2023-09-17

Fantasy NPC: The Thrice-Lost Merchant

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The Thrice-Lost Merchant

An older man with confused gaze, wearing once-resplendent robes, now dirty and torn. He seems to be outlined by a pale-bluish glow, and glimmering at the edges.

CR 4; 1,200 XP
LN Medium Undead (incorporeal)
Init +2Senses darkvisionPerception +4
Aura lost in the wilderness (1 mile)

Defense
AC 16, touch 16, flat-footed 14 (+4 deflection, +2 Dex)
hp 42 (5d8+20)
Fort +5, Ref +3, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

Offense
Speed 40 ft.; woodland stride, trackless step
Melee corrupting touch +5 touch (4d6 plus deprivation, Fort DC 16 partial)
Special Attacks deprivation (fatigued, DC 16)

Statistics
Str —, Dex 14, Con —, Int 15, Wis 15, Cha 19
Base Atk +3; CMB +3; CMD 19
Feats Alertness, Skill Focus (Appraise), Skill Focus (Diplomacy), Skill Focus (Profession [merchant])
Skills Appraise +13, Diplomacy +15, Knowledge (geography) +10, Perception +12, Perform (oratory) +12, Profession (merchant) +13, Sense Motive +12
Language Common, three other foreign languages

Corrupting Touch (Su) Living creatures that fail their Fortitude saving throw against the Thrice-Lost Merchant's corrupting touch become fatigued until they eat a full meal. Creatures that don't eat feel pangs of hunger (which might be unfamiliar experience for them) for an hour or so but suffer no negative consequences.

Lost In The Wilderness (Su) Mere proximity of the Thrice-Lost Merchant twists directions and mislead senses. Anyone within a mile of the ghost suffers –5 penalty to Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Survival, and any related Profession checks made to find their way, locate someone or something, navigate, orient in wilderness, track, and guide others. Using spells or spell-like abilities that find way, locate, determine direction, or transport around requires succeeding a concentration check (DC 16 plus the spell level). This is a mind-affecting illusion (pattern) effect.


The Thrice-Lost Merchant was a successful trader and traveler, journeying far and wide with his wares. That was his talent, that was his joy, and that was his doom.

He was visiting a foreign realm, when the conflict between two local factions—a sun-following druids and moon-worshipping witches—reached its peak and a calamity occurred. Over a single night, the chaos overwhelmed the capital as the natives started turning into trees, starting at the palace itself and spreading outwards. People tried to flee, hoping to outrun the catastrophe, though few managed to run far, as their legs turned into the roots, breaching the streets, and their flailing arms froze into branches of young trees.

The Thrice-Lost Merchant was among the few that managed to abandon the doomed city, losing the wealth stored in the now overgrown warehouse, and escape into the wilderness, as the surrounding fields were turning themselves into forlorn forests. While he was a well-traveled man, he was no real outdoorsman himself, always relying on guides, porters, and caravans, and thus he got lost in the accursed woods that were mere scattering of copses and groves days before. Knowing little of local fruits and nuts, confused by thicket of unnaturally growing plants, he finally perished as hunger overcame him, losing his life.

The fear and bewilderment of the unexpected catastrophe chained the spirit of the Thrice-Lost Merchant to the land that claimed his life, keeping him around roaming the trackless wilds of the forest that now covers the fallen realm.

The Thrice-Lost Merchant wanders in the depths of the forest, seeking someone who could release him by finding his bones and taking them back for a proper funeral in his homeland... Which might be harder than it sounds as his mere presence causes everyone to lose their way.

While he is vaguely aware of presence of other entities dwelling within the boundaries of the forest, he knows little of the reasons of the realms downfall, never being privy to the details of the final confrontation, nor the fates of the king and his family, the druids, or the witches. His confused wanderings never seems to get him close to the local powers that could help him, if there are any nearby.


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