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Aron Mordimus

This creature's description may contain spoilers. Click to revealAron Mordimus was orphaned at a young age when his parents, part of a trading expedition heading to Thrushmoor from the far side of Lake Encarthan, were lost at sea during a sudden storm. Infant Aron's survival was a miracle; he was found on the island's shore by a fisherman, crying but swaddled safe and secure in a lifeboat. He grew up as the adopted child of the fisherman, whose own family had perished a few years before during a similar storm, and took his adoptive father's family name, Mordimus, as his own—along with the name his father gave him, Aron. His only clue to his heritage was the sheathed clan dagger the fisherman found in the swaddling. When Aron grew older and began to question why he looked so different from his father, elder Mordimus gave him this dagger and told the story of how he'd come into his life. To his surprise, his adopted son proclaimed him his true father, and while he has long been intrigued by the potential legacy of his clan dagger, he never looked into its history since, to him, he already had a family.

After his father passed away of natural causes, Aron did some traveling. During these travels, he became amazed at the variety of inns he encountered, and before long decided innkeeping would be his calling. He eventually settled in the small village of Maiserene and helped to build the inn there, Orm's Rest, and there he still lived when the curse of Bastardhall changed everything.

Aron is a hearty-looking, middle-aged dwarf man with black hair and a short beard he wears in a more human style than dwarven. Though he has many interests, he loves nothing more than helping weary travelers relax with mugs of hot cider and the promise of a comfortable bed, and listening to tales of their travels. Once every year, on his “finding day” (the day his father found him adrift in that lifeboat, since he never learned his real birthday), he spends a few hours meditating and regarding his clan dagger, yet has never felt the need to investigate its history more. On the night of the curse, he perished among those who led the charge in burning the Laroba Bridge, after which his cursed soul was lured to the orchards he loved so much to endure centuries of torment (see area A21).

Campaign Role

As Maiserene's innkeeper, Aron's role in this campaign is to provide the PCs with a safe place to rest and to help them recover from their adventures. He's always eager to hear stories of what the PCs discover in Bastardhall. Once he physically manifests, he takes great pleasure in the restoration of his sense of taste and smell. He spends time with his old friend Banijer Greely trading recipes and meals—and in time, develops a romantic relationship with the merchant.

Side Quest

Before the curse fell, Aron often visited Bastardhall's cellars to spend time with another dwarf he'd fallen in love with—the castle's sommelier, Brensen Firecask. Once the PCs unlock the castle grounds, Aron realizes they might soon do the same for the cellars. At this point, he approaches the PCs with a request to find out what became of Brensen; he's under no illusions that his lover lives and asks them to put his spirit to rest if he's been transformed into a monster. If the PCs can provide Brensen an escape from the curse (see area C47) and break the news to Aron, he sobs in relief and sadness but recovers quickly, vowing to build a lovely wine cellar in Orm's Nest in his honor once things get back to normal. His overwhelming gratitude manifests a reward for the PCs, crystallizing ambient ectoplasm into a nourishing aeon stone; Aron is startled by this event, but gives the aeon stone to the PCs eagerly in thanks for the closure.

Reward: Grant the PCs 40 XP for completing this side quest.

Elite | Normal | Weak
Proficiency without Level

Aron MordimusCreature 5

Unique Medium Ethereal Incorporeal Phantom Spirit 
Source Pathfinder #224: Bastion of Blasphemies pg. 250
Recall Knowledge DC 20 (30 if Unique applies) • Ethereal (Occultism), Spirit (Occultism)
Variant male phantom
Perception +8; darkvision
Languages Common
Skills Crafting +6, Diplomacy +8, Society +6
Str -5, Dex +2, Con +5, Int +2, Wis +4, Cha +4
Bound to Bastardhall Unlike the typical phantom, Aron exists fully in the Ethereal Plane and cannot shift back and forth between this plane and the Universe.
AC 14; Fort +9, Ref +4, Will +6; –1 status penalty to all saves vs. death effects
HP 60; Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage 5 (except force, ghost touch, or spirit; double resistance vs. non-magical)
Bound Even in Death As phantom, but if Aron is reduced to 0 Hit Points by any means, his soul does not return to the River of Souls. Instead, his soul is drawn into the soul vortex in the vault under Bastardhall (area I).Physical Manifestation Upon reaching rank 1, Aron manifests a semi-physical body. He loses the incorporeal trait, his immunities and resistances, and his fly Speed, and gains a land Speed of 25 feet. He has a Strength modifier of +0, an Athletics modifier of +7, an AC of 21, 80 HP, and Pour Elixir. His other statistics do not change.
Speed fly 25 feet
Melee [one-action] phantom clan dagger +7 [+3/-1] (agile, dwarf, finesse, magical, parry, versatile B), Damage 2d4+4 piercingRanged [one-action] phantom crossbow +7 [+2/-3] (magical, range increment 120 feet, reload 1), Damage 2d8+2 piercingPhantom Touch (spirit) Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type.Pour Elixir [three-actions] (manipulate, occult) Requirements Aron has a physical body; Frequency twice per day; Effect Aron forms a pitcher in one hand from ectoplasm, then pours liquid from the pitcher out onto a solid surface. As the liquid pours, it forms into a single glass vial filled with an alchemical elixir of Aron's choice. He's always willing and eager to Pour an Elixir for the PCs when asked. An elixir created by this ability vanishes if not used within 24 hours of being poured. He can choose from the following options when he uses Pour Elixir: moderate antidote, moderate antiplague, moderate darkvision elixir, moderate eagle-eye elixir, or lesser elixir of life.
Rank 2 Aron's elixirs are now greater versions rather than moderate (or in the case of an elixir of life, a moderate one instead of a lesser one).
Rank 3 Aron can now Pour Elixir three times a day, and his elixirs of life are now greater elixirs of life.

Shelyn's Corner

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