Monday, February 11, 2013

The Seductress

The next agent of the Cabal to be detailed here is one who specializes in seduction and information gathering--a spy.

-Nate


Lillian Whitmore

Rogue 4/Wizard 7 (Enchanter--prohibited schools: illusion, necromancy); CR 11; Size medium; HD 4d6+7d4; hp 33; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +8/+3 (1d4 + poison, dagger) or +8 (ranged); SQ Sneak Attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge; AL CN; SV: Fort +3, Ref +8, Will +5; Str 10, Dex 14, Con 10, Int 16, Wis 8, Cha 15.
Background: Lady-Adventurer (Diplomacy and Knowledge: local).
Skills: Bluff +9, Concentration +14, Decipher Script +17, Diplomacy +11, Disable Device +10, Disguise +9, Escape Artist +9, Gather Information +9, Hide +9, Knowledge (arcane) +17, Move Silently +9, Open Lock +9, Search +10, Sleight of Hand +9, Spellcraft +17, Tumble +9.
Feats: Combat Casting, Dodge, Greater Spell Focus (enchantment), Leadership, Scribe Scroll, Spell Focus (enchantment), Weapon Finesse (dagger).
Fortunes: Touched.
Equipment: Clothing, hidden pouch of spell components, dagger; magic items at the GM's discretion.
Spells (4/5+1/4+1/3+1/2): All cantrips; charm person, identify, mage armor, shield, true strike; cat's grace, detect thoughts, eagle's splendor, fox's cunning, locate object; dispel magic, haste, heroism, rage, suggestion; lesser geas, locate creature.

Alluring and outgoing, Lillian Whitmore maintains a network of spies in major ports around the world. These women work as prostitutes, and use seductive magic and flattery to obtain information from sailors and others with whom they do business. That, along with their roguish skills, allows them to acquire a considerable amount of information, which they pass along to Lady Whitmore. She in turn shares these details with theother members of the Cabal--when it suits her purpose to do so. After all, although they have given her her current life, she does not feel beholden to them.

Years ago, Lillian was a bored gentleman's wife, with little to do but to attend diplomatic functions and socialize with women in similar positions. All of that changed when she encountered other members of the Cabal, and began to pursue arcane magic. Recognizing that she was considered beautiful, she studied spells that would enhance her natural charms and thus give her more power over those who found her to be enticing. Once she was experienced enough to gather a group of students, she sought out like-minded women with whom to develop a network of spies on behalf of the Cabal. Even so, she sometimes resents the male-dominated hierarchy of the organization, and even imagines taking control for herself.

Journeyman

Rogue 3/Wizard 6 (Enchanter--prohibited schools: illusion, necromancy); CR 9; Size medium; HD 3d6+6d4; hp 28; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +7 (1d4, dagger) or +7 (ranged); SQ Sneak Attack +2d6, trapfinding, evasion, trap sense +1; AL CN; SV: Fort +3, Ref +8, Will +6; Str 11, Dex 14, Con 10, Int 16, Wis 10, Cha 14.
Background: None.
Skills: Bluff +8, Concentration +12, Decipher Script +9, Disable Device +15, Disguise +8, Escape Artist +8, Hide +8, Knowledge (arcane) +12, Move Silently +8, Open Lock +8, Search +9, Sleight of Hand +8, Spellcraft +15, Tumble +8.
Feats: Combat Casting, Dodge, Greater Spell Focus (enchantment), Spell Focus (enchantment), Weapon Finesse (dagger).
Fortunes: Superstitious.
Equipment: Clothing, dagger, hidden pouch of spell components; magic items at the GM's discretion.
Spells (4/4+1/4+1/3+1): All cantrips; charm person, identify, mage armor, shield, true strike; cat's grace, detect thoughts, eagle's splendor, fox's cunning, locate object; dispel magic, haste, heroism, rage.

Apprentices

Rogue 1/Wizard 1 (Enchanter--prohibited schools: illusion, necromancy); CR 2; Size medium; HD 1d6+1d4; hp 8; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +0 (1d4, dagger) or +2 (ranged); SQ Sneak Attack +1d6, trapfinding; AL CN; SV: Fort +0, Ref +4, Will +2; Str 11, Dex 14, Con 10, Int 14, Wis 10, Cha 14.
Background: None.
Skills: Bluff +6, Decipher Script +6, Disable Device +6, Disguise +6, Escape Artist +6, Hide +6, Move Silently +6, Open Lock +6, Search +6, Sleight of Hand +6, Spellcraft +7, Tumble +6.
Feats: Dodge, Weapon Finesse (dagger).
Fortunes: Superstitious.
Equipment: Clothing, dagger, hidden pouch of spell components.
Spells (3/2+1): All cantrips; charm person, identify, mage armor.

Using Lady Whitmore in a Campaign
Lady Whitmore and her followers can provide for numerous adventure hooks in a campaign; a few of the possibilities are detailed here.
  • First and foremost, Lady Whitmore and her followers are spies; they linger with clients, use their magic to influence them, and then report back to the Cabal. If a PC should blab about a particular discovery or enterprise, this could lead to interference from that organization.
  • Another option is that an influential NPC finds himself betrayed by, and perhaps even being extorted by, one of Whitmore's spies; he asks the PC's to help deal with the problem.
  • If Lady Whitmore should gain influence over a nobleman, the stakes would be even higher.
  • For a character wishing to study arcane magic, or who wants to pursue a particular magical item, Lillian could be the first connection to the Cabal.

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