happen once. 
  Beyond level 12, such grudges could be combined, but 
  sparingly, representing the reluctance of different 
  communities to join together even when dealing with 
  infamous characters. 
   
  Awakened Creature 
  A sentient creature who walks amongst the wild 
  beasts, Thuvial Brighteyes repays evil by guiding 
  predators to the PCs, delaying travel by collapsing 
  bridges, concealing faster routes, and removing 
  potential supplies along likely paths.  
   
  As an awakened animal, Brighteyes maintains 
  relationships with the other creatures of the region 
  and can make the local fey as hostile to the PCs as she 
  is. Thuvial's disparagement means the fey encounters 
  for the PCs are always hostile ambushes.  
   
  Fae 
  The Eshu sees providing disinformation as an art, and 
  often do so simply as a matter of course, and they 
  have been doing it for centuries. They know exactly 
  what information to leave out and what to include so 
  as to make PCs believe its lies. Eshu might offer 
  characters rare incantations that provides a benefit 
  but inflicts a greater curse, reveal ancient ruins not yet 
  explored from which the PCs cannot leave, or treasure 
  troves untouched by thieves because they remove a 
  character’s fingers. 
   
  Eshu is a member of one of the Solstice King’s noble 
  court, and Eshu might undermine a PC’s access to any 
  other court by stating the PC is a member of the 
  oppositional faction and simply grant them a token of 
  friendship with guaranteed access to the opposition’s 
  magical gatherings, when in fact it is the wrong token. 
  They also might make sure that local awakened 
  animals and unquiet spirits opposed to such a faction 
  are aware of the PCs supposed alliance.   
   
   
   
   
   
   
  Eshu the Deceiver 
   
  Eshu
  Eshu
  Eshu
  Eshu    the
  the
  the
  the    Deceiver
  Deceiver
  Deceiver
  Deceiver        
  CR
  CR
  CR
  CR    5555    
  XP 1,600 
  Trickster Phouca 
  CN Small fey (Chaotic) 
  Init +3; Senses low-light vision; Perception +11 
   
  Defense
  Defense
  Defense
  Defense    
  AC 17, touch 15, flat-footed 13 
   (+3 Dex, +1 dodge, +2 natural, +1 size,) 
  hp 21 (6d6) 
  Fort +2, Ref +9, Will +8 
  DR 5/cold iron 
  Special Defense hide from the world, evasion 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. (6 squares) 
  Melee Claw +3 (1d4-1) 
  Ranged shortbow +7 ranged (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Special Attacks fascinating gaze, faraway sway, time 
  manipulation, warp weapon, 
  Spell-like Abilties 
  1/day haste, timestop, slow (DC 18) 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 8, Dex 16, Con 11, Int 13, Wis 15, Cha 21 
  Base Atk +3; CMB +13; CMD 25 
  Feats Dodge, Improved Lighting Reflexes, Lightning 
  Reflexes, 
  Skills Bluff +16, Disguise +18, Knowledge (local) +10, 
  Perception +11, Sleight of Hand +14, Stealth +12, Use 
  Magic Device +16 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136959
  213695
  496080
  496080
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136960
  213696
  496081
  496081
  12 
  Racial Modifiers +2 Bluff, +2 Disguise, +2 Use 
  Magic Device 
  SQ change shape (alter self) 
  Languages Common, Gnomish, Sylvan 
   
  Ecology
  Ecology
  Ecology
  Ecology    
  Environment Temperate forests or any urban 
  Organization Solitary or Class (Eshu and 2-8 
  adventuring students) 
  Treasure standard 
   
  Special
  Special
  Special
  Special    Abilities
  Abilities
  Abilities
  Abilities    
  Fascinating Gaze (Su): As long Eshu is in its true 
  form and for 2d4 rounds afterwards, those within 30 
  feet who view it are fascinated, Will negates (DC 18). 
  The Save DC is Charisma Based.  
   
  Faraway Sway (Sp): 3/day, as a standard action, 
  Eshu can use any magic item or unused spell (or spell 
  slot) without actually touching the item or being that 
  spell’s caster. The item or unused spell (or spell slot) 
  to be used must be within 160 ft. An item functions as 
  though Eshu were using it from the item’s current 
  position. Spells function as if the victim had cast the 
  spell under the domination of Eshu; except it requires 
  no action on the part of the victim. A successful Will 
  negates (DC 18, CL 6). The Save DC is Charisma 
  Based. 
   
  Hide from the World (Sp): At will, for 60 
  minutes; this glamer functions like invisibility, except 
  that it masks image, scent, and sound alike, 
  concealing the subject from all senses except touch. 
  Hide from the World renders the recipient immune to 
  detection by blindsense, blindsight, faerie fire, 
  glitterdust, invisibility purge, tremor sense, scent, 
  and see invisibility. It can be detected by true seeing 
  and any other divination spell with a successful caster 
  level check (DC 21), it can also still be tracked using 
  mundane means. 
  Eshu can choose to allow a creature to perceive it. 
  Also Eshu can render itself ethereal as an immediate 
  action granting it the evasion special defense listed 
  above. Returning from the ethereal plane is a 
  standard action. 
   
  Time Manipulation (Su): Eshu’s power to control 
  time allows it to create any of the following effects: 
  1/day, as a touch attack, the Eshu increases or 
  decreases your opponent’s age by 1d3 age categories. 
  Fortitude save (DC 18) negates; this magical age slips 
  away after 24 hours. A character cannot be aged past 
  childhood or venerable using this ability, and it has no 
  effect on dragons. The DC is Charisma–based. 
  1/day, Eshu can complete a single task that would 
  normally take one day in one round. Eshu cannot 
  interact with other creatures while using this ability, 
  nor may it attack. It may not cast spells and cannot 
  rest during the ‘day’. 
   
  Warp Weapon (Sp): 3/day as a standard action 
  Eshu can polymorph any non-cold iron weapon (as 
  polymorph any object, CL 6) into a harmless, 
  humorous object Fort negates (DC 18). Favorites 
  include a scary-looking rubber snake, a teddy bear, a 
  spoon, a petunia, a carrot, a wet noodle, cow manure, 
  or a rune stone with the rune for peace. This effect 
  only lasts for 6 rounds. The Save DC is Charisma 
  Based. 
   
   
   
  Ghost 
  The ghost of Lady Rypenes has haunted this area for 
  generations, and knows a number of secrets that if the 
  PCs are made aware of them they would turn them 
  traitors and enemies of the current kingdom, just for 
  knowing the secrets.   
   
  She will spy upon the PCs from the ethereal or 
  incorporeal realm for a time. Then she will notify 
  inhabitants of the area of the PCs presence, explaining 
  personalities, quirks, and secrets, which might allow 
  for ambushes or advantages to negotiation with the 
  PCs.  
   
   
   
   
   
   
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136960
  213696
  496081
  496081
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136961
  213696
  496082
  496082
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)"Derivative Material" means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) "You" or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
   
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License. 
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder's name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 
   
  All Logos  and Images are product identity all other content is open 
  gaming content. 
   
  Open Content is the designated as follows: All the information in tables, 
  the names of the magic items, their descriptions.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
  version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20 
  System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
  Wyrd of Questhaven Copyright 2010, Steven D. Russell 
  Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn. 
   
  Monte Cook’s Arcana Evolved Copyright 2005–2007 Monte J. Cook. All 
  rights reserved. 
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide 
  Copyright 2003 Monte J. Cook. All rights reserved. 
  The Diamond Throne Copyright 2003 Monte J. Cook. All rights reserved. 
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All 
  rights reserved. 
  Arcana Evolved Spell Treasury Copyright 2006 Monte J. Cook. All rights 
  reserved. 
  Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights 
  reserved. 
  The Complete Book of Eldritch Might, The Book of Hallowed Might II: 
  Portents and Visions, and Legacy of the Dragons Copyright 2004 Monte 
  J. Cook. All rights reserved. 
  The Book of Hallowed Might Copyright 2003–2004 Monte J. Cook. All 
  rights reserved. 
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based 
  on NPC-named spells from the Player’s Handbook that were renamed in 
  the System Reference Document. The Compendium can be found on the 
  legal page of www.necromancergames.com. 
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors 
  Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, 
  Chris Bernhardt,Casey W. Christofferson, Bill Collins, Jim Collura, Chad 
  Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance 
  Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al 
  Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, 
  Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb. 
  In the Company of Gargoyles Copyright 2010 Steven D. Russell 
  Author: T. H. Gulliver 
   
   
  Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Mongoose 
  Publishing Ltd. 
   
  Book of Monster Templates copyright 2010 Steven D. Russell Authors Steven D. 
  Russell with Ben McFarland, Crystal Fraiser, Jonathan McAnulty Justin Sluder and 
  Michael Welham, 
   
   
   
  101 Npc Boons Copyright 2011 Steven D. Russell; Author Ben McFarland 
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136961
  213696
  496082
  496082
  
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136962
  213696
  496083
  496083
  paizo.com #2048737, Konrad Riggan <gearboss@gmail.com>, Apr 27, 2012
  2136962
  213696
  496083
  496083
  
  On Sale Fall 2011!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 NPC Grudges.pdf