Albadinia Ostler: Female human Sor2; CR 2; Medium-Sized humanoid; HD 2d4+2; hp 6; Init +2; Spd 30 ft; AC 12 (touch 12, flatfooted 10) Atk +0 melee (Quarterstaff 1d6-1), or +3 ranged (Light Crossbow 1d8); AL NE; SV Fort +1 Ref +2 Will +3. Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 15.
Skills and Feats: Bluff +9, Concentration +6, Knowledge: Arcana +6, Spellcraft +6; Spell Focus: Enchantment, Cosmopolitan: Bluff.
Spells (6/5; Base DC = 12+spell level)
Spells Known;
0: Daze*, Detect Magic, Light, Prestidigitation, Read Magic;
1: Charm Person*, Sleep*;
(*Enchantment spell, +2 to DC)
Possessions: Scroll of Mage Armor, Scroll of Expeditious Retreat, Potion of Cure Light Wounds, Quarterstaff, Light Crossbow, 10 Bolts, Spell Component Pouch, Noble’s Outfit, Traveler’s Outfit.
Albadinia Ostler is the third daughter of Sir Otto, a lesser noble of an ancient and very poor family from the western marches of the empire. Observing her father’s old and not very skillful magician, Albadinia reverse engineered the Charm Person spell. Delighted in her newfound abilities, she went around the village making friends with her magic. All this was fine until she tried to use her abilities on Lord Bookbender, a halfling adventurer who had earned his title through years of combat against the forces of evil and chaotic neutral with evil tendencies. Recognizing the distinctive tinkle of a mind-affecting spell, he accused her of sorcery. Aghast, the family threw her out onto the street and erased her name from the records.
But Albadinia was not to be stopped so easily. Using her friends in the local thieves’ guild, she joined up with the Circle, a group of mages trying to conquer the world. She personally wishes to wipe out all of the old aristocracy to get back at her family for what they did to her, and will never acknowledge her noble birth.
Albadinia is 21 years old, 5’ 7”, and weighs 134 lbs. She has the type of figure that if this adventure had a cover, and you were looking at the artist doing it, you would start going on about chainmail bikinis, black leather thigh boots and naked blades, before the artist hit you in the stomach with an elbow and told you to stop getting drool on his work.
Tactics:
Albadinia prefers to keep her spellcasting abilities hidden from witnesses, using them only as a last resort. If going up against the party, she tries to split some them up and send the elves looking for imaginary foes while she casts sleep on the rest. If she can locate an apparent leader of the group, she’ll cast charm person on him away from prying eyes. If things go poorly she while cast expeditious retreat from her scroll and run for it.
Roleplay Notes:
Albadinia considers herself incredibly traveled and sophisticated, and tends to look down on other, particularly smelly fighters and the socially inept. She hates anybody who helps support the aristocracy that run the kingdom, and tends to become stiff and superciliously polite in the presence of actual nobles. She will usually gravitate towards either the leader of the party or a rogue or bard.
In play, the party ran into her after clearing out a group of goblin bandits. She claimed that she had been captured by the goblins, while in fact she was on a mission from the Circle, and need some muscle to grab steal valuble spell components. After observing the party's mercenary nature and deadliness, she decided that they could be of help to her cause.
She lead them through a dangerous forest, and into a swamp in search of Psuedo-dragon eggs. While on a small island, she began to talk politics, and explain the Circle's plans for world domination. The barbarian, creeped out by all this, try to leave, incidentally taking the one boat with him. Everybody beats him down, and they tie him up in the back as they head towards another island where the meeting of mages is taking place. The barbarian regains conciousness, breaks his ropes, leaps up, grabs his axe, and charges Albadinia raging with Power
Attack. The boat flips over, but she's very, very dead.
The rogue dresses up as Albadinia, and they continue to this island, where one group of mages reveal that they have the head of a Blood Golem of Hextor. While everybody else is infiltrating the mages, the barbarian decides to steal the head.
Famous last words "They're mages, what can they do?"
You can guess what 2 11th level wizards, 5 9th level wizards, 1 8th level wizard, 14 7th level wizards, 40 odd 6th and 5th level wizard, and innumerable lower level apprentices did when he grabbed the head.