The Sorcerers of Ainhoa are a group of six magic-users of unknown origin who travel the high plains, moving from place to place apparently at whim. Capricious and unpredictable, they are at times benevolent and at times cruel. On some occasions all six are seen together, at others they appear only in pairs or threes. Two of them, Izotz and Hirune, are never seen together unless all six are present.
From left to right, the Sorcerers of Ainhoa are Itzotz, Elixabete, Eguzki, Patxi, Zigor and Hirune.
Itzotz, Magic User Level 8, Chaotic.
Itzotz is handsome, aloof and silent, barely speaking and ever observant. In magic he tends towards illusion and phantasm, with which he horrifies or delights his victims.
Spell Book (spells sewn in silver thread on the inside of his scarf): Dancing Lights, Erase, Find Familiar, Friends, Push, Unseen Servant, Ventriloquism, Audible Glamer, ESP, Fools Gold, Pyrotechnics, Rope Trick, Invisibility, Magic Mouth, Scare, Phantasmal Force, Suggestion, Tongues, Leomund’s Tiny Hut, Blink, Confusion, Fire Charm, Hallucinatory Terrain, Polymorph Other, Fumble, Distance Distortion, Telekinesis, Stone Shape, Mordenkainen’s Faithful Hound.
Magic Items: Ring of the Ram (8 charges), Dust of Appearance
AC 8, Hit Points 22, #ATT 1, DMG 1d4 (knife)
Elixabete, Magic User Level 9, Chaotic.
Elixabete appears as a small and slight young girl in a faded dress, and is never seen without a bouquet of dying flowers. Her grey eyes seem to contain great age and experience. She favours spells which manipulate the weather or natural objects.
Spell Book (written on threads woven into her flower bouquet): Affect Normal Fires, Feather Fall, Light, Enlarge, Hold Portal, Spider Climb, Continual Light, Darkness 15’ Radius, Invisibility, Stinking Cloud, Web, Wizard Lock, Levitate, Explosive Runes, Gust of Wind, Hold Person, Haste, Lightning Bolt, Protection from Normal Missiles, Water Breathing, Dig, Ice Storm, Wall of Ice, Plant Growth, Fire Shield, Airy Water, Transmute Rock to Mud, Stone Shape, Wall of Force, Animal Growth.
Magic Items: Chime of Interruption, Dust of Sneezing and Choking
AC 9, Hit Points 19, #ATT 1, DMG 1d3 (stiletto)
Eguzki, Magic User Level 7, Chaotic.
Eguzki is a corpulent man who is always dressed in the crimson outfit of a jester. He carries with him a sack, whose contents are known only to him. He prefers spells which allow him to teleport or disappear.
Spell Book (a bundle of quipu carried in his sack): Jump, Push, Shield, Spider Climb, Feather Fall, Shocking Grasp, Darkness 15’ Radius, Invisibility, Levitate, Mirror Image, Rope Trick, Blink, Fly, Slow, Invisibility 10’ Radius, Dimension Door, Polymorph Self, Minor Globe of Invulnerability.
Magic Items: Beads of Force, Figurines of Wondrous Power (Ivory Goats)
AC 8, Hit Points 24, #ATT 1, DMG 1d4 (club)
Patxi, Magic User Level 7, Chaotic.
Patxi is gaunt and gangly, always bare-chested. His barrel, which he carries over his shoulder as if it weighs nothing, sometimes contains hundreds of gold pieces, sometimes silver, sometimes copper. He likes spells which give him power over others.
Spell Book (carved into staves on the interior of his barrel): Burning Hands, Magic Missile, Shocking Grasp, Enlarge, Charm Person, Push, Fools Gold, Stinking Cloud, Strength, Scare, Shatter, Detect Invisibility, Flame Arrow, Hold Person, Slow, Suggestion, Feign Death, Polymorph Other, Fire Trap, Fear, Enchanted Weapon.
Magic Items: Iron Bands of Bilarro, Dagger of Venom +2
AC 8, Hit Points 16, #ATT 1, DMG 1d4+2/poison
Zigor, Magic User Level 8, Chaotic.
Dressed in flamboyant but pale blue robes, Zigor, apparently a small boy, is the most exuberantly magical of the group, ever ready to demonstrate his power. When he is not practising his magic he likes to dance, performing for food or money.
Spell Book (written on handkerchiefs he keeps up his sleeves): Affect Normal Fires, Charm Person, Dancing Lights, Magic Missile, Light, Nystul’s Magic Aura, Unseen Servant, Jump, Pyrotechnics, Web, Mirror Image, Knock, Levitate, Magic Mouth, Explosive Runes, Fireball, Fly, Lightning Bolt, Hold Person, Ice Storm, Wall of Fire, Fire Shield, Wall of Ice.
Magic Items: Scarab of Insanity, Pipes of Pain
AC 7, Hit Points 19, #ATT 1, DMG 1d6 (short sword)
Hirune, Magic User Level 12, Chaotic.
Hirune is almost as a sister to Itzotz in appearence, though her skin is paler and her eyes sadder. Like him she rarely speaks, though she often sings in a melancholy and quiet way. She is the most powerful of all of her comrades, though she rarely displays her strength.
Spell Book (in a bundle of scrolls she carries around in a pottery vase): Detect Magic, Find Familiar, Magic Missile, Push, Shield, Sleep, Write, Tenser’s Floating Disc, Identify, Detect Invisibility, ESP, Knock, Leomund’s Trap, Locate Object, Ray of Enfeeblement, Scare, Strength, Stinking Cloud, Dispel Magic, Clairaudience, Clairvoyance, Fireball, Monster Summoning I, Protection from Normal Missiles, Leomund’s Tiny Hut, Confusion, Charm Monster, Massmorph, Monster Summoning II, Wizard Eye, Wall of Fire, Ice Storm, Animate Dead, Cloudkill, Teleport, Wall of Iron, Contact Other Plane, Bigby’s Interposing Hand, Monster Summoning IV, Control Weather, Repulsion.
Magic Items: Staff of Withering (12 charges), Robe of the Magi
AC 4, Hit Points 36, #ATT 2, DMG 1d4/1d4 (dagger)
On encountering the Sorcerers of Ainhoa, the DM should roll a d3; on a roll of 1 two of the sorcerers will be present, on a roll of 2 three will be present, and on a roll of 3, all 6 will be found. The DM should roll a d3 to determine the mood of the sorcerers, with a score of 1 being hostile, 2 being neutral, and 3 being friendly.
[This is the completion of a post I did a very long time ago.]