1: Farjal the Red Death will fight for whoever pays him. Hope he hasn't been hired to kill you. He never works with anyone else.
STR 12 (+2), DEX 14 (+4), INT 10 (+0), WIL 12 (+2), 12HP, Armour 2.
Longsword, Light Armour, Shield.
Flaming Ring Arcanum: Heat Ray (Power 4), Inferno (Power 6), The Beast Within (Power 8).
Heat Ray: Target must pass a DEX Save vs your INT or take 4d6 damage.
Inferno: Cause a source of fire to explode, causing 5d6 damage to all within 20ft. Targets may pass an INT Save vs your 10 to only take 1d6 damage instead.
The Beast Within: Add 2d6-1 to STR and DEX but also subtract this number from INT and WIL (to a minimum of 1) and lose the ability to speak. This lasts for 8 rounds.
2: Dargaz the Huntmaster only seeks new trophies. He has made lots of enemies in this area in the past.
STR 10 (+0), DEX 11 (+1), INT 15 (+5), WIL 13 (+3), 10HP.
Heavy Polearm (Wildstaff), Longbow, pack of ten faithful hounds.
Wildstaff Arcanum: Dire Beasts (Power 10).
Dire Beasts: Up to five animals double in size for 10 minutes, doubling HP and gaining 8 STR. They also grow much more violent.
3: Arnet the Cloak will steal anything you have that he wants and may kill you to keep things simple. Will never kill women or children.
STR 9 (-1), DEX 16 (+6), INT 13 (+3), WIL 8 (-2), 9HP, Armour 1.
Light Armour, Two Daggers, Crossbow, Various types of poison, Thief's tools.
The Jet Dog Arcanum: Veil Senses (Power 4).
Veil Senses:: Target makes a WIL Save vs your WIL or is Blinded or Deafened until the curse is lifted. Blind opponents subtract 10 from DEX and INT.
4: Rock Varga will pick a fight with nearly anyone just to show off. Considers himself a drink connoisseur, which seems at odds with his personality.
STR 16 (+6), DEX 13 (+3), INT 11 (+1), WIL 10 (+0), 16HP, Armour 3.
Heavy Mace, Heavy Armour, Shield.
5: Castellan Haumar wants to know what you're doing in his domain and when you're leaving. He's terrified of a neighbouring domain attacking, so has little time to waste with you.
STR 11 (+1), DEX 12 (+2), INT 11 (+1), WIL 15 (+5), 11HP, Armour 2.
Halberd, Heavy Armour, SIZ 4 Domain. Always accompanied by his personal guard of ten heavily armoured knights.
6: Omal, Bearer of the Eye will provide excellent healing services for a cost. He will also try to recruit you into his creepy cult.
STR 14 (+4), DEX 9 (-1), INT 10 (+0), WIL 15 (+5), 14HP, Armour 1.
Sword, Light Armour.
Glass Eye Arcanum: Madness (Power 8), Beast from Beyond (Power 8), Breath of Recovery (Power 4).
Madness: All within 15ft of a point must pass a WIL Save vs 16 or become confused for 8 rounds. Roll 1d6 at the start of each confused turn. 1: Attack the caster, 2: Act normally, 3: Do nothing, 4: Flee, 5: Attack nearest creature, 6: Attack nearest of their allies.
Beast from Beyond: Summon a horrific flying beast (STR 20, DEX 15, INT 10, WIL 4, Armour 2, 20HP, hits cause 1d6+1 Damage) to fight for you for 3d6 rounds. After this time it has free will.
Breath of Recovery: Touch a creature and restore 3d6 of their HP or 1d6 points in any one Ability Score. Take 1d6 Damage in return.