Narthropple

Jubilost Narthropple CR 4
XP 1,200
Male Gnome Expert 3/Ranger 3
CN Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +15


Defense


AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 46 (3d10+3d8+12)
Fort +6, Ref +7, Will +6; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)


Offense


Speed 15 ft.
Melee cold iron heavy pick +5 (1d4-1/×4)
Ranged +1 light crossbow +10 (1d6+1/19-20)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, favored enemy (reptilian humanoids +2)


TACTICS


During Combat Narthropple prefers to use his crossbow from a safe distance. If forced into melee, he uses Combat Expertise to defend himself.
Morale If reduced below 10 hit points, Narthropple drinks his potion of expeditious retreat and flees. If unable to withdraw, Narthropple surrenders and begs for his life.


Statistics


Str 8, Dex 16, Con 14, Int 13, Wis 14, Cha 10
Base Atk +5; CMB +3; CMD 16
Feats Alertness, Combat Expertise, Endurance, Point-Blank Shot, Precise Shot
Skills Climb +3, Craft (Cartography) +10, Knowledge (geography) +10, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +6, Linguistics +6, Perception +15, Profession (Cartographer) +11, Sense Motive +4, Survival +11 (+13 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers +2 Craft (Cartography), +2 Perception
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Hallit, Sylvan
SQ combat styles (archery), favored terrain (forest +2), track +1, wild empathy +3
Combat Gear feather token (swan boat) (2), potion of cure light wounds (3), potion of expeditious retreat, alchemist's fire (2), antitoxin, caltrops, thunderstone; Other Gear +1 chain shirt, +1 light crossbow, cold iron heavy pick, backpack, mapmaker's kit, sunrod (3)


Special Abilities


Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Reptilian Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Reptilian Humanoids).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of expeditious retreat Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


A group of gnome explorers has been surveying and mapping the Stolen Lands, looking in particular for an ancient, abandoned dwarven outpost rumored to be located in the region. They’ve chosen this site as a good place for their base camp, but while they were setting up their tents, a band of kobolds attacked the group. The gnomes managed to drive the kobolds off, but not before the kobolds caused a lot of damage and panicked two ponies that unfortunately were still hitched to the gnomes’ supply wagon. The ponies rushed into the river, where the wagon swiftly became lodged in the muddy bottom. The gnomes have been unable to get the wagon unstuck and now stand powerlessly on the shores, watching as the powerful currents threaten to wash the wagon, its cargo, and the ponies downstream.

The expedition is made up of 9 gnome explorers under the leadership of the flamboyant Jubilost Narthropple, a wealthy gnome explorer, mapmaker, and raconteur. Narthropple stands atop a small hillock next to the river, his eye blackened and helmet askew from the fight, shouting out conflicting orders and growing more furious (and scared) with each passing round that the wagon is in danger. While Narthropple is much too proud to ask the PCs for help, the other gnomes are not, and they call out for aid as soon as they see the PCs, as long as the PCs don’t immediately appear to be bandits or worse.

If the PCs wish to help the gnomes, they have 6 rounds to act before the wagon is lost. Those helping must first make DC 10 Swim checks to reach the stranded wagon. Before it can be moved, however, the ponies must be unhitched and led to shore, requiring a DC 12 Handle Animal check or a wild empathy check (the frightened ponies are considered unfriendly) to calm them. Once the ponies have been unhitched, the wagon can be moved with a DC 26 Strength check (up to four PCs can aid the main character on this check, potentially adding up to +8 on the check). If the PCs can save the wagon and ponies, the gnomes cheer in delight and invite the PCs to have a meal with them.

Narthropple has drawn up quite a collection of maps of the southern Greenbelt during his quest for the lost dwarven outpost. The maps show the location of every Landmark site in the Greenbelt and can contain up to five other encounter sites (Standard or Hidden) that you wish to direct the party toward. Narthropple’s maps do not show the location of the owlbear lair (area V) or the site of the troll lair (area R)—it’s this latter location in particular that Narthropple is eager to find.

Narthropple’s maps could be very useful to the PCs, but the eccentric gnome refuses to part with them unless he is first made helpful through Diplomacy (Narthropple’s starting attitude is indifferent, and he considers his maps important secrets, adding +5 to the DC), at which point he will agree to sell his maps for 1,000 gp per encounter site marked on the maps. If the PCs successfully saved his wagon and ponies, he will sell his maps for half that price. Alternately, if the PCs have discovered Hidden sites not on Narthropple’s maps during their explorations, they can trade knowledge of those locations on a one-for-one basis for the locations of sites known to the gnomes.

If told about the PCs’ town or invited to relocate his base camp there, Narthropple rolls his eyes and points out that he didn’t head up into the wilderness just to sleep in a bed. While he’s a good candidate for a national leader (particularly in the role of Marshal), Narthropple resists such a nomination as long as possible if there are regions on his maps of the Greenbelt that are still blank.

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