Samaritha Beldush
Samaritha%20Beldusk.jpg

Female half-elf transmuter 3
CG Medium humanoid (elf )
Init +1; Senses low-light vision;
Listen +3, Spot +3 (+6 in shadows)
DEFENSE
AC 12, touch 11, flat-footed 11
(+1 armor, +1 Dex)
hp 12 (3d4+3)
Fort +2, Ref +2, Will +3; +2 against
enchantment
Immune sleep
OFFENSE
Spd 30 ft.
Melee mwk dagger +1 (1d4–1/19–20)
Ranged mwk dagger +3 (1d4–1/19–20)
Spell-Like Abilities (CL 3rd)
1/day—mage hand
Spells Prepared (CL 3rd; CL 4th with transmutation; +2
ranged touch)
2nd—daze monster (DC 14), levitate, scorching ray
1st—animate rope, mage armor, ray of enfeeblement, reduce
person (DC 14)
0—acid splash, detect magic, light, mending, message
TACTICS
During Combat Samaritha’s strengths lie with magic. She
prefers to hang back in battle and provide support with her
spells rather than risk herself in melee.
Morale Samaritha is loyal to her friends, and never abandons
them in battle, no matter what the odds. Left to her own
devices, she flees combat if brought below 5 hit points.
STATISTICS
Str 8, Dex 12, Con 13, Int 15, Wis 10, Cha 14
Base Atk +1; Grp +0
Feats Alertness (as long as Leniloria is in arm’s reach), Spell
Focus (transmutation), Varisian Tattoo (transmutation)
Skills Concentration +7, Diplomacy +7, Gather Information +4,
Knowledge (arcana) +8, Listen +3, Search +1, Spellcraft +10,
Spot +3 (+6 in shadows)
Languages Common, Elven, Halfling, Varisian
SQ summon familiar (owl named Leniloria)
Combat Gear wand of magic missile (43 charges), wand of
identify (40 charges); Other Gear bracers of armor +1,
masterwork dagger, belt pouch, black enameled writing
set worth 25 gp, silk rope (50 ft.), abacus worth 15 gp,
magnifying glass, 12 sp


Of course, not all of the Gold Goblin’s customers are
scoundrels and troublemakers. Feel free to introduce other
colorful Riddleport locals as the PCs settle in to their
new jobs. At one point, you should introduce
Samaritha Beldusk in this matter.
Samaritha is a young half-elf
woman with wavy red hair and a
few Varisian tattoos on her face
and neck. She should stand out
among the Gold Goblin’s regular
crowd—the combination of her
cleanly attire, beauty, and quiet
demeanor setting her apart
immediately. Samaritha isn’t
here to gamble, though—she’s
looking for a job.
Samaritha came to Riddleport
several weeks ago,
intrigued by the Cyphergate
Riddle and harboring hopes of
becoming a full-fledged cyphermage.
Unfortunately, no cyphermages were
taking apprentices when she arrived,
and now with the group so distracted by the
Blot, she feels she has little hope of finding
such a patron. With her funds running low, she resigned
herself to a long wait with a mundane job until her prospects
brightened. After having a tough time finding a
respectable job that didn’t require her to abandon her
morals, she came to the Gold Goblin to apply as a waitress.
If she can’t get a job here, she has resigned herself
to spending the last of her money to return to Magnimar
and abandoning her dream of becoming a cyphermage.
Samaritha is not overly enthusiastic about this new
job, but her natural friendliness and honest nature shine
through if the PCs agree to take her on. She immediately
takes a liking to the PCs unless treated poorly, particularly
any with magical talent or who are especially kind or
handsome, in which case she might develop a romantic
interest with one of the PCs. Convincing Saul to hire her is
a simple task, and once she’s on staff, her positive attitude,
friendliness, and good looks do their work—all Profession
checks to determine profitability made while Samaritha’s
on staff gain a +1 bonus. She can serve quite well as a
greeter/server and as a spotter in the catwalks, giving the
PCs a few additional opportunities to influence the week’s
profits with skill checks. Samaritha doesn’t have anywhere
to stay in Riddleport, and Saul agrees to let her take one
of the guest rooms as her own in return for lowering her
weekly pay.
Samaritha doesn’t really enjoy the prospect of
“adventuring” (she’s got an aversion to filth and something
of a fear of blood), but if you feel that the PCs could use
some extra help and if they’re particularly nice to her, she
might just learn to put aside her fears to join them in their
adventures. At some point before the raid on the Gold Goblin
(see page 30), Samaritha should receive word
that a cyphermage has agreed to take her
on as a student. At that point she’ll quit
her job here and move in to the Cypher
Lodge, but at that point, her friendship
with the PCs should be set. In any event,
Samaritha has a relatively important
role to play in the next adventure,
“Children of the Void.”

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