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Greely

This creature's description may contain spoilers. Click to revealThe constantly sneering, never satisfied, cantankerous old curmudgeon Greely runs a posh antique shop called This & That on the eastern edge of Absalom's Foreign Quarter. He has a good eye for antiques and makes a tidy profit off his customers, whom he tends to gouge deeply on price. Greely is quite knowledgeable about the noble houses of Absalom, but his comprehension is soaked in cynicism, as are his comments regarding the topic.

The aged merchant is 73 years old and attributes his longevity so far to a healthy reliance on cowardice. He doesn't fight unless ordered to, preferring to keep several members of the party between himself and any perceived danger. He is methodical, cautious, and wants very much to escape his current predicament alive (and perhaps with an armful of valuable antiquities no one would ever miss).

A few months ago, Greely bragged of his shop's treasures to the wrong paid companion, and word of his collection reached Gewgaw. The first few missives from the tengu crime lord were polite, inquiring about specific items in the collection and asking about prices or openness to trades in kind. Greely rebuffed the inquiries. This led to harsher tactics from Gewgaw that eventually escalated to Greely's abduction from an Absalom street corner. He's worried that his entire shop has been emptied since he was kidnapped and seethes with anger that his downfall came at the hands of a collector who loves antiques even more than him.

Once free of toiler's gruel poisoning, Greely's mind is incredibly sharp, and he's the first to explain the burden of being more intelligent and wiser than just about everyone else. He constantly second guesses the PCs' ideas, demanding to know each step of their plans and occasionally attempting to outright veto elements that make him uncomfortable.

In the Orthux compound, Greely is too drugged up and cowardly to make much of an impression, but once the party gets down to the antiquities-packed Sanctum of Aroden, he becomes more engaged. He is a good source for additional information of a historical nature that the PCs might have overlooked unintentionally or by making poor dice rolls. Likewise, he is an excellent source of details on Absalom nobles, whom he generally despises. Greely is always ready to provide a lecture on virtually any subject. He bitterly scolds anyone who he feels isn't paying close-enough attention to his wisdom.

He is not exactly a delight to be around.

Elite | Normal | Weak
Proficiency without Level

Elite GreelyCreature 2

Unique Medium Human Humanoid 
Source The Dead God's Hand pg. 155
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 16 (26 if Unique applies) • Humanoid (Society)
Male human merchant
Perception +9
Languages Common
Skills Diplomacy +6, Genealogy Lore +8, Heraldry Lore +8, Mercantile Lore +10, Society +8
Str +0, Dex +1, Con +1, Int +3, Wis +2, Cha +1
Items ragged clothing
AC 16; Fort +6, Ref +6, Will +9
HP 26
Speed 25 feet
Melee [one-action] fist +6 [+2/-2] (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoningAdditional Information [three-actions] Requirements Greely isn’t in combat, and a PC has missed or forgotten a key piece of information; Effect Greely can step in to provide additional information or context, or remind the PCs of something they learned but appear to have forgotten, provided the information in question has something to do with history, Absalom’s society, or one of Greely’s Lore skills. Once he provides this aid, he grows smug and disdainful, and won’t provide Additional Information again for the remainder of the day unless, at your discretion, the PCs really need the extra hint.

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