The material below is designated as Open Game Content.
‘Yes, Ambassador, I am well aware of the political ramifications of what I have just done. That’s what makes it so funny.’
Gretchen was a young girl when the VanFleet pirates were defeated and forced into slavery. She spent ten long years with the work crews who built the first of the Driftdowns’ piers and maintaining the Great Lift, gaining a love for that rough place that endures even now. It was during this time that her sorcerous powers manifested and she found herself blessed with a knack for predicting the weather and the power to raise phantom mists from the sea. These abilities had not been seen among the VanFleets for centuries, so word of her powers spread quickly, coming at last to the attention of Illias Seawillow. She charmed the elf with her keen mind, athletic grace and combination of ferocious temper and whimsical humour. Against the counsel of Palanas and others, she became Illias’ chief apprentice and, within a space of just five years, his wife.
Gretchen soon reached the limit of her sorcerous abilities, but showed a talent for the more structured methods of the wizard, memorizing complex arcane formulae with ease. She joined Illias on many of his adventures, travelling across the planes and to every corner of the world. As years passed Gretchen and Illias grew closer, eventually falling in love and marrying, much to the objection of both of their families. When Illias vanished, Gretchen inherited the Black Crown and the mantle of the most powerful wizard in Stormhaven.
Her life prolonged by undisclosed magical means, Gretchen has changed little despite the centuries, looking much as she always did, a deeply tanned woman with short black hair and a compact, athletic body. She wears several earrings in her right ear, which was common among VanFleet pirates in her youth, and her right arm is covered in tattoos, another family tradition long abandoned. She wears her robe of eyes everywhere she goes, a gift from her late husband.
Gretchen possesses a mercurial temper and is prone to flights of whimsy. She delights in the antics of children, can listen to the drunken ramblings of sailors for hours at a time and collapses in helpless gales of laughter after a successful practical joke, even if she is the victim. At the same time, she can be petty and spiteful and will lash out, sometimes violently, at anyone she feels is insulting her. Gretchen resents any authority other than her own and is a constant thorn in the side of Stormhaven’s government and nobility. She is estranged from her own family and has no use for the Seawillows, with the exception of Senevessa, whom she loves as a sister.
Gretchen relishes using her magic and is especially fond of enchantments and elemental effects. The spells listed below are her normal daily complement; when preparing for a battle she memorizes as many destructive fire and water spells as possible, as well as a considerable amount of summoning spells.
Gretchen VanFleet, human female Sor2/Wiz18; CR 20; Size M; HD 2d4 + 18d4; HP 56; Init +1; Spd Walk 30 ft.; AC 12 (Dex +2); Atk +10/+5 dagger (dagger 1d4); SA spells; SQ familiar; AL CN; SV Fort +6, Ref +8, Will +17; Str 11, Dex 15, Con 11, Int 26, Wis 16, Cha 18.
Skills and Feats: Alchemy +31, Balance +5, Bluff +9, Climb +3, Concentration +23, Gather Information +7, Innuendo +5, Knowledge (arcana) +31, Knowledge (geography) +8, Knowledge (seamanship) +19, Listen +4, Profession (boater) +14, Profession (sailor) +10, Scry +28, Spellcraft +31, Tumble +3, Use Rope +5; Brew Potion, Craft Wondrous Item, Empower Spell, Energy Preservation*, Enlarge Spell, Extend Spell, Forge Ring, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus (evocation), Scribe Scroll.
Spells Known (Sorcerer): (6/5; Base DC = 14 + spell level) 0- Ray of Frost, Ghost Sound, Read Magic, Detect Magic, Prestidigitation; 1st- Obscuring Mist, Predict Weather.
Spellbook (Wizard): Gretchen has access to all spells in Core Rulebook I, plus all arcane spells in Seas of Blood, as well as several spells of her own creation.
Spells Prepared (Wizard): (4/6/6/6/6/5/5/4/4/2; Base DC = 18 + spell level) 0 level - dancing lights, flare, ghost sound, prestidigitation; 1st level - animate rope, charm person (x2), mage armour, sleep (x2); 2nd level - fog cloud, glitterdust, hypnotic pattern, resist elements, scare, water spark*; 3rd level - dispel magic, fly, hold person, sleet storm, suggestion, wind wall; 4th level - ice storm, minor globe of invulnerability, solid fog, VanFleet’s watery servant*, wall of ice; 5th level - dominate person, feeblemind (x2), prying eyes, sending, telekinesis; 6th level - chain lightning, control water, control weather, greater dispelling, legend lore; 7th level - forcecage, instant summons, power word stun, spell turning; 8th level - irresistible dance, mass charm, polymorph any object (x2); 9th level - foresight, time stop.
Possessions: Ring of elemental command (water), headband of intellect +4 (already accounted for above), pearl of the sirines, robe of eyes, octopus gauntlet.
‘Illias’ Albatross familiar: HD 20; hp 28; AC 21; SQ SR 25, Improved Evasion, can deliver touch attacks, speak with master, speak with animals of its type, Int 15.
Benefits: Grants Alertness feat, shares spells, empathic link, Gretchen can Scry on Illias 1/day.
‘Yes. At least, I think that’s what the ambassador said. Why? Have I said something wrong again?’
Ambassador Flame is an enigma, both to the people of Stormhaven and the members of his own tribe, the Crippled Bone. He arrived in Stormhaven shortly after his tribe signed a free trade agreement with the city, proclaiming himself a goodwill ambassador. Upon arrival he emptied a chest full of silver bars to bribe several councillors into granting him possession of an embassy. Since that time he has negotiated a few minor trade contracts, bribed his way into various balls and banquets and generally accomplished nothing of real value. As a result, nobles, ambassadors and councillors of Upside do not take him seriously, regarding Flame as a child playing at dress up. He amuses them, so he is allowed to stay.
In reality, Ambassador Flame only plays the fool. He is a consummate master of double speak, innuendo and subtle wordplay. His devious mind, a blessing of his devilish heritage, spins wheels within wheels of intrigues, all set towards a single goal: bringing war to Stormhaven. Everything Flame does serves this end, every ‘misspoken’ word, every bribe, every lie building on the one before, spinning an inescapable web. He does it purely because it tickles his devilish fancies.
Ambassador Flame appears as an average member of his race, the only clue to his infernal heritage is his dull crimson fur. Flame dresses the part of the noble savage, carefully mixing primitive jewellery and hides with the latest in noble fashions.
Ambassador Flame, Half-fiend gnoll male Exp4/Sor4: CR 8; Size L outsider; HD 2d8 + 4d6 + 4d4 + 20; HP 53; Init +2; Spd Walk 30 ft.; AC 13 (-1 size, +2 Dex, +2 natural); Atk Dagger +7 (dagger 1d4+4); SA Spells, Darkness 3/day, Desecrate 1/day, Poison 3/day, Unholy Blight; SQ Darkvision 60 ft., immunity to poison, resistance 20 (acid, cold, electricity, fire); AL LE; Fort +6, Ref +3, Will +6; Str 19, Dex 14, Con 15, Int 15, Wis 11, Cha 16.
Skills and Feats: Bluff +6, Concentration +7, Decipher Script +4, Diplomacy +4, Forgery +5, Gather Information +4, Innuendo +4, Intimidate +4, Knowledge (arcana) +8, Listen +6, Read Lips +3, Sense Motive +2, Spot +4; Endurance, Power Attack, Still Spell, Silent Spell.
Spells Known: (6/7/4; Base DC = 13 + spell level) 0 level - dancing lights, daze, detect magic, flare, mage hand, read magic; 1st level - burning hands, cause fear, spider climb; 2nd level - summon swarm.
Possessions: Necklace of fireballs type I, dagger.
Kromodus Stormhaven Kromodus is the founder and head priest of the Order, driven to spread the truth of his religion to every corner of Stormhaven. A true fanatic, Kromodus is unshakeable in his beliefs and has even convinced himself that the sea speaks to him in his dreams.
Kromodus is young, just 234 years old, and cruelly handsome, with precisely plucked eyebrows, a full blue/black beard and sharp cheekbones. His left leg is gone replaced by an ivory peg-leg. Kromodus dresses in the loose, formal robes of his order at all times. When preparing for battle, he simply places his half plate over his robes.
Kromodus passionately hates his father Dragnar and continuously plots to kill him and assume his place at the head of the clan. Fear of retribution from his father’s elven allies, the Seawillows, has so far stayed his hand. His relationships with his other siblings, particularly his brother Gleely, are not much better.
Kromodus carries his greatest treasure, a deep azure orb of storms, at all times. When he is nervous, or when delivering a thundering sermon to his followers, he clenches it tightly in his right fist.
Kromodus Stormhaven, male dwarf Ari5: CR 5; Size M; HD 5d8+8; HP 35; Init -1; AC 16 (-1 Dex, half plate); Atk mace +4 (mace 1d8+1); SQ Darkvision 60 ft.; AL LN; SV Fort +3, Ref +0, Will +7; Str 13, Dex 8, Con 15, Int 13, Wis 13, Cha 17.
Skills and Feats: Diplomacy +10, Intimidate +10, Knowledge (religion) +9, Listen +3, Perform +6, Ride +6, Sense Motive +3, Spot +9; Alertness, Confirmed Cynic, Iron Will.
Possessions: Mace, half plate, orb of storms.
Turlock is a shark, born in human form, a relentless killer who lives only for the hunt. Born long ago to parents he no longer remembers, Turlock fled to the sea at an early age and has never left. He used to be a pirate for a while, but then fled to the depths after slaying his entire crew. Eventually he found his way to Stormhaven and settled in the Driftwood Kingdoms, a wolf among the sheep.
Turlock is a bully and a braggart, addicted to the scent of fear and given to blind, killing rages that leave him quivering on the floor. When he is hungry (which is always) he salivates uncontrollably and bites his tongue hard enough to draw blood. In human form, Turlock is nearly seven feet tall, grossly fat and dressed only in torn, patched breeches and an open canvas vest. In hybrid form, he stands as tall as an ogre, a primitive shark with rippling muscles and rows of dagger-length teeth.
Turlock, lycanthrope human male Brb9; CR 9; Size M/H (shapechanger); HD 9d12+18 (+36); HP 85 (103 in hybrid or animal form); Spd 40ft or swim 60ft; AC 14 (+2 Dex, +2 natural) or 19 in hybrid or animal form (-2 size, +4 Dex, +7 natural); Atk Great axe +15/+10 (great axe 1d12+6) / Bite +18, 2 claws +16 or great axe +19/+14 (bite 2d6+10, great axe 1d12+11, claws 1d6+10); SA Rage 3/day, curse of lycanthropy, improved grab as hybrid or animal; SQ Uncanny dodge (no flanking), shark empathy; DR 15/silver, keen scent as hybrid or animal; AL CE; Fort +10, Ref +7, Will +5, or Fort +12, Ref +9, Will +5 as hybrid or animal; Str 20, Dex 15, Con 15, Int 10, Wis 14, Cha 15 or Str 30, Dex 19, Con 19 in hybrid or animal form.
Skills and Feats: Intimidation +15, Swim +17, Listen +18 (+22 as hybrid), Wilderness Lore +14, Intuit Direction +6, Climb +13 (+18 as hybrid), Search +6 (+10 as hybrid), Spot +6 (+10 as hybrid); Cleave, Great Cleave, Power Attack, Combat Reflexes, Track; Multiattack as hybrid.
Possessions: mighty cleaving great axe +1.
Voice of the People
The Voice of the People is a rabble-rousing bard who hides his face behind a mask. He takes great joy in inciting crowds to violence, regardless of the consequences, simply for his own entertainment. The Voice of the People is skilled at recognizing the fears and hidden prejudices of his public and, though the guild government is his most frequent target, he will quite willingly incite racial or religious violence if that is more easily accomplished. Despite the best efforts of the government and in spite of his own monstrous behaviour, the Voice of the People has become a great hero to the common man, an irony he finds hilarious.
The Voice of the People dresses flamboyantly, never appearing in the same costume twice. He wears a different mask to each performance, usually a grotesque caricature of a popular political figure. No one knows the Voice of the People’s identity, even efforts to read his mind fail, due to the interference of magic items. Likewise, all efforts to capture him have failed, as he can slip through crowds like a ghost.
Voice of the People, human male Brd14; CR 14; Size M; HD 14d6; HP 50; Init +8; AC (+4 Dex, ); Atk rapier +17/+12 (rapier 1d6+2); SA Spells, bardic music 14/ day; bardic knowledge +17; AL CN; SV Fort +4, Ref +13, Will +12; Str 10, Dex 18, Con 10, Int 17, Wis 13, Cha 22.
Skills and Feats: Balance +18, Bluff +20, Climb +5, Disguise +20, Escape Artist +16, Gather Information +23, Hide +16, Move Silently +18, Perform +23, Sense Motive +15, Tumble +15; Confirmed Cynic, Iron Will, Skill Focus: Perform, Skill Focus: Gather Information, Weapon Finesse (rapier), Weapon Focus (rapier).
Spells Known: (4/5/5/4/4/2; Base DC = 16 + spell level) 0 level - daze, detect magic, flare, ghost sound, prestidigitation, read magic; 1st level - charm person, expeditious retreat, hypnotism, ventriloquism; 2nd level - cat’s grace, detect thoughts, misdirection, undetectable alignment; 3rd level - clairaudience, dispel magic, keen edge, scrying; 4th level - dimension door, modify memory, rainbow pattern, shout; 5th level - mind fog, mislead, persistent image.
Possessions: +2 keen rapier, hat of disguise, amulet of proof against detection and location.
‘Help you? Why?’
Watch Leader Mabius Freeman
A Driftwatch patrol consists of four watchmen led by a Watch leader. Watch leaders are under the command of a Watch sergeant, who oversees four Driftwatch patrols and reports in turn to one of ten Watch captains. Each of the Watch captains command six Watch sergeants and answers directly to one of the Parliament councillors, who rarely have anything but their own interests at heart.
The patrols are hardened fighting units, well-trained in skirmish tactics. They approach potential conflicts with weapons at the ready, but prefer to simply intimidate troublemakers into surrendering. If a fight appears imminent, they attack to subdue first, grappling if possible, but resorting to lethal force if suspects offer more than half-hearted resistance.
Membership: The Driftwatch does not discriminate along either racial or gender lines, including humans, dwarves, elves, gnomes, halflings, half and full blood orcs in its ranks. For simplicity’s sake, the statistics provided below are for human watchmen, but watch members from other races are identically equipped.
Watchman, human War2; CR 1; Size M; HD 2d8; HP 13; Init +0; AC 13 (leather armour, buckler); Atk +3 short sword or +2 light crossbow (short sword d6+1, light crossbow 1d8); AL N; SV Fort +3, Ref +0, Will +0; Str 12, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Intimidate +5, Listen +4, Spot +4, Swim -2; Alertness, Confirmed Cynic.
Possessions: Leather armour, buckler, short sword, light crossbow, 10 bolts, shackles.
Watch Leader, human War2/Exp2; CR 3; Size M; HD 2d8+2d6; HP 20; Init +1; AC 14 (+1 Dex, leather armour, buckler); Atk short sword +5 or light crossbow +4 (short sword 1d6+1, light crossbow 1d8); SA none; SQ none; AL N; SV Fort +3, Ref +1, Will +3; Str 12, Dex 12, Con 11, Int 11, Wis 10, Cha 10.
Skills and Feats: Gather Information +5, Intimidate +6, Listen +4, Sense Motive +6, Spot +5, Swim +3; Alertness, Confirmed Cynic, Weapon Focus (short sword).
Possessions: Leather armour, buckler, short sword, light crossbow, 10 bolts, horn, shackles.
Watch Sergeant, human War3/Exp2: CR 4; Size M; HD 3d8+2d6; HP 22; AC 14 (+1 Dex, leather armour, buckler); Atk short sword +6 or light crossbow +5 (short sword 1d6+1, light crossbow 1d8); SA none; SQ none; AL N; SV Fort +3, Ref +2, Will +4; Str 12, Dex 12, Con 11, Int 12, Wis 10, Cha 11.
Skills and Feats: Gather Information +8, Intimidate +8, Jump +4, Listen +6, Sense Motive +6, Spot +5, Swim +6; Alertness, Confirmed Cynic, Weapon Focus (short sword).
Possessions: Leather armour, buckler, short sword, light crossbow, 10 bolts, horn, shackles, tanglefoot bag.
Driftwatch Officer Elizabeth Luvria
You do not cross the Sevens, everyone knows that, or at least, everyone but Elizabeth. When she joined the Driftwatch she was naive, honest and ambitious. Two years later, she stumbled across a Sevens’ hideout. The rest of her patrol cautioned against reporting what she had seen but, eager for advancement, she went to her Watch sergeant who, in service to the Sevens, listened politely, slit her throat and dumped her body in the sea. But Elizabeth did not die.
Or perhaps she did. Elizabeth doesn’t know or care. She awoke on the docks, completely healed, her face and body somehow changed, unrecognisable even to herself. Fleeing the city, Elizabeth went underground, working as a crimelord’s bodyguard and a pit fighter, honing her skills to a razor’s edge. A year ago, she returned to Stormhaven and rejoined the watch under an assumed name, determined to infiltrate and destroy the Sevens. To date, Elizabeth has ferreted out and slain nearly two dozen low-level Sevens agents, but has not uncovered any of the organization’s power players.
Sleek and well-muscled, with delicate features, luxurious raven hair and a liquid, graceful saunter, Elizabeth is beautiful, in the feral manner of a panther. Her smile, however, is a lioness’ snarl and her emerald eyes are cold and lifeless. On duty, Elizabeth is dressed as a typical member of the Driftwatch. Off duty, she favours loose, unrestrictive clothing in dark blues and blacks. She carries her short sword, Silencer, at all times, its unremarkable design being indistinguishable from standard watch issue.
Elizabeth Luvria, human War2/Rog1/Ftr4: CR 7; Size M; HD 2d8 + 1d6 + 4d10 + 14; HP 59; Init +7; AC 16 (+3 Dex, leather armour, buckler); Atk +11/+6 short sword or +9/+4 light crossbow (short sword 1d6+5 critical 17-20/x2, light crossbow 1d8); SA sneak attack +1d6; AL CG; SV Fort +9, Ref +6, Will +3; Str 14, Dex 16, Con 15, Int 12, Wis 14, Cha 12.
Skills and Feats: Gather Information +4, Hide +8, Intimidate +6, Listen +7, Move Silently +8, Search +4, Spot +5, Swim +3; Alertness, Improved Initiative, Iron Will, Power Attack, Weapon Finesse (short sword), Weapon Focus (short sword), Weapon Specialization (short sword).
Possessions: +1keen short sword, leather, buckler, light crossbow, 20 bolts.
The Staircase Guard
The Staircase Guard operates in five man patrols, with four guardsmen under the command of a guard leader. Guard leaders report to guard sergeants, each of whom directs four patrols. Guard sergeants receive their orders directly from Captain Magdalena Romoff, who answers only to the Guild Parliament. The guard’s elite skirmishers and Spellwatch wizards answer only to Romoff, as does the leader of the griffon riders, Hanan Al’Sharif.
Guardsmen are trained to show polite restraint when dealing with Upsiders, but show no such inclinations with anyone else. Staircase patrols arrive on scene with crossbows at the ready and are quick to draw their swords if nobles are threatened.
Skirmishers and Spellwatch wizards are used to support guard patrols when strong opposition is expected, such as when drunken adventurers go on a rampage. Skirmishers are trained to neutralize spellcasters first, using sneak attacks with either sap or short sword. If possible, Spellwatch wizards cast mage armour and protection from arrows before arriving at a battle. Once on the site, they prefer sleep and web over direct damage spells, but will not hesitate to use magic missile if the situation demands it.
Membership: The Staircase Guard traditionally accepts only humans, dwarves and elves of both genders. For simplicity’s sake, the following statistics are for human guardsmen.
Guardsman, human Exp1/Ftr1; CR 1; Size M; HD 1d6 + 1d10; HP 13; Init +1; AC 16 (+1 Dex, scale mail, buckler); Atk +3 short sword or +2 light crossbow (short sword 1d6+1, light crossbow 1d8); AL LN; SV Fort +2, Ref +1, Will +2; Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Bluff +4, Climb -1, Diplomacy +4, Gather Information +4, Intimidate +4, Listen +4, Search +4, Spot +4; Point Blank Shot, Rapid Shot, Weapon Focus (short sword).
Possessions: Scale mail, buckler, short sword, light crossbow, 10 bolts.
Guard Sergeant, human Exp2/Ftr2; CR 3; Size M; HD 2d6 + 2d10; HP 23; Init +5; AC 16 (+1 Dex, scale mail, buckler); Atk +5 short sword or +4 light crossbow (short sword 1d6+1, light crossbow 1d8); AL LN; SV Fort +3, Ref +1, Will +3; Str 12, Dex 13, Con 10, Int 12, Wis 10, Cha 10.
Skills and Feats: Bluff +5, Climb +3, Diplomacy +5, Gather Information +5, Intimidate +5, Jump +3, Listen +5, Search +5, Speak Languages +2 (dwarf, elf), Spot +6; Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (short sword).
Possessions: Scale mail, buckler, short sword, light crossbow, 10 bolts, horn.
Skirmisher, human Rog3; CR 3; Size M; HD 3d6; HP 12; Init +6; AC 14 (+2 Dex, leather); Atk +4 short sword or +4 light crossbow (short sword 1d6, light crossbow 1d8); SA Sneak Attack +1d6; SQ Evasion, Uncanny Dodge; AL LN; SV Fort +1, Ref +5, Will +1; Str 10, Dex 15, Con 10, Int 12, Wis 10, Cha 10.
Skills and Feats: Balance +8, Bluff +6, Climb +6, Disable Device +7, Disguise +6, Hide +8, Listen +6, Search +7, Spot +6, Tumble +8; Combat Reflexes, Improved Initiative, Weapon Finesse (short sword).
Possessions: Leather armour, short sword, light crossbow, 10 bolts.
Spellwatch Wizard, human Wiz4; CR 4; Size M; HD 4d4; HP 11; Init +1; AC 12 (+1 Dex, +1 bracers of armour); Atk +2 dagger (dagger 1d4); SA spells; SQ familiar; AL LN; SV Fort +1, Ref +2, Will +4; Str 10, Dex 12, Con 10, Int 16, Wis 10, Cha 10.
Skills and Feats: Concentration +7, Knowledge (arcana) +10, Scry +10, Search +8, Speak Language (dwarf, elf, gnome, halfling, orc) +4, Spellcraft +10, Spot +5; Brew Potion, Combat Casting, Scribe Scroll, Spell Focus (enchantment).
Spells Prepared: Base DC = 13 + spell level. 0 level - daze, detect magic (x2), detect poison; 1st level - mage armour, magic missile (x2), sleep; 2nd level - bull’s strength, protection from arrows, web.
Possessions: +1 bracers of armour, dagger, sleep scroll (x2), dispel magic scroll, wand of ray of enfeeblement, hawk familiar.
Griffon Rider, human Rng5; CR 5; Size M; HD 5d10+5; HP 43; Init +2; AC 16 (+2 Dex, studded leather +1); Atk +6 heavy lance or +7 longsword or +7 composite longbow (lance 1d8+1, longsword 1d8+1, composite longbow 1d8+1); SA spells; SQ favoured enemy (orc); AL CG; SV Fort +5, Ref +3, Will +3; Str 12, Dex 15, Con 12, Int 10, Wis 14, Cha 12.
Skills and Feats: Concentration +9, Handle Animal +9, Ride +12, Spot +10, Wilderness Lore +10; Ambidexterity, Mounted Archery, Mounted Combat, Point Blank Shot, Tracking, Two Weapon Fighting.
Spells Prepared: (-/1; Base DC = 12 + spell level) 1- magic fang.
Possessions: Mighty masterwork composite longbow, masterwork longsword, +1 studded leather, eyes of the eagle, 5 +1 arrows, 15 arrows, 1 potion of cat’s grace.
Griffon Captain Hanan Al’Sharif
Hanan has been the Griffon Guard’s captain since the unit’s inception, and has gained a citywide reputation as a gifted leader and a warrior of ruthless skill. Hanan raises each of his unit’s griffons personally and shows an almost supernatural affinity for the beasts. He spends weeks at a time roosting with his griffons, shunning outside contact entirely during that time.
Hanan does not speak often. He lost the tip of his tongue and most of his teeth in a duel two centuries ago and refuses, as a matter of honour, to have the damage repaired. Despite this impediment he has many friends, among them his friendly rivals Gleely Stormhaven and Etrian Starkmore. He is also involved in a deep romantic relationship with Senevessa Seawillow that has lasted for over a century.
Hanan Al’Sharif, elf male Rng13; CR 13; Size medium humanoid; HD 13d10+26; HP 129; Init +10; AC 20 (+6 Dex, +2 studded leather); Atk +19/+14/+9 spiked gauntlet and +18/+13 punching dagger or +19/+14/+9 composite longbow (gauntlet 1d4+3, punching dagger 1d4 or 1d8+1 composite longbow); SA spells; SQ elf racial abilities, favoured enemy (human, aberration, beast); AL CG; SV Fort +10, Ref +10, Will +6; Str 13, Dex 23, Con 14, Int 12, Wis 14, Cha 16.
Skills and Feats: Animal Empathy +15, Intuit Direction +11, Jump +11, Listen +14, Ride +17, Spot +16, Wilderness Lore +18; Ambidexterity, Improved Initiative, Improved Two Weapon Fighting, Mounted Combat, Tracking, Two Weapon Fighting, Weapon Finesse (spiked gauntlet), Weapon Finesse (punch dagger).
Spells Prepared: (2/2/1; Base DC = 12 + spell level) 1st level - read magic (x2); 2nd level - protection from elements, sleep; 3rd level - greater magic fang.
Possessions: +2 mighty composite longbow, 10 +2 arrows, +2 glamered studded leather, +2 spiked gauntlet, masterwork punch dagger, iron bands, boots of speed.
Captain Magdalena Romoff
Magdalena began her career as a Driftwatch guardsman. At first she was no different than her fellows, taking bribes and administering beatings at the command of guild superiors. Then one night she took a knife in the back from a fellow officer. She was saved from death only because of the intervention of a warrior priest, who slew her would-be assassin and then healed her wounds, after first extracting a promise of repentance and lifelong service. Even after thirty years of sacrifice as a paladin, she doesn’t regret the decision.
Magdalena was appointed captain of the Staircase guard ten years ago and has endured almost daily battles with Parliament councillors and noble lords ever since. She is painfully aware of the corruption that infects the government, but is at a loss as to how to eliminate it.
Magdalena is nearly fifty years old but has lost none of her strength. She has a narrow, pleasant face heavily wrinkled around the eyes and mouth and long white hair that she wears in a ponytail. She has an easy smile and a quick, sparkling laugh that erupts in short bursts when she is nervous. She dons her golden full plate only in the most dire of circumstances, preferring to wear simple but expensive tunics and breeches in bright primary colours.
At one time, a celestial warhorse named Lustrian served Magdalena, but he died of old age three years ago. She still mourns his death and has made no attempt to replace him.
Captain Magdalena Romoff, human female Ftr7/Pal9; CR 16; Size M; HD 7d10 + 9d10 +32; HP 145; Init +1; AC 28 (+1 Dex, full plate +4, large steel shield +3); Atk longsword (holy avenger) +26/+21/+16/+11 (Holy Avenger 1d8+11 +1d6 vs. evil); SA Smite 1/day (+5 to hit, +9 damage); SQ Detect evil, divine grace, aura of courage, remove disease 3/week, lay on hands (36 hp/day), turn undead as 7th level cleric; AL LG; SV Fort +18, Ref +11, Will +13; Str 19, Dex 13, Con 15, Int 13, Wis 16, Cha 20.
Skills and Feats: Concentration +4, Craft (armoursmithing) +16, Diplomacy +16, Handle Animal +10, Heal +6, Knowledge (religion) +17, Ride +14, Swim +12; Expertise, Improved Critical, Improved Disarm, Improved Trip, Mounted Combat, Power Attack, Ride-By Attack, Sunder, Trample, Weapon Focus (longsword), Weapon Specialization (longsword).
Spells Prepared: (-/2/1; Base DC = 13 + spell level) 1st level - divine favour, endure elements; 2nd level - remove paralysis.
Possessions: Holy avenger, +4 full plate, +3 large steel shield, wings of flying.
The Order of the Storm
The Order of the Storm was born thirty years ago when Kromodus Stormhaven, a devout worshiper of the dwarven god of sea trade, found himself trapped in a merchant ship during a hurricane. Kromodus, the ship’s owner, was returning to Stormhaven with a cargo of dwarven weapons that nearly depleted his personal fortune, but he was confident that the return on his investment would be immense. As the storm raged around him he prayed, more fervently than ever before, that he and his ship would weather the hurricane intact. They did not.
Kromodus was found a week later, clinging to life aboard a tiny scrap of his ship’s hull, his right leg lost to a shark. Near destitute and grieving over his lost leg, Kromodus lost all faith, convinced that the sea was too powerful to be controlled by any god.
Still, he could not believe that his suffering was just the result of random happenstance, so he fixated on the idea that the sea itself had punished him for worshiping false idols, but spared his life that he might deliver the truth: that the gods he knew were false, and that all who embraced the truth would be spared.
A gifted public speaker, Kromodus found converts quickly, particularly among the widows of sailors lost at sea and sailors maimed in seaborne accidents. Ten years ago, he also succeeded in converting his cousins, the twins Madoc and Horbar. Since then the Order has grown exponentially.
Organization and Membership: The Order is too young to have established any sort of formal structure. The absolute head of the Order is Kromodus, who has appointed Madoc and Horbar as his lieutenants. The three refer to themselves and each other as Stormroarers, a practice that is just beginning to catch on among their followers.
The bulk of the Order’s thousand strong membership is made up of Driftdowns citizens who have lost faith in sea gods, usually because of some personal tragedy. They refer to each other simply as brother or sister.
Kromodus has established the first day of each week as a day of prayer, with members gathering in small informal groups led by whoever wishes to assume the duty. Other, more demonstrative followers visit taverns and public squares, haranguing anyone who comes within arm’s reach. The Stormroarers preside over monthly ceremonies that only those invited can attend. Usually held at Stormhold, these ceremonies are more like meetings where they lay out the Order’s goals for the future.
Goals: Kromodus is determined to wipe out all false worship in Stormhaven. To this end he commands his followers to spread their faith through any means necessary, including violence . Kromodus knows that the nobles and guild heads of Upside will never follow him willingly, so he concentrates the Order’s efforts on the Driftdowns.
Two centuries ago, the Driftdowns was home to seven thieves’ guilds, all locked in a bloody, open war for supremacy with each other and with the Driftwatch Guard. Then, mysteriously, the fighting stopped. Shortly after, when the heads of the seven guild masters were left on the steps of the Hall of Voices, guild thieves began fleeing the city in droves. For a time, organized crime was nearly nonexistent on the piers.
Then the Sevens came.
Moving quickly, the Sevens formed around a core group of the most ruthless members of the now destroyed thieves’ guilds, led by a man known only as the Whisper. They swiftly consolidated power in the underworld, seizing control of the prostitution, narcotics and slave trade in short order. Since then, the Sevens have continued to tighten their grip on Stormhaven’s underworld under the leadership of The Whisper.
Organization and Membership: The absolute master of the Sevens is The Whisper, who has ruled the gang for close to two hundred years. In more than one sense, the Sevens and their leader are one and the same.
The Whisper never bothered to replace the core group of thieves as they died off. Instead, he keeps in his pocket a diverse collection of pimps, slave lords, Driftwatch sergeants, adventurers and midlevel guildsmen. None of them are guild lieutenants in the traditional sense, having no say in the gang’s direction or goals. Instead, they are simply agents and facilitators, offering payoffs, acquiring goods, silencing potential leaks and hiring thugs, all for a percentage cut. At the bottom of the ladder is an army of whores, dealers, informants, slavers, confidence men, toughs, guardsmen, sailors and fences, all of whom are used and discarded as needed.
The existence of the Sevens is an open secret on the streets of the Driftdowns, but few would recognize a gang member if they saw one. Even the members of the gang generally know fewer than a handful of their fellows. The ‘higher’ ranking members of the gang never know the identities of their equals and any who pry too deeply are never seen again.
The secret behind The Whisper’s long-lived grip on the organization is his true nature, for The Whisper is a rakshasa (HP 61, Int 18, LE) who emigrated to Stormhaven desiring, as all his kind do, to live a decadent life of wealth and excess. Blessed with a keen mind above even that of other rakshasa, he recognized the opportunities present in an underworld divided by warring guilds and struck quickly, slaying the guild masters and driving unwanted thieves from the piers. He used a variety of disguises to recruit a select group of skilled, intelligent thieves and through them brought the whole of the Driftdowns under his thumb. The Whisper keeps close tabs on what he calls his ‘business’, prowling the piers looking for signs of duplicity or incompetence among his agents. When he finds them, he delegates the responsibility of eliminating the problem to one of his many underlings, as a subtle reminder to them that no betrayal escapes his notice.
The monster takes great pains to conceal his true nature and never assumes his true shape. To explain away his centuries of life, he only assumes the shape of elves and dwarves, maintaining dozens of separate identities, one for each of his underlings. He also travels in the power circles of Upside, collecting gossip in the Rat’s Nest while disguised as a tavern wench or dandy fop. He owns a lavish townhouse in the Nest, under the assumed name of Adriano, and spends most nights there.
Sawtooth and the Subtle Blade
Abandoned at a monastery as a pup, the hobgoblin Sawtooth discovered that he had an aptitude for the martial arts. Since leaving the monastery he has enjoyed a long career, first as a mercenary and bounty hunter and now as a slaver, specializing in the capture of that most elusive prey: adventurers.
Sawtooth is considered very handsome by hobgoblin standards, his aged but still muscular frame is covered in immaculately-groomed, silver-streaked black hair and his eyes are as clear and piercing as those of an eagle. Though he does not really know the truth of his birth, Sawtooth claims to be descended from royal lineage. In battle, Sawtooth is a skilled tactician who fights without emotion, breaking his enemies with almost clinical efficiency.
Sawtooth, hobgoblin male Mnk6; CR 6; Size M; HD 6d6+12; HP 33; Init +8 (+4 Dex, improved initiative); AC 17 (+4 Dex, +2 Wis, +1 monk); Atk unarmed +5/+2 (unarmed 1d8); SA flurry of blows, stunning attack; SQ Darkvision 60ft., evasion, still mind, purity of body, slow fall (30ft.); AL LE; Fort +7, Ref +9, Will +7; Str 11, Dex 19, Con 14, Int 10, Wis 15, Cha 10.
Skills and Feats: Balance +10, Climb +2, Hide +12, Jump +9, Move Silently +14, Tumble +11; Blind- Fight, Deflect Arrows, Improved Initiative, Improved Trip, Weapon Focus (unarmed strike).
These are the various private guards, hirelings and employees found in both levels of Stormhaven, they represent an average member of each organization and Games Masters can customize them to create specific encounters.
Children of the Deep lay priests; human or half-elf Clr3; HP 12; Init +0; AC 12 (leather armour); Atk shortspear +2 (shortspear 1d8); AL CN; SV Fort +3, Ref +1, Will +4; Cleric Domains: Protection and Water; Spells Per Day: 4/3+1/1+1.
Crippled Bone guards; gnoll Bbn1; HP 19; Init +0; AC 14 (hide armour); AL CE; Attack greataxe +4 (greataxe 1d12+2); SV Fort +6, Ref +0, Will +0.
Driftdowns gondolier; human Rog2; HP 6; Init +5; AC 11; Atk pole +1, or light crossbow +1 (pole 1d4, reach or light crossbow 1d8); SV Fort +0, Ref +4, Will +0; AL CG.
Driftdowns Guild Apartment guard; human or half-orc War2; HP 10; Init +0; AC 10; Atk club +2 (half-orc +3) (club 1d6 (half-orc 1d6+1); SV Fort +3, Ref +0, Will +0; AL N.
Driftdowns Minor Guild guard; human War2; HP 10; Init +0; AC 12 (leather armour); Atk short sword +2 or light crossbow +2 (short sword 1d6 or light crossbow 1d8); SV Fort +3, Ref +0, Will +0; AL N.
Greystone Keep troops; dwarf War3; HP 18; Init +0; AC 18 (dwarven plate); Atk battleaxe +4, or heavy crossbow +3, or dagger +4 (battleaxe 1d8+1 or heavy crossbow 1d10 or dagger 1d4+1); SV Fort +4, Ref +1, Will +1; AL LN.
House of the Four Winds guards; human War2; HP 10; Init +0; AC 14 (studded leather, buckler); Atk short sword +2 or throwing knife +2 (short sword 1d6 or knife 1d4); SV Fort +3, Ref +0, Will +0; AL N.
Loyal Order of Shipwrights guards; human or half-elf War2; HP 10; Init +0; AC 14 (studded leather, buckler); Atk short sword +2 or dagger +2 (short sword 1d6 or dagger 1d4); SV Fort +3, Ref +0, Will +0; AL LN.
Moneychanger’s Guild troops; dwarf War3; HP 18; Init +0; AC 13 (leather armour, small steel shield); Atk handaxe +4 (handaxe 1d6+1); SV Fort +4, Ref +1, Will +1; AL LN.
Moneychanger’s Guild troops; elf War3; HP 15; Init +1; AC 13 (leather armour); Atk longsword +3 or longbow +4 (longsword 1d8 or longbow 1d8); SV Fort +3, Ref +2, Will +1; AL CG.
Moneychanger’s Guild captains; elf Ftr2/Wiz2: HP 14; Init +5; AC 13 (leather armour); Atk longsword +3 (longsword 1d8); SV Fort +3, Ref +1, Will +3; AL CG.
Spells Prepared: mage armour, sleep, true strike.
Order of the Storm guards; human War2; HP 10; Init +0; AC 14 (chain shirt); Atk longsword +2 (longsword 1d8); SV Fort +3, Ref +0, Will +0; AL LE.
Seafoam Company troops and warehouse guards; dwarf War3; HP 18; Init +0; AC 15 (chainmail); Atk handaxe +4 or light crossbow +3 or dagger +4 (handaxe 1d6+1 or light crossbow 1d8 or dagger 1d4+1); SV Fort +4, Ref +1, Will +1; AL LN.
Seawillow guards; elf War2/Wiz1; HP 12; Init +0; AC 11; Atk masterwork longsword +2, or +3 ranged (longsword 1d8 or longbow 1d8); SV Fort +2, Ref +0, Will +1; AL CG.
Stormhold troops; dwarf War3; HP 18; Init +0; AC 16 (banded mail); Atk battleaxe +4, or heavy crossbow +3 (battleaxe 1d8+1 or heavy crossbow 1d10); SV Fort +4, Ref +1, Will +1; AL LN.
Twilight House guards; half-orc War3; HP 15; Init +0; AC 10; Atk halberd +5 or handaxe +5 or heavy crossbow +3 ranged (halberd 1d10 or handaxe 1d6+2 or heavy crossbow 1d10); AL CN; SV Fort +3, Ref +1, Will +1.
Underwriters’ Guild guards; human War2; HP 10; Init +0; AC 15 (chainmail); Atk short sword +2 (short sword 1d6); SV Fort +3, Ref +0, Will +0; AL N.
VanFleet personal guards; human War3; HP 15; Init +0; AC 13 (studded leather); Atk scimitar +3 or light crossbow +3 (scimitar 1d6 or light crossbow 1d8); SV Fort +3, Ref +0, Will +0; AL CG or CN.