The material below is Open Game Content from Memorable Townsfolk
Quig
Well-Prepared Innkeeper
”Have I explained the inn’s policy on pixie attacks?”
Services: Quig runs the Gilded Harp, an inn with cheap and middling accommodations. Although she offers her own room to higher-class visitors, such guests quickly choose to find other lodging due to her insistence that they observe preparations for all manner of improbable dangers befalling the inn.
• Cheap room: 3 sp per night.
• Nice room: 5 sp per night.
• Owner’s suit: 1 gp per night.
• Meal (stew, bread, and ale): 3 sp.
Boon: Quig can provide surprisingly secure storage for any items that need to go undetected, in a safe (hardness 15, 90 hp, Disable Device DC 30, Break DC 30) lined with lead that blocks all detections and scrying.
Starting Attitude: Quig sees most people as fairly clueless about the dangers of the world, and in need of preparation for trouble. She sees half-orcs as numbering among those dangers and wizards, witches, barbarians, and bards as encouraging these troubles to come find them. Members of these races and classes find her unfriendly, but she has a starting attitude of helpful toward most others.
Impression: Quig is a matronly gnome with flowing pale-blonde hair and large brown eyes. She prefers to wear simple, practical skirts and blouses, favoring yellows and greens. Every conversation with her quickly turns to her various plans to deal with potential trouble such as thefts, assassinations, orc attacks, gremlin pranks, oozes slipping through the plumbing, hippogriff air raids, and other increasingly improbable events. Only the most domineering and charismatic of customers can guide her away from this topic.
Personality: Quig is a gnome who feels she has experienced enough for the time being. She watches constantly for signs of intruders into the tranquil home she has built, but does not let her near-paranoia get in the way of warmly welcoming whoever chooses to put his safety in her hands by staying at her inn. Although she thrills at the occasional intrusion of new danger into her fairly settled life, she does so only because she is prepared enough to deal quickly and efficiently with any problem that arises.
Background: Quig’s childhood was dominated by her mother’s attempts to experience the wild and savage dangers of the world. In that time, she quickly learned to keep her wits about her in dangerous situations. Although her current position as an innkeeper has kept her happily out of harm’s way for some time, when the occasional minor crime or spat of bad luck has struck, she has proven herself more than capable of dealing with them.
Gossip: Some suspect that Quig is growing so frustrated with so many of her backup plans going unused that she is looking into ways to attract the trouble she supposedly fears, simply to prove her preparedness and to teach a lesson to would-be troublemakers in the area (Diplomacy DC 20 or helpful). Her inn is rumored to be amassing a huge collection of rare spiders and other insects to attract mites and gremlins, woven gossamer stolen from pixies and sprites, and other items meant to lure in challenging interlopers (Diplomacy DC 25 or helpful).
QUIG (CR 2; XP 600)
Female gnome expert 3/rogue 1
NG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +10
DEFENSE
AC 17, touch 13, flat-footed 15
(+4 armor, +2 Dex, +1 size)
hp 18 (4d8)
Fort +2, Ref +5, Will +3; +2 vs. illusions
OFFENSE
Speed 20 ft.
Melee mwk dagger +3 (1d3-1)
Ranged mwk light crossbow +6 (1d6)
Special Attacks sneak attack +1d6, +1 to attack vs. dwarven and reptilian humanoids
Spell-Like Abilities (CL 4th)
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
STATISTICS
Str 8, Dex 14, Con 11, Int 15, Wis 13, Cha 14
Base Atk +2; CMB +0; CMD 12
Feats Improved Initiative, Well-Prepared
Skills Escape Artist +6, Knowledge (dungeoneering) +9, Knowledge (geography) +6, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (religion) +9, Perception +10, Profession (innkeeper) +10, Sense Motive +5, Sleight of Hand +9, Stealth +13; Racial Modifiers +2 Perception, +2 Profession (innkeeper)
Languages Common, Draconic, Gnome, Goblin
SQ defensive training, trapfinding
Combat Gear antitoxin, flask of acid, flask of alchemists fire, potion of cure light wounds (2), potion of glibness, vial of holy water; Other Gear mwk dagger, mwk light crossbow with 10 bolts, mwk chain shirt, silversheen, tindertwig (3), 3 pp, 8 gp, 18 sp, 20 cp