A second A-Z Post to catch up, since I forgot to post this past Saturday...
Traveling in unknown lands, sometimes players need to hire guides. If you're traversing the Forest of Things-With-Sharp-Teeth-That-Will-Rend-The-Flesh-From-Your-Bones, it might be a good idea to have someone that knows the land.
If you want to make it through the wilderness, you best remember that G is for Guide...
Gurk the Guide
When Gurk was a young goblin, he was saved from an owlbear by a group of adventures. The heroes took mercy on the pitiful creature and took him on as a hireling. In particular, the party's wizard and thief took the young goblin under their wing. They taught him to read and the fundamentals of stealth.
After a few years of loyal service, Gurk decided to venture out on his own as a guide for hire. While some balk at the thought of paying a goblin for services, none know the canyons and mountains of the badlands, as well as Gurk.
Gurk, Goblin Guide
Armor Class: 6
Hit Dice: 2
Move: 60' (20')
Save As: Fighter 1
Like all goblins, Gurk has infravision of 90' and takes a -1 penalty to attack rolls in daylight. In natural settings he also has the following Thief abilities: Move Silently 30%, Climb Sheer Surfaces 90%, and Hide in Shadows 25%.