Eli Sorison, Apothecary
Eli eaks out living as an apothecary and herbalist. He is not considered a very good apothecary or herbalist so most of his customers are very poor. Eli lives alone in a very old shop in the oldest part of town. He is a very quiet man and prefers to spend his time alone. His customers regard him as very friendly and helpful but not terribly skilled.
Eli has a dark secret, when he first moved into his shop he found an old trunk left in the cellar. Eli had a little skill with magic (a secret he kept hidden all his life), it was enough for him to believe he could use the items he found. One of the items he found was a cursed crystal ball, which he immediately tried to use. When he woke up the next morning he found he was not alone in his home. The creature told him he was his new familiar and that he could show him true power. Eli tried to get rid of the creature but he lacked the strength so for several weeks he just went about his business and ignored the imp. When local gang members tried to get him to pay protection money things changed rapidly. Eli and the Imp spend most of the night getting rid of the bodies.
That was over five years ago, now Eli is completely taken with his “familiar” and they regularly go out late at night looking for people to kill. Eli is very careful to keep his activities hidden and the Imp keeps himself hidden whenever customers are in the shop. The two of them are busy trying to figure out how to summon a stronger devil to help them in their plans (whatever they might be)
Plot Hooks
What is the Imp’s plans and what will happen if the two of them actually manage to summon a stronger devil?
Several local people have come up missing from their homes late at night. The PCs are asked to investigate the situation.
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Eli Sorison: Male Human Sor3; HD 3d4-3 (Sorcerer); hp 10; Init +4; Spd 30; AC 10; Atk +0 base melee, +1 base ranged; +0 (1d4-1, Dagger, silvered); AL LE; SV Fort +0, Ref +1, Will +3; STR 9, DEX 11, CON 9, INT 14, WIS 11, CHA 15.
Skills: Alchemy+6, Forgery+3, Heal+5, Knowledge (arcana)+4, Knowledge (Infernal)+5, Knowledge (The Planes)+3, Profession (Apothecary)+3, Profession (Herbalist)+1, Spellcraft+4.
Feats: Brew Potion, Improved Initiative, Skill Focus: Alchemy.
Possessions:
Weapons: Dagger, silvered.
Goods: Alchemist's lab, Masterwork; Scale, merchant's.
Magic: Wondrous: Crystal Hypnosis Ball; Wondrous: Necklace of fireballs (Type I); Scroll: Summon Monster IV (8).
Spells Known (Sor 6/6): 0 - Arcane Mark, Daze, Detect Magic, Ghost Sound, Read Magic; 1st - Cause Fear, Protection from Good, Summon Monster I.
Devil, Imp: CR 2;Tiny Outsider (Evil, Lawful); HD 3d8 (Outsider); hp 5; Init +3; Spd 30, 20, Fly, Perfect 50; AC 20; Atk +3 base melee, +6 base ranged; +6(1d4, Sting); SA: Spell-like abilities, Poison (Ex); SQ: Polymorph (Su), Regeneration (Ex), Damage reduction (Su), Resistance: Spell (Ex), Immunity: Poison (Ex), Resistance: Fire (Ex), See in darkness (Su); AL LE; SV Fort +3, Ref +6, Will +4; STR 10, DEX 17, CON 10, INT 7, WIS 12, CHA 10.
Skills: Hide+15, Listen+5, Move Silently+5, Search+5, Spellcraft+5, Spot+5.
Feats: Dodge, Weapon Finesse.