TEXT: Robert J. Schwalb
  A Shadow of the Demon Lord Supplement
  Freeport Companion
  
  Shadow of the 
  Demon Lord
  Freeport Companion
  Writing and Design: Robert J. Schwalb
  Based on writing and design by Patrick O’Duffy, Chris Pramas, Robert J. Schwalb,  
  Jim Bishop, David “Zeb” Cook, Graeme Davis, Matt Forbeck, Steve Kenson, Brian E. Kirby, 
  Hal Mangold, Todd Miller, William Simoni, and Robert J. Toth
  Editing: Kim Mohan
  Proofreading: Jay Spight
  Art Direction: Kara Hamilton and Robert J. Schwalb
  Layout and Graphic Design: Kara Hamilton
  Cover: Mirco Paganessi
  Interior Illustrations: Biagio d’Allessandro, Jack Kaiser,  
  Mirco Paganessi, Svetoslav Petrov, and Kim Van Deun
  Cartography: Cecil Howe and Andy Law
  Special Thanks: Chris Pramas and everyone at Green Ronin Publishing,  
  Adam Doochin, Carlos Danger, and everyone who backed the kickstarter campaign
  The Freeport coins on p.30 are (c) 2013 Campaign Coins. Designer: Lynda Mills. Photo: Christian Were.
  Shadow of the Demon Lord Freeport Companion is ©2017 Schwalb Entertainment, LLC. All rights reserved.
  Shadow of the Demon Lord, Schwalb Entertainment, and their associated logos are trademarks of 
  Schwalb Entertainment, LLC. Green Ronin and Freeport are trademarks of Green Ronin Publishing, 
  LLC and are used with permission.
  Schwalb EntErtainmEnt, llc
  PO Box #12548
  Murfreesboro, TN 37129
  info@schwalbentertainment.com         www.schwalbentertainment.com
  
  Chapter 1:  
  Freeport Characters .....5
  Ancestries in Freeport ............................................ 6
  Freeport: A Short Tour ..........................................13
  Freeport Characters ...............................................14
  Languages of Freeport ...........................................14
  Home District .......................................................... 15
  Religion .....................................................................17
  Expert Paths .............................................................18
  Master Paths .............................................................22
  Magic ........................................................................ 24
  Chapter 2:  
  Equipment .......................... 30
  Lords, Skulls, and Pennies ................................... 30
  Weapons ...................................................................31
  Special Substances and Items ..............................32
  Implements ............................................................. 34
  Services .................................................................... 34
  Vessels ........................................................................35
  War Machines ..........................................................35
  Chapter 3:  
  Freeport Adventures ..36
  Aquatic Adventures ................................................36
  Ships and Sea Voyages ...........................................37
  Pilots and Captains ................................................40
  Nautical Movement ...............................................40
  War Machines ......................................................... 45
  Using the Continent .............................................. 47
  Relics ........................................................................ 47
  Chapter 4:  
  People of Freeport ...... 52
  Common Characters ................................52
  Assassins ...................................................................53
  Beggars ......................................................................53
  Cultists.......................................................................53
  Freeporters ...............................................................53
  Lobstermen ..............................................................53
  Longshoremen ........................................................ 54
  Magicians ................................................................. 54
  Mercenaries ............................................................. 54
  Merchants ................................................................ 54
  Pirates ....................................................................... 54
  Priests ........................................................................55
  Sailors ........................................................................55
  Sea Lord’s Guard ......................................................56
  Thieves and Thugs ..................................................56
  The Watch ................................................................56
  Unique Characters ....................................56
  Alcindar ....................................................................56
  Aleksander Tovac ...................................................57
  Alfhild .......................................................................57
  Andrea Blax ............................................................. 58
  Angelo Stampfel ..................................................... 58
  Arena Quen ............................................................. 58
  Argyle McGill .......................................................... 58
  Asha Sante ................................................................59
  Bianka Altanish .......................................................59
  Bill Sangapulatele ...................................................59
  Bobbin Brandydale .................................................59
  Buster Wallace ........................................................60
  Celeste D’Arran ......................................................60
  Countess D’Amberville ........................................60
  C.Q. Calame ..............................................................61
  Cragwipe ...................................................................61
  Cyril Berryhill ..........................................................61
  Darius Dorvin ..........................................................62
  Dimetrios ..................................................................62
  Dirk Haslinger .........................................................63
  Dirwin “Nimblefingers” Arnig .............................63
  Draegar Redblade ...................................................63
  Dreiden Simmerswell ........................................... 64
  Dunbar ..................................................................... 64
  Egil ............................................................................ 64
  Enoch Holliver .........................................................65
  Eudokia Kasovar......................................................65
  Falthar .......................................................................65
  Fargas Ironfoot ....................................................... 66
  Finn ........................................................................... 66
  Garek .........................................................................67
  Garth Varellion ........................................................67
  Gitch ..........................................................................67
  Gringa ....................................................................... 68
  Sister Gwendolyn ................................................... 68
  Halkos Tremiir ....................................................... 68
  Harcourt Horkel ..................................................... 69
  Hector Torian ......................................................... 69
  Admiral Hrothy ...................................................... 69
  Jacob Lydon ............................................................. 70
  Janis Hawthorne ..................................................... 70
  Jozan Feg .................................................................. 70
  Karl the Kraken .......................................................71
  Table of Contents
  2
  
  3
  K’Stallo ......................................................................71
  Kyrga Stonefoot .......................................................72
  Laria Syrtis ...............................................................72
  Lexi .............................................................................73
  Liam Blackhammer ................................................73
  Marcus Roberts .......................................................73
  Marilise Maeorgan ..................................................74
  Masson Francisco ....................................................74
  Mendor Maeorgan ..................................................75
  Mother Mirren ........................................................75
  Morgan Baumann ...................................................75
  Nathan Grymes ........................................................76
  Nevtalathien .............................................................76
  Nifur Roberts ...........................................................76
  Omar Nkota ..............................................................77
  Otto Parsam ..............................................................77
  Patamon ....................................................................77
  Petra Wallace............................................................77
  Poppy Bragg ............................................................ 78
  Prendag the High Death ....................................... 78
  Red Alice ...................................................................79
  Rikard Burbage .......................................................79
  Rudimar Harrow .....................................................79
  Captain Scarbelly...................................................80
  Shantar Froese ........................................................80
  Talbous Mog ............................................................80
  Tanko Sandek ..........................................................81
  Tarmon, High Wizard ............................................81
  Tench Prescott .........................................................82
  Thorgrim ..................................................................82
  Thulmir Quent ........................................................82
  Admiral Thurlow Rankin ......................................83
  Timothy .....................................................................83
  Torya Irontooth .......................................................83
  Trask ..........................................................................83
  Vikki Tarjay .............................................................84
  Mister Wednesday .................................................84
  Xavier Gordon ........................................................ 85
  Xort ........................................................................... 85
  Zach .......................................................................... 85
  Chapter 5: 
  Freeport Bestiary .........86
  Accursed Hand ....................................................... 86
  Alchemist’s Fault .................................................... 87
  Blemmyae ................................................................ 87
  Brass Monkey .......................................................... 87
  Burnling ...................................................................88
  Chiao .........................................................................88
  Deadwood Tree ...................................................... 89
  Deep One ................................................................. 89
  Devil Lizard .............................................................90
  Dream Child ...........................................................90
  Corpse Flower ..........................................................91
  Fire Specter ..............................................................92
  Kothar the Accursed...............................................92
  Fleshraker .................................................................93
  Flying Lizard ............................................................93
  Dead Man’s Brain ................................................... 94
  Ghost Eater .............................................................. 94
  Infernal Automaton .............................................. 94
  Malkin .......................................................................95
  Monstrous Clam ......................................................95
  Monstrous Crab ...................................................... 96
  Monstrous Jellyfish ................................................ 96
  Ocean Wyrm ........................................................... 96
  Monstrous Leech .................................................... 96
  Nereid ....................................................................... 97
  Picacouatl ................................................................ 97
  Pit-Briar .................................................................... 98
  Pwalg......................................................................... 98
  Reef Eel .................................................................... 98
  Serpent Person ....................................................... 99
  Shadow Serpent ................................................... 100
  Sharkman .............................................................. 100
  Skin Cloak .............................................................. 101
  Spirit Lizard ........................................................... 101
  Tavi ...........................................................................102
  Thanatos .................................................................102
  Undine .....................................................................103
  Vulpine ....................................................................103
  X’Sval ...................................................................... 104
  Chapter 6:  
  Old Hatreds ....................105
  Background ...............................................105
  The Vengeful Spirit ..............................................105
  The Greenstone Blade .........................................105
  The Man in White .................................................106
  The Addict ..............................................................107
  Slick .........................................................................108
  The Wizard .............................................................108
  Getting Started .........................................108
  Hook 1: A Dubious Offer ......................................108
  Hook 2: A Wizard in Need ...................................109
  Part 1: Municipal Auction House .......................109
  Part 2: The Missing Case .......................................111
  Part 3: Bloody Dawn ...............................................117
  Part 4: The Narwhal ..............................................120
  Conclusion ................................................ 122
  3
  
  4
  “It doesn’t matter who you are, Freeport welcomes all. 
  From fanatics to addicts, streetwalkers to high and mighty 
  nobles, anyone can find a home in this den of pirates, this 
  city of excess. Freeport might be a pirate haven, but truly, 
  it is far more than that. It is a place of secrets, of history, of 
  blood and treasure, and so much more. It is my city, and 
  now it can be yours.”
   
  —Pious Pete, guide and famous personage
  Approximately six hundred miles east of the 
  Confederacy of Nine Cities lies a cluster of islands 
  known as the Pirate Isles or, by locals, the Serpent’s 
  Teeth. On the largest island, A’Val, stands Freeport, 
  the City of Adventure. Founded by pirates long ago, 
  the city has evolved beyond its criminal origins and 
  has become a legitimate port city on the edge of the 
  known world. Nevertheless, Freeport has had trouble 
  shedding its reputation as a lawless, riotous place 
  that is home to pirates, scoundrels, mad thinkers, 
  and exiles. To be sure, such people live in the city, but 
  Freeport is home to honest people as well—explorers, 
  farmers, laborers, and others struggling to carve out 
  lives for themselves far from the mainland. 
   The city of Freeport, created by Chris Pramas 
  and richly detailed in a variety of sourcebooks, 
  notably The Pirate’s Guide to Freeport, has appeared in 
  numerous worlds and been interpreted in a variety of 
  game systems. The city’s lasting appeal comes from 
  its blend of high fantasy, pirates, and cosmic horror, 
  a perfect mix for a variety of games. Now, with the 
  Shadow of the Demon Lord Freeport Companion, you 
  can bring the City of Adventure to Urth and use the 
  city as a setting for new adventures or as a haven for 
  characters who dare to sail beyond the map’s edge. 
   Although this supplement includes some 
  information about the city, it is meant to be used with 
  The Pirate’s Guide, which you can grab from www.
  greenronin.com, and any of the other fine sourcebooks 
  that have revealed the city, such as Freeport: The City 
  of Adventure for the Pathfinder roleplaying game. In 
  addition, Green Ronin Publishing offers a variety of 
  adventures and supplements for the setting, such as 
  the Freeport Trilogy and Cults of Freeport.
  Exploring Freeport
  It’s no accident that the Pirate Isles made an 
  appearance in Shadow of the Demon Lord. Freeport 
  has always had a place in my heart, especially so after 
  I joined the team at Green Ronin Publishing as a 
  developer. Part of my job was to manage the Freeport 
  line, and I had the distinct pleasure of helping to 
  write The Pirate’s Guide. What grabbed me most about 
  Freeport was the inclusion of Robert Chambers’s 
  short story “The Yellow Sign,” a nice alternative to 
  the Lovecraftian mythos that has long dominated the 
  tabletop RPG scene. Add to that pirates, orcs, and 
  weirdness, and Freeport was right up my alley. When 
  it came time to build the world for my game, I had to 
  leave a spot for one of my favorite fantasy cities. 
   Freeport does have a setting of its own, but it was 
  always intended to be put into any fantasy world you 
  like, whether you’re using a published one or one of 
  your own creation. In this way, Freeport slots right 
  into the setting described in Shadow of the Demon Lord, 
  and much of the lore and setting details can fit in with 
  the conflict and trouble besetting the Empire. Then 
  again, you could leave behind Urth and embrace 
  the full weirdness of Freeport, using the setting as 
  described in The Pirate’s Guide in conjunction with 
  Shadow of the Demon Lord’s rules with no trouble at all.
   That said, this supplement aims at bringing 
  Freeport into the world of the Demon Lord, and 
  showing you how to adapt the city to fit into the story 
  of the game. Freeport is home to elves and gnomes, 
  humans and orcs, all living alongside each other in 
  the chaos that passes for day-to-day life in the City 
  of Adventure, and this certainly holds true for the 
  Demon Lord interpretation of the city. You’ll find mad 
  cults, cruel pirates, criminal organizations, a Wizards’ 
  Guild, and more in these pages. All these elements 
  and others work within the framework of Shadow’s 
  setting, and where the two worlds don’t quite mesh, 
  this book offers guidance to help bind them together. 
   The setting differences between Freeport as 
  presented in the past and the story in Shadow are 
  sometimes considerable, but the settings overlap in 
  plenty of places, too. Freeport stands on the ruins of 
  an ancient civilization sworn to the alien god, Yig, 
  and in those ruins their debased and degenerate 
  descendants still live. Strange cults gather in the 
  shadows of the city, offering deranged prayers to the 
  Unspeakable One, a menacing figure similar to the 
  Demon Lord in many respects, and lose their sanity 
  struggling to puzzle out the power of the Yellow Sign. 
  Freeport under the Shadow of the Demon Lord becomes 
  a place of mystery and horror, a city steeped in the 
  darkness of corruption—and a perfect place in which 
  you can launch a new campaign.
  A Note on Sources
  Some of the game elements used in this book 
  are taken from products other than Shadow of the 
  Demon Lord. Spells from the traditions of Death, 
  Demonology, and Telepathy are described in the 
  Demon Lord’s Companion. Spells from the Fey tradition 
  appear in Terrible Beauty. More information about 
  gnomes can be found in Children of the Restless 
  Earth. The text also mentions works that have more 
  information on certain topics.
  
  55
  Chapter 1: Freeport Characters
  People from all over the known world find their way 
  to Freeport, hoping to find escape from the horrors of 
  the world without, in the form of hope, fortune, fame, 
  or something else. Most of all, they find adventure, 
  for Freeport is a lively city, one perched on the edge 
  of civilization, one where most people don’t spare 
  a second look when they see a clockwork ambling 
  down a twisting street or an orc roughing up a fat 
  merchant for the coins in his purse. It’s a place where 
  most people look the other way and keep their noses 
  planted firmly in their own business.
   Most people in the city began their lives somewhere 
  else. Although there are second-, third-, and even 
  fourth-generation Freeporters, the population 
  has swelled through waves of refugees and exiles, 
  adventures and explorers who brave the journey to 
  the Serpent’s Teeth and find the city to their liking. 
  Freeport is a place of second and third chances, letting 
  newcomers start with no questions asked and no 
  judgment given. 
   Freeport’s atmosphere of tolerance makes the city 
  attractive to all kinds of people, from goblins and orcs 
  to jotun and humans. In blended areas, such as the 
  Docks, people shed their prejudices and find ways 
  to work together. In other areas, especially the slum-
  ridden and dangerous Scurvytown, locals are not as 
  welcoming and old bigotries flare into violence from 
  time to time. 
   This chapter describes the various sorts of people 
  living in Freeport and provides the rules needed to 
  play them as characters. New ancestries, paths, spells, 
  and more give you a variety of options. Of course, 
  other character choices available in Shadow are also 
  appropriate for the City of Adventure, since Freeport 
  is large and cosmopolitan enough to accommodate 
  almost any character you could want to play.
  
  6
  Ancestries in Freeport
  When creating a character from Freeport, you can 
  choose any ancestry. Below are special details on the 
  existing ancestries and full descriptions of two new 
  ones: serpent people and undines.
  Humans
  Despite the city’s vaunted diversity, humans remain 
  the dominant population in Freeport, and their 
  numbers exceed all the rest by a significant margin. 
  After all, humans founded Freeport, and humans have 
  been coming to the city for generations. The humans 
  living in Freeport belong to a wide range of ethnic 
  groups; some trace their ancestors back to the First 
  People, others to the Kalasans, and a few to the Men 
  of Gog. Generations of interbreeding have blended 
  these populations so much that no one even bothers 
  to claim descent from one group or another.
  Dwarfs
  Freeport has a small but growing population of 
  dwarfs, even though few dwarfs have ever proclaimed 
  a love for the sea. Most dwarfs living in the city came 
  from the Freeholds of Nar after that place fell to 
  whatever malevolent force that drove them out. A 
  few have come from farther away, such as the Shield 
  Mountains and the frozen wastes. 
  Elves
  No one knows when the first elves appeared in 
  Freeport—some claim there have always been elves 
  here—but now they comprise a noticeable part of the 
  population. Freeport’s elves have grown accustomed 
  to living alongside mortals, to the extent that most 
  elves now see them as people rather than as talking 
  animals. As personable as elves in the city can be, 
  they still tend to keep to themselves, living in their 
  own neighborhoods, some of which are hidden from 
  scrutiny by their powerful magic. Terrible Beauty 
  includes rules for creating elf characters.
  Half-Elves and Half-Orcs
  The Pirate’s Guide to Freeport mentions half-
  elves and half-orcs. Neither ancestry exists on 
  Urth unless your group wants them to. The best 
  way to handle half-elves is to assume they’re 
  humans with traces of faerie blood in their veins. 
  Half-orcs are simply orcs who look more human 
  than do their other kin.
  Gnomes
  As with gnomes found elsewhere in the world, 
  the gnomes of Freeport arrived in the city after 
  their homeland fell into ruin. Cave-ins and 
  monstrous hordes forced them to leave behind their 
  subterranean homes and make their way into the 
  world above. While many settled in the lands of the 
  Empire, a few pushed on, seeking safety at the edge of 
  the known world. Gnomes in Freeport have adapted 
  to their new environment, and many live in halfling 
  communities. You can find rules for creating and 
  playing gnomes in Children of the Restless Earth.
  Goblins
  Most of Freeport’s other folk tolerate goblins, though 
  few people have any real affection for them. Shoved 
  to the side and forced to live in squalor and filth, 
  goblins live as third-class citizens, not really welcome 
  anywhere in the city aside from Bloodsalt. 
  Halflings
  Next to humans, halflings are the most numerous 
  people in Freeport. No one knows how they reached 
  the city, though a few people have suggested that they 
  came in aboard ships along with the rats. Halflings in 
  the city tend to be a bit more reclusive than they are on 
  the mainland, likely owing to some abuses they suffered 
  in the past. Other people tend to keep their distance 
  because halflings have the protection of the Halfling 
  Benevolent Association, which almost everyone 
  knows is a front for a powerful crime syndicate run by 
  a halfling named Finn. The Demon Lord’s Companion 
  includes rules for creating halfling characters.
  Orcs
  Because Freeport has prohibited slavery for almost 
  all of its existence, the city became a beacon for the 
  enslaved orcs of the mainland, generations of which 
  had fought and died for the Empire. Orcs made their 
  way across the seas to find refuge here and begin new 
  lives as free people. Although the city afforded them 
  the same protections granted to any individual, not 
  everyone in Freeport was happy to see them arrive in 
  such numbers. As a result, orcs clashed with natives 
  in the Docks and Scurvytown, and ultimately many 
  of the orcs were forced out of other districts in the city 
  into the slums of Bloodsalt. 
  Salamanders
  Another unusual people found on Freeport’s streets 
  are the salamanders, known locally as the azhar. 
  Hailing from a distant land on the other side of the 
  world, the azhar are recent arrivals. Despite their fiery 
  nature and unusual appearance, they have found the 
  city to their liking and have gained reputations for 
  being excellent sailors.
  
  77
   Salamanders in Freeport are the same as those 
  described in Tombs of the Desolation, though these 
  individuals have swarthy skin, bronze hair, and 
  gleaming red eyes. Common azhari names include 
  Afya, Amjad, Basilah, Durriyah, Essam, Fadilah, Fath, 
  Hamzah, Hasibah, Kameel, Mishael, Nibras, Ra’id, 
  and Shihab.
  Rare Ancestries
  Some of the creatures that make Freeport their home 
  are not often encountered, either because of their 
  small numbers or their desire to avoid harm.
   Clockworks: Only a few clockworks have made 
  the journey from the continent to the city. Many 
  Freeporters consider them novelties, although they 
  are afforded the same rights and freedoms as living 
  people. 
   Other Faeries: In times past, many other faerie 
  peoples came to Freeport along with the elves, 
  though few of these folk now remain. Some pixies 
  occasionally flit through the streets after leaving 
  their homes in the jungles outside the city. A scant 
  population of hobgoblins is lumped together with the 
  orcs and the goblins, most forced to live in Bloodsalt.
   Fauns: Most fauns in Freeport live among the elves. 
  Fittingly enough, people in the city consider fauns to 
  be elves and treat them as such. Fauns typically come 
  to Freeport from the Continent if they have nowhere 
  else to go, but a few are here because they can claim a 
  local elf prince or princess as a sire. 
   Undead: Freeporters destroy undead on sight, so 
  revenants and vampires must keep hidden while in 
  the city and wear disguises when they move among 
  the living. 
  Serpent People
  In a land far from Rûl, perhaps even in another world, 
  at a time long ago when little separated humankind 
  from the animals, stood the powerful empire of 
  Valossa, unmatched in magic and technology and 
  populated by a race of serpent people who had 
  enslaved all the younger races that dwelled in their 
  lands. The descendants of those people have spread 
  across the world, staying hidden from view and biding 
  their time until the day when they can rise up and 
  reclaim their rightful place as masters of Urth.
   Reptilian Humanoids: Serpent people, a general 
  term used for Valossans, combine the features of 
  snakes and humans. Typical individuals stand 6 feet 
  tall and weigh around 150 pounds. Their slender 
  bodies have short limbs that end in clawed digits. 
  Serpent people have the heads of snakes, with some 
  rare examples having the hoods of cobras as well. 
  From the base of the spine extends a long tail that 
  drags on the ground.
   Children of Yig: The serpent people owed their 
  empire and its advances to the beneficence of their 
  god, Yig, a serpentine deity who has largely passed 
  from memory. So long as the Valossans served the 
  snake god, they prospered, but when the Demon 
  Lord’s shadow fell upon them, when arrogance led to 
  corruption, Yig became angry and cast them down, 
  shattering their empire and scattering the survivors 
  across the world. Many serpent people became 
  debased and degenerate, having forgotten who they 
  were. Others evolved into different creatures, such 
  as the lizardmen found in the swamps of Rûl. A few, 
  though, managed to preserve their heritage and keep 
  their traditions alive well enough to have the hope of 
  one day rebuilding their civilization and returning to 
  their exalted place as Yig’s favored people.
    A Divided People: Views on what to do to save 
  their kind deeply divide the intelligent serpent people. 
  A few cling to the worship of Yig, recalling their god 
  as a good and virtuous deity, but a sect called the 
  Sskethvai has grown to prominence. Its leaders deliver 
  fiery sermons to embolden the serpent people to take 
  the world by force and enslave the weaker peoples 
  living there. The sect has had some success in gaining 
  converts, and its actions have drawn attention from 
  certain powerful figures.
   Many serpent people now live in the caves and 
  sewers beneath the city of Freeport; it is believed that 
  long ago one of their greatest cities sank off the coast 
  of the Serpent’s Teeth. Most serpent people found 
  in the city are degenerates, mad and vicious, but a 
  few cling to the tattered remains of their civilization. 
  Some worship the snake god Yig, while others are 
  fully in the thrall of the Unspeakable One. In fact, 
  serpent people played a key part in the efforts to 
  summon forth the Unspeakable One from the Void (as 
  detailed in the Freeport Trilogy). Now, serpent people 
  of all motivations move in secret inside Freeport and 
  elsewhere to shift history’s course in their favor.
   Shapechangers: As a naturally magical people, 
  serpent people can alter their physical form to assume 
  the appearance of other humanoid-shaped creatures. 
  This ability was useful to the Valossans as they fled 
  the destruction of their homeland, and remains so 
  now as they seek to gather information about the 
  present world and the peoples they once called their 
  slaves. Unlike faeries that can change their shapes, 
  serpent people have nothing to fear from iron and 
  can remain in their changed forms for as long as they 
  remain conscious. 
   Degenerate Serpent People: Serpent people who 
  succumb to the temptations of darkness tend to 
  lose their minds and devolve, becoming hideous 
  degenerates that live little better than beasts in dark 
  and dank places. This vulnerability could be a curse 
  laid on them by their god, or it might be a side effect 
  of their magical nature, but whatever the cause, 
  serpent people who give in to dark temptations suffer 
  the transformation. 
  
  8
   Part of the reason that degenerate serpent people 
  are more common than others is that serpent people 
  do not shed Corruption when they die. Instead, the 
  darkness stays with their souls and inhabits their new 
  bodies. Thus, when a degenerate dies, it’s almost a 
  sure thing that a newly hatched serpent person will 
  also be a degenerate. 
   Common Names: A’bar, E’star, I’dreken, K’stad, 
  M’kath, N’stakth, S’seth, S’till, T’tlan.
  Creating a Serpent Person
  Attribute Scores Strength 8, Agility 10, Intellect 11, Will 10
  Perception equals your Intellect score
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak, read, and write the 
  Common Tongue. Roll a d6. On a 6, you can also speak, 
  read, and write Valossan, and you add scholar of ancient 
  Valossa to your list of professions.
  Darksight You can see into areas obscured by shadows 
  and darkness within medium range as if those areas were 
  lit. Beyond this distance, you treat darkness as shadows 
  and shadows as lit.
  Teeth Your teeth count as basic weapons that deal 1d3 
  damage and have the finesse property.
  Curse of Yig When you gain Corruption, you gain Insanity 
  of an equal amount. Insanity gained in this way cannot 
  be removed except by magic. If you go mad while you 
  have Corruption, you take a penalty to Intellect equal to 
  half your Corruption. If this penalty would reduce your 
  Intellect to 5 or lower, you immediately and permanently 
  become a degenerate serpent person and use its 
  statistics in place of your own. The GM then takes  
  control of your character.
  Level 4 Serpent Person Expert
  Characteristics Health +4
  You either learn one spell or gain Change Shape.
  Change Shape You can use an action to assume the form 
  of a different living creature. The new form must have 
  a humanoid shape and be either Size 1/2 or Size 1. You 
  remain in this form until you become incapacitated or 
  use a triggered action at any time to return to your 
  normal form. You can use this talent a number of times 
  equal to 1 + your Power score. You regain expended uses 
  when you complete a rest.
  Serpent Person Age
  3d6
  Age
  3
  You are a child, no more than 10 years old. You 
  are Size 1/2. Halve your height and weight. 
  4–5
  You are an adolescent, from 11 to 15 years old. 
  Reduce your height and weight by 25%. 
  6–8
  You are a young adult, from 16 to 20 years old. 
  9–12
  You are an adult, from 21 to 135 years old. 
  13–15
  You are a middle-aged adult, from 136 to 200 years old. 
  16–17
  You are an older adult, from 201 to 300 years old. 
  18
  You are a venerable adult, 301 years old or older. 
  
  99
  Serpent Person Build*
  3d6
  Build
  3
  Reduce your height by 4d6 inches and your 
  weight by 2 pounds per inch. Reduce your Size  
  to 1/2 if you are not Size 1/2 already.
  4–5
  Reduce your height by 3d6 inches and your 
  weight by 1 pound per inch.
  6–8
  Reduce your weight by 4d6 pounds.
  9–12
  You are of average height and weight.
  13–15
  Increase your weight by 4d6 pounds.
  16–17
  Increase your height by 3d6 inches and your 
  weight by 1 pound per inch.
  18
  Increase your height by 4d6 inches and your 
  weight by 2 pounds per inch.
  *The Build table modifies your starting height and weight. 
  Regardless of gender, your starting height is 72 inches, and 
  your starting weight is 150 pounds. 
  Serpent Person Appearance
  3d6
  Appearance
  3
  You are monstrous, freakish, and unpleasant to 
  behold. You have stubby limbs and a ropy body 
  covered with thick scales marred by scars. You 
  might have a cloudy eye, patches of missing 
  scales, or a vile stench you cannot quite hide. 
  4–5
  You have a bent body, appearing broken and 
  malformed.
  6–8
  You have dull brown scales.
  9–12
  You look like most other serpent people, having a 
  scaled, snakelike body with short limbs, a serpent 
  head, and a long tail.
  13–15
  Your eyes gleam, and your silvery scales shine.
  16–17
  Your scales form a pleasing pattern on your body, 
  and your eyes are gleaming gold. 
  18
  You have a cobra’s hood that opens when you are 
  angry. Your scales are gold and green, and you 
  have deep violet eyes. 
  Serpent Person Personality
  3d6
  Personality
  3
  You hear voices in your head that push you 
  toward evil action. You have urges to kill, maim, 
  and brutalize others, and it’s but a matter of time 
  before you give in. 
  4–5
  You despise humans and other peoples. You have 
  heard the stories of ancient times when they were 
  your people’s slaves. Your towering arrogance 
  offends most people you meet.
  6–8
  You crave power, and you’ll do anything to get it. 
  9–12
  You escaped the horrors that have befallen your 
  people and now, like others, hope to restore the 
  Valossans to their former greatness. You don’t 
  have much of an opinion about other peoples; you 
  are willing to treat them as they treat you, though 
  part of you sees them as being little better than 
  talking animals.
  13–15
  You seek to reclaim the glory of ancient Valossa 
  and are interested in recovering your people’s lost 
  lore and technology. 
  16–17
  You recognize the rampant corruption in your 
  people and resist the temptation that darkness 
  offers. You strive to do good.
  18
  You have a good heart and hope to leave the world 
  a better place than you found it. Chiefly, you struggle 
  to free your degenerate kin from the corruption that 
  stains their souls and restore their minds. 
  Serpent Person Religion
  3d6
  Religion
  3–5
  You have a terrible secret, one you dare not reveal. 
  You have been a servant of the Unspeakable One 
  for many years and work to bring about his entry 
  into the world. Gain 1d3 Corruption.
  6–15
  You worship Yig, the god of your people. Roll a 
  d6. On a 1, you do not believe strongly. On a 6, 
  you are especially devout. On any other number, 
  you follow your god out of fear.
  16–18
  You are done with gods and have turned your 
  back on them all.
  Serpent Person Background
  d20
  Background
  1
  You discovered a sect dedicated to the 
  Unspeakable One. The experience shook you, 
  leaving you with 1d3 Insanity.
  2
  You uncovered a relic from ancient Valossa, but it 
  was tainted by dark magic. Before you could rid 
  yourself of it, you gained 1 Corruption.
  3
  You spent 1d6 years living among the degenerate 
  serpent people, trying to understand them. 
  4
  You murdered a human who had stumbled upon your 
  people’s caves. Start the game with 1 Corruption.
  5
  You caught a terrible disease, but you recovered. 
  6
  You studied the teachings of Yig. Add scholar of 
  religion to your list of professions.
  7
  A cruel wizard captured you and held you 
  prisoner for 1d3 years before you escaped.
  8
  You spent years studying the world’s history.  
  Add scholar of history to your list of professions.
  9
  You were attacked and took a nasty wound.  
  You have a scar somewhere on your body. 
  10
  You lived among other Valossans while doing little 
  of import.
  11
  You fell in love with a human woman. She does 
  not know you exist, and you keep your forbidden 
  feelings a secret.
  12
  You traveled to other enclaves of serpent people 
  to learn more about your kind. Add one language 
  to the list of languages you can speak.
  13
  You scoured the ruins of ancient Valossa and 
  discovered something interesting. You begin with 
  one additional interesting thing. 
  14
  You studied humans extensively and befriended 
  one. Work with the GM to determine the identity 
  of this person and the nature of your relationship.
  15
  You saved your people from an attack by terrible 
  monsters clawing their way up from the depths of 
  the earth.
  16
  You brought a killer to justice, either a killer of 
  your people or of another race. 
  17
  You were born to a person of great importance or 
  standing among your people.
  18
  You studied magic. Add scholar of magic to your 
  list of professions.
  19
  You came into possession of ancient Valossan 
  magic. Start the game with an incantation 
  containing two rank 0 spells.
  20
  You came into money. Start the game with 2d6 cp.
  
  10
  Undines
  The wild people under the waves, called undines, 
  have lived in the songs and stories of sailors for many 
  years. They are considered by many a mythical race, 
  every tale merely one more of the yarns spun by old 
  salts deep in their cups. Some of those stories told of 
  helpful water spirits who would save the drowning 
  and lead the lost to safety. Others tell of wild and fierce 
  people who swam up from the depths to drag vessels to 
  a watery doom or called down wind and rain to batter 
  ships and send them off course, lost forever. Whether 
  they see the undines as friend or foe, most people who 
  live by the sea swear that the creatures are real, even if 
  those folk have never seen one. 
   Undines, of course, do exist, along with a variety 
  of other ocean-dwelling peoples—merrows, nereids, 
  sirens, and so forth. Undines stand apart from the 
  faeries and spirits of the sea in that they are elementals, 
  a soulless race created by the genies when the world 
  was still young, ordered to shape, nurture, and protect 
  their creation from the demons of the Void. Although 
  the genies have since gone mad and become scattered 
  across the lands far and wide, the undines and other 
  elemental peoples live on, remnants of those powerful 
  shapers of reality and keepers of the ancient lore.
   Aloof Elementals: After the genies ceded their 
  mastery of the world to the faeries and the mortal 
  races, the elementals went their separate ways, 
  with the gnomes withdrawing underground, the 
  salamanders to the fiery, inhospitable places, and the 
  sylphs to high mountain peaks. The undines withdrew 
  to the ocean depths, where they have remained for 
  thousands of years, sometimes glimpsed but rarely 
  encountered. Undines divorced themselves from the 
  lesser peoples and other elementals alike, distrusting 
  all outsiders. Now that they have begun to return to the 
  world, they do so cautiously, finding it much changed 
  from the way they left it.
   Returning to the World: Only in recent times have 
  the undines shown themselves to surface-dwellers 
  in any great numbers. What began as a trickle, with 
  a few envoys and traders bearing wonders from the 
  depths, has increased over the years as undine families 
  have begun settling in Freeport, coastal communities, 
  and other established settlements on remote islands. 
  Though undines are as comfortable out of the water 
  as in it, their recent arrival and commingling seems 
  odd to most land-dwellers, but the undines keep their 
  reasons to themselves, leaving only speculation over 
  what accounts for the behavior. 
  
  1111
   Born from Water: A tall, willowy people, undines 
  stand about 6 feet tall and weigh up to 120 pounds. 
  They have smooth, moist skin tinged with blue, green, 
  or, rarely, pink, and plain features, with large, dark 
  eyes, two small slits for nostrils, and wide mouths 
  with generous lips. Their skin sometimes shimmers, 
  as if it were covered in fine scales. All have webbing 
  between their fingers and toes.
   Elementals: Undines, like other elementals, enjoy 
  a long life span, surviving for two centuries or longer. 
  Since they lack souls, they live but one life, and death 
  is always permanent for them. In fact, when undines 
  die, their bodies turn to water and collapse into a 
  brief, rushing flood.
   Dividers of Land: The genies made the undines, 
  just as they made the gnomes, the sylphs, and the 
  salamanders, and as such, the undines had a purpose: 
  to enrich the lands with water and promote life all 
  over the world. It fell to them to divide the lands with 
  oceans, to carve out the beds for rivers and lakes, and 
  to couple with the sylphs to make the clouds that 
  brought the life-giving rains. When madness started 
  to afflict the genies, the undines withdrew to the seas, 
  leaving the world they had helped create to await a 
  time when their masters would return. Now, with the 
  shadow of the Demon Lord darkening the world, they 
  believe the awaited time is at hand.
   Changeable Nature: An undine can be as calm 
  as a still pool or as tempestuous as a hurricane, 
  liable to switch from one mood to another with little 
  provocation and no warning. Undines can be warm 
  and comforting, or cold and biting. They never cling 
  to grudges, though, and consider the end of any 
  altercation to be the end of the problem that caused it. 
   The King under the Waves: Like other elementals, 
  undines do not worship gods in the manner of 
  mortals and instead serve the genies, as they were 
  made to do so long ago. Undines serve all the genies, 
  but they hold an affinity for those who mastered the 
  waters of the world. One figure in particular has risen 
  to prominence among the undines, an entity they call 
  the King under the Waves—a name they invoke but 
  never explain. In truth, this entity is an ancient, insane 
  genie locked beneath a sunken city. The undines 
  who serve this being keep their master in a state of 
  sleep, lest he waken and bring about the apocalypse. 
  Devotees of the King under the Waves have access to 
  the Destruction, Storm, and Water traditions.
   Common Names: Anana, Bein, Callouch, Eeffre, 
  Frish, Louschen, Mascha, Nahsh, Oola, Sselesh, 
  Thundra, Yorrsh.
  Creating an Undine
  Attribute Scores Strength 10, Agility 10, Intellect 9, Will 10
  Perception equals your Intellect score
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 0 Corruption
  Languages and Professions You speak the Common 
  Tongue and Tidetongue, the language of the undine 
  people. 
  Shadowsight You see into areas obscured by shadows as  
  if those areas were lit.
  Swimmer You ignore the effects of difficult terrain when 
  you swim.
  Water Breathing You can breathe air and water.
  Fire Intolerant You take double damage from fire. When 
  you take damage from fire, you also become impaired 
  for 1 round.
  Watery Death When you die, you collapse into a pool of 
  water and spread across a flat surface out to a 3-yard 
  radius. The water extinguishes all flames, and each 
  standing creature in the area must get a success on an 
  Agility challenge roll or fall prone.
  Flowing Step You can use an action to assume a watery 
  form, move up to your Speed, and return to your normal 
  form. This movement does not trigger free attacks. As 
  well, during this movement, you take half damage from 
  weapons and you can move through spaces occupied by 
  other creatures. 
  Level 4 Undine Expert
  Characteristics Health +5
  You either learn one spell or gain Water’s Might. 
  Water’s Might When you use Flowing Step, you make 
  attack rolls and challenge rolls with 1 boon for 1 round.
  Undine Age
  3d6
  Age
  3
  You are a child, no more than 8 years old. You are 
  Size 1/2. Halve your height and weight. 
  4–5
  You are an adolescent, from 9 to 15 years old. 
  Reduce your height and weight by 25%. 
  6–8
  You are a young adult, from 16 to 30 years old. 
  9–12
  You are an adult, from 31 to 50 years old. 
  13–15
  You are a middle-aged adult, from 51 to 100 years 
  old. 
  16–17
  You are an older adult, from 101 to 150 years old. 
  18
  You are a venerable adult, 151 years old or older. 
  Undine Build*
  3d6
  Build
  3
  Reduce your height by 3d6 inches and your 
  weight by 1-1/2 pounds per inch. Reduce your Size 
  to 1/2 if you are not Size 1/2 already.
  4–5
  Reduce your height by 2d6 inches and your 
  weight by 1 pound per inch.
  6–8
  Reduce your weight by 3d6 pounds.
  9–12
  You are of average height and weight.
  13–15
  Increase your weight by 3d6 pounds.
  16–17
  Increase your height by 2d6 inches and your 
  weight by 1 pound per inch.
  18
  Increase your height by 3d6 inches and your 
  weight by 1-1/2 pounds per inch.
  *The Build table modifies your starting height and weight. 
  Regardless of gender, your starting height is 72 inches, and 
  your starting weight is 120 pounds.
  
  12
  Undine Appearance
  3d6
  Appearance
  3
  You have gray, lusterless skin that peels and 
  flakes, large, milky white eyes, and your limbs  
  are all of differing lengths.
  4–5
  You have a hunched posture, a wide, toothy maw, 
  and large, unblinking eyes.
  6–8
  You have mottled skin, with alternating patches  
  of blue and green, overlarge eyes, and subtle 
  facial features.
  9–12
  You are average in appearance, having blue, 
  green, or pink skin, large dark eyes, and 
  understated facial features.
  13–15
  You have a slender body with silvery skin.  
  Your large eyes have a bluish color.
  16–17
  Fine silver and gold scales cover your body, and 
  you have small fins at your elbows, at your knees, 
  and growing from the top of your head.
  18
  Golden scales cover your sleek body, and a tall  
  fin runs from the center of your forehead down 
  the back of your skull, extending all the way to  
  the middle of your back. Similar fins adorn your 
  legs and arms. You are both striking and alien  
  to humans.
  Undine Personality
  3d6
  Personality
  3
  You are cruel, vicious, and loathsome. You might 
  hide your nature or show your wickedness to all 
  you encounter.
  4–5
  You are wild and free, laughing all the time.  
  Others might find your personality uplifting,  
  even infectious, while some might find you  
  deeply irritating, never acting serious no matter 
  how dire the situation.
  6–8
  You tend to be aggressive and given to violent 
  outbursts. You can control yourself, but you 
  find it hard to do so when faced with frustrating 
  situations.
  9–12
  Your moods swing from one extreme to the other, 
  your personality as changeable as the sea. 
  13–15
  You feel your moods shift all the time, but you 
  have learned to harness them and prevent them 
  from having power over you. Others might find 
  you intense, but you rarely lose control.
  16–17
  You rarely show emotion. Calm and collected, you 
  display restraint in almost any situation.
  18
  You strive to do good in the world, to transform 
  creation into something greater than the genies 
  imagined, into a place where all worlds are free 
  from the Void’s shadow. You show compassion 
  for other peoples and work to understand them 
  and their kind, so you can help them realize a 
  better path.
  Undine Beliefs
  3d6
  Belief
  3
  You believe that some genies became the very 
  gods that mortals now worship, and thus you 
  commit yourself to one or more religions.
  4–17
  If the gods exist, they are powerful beings only 
  masquerading as deities. You serve your makers, 
  the genies, and believe them to be the true lords 
  of creation. 
  18
  The genies abandoned your people and proved 
  themselves to be unworthy of respect or 
  adoration. You serve no one but yourself. 
  Undine Background
  d20
  Background
  1
  A brush with death left profound changes in your 
  body. In places, your skin appears watery, almost 
  translucent, and reveals your muscles, bones, and 
  possibly organs underneath.
  2
  You explored waters beyond those in the known 
  world and encountered many strange things.  
  Gain 1d3 Insanity.
  3
  You were captured in a fisher’s net and sold to  
  a freak show. Then you were held in a water-filled 
  tank for 1d6 years before you escaped.
  4
  You were exiled by your people and forced to 
  make your way among the land-dwellers.
  5
  Deep ones besieged your homeland. Although 
  you helped fight them off, they killed many people 
  you loved.
  6
  You found an ancient sunken city that held many 
  mind-bending wonders. Gain 1d3 Insanity.
  7
  You traveled to the far south to learn more about 
  the jotun. Add Trollish to the list of languages you 
  can speak.
  8
  A parent, spouse, or child disappeared, and you 
  have spent your time since searching for them.
  9
  You spent time in one of the Nine Cities to learn 
  more about humanity. You left unimpressed.
  10
  You earned a living working in your profession.
  11
  You fell in love with a member of a different 
  ancestry. Roll a d6. On an odd number, your lover 
  broke your heart. On an even number, you broke 
  your lover’s heart.
  12
  You have a spouse and 1d6 children.
  13
  You lived among the aquatic faerie for 1d6 years. 
  Add Elvish to the list of languages you can speak.
  14
  Your parents are leaders in your home community, 
  and you are expected to take their place when 
  they retire.
  15
  You saved the life of someone important, and 
  that person now owes you a favor. Work out the 
  details of this relationship with your GM.
  16
  A magician used a spell to summon you from your 
  homeland and bound you to serve her for the last 
  1d3 years. 
  17
  You were separated from your family at a young 
  age, became lost, and then found by a fisher who 
  raised you.
  18
  You found something unusual under the sea. 
  Begin the game with an additional interesting 
  thing.
  19
  You helped defend your home community from 
  monsters. Start the game with a spear.
  20
  You came into money. Start the game with 2d6 cp.
  A swarm of mottled green  
   sea demons bumped against  
  the ship from sundown until    
   sunrise. Working together, they 
  rocked the ship port and starboard. 
   One overly curious sailor lost  
  his footing and tumbled overboard  
   when he tried to peer over the  
   rail at them. After a 
  brief shriek, nothing  
  but a bloom of blood 
  remained.
  
  1313
  Freeport:  
  A Short Tour
  The City of Adventure rises from the south side of the 
  largest island in a group of isles known as the Pirate 
  Isles or, locally, the Serpent’s Teeth. Legend holds that 
  the islands once belonged to the serpent people and 
  their great and mighty empire long ago, but little is 
  known of those creatures or about what happened to 
  them. Aside from the abundance of reptiles found on 
  the islands, there’s little evidence to suggest that the 
  stories are anything more than that. 
   Freeport began as a haven for bloodthirsty pirates, 
  a neutral ground of sorts. From the city, the pirates 
  launched attacks against the continent’s ships and 
  coastal settlements. After a terrible war with the 
  Empire several centuries ago, Freeport began its 
  journey toward civilization. The rule of law, as handed 
  down by the Sea Lord and the Captains’ Council, 
  curbed the worst excesses and brought the fractious, 
  unruly populace to heel. Now, the city has grown into 
  a major mercantile hub, a place where goods from as 
  far south as the frozen wastes and as far north as the 
  Northern Reach find their way to the city’s markets 
  and bazaars. It is a place where people can find new 
  lives for themselves, free from the oppression of 
  tyrants, whether secular or religious, and can be who 
  they were born to be without having to deal with the 
  conflicts on the mainland that threaten to tear the 
  Empire to pieces.
   Freeport attracts people from all over the world. 
  Some stay for a short time, while others find the city’s 
  spirit to their liking and settle down here to find their 
  fortunes at the edge of the known world. The city is 
  quite large, divided into nine districts, each with a 
  distinctive character.
   The best resource for learning more about the city is 
  Green Ronin Publishing’s The Pirate’s Guide to Freeport, 
  and it’s recommended you have that book on hand to 
  appreciate the city more fully. But if you don’t have it, 
  you can get an idea about the nature of the place by 
  reading through the short presentation here.
   The Docks: The gateway to the city, the Docks 
  sees the greatest traffic into and out of the city, and 
  businesses have grown up here to cater to those 
  coming ashore. One can find brothels and taverns, 
  inns and clothiers, and just about anything else a 
  traveler might need for resupplying and resting 
  between adventures.
   Scurvytown: East of the Docks stands Scurvytown, 
  a stretch of territory that is home to villains and 
  scoundrels, dust addicts, and vile souls who have 
  lost any hope of redemption. It is a desperate and 
  dangerous place, where even the law fears to tread.
   The Warehouse District: East of the Docks 
  and Scurvytown stands the Warehouse District, a 
  largely commercial area set aside for holding cargo 
  and materials for trade in and out of the city. Most 
  warehouses employ private security to ensure that the 
  goods stay where they belong. 
   The Merchant District: Home to Freeport’s upper 
  class, the Merchant District offers luxuries and 
  comforts to those who can afford them. No one pays 
  too much attention to how others might have come 
  by their fortunes, so the district features retired 
  pirates and merchant princes, expatriate nobles and 
  skilled gamblers all living in proximity. The Merchant 
  District lies north of the Warehouse District.
   The Old City: Sequestered behind a wall one 
  hundred feet high, the Old City is the political heart 
  of Freeport. It is the place from which the Sea Lord 
  rules, where the Courts dispense justice, and where 
  the convicted go to rot in the Tombs. Long ago, all 
  of Freeport sat within the district’s high walls, but 
  the growing city has long since spilled outside those 
  confines. One can still find shops and curiosities 
  in the Old City, offering diversions for anyone who 
  works or lives here.
  
  14
   The Temple District: Northwest from the Old City 
  stretches the Temple District. Religions of all kinds 
  peddle their wares here, offering salvation, succor, 
  hope, and more to anyone who will listen. Most major 
  religions have places of worship here, often in strange 
  and wondrous buildings, while smaller cults are 
  represented by shrines tucked into alleys or clinging 
  to the sides of larger temples.
   Drac’s End: A poor district caught between the 
  Temple District to the west, the Old City to the south, 
  and the Eastern District to the east, Drac’s End took 
  shape as a result of the Sea Lord’s desire to expand the 
  city. Efforts to develop this part of the city ended with 
  the demise of the Sea Lord, and now Drac’s End is a 
  ramshackle environment.
   The Eastern District: The largest district in 
  Freeport spreads out from Drac’s End and the Old 
  City, extending south until it reaches the Docks. A 
  community of brick buildings and cobbled streets, 
  the Eastern District is home to the city’s burgeoning 
  middle class.
   Bloodsalt: The latest addition to the City of 
  Adventure, the district called Bloodsalt was formed by 
  accident after the Great Green Fire—a conflagration 
  that swept through the city following the events 
  described in the Freeport Trilogy, tearing a swath of 
  death and destruction. It was in this area where the 
  combined efforts of wizards and priests fought back 
  the elemental conflagration, but the landscape left 
  behind was a toxic mess. Now Bloodsalt is a fetid, 
  cruel place where most of the orcs, goblins, and other 
  undesirables in the city live.
  Freeport 
  Characters
  You can create a character native to the City of 
  Adventure using the normal rules of the game. Here, 
  you’ll find a few supplementary tables to help you 
  develop your character’s background and place in  
  the city.
  Languages of Freeport
  In addition to the languages described in 
  Shadow of the Demon Lord, some people use the 
  following languages as well.
   
  Azharan: Azharan is another name for 
  Firespeak, the hissing, crackling language of the 
  salamanders.
   
  Naval Code: An ancient alphabet code with 
  roots in the great elven navies that flourished 
  at the time before the sinking of Valossa, naval 
  code has since been modified for use with the 
  Common alphabet and finds usage throughout 
  the maritime nations.
   
  Naval code substitutes long and short pulses 
  of light for letters, using a signal lantern or a 
  heliograph for transmission. Light from a signal 
  lantern can reliably be seen up to 3 miles away 
  during the day and as far as 10 miles away at 
  night or in overcast conditions. The mirror of 
  a heliograph can transmit messages over the 
  horizon by projecting light against the bottom of 
  clouds. Its use is limited by weather conditions, 
  but reliable communication over 20 miles or 
  more is not unusual.
   
  Semaphore: The semaphore code is an 
  alphabet signaling system that involves 
  the display of a pair of flags in a particular 
  configuration. It can be used to communicate in 
  any language based on the Common alphabet, 
  though variants may exist for other alphabets. 
  The range of this communication is limited to line 
  of sight, but is relatively swift: a full sentence can 
  be communicated in 1 round of work.
   
  Semaphore is in common use among merchant 
  seamen, who frequently maintain a signal 
  officer on longer voyages. The code is widely 
  disparaged by pirates, whose idea of signaling 
  with a flag is hoisting the skull and crossbones.
   
  Tidetongue: The language of the undines, 
  Tidetongue has a wet, gurgling sound when 
  spoken out of water and sounds like clicks and 
  pops when heard underwater.
   
  Valossan: The language of the serpent 
  people, Valossan sees little use outside their 
  communities, and is fully known only by the 
  rare scholars who have made a study of this 
  ancient civilization. Valossan separates words 
  with hissing sounds of varying length, which 
  contribute to the meaning. 
  
  1515
  Home District
  Freeport has nine major districts. Roll to determine 
  your home district or choose one. 
  Home District
  d20
  Home District
  1–2
  You lived in the Docks, the busiest part of the 
  city, where people from all over the world can be 
  found conducting business, trading rumors, and 
  getting up to no good. 
  3–4
  You lived in Scurvytown, a nasty and violent  
  part of town where even the Sea Lord’s Guard 
  fears to tread. 
  5–6
  You settled in Bloodsalt to keep a low profile.  
  This district is a stretch of toxic land on the east 
  side of the city. 
  7–8
  You lived in the Eastern District, home to what 
  passes for a middle class area in Freeport. 
  9–10
  You lived in the Old City, the political center  
  of Freeport. 
  11–12
  You lived in Drac’s End. This rough-and-tumble 
  neighborhood sprang into existence during the 
  reign of the corrupt Sea Lord Drac, who sought  
  to expand the city out into the jungles that 
  covered much of the island. 
  13–14
  You lived in the Temple District, Freeport’s 
  religious heart.
  15–16
  You managed to eke out a living in the 
  Warehouse District. 
  17–18
  You were homeless, living in the gutter, and 
  drifting from district to district. You might call  
  the whole city home, or none of it. 
  19–20
  You recently arrived and are still finding your  
  way in the city. 
  Background Tables
  You can roll on the following table in place of your 
  ancestry’s background table.
  Background
  d20
  Background
  1
  You were pressganged into serving on a ship  
  for the last 1d3 years. 
  2
  You ran with a gang, maybe to survive or just  
  to see how the other side lived.
  3
  You were a member of the Sea Lord’s Guard and 
  spent time bashing heads to enforce the law.
  4
  You belonged to one of the many strange  
  cults hidden in Freeport. Gain 1 Corruption  
  or 1d3 Insanity.
  5
  You were caught in the Great Green Fire and only 
  barely escaped. You bear scars from that magical 
  conflagration. 
  6
  Someone you knew was involved in uncovering 
  Drac’s conspiracy.
  7
  You once laid eyes on the Yellow Sign.  
  Gain 1d3 Insanity.
  8
  You caught a nasty disease from a Scurvytown 
  prostitute, but you’re feeling much better now.
  9
  You recently recovered from an addiction to 
  snakeweed. The smell still tempts you, however.
  10
  You made an enemy on the Captains’ Council,  
  and so you now keep a low profile.
  11
  You have a connection to an influential family in 
  Freeport (of the GM’s choice).
  12
  You spent time working as a privateer. You have 
  recently returned to the city.
  13
  You have no idea how you came to Freeport. You 
  are bewildered and trying to find your way home.
  14
  You were flogged for (your choice) arson, 
  sedition, slavery, assault, counterfeiting, rioting, 
  robbery, or vandalism.
  15
  You became enamored with one of Freeport’s 
  gods and spent most of your time among the 
  faithful in the Temple District.
  16
  You pissed off the Halfling Benevolent 
  Association, and you are sure the halflings  
  now watch you all the time.
  17
  You spent a few years in the Tombs—prison 
  ships—for a crime you did or did not commit.  
  You escaped and live in terror of returning to  
  that hellish place.
  18
  You worked in the Freeport Opera House, 
  perhaps as a singer or a stagehand.
  19
  You got lost in the caves under Freeport and 
  encountered the dreaded serpent people.
  20
  You spent time outside the city, exploring 
  the Serpent’s Teeth. You stumbled across 
  some treasure, but you spent it on booze and 
  prostitutes, leaving you with just 2d6 cp.
  Professions
  Characters native to Freeport have access to the 
  same range of professions as do those living on the 
  continent, but certain professions are more common 
  in the city than others. You can use the following 
  professions tables in place of those in Shadow of the 
  Demon Lord. 
  Random Professions
  d6
  Profession
  1
  Roll on the Scholar: Area of Scholarship table
  2
  Roll on the Common Profession table
  3
  Roll on the Criminal Profession table
  4
  Roll on the Military Profession table
  5
  Roll on the Religious Profession table
  6
  Roll on the Wilderness Profession table
  Scholar: Area of Scholarship*
  d20
  Area of Scholarship
  d20
  Area of Scholarship
  1–2
  Architecture  
  or engineering
  12
  Philosophy  
  or theology
  3–4
  Etiquette, heraldry,  
  law, or politics
  13–14
  Medicine 
  5–6
  Astronomy  
  or navigation
  15–16
  Nature
  7–8
  Imperial history  
  or geography
  17–18
  War
  9–10
  Pre-Imperial history  
  or geography
  19–20
  Magic
  11
  Literature and poetry
  *Add to your starting equipment one book covering topics 
  related to your area of scholarship.
  
  16
  Common Professions
  d20
  Profession
  1
  Apothecary or healer. You start with a healer’s kit.
  2
  Artisan, such as baker, blacksmith, bookbinder, 
  brewer, carpenter, chandler, cobbler, gem cutter, 
  jeweler, leatherworker, mason, potter, printer, 
  scribe, or tailor. You start with a tool kit.
  3
  Artist, such as painter or sculptor. If you’re 
  literate, you can choose writer or poet. You start 
  with a tool kit or a writing kit.
  4
  Bartender or shopkeeper. You start with 1d6 cp.
  5
  Beggar or urchin. You start with a begging bowl 
  or cap.
  6
  Boatman or ferryman. You start with a rowboat.
  7
  Conscript. You start with a uniform.
  8
  Cook, groom, scullion, or servant. You start with 
  an extra set of clothing.
  9
  Courtesan or prostitute. You start with a cosmetics kit.
  10
  Fisher or whaler. You start with a fishing pole and 
  tackle box, or a harpoon.
  11
  Entertainer, such as actor, athlete, comedian, 
  dancer, orator, puppeteer, singer, or storyteller. 
  You start with a costume, a dress, or fine clothing 
  as appropriate for your profession.
  12
  Farmer. You start with a hoe, a shovel, or a rake.
  13
  Gambler. You start with a pair of dice or a deck of cards. 
  14
  Laborer, such as porter, gravedigger, 
  longshoreman, or stevedore. You start with a 
  backpack, a shovel, a coil of rope, or something 
  else chosen by the GM that’s appropriate to your 
  profession.
  15
  Merchant. You start the game with raw goods 
  (textiles, grains, or something else) worth 1d6 ss.
  16
  Musician using a percussion, stringed, or wind 
  instrument. You start with a musical instrument.
  17
  Pilot, sailor, or teamster. You start with 1d6 cp.
  18
  Rubbish collector, sewer wretch, or street 
  sweeper. You start with filthy clothing.
  19
  Slave. You start with nasty scars and a length of chain.
  20
  Worker in a trade, such as carpenter, tailor, or 
  butcher. You start with 2d6 bits.
  Criminal Profession
  d20
  Profession
  1–2
  Agitator, rebel, saboteur, or terrorist. You start 
  with 1d6 pamphlets related to the cause for which 
  you fight.
  3–4
  Burglar or grave robber. You start with a set of 
  lock picks.
  5–6
  Charlatan, confidence artist, informant, or spy.  
  You start with a disguise kit. 
  7–8
  Fence or smuggler. You start with 1d6 cp.
  9–10
  Forger. You start with a tool kit.
  11–12
  Mugger or thug. You start with 1d6 bits.
  13–14
  Murderer. You start with a garrote.
  15–16
  Pickpocket. You start with a stolen purse 
  containing 1d6 cp.
  17–18
  Pirate. You start with a bottle of rotgut, and there is 
  a wanted poster in circulation with your face on it.
  19–20
  Slaver. You start with a coil of rope.
  Military Profession
  d20
  Profession
  1–2
  Private investigator. You start with a magnifying 
  glass.
  3–4
  Sea Lord’s Guard, a soldier of Freeport.  
  You start with a spear and a uniform.
  5–6
  Guard or henchman. You start with a club  
  and a uniform.
  7–8
  Jailer or torturer. You start with a pair of  
  manacles or torturer’s tools.
  9–10
  Marine. You start with a sword.
  11–12
  Mercenary. You start with a sword and a contract.
  13–14
  Officer. You start with a fancy uniform and  
  a sword.
  15–17
  Member of the Watch. You start with a lantern  
  and a flask of oil.
  18–20
  Soldier. You start with a uniform, a small shield, 
  and a sword. 
  Religious Profession*
  d6
  Profession
  1
  Anchorite, flagellant, or fanatic. You start with a 
  crude symbol of your faith that you keep safe in 
  your quarters.
  2
  Evangelist or street preacher. You start with a 
  well-kept, shining symbol of your faith that you 
  display before others.
  3
  Acolyte, devotee, or initiate. You start with a small 
  symbol of your faith that you keep on your person.
  4
  Militant, such as a crusader. You start with a mace.
  5
  Minister of a small temple. You live in a small 
  temple inside the Temple District. You also start 
  with a symbol of your faith that you keep on your 
  person.
  6
  Minister of a large temple. You live in a large 
  temple inside the Temple District. You also start 
  with a symbol of your faith that you keep on your 
  person.
  *If you have a religious profession, it is normally related to 
  your religious beliefs.
  Wilderness Profession
  d20
  Profession
  1–2
  Animal trainer. You start with a small animal that’s 
  friendly to you.
  3–4
  Apothecary or healer. You start with a healer’s kit.
  5–6
  Envoy. You start with a set of fine clothing.
  7–8
  Exile. You start with a brand on your face or hand.
  9–10
  Explorer. You start with a map.
  11–12
  Hermit. You start with a week of rations and a 
  waterskin.
  13–14
  Hunter. You start with a bow and 12 arrows.
  15–16
  Spelunker. You start with a lantern, a pick, and 2 
  flasks of oil.
  17–18
  Tracker. You start with a spear.
  19–20
  Woodcutter. You start with an axe.
  
  1717
  Religion
  Freeport is home to many religions, some originating 
  on the continent and others peculiar to the city. 
  The following table shows the correspondence 
  between the names of the gods of Freeport and their 
  counterparts on Urth, and also lists the traditions 
  associated with each deity. More information on these 
  deities can be found in Shadow of the Demon Lord, 
  Uncertain Faith, A Glorious Death, and Exquisite Agony.
  Gods of Freeport
  Freeport God
  Urth Name
  Traditions
  God of 
  Knowledge
  The Seer
  Curse, Divination, 
  Telepathy
  God of Luck
  Revel
  Enchantment, Fey, 
  Illusion
  God of Murder
  The Devil
  Enchantment, Fire, 
  Shadow
  God of Pirates
  One-Eyed Pete
  Air, Storm, Water
  God of 
  Retribution
  The New God
  Celestial, Life, Theurgy
  God of the Sea
  Oceanus
  Destruction, Storm, 
  Water
  God of Warriors
  Dark Gods
  Battle, Destruction, 
  Rune
  Unspeakable 
  One
  The Demon 
  Lord
  Death, Demonology, 
  Destruction
  Yig, Hitthkai 
  sect
  (New)
  Arcana, Divination, 
  Primal
  Yig, Sskethvai 
  sect
  (New)
  Battle, Curse, 
  Transformation
  Interesting Things
  If your character comes from Freeport, you can use 
  the following table in place of the ones included in 
  the main rulebook.
  Interesting Things in Freeport
  d20
  Interesting Thing
  d20
  Interesting Thing
  1
  A stoppered bottle containing a cryptic message
  11
  A bit of glass from Freeport’s lighthouse
  2
  A bit of scrimshaw showing a kraken
  12
  A small glass bottle filled with glowing gas
  3
  An odd book with an unpleasant yellow sigil  
  on the cover
  13
  A fearsome reputation 
  4
  A small, bronze statuette showing a  
  squid-headed humanoid
  14
  A badge stolen from a member of the  
  Sea Lord’s Guard
  5
  A monkey’s paw 
  15
  A spot at a bar in Scurvytown
  6
  An enormous stuffed fish
  16
  Acceptance by a gang in Bloodsalt
  7
  An abacus from a distant land
  17
  An eye patch
  8
  A bos’n’s whistle
  18
  A pet parrot that shrieks curse words all the time
  9
  A pet crab
  19
  A barrel of rum
  10
  A chunk of rock covered in weird glyphs
  20
  A pirate flag
  
  18
  Expert Paths
  People of all walks find their way into the City of 
  Adventure, from hard-bitten mercenaries to renegade 
  sorcerers trying to stay one step ahead of the witch 
  hunters. Here you will find new paths that expand 
  options for characters who hail from Freeport or  
  who settle here.
  Celebrant 
  Expert Path
  The god of pirates, known throughout Freeport as 
  One-Eyed Pete, is an unconventional deity by any 
  standard. Most theologians consider the god to be 
  nothing more than a symbol for the debauchery and 
  cruelty one can find among those who live by plunder 
  and robbery. Pirates and sailors alike invoke the god’s 
  name before a night of drinking, spit curses at him 
  before going into battle—believing him too drunk 
  to know which mortal roused his anger—and pour 
  generous amounts of liquor into the sea to keep the 
  mad god from swimming up from the depths to take 
  his share of their spoils.
   Celebrants come from the ranks of retired ship 
  captains, usually those who were forcibly retired and 
  now look for a way to keep their purses full of coin 
  and beds full of lovers. Charged with keeping One-
  Eyed Pete at the bottom of the sea where he belongs, 
  they wander the cities drunkenly, spitting dire 
  warnings of trouble to come, while sticking out hands 
  to passersby to collect tithes that will keep the mad 
  god’s anger from falling upon their heads. They are an 
  unruly, sordid lot, every bit as much trouble as the god 
  they purport to serve.
   Although the celebrant expert path speaks to the 
  unusual cult of the pirate god, you can also use the 
  path to model worshipers of other faiths. In particular, 
  it works well for followers of Revel, who is an unruly 
  and sometimes dangerous god. If you serve a different 
  god, replace the traditions mentioned in “Magic” with 
  those associated with your deity.
  Celebrant Story Development
  d3
  Story Development
  1
  You lost your ship to mutiny. Becoming a servant 
  of the pirate god seemed a good way to get your 
  boat back.
  2
  After a particularly spectacular bender, you 
  blacked out and had a vision of you spreading the 
  message of your god. 
  3
  Intoxicating spirits have always been part of 
  your sect’s religious ceremonies, and you have 
  developed a taste for the stuff.
  Level 3 Celebrant
  Attributes Increase two by 1
  Characteristics Health +3, Power +1
  Languages and Professions Add drunkard to your list  
  of professions.
  Magic You discover the Air, Storm, or Water tradition,  
  or you learn a spell from one of these traditions.
  Holy Spirits If you spend at least 1 hour drinking rum 
  or some other kind of intoxicant, you can become 
  intoxicated for as long as you continue drinking and for 
  1d3 hours thereafter. While intoxicated, you are impaired 
  and you take half damage from all sources. If you would 
  become impaired again, you fall unconscious and remain 
  that way until you sober up.
  Level 6 Celebrant
  Characteristics Health +3
  Magic You learn one spell.
  Drunken Luck Whenever you roll a bane gained from being 
  impaired and the number rolled is a 6, you treat the bane 
  as if it were a boon. If you made the roll with 1 or more 
  other banes, the boon created by rolling a 6 cancels out 
  one other bane of your choice. 
  Power of Spirits Banes imposed by the impaired affliction 
  do not apply on your attack rolls made from casting Air, 
  Storm, or Water attack spells.
  Level 9 Master Celebrant
  Characteristics Health +3 Power +1
  Lowered Tolerance You need to spend only 1 minute 
  drinking rum or some other kind of spirits in order to 
  become intoxicated.
  Drunken Fury Whenever you are intoxicated, your attacks 
  with weapons deal 1d6 extra damage.
  
  1919
  Courtier 
  Expert Path
  Courtiers wage war in the halls of the nobility. 
  Though they fight with innuendo and gossip instead 
  of sword and dagger, the stakes are no less high. With 
  but a whisper, a courtier can shift the tide of opinion 
  against an enemy and ascend higher in the court’s 
  ranks. At the same time, courtiers must be vigilant 
  against attacks by their rivals, who ply the same 
  talents as they vie for their own space in the highest 
  echelons of civilization.
   Most courtiers pass their time in the halls of the rich 
  and powerful, basking in the affluence of kings and 
  queens, merchant princes, and, perhaps, crime lords. 
  Rarely do courtiers find themselves far from the stage 
  on which they perform, lest they sacrifice standing 
  and influence. At times, circumstances drag courtiers 
  out from their cloistered realms and into the perilous 
  world, where they must survive by wits and words.
   Typically, courtiers come from a background of 
  wealth and privilege—rare is the one who comes 
  from common stock. Rogues find that the courtier’s 
  life complements their training and talents, while 
  magicians and some priests might find a comfortable 
  place among the movers and shakers of the city.
  Courtier Story Development
  d6
  Story Development
  1
  Your family ties opened the door to society’s 
  upper echelons.
  2
  As a person of exceptional charisma, you found it 
  easy to adapt to the intrigues of the noble’s court.
  3
  An entertainer, an artist, or a politician discovered you 
  and added you to his or her collection of notables.
  4
  You came from wealth and status, so you are 
  accustomed to moving in elite circles.
  5
  You wheedled your way into your present 
  position, using a combination of charm and wit to 
  open the doors to your betters.
  6
  You grew up in a noble’s court and learned 
  the techniques of intrigue from a young age. 
  Becoming a courtier represents your growing 
  expertise in such environments.
  Level 3 Courtier
  Attributes Increase two by 1
  Characteristics Perception +1, Health +3
  Languages and Professions You speak another language 
  and add retainer to your list of professions.
  Accomplished Negotiator You make attack rolls in social 
  situations with 1 boon. 
  Enamor If you spend at least 1 minute talking to a living 
  creature that can understand what you say, you can 
  make an Intellect attack roll against the target’s Will. 
  On a success, the target becomes charmed until it 
  completes a rest or until you attack it. On a failure, the 
  target becomes immune to your use of Enamor until the 
  target completes a rest.
  Quick Reflexes You can use a triggered action on your turn 
  to hide or retreat.
  Level 6 Courtier
  Characteristics Health +3
  Access Your position affords you certain benefits when it 
  comes to dealing with your own kind. You exploit the 
  standing obligations of hospitality maintained by local 
  rulers and other nobles. As long as you travel in your 
  homeland or a land friendly to your homeland, you need 
  never pay for food or lodging, since you gain these 
  things from the local aristocracy. This benefit might 
  extend to your group, depending on your host and your 
  host’s attitude toward the members of your group (as 
  determined by the GM).
  Coerce You can use an action to make an Intellect attack 
  roll against the Will of one creature charmed by you. On 
  a success, the creature becomes compelled for 1 round.
  Level 9 Master Courtier
  Characteristics Health +3
  Master the Room If you spend at least 1 minute talking, 
  each creature within medium range that can see 
  you, hear you, and understand you must make a Will 
  challenge roll. On a failure, a creature becomes charmed 
  for as long as it can see you and for 1 hour thereafter. 
  If the creature takes any damage or gains Insanity, it 
  removes the affliction. On a success, a creature becomes 
  immune to your use of Master the Room until the 
  creature completes a rest.
  
  20
  Drowned One 
  Expert Path
  Long ago, the god of the seas, Oceanus, commanded a 
  great following on Rûl, but as new religions appeared, 
  offering less violent and destructive paths to salvation, 
  the Sea God lost favor and faded from the land until 
  just a few temples still stood. On the Pirate Isles 
  and on the Kingdom of Sails, Oceanus maintains a 
  greater following, since people there depend on the 
  sea for their livelihood and fear the god’s wrath if 
  he’s not appeased. Reminding the ordinary people 
  of Oceanus’s power are the drowned ones, a cabal of 
  priests every bit as dour and frightful as the god they 
  serve.
   As the greatest of Oceanus’s priests, the drowned 
  ones receive power from their god after having 
  proven their loyalty and devotion by surviving the 
  rite of passage. In this cruel ceremony, candidates 
  are brought out into the waters and, after extensive 
  prayers and chanting, held under the water until 
  they drown. Once their struggling ceases, the drowned 
  ones pull the acolytes out and attempt to restore them 
  to life. Those who waken join the esteemed ranks, and 
  those who don’t are discarded. 
   Drowned ones do not exist in great numbers, for 
  their god has largely fallen out of favor, and thus the 
  priesthood finds it difficult to recruit new members. 
  Because of the barbarous initiation ceremony, few find 
  themselves moved to risk their lives to serve such a 
  cruel deity. The ones who find a place in the Sea God’s 
  cult, however, receive respect and deference from 
  anyone who sails the seas—for to offend a drowned 
  one is to offend a god.
  Drowned One Story Development
  d3
  Story Development
  1
  You fell overboard in a storm, but a drowned one 
  found you and hauled you to shore. You studied 
  the teachings of the Sea God and joined the cult 
  soon after. 
  2
  You were raised in the cult of the Sea God, 
  possibly as a ward of a local priest or a child in 
  a family who feared the god. Your beliefs ran 
  strong, and you eventually found the courage to 
  undergo the rites of initiation.
  3
  You converted to the cult of the Sea God after 
  becoming disillusioned with another faith. Your 
  studies under the god’s priests revealed a dark 
  and twisting path to enlightenment.
  Level 3 Drowned One
  Attributes Increase two by 1
  Characteristics Health +4, Power +1
  Languages and Professions You speak an additional 
  language or add sailor, pirate, navigator, or marine to 
  your list of professions.
  Magic You either discover the Destruction, Storm, or 
  Water tradition, or you learn a spell from one of these 
  traditions.
  Swimmer You ignore the effects of difficult terrain when 
  you swim. 
  Water Stride You can move across liquids as if they were 
  solid ground. If you end your movement on a liquid 
  surface, you sink as normal.
  Level 6 Drowned One
  Characteristics Health +4
  Magic You learn one spell.
  Tidal Waves At the end of each round, you can choose to 
  roll a d6. If you roll a 1, indicating low tide, your power 
  recedes; for the next round, when you cast an attack 
  spell, you make the attack roll with 1 bane and you grant 
  1 boon to creatures making challenge rolls to resist your 
  spell. If you roll a 6, indicating high tide, your power is 
  at full force; for the next round, when you cast an attack 
  spell, you make the attack roll with 2 boons and you 
  impose 2 banes on creatures making challenge rolls to 
  resist your spell.
  Level 9 Master Drowned One
  Characteristics Health +4, Power +1
  Magic You learn one spell.
  Blessing of the Sea God You can breathe water and air. In 
  addition, when you would heal damage while submerged 
  in water, you heal twice as much damage.
  
  2121
  Mariner 
  Expert Path
  Expert navigators and sailors, mariners earn the 
  respect of their fellow crewmembers by knowing all 
  there is to know about travel on the seas. Mariners 
  can read charts and instruments to guide a ship to 
  the most far-flung ports, through the nastiest storms, 
  and out of the maddening doldrums that leave ships 
  becalmed. Mariners have the experience, courage, 
  and skill to tame the seas—or at least to survive when 
  the waters turn against them.
   Mariners most often come from the ranks of rogues 
  and warriors, though some dabble in magic. Most 
  mariners can find steady employment, since their 
  reputations precede them whenever they come to 
  port; a few have their own ships and thus chart their 
  own courses to adventure.
  Mariner Story Development
  d3
  Story Development
  1
  You were pressganged and learned your 
  techniques while on board the ship.
  2
  You were always a sailor, and becoming a mariner 
  was a natural outgrowth of your experience.
  3
  Trouble forced you to take up a life at sea. You 
  might have been accused of a crime or gained 
  too many enemies. You found you had a talent for 
  sailing and embraced your new life.
  Level 3 Mariner
  Attributes Increase two by 1
  Characteristics Perception +1, Health +3
  Languages and Professions You speak an additional 
  language or add sailor, pirate, navigator, or marine to 
  your list of professions.
  Expert Navigator You make challenge rolls to navigate and 
  avoid becoming lost with 2 boons.
  Sea Dog If you are not wearing heavy armor and not 
  wielding a shield, you gain a +1 bonus to Defense, and 
  you ignore the effects of difficult terrain when you climb 
  or swim.
  Sea Legs You make challenge rolls to maintain your 
  balance, to climb, to swim, and to pilot seafaring vehicles 
  with 1 boon.
  Level 6 Mariner
  Characteristics Health +3
  Iron Constitution You take half damage from disease and 
  poison.
  Omens Everywhere When you would make a challenge roll, 
  you can use a triggered action to first make a Perception 
  challenge roll. You make the triggering challenge roll 
  with 2 boons on a success, or with 2 banes on a failure.
  Level 9 Master Mariner
  Characteristics Health +3
  Close Quarters Fighting When you are within the reach of 
  at least two creatures or you are squeezed into a tight 
  space, you make attack rolls using melee weapons with 
  1 boon.
  Favored Vessel If you spend 1 hour exploring a vehicle, 
  you can designate the vehicle your favored vessel. While 
  on board such a vehicle, you make all attack rolls and 
  challenge rolls with 1 boon.
  
  22
  Master Paths
  The most experienced individuals who have 
  survived many perils go on to choose master paths. 
  The following paths supplement those in the main 
  rulebook.
  Monster Hunter 
  Master Path
  The world would still be a dangerous place if so many 
  strange and awful creatures did not crowd its dark and 
  unexplored places, but the abundance of these bizarre 
  threats makes traveling through the wilderness a risky 
  proposition. To help make safe the roads and routes 
  across the land and sea, monster hunters offer their 
  services and expertise. 
   Most monster hunters developed their talents the 
  hard way, by venturing into regions overrun with 
  horrible creatures that would happily tear them limb 
  from limb. A few supplement their fighting skills with 
  knowledge drawn from the accounts of others who 
  survived fights with these hateful things. Regardless of 
  how they come by their training, monster hunters are 
  gritty survivors with the courage to stand against the 
  horrors of the wilderness, no matter what forms they 
  might take. 
  Level 7 Monster Hunter
  Attributes Increase three by 1
  Characteristics Health +5
  Languages and Professions Add one wilderness profession 
  to your list of professions.
  Monster Lore You can use an action, or a triggered action 
  on your turn, to choose one creature you can see within 
  medium range. If that creature is a monster, you impose 
  1 bane on attack rolls it makes against you and you make 
  challenge rolls to resist its attacks with 1 boon. The effect 
  lasts until you complete a rest or you use this talent again.
  Seen it All You are immune to the effects of the frightening 
  trait, and you make challenge rolls to resist the effects of 
  the horrifying trait with 1 boon.
  Level 10 Monster Hunter
  Characteristics Health +5
  Battle-honed Reflexes When you would take damage from 
  a monster, you can use a triggered action to take half the 
  damage instead.
  Slayer of Monsters You make attack rolls against monsters 
  with 1 boon, and your attacks against monsters deal 
  1d6 extra damage. If you are injured, the extra damage 
  increases to 2d6.
  Musketeer 
  Master Path
  Musketeers focus their training on mastering 
  swordplay and firearms to become even more effective 
  and versatile combatants. Most musketeers belong 
  to elite fighting forces in civilized lands, such as the 
  fabled House Guard of Edene or the Royal Order of 
  Musketeers who protected the rulers of the Kingdom 
  of Sails in ancient times. Whether or not they belong 
  to such an order, musketeers use their weaponry to 
  great effect, baffling their enemies with finely honed 
  exploits and maneuvers.
  Level 7 Musketeer
  Attributes Increase three by 1
  Characteristics Health +4, Speed +2
  Languages and Professions You can speak another 
  language or add a profession.
  Disarm Expertise When you use an action to disarm and 
  you are using a swift weapon, you make the attack roll 
  with 1 boon. In addition, if the total of your roll is 20 or 
  higher and beats the target number by 5 or more, you 
  can also snatch the object out of the air if you have a 
  hand free.
  Firearms Drill You can use a triggered action on your turn 
  to attempt to load a pistol or a rifle you are wielding. 
  Make an Agility challenge roll. On a success, you load  
  the weapon.
  Nimble Defense You have a +1 bonus to Defense when you 
  are not wearing medium or heavy armor.
  Level 10 Musketeer
  Characteristics Health +4
  Firearms Mastery Your attacks with pistols and rifles deal 
  1d6 extra damage.
  Disarming Wit When you would make an attack with 
  a melee weapon, you can use a triggered action to 
  pepper your target with insults. If the target can hear 
  and understand what you say, make an Intellect attack 
  roll against the target’s Will. On a success, the target 
  is impaired for 1 round and you make your weapon 
  attack roll against it with 1 boon. On a failure, the target 
  becomes immune to your use of Disarming Wit until the 
  target completes a rest.
  Mystic Navigator 
  Master Path
  There are places on Urth where the seas and skies 
  behave strangely, where time and distance distort, 
  where the waters swallow ships and crews entirely. 
  Wise sea captains bound for distant ports set aside 
  coin to hire the services of a mystic navigator, a 
  member of a society of scholars who have learned 
  how to chart a safe course through the strangest of 
  waters. 
   Most mystic navigators begin their careers as sailors, 
  mariners, navigators, and scholars of cosmology and 
  the occult, and then go on to delve into the secrets of 
  magic. The study of magic is never necessary to join 
  the order, which is open to anyone who has the will 
  to learn. All mystic navigators wear on a cord around 
  their necks a miniature ship’s wheel made from iron 
  or bronze.
  Level 7 Mystic Navigator
  Attributes Increase three by 1
  Characteristics Perception +1, Health +2, Power +1
  Languages and Professions You speak an additional 
  language or add a profession.
  Magic You either discover a tradition of magic or learn  
  one spell.
  Far Sight You can see four times as far as can an ordinary 
  creature of your ancestry.
  Fastest Path You can find your way to almost any 
  destination. If you concentrate for 1 hour on a specific 
  location, you discover the fastest route to that 
  destination. Until you complete a rest, you double the 
  rate at which you and members of your group—or a 
  vehicle you are on board—travel toward that destination; 
  
  2323
  and when the GM rolls for random encounters, she must 
  roll twice and use the lower result. Once you use this 
  talent, you cannot use it again until you complete a rest.
  Level 10 Mystic Navigator
  Characteristics Health +2
  Magic You learn one spell.
  Commune with the Seas You can use an action to cast 
  your senses out over and under the waters to learn 
  hidden truths. If you concentrate for 1 minute, you learn 
  three true things about the waters within 10 miles of you. 
  Once you use this talent, you cannot use it again until 
  you complete a rest.
  Expeditious Travel When following a route you discover 
  with your Fastest Path talent, you quadruple the rate of 
  travel instead of doubling it. 
  Pit Fighter 
  Master Path
  People love their sport. They gather at the arenas 
  to watch gladiators fight wild enemies, or hapless 
  slaves, or each other. People always clamor to see 
  fighters squaring off in a ring, beating each other to 
  a pulp. Of all the violent spectacles that take place, 
  pit fighting might be the most extreme. In a pit fight, 
  two combatants are dropped into a pit—and only 
  one is allowed to leave. Experienced pit fighters, for 
  obvious reasons, are quite rare and are always vicious 
  combatants.
  Level 7 Pit Fighter
  Attributes Increase three by 1
  Characteristics Health +5
  Fight or Die When you would take damage, you can 
  choose to take 1d6 extra damage. For 1 minute 
  thereafter, your weapon attacks deal 1d6 extra damage. 
  You derive no further benefit if you take damage while 
  you are under the effect of this talent.
  Maiming Strike When you get a success on an attack 
  roll made using a weapon and your attack deals extra 
  damage from Fight or Die, you can maim the target 
  instead of dealing the extra damage. A target maimed in 
  this way is impaired. At the end of each round, the target 
  can make a Will challenge roll and removes the affliction 
  on a success.
  Level 10 Pit Fighter
  Characteristics Health +5
  Ghastly Injuries A creature impaired from your use of 
  Maiming Strike makes challenge rolls to remove the 
  affliction with 2 banes.
  Violent Resurgence When you heal damage, you can use a 
  triggered action to make an attack with a melee weapon 
  against a creature you can reach.
  Sea Captain 
  Master Path
  Anyone can be in charge of a ship, but sea captains 
  stand apart from the others thanks to their extensive 
  experience and natural talent. When a sea captain 
  takes control, everything onboard seems to fit into 
  place, almost as if the captain had become an integral 
  part of the vessel. The crew works harder, the ship 
  sails faster and seems to navigate dangerous waters 
  more nimbly than before. For this reason, crews 
  gravitate toward notable sea captains, who give them 
  the best chance to survive a life at sea.
  Level 7 Sea Captain
  Attributes Increase three by 1
  Characteristics Health +4
  Languages and Professions You speak an additional 
  language and add sailor, navigator, or another profession 
  related to sailing to your list of professions.
  Commanding Presence You emit an aura of command 
  that lasts for as long as you remain conscious. You grant 
  1 boon to attack rolls and challenge rolls made by any 
  friendly creatures within 5 yards of you to resist being 
  frightened. 
  Superior Sailing You increase the Defense and Agility of 
  any ship you command by 1 + your Intellect modifier 
  (minimum 0). Increase the ship’s maximum Speed by 2. 
  Finally, anyone who pilots a ship under your command 
  makes challenge rolls to do so with 1 boon.
  Level 10 Sea Captain
  Characteristics Health +4
  Legendary Admiral You extend the range of your 
  Commanding Presence talent from 5 yards to 100 yards 
  and increase the number of boons you grant from 1 to 
  3. In addition, any crewmember under your command 
  makes challenge rolls to carry out any duties related to 
  sailing the ship with 1 boon.
  Survivor 
  Master Path
  When death comes to call, few people find the will to 
  cling to life. Survivors, however, have refused death’s 
  advances in the past and are determined to push on 
  no matter how terrible their injuries. A survivor might 
  have come back from a near drowning, withstood 
  the blackest magic, or repelled the claws and teeth 
  of a dreadful beast: whatever a survivor’s story, the 
  common thread is that each stood up to death and 
  said no. 
  Level 7 Survivor
  Attributes Increase three by 1
  Characteristics Health +5
  Inexorable You have a +2 bonus to Defense while you are 
  not wearing armor.
  Fists of Fury Your unarmed strikes deal 1d6 extra damage.
  Refuse Death When you take damage equal to your Health, 
  you do not die. Instead, you become incapacitated.
  Level 10 Survivor
  Characteristics Health +5
  Overcome Affliction If you are not injured at the end of the 
  round, you can remove one affliction affecting you.
  Injured Resolve While you are injured, you make attack 
  rolls with 1 boon and gain a +2 bonus to Defense and 
  Speed. In addition, when you are incapacitated and 
  would make a fate roll, you can roll twice and use the 
  higher result.
  
  24
  Magic
  Because the city has long been a haven for exiles 
  and refugees, Freeport was and is a popular place 
  among users of magic, ranging from virtuous men 
  and women seeking to advance their knowledge 
  to diabolical maniacs hoping to increase their 
  power without interference from witch hunters and 
  inquisitors. Below is an assortment of spells that have 
  a particular place in Freeport society, though they 
  have certainly also spread to other lands.
  Air
  EFFERVESCENCE 
  AIR UTILITY 3
  Area A sphere with a 5-yard radius centered on a point you 
  can reach
  Duration 4 hours
  For the duration, while you are underwater, bubbles of air 
  fill the area. The area moves with you, remaining centered 
  on a point you can reach. The bubbles partially obscure 
  your space and allow air-breathing creatures to breathe 
  normally while in the area.
  Sacrifice You can use an action and expend a casting of 
  this spell to cast the thunderclap Air spell.
  Alteration
  EAGLE EYES 
  ALTERATION UTILITY 1
  Target One creature you can reach
  Duration 1 hour
  You touch the target and, for the duration, it makes 
  Perception challenge rolls involving sight with 3 boons. 
  In addition, the target can see an object or an area within 
  1,000 yards as if that object or area were just 5 yards away.
  DENIZEN OF THE DEPTHS 
  ALTERATION UTILITY 2
  Target Up to three creatures you can reach
  Duration 1 hour
  You touch each target. An unwilling target can resist this 
  spell by getting a success on a Will challenge roll. If the 
  target has Health 15 or higher, it makes the challenge 
  roll with 2 boons. For 1 hour, a target creature gains the 
  aquatic descriptor (see Shadow, page 214). 
  Celestial
  FLARE 
  CELESTIAL UTILITY 1
  Target A point within long range
  Duration 1 minute
  A bead of red light rockets from your finger to the target 
  point. When the bead reaches the target or encounters a 
  solid surface before then, it bursts into a fountain of scarlet 
  light that lasts for the duration. The fountain sheds light in 
  a 200-yard radius.
  Conjuration
  SHIP IN A BOTTLE 
  CONJURATION UTILITY 5
  Target A model ship contained in a glass bottle (worth 5 cp)
  Duration 24 hours
  You place the target onto the surface of a body of water 
  large enough to hold a Size 15 ship. After 1 minute, during 
  which time the bottle becomes filmy and pliable, the bottle 
  vanishes and the ship inside grows into a full-sized cog 
  (see “Common Ships” in chapter 3) and remains at this 
  size for the duration. When the effect ends, the vessel 
  shrinks and returns to its sealed bottle form. Any creature 
  on board the ship is shunted aside as the vessel shrinks. 
  Cargo and nonliving matter on board are shrunk along 
  with the vessel, and the entirety of the bottled ship is held 
  in stasis—food does not spoil, wood does not rot, and the 
  brass stays polished.
  CAPTAIN’S CHEST 
  CONJURATION UTILITY 6
  Target A chest, no larger than 1 yard on each side, that  
  you can reach
  Duration 1 year (see effect)
  You touch the target and imbue it with magical power, a 
  process that requires you to concentrate for 1 hour. At the 
  end of this time, a lock that looks like a twisted pirate’s 
  face appears on the chest, and a gleaming golden key 
  appears in your hand (or at your feet if your hands are full). 
  For 1 year, or until you cast this spell again, the chest 
  functions as a normal chest and can be locked or unlocked 
  using its key. If you turn the key twice in the same 
  direction, however, the lid splits down the middle and 
  the sides push out and fold down to reveal a full-sized 
  wardrobe rising up from the gap until it stands 9 feet 
  tall, 6 feet wide, and 3 feet deep. The wardrobe can be 
  opened and closed. A steel vault inside the wardrobe can 
  be opened only by the person holding the chest’s key. You 
  can use an action to turn the wardrobe into a chest or back 
  to its original form. 
  Any creature inside the wardrobe when it becomes a 
  chest cannot use actions or move. The creature perceives 
  nothing and does not need to eat, drink, or sleep. When 
  released from the wardrobe, the creature acts as if no time 
  has passed. 
  Permanence If you cast this spell on the same target for 5 
  years in a row, the duration becomes permanent.
  Sacrifice You can use an action and expend a casting of 
  this spell to cause the target of a previous casting of this 
  spell to teleport from anywhere to a flat surface in an open 
  space within short range.
  MAGIC FIGUREHEAD 
  CONJURATION UTILITY 6
  Target One vehicle you can see floating upon a liquid 
  surface within medium range
  Duration Until you complete a rest
  A magical figurehead appears at the front of the target 
  ship and remains for the duration. When you cast this spell, 
  choose one of the following effects. 
  Blue Water The figurehead assumes the form of a beautiful 
  mermaid. Until the spell ends, each member of the vehicle’s 
  crew makes attack rolls and challenge rolls with 1 boon, 
  and the vehicle gains a +8 bonus to Speed.
  Portage The figurehead assumes the form of a red-skinned 
  bull, its head twisted in rage, froth speckling its lips. Until 
  the spell ends, you can use an action to command the 
  figurehead to come to life. The figurehead leaps free of 
  the vehicle, trailing a stout chain to which it is connected. 
  The figurehead is a compelled huge construct that remains 
  until you use an action to turn it back into an immobile 
  figurehead or until it is destroyed. It can be ordered to start 
  moving, to head in a certain direction, or to stop. When it 
  moves, it can drag the ship to which it is attached across 
  smooth ground at a rate of 4 miles per day. 
  
  2525
  Vigilance The figurehead assumes the form of a great 
  eagle, wings outstretched to either side of the ship. Until 
  the spell ends, each member of the crew gains a +4 bonus 
  to Perception and gains darksight if the crewmember does 
  not have this ability already.
  War The figurehead assumes the form of a rampant lion. 
  Until the spell ends, you can use an action to command the 
  figurehead to come to life. The figurehead leaps from the 
  vehicle to which it is attached, becoming a compelled large 
  construct for 1 minute or until it is destroyed. 
  Sacrifice You can use an action and expend a casting of this 
  spell to cast the conjure huge monster Conjuration spell.
  Curse
  SCARE 
  CURSE ATTACK 0
  Target One creature within short range that can hear you
  Make an Intellect attack roll against the target’s Will. On a 
  success, the target becomes frightened for 1 round.
  Attack Roll 20+ The target also becomes immobilized 
  while it is frightened.
  Death
  STRANGLE 
  DEATH ATTACK 3
  Target One living and breathing creature within short range
  Make a Will attack roll against the target’s Strength.  
  If the target has Health 15 or lower, you get an automatic 
  success. If the target has Health 30 or higher, you make 
  the attack roll with 1 bane. On a success, invisible bands 
  of dark magic tighten around the target’s chest and neck, 
  forcing air from its lungs (or what passes for its lungs) and 
  preventing it from breathing. The target takes 2d6 damage 
  and becomes impaired. 
  At the end of each round when it remains impaired in 
  this way, the target must make a Strength challenge roll. 
  On a success, the target removes the impaired affliction 
  and the effect ends. On a failure, the target falls prone and 
  becomes defenseless. If the target was already defenseless, 
  it becomes unconscious. If the target was already 
  unconscious, it takes damage equal to its Health.
  Demonology
  CALL X’SVAL 
  DEMONOLOGY UTILITY 6
  Area A cube of space, 3 yards on each side, resting on  
  a solid surface and originating from a point within  
  short range.
  Take 2d6 + 2 damage. Magical darkness fills the area  
  and coalesces to become an x’sval that remains until  
  it is destroyed. See page 70 for information on x’svals.
  Divination
  FIND 
  DIVINATION UTILITY 0
  Name one object, such as a weapon, a source of clean 
  water, or a key. If the object is within short range of you, 
  you are aware of that fact and you know in which direction 
  from you it lies. 
  MYSTIC COMPASS 
  DIVINATION UTILITY 0
  Target An iron nail you are holding
  Duration Concentration, up to 1 hour
  You imbue the target with magic that remains for the 
  duration. When you cast the spell or when you use an 
  action to concentrate on the nail, you can state a direction. 
  The nail pivots so that it points in the chosen direction 
  and remains pointed in that direction until you choose a 
  different direction.
  Earth
  SALTBURST 
  EARTH ATTACK 1
  Target A point within short range
  A large chunk of salt appears at the target point and then 
  explodes, sending jagged shards in all directions. Each 
  creature within 3 yards of the target point takes 1d6 + 2 
  damage, and fungi and plants take 2d6 extra damage. A 
  creature that would take this damage can make an Agility 
  challenge roll and instead takes half the damage on a 
  success.
  Enchantment
  BAMBOOZLE 
  ENCHANTMENT ATTACK 1
  Target One creature within short range
  Make an Intellect attack roll against the target’s Will. On 
  a success, the target becomes frightened for 1 round and 
  then cannot take fast turns for 1 minute.
  Attack Roll 20+ While the target is frightened, it is also dazed.
  PART CROWD 
  ENCHANTMENT ATTACK 2
  Target One swarm or mob of creatures you can see within 
  short range
  Make an Intellect attack roll against the target’s Will. If the 
  target’s Health is 15 or lower, you get an automatic success. 
  If the target’s Health is 30 or higher, you make the attack 
  roll with 1 bane. On a success against a swarm, the swarm 
  takes a –15 penalty to Health and becomes impaired for 1 
  minute. On a success against a mob, the mob dissipates 
  into 1d6 + 3 base creatures if not injured or 1d6 base 
  creatures if injured, and each creature moves half its Speed 
  away from the space the mob occupied. 
  Sacrifice You can use an action or a triggered action on 
  your turn to expend a casting of this spell. For 1 minute 
  thereafter, you can move through spaces occupied by 
  other creatures regardless of their Size.
  Fire
  CALL FIREBIRD 
  FIRE UTILITY 5
  Target A gemstone worth at least 10 gc
  Duration 8 hours (see effect)
  You touch the target and cause it to erupt in flames 
  that destroy it utterly. A compelled firebird (see below) 
  composed of red, orange, and white flames appears inside 
  a cube of space, 2 yards on each side, originating from the 
  gemstone, and remains for 8 hours or until it is destroyed. 
  You can ride the bird, and while doing so you are 
  immune to damage from fire. 
  FIREBIRD 
  Size 2 spirit
  Perception 15 (+5)
  Defense 13; Health 30; Insanity —; Corruption 0
  Strength 14 (+4), Agility 13 (+3), Intellect 10 (+0), Will 12 (+2)
  Speed 20; flier (swoop)
  Slow on Land A firebird moves at half Speed when on land.
  Immune damage from disease, fire, poison; gaining 
  Insanity; blinded, dazed, deafened, diseased, fatigued, 
  frightened, immobilized, poisoned, prone, slowed, 
  stunned
  Fiery Form A firebird takes half damage from weapons. In 
  addition, it blazes brightly, shedding light out to 10 yards 
  around it.
  Water Vulnerability A firebird cannot move across or into 
  water or ice. It makes challenge rolls to resist Water spells 
  with 1 bane and takes double damage from Water spells.
  
  26
  ATTACK OPTIONS 
  Fiery Talons (melee) +4 with 1 boon (2d6 plus 1d6 from fire)
  Fiery Beak (melee) +4 with 1 boon (1d6 + 1 plus 1d6 from fire)
  SPECIAL ATTACKS 
  Flurry of Attacks The firebird attacks with its talons and its 
  beak.
  END OF THE ROUND 
  Unnatural Aura Animals within 10 yards of the firebird 
  must get a success on a Will challenge roll or become 
  frightened for 1 minute. While frightened in this way, an 
  animal must use its action to rush away from the firebird 
  by the safest available route.
  Forbidden
  SUMMON FLESHRAKER 
  FORBIDDEN UTILITY 3
  Area A cube of space, 1 yard on each side, resting on a solid 
  surface and originating from a point within short range
  Duration 1 hour
  If you concentrate for 1 minute, a fleshraker appears in the 
  area and remains for the duration. When it appears, you 
  can make an Intellect attack roll with 1 bane against the 
  fleshraker’s Will. On a success, the fleshraker is compelled 
  until you die, until it dies, or until the spell ends. 
  HUNGER 
  FORBIDDEN UTILITY 3
  Target One creature you can see within medium range
  Make an Intellect attack roll against the target’s Strength. 
  On a success, the target takes a –2d6 penalty to Health 
  that remains for 1 hour. While the target has this penalty, 
  it is fatigued and slowed, and deals half damage on all 
  weapon attacks.
  Attack Roll 20+ The target takes a –3d6 penalty to its 
  Health instead of –2d6.
  REVEAL SECRET FACE 
  FORBIDDEN ATTACK 4
  Target One living creature that is not a monster and is 
  within medium range
  Tendrils of writhing darkness fly from your hand toward 
  the target. Make an Intellect attack roll against the target’s 
  Strength. If the target has Health 20 or lower, you make 
  the attack roll with 1 boon. If the target has Health 40 or 
  higher, you make the attack roll with 1 bane. On a success, 
  you transform the target into a hideous monster of its Size 
  that uses the monster’s statistics in place of its own. The 
  target also gains the horrifying trait. The effect lasts for 1 
  minute, during which time the target uses an action each 
  round to make an attack. When the effect ends, the target 
  returns to its normal form and must get a success on a Will 
  challenge roll or gain 1d3 Insanity. 
  The Yellow Sign
  Cultists of the Unspeakable One use the 
  Yellow Sign to show their affiliation and 
  devotion to their master, sometimes called 
  the King in Yellow. The symbol is no more 
  powerful than any other religious symbol  
  or image, but a devotee of the Unspeakable 
  One can empower it to awaken its dread 
  essence.
  INSCRIBE YELLOW SIGN 
  FORBIDDEN UTILITY 5
  Requirement You must have special ingredients worth  
  100 gc, including mercury, phosphorus, powdered lead, 
  sulfur, and arsenic. You must also have at least 6 Insanity.
  Target A flat surface you can reach
  Duration Permanent (see effect)
  You use the ingredients to inscribe the Yellow Sign on 
  a flat surface you can reach. The sigil remains until the 
  surface on which it is inscribed is destroyed. Any living 
  creature that sees the Yellow Sign must make a Will 
  challenge roll with 3 banes. On a failure, the creature gains 
  Insanity equal to its Will score and goes mad. On a success, 
  the creature becomes immune to this particular sigil until it 
  completes a rest.
  As long as the Yellow Sign remains, it enhances attack 
  spells from dark magic traditions. Anyone within 10 yards 
  of the Yellow Sign makes attack rolls with 1 boon from 
  casting such spells, and creatures make challenge rolls with 
  1 bane to resist those castings.
  AWAKEN MADNESS 
  FORBIDDEN UTILITY 6
  Target Each creature other than you within short range
  You utter a string of foul curses in the Dark Speech, 
  causing reality to twist and writhe around you. Each target 
  must get a success on a Will challenge roll with 1 bane. On 
  a failure, a creature gains Insanity equal to its Will score.
  
  2727
  Illusion
  FLASH/BANG 
  ILLUSION UTILITY 0
  Triggered You can use a triggered action on your turn to 
  cast this spell. After a flash and a bang, smoke fills your 
  space, totally obscuring it for 1 round.
  MUNDANE ROBE 
  ILLUSION UTILITY 3
  Duration 1 hour (see effect)
  You weave together threads of magic to garb yourself in 
  a loose, shapeless robe. The robe remains for the duration 
  or until you remove it, after which it unravels into sparkling 
  motes. The robe masks the auras emitted by any ongoing 
  magical effects on you or your possessions, and you make 
  challenge rolls to hide with 1 boon while you wear it. Also, 
  while the robe remains, you can cast the disguise Illusion 
  spell on yourself without expending a casting of that spell 
  or even if you have not learned it. If you have learned the 
  disguise spell, you can cast it using a triggered action on 
  your turn instead of an action.
  GHOST SHIP 
  ILLUSION UTILITY 6
  Target One vehicle you can see within long range
  Duration 8 hours
  You cause the target, as well as everything on and in it, to 
  become invisible to creatures more than 5 yards from it for 
  the duration. 
  Sacrifice You can use an action and expend a casting of 
  this spell to cast the mirage Illusion spell.
  Necromancy
  CREATE ACCURSED HAND 
  NECROMANCY UTILITY 1
  Target A severed hand you can reach
  You touch the target. If you concentrate and maintain 
  contact with the target for 1 minute, the target becomes a 
  compelled accursed hand. 
  Sacrifice You can use an action and expend a casting  
  of this spell to cast the spectral grasp Necromancy spell.
  CREATE SKIN CLOAK 
  NECROMANCY UTILITY 2
  Target The intact hide of one Size 1 creature that you can 
  reach
  You touch the target. If you concentrate and maintain 
  contact with the target for 1 minute, it becomes a 
  compelled skin cloak.
  Sacrifice You can use an action and expend a casting of 
  this spell to cast the animate corpse Necromancy spell.
  SUMMON FIRE SPECTER 
  NECROMANCY UTILITY 3
  Area A cube of space, 1 yard on each side, resting on a solid 
  surface and originating from a point within medium range
  Duration 1 minute (see effect)
  A compelled fire specter appears in the area and remains 
  for the duration or until it is incapacitated, at which point it 
  disappears. If you become incapacitated, the specter is no 
  longer compelled and you cannot end the spell early.
  Primal
  CALL SHRIEKING EELS 
  PRIMAL UTILITY 5
  Target One body of water within medium range that is at 
  least 20 yards in diameter
  At the end of the round, 1d6 + 1 compelled shrieking eels 
  appear in water-filled open spaces in the area. When 
  the spell ends, the surviving eels remove the compelled 
  affliction and behave normally for creatures of their kind.
  Protection
  BRAVADO 
  PROTECTION UTILITY 1
  Target One creature you can reach
  Duration 1 minute
  You touch the target. For the duration, the target makes 
  attack rolls and challenge rolls to resist attacks with 1 boon.
  SCALES OF THE SNAKEMEN 
  PROTECTION UTILITY 1
  Target One creature you can reach
  Duration 1 minute
  You touch the target. For the duration, the target creature 
  gains a +2 bonus to Defense and makes challenge rolls to 
  resist or remove the poisoned affliction with 2 boons.
  SECURE OBJECT 
  PROTECTION UTILITY 2
  Target One Size 3 or smaller object that you have buried 
  within short range.
  Duration Permanent (see effect)
  The target cannot be located by Divination spells, and each 
  creature you choose within long range that had knowledge 
  of the target instantly forgets that knowledge. The spell is 
  permanent until the object is no longer buried.
  Sacrifice You can use an action and expend a casting of 
  this spell to cast the protective field Protection spell. 
  FORTIFY MIND 
  PROTECTION UTILITY 3
  Target Up to three creatures within short range
  Duration 1 minute
  You remove the frightened affliction from each target. 
  Then, for the duration, each target receives 3 boons on 
  challenge rolls to resist the effects of the frightening and 
  horrifying traits or to resist gaining Insanity.
  Rune
  SCRIMSHAW OF BATTLE 
  RUNE UTILITY 1
  Target A bit of bone, ivory, or horn worth 1 cp that you can 
  reach
  Duration 1 minute
  You touch the target and cause a battle scene to appear 
  on its surface. For the duration, you and each member of 
  your group within short range of the target make attack 
  rolls with 1 boon. In addition, any creature affected by this 
  spell deals 1 extra damage on all attacks. When the spell 
  ends, the target disappears.
  Song
  SONG OF SERENITY 
  SONG UTILITY 2
  Target Any number of creatures within short range
  Duration Concentration, up to 1 minute
  For the duration, and for as long as each target can hear 
  you, you grant the targets 3 boons on challenge rolls made 
  to resist the effects of the frightening and horrifying traits 
  and to resist gaining Insanity. In addition, when you cast 
  this spell and whenever you use an action to concentrate 
  on it, you can remove the charmed or frightened affliction 
  from every target.
  
  28
  Spiritualism
  MONKEY SPIRIT 
  SPIRITUALISM UTILITY 0
  Target One creature you can see within short range
  Duration 1 minute
  A ghostly monkey spirit appears and moves into the 
  target’s body. It remains inside the target for the duration. 
  During this time, the spirit grants 1 boon on challenge rolls 
  the target makes to climb and enables the target to ignore 
  the effects of difficult terrain when it climbs.
  BOAR SPIRIT 
  SPIRITUALISM UTILITY 1
  Target One creature you can see within short range
  Duration 1 minute
  A ghostly boar spirit appears and moves into the target’s 
  body, where it remains for the duration. While inside the 
  target, the spirit grants the target a +5 bonus to Health. In 
  addition, while the target is incapacitated, it can either use 
  an action or move up to half its Speed.
  OSPREY SPIRIT 
  SPIRITUALISM UTILITY 3
  Target One creature you can see within short range
  Duration 1 minute
  A ghostly osprey spirit appears and moves into the target’s 
  body, where it remains for the duration. While the spirit is 
  inside the target, the target can move by flying. In addition, 
  the target’s movement while flying does not trigger free 
  attacks.
  Storm
  STUNNING BOLT 
  STORM ATTACK 1
  Target One creature within short range
  You loose crackling lightning from your outstretched finger 
  in the direction of the target. Make a Will attack roll against 
  the target’s Agility. If the target wears metal armor or is 
  made of metal, you make the attack roll with 1 boon. If the 
  creature takes half damage from lightning or is immune to 
  damage from lightning, this spell has no effect on it. On a 
  success, the lightning hits the target. Roll 3d6. If the total 
  of the roll equals or exceeds the target’s Strength score, 
  the target falls prone and becomes stunned for 1 round.
  Attack Roll 20+ Roll 5d6 instead of 3d6.
  SHAPE CLOUD 
  STORM UTILITY 2
  Target One body of mist you can see that fits inside a cube 
  of space up to 1 mile on a side
  Duration 8 hours (see effect)
  You shape the target to assume whatever form you 
  choose. You can move the mist inside the space up to 
  a half-mile in any direction. If you bring the mist to the 
  ground, it heavily obscures its area. You can also alter the 
  shape of the mist to take on whatever form you desire. Mist 
  altered in this way retains its shape for the duration or until 
  it is dispersed by a strong wind.
  If you use this spell to alter the shape of clouds, the new 
  shape can typically be seen from up to 5 miles away. 
  Sacrifice You can use an action and expend a casting of 
  this spell to cast the freezing fog Storm spell.
  Technomancy
  LOADED DICE 
  TECHNOMANCY UTILITY 1
  Target A pair of dice you can reach
  Duration 1 hour
  You touch the targets and imbue them with magic. For 
  the duration, whenever you roll the target or targets, you 
  decide what numbers appear from the roll. 
  In addition, you can use an action to throw one of the 
  dice as a weapon. Choose a point within short range. When 
  the die reaches that point or encounters a solid surface 
  before then, the die explodes in a 1-yard radius, dealing 1d6 
  damage to everything in the area. A creature that gets a 
  success on an Agility challenge roll takes half the damage, 
  and becomes deafened for 1 minute on a failure.
  GOLD BUG 
  TECHNOMANCY UTILITY 2
  Target One gold crown you can reach
  Duration 1 hour
  You touch the target and cause it to sprout legs and 
  antennae, becoming a golden beetle with a tiny onyx death’s 
  head on its back. The target remains in this form for the 
  duration, after which time it reverts to an ordinary gold coin.
  Sacrifice You can use an action and expend a casting of 
  this spell to cast the sparking shield Technomancy spell.
  GOLD BUG 
  Size 1/8 construct
  Perception 15 (+5); truesight
  Defense 15; Health 1; Insanity —; Corruption 0
  Strength 5 (–5), Agility 15 (+5), Intellect 5 (–5), Will 11 (+1)
  Speed 10
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, poisoned
  Turn Limited A gold bug can take only fast turns. 
  END OF THE ROUND
  Gold Sense The gold bug waves its antennae in the air. 
  If an object made from gold is somewhere within long 
  range, the gold bug knows it and moves toward the 
  closest such location on its next turn.
  ASSEMBLE WAR MACHINE 
  TECHNOMANCY UTILITY 5
  Area A cube of open space originating from a point within 
  long range
  Duration 1 hour
  A war machine worth no more than 100 gc appears in the 
  area and remains for the duration or until it is destroyed. 
  ASSEMBLE BOMBARD 
  TECHNOMANCY UTILITY 6
  Area A cube of open space originating from a point within 
  long range
  Duration 1 hour
  A bombard or light cannon appears in the area and remains 
  for the duration or until it is destroyed. 
  ASSEMBLE HEAVY CANNON 
  TECHNOMANCY UTILITY 7
  Area A cube of open space originating from a point within 
  long range
  Duration 1 hour
  A heavy cannon appears in the area and remains for the 
  duration or until it is destroyed. 
  
  2929
  Telepathy
  MADDENING SCREAMS 
  TELEPATHY ATTACK 1
  Target One creature you can see within short range
  You flood the target’s mind with inhuman screams. Make 
  an Intellect attack roll against the target’s Will. On a 
  success, the target gains 1d6 Insanity.
  Transformation
  SLIPPERY EVASION 
  TRANSFORMATION UTILITY 1
  Triggered You can cast this spell using a triggered action 
  on your turn. You immediately remove the grabbed, 
  immobilized, or slowed afflictions if they affect you, and 
  then you move half your Speed. 
  BODY OF EYES 
  TRANSFORMATION UTILITY 2
  Duration 1 hour
  Eye-shaped spots appear all over your body and clothing 
  and then open. For the duration, you make all Perception 
  rolls with 2 boons and you cannot be surprised. During that 
  time, you cannot avert your eyes to avoid any effect that 
  relies on sight.
  Water
  CLEANSE WATER 
  WATER UTILITY 0
  Target All water inside a cube of space, 1 yard on each side, 
  originating from a point you can reach
  The target becomes clean and safe to drink. If you cast this 
  spell on part of a larger body of water, the purified water 
  mingles with the unpurified water after a few minutes. 
  INK CLOUD 
  WATER UTILITY 1
  Requirement You must be underwater
  Area A 10-yard cone originating from a point you can reach
  Duration 1 minute (see effect)
  Black ink spreads through the area to totally obscure it. 
  The ink remains for the duration or until a strong current 
  dissipates it.
  WATERSTRIDE 
  WATER UTILITY 1
  Target One creature you can reach
  Duration 1 hour
  You touch the target and, for the duration, it can move 
  across liquid surfaces as if those surfaces were solid ground. 
  VISE OF THE DEEP 
  WATER ATTACK 4
  Target Up to five creatures you can see within long range
  Incredible pressure bears down on each target. Creatures 
  that have the swimmer trait are immune to this spell. A 
  target must make a Strength challenge roll with 1 bane. It 
  takes 3d6 + 2 damage and becomes deafened and slowed 
  for 1 hour on a failure, or just takes half the damage on a 
  success. If the total of the target’s roll is 0 or lower, the 
  deafened affliction becomes permanent for that target.
  WALL OF ICE 
  WATER UTILITY 4
  Area A shapeable line, 10 yards long, 5 yards high, and  
  1 yard wide, originating from a point within long range
  Duration 1 hour (see effect)
  Ice fills the area and remains for 1 hour or until it melts. 
  Any creature in the area when the ice appears must make 
  an Agility challenge roll. A creature moves 1 yard to either 
  side of the wall on a success, or takes 3d6 damage and 
  becomes immobilized on a failure. At the end of each 
  round, a creature immobilized by this spell takes 1d6 
  damage from the cold. Each 3-yard-long section of wall 
  has Defense 5 and Health 15. If a section of the wall is 
  destroyed, any creature immobilized by it removes the 
  immobilized affliction.
  In addition, at the end of each round until the spell ends, 
  any creature within 5 yards of the wall must get a success 
  on a Strength challenge roll or take 1d6 damage from the 
  bitter cold it generates.
  CONTROL WATER 
  WATER UTILITY 6
  Target Water inside a cube of space, 100 yards on each side, 
  originating from a point you can reach
  Duration Concentration, up to 1 hour
  You take control of all the water in the area and maintain 
  control for the duration. Choose one of the following effects.
  Divide the Waters You separate the waters in the area to 
  create a line of open space 10 yards tall, 20 yards wide, and 
  100 yards long. Creatures in the area are moved with the 
  waters to one side or the other (GM’s choice). A creature 
  can move from the area and into the waters and back 
  again. When the spell ends, the water slowly flows back 
  into the area until it completely fills the space.
  Raise the Waters You raise the surface of the water inside 
  the cube up to 20 yards until the spell ends. Waters raised 
  in this way might cause flooding, wash away a bridge, 
  or capsize a vessel floating on the surface at the GM’s 
  discretion. 
  Lower the Waters You lower the surface of the water 
  inside the cube as much as 20 yards. If the area is inside 
  a large body of water, this effect creates a whirlpool 
  that lasts until the spell ends. Any vehicle floating on the 
  surface is pulled into the whirlpool and takes 1d6 damage 
  at the end of each round until it is destroyed. A pilot can 
  keep the vehicle from being pulled into the whirlpool by 
  getting a success on an Agility challenge roll with 3 banes.
  The beast was small, the body maybe a foot long and the  
  tail another foot, but Higgins underestimated its ferocity.
   It coiled around her ankle in the shallow water, digging  
  its nails and sucker-like mouth into her flesh. When we 
  finally pulled it free, several inches of skin came off with it.
  
  30
  Chapter 2: equipment
  In the years since Freeport made its uneasy peace 
  with the mainland, the city has undergone a 
  transformation, becoming a true mercantile hub for 
  people all over Rûl. Part of the success comes from 
  the fact that the city is neutral ground, far removed 
  from the sites of petty disputes and old grudges that 
  can sometimes make trade agreements a challenge. 
  Freeport’s marketplaces are crowded with folk from 
  all over the known world and beyond.
  	 The	influx	of	people	into	the	city	also	means	the	city	
  sees	a	steady	flow	of	goods,	from	the	mundane	to	the	
  magical. In bazaars and shops, in open-air markets 
  and among the peddlers hawking their wares in the 
  Docks,	one	can	find	practically	anything	for	sale	in	
  the city—swords, pistols, alchemical goods, weird 
  potions, forbidden items, rare incantations, and much 
  more. 
  	 This	chapter	expands	on	the	equipment	options	
  found in Shadow of the Demon Lord, the Demon 
  Lord’s Companion, and other supplements with new 
  weapons,	clothing,	and	unusual	items	one	might	find	
  in Freeport. It also details ships and the war machines 
  that are used to protect them and to combat them.
  Lords, Skulls, and Pennies
  The people of Freeport accept currency from 
  just about any land, but the city does mint its 
  own coins. Gold coins are called lords, silver 
  coins are called skulls, and coins of copper or 
  brass are called pennies. Coins from Freeport 
  have the same values as those minted on the 
  mainland, and so this book uses the same 
  abbreviations for coins that are used in Shadow.
  
  3131
  Weapons
  Freeport’s	forges	produce	swords	and	axes,	daggers	
  and knives, and such weapons can be found for sale 
  anywhere in the City of Adventure. Firearms are also 
  widely available in the city, though they remain just  
  as	expensive	here	as	they	are	in	other	lands.	You	can	
  add the following weapons to those described in the 
  main rulebook.
   Belaying Pin: This weapon is a short wooden club 
  used	to	tie	off	ropes	on	a	ship.	
   Cutlass: The cutlass is a heavy, short-bladed 
  slashing sword with a basket hilt. When you use an 
  action to disarm with a cutlass, you make the attack 
  roll with 1 boon. This entry updates the cutlass 
  described in Shadow.
  	 Gaff:	This tool is a metal hook with a crossbar at 
  the	base.	It	is	used	to	hook	fish	and	lift	bales,	and	
  occasionally to tear the guts out of enemy sailors. 
   Harpy Pistol: The harpy pistol is a short-barreled 
  pistol that uses a simple charge to lob a crude grenade 
  (5 ss each). When a grenade impacts against a solid 
  surface,	it	explodes	in	a	2-yard	radius	centered	on	the	
  point	of	impact.	The	target	struck	takes	2d6	damage,	
  as	does	everything	in	the	area	of	the	explosion.	This	
  damage	also	applies	in	case	of	a	misfire.	A	creature	in	
  the area can make an Agility challenge roll and takes 
  half the damage on a success.
  Wet Powder
  Black powder exposed to water loses its utility. 
  Firearms are useless underwater, and they also 
  misfire or refuse to work even if they are merely 
  splashed with water or dampened by humidity. 
  Keeping one’s powder dry is not always easy.
   
  Johann Krupp, an alchemist living in Freeport, 
  has developed a “wet powder” that is resistant to 
  the effects of moisture. Wet powder is a blend of 
  conventional black powder with fine magnesium 
  filings. The substance will burn when damp, 
  and even underwater, but does not have the 
  explosive force of conventional black powder in 
  ideal conditions. Wet powder behaves similarly 
  to conventional black powder, with the following 
  exceptions:
   
  Out of water, a weapon that uses wet powder 
  deals half damage, and its range is halved. 
   
  In water, the weapon deals one-quarter 
  damage, and its range is reduced to one-quarter 
  of normal. 
   
  Ammunition that uses wet powder costs three 
  times the normal amount.
  Weapons
  Item
  Damage
  Hands
  Properties
  Price
  Availability
  Belaying pin
  1d3
  Off
  Basic melee weapon; Finesse, thrown, range (short)
  2 cp
  C
  Cutlass
  1d6 + 1
  One
  Military melee weapon; Finesse, special
  2 gc
  C
  Gaff
  1d3 + 1
  Off
  Basic melee weapon; Finesse
  1 ss
  C
  Harpy pistol
  2d6
  One
  Misfire, range (medium), reload, uses grenades
  10 gc
  E
  Weapon Enhancements
  The following items enhance weapons, either making 
  them	more	effective	or	providing	additional	options	
  for their use.
  Weapon Enhancements
  Item
  Price
  Availability
  Aiming stock
  4 gc
  U
  Rummer’s modification
  1 gc+
  R
  Spring-loaded bayonet
  5 gc
  R
   Aiming Stock: An aiming stock looks like a two-
  pronged	pitchfork.	It	is	designed	to	steady	a	firearm	
  by suppressing its recoil and thus give the weapon 
  increased	accuracy.	You	can	use	an	action	to	jam	an	
  aiming	stock	into	the	ground	and	lay	a	rifle	between	
  its prongs. So long as you don’t move from that spot, 
  you make attack rolls with the weapon with 1 boon.
  	 Rummer’s	Modification:	First developed by rum 
  smugglers in the Serpent’s Teeth, the rummer’s 
  modification	has	since	gained	wider	use,	especially	
  among	adventuring	types.	A	modified	weapon	has	a	
  hollow	handle	or	shaft	that	can	be	filled	with	up	to	6	
  ounces	of	liquid.	You	can	uncork	the	container	and	
  drink 1 ounce of the contents (or apply 1 ounce of an 
  oil)	using	an	action.	The	rummer’s	modification	can	
  be applied to military melee weapons, heavy melee 
  weapons,	and	rifles.	
   Spring-loaded Bayonet: A	loaded	rifle	is	a	
  tremendous	asset	in	a	fight,	but	a	rifle	with	no	
  ammunition is actually a liability in melee combat. 
  If	a	rifle	is	equipped	with	a	spring-loaded	bayonet,	a	
  quick	flick	of	a	release	catch	turns	the	empty	weapon	
  into a spear. The blade of the bayonet folds under the 
  stock of the weapon and can be deployed as a minor 
  activity	or	retracted	using	an	action.	You	cannot	fire	
  the	weapon	while	the	bayonet	is	extended.
  
  32
  Special Substances 
  and Items
  The following unusual substances and items can be 
  found in Freeport.
  Special Substances and Items
  Item
  Price
  Availability
  Abyss dust
  1 ss
  E
  Assassin’s quill
  50 gc
  E
  Atomizer
  5 ss
  R
  Cadaver
  5 ss+
  Varies
  Cadaver parts
  Varies
  Varies
  Captain’s grog (cask)
  1 gc
  R
  Cockleshell suit
  25 gc
  R
  Devil wicks
  3 cp
  U
  Marching powder
  1 ss
  U
  Master Hovith’s tired liver 
  tonic
  5 ss
  R
  Salt draughts (10 doses)
  5 ss
  U
  Ship’s clock
  100 gc
  R
  Snakeweed
  1 cp
  C
  Tallowtack
  5 cp
  E
   Abyss Dust: A rich gray powder made from the 
  specially	treated	petals	of	the	sunburst	flower,	abyss	
  dust causes hallucinations in any who inhale it. Any 
  living creature that inhales the powder must make 
  a Strength challenge roll. On a failure, the creature 
  becomes poisoned for 1 hour. While poisoned in this 
  way,	the	creature	experiences	hallucinations	that	
  impose 1 bane on Perception challenge rolls. The dust 
  also	boosts	confidence,	granting	the	creature	3	boons	
  on attack rolls made in social situations.
  	 When	the	effect	ends,	the	creature	gains	1	Insanity.	
  If a creature inhales this substance multiple times 
  before	completing	a	rest,	it	instead	gains	1d3	Insanity	
  on	every	exposure	after	the	first	one.
   Abyss dust is addictive and imposes 1 bane on 
  challenge rolls made to resist becoming addicted 
  to it. In addition, each time you get a failure on the 
  challenge	roll	to	fight	your	addiction,	you	take	a	
  cumulative	–1d6	penalty	to	Health.	You	remove	the	
  penalty when you feed your addiction or overcome 
  your addiction.
   Assassin’s Quill: This item is fashioned from a 
  feather plucked from a winged devil, the point 0f the 
  quill	saturated	with	a	contact	poison.	The	Captains’	
  Council banned these relics from the city a decade 
  ago, and the punishment for having one of these 
  quills	in	one’s	possession	is	death.	
   Anything written on paper, vellum, parchment, or 
  a	similar	material	using	an	assassin’s	quill	becomes	
  poisonous.	The	next	creature	to	touch	the	page	other
  Addiction
  Each time you use an addictive substance, 
  you are at risk of becoming addicted to it. You 
  must make a Strength challenge roll the next 
  time you complete a rest. Some drugs are more 
  or less addictive than others, granting boons 
  or imposing banes on attempts to avoid the 
  addiction. 
   
  On a failure, you become addicted to the drug. 
  If you complete a rest without having fed your 
  addiction at least once during the previous day, 
  you must make a Strength challenge roll with 
  1 bane plus 1 bane for each day you have gone 
  without after the first. On a failure, you become 
  fatigued. If you’re already fatigued from your 
  addiction, you increase the number of banes 
  imposed by the fatigued affliction by 1. Five 
  consecutive successes ends your addiction.
  than	the	owner	of	the	quill	must	get	a	success	on	
  a	Strength	challenge	roll	or	take	3d6	damage	and	
  become poisoned for 1 minute. At the end of this time, 
  the poisoned creature must make another Strength 
  challenge	roll.	On	a	failure,	it	takes	3d6	extra	damage.	
  Once	the	quill’s	owner	writes	a	page	of	text	with	it,	the	
  item cannot be used again until the owner completes 
  a rest.
   Atomizer: An	atomizer	sprays	liquids	from	its	
  reservoir	outward	in	a	fine	mist	to	fill	the	air	inside	a	
  cube of space, up to 1 yard on a side, originating from 
  
  3333
  a point you can reach. Using an atomizer is a minor 
  activity. Although it is generally used for applying 
  perfumes,	enterprising	types	have	figured	out	that	
  it	can	also	spray	a	single	dose	of	a	liquid	potion	or	
  poison into a cube of space, 1 yard on a side. Any 
  creature	in	the	space	is	affected	by	the	spray	as	if	it	
  had consumed the potion or poison.
   Cadaver: For those who have use for such 
  resources, dead human bodies are never in 
  short supply. Cadavers can be obtained from the 
  Crematorium,	plucked	from	where	they	float	in	the	
  Underside, or bought and sold in the Black Mark, a 
  secret marketplace in Freeport run by the smuggler 
  Dimetrios. Outside Freeport, bodies and their parts 
  might be found anywhere illegal items are traded. 
  Generally, a poor beggar’s remains can be had for 
  about	5	ss,	since	it	is	a	low-risk,	non-specific	request.	
  Corpses of nonhuman ancestries cost a bit more, 
  with	most	going	for	at	least	1-2	gc	and	elves	costing	as	
  much	as	10	gc.	Special	requests,	such	as	the	remains	
  of	a	specific	person,	can	cost	as	much	as	double	the	
  normal price. A humanoid skeleton, conversely, costs 
  half as much as an intact (or mostly intact) cadaver.
   Cadaver Parts: The price of cadaver parts (arms, 
  legs, torsos, or heads) is a fraction of the cost of a 
  cadaver’s entire body. An arm or a leg costs about 10 
  percent,	heads	about	20	percent,	and	torsos	start	at	20	
  percent and go nearly to the full body price, especially 
  for	hefty	creatures.	Humanoid	parts	are	generally	
  available through the black market.
   Captain’s Grog: Anyone who drinks a measure of 
  captain’s grog at least once a day for a week straight 
  makes attack rolls in social situations with 1 bane 
  and makes challenge rolls to resist being charmed, 
  compelled, or frightened with 1 bane.
   A cask holds enough grog to serve a typical crew for 
  two weeks.
   Cockleshell Suit: A piece of diving gear used by 
  the Society of Lobstermen, a cockleshell suit has 
  a heavy hose that pumps air into the helmet from 
  a bellows on the surface, allowing the wearer to 
  breathe underwater for as long as someone on the 
  surface keeps pumping air into the helmet. The suit 
  allows the wearer to descend to a depth of about 50 
  yards. The suit counts as medium armor, and anyone 
  wearing one has Defense 14. The biggest liability of 
  a	cockleshell	suit	is	the	exposed	air	hose,	which	can	
  be punctured or severed. The hose has Defense 5 
  and	Health	5.	A	creature	that	attacks	the	hose	with	a	
  weapon makes the attack roll with 1 bane.
   Devil Wicks: The legendary pirate captain Black 
  Jules	was	the	first	to	use	the	technique	of	tying	
  matches into his beard and hair before attacking ships 
  at	sea.	The	humble	alchemist	Hu	Li	has	perfected	
  devil	wicks	in	their	modern	form.	You	can	use	an	
  action to tie these slow-burning fuses to your hair  
  and beard. Lighting them counts as a minor activity. 
  The	fuses	burn	for	1	minute,	giving	off	a	hellish	light	
  and a swirl of fumes. While burning, they grant you 
  1 boon on attack rolls made to intimidate or threaten. 
  When the fuses go out, you take 1 damage.
   Marching Powder: A pale yellow dust sold in 
  packets,	marching	powder	helps	users	fight	off	fatigue.	
  A creature that inhales the powder becomes immune 
  to	the	fatigued	affliction	for	8	hours	and	makes	
  Strength challenge rolls with 1 boon during that time. 
  When	the	effects	wear	off,	the	creature	takes	1d6	
  damage	and	becomes	fatigued	for	1d3	hours.
  	 Each	dose	a	creature	takes	beyond	the	first	before	
  completing	a	rest	requires	the	creature	to	make	a	
  Strength challenge roll with 1 bane. On a failure, the 
  creature	takes	1d6	damage	as	the	powder	ravages	its	
  system,	though	the	creature	still	benefits	from	taking	
  the additional dose.
   Master Hovith’s Tired Liver Tonic: A	foul	mixture	
  of	kaffee,	cheap	wine,	poppy	extract,	and	a	few	
  mysterious	ingredients,	Master	Hovith’s	tonic	is	said	
  to be the ultimate cure for just about any ailment. In 
  truth, it just leaves its users reeling. 
   A creature that drinks the tonic becomes poisoned 
  for	1d6	+	3	hours.	While	poisoned	in	this	way,	the	
  creature is slowed but takes half damage from all 
  sources.	When	the	creature	removes	the	affliction,	
  it must get a success on a Strength challenge roll or 
  become	fatigued	for	1d6	+	3	hours.
  
  34
   Salt Draughts: A staple of sea voyages, salt draughts 
  are	often	packed	on	board	in	firkins	(each	holding	10	
  doses). A creature that swallows this vile concoction 
  gains	its	benefits	for	24	hours.	The	creature	makes	
  challenge	rolls	to	resist	ingested	poisons	with	3	boons	
  and	treats	any	liquid	consumed	as	if	it	were	fresh	water.	
   Ship’s Clock: These devices have been carried 
  by ships at sea ever since their introduction from a 
  distant land. A ship’s clock in its common form is 
  a simple mantelpiece with workings that move to 
  display the current hour, month, and phase of the 
  moon, though the accuracy of the most primitive 
  models is often poor. 
   Snakeweed: The drug known as snakeweed is 
  nothing more than the dried petals of a sunburst 
  flower.	A	creature	who	smokes	the	substance	becomes	
  poisoned	for	1d3	hours.	While	poisoned	in	this	way,	
  the	creature	makes	Will	challenge	rolls	with	2	boons.	
  When	the	creature	removes	the	poisoned	affliction,	 
  it must get a success on a Will challenge roll or gain  
  1 Insanity.
  	 Snakeweed	is	mildly	addictive	and	grants	2	boons	
  on challenge rolls made to resist becoming addicted 
  to it.
   Tallowtack: This	alchemical	mixture	is	highly	
  prized by thieves, spies, and politicians. Tallowtack 
  has	two	functions.	When	applied	to	solid	wax,	the	
  substance	renders	the	wax	into	the	consistency	of	
  soft leather, making a seal that can be easily removed 
  from	a	surface	without	breaking	it.	When	mixed	with	
  melted	wax,	tallowtack	forms	a	fast-setting	adhesive.	
  Spies and forgers use tallowtack to remove a seal from 
  a document and to reattach the seal when they have 
  examined	the	document’s	contents.	
  Implements
  Freeport’s	markets	offer	oddities	from	all	over	the	
  world. Among the most prized and valuable are those 
  that have been carried to the city from faraway places. 
  Trinkets
  Trinket
  Price
  Abacus of rapid calculation
  30 gc
  Armillary sphere
  600 gc
  Bos’n’s whistle of piping
  30 gc
  Abacus of Rapid Calculation: This small counting 
  device has a rectangular wooden frame that holds a 
  series of parallel brass wires, each strung with beads 
  carved from semiprecious gemstones. If you make this 
  device your implement, you can call upon its power 
  after you complete a rest. Whenever you cast a spell 
  that	affects	just	one	creature,	you	can	use	a	triggered	
  action	to	affect	a	second	creature	within	range.	You	
  can	use	this	device	a	number	of	times	equal	to	your	
  Power score, and you replenish your uses when you 
  complete a rest.
   Armillary Sphere: A veritable masterpiece of 
  engineering,	this	device	stands	30	inches	tall	and	
  is formed from a number of interlocking rings that 
  represent the rotation of the heavenly bodies.
   If you make this device your implement, you count 
  as if you had discovered the Teleportation tradition 
  for the purpose of learning new spells. In addition, 
  you increase the number of castings for rank 0 and 
  rank 1 Teleportation spells you have learned by one. 
   Bos’n’s Whistle of Piping: This silver boatswain’s 
  whistle functions as a normal musical instrument 
  of its kind. If you make this device your implement, 
  it grants you 1 boon on challenge rolls made to play 
  music on it and to entertain crowds. In addition, you 
  can	use	an	action	and	expend	the	casting	of	a	rank	1	
  or higher Song spell you have learned to grant one 
  creature within medium range that can hear you 1 
  boon on Strength and Agility challenge rolls for a 
  number	of	rounds	equal	to	the	rank	of	the	spell	you	
  expended.
  Services
  Sometimes the best way to accomplish something or 
  to solve a problem is to hire someone else to take care 
  of it for you. The following services are available in 
  Freeport and most other cities.
  
  3535
  Services
  Service
  Price
  Docking fees
  Varies
  Doctor
  1 ss
  Guide or urchin
  1 cp per hour
  Messenger
  Same district
  2 cp
  One district over
  4 cp
  Three or more districts away
  1 ss
  Through Scurvytown
  5 cp+
  Through Bloodsalt
  1 gc+
  Prostitute
  Cheap
  1 cp per hour
  Common
  1 ss per hour
  Fine
  1 gc per hour
  Rickshaw ride
  Same district
  5 cp
  One district over
  1 ss
  Three or more districts away
  2 ss
  Through Scurvytown
  5 cp+
  Through Bloodsalt
  5 gc+
  Ship’s passage
  1 ss per league
   Docking Fees: Freeport’s	Harbormaster	charges	
  each ship a fee for docking in the city. The amount 
  varies depending on whether the ship docks in the 
  Marina (5 cp per yard of the vessel’s length per day), 
  the Warehouse District and the Docks (1 cp per 
  yard), or Scurvytown (5 bits per yard). In addition, 
  the fees may vary depending on the season. Paying 
  docking	fees	keeps	one’s	ship	from	being	hauled	off	by	
  authorities and might provide some security for the 
  vessel (anywhere but in Scurvytown).
   Doctor: Doctors provide healing and surgical 
  services to those in need. When a character enlists the 
  aid	of	a	doctor,	the	GM	secretly	rolls	a	d6.	On	a	1,	the	
  creature must get a success on a Strength challenge 
  roll after visiting the doctor or become diseased for 
  1d6	days.	On	a	2–5,	the	creature	heals	damage	equal	
  to	its	healing	rate.	On	a	6,	the	creature	heals	damage	
  equal	to	its	healing	rate	and	removes	the	diseased,	
  fatigued,	or	poisoned	affliction	from	itself.	
   Guide or Urchin: Newcomers to Freeport can 
  find	the	services	of	a	guide	or	an	urchin	to	be	
  indispensible. Such characters can, for a fee, lead 
  visitors to a named destination and usually by a direct 
  and safe route.
   Messenger: All over the city, messengers can be 
  hired to convey information and small parcels from 
  one place to another. Most messengers travel on foot, 
  while a few are mounted; the latter generally charge a 
  small premium for their services. 
   Prostitute: Men and women of a variety of 
  ancestries	offer	their	services	to	those	who	seek	
  companionship.	The	difference	in	quality	describes	
  the attractiveness, cleanliness, and skill of the 
  companion. 
   Rickshaw Ride: A rickshaw, a cart drawn by a 
  person or a creature, can carry up to two Size 1 or 
  smaller creatures. A rickshaw moves as fast as the 
  creature pulling it can walk.
   Ship’s Passage: Most ships do not specialize in 
  carrying passengers, but many can take a few along 
  when transporting cargo. The given price is doubled 
  for creatures larger than Size 1 and for dangerous 
  creatures	or	those	that	are	difficult	to	handle,	such	as	
  tigers, elephants, oozes, and most monsters—if these 
  creatures are even permitted aboard.
  Vessels
  Ships of all sizes sail in and out of Freeport constantly. 
  Vessels common to the lands of Rûl are listed on the 
  following table. Rules for using vessels in combat can 
  be	found	in	chapter	3.
  Vessels
  Vessel
  Price
  Availability
  Barge
  300 gc
  C
  Caravel
  500 gc
  U
  Cog
  300 gc
  U
  Dromond
  1,250 gc
  R
  Galleon
  1,500 gc
  U
  Greatship
  3,000 gc
  E
  Keelboat
  150 gc
  C
  Launch
  25 gc
  C
  Longship
  500 gc
  U
  Pinnace
  225 gc
  U
  Rowboat
  5 gc
  C
  Trireme
  600 gc
  U
  War Machines
  No stranger to war, Freeport has had to defend 
  itself from slavers, pirates, and warships launched 
  by hostile nations on the mainland. The following 
  weapons,	not	exclusive	to	Freeport,	are	used	on	ships	
  to defend against attacking vessels or to bombard the 
  mainland. Rules for using war machines can be found 
  in	chapter	3.
  War Machines
  Vessel
  Price
  Availability
  Ballista
  50 gc
  U
  Bombard
  600 gc
  R
  Cannon, light
  500 gc
  E
  Cannon, heavy
  1,000 gc
  E
  Catapult
  75 gc
  U
  Swivel gun
  100 gc
  E
  
  36
  The first two chapters of this book are aimed at 
  players, providing new ancestries, paths, spells, 
  gear, and other game elements. This chapter and 
  everything that comes after it are for you, the Game 
  Master. 
   The book assumes that you will start with the 
  city as presented in The Pirate’s Guide to Freeport or 
  another sourcebook and adapt it for use in the world 
  presented in Shadow of the Demon Lord. 
   You might also decide to leave the world of Urth 
  behind and use Shadow’s rules to explore Freeport  
  and whatever world in which you set it. Doing so 
  requires little adjustment other than the advice 
  covered in chapter 1 already.
   While you will find information about the city in 
  these pages, you will also find new material useful for 
  any game that uses Shadow as your rules set. In this 
  chapter are guidelines for conducting sea voyages, 
  underwater exploration, naval battles, and a host of 
  new relics drawn from the pages of Freeport’s greatest 
  supplements. Even if you’re not planning to use the 
  City of Adventure in your Shadow of the Demon Lord 
  game, the material here greatly expands on what 
  you can do with your game and opens up more 
  opportunities for the characters to explore. 
  Aquatic Adventures
  In and around a city that sprawls across an island, 
  opportunities for aquatic adventures abound. 
  Whether characters are diving for treasure or 
  struggling to survive after being washed overboard, 
  the sea is a constant source of peril. The following 
  rules elaborate upon those found in Shadow to help 
  you resolve challenges that might crop up when 
  characters explore and fight in an underwater 
  environment.
  Swimming
  Characters can move through water, and anything 
  else with water-like viscosity, by wading or swimming. 
  Moving through a liquid, whether swimming or 
  wading, counts as moving across difficult terrain.
   Challenge Rolls: In rough water, during combat, 
  or at other times when you choose, you can call for a 
  creature to make a Strength challenge roll to see if it  
  can swim. On a success, the creature swims normally. 
  On a failure, the creature makes no progress, and if the 
  total of the roll is 0 or lower, the creature instead sinks 
  1d3 yards. You can grant boons or impose banes based 
  on the circumstances in which a creature attempts to 
  <insert art 14; Freeport Adventures; 1/2H>
  Chapter 3: Freeport Adventures
  
  3737
  swim. For example, you might impose 1 bane on a roll if 
  a creature tries to swim while loaded down with a heavy 
  pack or while a severe storm rages all around.
   Visibility Underwater: Whether features in the 
  immediate vicinity can be seen in an underwater 
  environment depends on the illumination conditions 
  on the surface and if there is an underwater light source 
  in the area. Typically, light above the surface extends 
  10 yards beneath the surface and is bright enough for 
  characters to see out to about 20 yards. Beyond that 
  distance, any area underwater counts as shadows. Silt, 
  debris, bubbles, kelp, and more can partially, heavily, or 
  totally obscure these areas at your discretion.
   Depth and Pressure: The deeper one travels 
  underwater, the greater the water pressure becomes. 
  A creature without the aquatic descriptor can safely 
  descend as deep as 20 yards. If such a creature descends 
  below its safe limit, it must make a Strength challenge 
  roll and repeat the roll at the end of each minute. On a 
  failure, the creature takes 1d6 damage. A creature that 
  has the aquatic descriptor can descend to any depth.
   Hypothermia: Creatures without the swimmer 
  trait are at risk of suffering the effects of exposure (see 
  Shadow, page 201) when submerged in water with a 
  temperature of 70 degrees or colder. A creature can 
  safely spend up to 4 hours in water of 61 to 70 degrees, 
  up to 2 hours in water of 51 to 60 degrees, up to 1 hour in 
  water of 41 to 50 degrees, and up to 30 minutes in water 
  of 32 t0 40 degrees. At any temperature lower than 32 
  degrees, a creature can safely spend only 1 minute in the 
  water before suffering the effects of exposure. 
   Once the indicated amount of time has elapsed, 
  a creature must make the roll to resist the effects of 
  exposure. That roll is repeated at the end of each 
  similar unit of time the creature spends in the water. For 
  example, a creature immersed in 55-degree water makes 
  its first roll after 2 hours, then must make another roll 
  after every additional 2 hours of immersion. 
  Holding Breath and Drowning
  A creature can hold its breath for a number of 
  minutes equal to one-quarter of its Strength score. 
  If no source of air is available when a creature stops 
  holding its breath, the creature must get a success 
  on a Strength challenge roll or take a –2d6 penalty 
  to Health. It must repeat the roll at the end of each 
  round thereafter, with 1 bane for every round it has 
  gone without air. The penalty to Health worsens by 
  1d6 on each failure—until either the creature’s Health 
  drops to 0, at which point it dies, or the creature 
  spends a few minutes breathing clean air, after which 
  the penalty disappears.
   If a creature that is holding its breath underwater 
  takes damage or gets a failure on a Strength challenge 
  roll, it must immediately make a Will challenge roll. 
  Banes that applied to the Strength challenge roll 
  apply to this roll as well. On a failure, the creature 
  stops holding its breath and inhales water. The 
  creature becomes dazed and takes 1d6 damage. At 
  the end of each round, the creature takes 1d6 extra 
  damage until it dies. If the creature gets to a place 
  where it could breathe, it or another creature can use 
  an action to force the water out of the creature’s lungs 
  so it can start breathing again.
  Falling and Diving
  A creature that falls into a body of water or some 
  other liquid is at risk of taking damage upon impact, 
  depending on the height from which it fell (see the 
  Falling Damage table in Shadow, page 38). 
   Diving: A creature can attempt to dive into a body 
  of liquid by making an Agility challenge roll, with 1 
  bane for each die of damage it would normally take 
  according to the distance of its fall onto the liquid 
  surface. On a success, the creature dives into the water 
  smoothly and takes no damage. On a failure, the 
  creature takes half the normal damage from the fall, 
  or the full damage (as given on the table) if the total of 
  the roll was 0 or lower.
   A creature that dives into a body of water descends to 
  a depth equal to half the distance of the fall. A creature 
  that falls into the water without diving descends to a 
  depth equal to one-quarter of the distance fallen. If a 
  falling or diving creature strikes a solid surface under 
  the water while in motion, the creature takes damage 
  as if it had impacted a solid surface.
  Ships and Sea Voyages
  Freeport is one of the greatest maritime cities in 
  the known world, and its ports witness the comings 
  and goings of ships from all across Rûl and beyond. 
  Whether the player characters set sail to reach 
  Freeport or use the city as a base of operations for 
  voyages to places beyond the map’s edge, ships 
  provide a way for adventurers to see new vistas, 
  explore new lands, and brave new dangers. 
  Ships
  One can find ships of all designs and styles in the 
  ports of all the great maritime cities. The ships 
  presented here represent the most common vessels 
  available in the game.
  Statistics
  Ships use statistics boxes to organize their 
  information for use in play. Each statistics box 
  provides the following information.
   Size: The ship’s Size.
   Objects: Ships are subject to all the rules 
  concerning objects as described in the main rulebook. 
  Unless a ship is under the control of a pilot or a 
  captain, it is typically inert.
   Defense: The ship’s Defense. If a captain or a pilot 
  controls the ship, the ship’s Defense is equal to the 
  ship’s Agility score.
  
  38
   Health: The ship’s Health.
   Attributes: The ship’s attribute scores and 
  modifiers. If a captain or a pilot controls the ship, the 
  ship’s Agility is equal to half the pilot’s Agility score.
   Space: Space describes a ship’s overall dimensions 
  in yards, its width × its length at the widest point of  
  its keel. 
   Draft: The minimum depth of water in yards 
  required for a ship to float or to avoid running aground.
   Speed: The vessel’s typical maximum Speed. A ship 
  might be propelled by oars, sails, or either one. 
   Crew: Each ship’s Crew entry has three numbers. 
  The second number is the number of crewmembers 
  needed to dependably control the ship. The first 
  number is the maximum number of crewmembers 
  the ship can hold; having extra crew allows 
  crewmembers to work in shifts rather than round the 
  clock. The third number is the minimum number 
  of crewmembers needed to operate the vessel. If a 
  ship’s crew is less than the second number but at least 
  the third number, the pilot makes challenge rolls to 
  control the ship with 1 bane. If a ship has fewer crew 
  than the minimum required, it becomes uncontrolled.
   See “Sailors” in chapter 4 for statistics that represent 
  typical crewmembers. 
   Passengers: In addition to the crew, a ship might 
  be able to carry some number of passengers. The 
  given number assumes that all passengers are Size 1 
  creatures; thus, two Size 1/2 creatures would count as 
  one passenger, while a Size 3 creature would count as 
  three passengers. 
   Cargo: This entry gives the amount of cargo a ship 
  can carry, expressed as the total of the Sizes of the 
  objects that make up the cargo. A ship that has cargo 
  6 can hold six Size 1 objects, two Size 3 objects, or any 
  other combination of items whose total Size is 6 or 
  smaller. 
   Seaworthiness: A ship’s stability and durability is 
  expressed as a number of boons or banes, which the 
  pilot applies to rolls made to keep the ship under 
  control.
   Maneuverability: A ship’s maneuverability is 
  represented as a number of boons or banes, which the 
  pilot applies to rolls made to direct the ship in combat 
  (see Ship Maneuvers, below).
   Immune: All ships are unaffected by afflictions and 
  certain kinds of attacks.
  Common Ships
  BARGE 
  Size 6 object (vehicle)
  Defense 5; Health 60
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 4 × 8; Draft 2
  Speed 3 (oars)
  Crew 4/3/2
  Passengers 2
  Cargo 10
  Seaworthiness 2 banes
  Maneuverability 3 banes 
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  CARAVEL 
  Size 15 object (vehicle)
  Defense 5; Health 250
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 7 × 25; Draft 3
  Speed 18 (sails)
  Crew 40/20/10
  Passengers 20
  Cargo 80
  Seaworthiness 2 boons
  Maneuverability 1 bane
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  COG 
  Size 15 object (vehicle)
  Defense 5; Health 200
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 7 × 22; Draft 3
  Speed 12 (sails)
  Crew 20/8/4
  Passengers 5
  Cargo 60
  Seaworthiness 1 boon
  Maneuverability 2 banes
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  DROMOND
  Size 30 object (vehicle)
  Defense 5; Health 300
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 7 × 60; Draft 4
  Speed 12 (sails) or 18 (oars)
  Crew 200/85/30
  Passengers 160
  Cargo —
  Seaworthiness 1 bane
  Maneuverability 1 bane
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  GALLEON 
  Size 25 object (vehicle)
  Defense 5; Health 250
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 7 × 45; Draft 4
  Speed 9 (sails) or 12 (oars)
  Crew 100/40/10
  Passengers 20
  Cargo 100
  Seaworthiness 3 boons
  Maneuverability 2 banes
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  
  3939
  GREATSHIP 
  Size 35 object (vehicle)
  Defense 5; Health 350
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 10 × 60; Draft 5
  Speed 15 (sails)
  Crew 100/40/20
  Passengers 40
  Cargo 35
  Seaworthiness 3 boons
  Maneuverability 2 banes 
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  KEELBOAT 
  Size 4 object (vehicle)
  Defense 5; Health 40
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 2 × 7; Draft 1/2
  Speed 6 (sails) or 6 (oars)
  Crew 1/1/1
  Passengers 6
  Cargo 4
  Seaworthiness 1 bane
  Maneuverability —
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  LAUNCH 
  Size 4 object (vehicle)
  Defense 5; Health 40
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 2 × 7; Draft 1/2
  Speed 6 (oars)
  Crew 1/1/1
  Passengers 8
  Cargo 2
  Seaworthiness 1 bane
  Maneuverability —
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  LONGSHIP 
  Size 15 object (vehicle)
  Defense 5; Health 150
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 5 × 25; Draft 2
  Speed 9 (sails) or 12 (oars)
  Crew 50/40/16
  Passengers 150
  Cargo 15
  Seaworthiness 1 boon
  Maneuverability 2 boons 
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  PINNANCE 
  Size 8 object (vehicle)
  Defense 5; Health 250
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 4 × 12; Draft 3
  Speed 18 (sails) or 3 (oars)
  Crew 16/8/4
  Passengers 6
  Cargo 10
  Seaworthiness 1 boon
  Maneuverability 1 bane
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  ROWBOAT 
  Size 3 object (vehicle)
  Defense 5; Health 30
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 2 × 5; Draft 1/2
  Speed 6 (oars)
  Crew 1/1/1
  Passengers 3
  Cargo 1
  Seaworthiness 2 banes
  Maneuverability 2 boons 
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  TRIREME 
  Size 25 object (vehicle)
  Defense 5; Health 250
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Space 5 × 45; Draft 2
  Speed 9 (sails) or 12 (oars)
  Crew 170/120/70
  Passengers —
  Cargo —
  Seaworthiness 1 bane
  Maneuverability — 
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  
  40
  Pilots and Captains
  Every ship requires a pilot to control the vehicle 
  or a captain to coordinate the efforts of the crew, 
  which controls the ship’s movement and performs 
  other activities as instructed. Smaller vessels such 
  as rowboats need only a pilot, while larger vessels 
  such as triremes and galleons require a captain. To 
  captain a ship, a character must have an appropriate 
  profession (sailor, boatman, ferryman, pirate, fisher, 
  whaler, or something similar). 
   A ship controlled by a pilot replaces its Agility with 
  half the pilot’s Agility score. A ship controlled by a 
  captain replaces its Agility with half the captain’s 
  Intellect score or Will score. In both cases, the ship’s 
  Defense when it is piloted equals its Agility score 
  (minimum 5).
  Nautical Movement
  Ships move by being rowed with oars or by filling 
  their sails with wind.
  Rowing
  Ships that list oars in their Speed entries can move 
  at the indicated Speed by being rowed. On smaller 
  vessels, the pilot uses an action to pull the oars, while 
  larger vessels require each member of the crew to use 
  an action to pull the oars under the direction of the 
  captain. A creature can typically row for a number of 
  consecutive hours equal to 1 + its Strength modifier 
  (minimum 1 hour). At the end of that time, and again 
  after each additional hour of continuous rowing, 
  the creature must make a Strength challenge roll. 
  On a failure, the creature becomes fatigued until it 
  completes a rest. If the creature was already fatigued, 
  it takes a –1d6 penalty to Health. A fatigued creature 
  adds 1d6 to this penalty for each subsequent failure. 
  This penalty remains until the creature removes the 
  fatigued affliction.
   Current: The direction in which the water flows 
  can make rowing harder or easier, depending on 
  whether the vessel moves with or against the current. 
  Rowing with a fast-flowing current can increase a 
  ship’s maximum Speed by half, while rowing against 
  the current might reduce or even halve the ship’s 
  maximum Speed at your discretion.
   Forced Rowing: A captain can goad the crew to 
  push harder and thus move the vessel faster. The 
  captain must make a Will attack roll against the 
  crew’s Will. On a success, the captain increases the 
  ship’s Speed by 1d6 for 1 hour. At the end of that hour, 
  members of the crew make challenge rolls to resist the 
  effects of continuous rowing with 1 bane. On a failure, 
  the captain cannot try to goad the crew again until 
  after the captain completes a rest.
  Sailing
  Ships that list sails in their Speed entries can move 
  at the indicated Speed by using wind for propulsion. 
  While favorable winds can take days off a journey, 
  unfavorable winds can add time and even strand a 
  ship for days until the winds returns. Controlling a 
  sailing vessel requires the pilot (for small sailboats) 
  or the crew to use an action, or a triggered action, 
  each round to tend to the vessel, which includes 
  manipulating sails, checking rigging, and doing all 
  the other tasks required to keep the ship heading in 
  the right direction. 
   A ship with Speed given for both oars and sails can 
  use one or the other propulsion method, but not both 
  at the same time. Changing from one method to the 
  other takes 1d6 minutes.
   Inspiring the Crew: A captain can attempt to 
  inspire the crew by shouting words of encouragement 
  and taking part in the effort to direct the ship. If 
  the captain gets a success on a Will challenge roll, 
  increase the ship’s base Speed by 1d6 for 1 hour. On  
  a failure, the captain cannot try again for 1 hour.
  Seasickness
  A common plight faced by people unaccustomed 
  to sea travel, seasickness can lay low even the 
  mightiest champion. Sometime after a creature 
  boards a vessel that floats on a liquid surface, 
  usually 1 hour or so, the creature must make a 
  Will challenge roll. A creature that has a nautical 
  profession gets an automatic success. You might 
  grant boons for calm conditions or banes for 
  stormy ones. A creature becomes immune to 
  seasickness for the duration of the journey on 
  a success. On a failure, the creature becomes 
  dazed. While dazed from seasickness, the 
  creature is also impaired. Each time a creature 
  completes a rest, it can repeat the challenge roll 
  and removes the dazed affliction on a success. 
  Or, if the creature moves onto a solid, stationary 
  surface and remains there for at least 1 hour, it 
  also removes the affliction. 
  Wind Strength and Direction
  A sailing ship’s movement depends on wind strength 
  and direction. The Sailing Speed by Wind table shows 
  how much a ship’s Speed increases or decreases based 
  on the wind strength and the direction the ship is 
  moving relative to the direction the wind is blowing.  
  A ship can move against the wind, at an angle across 
  the wind’s path, or with the wind. For example, a 
  galleon has Speed 9. If it sails against a moderate 
  wind, its Speed is 3. If it sails with a moderate wind,  
  its Speed becomes 15. If it sails across a moderate 
  wind, its Speed is 12.
   If a modifier would reduce the ship’s Speed to 0,  
  the ship can move only if it is rowed.
  
  4141
  Sailing Speed by Wind
  Wind Strength
  Direction
  Speed Modifier
  Calm
  With
  *
  Across
  *
  Against
  *
  Light
  With
  +3
  Across
  0
  Against
  –3
  Moderate
  With
  +6
  Across
  +3
  Against
  –6
  Strong
  With
  +12
  Across
  +9
  Against
  *
  Severe
  With
  +12
  Across
  +9
  Against
  +3**
  *The ship must be rowed.
  **The ship moves in the direction the wind is blowing.
   Severe Weather: A result of severe wind strength 
  indicates gale force winds or a storm. Severe weather 
  typically lasts for 1d3 days, so your next roll for wind 
  strength comes after this time instead of after 1 day.  
  A ship sailing across the direction of severe winds is  
  at risk of being blown off course. The captain must 
  make an Intellect challenge roll. On a success, the 
  ship maintains its course; on a failure, it is moved  
  off course toward the direction the wind is blowing. 
   In severe weather, you might call for a pilot or a 
  captain to make an Intellect challenge roll to avoid 
  a mishap (see the Mishaps table, below). Boons or 
  banes from the ship’s seaworthiness apply. On a 
  success, the ship is unharmed. On a failure, the ship 
  takes 5d6 damage. If the total of the roll is 0 or lower, 
  the ship takes damage equal to its Health and sinks. 
  See “Damaging Ships” for more information.
   Random Wind Strength: You can use the Random 
  Wind Strength table to determine the strength of 
  the wind when the voyage starts. Roll 2d6 and find 
  the result on the table. The table also shows what 
  die or dice you roll for the next day’s wind strength. 
  Continue in this way for each day of the voyage.
   For example, if you roll an 8, the wind is moderate 
  during the first day, and you would roll 1d6 + 2d3 to 
  determine the strength of the wind during the next 
  day. If you get a 10, the next day brings strong winds, 
  and to determine the wind strength for the next day 
  after, you roll 1d6 + 6.
  Wind Strength
  2d6
  Strength
  Next Roll
  2
  Calm
  1d3 + 1
  3
  Calm
  1d6 + 1
  4
  Light
  2d3 + 1
  5
  Light
  2d6 + 2
  6
  Light
  2d6
  7
  Moderate
  2d6
  8
  Moderate
  1d6 + 2d3
  9
  Strong
  1d6 + 2d3
  10
  Strong
  1d6 + 6
  11
  Severe
  1d6 + 6*
  12
  Severe
  2d6*
  *See Severe Weather for details.
   Random Wind Direction: Generally, prevailing 
  winds in the northern half of the world blow north 
  to northwest, while prevailing winds in the southern 
  hemisphere blow east and south. If you want to 
  account for variations from the norm, you can roll  
  2d6 and consult the Wind Direction table to 
  determine the direction the wind is blowing at 
  any given time. If you do so, the wind blows in the 
  indicated direction for 1d3 days before changing.
  Wind Direction
  2d6
  Spring or Summer
  Fall or Winter*
  2
  East
  South
  3
  Southeast
  Southeast
  4
  Southeast
  East
  5
  South
  Northeast
  6
  Southwest
  Northeast
  7
  Southwest
  North
  8
  West
  Northwest
  9
  Northwest
  Northwest
  10
  North
  West
  11
  Northeast
  Southwest
  12
  East
  South
  The seasonal terms apply to locations in the northern 
  hemisphere. Transpose the column headings for locations 
  in the southern hemisphere.
  Precipitation
  You can use the Random Precipitation table to 
  determine the overall weather conditions. Roll a d6 
  to determine the precipitation at the start of a voyage, 
  and roll again every 1d3 days afterward. Rain, in 
  freezing temperatures, becomes snow and sleet.
  
  42
  Random Precipitation
  —Precipitation by Wind Strength—
  1d6
  Calm
  Light
  Moderate
  Strong
  Severe
  1
  Fog
  Fog
  Clear
  Clear
  Clear
  2
  Fog
  Clear
  Clear
  Clear
  Rain
  3
  Clear
  Clear
  Clear
  Rain
  Rain
  4
  Clear
  Clear
  Rain
  Rain
  Storm*
  5
  Rain
  Rain
  Rain
  Rain
  Storm*
  6
  Rain
  Rain
  Rain
  Storm*
  Storm*
  *Add 6 to rolls on the Wind Strength table.
   Rain (or snow or sleet) imposes 1 bane on challenge 
  rolls made to control a ship. In addition, the falling 
  precipitation partially obscures the area within 
  medium range of a creature and totally obscures the 
  area beyond that distance.
   Fog partially obscures the area within medium 
  range of a creature and totally obscures the area 
  beyond that distance.
   A storm causes the sea to become rough and lashes 
  everything on the surface with precipitation and 
  wind. If a storm breaks out, treat it as severe weather 
  regardless of wind strength.
  Spotting Distance
  In the mostly featureless terrain of the ocean, those 
  aboard a ship can see all the way to the distant 
  horizon in the right conditions. The Spotting Distance 
  table shows the maximum distance, in yards, at which 
  creatures can spot ships and nearby land features 
  based on the current visibility conditions. The Object 
  column indicates the maximum distance at which a 
  creature can spot something. The Shape column is 
  the maximum distance at which one can make out 
  the general shape of the object spotted—such as an 
  island, another ship, or a kraken. Further detail is 
  possible at your discretion, depending on the size and 
  nature of the object spotted.
  Spotting Distance
  Condition
  Object
  Shape
  Clear
  2,000
  1,500
  Fog
  100
  50
  Night, full moon
  200
  100
  Night, moonless
  100
  50
  Rain
  10
  10
  Twilight
  500
  300
  Uncontrolled Ships
  A ship becomes uncontrolled if it has no captain 
  or pilot, or if the number of crewmembers is less 
  than the minimum required. If such a ship is wind-
  powered, it continues moving in the same direction 
  it was headed and at the same Speed, though brisk 
  winds or turbulent waters can alter its course as you 
  decide. If the ship was being propelled against the 
  wind, it will gradually slow down until it stops and 
  then begins to move with the wind.
   An oar-powered ship moves its current Speed in 
  the direction it was traveling at the end of the round 
  in which it became uncontrolled, and then its Speed 
  slows by 1d6 yards (minimum 0). You can alter the 
  direction of travel if circumstances merit such a 
  change. Similarly, a strong current can allow a ship to 
  continue moving even when it is not controlled.
  Damaging Ships 
  Severe weather, spells, war machines, and monsters 
  can damage a ship. A ship can take some amount 
  of damage and remain seaworthy, but if it takes too 
  much damage, it can be scuttled or even sink.
   Crew: When a ship takes any damage, any creature 
  within 1 yard of the spot where the ship was struck 
  must get a success on an Agility challenge roll or take 
  half the damage. To account for the effect of the attack 
  against crewmembers, assume that 5 to 10 percent of 
  the crew is in the affected area.
   Scuttled Ships: A ship becomes scuttled when 
  its damage total equals half its Health. A scuttled 
  ship has its Speed halved and adds 2 banes to its 
  seaworthiness and its maneuverability. If it is not 
  repaired, the ship will sink in 1d6 + 3 days.
   Destroying a Ship: If a ship’s damage total equals 
  its Health or if a ship’s Health is reduced to 0, the ship 
  begins to sink. The pilot or captain must make an 
  Intellect challenge roll, applying boons or banes from 
  the ship’s seaworthiness to the roll. On a success, the 
  ship sinks at the end of a number of minutes equal to 
  its Size. On a failure, the ship sinks immediately.
   At the end of each minute while a ship is sinking, 
  each creature on the ship must make an Agility 
  challenge roll, applying boons or banes from 
  seaworthiness to the roll. On a failure, the creature 
  takes 1d6 damage from sliding debris.
   Any creature on the ship when it sinks must get a 
  success on an Agility challenge roll with 2 banes or 
  be dragged under, tangled in debris, and take damage 
  equal to its Health. A creature that gets a success on 
  this roll still has to swim to escape the ship and might 
  be forced to make Strength challenge rolls to do so. 
  
  4343
  Running Aground
  A ship is at risk of running aground if it moves into 
  water of a depth less than the ship’s draft, or if it is 
  moored in a location close to shore when the tide 
  goes out. A ship might be grounded intentionally or 
  be run aground by severe weather. When a ship goes 
  to ground for a reason beyond the control of its pilot 
  or captain, the ship takes 3d6 damage and cannot 
  be sailed or rowed until it is moved back into deeper 
  waters. If a ship runs aground on rocks or a coral reef, 
  the ship takes 1d6 damage each hour it remains there 
  until it sinks. 
  Sea Voyages
  Voyages on the water can be as important or as 
  unimportant as you want. You might describe a ship’s 
  time at sea in a few sentences, highlighting the most 
  important events, or you might play out key scenes 
  to see what the characters do when presented with 
  challenges. 
  Travel Times
  The Pirate Isles lie about 300 miles from the shores of 
  the Confederacy of Nine Cities, a bit over 600 miles 
  from the Freeholds of Nar, and about 1,500 miles from 
  Blötland. A galleon sailing with a moderate wind 
  could reach Freeport from the Nine Cities in about 
  four days, in about eight days from the Freeholds, or 
  in about twenty days from Blötland.
  Distance Traveled
  The Speed and Distance table shows how far a ship 
  can move in a given amount of time based on its 
  present Speed. (Speeds greater than 18 are given to 
  account for increases from a favorable wind or a 
  favorable current.)
  Speed and Distance
  Speed
  Yards per 
  Round
  Yards per 
  Minute
  Miles per 
  Hour
  Miles per 
  Day
  3
  3
  18
  1/2
  12
  6
  6
  36
  1-1/4
  30
  9
  9
  54
  2
  48
  12
  12
  72
  2-1/2
  60
  15
  15
  90
  3
  72
  18
  18
  108
  3-1/2
  84
  21
  21
  126
  4
  96
  24
  24
  144
  5
  120
  27
  27
  162
  5-1/2
  132
  30
  30
  180
  6
  144
  33
  33
  198
  7
  168
  36
  36
  216
  7-1/2
  180
  Random Voyage Events
  Rather than focus on the events of a voyage day by 
  day, you can roll on the following table once every 1d6 
  days to determine what, if anything happens.
  Random Voyage Events
  3d6
  Event
  3
  The ship sailed into doldrums and lost 1d6 days  
  of travel time.
  4
  The crewmembers spot an albatross. Everyone on 
  board the ship makes challenge rolls with 1 boon 
  for the remainder of the voyage.
  5
  Dolphins or whales are spotted, which raises the 
  crew’s morale for 1d3 days, granting 1 boon on 
  challenge rolls made by the crew.
  6
  Disease breaks out on the ship, or food spoils. 
  One-quarter of the crew is lost to illness or 
  malnutrition.
  7-9
  Unfavorable winds halve the distance the ship 
  travels.
  10–12
  The voyage during this time is uneventful.
  13–15
  Favorable winds double the distance the  
  ship travels.
  16–17
  The ship became lost and traveled in a direction  
  of the GM’s choosing for the duration.
  18
  A storm strikes, and the ship takes 5d6 damage. 
  The pilot or captain can make a challenge roll 
  (with boons and banes from seaworthiness) and 
  halves the damage on a success.
  Ship-to-Ship Combat
  Pirates, privateers, sailors from an enemy nation, or 
  mad cultists wreaking havoc on the high seas can 
  make an ordinary ocean voyage exciting and, most 
  likely, dangerous. Distance, speed, and other factors 
  can make ship-to-ship combat more complex than 
  ordinary combat. 
   Of course, ships and their occupants are vulnerable 
  to the effects of spells, relics, and talents that could 
  resolve an episode of ship-to-ship combat in short 
  order. Especially powerful spells can effectively end 
  a battle before it begins by utterly destroying enemy 
  ships, summoning storms, or bringing forth creatures 
  that feast on enemy crews. Assuming such resources 
  are not brought to bear, use the following rules when 
  ships come into conflict with one another.
  Starting Distance
  Before the first round of combat begins, you set 
  the stage by establishing the starting positions of 
  each ship to be involved in the combat. Refer to the 
  Spotting Distances table to gauge suitable distances.
  Rounds and Turns
  Combat involving ships unfolds in rounds, as does 
  any other combat. Ship-to-ship combat, however, 
  makes no distinction between fast turns and slow 
  turns. Instead, the player characters, along with the 
  ship or ships they are on, go first. Then, creatures and 
  
  44
  ships you control go next. After that, you resolve the 
  end of the round and proceed with the next round 
  until the combat ends.
   On each ship, the captain or pilot along with any 
  active crewmembers use their actions to control the 
  ship. Creatures not involved in controlling the ship 
  can move and use actions to perform other activities. 
  Ship Maneuvers
  During each round of combat, each captain or pilot 
  chooses one maneuver from the following choices: 
  flee, pursue, or ram. 
   Each time a captain performs a maneuver, the 
  captain makes an Intellect attack roll against the 
  Intellect of the opposing captain. Boons and banes 
  from the ship’s maneuverability apply to this roll. The 
  result of the roll determines what happens on that 
  attempt.
  Flee
  Fleeing is an attempt to increase the distance between 
  one ship and another.
   20 or higher: The fleeing ship moves its Speed + 3 
  away from the other ship.
   Success: The ship moves its Speed away from the 
  other ship.
   Failure: The ship moves half its Speed away from the 
  other ship.
   0 or lower: The ship moves one-quarter its Speed 
  away from the other ship and suffers a mishap. Roll 
  on the Mishaps table.
  Pursue
  Pursuing is an attempt to decrease the distance 
  between one ship and another. 
   20 or higher: The pursuing ship moves its Speed + 3 
  toward the other ship.
   Success: The ship moves its Speed toward the other 
  ship.
   Failure: The ship moves half its Speed toward the 
  other ship.
   0 or lower: The ship moves one-quarter its Speed 
  toward the other ship and suffers a mishap. Roll on 
  the Mishaps table.
  Ram
  Ramming is an attempt to crash one ship into another. 
  This maneuver is possible only if the ship could move 
  into the other’s ship’s space on its current turn. See 
  “Crashes” for more information on what happens.
   20 or higher: The ramming ship crashes into the 
  other ship and deals 3d6 extra damage.
   Success: The ship crashes into the other ship.
   Failure: The ship misses the other ship.
   0 or lower: The ship misses the other ship and 
  suffers a mishap. Roll on the Mishaps table.
  Crashes
  A crash occurs when a ship collides with an object 
  such as a pier, an iceberg, or another ship.
   If the ship collides with an immovable object, the 
  ship stops moving. Both the object and the ship take 
  damage equal to half the ship’s Health. 
   If a ship collides with an object that was moving 
  across its path, both the ship and the object continue 
  moving at half the Speed they were traveling before 
  the crash. Both the ship and the object take damage 
  equal to half the ship’s Health.
   If the ship collides with an object that was moving 
  toward it, both the ship and the object stop moving. 
  Add half the ship’s Health to half the Health of the 
  object and deal the total as damage to both the ship 
  and the object struck.
  Passengers and Occupants
  Any creature on the object struck or the ship takes 
  half the damage taken by the ship. A creature that 
  gets a success on an Agility challenge roll reduces the 
  damage taken by half.
  Mishaps
  A mishap might result from an attack roll made to 
  perform a maneuver or from the effects of severe 
  weather. 
  Mishaps
  3d6
  Mishap
  3–5
  The ship takes 4d6 damage and becomes 
  uncontrolled for 1d3 rounds.
  6–8
  The ship lists at the end of the round, moving 
  1d20 yards in a direction the GM chooses. The  
  ship becomes uncontrolled for 1d3 rounds.
  9–12
  The ship takes 2d6 damage and becomes 
  uncontrolled for 1d3 rounds.
  13–15
  The ship rocks from side to side. Each creature 
  standing on the ship’s deck must get a success  
  on an Agility challenge roll or fall prone.
  16–17
  Waves surge over the side of the ship. Each 
  creature standing on the ship’s deck must get a 
  success on a Strength challenge roll with 1 bane  
  or fall prone. If the total of the roll is 0 or lower, 
  the creature is also washed overboard. 
  18
  The ship tips and capsizes. It immediately begins 
  sinking.
  Special Situations
  Here are a few guidelines for handling special 
  situations that involve vehicles.
   Boarding a Moving Ship: You determine if 
  boarding a moving ship is possible. If the vessel is 
  moving slowly enough, a creature might be able to 
  grab the ship first and then climb onto it. You might 
  also allow a creature to jump onto a moving ship with 
  a success on an Agility challenge roll.
   Attacks from a Moving Vehicle: Creatures on a 
  moving ship make attack rolls with 1 bane against 
  slower or faster moving targets. 
  
  4545
  War Machines on Ships
  Some ships might have light cannon, ballistas, or 
  other war machines, each of which counts as cargo. 
  Each war machine has its own crew in addition to 
  the crew of a ship. The crew of a war machine can 
  use their actions to aim and fire the weapons. The 
  following section details war machines.
  War Machines
  On the high seas, vessels are at risk of encountering 
  many dangers beyond those posed by natural 
  conditions. Pirate ships, sea serpents, monsters, and 
  other threats make sailing hazardous. Similarly, 
  coastal communities face many of the same dangers, 
  especially when bands of jotuns come up from 
  the frozen wastes to plunder the civilized north or 
  bloodthirsty pirates come to shore under the cover of 
  night to work mischief on unsuspecting communities. 
   The task of protecting ships and communities often 
  falls to the men and women charged with personally 
  defending what is theirs. As technology advances and 
  new discoveries are made, however, even deadlier 
  weapons come into use. These war machines provide 
  communities with the means to smash enemy ships at 
  a distance and gives armies the ability to knock down 
  the walls and fortifications of cities they besiege. Most 
  ships are likewise armed with cannon to blast apart 
  enemy ships or bombard coastal fortifications.
  Attacking with War Machines
  The category of war machines includes a variety of 
  siege engines that are used to take down fortifications, 
  sink ships, and knock airships from the skies. Most 
  war machines are so large that they require more than 
  one person to operate them. Three special actions are 
  available to those who use war machines: load, aim, 
  and fire. 
  Load
  Loading a war machine takes one or more actions, as 
  indicated by the “load” number in the description of 
  the weapon’s special attack. If a weapon’s load number 
  is 2 or higher, multiple people can use actions in the 
  same round to load the weapon more quickly.
  Aim
  As with loading, aiming a war machine takes one or 
  more actions, as indicated by the “aim” number in 
  the description of the weapon’s special attack. If a 
  weapon’s aim number is 2 or higher, multiple people 
  can use actions in the same round to aim the weapon 
  more quickly. 
   If a weapon is fired without being aimed, it launches 
  its projectile at the same space that was targeted the 
  last time it was fired.
   When a crew aims a weapon, the crew must 
  designate a 1-yard cube within the weapon’s range as 
  the target of the shot.
   Direct Fire: A war machine that attacks with direct 
  fire looses its projectile at a chosen target within 
  range. The projectile must have an unobstructed 
  path to the target in order to strike it. Glass, cloth, 
  and other fragile substances do not obstruct the 
  projectile, though they might obscure what lies 
  beyond. Similarly, a Size 1/2 creature standing in the 
  path of a fired cannonball is not sufficient to stop the 
  projectile, and it’s unlikely for the creature to obscure 
  the intended target.
   Indirect Fire: A war machine that attacks with 
  indirect fire hurls its projectile arcing into the air to 
  land in a chosen space, enabling its crew to launch 
  projectiles up and over intervening obstacles. When 
  aiming the projectile, the crew chooses any point 
  within range, regardless of obstacles that block line of 
  sight between the war machine and the target.
  Fire
  Usually, only one creature needs to use an action to 
  fire the weapon. 
   Direct Fire: A war machine that attacks with direct 
  fire launches its projectile in a straight line toward the 
  target. If something solid lies in the projectile’s path, 
  the projectile hits it instead, likely damaging it. If the 
  projectile destroys the object struck, it might continue 
  moving, dealing any leftover damage when it strikes 
  another obstacle or hits its target.
   Indirect Fire: To fire a war machine that attacks 
  with indirect fire, one member of the crew involved in 
  aiming the weapon must make an Intellect challenge 
  roll. (You might impose 1 or more banes on the roll 
  based on the conditions.) On a success, the projectile 
  lands at the desired location. On a failure, the 
  projectile lands 1d6 yards away from that location in a 
  random direction.
  Damaged War Machines
  If a war machine takes damage equal to half its 
  Health or more, the damage imposes 1 bane on 
  Intellect challenge rolls made to operate an indirect 
  fire weapon and grants 1 boon on rolls made to resist 
  attacks by such weapons.
  Misfires
  Some war machines can misfire, as noted in their 
  statistics boxes. When this happens, roll a d6. 
   On an even number, the weapon simply misfired 
  and can be fired again after it is repaired. Repairing a 
  war machine takes twice as long as it takes to load the 
  weapon. 
   On an odd number, the weapon explodes, taking 
  damage equal to its Health and dealing damage equal to 
  its Health to everything within 5 yards of it. A creature in 
  the area of the explosion can make an Agility challenge 
  roll and takes half the damage on a success.
  
  46
  BALLISTA 
  Size 2 object (war machine)
  Defense 5; Health 20; Strength 0 (–10), Agility 0 (–10)
  Space 2 × 2; Crew 1
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  Ammunition spear (1 ss)
  SPECIAL ATTACKS 
  Direct Fire (load 1, aim 1) The ballista hurls a spear into 
  a cube of space, 1 yard on a side, within long range, 
  dealing 3d6 damage to anything in the area. A targeted 
  creature can make an Agility challenge roll with 1 bane 
  and takes no damage on a success. If the spear fails to 
  hit something in the area, it continues traveling until it 
  reaches its maximum distance or until it impacts a solid 
  surface. Any creature in the spear’s path when it travels 
  toward or beyond the target space can avoid the spear 
  by getting a success on an Agility challenge roll with  
  1 bane.
  BOMBARD 
  Size 3 object (war machine)
  Defense 5; Health 60; Strength 0 (–10), Agility 0 (–10)
  Space 3 × 3; Crew 2
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  Ammunition ball (4 gc) or a round stone (free, but halves 
  the range and damage)
  SPECIAL ATTACKS 
  Indirect Fire (load 3, aim 1) Choose a cube of space, 3 
  yards on a side. The target space must be within 250 
  yards, but at least 50 yards away. If the number on 
  the die for the challenge roll is a 1 or 2, the bombard 
  misfires. Otherwise, the weapon lobs a ball into the air, 
  which comes down into the target space, dealing 8d6 
  damage to everything in the space and half the damage 
  to everything within 1 yard of it. A targeted creature can 
  make an Agility challenge roll and takes half the damage 
  on a success.
  CANNON, LIGHT 
  Size 2 object (war machine)
  Defense 5; Health 40; Strength 0 (–10), Agility 0 (–10)
  Space 2 Í 2; Crew 2
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  Ammunition cannonball (3 gc) or a round stone (free, but 
  halves the range and damage)
  SPECIAL ATTACKS 
  Direct Fire (load 3, aim 1) The cannon hurls a cannonball 
  into a cube of space, 1 yard on a side, within 200 yards, 
  dealing 6d6 damage to anything in the area. A targeted 
  creature can make an Agility challenge roll with 2 banes 
  and takes no damage on a success. If the cannonball fails 
  to hit something in the area, it continues traveling until it 
  reaches its maximum distance or until it impacts a solid 
  surface. Any creature in the cannonball’s path when it 
  travels toward or beyond the target space can avoid the 
  cannonball by getting a success on an Agility challenge 
  roll with 2 banes.
  
  4747
  CANNON, HEAVY 
  Size 3 object (war machine)
  Defense 5; Health 60; Strength 0 (–10), Agility 0 (–10)
  Space 3 Í 3; Crew 3
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  Ammunition cannonball (3 gc) or a round stone (free, but 
  halves the range and damage)
  SPECIAL ATTACKS 
  Direct Fire (load 3, aim 1) The cannon hurls a cannonball 
  into a cube of space, 2 yards on a side, within 250 yards, 
  dealing 10d6 damage to anything in the area. A targeted 
  creature can make an Agility challenge roll with 3 banes 
  and takes no damage on a success. If the cannonball fails 
  to hit something in the area, it continues traveling until it 
  reaches its maximum distance or until it impacts a solid 
  surface. Any creature in the cannonball’s path when it 
  travels toward or beyond the target space can avoid the 
  cannonball by getting a success on an Agility challenge 
  roll with 3 banes.
  CATAPULT 
  Size 3 object (war machine)
  Defense 5; Health 30; Strength 0 (–10), Agility 0 (–10)
  Space 3 Í 3; Crew 3
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  Ammunition stone (—) 
  SPECIAL ATTACKS 
  Indirect Fire (load 3, aim 2) Choose a cube of space, 1 yard 
  on a side. The catapult hurls its ammunition to fall into 
  a target space within 300 yards, but at least 40 yards 
  away, dealing 6d6 damage to everything in the area. A 
  targeted creature can make an Agility challenge roll and 
  takes half the damage on a success.
  SWIVEL GUN 
  Size 1 object (war machine)
  Defense 5; Health 10; Strength 0 (–10), Agility 0 (–10)
  Space 1 Í 1; Crew 1
  Immune afflictions; attack rolls against Intellect, Will, and 
  Perception; attacks that can be resisted by Intellect, Will, 
  and Perception challenge rolls
  Ammunition shot (1 gc)
  SPECIAL ATTACKS 
  Direct Fire (load 3, aim 1) The swivel gun blasts lead pellets 
  into a 10-yard cone originating from a point in its space 
  that deals 5d6 damage to everything in the area. A 
  targeted creature can make an Agility challenge roll and 
  takes half the damage on a success. If the total of the roll 
  was 20 or higher, the creature instead takes no damage.
  Using the Continent
  The Pirate’s Guide to Freeport describes a larger setting 
  beyond the City of Adventure, exploring, from a bird’s 
  eye perspective, the Continent and the people that live 
  there. During the history of Freeport, the Continent 
  has been a source of both conflict and wealth for the 
  city, and the city’s relationships with the nations there 
  have helped Freeport evolve into its present form. 
   You can disregard the Continent presented in The 
  Pirate’s Guide and assume that any mention of the 
  mainland applies to Rûl. Or you can bring the Continent 
  into the world of Urth, positioning it somewhere 
  on the map so that it can still play a part in the city’s 
  development. If you decide to use the Continent, you 
  might move it so that it lies to the north of Rûl, or invert 
  it and place it somewhere east of Freeport. 
   If you use the Continent, you should also consider 
  how the nations on this landmass interact with the 
  Empire. The nations of the Continent might be 
  hostile to Rûl, and rising tensions between the two 
  could threaten to spill into a full-blown war. Or, the 
  Continent might be far enough away that few people 
  in the Empire even know of its existence.
  Relics
  From the artifacts that were left behind by the 
  ancient and ruined empire of Valossa to the strange 
  objects that sometimes find their way into the City of 
  Adventure, characters have plenty of opportunities to 
  find and possess relics of true power. 
  Beamsplitter
  A heavy boarding axe with a crescent blade, 
  Beamsplitter was the terror of the high seas for 
  years. The tyrant who ruled the Kingdom of Sails 
  commissioned it so he could carve holes in the hulls 
  of pirate ships. The weapon served the Kingdom 
  well until it sank to the bottom of the sea with the 
  Invincible—a warship that was destroyed, ironically 
  enough, by pirates. 
  Enchanted Battleaxe Beamsplitter is a battleaxe that deals 1d6 
  extra damage and grants 1 boon on attack rolls made with it.
  Beamsplitter This relic deals 3d6 extra damage against 
  creatures and objects made from wood.
  Bile and Lashes
  This relic is a pair of leather gloves, with the left one 
  bearing tarry black stains and the right one striped as 
  if marked by the wounds from a scourge. Wicked men 
  and women have used these gloves to spread murder 
  and death in the world since they were first worn by 
  a lost soul who gained them by bargaining with the 
  Devil. The gloves grant the power to destroy one’s 
  enemies, but are cursed to be the instrument of their 
  wearer’s undoing.
  Accursed Gloves When you don these gloves, you become 
  cursed as if by a rank 8 spell. While cursed in this way, you 
  cannot remove the gloves until you die or your hands are 
  cut off. 
  The Devil’s Gift While you wear the gloves, you gain the 
  Devil’s Gift at the end of each round. The Devil’s Gift is 
  represented by a pool of 3 points that you can spend 
  in any way you choose. You can spend 1 or more points 
  from the pool when you would make an attack roll or a 
  challenge roll. For each point spent, you make the roll with 
  1 boon. Alternatively, when a creature attacks you, you 
  can spend 1 or more points to impose an equal number of 
  banes on the roll. 
  
  48
  Lashes While wearing the right glove, you can use an action 
  to attack with an unarmed strike. On a success, you take 
  1d6 damage, while the target takes 5d6 damage. If the 
  damage causes the target to become incapacitated, it 
  dissolves into a pile of dust, slain instantly. Each time you 
  use Lashes, you must get a success on a Will challenge roll 
  with 1 bane or gain 1 Corruption.
  Bile While you wear the left glove, you can use an action, or 
  a triggered action on your turn, to create a circle of solid 
  darkness with a radius of up to 4 yards centered on a 
  point within medium range. The circle remains for 1 minute 
  and totally covers everything behind it. Nothing can pass 
  through the circle. Each time you use Bile, you take 1d6 
  damage.
  Dnulper
  A mad hermit and necromancer named Friar 
  Ingilterer fashioned a special polearm from the wood 
  of a hangman’s tree that had been struck by lightning 
  and the blade of the grave-sword of an ancient 
  Woad chieftain. He named the weapon Dnulper for 
  his patron, a dread demon of great power and evil 
  who worked through the corrupted man to spread 
  darkness across the world. 
  Enchanted Polearm Dnulper is a halberd that deals 1d6 extra 
  damage and grants 1 boon on attack rolls made to use it. 
  Raise the Dead When you kill a living creature with an attack 
  made using this weapon, the target stands up at the end 
  of the round as a compelled animated corpse. The target 
  remains an animated corpse until it is slain, until you 
  complete a rest, or until you move more than 20 yards 
  from it. When the effect ends, the target falls prone and 
  becomes an ordinary corpse.
  Fountain of Fortune
  One of the must-see sights in Freeport’s Merchant 
  District is the Plaza of Gold. The Plaza is one of the 
  oldest locations in Freeport outside the Old City, and 
  it serves as the foundation on which the rest of this 
  wealthy quarter stands. Although the Plaza by itself is 
  indeed impressive, the Fountain of Fortune is the place’s 
  biggest draw.
   Locals believe that anyone who throws a coin into 
  the fountain might be granted a stroke of good fortune 
  at some point during the day. Some say the structure 
  was built to honor Revel, but the truth is that the 
  fountain was here long before the city’s founding. If 
  the fishwives are to be believed, the pirates who settled 
  the city discovered the site as they were scouring the 
  land for building supplies. To say they were surprised 
  by the appearance of this beautiful fountain on what 
  was clearly a deserted island is an understatement.
   The Fountain of Fortune is a 10-yard-wide marble 
  fountain surrounded by a circular seating area at the 
  center of the Plaza of Gold. Rising from the splashing 
  waters is a statue of Revel holding aloft a marble staff, 
  from which issues a continuous arc of water that 
  cascades down to the fountain’s base.
  Revel’s Blessing If you throw a coin into the fountain, roll 
  2d20. If both dice come up as 20s, you gain Revel’s 
  Blessing. Until you complete a rest, the Blessing grants 
  you a number of boons on attack rolls and challenge rolls 
  depending on the type of coin thrown. A copper penny 
  grants 1 boon, a silver shilling grants 2 boons, and a gold 
  crown grants 3 boons. If you fail to gain Revel’s Blessing, 
  any further attempt to do so before you complete a rest 
  automatically fails. 
  Reaverbane
  In the days before Freeport’s founding, the 
  manufacture of an enchanted sword was 
  commissioned by a league of merchants. When 
  Reaverbane was completed, it was put to work in 
  the defense of the merchants’ ships against the 
  buccaneers and pirates plaguing the continent’s coast. 
  Many a corsair of the day tasted Reaverbane’s edge—
  until a distant ancestor of Xavier Gordon captured the 
  weapon from its owner in the merchant fleet. 
   Until recently, the weapon decorated the wall of 
  the Captains’ Council chamber, and barely anyone 
  outside the council was aware of its existence or 
  significance. When Marilise became the new Sea 
  Lord, she claimed the weapon as her badge of office. 
  Though she rarely brings the weapon out, she’s sure 
  to have it close by in times of great need or when she 
  wants to make an impression.
   The sword’s blade is forged from blue steel and 
  etched with symbols and prayers devoted to the 
  Old Gods. Platinum wire wraps around the handle, 
  
  4949
  and an eagle’s head serves as its pommel. A pair of 
  eagles, with wings close to their bodies, necks craning 
  forward, and beaks open in screams, serves as the 
  crosspiece.
  Enchanted Sword Reaverbane is a sword that deals 2d6 
  extra damage and grants 2 boons on attack rolls made to 
  attack with it. 
  Sense Deception While wielding Reaverbane, you know 
  whenever you hear someone knowingly speak a lie.
  Thunderous Strike When you attack with Reaverbane and 
  the total of your attack roll is 20 or higher and beats the 
  target number by 5 or more, thunder booms from the 
  blade, spreading across a 10-yard radius and dealing 
  3d6 damage to everything in the area other than you. A 
  creature that gets a success on a Strength challenge roll 
  takes half the damage, while on a failure the creature is 
  also deafened and immobilized for 1 minute.
  Revenge
  The weapon known as Revenge is believed to be 
  possessed by the spirit of a vengeful ghost that seeks 
  the death of anyone who betrayed her while she lived, 
  as well as the deaths of all their descendants. Revenge 
  has a tarnished blade, and the leather wrappings on 
  its handle have all but rotted away.
  Accursed Rapier Revenge is a rapier that imposes 1 bane on 
  attack rolls you make using it.
  Rouse the Blade When this property is not active and you 
  take damage from an attack by any creature, the spirit in 
  the blade becomes enraged. You replace the weapon’s 
  usual 1 bane on attack rolls with 1 boon when you attack 
  the creature that triggered this property. In addition, each 
  time the triggering creature damages you with an attack, 
  you gain your choice of the following benefits:
  •	 The blade grants 1 additional boon on the next attack 
  roll you make against the triggering creature.
  •	 The next attack you make against the triggering 
  creature deals 1d6 extra damage. 
  •	 You impose 1 bane on the next attack made against 
  you by the triggering creature.
  The effects of this property last until you complete a 
  rest, until you drop the weapon, or until the triggering 
  creature becomes incapacitated. The benefits from this 
  property apply only to one creature at a time, and you 
  cannot gain the benefits against a different creature until 
  the effect ends.
  Ring of Sorcerers
  Believed to hail from ancient Valossa, the fabled 
  Ring of Sorcerers is a golden band wrought to look 
  like a serpent biting its own tail, with tiny, glittering 
  emeralds serving as its eyes. The ring is an artifact of 
  considerable value to those who work magic, for it 
  enhances the power of anyone who wears it. However, 
  the relic also afflicts the wearer with a strange curse, 
  one that pushes the wearer to revive a dead religion.
  Accursed Ring When you don the Ring of Sorcerers, you 
  must make a Will challenge roll with 3 banes. On a failure, 
  you become cursed as if by a rank 9 spell. While cursed 
  in this way, you dream of a great winged dragon and feel 
  compelled to build a temple to honor this beast. You must 
  spend at least one day each week working toward this end. 
  If after seven consecutive days you have not worked toward 
  building this temple, you gain 1d6 Insanity.
  Sense Magic If you are wearing the ring, you can cast 
  the sense magic spell from the magician path without 
  expending a casting.
  Boost Spell When you cast an attack spell while you are 
  wearing the ring, you can use a triggered action to grant 
  yourself 1 boon on the attack roll or impose 1 bane on the 
  challenge roll made to resist the spell. If the target has a 
  Power score of 1 or higher, increase the number of boons 
  or banes by 1. Once you use this property, you must wait at 
  least 1 minute before you can use it again.
  Protection from Magic While you are wearing the ring, you 
  impose 1 bane on attack rolls made by creatures using 
  attack spells against you, and you make challenge rolls to 
  resist such spells with 1 boon.
  Instinctive Casting The ring can reduce the time it takes to 
  cast your spells. If you are wearing the ring, you can use 
  this property up to five times. You can cast any spell you 
  have learned that normally requires an action to cast by 
  instead using a triggered action on your turn. You replenish 
  your uses when you complete a rest.
  Rod of the Buccaneer
  A symbol of great wealth and status among the pirate 
  lords, the Rod of the Buccaneer was fashioned by a 
  powerful wizard of the Tower Arcane and gifted to 
  one of the Sea Lords in the distant past. The relic was 
  a badge of office for a time, until it was lost in a battle 
  against the jotuns and presumed to have slipped 
  beneath the waves. Whispers about the rod’s final 
  resting place make the rounds in Freeport’s taverns 
  and public houses, leading some brave adventurers 
  to try claiming the device for themselves. Since the 
  rod has not yet surfaced, most assume that all such 
  expeditions have ended in disaster.
   The Rod of the Buccaneer is a three-foot length of 
  steel festooned with dials and switches. Manipulating 
  these protrusions causes the relic to assume different 
  forms.
  Enchanted Mace The Rod of the Buccaneer is a mace that 
  grants 2 boons on attack rolls made to attack with it.
  Buttons The rod features three buttons along its length. You 
  can push a button as a minor activity and cause the rod to 
  assume a different form at the end of the round. The rod 
  remains in this form until you press a different button or 
  you press the same button again, causing the rod to revert 
  to its normal (mace) form. 
  •	 Button One: The rod becomes a cutlass. While in this 
  form, the weapon grants 1 boon to attack rolls instead 
  of 2.
  •	 Button Two: The rod becomes a pike. While in this form, 
  the weapon grants 1 boon to attack rolls instead of 2.
  •	 Button Three: The rod becomes a dagger. While in 
  this form, the weapon grants 3 boons to attack rolls 
  instead of 2.
  Switches The rod in its normal (mace) form features three 
  switches along its length. You can flip a switch as a minor 
  activity to cause the rod to assume a different form at the 
  end of the round. The rod remains in this form until you 
  flip the same switch again, causing the rod to revert to its 
  normal form. If you try to flip a switch while another one is 
  already active, nothing happens.
  •	 Switch One: The rod becomes a spyglass.
  •	 Switch Two: The rod becomes a sextant. This tool 
  grants 1 boon on challenge rolls made to navigate.
  •	 Switch Three: The rod becomes a bilge pump. If you 
  place one end in the bottom of a boat or some other 
  accumulation of water and use an action to activate it, 
  the pump removes 2 gallons of water per round.
  Spells Inside If you make the rod your implement, you can 
  access the spells within it. The rod has one casting of the 
  evoke gale Air spell and one casting of the fog Storm spell. 
  It regains expended castings when you complete a rest.
  
  50
  Siege Cannons
  The Siege Cannons have protected Freeport for 
  generations. Long ago, in the wreckage of a strange 
  and otherworldly ship that had washed up on the 
  shores of the city, scavengers found five cylindrical 
  devices of unknown purpose. For years, the best 
  minds in the city labored to deduce what these things 
  were. The only fact they felt sure of was that the 
  devices were weapons of some sort, but the weapons’ 
  effects and the means to generate them remained 
  the subject of conjecture. It wasn’t until the city came 
  under attack by a fleet of imperial warships that 
  their theories came to be tested. While the stalwart 
  Freeporters fought for their lives, the wise men 
  who had toiled and argued over the devices finally 
  discovered how to use the weapons. 
   When they were properly employed, spewing out 
  from their barrels came balls of white-hot fire that 
  shone like the sun as they streaked toward the enemy 
  fleet. The ships they struck exploded in brilliant 
  flashes, and when that faded, nothing remained of the 
  targets but flaming debris and falling ash.
   The five cannons are identical huge iron cylinders 
  mounted on wooden, wheeled cradles. The barrels 
  are twelve feet long and two feet in diameter. 
  Although they have no discernible firing mechanism, 
  there are three sets of human-sized handprints on the 
  weapons, two on each side near the open end and the 
  third in the center of the opposite end.
  Fire Weapon The Siege Cannon draws strength from the 
  energy of mortal souls. To use this property, three living 
  creatures must each use an action to place their hands into 
  the hand-shaped depressions. The person at the weapon’s 
  rear chooses the target, while the other two supply the 
  energy. At the end of the round, the cannon launches a ball 
  of roiling white fire toward a point within 1 mile. When the 
  ball reaches that point or impacts a solid surface before 
  then, it explodes in a 20-yard radius, dealing 20d6 damage 
  to everything in the area. A creature that gets a success on 
  an Agility challenge roll with 3 banes takes half the damage.
  Each of the two creatures that activated the weapon 
  takes a –4d6 penalty to Health. If this penalty reduces a 
  creature’s Health to 0, the creature evaporates in a flash 
  of fire and smoke. The penalty for a particular creature 
  lessens on subsequent uses by 1 point each time the 
  creature completes a rest. This penalty cannot be  
  removed by any other means.
  Silver Sphere
  An undine explorer retrieved the Silver Sphere decades 
  ago from its resting place, buried in the sunken 
  ruins of an ancient Valossan city. The relic has since 
  changed hands many times, making its way around 
  the world, but seems to always find its way back to 
  Freeport. Scholars of antiquity claim that the relic was 
  a gift from Yig to the serpent people, though in truth 
  that is but speculation, and no one really knows from 
  where this relic came.
  Silver Ward Elementals, faeries, spirits, and undead are 
  impaired while within short range of the Silver Sphere. 
  Serpent Tongue In social situations, you make attack rolls 
  to interact with reptilian creatures such as lizardmen and 
  serpent people with 2 boons.
  Power of Water While you hold the Silver Sphere, you can 
  cast any spell from the Water tradition by expending a 
  casting of a different spell of the same or higher rank.
  Staff of Tempests
  Carved from the trunk of a lightning-struck ash tree, 
  this ancient, blackened staff was fashioned by a sea 
  witch who is believed to have shared Sea Lord Drac’s 
  bed until he cast her out for consorting with devils. 
  She then created the Staff of Tempests, imbuing it with 
  all her hatred, to revenge herself on the lover who had 
  spurned her. Before she could call upon its power, 
  though, the devils came for her and spirited her off 
  to Hell, leaving the staff behind to do its destructive 
  work in the world.
  Protection from Lightning While you hold the staff, you take 
  half damage from lightning.
  Lightning and Thunder While you wield the staff outdoors, 
  you can use an action to call down a bolt of lightning from 
  the sky to strike a point you choose within long range.  
  The lightning hits and deals 3d6 damage to everything 
  within 2 yards of the target point. A creature in the area 
  must make a Strength challenge roll. A creature takes 
  half the damage on a success, or falls prone and becomes 
  deafened for 1d6 minutes on a failure. You can use this 
  property a number of times equal to your Power + 1.  
  You regain expended uses when you complete a rest. 
  Call Storm While you wield the staff outdoors, you can use 
  an action to call down a storm. You must concentrate for 1 
  hour, during which time clouds pile up in the sky overhead 
  and rain begins to fall. If you concentrate for the full hour, a 
  savage storm lashes the area 1d6 miles around you for 1d6 
  hours. Once you use this property, you must complete a 
  rest before you can use it again.
  Wind Severe winds blow through the area, dissipating all 
  vapors, gases, mists, fog, and the like. Unsecured objects of 
  Size 1/2 or smaller are blown about. 
  Downpour A heavy downpour falls and heavily obscures 
  the area. The rain extinguishes all exposed flames in the 
  area.
  Lightning Once every 1d6 minutes, a bolt of lightning 
  strikes a point you choose, as if you had used the Lightning 
  and Thunder property without expending a use.
  The specimen seemed docile enough as it paddled amongst the seaweed.  
   Von Nesse decided to wade out for a closer look. Six of them erupted 
    from seaweed bed, bullrushing him. They ripped him to pieces before  
   the crew could react.
  
  Throne of the Unspeakable One
  The dreaded Throne of the Unspeakable One 
  is thought to crown a sunken ziggurat, lost 
  somewhere far to the east of Freeport and the 
  known world. A place of dread power, many 
  have set sail to find it, to destroy it, or to wrest 
  power from it. Yet no expedition has ever 
  returned with proof that it exists, though many 
  bear the signs of its dread influence—ships 
  limping back with sails tattered, masts broken, 
  crews insane and riddled with disease, and 
  worse. These failures have done nothing to deter 
  the mad and the ambitious from setting out to 
  do better.
   
  The difficulty in locating the Throne raises 
  questions about whether the relic or the 
  structure that holds it even exists. But every now 
  and then, people across the city and beyond 
  wake up in the night, screaming and raving 
  about the ziggurat and the Yellow King who 
  sits atop it, his body wrapped in foul linens, his 
  eyes gleaming with madness. These dreams, 
  combined with the unnerving items sometimes 
  pulled from the sea—odd statuettes, bizarre 
  creatures, weapons and armor of unknown 
  design, and more—suggest that something does 
  wait under the waves, and thus the scholarly and 
  the adventurous alike find themselves inexorably 
  drawn to locate it.
   
  Legends about the Throne suggest that 
  it has many terrible powers, all seeming to 
  involve amplifying the abilities of those sworn 
  to the Unspeakable One in any of its guises. Of 
  particular note is the ability for anyone seated 
  on the Throne to foster madness in anyone else 
  who looks upon the throne—and death to those 
  who would climb the ziggurat’s steps. Some 
  tales claim that the Throne allows one who sits 
  upon it to open rips in reality, fissures that reveal 
  the Void and the horrors that dwell there. Others 
  say that the Throne grants the power to unleash 
  plagues, cause natural disasters, and even to 
  remake the world. Whether or not the Throne 
  truly offers such fabulous power is a truth most 
  fear to have uncovered, lest the legends be 
  proven valid.
  
  52
  Chapter 4: People of Freeport
  In Freeport, people from all over the world cooperate 
  in making the bustling city a decent place to live. 
  Although old tensions and grudges sometimes 
  resurface and lead to violence, most people manage 
  to set aside their differences and find common ground 
  enough for all to pursue dreams, secure property, and 
  live to see another day. There are, of course, people 
  of low character and dark allegiance, but most of 
  Freeport’s citizens just hope to live through the day 
  and maybe find a way to make tomorrow better.
   This chapter chronicles the many types of 
  characters one might find on Freeport’s streets. In 
  addition, you’ll find overviews of some of the unique 
  individuals mentioned in The Pirate’s Guide to Freeport. 
  Common Characters
  The following character entries expand on those 
  found in chapter 10 of Shadow by providing statistics 
  boxes for other common kinds of people one might 
  encounter in the city. You can use these entries for any 
  characters mentioned in The Pirate’s Guide that do not 
  receive a full description later in this chapter or as the 
  foundation for characters of your own invention.
   All the common characters described in this section 
  are human, but you can assign relevant traits as 
  needed to convey the abilities of a different ancestry. 
   Unless otherwise noted, all common characters in 
  Freeport can speak the Common Tongue. In addition, 
  each such character typically has 1d3 – 1 Insanity and 
  1d3 – 2 Corruption. 
  
  5353
  Assassins
  Despite the city’s prohibitions against assassination, 
  murder for hire remains a lucrative trade in Freeport. 
  For the right price, anyone can be the victim of a quick 
  blade thrust, a poisoned cup, or a strangling cord.
  ASSASSIN 
  DIFFICULTY 25
  Size 1 human
  Perception 13 (+3)
  Defense 14 (soft leather armor); Health 19; Insanity 1d3; 
  Corruption 1d3
  Strength 10 (+0), Agility 13 (+3), Intellect 12 (+0), Will 10 (+0)
  Speed 10
  Assassinate When a surprised creature or a creature from 
  which the assassin is hidden takes damage from the 
  assassin’s attack, the creature must get a success on 
  a Strength challenge roll or take damage equal to its 
  Health.
  Uncanny Skill The assassin makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Short Sword (melee) +3 with 1 boon (3d6 plus Poison)
  Crossbow (long range) +3 with 1 boon (3d6 plus Poison)
  Poison A living creature must get a success on a Strength 
  challenge roll or take 1d6 extra damage and become 
  poisoned for 1 minute.
  SPECIAL ACTIONS 
  Quick Reflexes The assassin can use a triggered action on 
  his or her turn to hide or retreat.
  Other Characters
  The Pirate’s Guide to Freeport contains a 
  vast catalogue of characters, so many that 
  including them all here would be impossible. 
  For characters not specifically represented 
  in this book, you can use the statistics 
  boxes for common characters presented 
  in the Freeport Bestiary or in chapter 10 of 
  Shadow. Apprentice characters ought to 
  be Difficulty 1 or 5, journeymen characters 
  Difficulty 10 or 25, and master characters 
  Difficulty 50 or higher.
  Beggars
  One can find beggars and urchins throughout the 
  city, but they run in the greatest numbers inside 
  the Docks, Drac’s End, the Temple District, and 
  Scurvytown.
  BEGGAR 
  DIFFICULTY 1
  Size 1/2 or 1 human
  Perception 10 (+0)
  Defense 10; Health 10
  Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Club (melee) +0 (1d6)
  URCHIN 
  DIFFICULTY 1
  Size 1/2 human
  Perception 10 (+0)
  Defense 11; Health 9
  Strength 9 (–1), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  ATTACK OPTIONS 
  Dagger (melee) +1 (1d3)
  Sling (medium range) +1 (1d3)
  Cultists
  Freeport’s cosmopolitan views on religion make the 
  city welcome to people of all faiths. One can find 
  priests of the New God coexisting with those of 
  the Old Faith and of other, stranger religions. This 
  tolerance also paves the way for devotees of other, 
  darker religions to come to the City of Adventure, 
  and such groups have threatened Freeport many 
  times over the years. While the authorities do tolerate 
  almost any belief, a group that clearly poses a danger 
  to the city or its people meets swift and lethal justice.
   You can use the cultist and the high cultist from 
  Shadow to represent these characters.
  Freeporters
  Most Freeporters are common folk, ordinary men and 
  women who live by their own labors, perhaps farming 
  the land in Cabbage Crack or cleaning fish guts on 
  the Docks. Some are doxies in search of a moneyed 
  John, and others might be visitors to the city, recently 
  arrived with coppers burning holes in their pockets.
  FREEPORTER 
  DIFFICULTY 1
  Size 1/2 or 1 human
  Perception 10 (+0)
  Defense 10; Health 10
  Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee) +0 (1d3)
  Lobstermen
  The secretive and wealthy Society of Lobstermen 
  makes its fortune by recovering treasures from 
  the bottom of the sea. Using expensive equipment 
  manufactured by and for them, the lobstermen have a 
  monopoly in their trade. Any who try to intrude into 
  their territory find themselves in “deep” trouble. 
   Use the following statistics box for encounters 
  featuring lobstermen underwater and dressed in 
  cockleshell suits (see chapter 2). Note that such 
  characters depend on others to operate the air pumps 
  on the surface. Without a steady supply of air pumped 
  into their helmets, the lobstermen are subject to the 
  effects of suffocation (Shadow, page 202). 
   On the surface, lobstermen doff their cockleshell 
  suits and have Defense 10.
  
  54
  LOBSTERMAN 
  DIFFICULTY 5
  Size 1 human
  Perception 10 (+0)
  Defense 14 (cockleshell suit); Health 16 
  Strength 11 (+1), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  ATTACK OPTIONS 
  Trident (melee or short range) +1 (1d6)
  Dagger (melee or short range) +1 (1d3)
  Longshoremen
  The Longshoremen’s Union had been a corrupt and 
  violent organization until it was reshaped into an 
  organized political force that quite often has final say 
  over what happens in the Docks.
  LONGSHOREMAN 
  DIFFICULTY 1
  Size 1 human
  Perception 10 (+0)
  Defense 11 (soft leather); Health 11
  Strength 11 (+1), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Club (melee) +1 (1d6)
  Dagger (melee or short range) +1 (1d3)
  Magicians
  The presence of Freeport’s famed and powerful 
  Wizards’ Guild has led to a burgeoning population 
  of magic-using citizens in the city. Freeport attracts 
  magicians, sorcerers, wizards, and other spell-users 
  from the Empire, especially those who have faced 
  persecution for the objects of their magical studies.
   You can use the apprentice witch and the 
  apprentice wizard from Shadow for most magicians 
  at large in the city, adjusting their traditions and spells 
  as necessary.
  Mercenaries
  People who have skill with a blade and a willingness 
  to use it can always find work in Freeport. Merchant 
  princes and aristocrats rely on such men and women 
  for protection, while cargo ships employ mercenary 
  marines to safeguard the contents of their holds from 
  pirates, sea devils, and worse. A mercenary’s life is 
  perilous, but it comes with commensurate rewards.
   You can use the mercenary and the veteran from 
  Shadow to represent these characters.
  Merchants
  Merchants are the lifeblood of Freeport, bringing 
  essential supplies to the remote city. Their combined 
  influence over Freeport’s economy makes them some 
  of the most important citizens in the city.
  MERCHANT 
  DIFFICULTY 1
  Size 1 human
  Perception 11 (+1)
  Defense 10; Health 9
  Strength 9 (–1), Agility 10 (+0), Intellect 11 (+1), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short range) +0 (1d3)
  SPECIAL ATTACKS 
  Subterfuge The merchant makes an Intellect attack roll 
  against the Intellect of one creature within short range 
  that can hear and understand what the merchant says. 
  On a success, the target becomes charmed for 1 round 
  or until the merchant attacks it. On a failure, the target 
  becomes immune to the merchant’s use of Subterfuge 
  until the target completes a rest.
  Pirates
  Freeport might have gone legit in recent times, but 
  it still attracts scoundrels to its docks, and one can 
  find pirates just about anywhere in the city. Some 
  of these individuals are little better than murderous 
  cutthroats, but a few are heroic swashbucklers and 
  daring adventurers.
  PIRATE 
  DIFFICULTY 5
  Size 1 human
  Perception 9 (–1)
  Defense 12 (soft leather); Health 15
  Strength 10 (+0), Agility 11 (+1), Intellect 9 (–1), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS
  Cutlass (melee) +1 with 1 boon (1d6 + 1)
  PIRATE CAPTAIN 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 14 (hard leather); Health 26
  Strength 11 (+1), Agility 12 (+2), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Cutlass (melee) +2 with 1 boon (2d6 + 1)
  Pistol (medium range) +2 with 1 boon (3d6)
  SPECIAL ATTACKS 
  Stab and Shoot If the captain’s pistol is loaded, the captain 
  makes a cutlass attack and a pistol attack against two 
  different targets. The captain makes each of these attack 
  rolls with 1 bane.
  SPECIAL ACTIONS 
  Stiffen Yer Spines The captain can use an action, or 
  triggered action on his or her turn, to remove the 
  frightened affliction from up to five creatures within 
  short range that can hear and understand what the 
  captain says.
  
  5555
  Priests
  Priests of all gods, real and invented, roam the 
  city streets and serve at places of worship in 
  the Temple District. In addition to the acolyte 
  of the New God and the initiate of the Old 
  Faith described in Shadow, the following priests 
  represent two other important local religions. You 
  can create other priests of other gods by using the 
  character templates found in Shadow (page 265).
  CELEBRANT OF THE PIRATE GOD  DIFFICULTY 5
  Size 1 human
  Perception 9 (–1)
  Defense 11; Health 14
  Strength 10 (+0), Agility 11 (+1), Intellect 9 (–1), Will 11 (+1)
  Speed 10
  Drunkard At the start of combat, roll a d6. On an 
  even number, the celebrant is drunk until he or she 
  takes damage. While drunk, the celebrant cannot 
  be frightened, makes attack rolls and challenge rolls 
  with 1 bane, and deals 1d6 extra damage on weapon 
  attacks.
  ATTACK OPTIONS 
  Cutlass (melee) +1 (1d6 + 1)
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an 
  attack roll or a challenge roll, the celebrant can use  
  a triggered action to grant the triggering creature  
  1 boon on the roll.
  MAGIC 
  Power 1
  Storm fog (2), St. Astrid’s flame (1)
  DEVOTEE OF THE SEA GOD 
  DIFFICULTY 5
  Size 1 human
  Perception 11 (+1)
  Defense 9; Health 15
  Strength 11 (+1), Agility 9 (–1), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Trident (melee) +1 (1d6)
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an 
  attack roll or a challenge roll, the devotee can use 
  a triggered action to grant the triggering creature 1 
  boon on the roll.
  MAGIC 
  Power 1
  Water produce water (2), drown (1)
  Sailors
  Sailors fill the Docks and other districts in the  
  city. While some call Freeport home, many  
  more hail from other cities, enjoying all the  
  City of Adventure has to offer while they are  
  on shore leave.
  
  56
  SAILOR 
  DIFFICULTY 1
  Size 1 human
  Perception 9 (–1)
  Defense 11; Health 10
  Strength 10 (+0), Agility 11 (+1), Intellect 9 (–1), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS
  Belaying Pin (melee) +1 (1d3)
  Sea Lord’s Guard
  For generations, the Sea Lord’s Guard served as the 
  city’s watch, but with the ascent of Marilise as the 
  new Sea Lord, the Guard’s role has changed. Now, it 
  functions as a fighting force trained to defend the city 
  from attack. Guard recruits are hardened toughs, men 
  and women who know their way around weapons and 
  who have no qualms about cracking heads.
  SEA LORD’S GUARD 
  DIFFICULTY 10
  Size 1 human
  Perception 10 (+0)
  Defense 17 (mail, large shield); Health 16
  Strength 13 (+3), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Sword (melee) +3 with 1 boon (1d6 + 2)
  Spear (melee or short range) +3 with 1 boon (1d6)
  GUARD SERGEANT 
  DIFFICULTY 25
  Size 1 human
  Perception 10 (+0)
  Defense 19 (plate and mail, large shield); Health 25
  Strength 15 (+5), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  Shouted Orders Any member of the Sea Lord’s Guard 
  within short range makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Sword (melee) +5 with 2 boons (2d6 + 2)
  Crossbow (long range) +5 with 2 boons (3d6)
  Thieves and Thugs
  Freeport is rife with those who live a life of crime—
  from cutpurses working the Docks, to brutish 
  muggers who take what they want by force, to agents 
  of the crime lords Finn and Mister Wednesday. These 
  individuals might be professionals, but many are 
  amateurs forced into the trade by circumstances. 
  Despite increased efforts by the Watch to crack down 
  on crime in recent times, thievery remains a problem 
  throughout the city.
   For typical thieves and thugs, you can use the 
  pickpocket and the hired killer from Shadow.
  The Watch
  When Sea Lord Marilise repurposed the Sea Lord’s 
  Guard, she needed an organization to fill the gap 
  these soldiers left, and thus she formed the Watch, 
  a band of constables recruited from the citizenry to 
  police the streets and keep crime in check. Despite 
  the efforts of Enoch Holliver, who now controls the 
  Watch, corruption riddles the organization, and many 
  patrollers are little better than the criminals they are 
  empowered to hunt down and apprehend. Watch 
  members take bribes, sell their services to criminal 
  groups, and squeeze locals for protection money. That 
  said, the Watch can be depended upon to handle 
  serious threats to the city, such as riots, the efforts 
  of wicked cults to destabilize the city, and monsters 
  running amok. The Watch comes out in force, cracks a 
  few heads, and restores order, if only for a little while.
   Use the patroller from Shadow to represent regular 
  members of the Watch.
  FREEPORT WATCH SERGEANT DIFFICULTY 25
  Size 1 human
  Perception 10 (+0)
  Defense 15 (mail); Health 23
  Strength 13 (+3), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Mace (melee) +3 with 1 boon (2d6 plus Bash on attack roll 20+)
  Crossbow (long range) +1 with 1 boon (2d6)
  Bash The target must get a success on a Strength 
  challenge roll or become dazed for 1 round.
  Unique Characters
  The City of Adventure is home to thousands of 
  people. A few stand out from the rest because of their 
  wicked character or courageous achievements. These 
  individuals might become patrons for the player 
  characters, important contacts, or dangerous enemies 
  as you decide. 
  Alcindar
  Famed for his fastidiousness, Alcindar has become 
  one of the preeminent clothiers in the city. He runs a 
  small shop on the Street of Dreams called the Sharp 
  Needle. His proximity to those in power means that 
  he hears some of the most interesting things, and 
  he might be willing to share his information for the 
  right price. 
   Alcindar speaks, reads, and writes the Common 
  Tongue and Dwarfish.
  
  5757
  ALCINDAR 
  DIFFICULTY 5
  Size 1/2 dwarf
  Perception 13 (+3); darksight
  Defense 13; Health 18; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 13 (+3), Intellect 12 (+2), Will 11 (+1)
  Speed 8
  Hates Orcs Alcindar makes attack rolls against orcs with  
  1 boon.
  Robust Constitution Alcindar takes half damage from 
  poison and makes challenge rolls to avoid or remove  
  the poisoned affliction with 1 boon.
  ATTACK OPTIONS 
  Dagger (melee or short range) +3 (1d3)
  MAGIC 
  Power 1
  Alteration comprehension (2)
  Arcana arcane armor (2)
  Conjuration conjure useful item (2), conjure small monster (1)
  Aleksander Tovac
  As members of the the Sea Lord’s Guard a few 
  years ago, Aleksander Tovac and his partner Tanko 
  Sandek did their part in cleaning up Freeport. A 
  brilliant investigator, Aleksander was the pride of 
  his precinct, and the toughest cases always came 
  to him. After Enoch Holliver took over the Watch 
  and the Sea Lord’s Guard became a military force, 
  Aleksander made himself unpopular by investigating 
  the corruption in the Watch, and he eventually found 
  he had outlived his usefulness as a public servant. 
  He now works as a private investigator and is fast 
  becoming one of the most respected detectives in 
  Freeport. 
   Aleksander speaks, reads, and writes the Common 
  Tongue.
  ALEKSANDER TOVAC 
  DIFFICULTY 25
  Size 1 human
  Perception 15 (+5)
  Defense 11; Health 28; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 11 (+1), Intellect 15 (+5), Will 10 (+0)
  Speed 10
  Uncanny Skill Aleksander makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Dagger (melee or short range) +1 with 1 boon (1d3 plus 2d6)
  MAGIC 
  Power 2
  Conjuration conjure useful item (3), conjure medium 
  monster (1)
  Divination eavesdrop (3), foretell (2), psychometry (2), 
  truth ear (1)
  Alfhild
  Faced with the prospect of an arranged marriage to a 
  fearsome and boorish jotun warrior named Ragnar, 
  Alfhild left behind the frozen wastes for a life on 
  the high seas. Since then, she has made a name for 
  herself as an erratic and unpredictable warrior, one 
  who follows the pirate’s code when it suits her—which 
  is not often the case. She’s only an infrequent visitor 
  to Freeport, which is good for the city, since trouble 
  seems to follow her around.
   Alfhild speaks the Common Tongue and Trollish.
  ALFHILD 
  DIFFICULTY 100
  Size 2 jotun
  Perception 11 (+1)
  Defense 18 (scale, large shield); Health 56; Insanity 2; 
  Corruption 4
  Strength 15 (+5), Agility 12 (+2), Intellect 11 (+1), Will 11 (+1)
  Speed 12
  Inured to Cold Alfhild takes half damage from cold and is 
  never subject to the effects of exposure to cold. 
  Berserk When Alfhild takes damage and is not fatigued, 
  she can choose to go berserk for 1 minute or until she 
  becomes unconscious. Each creature within short range 
  that can see her must get a success on a Will challenge 
  roll or become frightened for 1 round. When the effect 
  ends, Alfhild becomes fatigued for 1 minute and must get 
  a success on a Will challenge roll or gain 1 Insanity. While 
  she is berserk, Alfhild uses the Berserk Aflhild statistics 
  box (below). 
  Blood of Giants Whenever Alfhild heals damage, she 
  makes Strength attack rolls and challenge rolls with 1 
  boon for 1 round.
  Powerful Charge When Alfhild uses an action to charge, 
  her movement does not trigger free attacks, and the 
  attack she makes during her movement deals 1d6 extra 
  damage.
  ATTACK OPTIONS 
  Sword (melee) +5 with 1 boon (3d6 + 2 plus Combat 
  Expertise, plus Titan’s Strike on attack roll 20+)
  Spear (melee or short range) +5 with 1 boon (3d6 plus 
  Combat Expertise, plus Titan’s Strike on attack roll 20+)
  Longbow (long range) +2 with 1 boon (3d6 + 1 plus Combat 
  Expertise, plus Titan’s Strike on attack roll 20+)
  Combat Expertise Once per round, Alfhild can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of her turn.
  Titan’s Strike The target takes 1d6 extra damage and must 
  get a success on a Strength challenge roll or fall prone.
  BERSERK ALFHILD 
   
  Size 2 jotun
  Perception 11 (+1)
  Defense 18 (scale, large shield); Health 66; Insanity 2; 
  Corruption 4
  Strength 15 (+5), Agility 12 (+2), Intellect 11 (+1), Will 11 (+1)
  Speed 14
  Immune charmed, compelled, frightened
  Berserk While she is berserk, Alfhild must use an action 
  each round to make an attack of any kind.
  ATTACK OPTIONS 
  Sword (melee) +5 (4d6 + 2 plus Combat Expertise, plus 
  Titan’s Strike on attack roll 20+)
  Spear (melee or short range) +5 (4d6 plus Combat 
  Expertise, plus Titan’s Strike on attack roll 20+)
  Longbow (long range) +2 (4d6 + 1 plus Combat Expertise, 
  plus Titan’s Strike on attack roll 20+)
  Combat Expertise Once per round, Alfhild can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of her turn.
  Titan’s Strike The target takes 1d6 extra damage and must 
  get a success on a Strength challenge roll or fall prone.
  
  58
  Andrea Blax
  In the aftermath of Sea Lord Drac’s death, Andrea 
  Blax came forward, claiming that she was the Sea 
  Lord’s heir and that she had proof of her bloodline 
  (although such “proof” actually consisted of forged 
  documents). 
   Before the authenticity of her claim could be 
  ascertained, however, the Captains’ Council repealed 
  the Law of Succession, leaving Andrea holding 
  nothing but a crumbling dream. After this betrayal (as 
  she chooses to see it), she set up camp on Windward, 
  a small island that’s part of the Serpent’s Teeth. There 
  she presides over a colony of castoffs and reprobates 
  as the self-styled Queen of Pirates. 
   Andrea speaks the Common Tongue and the secret 
  language of thieves.
  ANDREA BLAX 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 17 (mail, small shield); Health 25; Insanity 1; 
  Corruption 4
  Strength 11 (+1), Agility 13 (+3), Intellect 11 (+1), Will 11 (+1)
  Speed 12
  Luck of the Pirates Once per round, Andrea can make a 
  challenge roll to resist an attack with 1 boon.
  Determined When Andrea rolls a 1 for a boon, she can 
  reroll the die and use the new result.
  ATTACK OPTIONS 
  Cutlass (melee) +3 with 1 boon (3d6 + 1)
  Crossbow (long range) +3 with 1 boon (4d6)
  SPECIAL ATTACKS 
  Skirmish Andrea can use an action to move up to half her 
  Speed without triggering free attacks. During the move, 
  she can make an attack roll with 1 bane, and the attack 
  deals 1d6 extra damage.
  Angelo Stampfel
  Angelo began his life as an urchin and soon found he 
  had a nose for trouble. He somehow convinced C. Q. 
  Calame to give him a job on the city’s newspaper, and 
  it didn’t take long for him to prove he had the chops to 
  be a good reporter. A slimy man of low morals, he will 
  stoop to anything to get the story. 
   Angelo speaks, reads, and writes the Common 
  Tongue.
  ANGELO STAMPFEL 
  DIFFICULTY 10
  Size 1 human
  Perception 13 (+3)
  Defense 13 (hard leather); Health 20; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 11 (+1), Intellect 12 (+2), Will 11 (+1)
  Speed 10
  Uncanny Skill Angelo makes challenge rolls with 1 boon.
  Keen Senses Angelo makes Perception rolls with 1 boon.
  Hide in Shadows Angelo can attempt to hide when he is in 
  an area at least partially obscured by shadows, even if he 
  is being observed.
  ATTACK OPTIONS 
  Club (melee) +1 with 1 boon (3d6)
  SPECIAL ACTIONS 
  Quick Reflexes Angelo can use a triggered action on his 
  turn to hide or retreat.
  Arena Quen
  Arena Quen is a priestess of the Old Faith who lives 
  outside the city. She visits regularly to sell vegetables, 
  herbs, and the like to the people of Drac’s End. 
  Considered an eccentric by her apologists and a witch 
  by her critics, she doesn’t help her image any when 
  she throws clods of dirt at those who offend her. 
   Arena speaks the Common Tongue.
  ARENA QUEN 
  DIFFICULTY 5
  Size 1 human
  Perception 10 (+0)
  Defense 12 (soft leather); Health 9; Insanity 2; Corruption 0
  Strength 9 (–1), Agility 11 (+1), Intellect 10 (+0), Will 12 (+2)
  Speed 10
  Animal Friendship Arena makes attack rolls in social 
  situations to influence animals with 1 boon.
  ATTACK OPTIONS 
  Sickle (melee) +1 (1d6)
  Staff (melee) +1 (1d6 + 1)
  SPECIAL ACTIONS 
  Blessing of Nature Arena can use an action to cause new 
  growth to spread across the ground from a point she can 
  reach, out in a 2-yard radius. The area becomes difficult 
  terrain for 1 round. At the end of the round, Arena and 
  any creatures she chooses in the area heal damage, with 
  each affected creature healing damage equal to half its 
  healing rate. Once Arena uses Blessing of Nature, she 
  cannot do so again until she completes a rest.
  MAGIC 
  Power 1
  Nature oak hide (2), healing berries (1)
  Primal beast within (2)
  Argyle McGill
  Argyle McGill is an ex-pirate and a collector of 
  unusual relics. He runs a small shop tucked away in 
  the Old City, in which he has numerous items from 
  all over the world for sale. Locals whisper that he has 
  a great deal more somewhere inside his “shop” than 
  what is on display. 
   Argyle speaks, reads, and writes the Common 
  Tongue, Dark Speech, Elfish, High Archaic, and 
  Valossan.
  ARGYLE MCGILL 
  DIFFICULTY 1
  Size 1 human
  Perception 11 (+1)
  Defense 12 (soft leather); Health 12; Insanity 3; Corruption 0
  Strength 12 (+2), Agility 11 (+1), Intellect 11 (+1), Will 13 (+3)
  Speed 10
  
  5959
  ATTACK OPTIONS 
  Dagger (melee or short range) +2 (1d3)
  SPECIAL ATTACKS 
  Acid Argyle throws acid at a creature within short range. 
  The target must get a success on an Agility challenge 
  roll with 1 bane or be splashed with the acid, taking 1d6 
  damage. Argyle can use this attack three times before he 
  runs out of acid.
  Asha Sante
  Asha Sante is a priestess of the God of Retribution. 
  When she came to Freeport, she helped to build 
  an organization of agents whose job it was to root 
  out corruption in the city. After her patrons died 
  or vanished, her group disbanded and she went 
  underground. 
   Asha speaks, reads, and writes the Common 
  Tongue. 
  ASHA SANTE 
  DIFFICULTY 10
  Size 1 human
  Perception 11 (+1)
  Defense 13 (brigandine); Health 27; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 12 (+2)
  Speed 12
  Alertness Asha makes Perception rolls with 1 boon. She 
  cannot be surprised while conscious.
  Forward Observer When Asha makes a challenge roll to 
  hide or sneak and she is more than 5 yards from other 
  members of her group, she makes the roll with 1 boon.
  Trackless When Asha moves across solid ground, she 
  leaves tracks only if she chooses to do so.
  ATTACK OPTIONS 
  Mace (melee) +1 (1d6)
  Spear (melee) +1 (1d6)
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an attack 
  roll or a challenge roll, Asha can use a triggered action to 
  grant the triggering creature 1 boon on the roll.
  MAGIC 
  Power 1
  Life minor healing (2), light healing (1)
  Theurgy denounce (2), blessing (1), censure (1), hallowed 
  ground (1)
  Bianka Altanish
  The Altanish family has made a modest fortune 
  as merchants and managed to secure property in 
  the Merchant District, where the clan has enjoyed 
  middling success. But rather than take up her family’s 
  trade, Bianka Altanish abandoned all claims to her 
  kin and their money to pursue much darker interests: 
  the dead. 
   Bianka began her studies in the Crematorium, but 
  she recently took a position as the head of Freeport’s 
  asylum—a place where no one will care or even notice 
  if a crazed inmate or two goes missing.
   Bianka speaks, reads, and writes the Common 
  Tongue, Dark Speech, and High Archaic.
  BIANKA ALTANISH 
  DIFFICULTY 10
  Size 1 human
  Perception 11 (+1)
  Defense 10; Health 20; Insanity 4; Corruption 3
  Strength 10 (+0), Agility 10 (+0), Intellect 11 (+1), Will 12 (+2)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short range) +0 (1d3)
  SPECIAL ACTIONS 
  Death Knell Bianka can use an action to force one creature 
  she can see within short range to make a Strength 
  challenge roll. On a failure, the creature takes damage 
  equal to its healing rate, and Bianka heals 5 damage. 
  Once she uses this talent, she cannot use it again until 
  she completes a rest.
  Prayer When a creature within short range makes an attack 
  roll or a challenge roll, Bianka can use a triggered action 
  to grant the triggering creature 1 boon on the roll.
  MAGIC 
  Power 2
  Curse pox (3)
  Death killing touch (3), life drain (2)
  Necromancy hide from undead (3), animate corpse (2), 
  harvest soul (2)
  Bill Sangapulatele
  A former pirate, Bill Sangapulatele settled in Freeport 
  to start a bodyguard business. During the six years 
  that he has protected Freeport’s finest, he’s made quite 
  a name for himself. His success stems not only from 
  the services he personally provides, but also for his 
  willingness to teach others how to defend themselves. 
   Bill speaks the Common Tongue.
  BILL SANGAPULATELE 
  DIFFICULTY 25
  Size 1 human
  Perception 9 (–1)
  Defense 14; Health 38; Insanity 0; Corruption 0
  Strength 13 (+3), Agility 13 (+3), Intellect 9 (–1), Will 11 (+1)
  Speed 10
  Determined When Bill rolls a 1 for a boon, he can reroll the 
  die and use the new result.
  ATTACK OPTIONS 
  Falchion (melee) +3 with 1 boon (2d6 + 2 plus Combat 
  Expertise)
  Unarmed Strike +3 with 1 boon (2d6 plus Combat 
  Expertise)
  Combat Expertise Once per round, Bill can deal 1d6 extra 
  damage or make another attack against a different 
  target before the end of his turn.
  Bobbin Brandydale
  Bobbin Brandydale runs the Last Resort, a popular 
  inn and tavern in the Merchant District. He is discreet 
  and committed to protecting his guests’ privacy, even 
  if doing so means covering up criminal and immoral 
  acts. 
   Bobbin speaks the Common Tongue.
  
  60
  BOBBIN BRANDYDALE 
  DIFFICULTY 5
  Size 1/2 halfling
  Perception 11 (+1)
  Defense 11; Health 13; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 11 (+1), Intellect 11 (+1), Will 10 (+0)
  Speed 8
  ATTACK OPTIONS 
  Dagger (melee) +1 with 1 boon (1d3 plus 1d6)
  SPECIAL ACTIONS 
  Bestow Good Fortune Whenever a creature within short 
  range rolls a 1 on any die, Bobbin can use a triggered 
  action to discard the roll and enable the creature to roll 
  the die again.
  Uncommon Courage When Bobbin becomes frightened, he 
  can use a triggered action to make a Will challenge roll. 
  On a success, he removes the frightened affliction.
  Buster Wallace
  A few years ago, Buster Wallace’s father, a member of 
  the Captains’ Council, was murdered and replaced by 
  a shapechanging Valossan (see the Freeport Trilogy). 
  Although the impostor had done much damage to the 
  family name, Buster was still poised to take his father’s 
  place. But the corruption in the Captains’ Council and 
  its inability to make Freeport truly free led Buster to 
  quit Freeport for Libertyville, a colony on a nearby 
  island, where he and his wife, Petra Wallace, are 
  working to create a rival city-state. He has bought into 
  the rhetoric of anarchy that his new home embraces. 
  His family history, however, keeps him from gaining 
  the full trust of the locals, and he spends more time 
  watching his back than leading the people. 
   Buster speaks, reads, and writes the Common 
  Tongue.
  BUSTER WALLACE 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 13 (brigandine); Health 25; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 10 (+0), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  Uncanny Skill Buster makes challenge rolls with 1 boon.
  Determined When Buster rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  Inveigle If Buster spends at least 1 minute talking to a 
  creature that can hear and understand what he says, the 
  creature must make a Will challenge roll. On a failure, 
  the creature becomes charmed for as long as it can 
  see Buster or until it takes damage. On a success, the 
  creature becomes immune to Buster’s use of Inveigle 
  until the creature completes a rest.
  ATTACK OPTIONS 
  Sword (melee) +1 with 1 boon (2d6 + 2)
  Crossbow (long range) +0 with 1 boon (3d6)
  SPECIAL ATTACKS 
  Skirmish Buster can use an action to move up to half his 
  Speed without triggering free attacks. During the move, 
  he can make an attack roll with 1 bane, and the attack 
  deals 1d6 extra damage.
  Mislead Buster can use an action to trick one creature 
  within short range that can see him, hear him, and 
  understand what he says. Buster makes an Intellect 
  attack roll with 1 boon against the target’s Perception. 
  Buster makes the attack roll with 1 additional boon if the 
  target is charmed, compelled, or impaired. On a success, 
  Buster moves the target up to half its Speed, and the 
  next creature to attack it before the end of the round 
  makes the attack roll with 2 boons.
  SPECIAL ACTIONS 
  Quick Reflexes Buster can use a triggered action on his 
  turn to hide or retreat.
  Celeste D’Arran
  Celeste D’Arran is a senior agent in the Office of 
  Dredging and the heir apparent to Marcus Roberts, 
  the current head of the organization. After serving as 
  a diplomat and a spy in the Empire, she has returned 
  to Freeport to train new recruits while she monitors 
  developments in the city. 
   Celeste speaks, reads, and writes the Common 
  Tongue, Dwarfish, Elfish, and Gnomish.
  CELESTE D’ARRAN 
  DIFFICULTY 50
  Size 1 human
  Perception 14 (+4)
  Defense 12; Health 34; Insanity 0; Corruption 1
  Strength 11 (+1), Agility 12 (+2), Intellect 14 (+4), Will 10 (+0)
  Speed 10
  Uncanny Skill Celeste makes challenge rolls with 1 boon.
  Determined When Celeste rolls a 1 for a boon, she can 
  reroll the die and use the new result.
  Assassinate When a surprised creature or a creature from 
  which Celeste is hidden takes damage from her attack, 
  the creature must get a success on a Strength challenge 
  roll or take damage equal to its Health.
  ATTACK OPTIONS 
  Short Sword (melee) +2 with 1 boon (3d6)
  Longbow (long range) +2 with 1 boon (3d6 + 1)
  SPECIAL ACTIONS 
  Quick Reflexes Celeste can use a triggered action on her 
  turn to hide or retreat.
  MAGIC 
  Power 1
  Alteration distort appearance (2), spider climb (1)
  Battle celerity (2)
  Illusion disguise (2)
  Countess D’Amberville
  The Countess hails from a distant land, though 
  from exactly where she has never revealed. No one 
  knows anything about her, except that she runs the 
  Salon du Masque, an upscale club in the Merchant 
  District. The place is extremely exclusive, and the 
  admission fee of 100 gc is enough to keep out all but 
  the wealthiest of Freeport’s citizens. 
   The Countess speaks, reads, and writes the 
  Common Tongue and High Archaic.
  
  6161
  COUNTESS D’AMBERVILLE 
  DIFFICULTY 100
  Size 1 human
  Perception 15 (+5) 
  Defense 16; Health 45; Insanity 0; Corruption 2
  Strength 10 (+0), Agility 15 (+5), Intellect 14 (+4), Will 11 (+1)
  Speed 10
  Determined When the Countess rolls a 1 for a boon, she 
  can reroll the die and use the new result.
  Assassinate When a surprised creature or a creature from 
  which the Countess is hidden takes damage from her 
  attack, the creature must get a success on a Strength 
  challenge roll or take damage equal to its Health.
  Execute Once per round, when the Countess uses an action 
  to make an attack with a weapon against one creature 
  she can reach, she makes the attack roll with 1 boon and 
  deals 1d6 extra damage on a success. If the damage 
  would cause the target to become injured, it must get 
  a success on a Strength challenge roll or take extra 
  damage equal to its Health.
  ATTACK OPTIONS 
  Rapier (melee) +5 with 1 boon (3d6 + 1 plus Poison and 
  Combat Mastery)
  Crossbow (long range) +5 with 1 boon (5d6 plus Poison 
  and Combat Mastery)
  Poison A living creature must get a success on a Strength 
  challenge roll or take 3d6 extra damage and become 
  poisoned for 1 minute. 
  Combat Mastery Twice per round, the Countess can deal 
  1d6 extra damage or make another attack against a 
  different target before the end of her turn.
  SPECIAL ATTACKS 
  Exacting Strike When the Countess gets a success on an 
  attack roll made using a weapon, she can use a triggered 
  action to deal the weapon’s maximum damage.
  Killer’s Eye The Countess can use an action to choose one 
  creature within long range from which she is hidden. If 
  the Countess gets a success on a Perception challenge 
  roll, for 1 minute she makes attack rolls against the target 
  with 1 boon, and those attacks deal 2d6 extra damage.
  SPECIAL ACTIONS 
  Catch Your Breath The Countess can use an action, or a 
  triggered action on her turn, to heal 11 damage. Once she 
  uses this talent twice, she cannot use it again until she 
  completes a rest.
  Quick Reflexes The Countess can use a triggered action on 
  her turn to hide or retreat.
  C.Q. Calame
  C.Q. Calame runs the city’s newspaper, the Shipping 
  News. Even though most people in Freeport can’t 
  read, they enjoy gathering around those who can and 
  listening to the gossip found in this widely circulated 
  rag. C.Q. Calame is the consummate professional, and 
  he takes his job and his paper seriously. 
   C.Q. speaks, reads, and writes the Common Tongue, 
  Dwarfish, Elfish, and High Archaic.
  C.Q. CALAME 
  DIFFICULTY 5
  Size 1 human
  Perception 13 (+3)
  Defense 10; Health 13; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 11 (+1), Intellect 13 (+2), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Long Knife (melee) +1 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Berate C.Q. can use an action to make an Intellect attack 
  roll with 1 boon against the Intellect of one creature 
  within short range that can hear and understand what 
  he says. On a success, the target becomes dazed for 1 
  minute or until it takes damage. On a failure, the target 
  becomes immune to C.Q.’s use of Berate until the target 
  completes a rest.
  Cragwipe
  Krom’s Throat is one of the nastiest and most 
  dangerous taverns in Freeport, and that’s just how 
  Cragwipe likes things at his establishment. He 
  originally had a place in Scurvytown, but racial 
  tensions and violence drove him out, along with most 
  of the other orcs, and into Bloodsalt. Cragwipe has 
  rebuilt his business, and the new place is more or less 
  the same as the old. 
   Cragwipe speaks the Common Tongue and Dark 
  Speech.
  CRAGWIPE 
  DIFFICULTY 10
  Size 1 orc
  Perception 11 (+1); shadowsight
  Defense 13 (hard leather); Health 12; Insanity 0; Corruption 1
  Strength 12 (+2), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 12
  ATTACK OPTIONS 
  Mace (melee) +2 (2d6)
  Unarmed Strike (melee) +2 with 1 boon (1d6 + 1 plus Grab)
  Crossbow (long range) +1 (2d6)
  Grab Cragwipe can attempt to grab the target.
  SPECIAL ATTACKS 
  Stunning Slam Cragwipe makes a Strength attack roll 
  with 1 boon against the Strength of one creature he 
  is grabbing. On a success, the target falls prone and 
  becomes stunned for 1 round.
  Cyril Berryhill 
  Cyril Berryhill is widely known as the accountant 
  for the Halfling Benevolent Society, an organization 
  founded to protect halflings from exploitation and 
  harm. In truth, the society is a front for a criminal 
  organization led by Finn, and Berryhill has a secret, 
  more sinister role in the organization. When called 
  upon, he assumes the identity of Mouse, a vicious 
  killer who eliminates those that cause trouble for his 
  master. Cyril’s demeanor is quiet and unassuming, the 
  perfect cover for his murderous exploits. 
   Cyril speaks the Common Tongue.
  
  62
  CYRIL BERRYHILL 
  DIFFICULTY 10
  Size 1/2 halfling
  Perception 12 (+2)
  Defense 12; Health 23; Insanity 1; Corruption 2
  Strength 10 (+0), Agility 12 (+2), Intellect 11 (+1), Will 11 (+1)
  Speed 8
  Rising Fortunes Whenever Cyril rolls a 6 for a boon, he 
  makes attack rolls and challenge rolls with 1 boon for  
  1 round.
  Assassinate When a surprised creature or a creature from 
  which Cyril is hidden takes damage from his attack, the 
  creature must get a success on a Strength challenge roll 
  or take damage equal to its Health.
  ATTACK OPTIONS 
  Dagger (melee or short range) +2 with 1 boon (1d3 + 1d6 
  plus Poison)
  Hand Crossbow (short range) +2 with 1 boon (1d6 plus 
  Poison)
  Poison A living creature must get a success on a Strength 
  challenge roll with 1 bane or take 1d6 extra damage from 
  the weapon’s poison and become poisoned for 1 minute. 
  At the end of this time, the creature must repeat the roll 
  and takes 1d6 extra damage on a failure.
  SPECIAL ACTIONS 
  Bestow Good Fortune Whenever a creature within short 
  range rolls a 1 on any die, Cyril can use a triggered 
  action to discard the roll and enable the creature to  
  roll the die again.
  Uncommon Courage When Cyril becomes frightened, he 
  can use a triggered action to make a Will challenge roll. 
  On a success, Cyril removes the frightened affliction.
  Quick Reflexes Cyril can use a triggered action on his turn 
  to hide or retreat.
  Darius Dorvin
  Darius is living proof of why one should always be 
  suspicious of halflings. A gifted child impersonator, 
  he haunts the Eastern District and the Old City, where 
  he pretends to be a weeping child who has lost his 
  mother. Before his mark is any wiser, he snatches the 
  person’s purse and darts off, shouting, “I found her!” 
   Darius speaks the Common Tongue.
  DARIUS DORVIN 
  DIFFICULTY 5
  Size 1/2 halfling
  Perception 11 (+1)
  Defense 13 (soft leather); Health 15; Insanity 0; Corruption 1
  Strength 9 (–1), Agility 12 (+2), Intellect 11 (+1), Will 10 (+0)
  Speed 8
  ATTACK OPTIONS 
  Dagger (melee) +2 with 1 boon (1d3 plus 1d6)
  SPECIAL ATTACKS 
  Subterfuge Darius can use an action to make an Intellect 
  attack roll against the Intellect of one creature within 
  short range that can hear and understand what he says. 
  On a success, the target becomes charmed for 1 round 
  or until Darius attacks it. On a failure, the target becomes 
  immune to Darius’s use of Subterfuge until the target 
  completes a rest.
  SPECIAL ACTIONS 
  Bestow Good Fortune Whenever a creature within short 
  range rolls a 1 on any die, Darius can use a triggered 
  action to discard the roll and enable the creature to roll 
  the die again.
  Uncommon Courage When Darius becomes frightened, he 
  can use a triggered action to make a Will challenge roll. 
  On a success, he removes the frightened affliction.
  Dimetrios
  Dimetrios is a known smuggler who hops from place 
  to place in the Docks. Although the authorities are 
  aware of his illicit activities, he’s considered too small 
  a fish to be worth their attention. How wrong they are. 
   Dimetrios speaks, reads, and writes the Common 
  Tongue.
  DIMETRIOS 
  DIFFICULTY 25
  Size 1 human
  Perception 12 (+2)
  Defense 13 (brigandine); Health 28; Insanity 2; Corruption 1
  Strength 15 (+5), Agility 10 (+0), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  Hide in Shadows Dimetrios can attempt to hide when he is 
  in an area at least partially obscured by shadows, even if 
  he is being observed.
  ATTACK OPTIONS 
  Battleaxe (melee) +5 with 1 boon (2d6 + 2)
  SPECIAL ACTIONS 
  Quick Reflexes Dimetrios can use a triggered action on his 
  turn to hide or retreat.
  
  6363
  Dirk Haslinger
  Dirk Haslinger has never done an honest day of work 
  in his life. Though he was once a man of means, 
  the Great Green Fire burned down his house and 
  left him destitute. Now he is a junkie and a squatter, 
  hopelessly addicted to abyss dust. He’ll do anything 
  for a fix. Anything. 
   Dirk speaks, reads, and writes the Common Tongue.
  DIRK HASLINGER 
  DIFFICULTY 5
  Size 1 human 
  Perception 11 (+1)
  Defense 14 (hard leather); Health 11; Insanity 2; Corruption 1
  Strength 11 (+1), Agility 12 (+2), Intellect 11 (+1), Will 10 (+0)
  Speed 10
  Uncanny Skill Dirk makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Short Sword (melee) +2 with 1 boon (2d6)
  SPECIAL ACTIONS 
  Quick Reflexes Dirk can use a triggered action on his turn 
  to hide or retreat.
  Dirwin “Nimblefingers” 
  Arnig
  The most well-known gnome in Freeport, Dirwin 
  Arnig divides his time between sitting on the 
  Captains’ Council and working for the Jewelers and 
  Gemcutters’ Guild. He is sick of politics and would 
  like nothing better than to find a way to exit the 
  Council gracefully, but he realizes that he fulfills an 
  important role in the city for his people—because 
  as long as he holds his seat, gnomes have a voice in 
  the city’s governance. Despite his willingness to cede 
  his post to an ambitious heir, no such individual has 
  surfaced, and thus he retains it and probably will do 
  so until he dies. 
   Dirwin speaks, reads, and writes the Common 
  Tongue and Gnomish.
  DIRWIN “NIMBLEFINGERS” ARNIG 
  DIFFICULTY 5
  Size 1/2 elemental (gnome)
  Perception 13 (+3); darksight
  Defense 14; Health 11; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 14 (+4), Intellect 12 (+2), Will 12 (+2)
  Speed 8
  Immune damage from disease or poison; diseased, 
  poisoned
  Impaired by Light When he is not wearing protective 
  covering over his eyes, Dirwin is impaired while in an 
  area of sunlight.
  Dead and Gone When Dirwin dies, he turns into a stone 
  statue and explodes. Everything within short range of 
  Dirwin takes damage equal to half Dirwin’s Health. A 
  creature in the area can make an Agility challenge roll 
  and takes half the damage on a success.
  ATTACK OPTIONS 
  Dagger (melee or short range) +4 (1d3)
  SPECIAL ACTIONS 
  Harden Dirwin can use an action, or a triggered action on 
  his turn, to harden his skin for as long as he concentrates, 
  up to 1 minute. Until the effect ends, he takes half 
  damage. Dirwin can use Harden twice and regains 
  expended uses when he completes a rest.
  MAGIC 
  Power 1
  Illusion clamor (2), figment (1)
  Draegar Redblade
  The Redblade Militia, the police force that controls 
  Bloodsalt, takes its name from the group’s influential 
  commander. Draegar Redblade makes no secret of the 
  fact that he wants more power and more control over 
  the city. His efforts to incite the goblins, hobgoblins, 
  and orcs in Bloodsalt into taking up against the 
  Watch have earned him the attention of the Captains’ 
  Council. 
   Draegar speaks the Common Tongue and Elfish.
  DRAEGAR REDBLADE 
  DIFFICULTY 50
  Size 1 faerie (hobgoblin)
  Perception 12 (+2); shadowsight
  Defense 18 (bronze mail, large shield); Health 45; Insanity 3; 
  Corruption 3
  Strength 13 (+3), Agility 11 (+1), Intellect 11 (+1), Will 10 (+0)
  Speed 10
  Immune damage from disease, charmed, diseased
  Brawn Draegar makes Strength attack rolls and challenge 
  rolls with 1 boon (already included in his attacks).
  Iron Vulnerability Draegar is impaired while he is in contact 
  with iron.
  ATTACK OPTIONS 
  Sword (melee) +3 with 2 boons (2d6 + 2 plus Combat 
  Expertise)
  Large Shield (melee) +3 with 2 boons (1d3 plus 1d6 plus 
  Combat Expertise plus Shield Bash)
  Crossbow (long range) +1 with 1 boon (2d6 plus Combat 
  Expertise)
  Combat Expertise Once per round, Draegar can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of his turn.
  Shield Bash The next time Draegar attacks the target of his 
  triggering shield attack before the end of the next round, 
  he makes the attack roll with 2 boons.
  SPECIAL ACTIONS 
  Catch Your Breath Draegar can use an action, or a triggered 
  action on his turn, to heal 15 damage. Once he uses this 
  talent, he cannot use it again until he completes a rest.
  Control Frenzy While he is subject to his Frenzy trait, 
  Draegar can use a triggered action on his turn to make 
  a Will challenge roll. On a success, the effects of Frenzy 
  end and Draegar loses the use of Frenzy for 1 minute.
  END OF THE ROUND 
  Frenzy If Draegar is not incapacitated and not presently 
  subject to this trait, roll a d6. On a 6, Draegar becomes 
  frenzied for 1 minute. While he is frenzied, he cannot be 
  frightened, his attacks deal 1d6 extra damage, and other 
  creatures gain 1 boon on attack rolls made against him.
  
  64
  Dreiden Simmerswell
  Dreiden Simmerswell is the owner and proprietor of 
  the Diving Fin, a high-end restaurant in the Docks. A 
  former adventurer, he came to Freeport thinking he 
  would find wealth and plenty, but he found neither. 
  With no adventures in the offing and a dwindling 
  supply of coin, Dreiden was left with few alternatives. 
  Rather than scrounge for food, he opened a restaurant 
  to help fill the city’s culinary void and has done quite 
  well for himself ever since.
   Dreiden speaks the Common Tongue.
  DREIDEN SIMMERSWELL 
  DIFFICULTY 5
  Size 1/2 halfling
  Perception 10 (+0)
  Defense 13 (soft leather); Health 16; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  Uncanny Skill Dreiden makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Dagger (melee or short range) +2 with 1 boon (1d3 plus 1d6)
  SPECIAL ATTACKS 
  Subterfuge Dreiden makes an Intellect attack roll with 1 
  boon against the Intellect of one creature within short 
  range that can hear and understand what he says. On 
  a success, the creature becomes charmed for 1 round 
  or until Dreiden attacks it. On a failure, the creature 
  becomes immune to Dreiden’s use of Subterfuge until 
  the creature completes a rest.
  SPECIAL ACTIONS 
  Bestow Good Fortune Whenever a creature within short 
  range rolls a 1 on any die, Dreiden can use a triggered 
  action to discard the roll and enable the creature to roll 
  the die again.
  Uncommon Courage When Dreiden becomes frightened, 
  he can use a triggered action to make a Will challenge 
  roll. On a success, he removes the frightened affliction.
  Dunbar
  Dunbar works for Finn’s Syndicate and has helped 
  the halfling assume control over the Eastern District. 
  He received, as a reward, a sumptuous home that he 
  promptly had remodeled to serve as headquarters 
  for his team of Hellhounds. Dunbar makes sure the 
  Eastern District stays in line, using violence and 
  threats to encourage people to heed what he says. 
   Dunbar speaks the Common Tongue.
  DUNBAR 
  DIFFICULTY 25
  Size 1 human
  Perception 12 (+2)
  Defense 15 (mail); Health 33; Insanity 0; Corruption 1
  Strength 13 (+3), Agility 12 (+2), Intellect 12 (+2), Will 10 (+0)
  Speed 10
  Fight with Two Weapons When Dunbar attacks with two 
  weapons, he makes the attack rolls with 1 boon.
  Determined When Dunbar rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  ATTACK OPTIONS 
  Rapier (melee) +3 with 1 boon (2d6 + 1)
  Dagger (melee or short range) +3 with 1 boon (1d3 plus 1d6)
  The Hellhounds
  Dunbar relies on a group of handpicked brutes to 
  patrol the Eastern District and rough up people who 
  have angered Finn. The Hellhounds, named for their 
  loyalty to Dunbar and their viciousness, are widely 
  feared throughout the district where they operate.
  HELLHOUND 
  DIFFICULTY 25
  Size 1 human
  Perception 10 (+0)
  Defense 14 (hard leather); Health 21
  Strength 11 (+1), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Rapier (melee) +2 with 1 boon (2d6 + 1 plus Stab on  
  attack roll 20+)
  Dagger (melee or short range) +2 with 1 boon (1d3 plus 1d6)
  Stab The hellhound makes an attack with his or her dagger 
  against the same target.
  Egil
  As a young priest in the temple of the God of 
  Knowledge, Brother Egil was involved in exposing 
  the scandal involving Sea Lord Drac and enjoyed a 
  meteoric rise in status as a result, as detailed in the 
  Freeport Trilogy. When his predecessor, the serpent 
  person masquerading as the high priest Thuron, 
  stepped down, the impostor named Egil as his 
  successor. The new priest has kept secret both the 
  truth about his benefactor and the full story of the 
  events of the conspiracy involving the Yellow Sign. 
  Egil’s solitary nature and his young age have caused 
  many of his fellow priests to question his ability to 
  perform his new role. 
   Egil speaks, reads, and writes the Common Tongue, 
  High Archaic, and Valossan.
  EGIL 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 11 (soft leather); Health 35; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 10 (+0), Intellect 11 (+1), Will 15 (+5)
  Speed 10
  Conviction Egil makes Will challenge rolls with 1 boon to 
  resist the effects of the frightening and horrifying traits.
  Determined When Egil rolls a 1 for a boon, he can reroll the 
  die and use the new result.
  ATTACK OPTIONS 
  Club (melee) +0 (1d6)
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an attack 
  roll or a challenge roll, Egil can use a triggered action 
  to grant the triggering creature 1 boon on the roll. If the 
  boon is applied to an attack roll, the attack deals 1d6 
  extra damage.
  
  6565
  MAGIC 
  Power 3
  Divination eavesdrop (2), augur (2), foretell (2), locate (1)
  Telepathy sense thoughts (2), message (2), read minds (1), 
  erase presence (1)
  Enoch Holliver
  Enoch Holliver is the Commissioner of Freeport’s 
  Watch, a position given to him by the Sea Lord. An 
  ex-mercenary who worked on the Continent, Enoch 
  was lured to Freeport by the promise of gold and 
  the expectation of no questions about his suspicious 
  past. Since assuming his position, he has brought the 
  previously corrupt and inefficient Watch under some 
  semblance of control. When not overseeing Freeport’s 
  security, he attends to matters of governance, since he 
  also has a seat on the Captains’ Council. 
   Enoch speaks, reads, and writes the Common 
  Tongue. 
  ENOCH HOLLIVER 
  DIFFICULTY 50
  Size 1 human
  Perception 11 (+1)
  Defense 20 (full plate, large shield); Health 40; Insanity 0; 
  Corruption 1
  Strength 15 (+5), Agility 10 (+0), Intellect 11 (+1), Will 11 (+1)
  Speed 8
  Determined When Enoch rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  ATTACK OPTIONS 
  Sword (melee) +5 with 1 boon (2d6 + 2 plus Combat 
  Expertise)
  Spear (melee or short range) +5 with 1 boon (2d6 plus 
  Combat Expertise)
  Combat Expertise Once per round, Enoch can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of his turn.
  SPECIAL ACTIONS 
  Catch Your Breath Enoch can use an action, or a triggered 
  action on his turn, to heal 10 damage. Once he uses this 
  talent, he cannot use it again until he completes a rest.
  Eudokia Kasovar
  Eudokia Kasovar leads an underground society made 
  up of people who share her vision that they are all 
  descendants of some draconic proto-being. For the 
  last five years, the cult has had little success growing 
  its numbers, and it remains a small and insignificant 
  organization. The group has, however, attracted 
  attention from the Wizards’ Guild, whose members 
  worry about the reckless use of magic displayed by 
  the cultists and do not take kindly to their attempts at 
  seducing the guild’s students to their cause. 
   Eudokia speaks, reads, and writes the Common 
  Tongue and High Archaic.
  EUDOKIA KASOVAR 
  DIFFICULTY 25
  Size 1 human
  Perception 13 (+3)
  Defense 11; Health 25; Insanity 5; Corruption 1
  Strength 10 (+0), Agility 11 (+1), Intellect 13 (+3), Will 13 (+3)
  Speed 10
  Sorcery When Eudokia casts an attack spell, she can use 
  this talent to make the attack roll with 1 boon and impose 
  1 bane on challenge rolls made to resist it. After resolving 
  the spell’s effect, Eudokia gains 1 strain, which remains 
  until she completes a rest.
  ATTACK OPTIONS 
  Dagger (melee or short range) +1 (1d3)
  SPECIAL ACTIONS 
  Counterspell When a creature Eudokia can see attacks 
  her with a spell, Eudokia can use a triggered action to 
  counter it. The triggering creature makes the attack roll 
  with 1 bane, and Eudokia makes the challenge roll to 
  resist it with 1 boon.
  MAGIC 
  Power 3
  Arcana arcane armor (4), magic dart (4)
  Enchantment bewitch (4), presence (4), command (2), 
  compel (1), cower (1)
  Magician sense magic (4)
  Protection magic lock (4), secure site (4), evade (2)
  Theurgy create holy symbol (4), denounce (4), revelation (1), 
  wrath of god (1)
  END OF THE ROUND 
  Sorcerous Outburst If Eudokia gained 1 or more strain 
  during this round, she must make a Will challenge roll 
  with a number of banes equal to her strain total. On a 
  failure, magical energy explodes from a point within her 
  reach into a sphere with a radius in yards equal to her 
  strain total. The energy deals 3d6 damage to everything 
  in the area other than her. A creature in the area that 
  gets a success on an Agility challenge roll instead takes 
  half the damage. After Eudokia triggers her Sorcerous 
  Outburst, her strain total drops to 0.
  Falthar
  Falthar used to run a small shop called Falthar’s 
  Curios, a place noted for its unusual assortment of 
  products. He did a steady business catering to wizards, 
  sorcerers, and no few priests. After jotuns attacked 
  the city and abducted Falthar’s companion, Nell, 
  he closed his shop and set out to accomplish some 
  unknown task. Romantics suggest that he’s searching 
  for Nell, while other gossips whisper that he’s looking 
  for some dangerous relic with which he will be able to 
  get revenge on the monsters that ruined his life. 
   Falthar speaks, reads, and writes the Common 
  Tongue, Dark Speech, and High Archaic.
  FALTHAR 
  DIFFICULTY 50
  Size 1 human 
  Perception 16 (+6)
  Defense 11; Health 22; Insanity 3; Corruption 0
  Strength 9 (–1), Agility 10 (+0), Intellect 16 (+6), Will 12 (+2)
  Speed 10
  Determined When Falthar rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  
  66
  Omens When Falthar makes an attack roll or a challenge roll, 
  he can expend the casting of a Divination spell to make 
  the roll with a number of boons equal to the spell’s rank.
  ATTACK OPTIONS 
  Dagger (melee) +0 (1d3)
  SPECIAL ACTIONS 
  Counterspell When a creature Falthar can see attacks him 
  with a spell, Falthar can use a triggered action to counter 
  it. The triggering creature makes the attack roll with  
  1 bane, and Falthar makes the challenge roll to resist it 
  with 1 boon.
  MAGIC 
  Power 4
  Alteration comprehension (5), distort appearance (5)
  Divination eavesdrop (5), epiphany (5), psychometry (2), 
  reading (2), locate (1), vision (1)
  Fire control flame (5), flame missile (5), fiery volley (2),  
  wall of flames (1)
  Magician sense magic (5)
  Protection magic lock (5), secure site (5), force field (2), 
  protective field (1)
  Fargas Ironfoot
  A cruel and heartless scoundrel whose deeds are 
  bound to live in infamy, Fargas Ironfoot captains 
  the galleon named Widowmaker. Fargas thrives as a 
  buccaneer, inspiring terror wherever he sails. Part of 
  his nasty reputation stems from his practice of pitting 
  captives against one another, granting the victor a 
  place in his crew and the loser a place with the sharks. 
   Fargas speaks the Common Tongue.
  FARGAS IRONFOOT 
  DIFFICULTY 50
  Size 1/2 halfling
  Perception 12 (+2)
  Defense 19; Health 38; Insanity 1; Corruption 5
  Strength 11 (+1), Agility 17 (+7), Intellect 12 (+2), Will 11 (+1)
  Speed 8; climber, swimmer
  Iron Constitution Fargas takes half damage from disease 
  and poison.
  Rising Fortunes When Fargas rolls a 6 for a boon, he 
  makes attack rolls and challenge rolls with 1 boon for  
  1 round.
  ATTACK OPTIONS 
  Cutlass (melee) +7 with 1 boon (2d6 + 1 plus Combat Expertise)
  Dagger (melee or short range) +7 with 1 boon (1d3 plus 1d6 
  plus Combat Expertise)
  Combat Expertise Once per round, Fargas can deal 1d6 extra 
  damage or make another attack against a different target 
  before the end of his turn.
  SPECIAL ACTIONS 
  Bestow Good Fortune Whenever a creature within short 
  range rolls a 1 on any die, Fargas can use a triggered 
  action to discard the roll and enable the creature to roll 
  the die again.
  Uncommon Courage When Fargas becomes frightened, he 
  can use a triggered action to make a Will challenge roll. 
  On a success, he removes the frightened affliction.
  Omens Everywhere When Fargas would make a challenge 
  roll, he can use a triggered action to first make a 
  Perception challenge roll. Fargas makes the triggering 
  challenge roll with 2 boons on a success, or with 2 banes 
  on a failure.
  Finn
  Finn leads the Halfling Benevolent Association, an 
  organization ostensibly formed to protect Freeport’s 
  halflings and their interests. In truth, the association 
  is the front for an extensive and powerful criminal 
  organization called the Syndicate. Aside from Mister 
  Wednesday, Finn is the most powerful criminal 
  kingpin in the city. 
   Finn speaks, reads, and writes the Common Tongue.
  FINN 
  DIFFICULTY 100
  Size 1/2 halfling
  Perception 12 (+2)
  Defense 16; Health 41; Insanity 0; Corruption 1
  Strength 10 (+0), Agility 16 (+6), Intellect 11 (+1), Will 10 (+0)
  Speed 8
  Uncanny Skill Finn makes challenge rolls with 1 boon. 
  Rising Fortunes When Finn rolls a 6 for a boon, he makes 
  attack rolls and challenge rolls with 1 boon for 1 round.
  Battlefield Leadership When Finn gets a success on an 
  attack roll, he can choose one creature within short 
  range. Before the end of the round, the target makes its 
  next attack roll with 1 boon.
  ATTACK OPTIONS 
  Dagger (melee) +6 with 2 boons (1d3 plus 2d6, plus Exploit 
  Opportunity on attack roll 20+)
  Exploit Opportunity Once per round, Finn can take another 
  turn before the end of the round.
  
  6767
  SPECIAL ATTACKS 
  Mislead Finn can use an action to trick one creature within 
  short range that can see him, hear him, and understand 
  what he says. Finn makes an Intellect attack roll with 
  1 boon against the target’s Perception. He makes the 
  attack roll with 1 additional boon if the target is charmed, 
  compelled, or impaired. On a success, Finn moves the 
  target up to half its Speed, and the next creature to 
  attack it before the end of the round makes the attack 
  roll with 2 boons.
  Threats Finn can use an action, or a triggered action on 
  his turn, to make an Intellect attack roll with 1 boon 
  against the Will of one creature within short range 
  that can see and hear him. On a success, the target 
  becomes frightened for 1 round. On a failure, the target 
  becomes immune to Finn’s use of Threats until the target 
  completes a rest. 
  SPECIAL ACTIONS 
  Attack Command Finn can use an action on his turn to 
  choose one creature within short range. If the target can 
  hear and understand Finn, it can use a triggered action 
  to attack, making its attack roll with 1 boon and dealing 
  1d6 extra damage.
  Direct the Troops Finn can use an action, or a triggered 
  action on his turn, to enable one creature within short 
  range that can hear and understand him to move up to 
  half its Speed.
  Cunning Betrayal When a creature makes an attack roll 
  against Finn, he can use a triggered action to make 
  an Agility challenge roll. On a success, Finn swaps 
  places with one creature within 2 yards of him, and that 
  creature becomes the target of the attack instead.
  Quick Reflexes Finn can use a triggered action on his turn 
  to hide or retreat.
  Bestow Good Fortune Whenever a creature within short 
  range rolls a 1 on any die, Finn can use a triggered action 
  to discard the roll and enable the creature to roll the die 
  again.
  Uncommon Courage When Finn becomes frightened, he 
  can use a triggered action to make a Will challenge roll. 
  On a success, he removes the frightened affliction.
  Garek
  Garek runs the Dented Helm, a tavern and brewery 
  in the Docks. Though the place isn’t much to look 
  at, the quality of the brew attracts a steady stream of 
  regular customers. Garek is noted for the dented helm 
  he always wears, the tale behind which changes with 
  each telling. 
   Garek speaks the Common Tongue and Trollish. He 
  also speaks, reads, and writes Dwarfish.
  GAREK 
  DIFFICULTY 10
  Size 1/2 dwarf
  Perception 12 (+2); darksight
  Defense 17 (plate and mail); Health 20; Insanity 3; 
  Corruption 0
  Strength 11 (+1), Agility 10 (+0), Intellect 11 (+1), Will 10 (+0)
  Speed 8
  Hates Goblins Garek makes attack rolls against goblins 
  with 1 boon.
  Robust Constitution Garek takes half damage from poison 
  and makes challenge rolls to avoid or remove the 
  poisoned affliction with 1 boon.
  ATTACK OPTIONS 
  Hammer (melee or short range) +1 with 1 boon (1d6 plus 
  Knockback on attack roll 20+)
  Knockback The target must get a success on a Strength 
  challenge roll, or Garek can move the target up to  
  2 yards away from him.
  Garth Varellion
  Garth Varellion has long had designs on becoming 
  the Sea Lord, and though his efforts have gone 
  unrewarded, he clings to his dreams still. Garth fails 
  to understand that his dreams will never be realized, 
  because people consider him a vain and arrogant 
  fool. He’s the least popular member of the Captains’ 
  Council, and if the law did not prohibit removing 
  Councilors, he would have lost his seat years ago. 
   Garth speaks, reads, and writes the Common 
  Tongue.
  GARTH VARELLION 
  DIFFICULTY 50
  Size 1 human
  Perception 11 (+1)
  Defense 15; Health 35 Insanity 0; Corruption 1
  Strength 11 (+1), Agility 13 (+3), Intellect 11 (+1), Will 10 (+0)
  Speed 10
  Uncanny Skill Garth makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Saber (melee) +3 with 1 boon (3d6 + 1)
  Dagger (melee or short range) +3 with 1 boon (1d3 plus 2d6)
  SPECIAL ATTACKS 
  Skirmish Garth can use an action to move up to half his 
  Speed without triggering free attacks. During the move, 
  he can make an attack roll with 1 bane, and the attack 
  deals 1d6 extra damage.
  Gitch
  Before the Great Green Fire swept through Freeport, 
  Gitch served as the city’s “fire marshal,” his task 
  to keep fires under control. But the conflagration 
  destroyed his wagon, and without it he could not do 
  his job. So Gitch settled in Bloodsalt, where he lives 
  in a rundown tower, dubbed by the locals the Tower 
  of High Sorcery. Whether he wants the role or not, 
  he has become recognized as the spokesperson for 
  Freeport’s goblin population. 
   Gitch speaks the Common Tongue and Elfish.
  GITCH 
  DIFFICULTY 10
  Size 1/2 faerie (goblin)
  Perception 13 (+3); shadowsight
  Defense 11; Health 17; Insanity 1; Corruption 0
  Strength 9 (–1), Agility 11 (+1), Intellect 12 (+2), Will 9 (–1)
  Speed 10
  Immune damage from disease; charmed, diseased
  Iron Vulnerability Gitch is impaired while he is in contact 
  with iron.
  Sneaky Gitch makes challenge rolls to hide and sneak with 
  1 boon.
  
  68
  ATTACK OPTIONS 
  Club (melee) –1 (1d6)
  MAGIC 
  Power 2
  Arcana magic dart (3), arcane shield (2), unerring darts (2)
  Fire control flame (3), fire blast (2), flame ward (2),  
  fiery volley (1)
  Magician sense magic (3)
  Gringa
  Gringa manages the bar at the Diving Fin, a high-
  end restaurant in the Docks. She sees to it that the 
  customers behave themselves and staff members do 
  their jobs quickly and efficiently. Most of the time, she 
  works behind the bar, mixing drinks and keeping the 
  occasional pirate or ne’er-do-well from causing too 
  much trouble. 
   Gringa speaks the Common Tongue and Dark 
  Speech.
  GRINGA 
  DIFFICULTY 25
  Size 1 orc 
  Perception 10 (+0); shadowsight
  Defense 15 (mail); Health 40; Insanity 0; Corruption 1
  Strength 13 (+3), Agility 11 (+1), Intellect 9 (–1), Will 10 (+0)
  Speed 12
  Rising Fury When Gringa takes damage, she makes her 
  next attack roll before the end of the next round with  
  1 boon.
  Injured Wrath While Gringa is injured, she makes attack 
  rolls with 1 boon and her attacks deal 1d6 extra damage.
  ATTACK OPTIONS 
  Greataxe (melee) +3 (3d6)
  Sister Gwendolyn
  On the Captains’ Council, Sister Gwendolyn 
  represents the Temple of the Sea God. Since the 
  beginning of the Council, back when the city was 
  founded, the group has always included such a figure, 
  because appeasing the Sea God is vital to the city’s 
  survival. Gwendolyn is well known in Freeport, since 
  she has invested a great deal of time and energy into 
  making a place for herself in the city’s government. 
  The time she has spent trying to increase her power 
  on the Council leads some to question her motives 
  and her commitment to her faith, since she seems so 
  focused on amassing influence and wealth. 
   Gwendolyn speaks, reads, and writes the Common 
  Tongue and Tidetongue, the language of the undine.
  SISTER GWENDOLYN 
  DIFFICULTY 25
  Size 1 human
  Perception 12 (+2)
  Defense 11; Health 27
  Strength 10 (+0), Agility 11 (+1), Intellect 12 (+2), Will 14 (+4)
  Speed 10
  Blessing of the Sea God Gwendolyn can breathe water  
  as easily as air. In addition, when she would heal  
  damage while submerged in water, she heals twice  
  as much damage.
  ATTACK OPTIONS 
  Scourge (melee) +1 (1d6)
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an attack 
  roll or a challenge roll, Gwendolyn can use a triggered 
  action to grant the triggering creature 1 boon on the roll.
  MAGIC 
  Power 2
  Storm fog (3), forked lightning (2), call lightning (1)
  Water produce water (3), drown (2), wellspring of life (2), 
  wave (1)
  Halkos Tremiir
  Halkos runs a barbershop in the Seaside Market in 
  the Docks—little more than a tent, really. Because he 
  has recently lived in both Scurvytown and the Eastern 
  District, he’s a good source of information about those 
  areas. That fact is not lost on some of the criminal 
  elements in Freeport, and rumors swirl that Halkos 
  sells what he knows to a variety of shady figures who 
  come to his stall. 
   Halkos speaks, reads, and writes the Common 
  Tongue and Elfish.
  HALKOS TREMIIR 
  DIFFICULTY 10
  Size 1 faerie (elf)
  Perception 14 (+4); shadowsight
  Defense 11; Health 27; Insanity 0; Corruption 4
  Strength 10 (+0), Agility 11 (+1), Intellect 12 (+2), Will 11 (+1)
  Speed 12
  
  6969
  Immune damage from disease; charmed, diseased
  Keen Senses Halkos makes Perception rolls with 1 boon.
  Move Silently Halkos makes challenge rolls to sneak  
  with 2 boons.
  Spell Defense Halkos takes half damage from spells.  
  He makes challenge rolls to resist a spell with 1 boon.  
  A creature attacking him with a spell makes the attack 
  roll with 1 bane.
  Bewitching Presence Halkos’s magical nature alters how 
  others see him and behave around him. He makes attack 
  rolls in social situations with 1 boon. 
  Iron Vulnerability Halkos is impaired while he is in contact 
  with iron. In addition, if he touches or is touched by 
  an object made of iron, he loses Spell Defense and 
  Bewitching Presence for as long as he remains in contact 
  with the metal and for 1 minute afterward.
  ATTACK OPTIONS 
  Unarmed Strike (melee) +1 with 1 boon (1d6 + 1)
  Dagger (melee or short range) +1 with 1 boon (1d3 plus 1d6)
  SPECIAL ACTIONS 
  Quick Reflexes Halkos can use a triggered action on his 
  turn to hide or retreat.
  Harcourt Horkel
  Con artists can be found on practically any corner 
  in the Docks, but few can match the sliminess of 
  Harcourt Horkel. A hustler through and through, he 
  works as a cardsharp and a charlatan, fleecing anyone 
  who has the misfortune to cross his path. 
   Harcourt speaks, reads, and writes the  
  Common Tongue.
  HARCOURT HORKEL 
  DIFFICULTY 25
  Size 1 human
  Perception 14 (+4)
  Defense 13; Health 19; Insanity 0; Corruption 1
  Strength 10 (+0), Agility 13 (+3), Intellect 13 (+3), Will 10 (+0)
  Speed 10
  Uncanny Skill Harcourt makes challenge rolls with 1 boon.
  Determined When Harcourt rolls a 1 for a boon, he can 
  reroll the die and use the new result.
  Inveigle When Harcourt spends at least 1 minute talking to 
  a creature that can hear and understand what he says, 
  the creature must make a Will challenge roll. On a failure, 
  the creature becomes charmed for as long as it can see 
  Harcourt or until it takes damage. On a success, the 
  creature becomes immune to Harcourt’s use of Inveigle 
  until the creature completes a rest.
  ATTACK OPTIONS 
  Rapier (melee) +3 with 1 boon (3d6 + 1)
  Dagger (melee or short range) +3 with 1 boon (1d3 plus 2d6)
  SPECIAL ATTACKS 
  Mislead Harcourt can use an action to trick one creature 
  within short range that can see him, hear him, and 
  understand what he says. Harcourt makes an Intellect 
  attack roll with 1 boon against the target’s Perception.  
  If the target is charmed, compelled, or impaired, 
  Harcourt makes the attack roll with 1 additional boon. 
  On a success, Harcourt moves the target up to half its 
  Speed, and the next creature to attack it before the end 
  of the round makes the attack roll with 1 boon.
  SPECIAL ACTIONS 
  Quick Reflexes Harcourt can use a triggered action on his 
  turn to hide or retreat.
  MAGIC 
  Power 2
  Enchantment presence (3), charm (2), command (2), 
  question (2), mind bondage (1)
  Hector Torian
  Hector Torian is a crusty old pirate and the former 
  captain of the Sea Ghost, a ship he sold when he 
  retired from the sea nearly a decade ago to become 
  a politician. Ever since Milton Drac granted him a 
  seat on the Captains’ Council, Hector has been a 
  loyal supporter of the Drac family, even to his own 
  detriment. 
   Hector speaks, reads, and writes the Common Tongue.
  HECTOR TORIAN 
  DIFFICULTY 50
  Size 1 human
  Perception 13 (+3)
  Defense 16 (hard leather); Health 27; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 13 (+3), Intellect 12 (+2), Will 11 (+1)
  Speed 10
  Uncanny Skill Hector makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Cutlass (melee) +3 with 1 boon (3d6 + 1)
  Dagger (melee or short range) +3 with 1 boon (1d3 plus 2d6)
  SPECIAL ATTACKS 
  Threats Hector uses an action, or a triggered action on 
  his turn, to make an Intellect attack roll with 2 boons 
  against the Will of one creature within short range that 
  can see and hear him. On a success, the target becomes 
  frightened for 1 round. On a failure, the target becomes 
  immune to Hector’s use of Threats until the target 
  completes a rest.
  Admiral Hrothy
  Before settling in Freeport, Hrothy served the 
  Empire as an admiral in its navy. Ruthless, he never 
  gave quarter to enemy ships, consigning countless 
  sailors to graves at the bottom of the sea. He retired 
  to Freeport to live out his golden years in comfort. 
  Though he crossed swords with many Freeporters in 
  his past, Hrothy has now become a socialite, rubbing 
  elbows with the city’s elite. Unfortunately for his 
  “friends,” none of them know he’s really a spy for  
  the Empire. 
   The admiral speaks, reads, and writes the Common 
  Tongue.
  ADMIRAL HROTHY 
  DIFFICULTY 25
  Size 1 human 
  Perception 13 (+3)
  Defense 11; Health 32; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 10 (+0), Intellect 12 (+2), Will 10 (+0)
  Speed 10; climber, swimmer
  Uncanny Skill Hrothy makes challenge rolls with 1 boon.
  Determined When Hrothy rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  
  70
  ATTACK OPTIONS 
  Cutlass (melee) +1 with 1 boon (2d6 + 1)
  SPECIAL ATTACKS 
  Subterfuge Hrothy makes an Intellect attack roll with 1 
  boon against the Intellect of one creature within short 
  range that can hear and understand what Hrothy says. 
  On a success, the creature becomes charmed for 1 round 
  or until Hrothy attacks it. On a failure, the creature 
  becomes immune to Hrothy’s use of Subterfuge until the 
  creature completes a rest.
  Jacob Lydon
  When Captain Jacob Lydon settled in Freeport, he 
  did so with the intention of getting into politics. An 
  inveterate gambler, he had amassed an astonishing 
  amount of debt, and he believed he would accumulate 
  enough wealth through bribes and kickbacks to 
  keep his creditors at bay. Milton Drac courted him 
  for a seat on the Council, believing he would be a 
  useful and obedient servant. Although Drac was 
  later discredited and revealed to be a cultist, Lydon’s 
  popularity nevertheless won him a seat. Since then, 
  he has squandered all the financial gains he had
  made from his elevated station, and his recklessness 
  has distanced him from the real power brokers on  
  the Council. 
   Jacob speaks, reads, and writes the Common Tongue.
  JACOB LYDON 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 12 (soft leather); Health 29; Insanity 2; Corruption 0
  Strength 13 (+3), Agility 11 (+1), Intellect 11 (+1), Will 12 (+2)
  Speed 10
  Uncanny Skill Jacob makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Saber (melee) +3 with 1 boon against Agility (2d6)
  Dagger (melee or short range) +3 with 1 boon against 
  Agility (1d3 plus 1d6)
  SPECIAL ATTACKS 
  Threats Jacob can use an action, or a triggered action on 
  his turn, to make an Intellect attack roll with 2 boons 
  against the Will of one creature within short range that 
  can see and hear him. On a success, the target becomes 
  frightened for 1 round. On a failure, the target becomes 
  immune to Jacob’s use of Threats until the target 
  completes a rest.
  Janis Hawthorne 
  Janis Hawthorne blends in with the everyday people 
  of Freeport, just another fruit-seller struggling to 
  make ends meet. Cheerful, pleasant, and always 
  friendly, she makes a good impression wherever she 
  goes. Because people open up to her so easily, she 
  picks up all sorts of information—which makes her an 
  excellent source of the latest gossip. 
   Janis speaks the Common Tongue and Elfish.
  JANIS HAWTHORNE 
  DIFFICULTY 1
  Size 1 faerie (changeling)
  Perception 13 (+3); shadowsight
  Defense 10; Health 11; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 10 (+0), Intellect 12 (+2), Will 12 (+2)
  Speed 10
  Immune damage from disease; charmed, diseased
  Iron Vulnerability Janis is impaired while she is in contact 
  with iron. 
  ATTACK OPTIONS 
  Club (melee) +1 (1d6)
  SPECIAL ACTIONS 
  Steal Identity Janis can use an action to alter her 
  appearance to match that of a living creature she can 
  see within short range. The target must be Size 1/2 
  or Size 1 and have a humanoid shape made of flesh 
  and blood. Her body changes to look like the target’s, 
  though her clothing and possessions remain unchanged. 
  The effect lasts until she uses this talent again. If Janis 
  becomes incapacitated or touches an object made from 
  iron, she immediately reverts to her natural appearance.
  Jozan Feg
  Jozan Feg is a prosperous merchant in the Old City. 
  He was one of Eudokia’s first converts and is now 
  her cohort. It is at his house that the cult secretly 
  congregates for instruction and worship. 
   Jozan speaks the Common Tongue.
  
  7171
  JOZAN FEG 
  DIFFICULTY 5
  Size 1 human (mutated)
  Perception 12 (+2); shadowsight
  Defense 11; Health 15; Insanity 3; Corruption 1
  Strength 11 (+1), Agility 10 (+0), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Claws and Teeth (melee) +1 (1d6 + 2)
  SPECIAL ATTACKS 
  Exhale Flames Jozan spews flames into a 6-yard-long 
  cone, dealing 1d6 damage to everything in the area. A 
  creature that gets a success on an Agility challenge roll 
  takes half the damage. Once Jozan uses Exhale Flames, 
  he cannot do so again until he completes a rest.
  MAGIC 
  Power 1
  Enchantment presence (2), charm (1)
  Illusion disguise (2)
  Karl the Kraken
  For years, Karl was a professional thug, a brute for 
  hire who was noted for not asking questions and for 
  being good at smashing faces. But he had a tendency 
  to kill when lethal force wasn’t needed, a fact that often 
  tempered potential clients’ zeal for hiring him. After 
  the Great Green Fire, Karl relocated to Bloodsalt along 
  with most of the other orcs in the city. He isn’t nearly as 
  busy as he was in the good old days, and he sometimes 
  takes out his frustration on the occasional hobgoblin. 
   Karl speaks the Common Tongue and Dark Speech.
  KARL THE KRAKEN 
  DIFFICULTY 50
  Size 1 orc
  Perception 12 (+2); shadowsight
  Defense 17 (mail); Health 40; Insanity 2; Corruption 1
  Strength 14 (+4), Agility 11 (+1), Intellect 11 (+1), Will 11 (+1)
  Speed 12
  Rising Fury When Karl takes damage, he makes his next 
  attack roll before the end of the next round with 1 boon.
  ATTACK OPTIONS 
  Flail (melee) +4 with 1 boon (2d6 + 2 plus Combat Expertise)
  Spiked Gauntlet (melee) +4 with 1 boon (1d3 plus 1d6 plus 
  Combat Expertise)
  Combat Expertise Once per round, Karl can deal 1d6 extra 
  damage or make another attack against a different 
  target before the end of his turn.
  SPECIAL ACTIONS 
  Demoralize Karl can use an action, or a triggered action, to 
  make a Will attack roll against the Will of one creature 
  that can see and hear him within short range. If the target 
  is injured, Karl makes the attack roll with 1 boon. On a 
  success, the creature becomes frightened for 1 round. On 
  a failure, the creature becomes immune to Karl’s use of 
  Demoralize until the creature completes a rest.
  SPECIAL ACTIONS
  Catch Your Breath Karl can use an action, or a triggered 
  action on his turn, to heal 10 damage. Once he uses this 
  talent, he cannot do so again until he completes a rest.
  K’Stallo
  Until recently, K’Stallo had been impersonating 
  Thuron, the high priest of the God of Knowledge, 
  unbeknownst to anyone but his ally, Brother Egil. 
  K’Stallo used his guise to learn what he could of 
  the mysterious places beneath Freeport, hoping to 
  liberate the degenerate serpent people from their 
  barbarism. K’Stallo aided Egil and his adventurer 
  companions in thwarting Milton Drac’s plans, and 
  once they had achieved that victory, the Valossan 
  turned his full attention to his lost kin, leaving the 
  temple in Egil’s capable hands. 
   K’Stallo speaks, reads, and writes the Common 
  Tongue, High Archaic, and Valossan.
  K’STALLO 
  DIFFICULTY 100
  Size 1 serpent person
  Perception 13 (+3); darksight
  Defense 10; Health 40; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 10 (+0), Intellect 12 (+2), Will 18 (+8)
  Speed 10; swimmer
  Omens When K’Stallo makes an attack roll or a challenge 
  roll, he can expend a casting of a Divination spell to 
  make the roll with a number of boons equal to the rank 
  of the spell.
  ATTACK OPTIONS 
  Staff (melee) +0 (1d6+1)
  
  72
  SPECIAL ACTIONS 
  Change Shape K’Stallo can use an action, or a triggered 
  action on his turn, to transform into a different living 
  creature. The new form must have a humanoid shape 
  and be either Size 1/2 or Size 1. He remains in this form 
  until he becomes incapacitated or uses a triggered 
  action at any time to return to his normal form. K’Stallo 
  can use this talent six times and regains expended uses 
  when he completes a rest.
  Shared Recovery K’Stallo can use an action to heal 10 
  damage and enable one other creature within short 
  range to heal damage equal to its healing rate. K’Stallo 
  can use Shared Recovery twice and regains expended 
  uses when he completes a rest.
  Divine Ecstasy K’Stallo can use an action to enter a state 
  of divine ecstasy that lasts for 1 minute, granting him the 
  following benefits for the duration.
  •	 +10 bonus to Health
  •	 +1 bonus to Defense
  •	 Immune to charmed, compelled, and frightened; 
  gaining Insanity
  •	 Makes attack rolls and challenge rolls with 1 boon.
  •	 Deals 1d6 extra damage on attacks.
  Alternatively, K’Stallo can choose to enter a trance. If 
  he concentrates until the effect ends, he can ask Yig up 
  to three questions that can be answered with yes, no, or 
  maybe. He then makes a Will challenge roll with 1 bane. 
  On a success, Yig must answer these questions truthfully. 
  On a failure, K’Stallo gains 1 Insanity.
  MAGIC 
  Power 5
  Arcana arcane armor (5), arcane sight (3), unerring darts (3), 
  arcane lightning (2), harness magic (1)
  Divination eavesdrop (5), foretell (3), reading (3), see the 
  future (2), vision (1), clairvoyance (1)
  Kyrga Stonefoot
  After being exiled from a holdfast for behavior 
  unbefitting a dwarf, Kyrga Stonefoot made Freeport 
  her new home. She found the city distasteful, but 
  had no better alternatives, so she turned to exploiting 
  her only real talents—being strong and quick. She 
  decided to open a rickshaw company and has since 
  carved out a niche for herself by being dependable 
  and never asking personal questions of her customers. 
   Kyrga speaks the Common Tongue, Dwarfish, 
  Elfish, and Trollish. She can read and write the 
  Common Tongue and Dwarfish.
  KYRGA STONEFOOT 
  DIFFICULTY 5
  Size 1/2 dwarf
  Perception 11 (+1); darksight
  Defense 10; Health 21; Insanity 0; Corruption 0
  Strength 12 (+2), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0)
  Speed 8
  Hates Orcs Kyrga makes attack rolls against orcs with 1 boon.
  Robust Constitution Kyrga takes half damage from poison 
  and makes challenge rolls to avoid or remove the poisoned 
  affliction with 1 boon.
  ATTACK OPTIONS 
  Unarmed strike (melee) +2 with 1 boon (1)
  Laria Syrtis
  Laria Syrtis is the captain of the Sunrunner, a sleek elfin 
  galleon she inherited from her father. She has secured 
  a place as a captain in the Admiralty, a group of sea 
  captains charged with defending the Pirate Isles. 
   Laria speaks, reads, and writes the Common 
  Tongue, Elfish, and Tidetongue.
  LARIA SYRTIS 
  DIFFICULTY 25
  Size 1 faerie (elf)
  Perception 17 (+7); shadowsight
  Defense 14; Health 27; Insanity 0; Corruption 4
  Strength 10 (+0), Agility 13 (+3), Intellect 15 (+5), Will 11 (+1)
  Speed 12; climber, swimmer
  Immune damage from disease; charmed, diseased
  Spell Defense Laria takes half damage from spells. She 
  makes challenge rolls to resist a spell with 1 boon. A 
  creature attacking her with a spell makes the attack roll 
  with 1 bane.
  Uncanny Skill Laria makes challenge rolls with 1 boon.
  Bewitching Presence Laria’s magical nature alters how 
  others see her and behave around her. She makes attack 
  rolls in social situations with 1 boon. 
  Iron Vulnerability Laria is impaired while she is in contact 
  with iron. In addition, if she touches or is touched by 
  an object made of iron, she loses Spell Defense and 
  Bewitching Presence for as long as she remains in 
  contact with the metal and for 1 minute afterward.
  
  7373
  ATTACK OPTIONS 
  Spear (melee) +3 with 1 boon (2d6)
  Bow (long range) +3 with 1 boon (2d6)
  SPECIAL ACTIONS 
  Omens Everywhere When Laria would make a challenge 
  roll, she can use a triggered action to first make a 
  Perception challenge roll. She makes the triggering 
  challenge roll with 2 boons on a success, or with 2 banes 
  on a failure.
  MAGIC 
  Power 1
  Fey misdirect (2)
  Song song of friendship (2), song of courage (1), song  
  of valor (1)
  Lexi
  One of the most requested courtesans at the Serenity 
  House, a popular and expensive brothel in the 
  Old City, Lexi has earned a measure of renown by 
  knowing how to anticipate her clients’ fantasies.  
  She conceals the fact that she was poorly treated 
  at her father’s brothel on Dreaming Street, and she 
  believes she is again being exploited for her talents. 
  She killed her father, and she would not be above 
  killing her present employer to escape a bad situation. 
   Lexi speaks, reads, and writes the Common Tongue 
  and Elvish.
  LEXI 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 10; Health 16; Insanity 3; Corruption 2
  Strength 10 (+0), Agility 10 (+0), Intellect 12 (+2), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short range) +0 (1d3)
  MAGIC 
  Power 2
  Enchantment presence (3), charm (2), compel (1)
  Illusion disguise (3)
  Magician sense magic (3)
  Telepathy sense thoughts (3), mind stab (2)
  Liam Blackhammer
  Considered the everyman’s champion, Liam 
  Blackhammer has gained a reputation for fighting 
  for the common man, which sets him apart from 
  the privileged and self-interested members of the 
  Captains’ Council and has made him a hero of the 
  people. The other members of the Council do not 
  share the people’s high opinion of the man, seeing 
  him as uncompromising and as stubborn as a mule on 
  just about every measure they try to pass. Although 
  Liam is disliked by his peers, the Council tolerates 
  his presence because of his years of experience as a 
  public servant and his unflagging popularity among 
  the city’s rank and file. He has value, the other 
  Councilors believe, if and when he can be convinced 
  to support the Council’s designs. 
   Liam speaks, reads, and writes the Common 
  Tongue.
  LIAM BLACKHAMMER 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 15 (mail); Health 18; Insanity 0; Corruption 0
  Strength 13 (+3), Agility 8 (–2), Intellect 12 (+2), Will 12 (+2)
  Speed 10
  ATTACK OPTIONS 
  Warhammer (melee) +3 (2d6)
  Marcus Roberts
  One of the most famous people in Freeport and a 
  beloved member of the Captains’ Council, Marcus 
  Roberts represents the city’s interests on the Continent 
  and negotiates with the Nine Cities, the Empire, and 
  other lands. Marcus’s charm and his skill at diplomacy 
  won him his place as the city’s ambassador. His forays 
  to the mainland over the years have resulted in his 
  making numerous contacts throughout the Empire. 
  Marcus’s natural charisma and good looks prove useful 
  when he tends to matters on the Council and also 
  when he operates as the city’s spymaster. Through his 
  business interests, he has also managed to take over 
  stewardship of the Office of Dredging. 
   Marcus speaks, reads, and writes the Common Tongue.
  
  74
  MARCUS ROBERTS 
  DIFFICULTY 25
  Size 1 human
  Perception 14 (+4)
  Defense 13; Health 25; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 13 (+3), Intellect 13 (+3), Will 12 (+2)
  Speed 10
  Inveigle If Marcus spends at least 1 minute talking to a 
  creature that can hear and understand what he says, the 
  creature must make a Will challenge roll. On a failure, 
  the creature becomes charmed for as long as it can 
  see Marcus or until it takes damage. On a success, the 
  creature becomes immune to Marcus’s use of Inveigle 
  until the creature completes a rest. 
  Uncanny Skill Marcus makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Small Sword (melee) +3 with 1 boon (2d6)
  SPECIAL ATTACKS 
  Subterfuge Marcus uses an action to make an Intellect 
  attack roll with 1 boon against the Intellect of one 
  creature within short range that can hear and understand 
  him. On a success, the creature becomes charmed for 1 
  round or until Marcus attacks it. On a failure, the creature 
  becomes immune to Marcus’s use of Subterfuge until the 
  creature completes a rest. 
  Mislead Marcus uses an action to make an Intellect attack 
  roll with 1 boon against the Perception of one creature 
  within short range that can see him, and hear and 
  understand what Marcus says. If the target is charmed, 
  compelled, or impaired, Marcus makes the attack roll 
  with 1 additional boon. On a success, Marcus moves the 
  target up to half its Speed, and the next creature to 
  attack the target before the end of the round makes the 
  attack roll with 2 boons.
  SPECIAL ACTIONS 
  Quick Reflexes Marcus can use a triggered action on his 
  turn to hide or retreat.
  Marilise Maeorgan
  Marilise Maeorgan filled the vacuum left when the 
  last Sea Lord, Milton Drac, died. Through cunning 
  negotiating and politicking, she has since become 
  the most powerful and influential person in the city. 
  Her ascent lifted the city out of uncertainty following 
  Milton Drac’s fall, and she has ushered in a new 
  chapter of Freeport’s history. For all the stability the 
  new Sea Lord brings, she has a reputation for being 
  fiery and tempestuous, which makes many citizens 
  nervous. Some wonder if they have traded uncertainty 
  for the rule of a madwoman whose designs are 
  as dangerous as her predecessor’s. Despite those 
  concerns, she has proven an able and competent 
  leader, and seems capable of manipulating the 
  Council into getting what she wants. 
   Marilise speaks, reads, and writes the Common 
  Tongue and High Archaic.
  MARILISE MAEORGAN 
  DIFFICULTY 10
  Size 1 human
  Perception 13 (+3)
  Defense 12; Health 25; Insanity 0; Corruption 1
  Strength 11 (+1), Agility 12 (+2), Intellect 12 (+2), Will 13 (+3)
  Speed 10
  Uncanny Skill Marilise makes challenge rolls with 1 boon.
  Determined When Marilise rolls a 1 for a boon, she can 
  reroll the die and use the new result.
  Sense Deception While she is holding Reaverbane, Marilise 
  knows whenever anyone knowingly speaks a lie.
  Enamor If Marilise spends at least 1 minute talking to a 
  living creature, she can make an Intellect attack roll 
  against the target’s Will. On a success, the target 
  becomes charmed until it completes a rest or until 
  Marilise attacks it. On a failure, the target becomes 
  immune to Marilise’s use of Enamor until the target 
  completes a rest.
  ATTACK OPTIONS 
  Reaverbane (melee) +1 with 3 boons (4d6 + 4 plus 
  Thunderous Strike on attack roll 20+)*
  Thunderous Strike Thunder booms from the blade, 
  spreading out in a 10-yard radius and dealing 3d6 
  damage to everyone in the area other than Marilise. 
  A creature must make a Strength challenge roll. A 
  creature takes half the damage on a success, or becomes 
  deafened and immobilized for 1 minute on a failure.
  Dagger (melee or short range) +2 (1d3 plus 1d6)
  *See chapter 3 for more information about Reaverbane.
  SPECIAL ATTACKS 
  Threats Marilise can use an action, or a triggered action 
  on her turn, to make an Intellect attack roll with 1 boon 
  against the Will of one creature within short range that 
  can see and hear her. On a success, the target becomes 
  frightened for 1 round. On a failure, the target becomes 
  immune to Marilise’s use of Threats until the target 
  completes a rest.
  SPECIAL ACTIONS 
  Quick Reflexes Marilise can use a triggered action on her 
  turn to hide or retreat.
  Masson Francisco
  Masson Francisco, the speaker of Libertyville, 
  represents the people of his growing community.  
  A vocal opponent of the decadence in Freeport and 
  the societal injustices upheld by the ruling class, he 
  has been branded a revolutionary by his opponents 
  both in his community and in Freeport. Those who 
  have heard any of his stirring speeches see him as a 
  visionary and know that the future lies in his words. 
   Masson speaks the Common Tongue.
  MASSON FRANCISCO 
  DIFFICULTY 10
  Size 1 human rogue swashbuckler 4
  Perception 12 (+2)
  Defense 15 (hard leather); Health 30; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 12 (+2), Intellect 12 (+2), Will 10 (+0)
  Speed 12
  Determined When Masson rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  ATTACK OPTIONS 
  Rapier (melee) +2 with 1 boon (2d6 + 1)
  Pistol (medium range) +2 with 1 boon (3d6)
  SPECIAL ACTIONS 
  Combat Feint Masson can use a triggered action on his 
  turn to feint against one creature that can see him and 
  is within short range. Until the end of the round, Masson 
  makes attack rolls with swift weapons against that 
  creature with 1 boon, and the creature makes attack rolls 
  against Masson with 1 bane.
  
  7575
  Mendor Maeorgan
  The Sea Lord’s cousin, who lives under a cloud of 
  suspicion due to his support for Milton Drac, Mendor 
  Maeorgan got his start with a gang known as the 
  Joy Boys. After that bunch fell apart, he founded 
  and still leads the notorious Rakeshames, a group 
  of disaffected and bored noble youths who create 
  trouble. Although the gang is vicious and terrible, 
  his henchmen, which include Vikki Tarjay, are 
  not monsters like he is. Those who knew him as a 
  youngster realize that he has undergone a profound 
  change in his temperament and appearance. He 
  is now larger than he used to be, sinister, and 
  thoroughly mad. 
   Mendor speaks, reads, and writes the Common Tongue.
  MENDOR MAEORGAN 
  DIFFICULTY 50
  Size 1 monster
  Perception 10 (+0)
  Defense 15 (mail); Health 25; Insanity 4; Corruption 6
  Strength 15 (+5), Agility 11 (+1), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  Determined When Mendor rolls a 1 for a boon, he can  
  reroll the die and use the new result.
  Hideous Transformation When Mendor becomes injured, 
  he undergoes a profound transformation. Each creature 
  that can see him must get a success on a Will challenge 
  roll with 1 bane or gain 1 Insanity. While he is in his 
  hideous form, Mendor cannot gain Insanity or become 
  frightened, and his attacks deal 1d6 extra damage. 
  Mendor remains in hideous form until he is no longer 
  injured. 
  Thrall to the Unspeakable One Mendor makes attack rolls 
  and challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Bastard Sword (melee) +5 with 1 boon (3d6)
  Venomous Teeth (melee) +5 with 2 boons (1d6 + 2  
  plus Poison)
  Poison A living creature must get a success on a Strength 
  challenge roll or take 1d6 damage, gain 1 Insanity, and 
  become poisoned for 1 minute. If a creature is already 
  poisoned, the creature instead takes 1d6 extra damage 
  and gains 1 additional Insanity.
  SPECIAL ATTACKS 
  Stab and Bite Mendor makes an attack with a melee 
  weapon and another attack with his venomous teeth.
  Mother Mirren
  As the matriarch of a large, extended family, Mother 
  Mirren oversees the affairs of literally scores of 
  descendants. She had many children, who in turn had 
  many children, who had many children themselves. 
  Although they are not the wealthiest of families in 
  Freeport, their sheer numbers give them political 
  influence, since the family members are embedded 
  in almost every industry and have the ears of many 
  famous captains. And Mirren has control over them all. 
   Mother Mirren speaks, reads, and writes the 
  Common Tongue.
  MOTHER MIRREN 
  DIFFICULTY 1
  Size 1 human
  Perception 11 (+1)
  Defense 9; Health 9; Insanity 0; Corruption 0
  Strength 9 (–1), Agility 9 (–1), Intellect 11 (+1), Will 13 (+3)
  Speed 8
  ATTACK OPTIONS 
  Dagger (melee or short range) –1 (1d3)
  Morgan Baumann
  Morgan Baumann is the notorious captain of the 
  Kraken’s Claw, a pirate ship reputed to have sunk over 
  twenty vessels. Although Morgan sometimes comes 
  ashore in Freeport, she is not often welcome because 
  she laughs off the city’s laws and rules, causing 
  problems for Freeport and for other ships that dock 
  here. She depends on her first mate, Shantar Froese, 
  to keep control of her crew and to keep her out of too 
  much trouble. 
   Morgan speaks the Common Tongue.
  
  76
  MORGAN BAUMANN 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 13; Health 33; Insanity 0; Corruption 3
  Strength 11 (+1), Agility 12 (+2), Intellect 11 (+1), Will 10 (+0)
  Speed 12
  Uncanny Skill Morgan makes challenge rolls with 1 boon.
  Determined When Morgan rolls a 1 for a boon, she can 
  reroll the die and use the new result.
  ATTACK OPTIONS 
  Cutlass (melee) +2 with 2 boons (4d6 + 1, plus Exploit 
  Opportunity on attack roll 20+)
  Pistol (medium range) +2 with 2 boons (4d6, plus Exploit 
  Opportunity on attack roll 20+)
  Exploit Opportunity Once per round, Morgan can take 
  another turn before the end of the round.
  SPECIAL ATTACKS 
  Combat Feint Morgan can use a triggered action on her 
  turn to feint against one creature that can see her and 
  is within short range. Until the end of the round, Morgan 
  makes attack rolls with swift weapons against that 
  creature with 1 boon, and the creature makes attack rolls 
  against Morgan with 1 bane. In addition, when Morgan 
  gets a success on an attack roll against the target, she 
  can move up to 3 yards, and the target must also move 
  to remain within her reach. This movement does not 
  trigger free attacks.
  Skirmish Morgan can use an action to move up to half her 
  Speed without triggering free attacks. During the move, 
  she can make an attack roll with 1 bane, and the attack 
  deals 1d6 extra damage.
  SPECIAL ACTIONS 
  Tumbling Advance Morgan moves up to twice her speed. 
  This movement does not trigger free attacks, and she 
  can move through spaces occupied by other creatures.
  Nathan Grymes
  Nathan Grymes recently gained a seat on the 
  Captains’ Council. Few know much about him or his 
  past, but it seems he greased the right palms and had 
  support from the sellers in the Merchant District. 
  Some whisper that he has ties to a distant slaver, but 
  no one has produced proof of such a connection. 
   Nathan speaks, reads, and writes the Common 
  Tongue and Azharan.
  NATHAN GRYMES 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 14 (hard leather, small shield); Health 24; Insanity 0; 
  Corruption 2
  Strength 10 (+0), Agility 11 (+1), Intellect 11 (+1), Will 10 (+0)
  Speed 10
  Uncanny Skill Nathan makes challenge rolls with 1 boon.
  Determined When Nathan rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  ATTACK OPTIONS 
  Rapier (melee) +1 with 1 boon (2d6 + 1)
  Pistol (medium range) +1 with 1 boon (3d6)
  SPECIAL ATTACKS 
  Subterfuge Nathan makes an Intellect attack roll with 1 
  boon against the Intellect of one creature within short 
  range that can hear and understand what he says. On 
  a success, the creature becomes charmed for 1 round 
  or until Nathan attacks it. On a failure, the creature 
  becomes immune to Nathan’s use of Subterfuge until the 
  creature completes a rest.
  SPECIAL ACTIONS 
  Quick Reflexes Nathan can use a triggered action on his 
  turn to hide or retreat.
  Nevtalathien
  Nevtalathien, or Nev to her friends, settled in Freeport 
  to make an honest living after a career of adventuring. 
  She now runs a leatherworking shop in the Seaside 
  Market, but still finds it hard to resist the call to 
  adventure and frequently disappears for weeks at a 
  time. When she returns, she generally carries a fresh 
  batch of scars and a heavy sack of treasure. 
   Nevtalathien speaks the Common Tongue and Elfish.
  NEVTALATHIEN 
  DIFFICULTY 25
  Size 1 faun
  Perception 11 (+1); shadowsight
  Defense 14 (hard leather); Health 38 Insanity 0; Corruption 0
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1)
  Speed 12
  Alertness Nevtalathien makes Perception rolls with 1 boon. 
  She cannot be surprised while conscious.
  Quick Step When Nevtalathien uses an action, she can 
  move 1 yard before or after the action, provided her 
  Speed is greater than 0.
  Skittish Nevtalathien makes Will challenge rolls with 1 bane.
  ATTACK OPTIONS 
  Sword (melee) +1 with 1 boon (2d6 + 2 plus Combat Expertise)
  Short Sword (melee) +1 with 1 boon (2d6 plus Combat 
  Expertise)
  Bow (long range) +1 with 1 boon (2d6 + 1 plus Combat 
  Expertise)
  Combat Expertise Once per round, Nevtalathien can  
  deal 1d6 extra damage or make another attack against  
  a different target before the end of her turn.
  SPECIAL ACTIONS 
  Hunt Prey Nevtalathien can use an action, or a triggered 
  action on her turn, to choose one creature she can 
  see. The target becomes her prey until she uses this 
  talent again, until she becomes unconscious, or until 
  she completes a rest. Nevtalathien makes attacks rolls 
  against her prey, as well as challenge rolls to find or  
  track her prey, with 1 boon.
  Nifur Roberts
  A few years ago, most merchant princes dismissed 
  Nifur Roberts, the daughter of Marcus Roberts, as a 
  reckless and flighty young woman, one who would 
  masquerade at nights as a bravo and found no 
  shortage of trouble in the taverns of Drac’s End and 
  the Merchant District. She abandoned her childish 
  exploits after she and her sisters got themselves in 
  a great deal of trouble by running with a gang. Now 
  she runs her own business, importing and exporting 
  
  7777
  weaponry. Her business savvy as well as her father’s 
  station on the Council makes her something of a 
  celebrity in the city. 
   Nifur speaks, reads, and writes the Common 
  Tongue.
  NIFUR ROBERTS 
  DIFFICULTY 5
  Size 1 human
  Perception 11 (+1)
  Defense 11; Health 20; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 11 (+1), Intellect 11 (+1), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Rapier (melee) +1 with 1 boon (2d6 + 1)
  Omar Nkota
  Engaged in a career that most deem foolhardy if not 
  suicidal, Omar Nkota runs a compound at the edge 
  of Drac’s End, where he stables and trains animals 
  and strange monsters collected from all over the 
  known world. 
   Omar speaks the Common Tongue.
  OMAR NKOTA 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 11; Health 24; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 11 (+1), Intellect 11 (+1), Will 11 (+1)
  Speed 12
  Alertness Omar makes Perception rolls with 1 boon. He 
  cannot be surprised while conscious.
  Forward Observer When Omar makes a challenge roll to 
  hide or sneak and he is more than 5 yards from other 
  members of his group, he makes the roll with 1 boon.
  Uncanny Skill Omar makes challenge rolls with 1 boon.
  Trackless When Omar moves across solid ground, he 
  leaves tracks only if he chooses to do so.
  ATTACK OPTIONS 
  Scimitar (melee) +1 with 1 boon (2d6 + 1)
  Dagger (melee or short range) +1 with 1 boon (1d3 plus 1d6)
  MAGIC 
  Power 1
  Primal hide from animals (2), beast tongue (1), befriend 
  animal (1), call small animal (1)
  Otto Parsam
  An ex-adventurer, Otto Parsam retired in Freeport 
  and opened a weapon shop. He has seen his fair share 
  of action and knows what a difference a superior 
  weapon can make in a fight. Although he lives in 
  Scurvytown, no one anywhere in the city is foolish 
  enough to give him trouble. He still knows his way 
  around a field of battle. 
   Otto speaks, reads, and writes the Common Tongue.
  OTTO PARSAM 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 16 (mail); Health 39; Insanity 0; Corruption 0
  Strength 14 (+4), Agility 12 (+2), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  Determined When Otto rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  ATTACK OPTIONS 
  Bastard Sword (melee) +4 (3d6 plus Combat Expertise, 
  plus Bleeding Wound on attack roll 20+)
  Combat Expertise Once per round, Otto can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of his turn.
  Bleeding Wound A living creature must get a success on a 
  Strength challenge roll or suffer a bleeding wound until 
  it heals any damage. At the end of each round when a 
  creature suffers a bleeding wound, it takes 1d6 damage.
  SPECIAL ATTACKS 
  Powerful Attack Otto attacks with his bastard sword, 
  making the attack roll with 1 bane and dealing 1d6 extra 
  damage on a success.
  Patamon
  Patamon is a flamboyant rogue and stealer of hearts. 
  It’s said he once ran with one of Freeport’s gangs, 
  but fled the city when something went wrong. Since 
  he’s now back in the city, it seems the dust must have 
  settled. But those who know him claim he still spends 
  a fair bit of time looking over his shoulder. 
   Patamon speaks, reads, and writes the Common 
  Tongue.
  PATAMON 
  DIFFICULTY 25
  Size 1 human
  Perception 11 (+1)
  Defense 14 (soft leather); Health 26; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 13 (+3), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  Uncanny Skill Patamon makes challenge rolls with 1 boon.
  Spell Trickery When Patamon casts attack spells, he makes 
  the attack rolls, if any, with 1 boon.
  ATTACK OPTIONS
  Long Knife (melee) +3 with 1 boon (3d6)
  Hand Crossbow (short range) +3 with 1 boon (3d6)
  MAGIC 
  Power 2
  Arcana arcane armor (3), arcane shield (2)
  Celestial burning beam (3)
  Enchantment bewitch (3), charm (2)
  Petra Wallace
  Petra Wallace led the Guild of Craftsmen in Freeport 
  and hoped to gain the vacant seat on the Captains’ 
  Council and put her energy into improving the city. 
  Her idealism and earnestness, however, presented her 
  with more barriers than she could overcome. 
  
  78
  She became fed up and left Freeport to work in 
  Libertyville, set on making that community a place 
  that would one day eclipse Freeport as the dominant 
  city in the Serpent’s Teeth. It’s a long shot, and the 
  community has not yet attracted the numbers she 
  hoped, but she remains committed to her new home. 
   Petra speaks, reads, and writes the Common Tongue.
  PETRA WALLACE 
  DIFFICULTY 5
  Size 1 human
  Perception 11 (+1)
  Defense 12; Health 16; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 12 (+2), Intellect 13 (+3), Will 11 (+1)
  Speed 10
  Uncanny Skill Petra makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Staff (melee) +2 with 1 boon (2d6 + 1)
  Dagger (melee or short range) +2 with 1 boon (1d3 plus 1d6)
  SPECIAL ATTACKS 
  Subterfuge Petra makes an Intellect attack roll with 1 
  boon against the Intellect of one creature within short 
  range that can hear and understand what she says. On 
  a success, the creature becomes charmed for 1 round or 
  until Petra attacks it. On a failure, the creature becomes 
  immune to Petra’s use of Subterfuge until the creature 
  completes a rest.
  Poppy Bragg
  Poppy Bragg leads the Longshoremen’s Union. With 
  the help of his equally fiery wife, he has fought to 
  clean up corruption in the Docks by strongarming 
  ship captains, the Council, and anyone else who got 
  in his way, with the ultimate goals of looking after 
  his people and expanding his union’s control over 
  the Docks. Poppy has become one of the city’s most 
  important citizens. 
   He speaks the Common Tongue and Dark Speech.
  POPPY BRAGG 
  DIFFICULTY 5
  Size 1 human
  Perception 11 (+1)
  Defense 12 (hard leather); Health 20; Insanity 0; Corruption 0
  Strength 14 (+4), Agility 10 (+0), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  Determined When Poppy rolls a 1 for a boon, he can reroll 
  the die and use the new result.
  ATTACK OPTIONS 
  Club (melee) +4 (1d6)
  Prendag the High Death
  Prendag, called the High Death by his followers, leads 
  a small but dangerous cult called the Bleeding Fist. 
  Dedicated to spreading the influence of the Murder 
  God throughout Freeport, Prendag’s organized mob of 
  killers and thugs haunts Scurvytown and Bloodsalt. His 
  successes have made him something of a hero to the 
  orcs of Bloodsalt, and many seek to join the Bleeding 
  Fist to recapture the power they believe was stolen 
  from them by the hobgoblins who share their ghetto. 
   Prendag speaks the Common Tongue and Dark 
  Speech.
  PRENDAG THE HIGH DEATH 
  DIFFICULTY 25
  Size 1 orc
  Perception 11 (+1); shadowsight
  Defense 13 (brigandine); Health 39; Insanity 4; Corruption 5
  Strength 13 (+3), Agility 11 (+1), Intellect 10 (+0), Will 12 (+2)
  Speed 12
  Rising Fury When Prendag takes damage, he makes his next 
  attack roll before the end of the next round with 1 boon.
  Injured Wrath While he is injured, Prendag makes Strength 
  attack rolls and challenge rolls with 1 boon.
  Warpriest When Prendag gets a success on an attack roll, 
  he grants 1 boon on the next attack made by a creature 
  of his choice within short range.
  ATTACK OPTIONS 
  Spiked Gauntlet (melee) +3 (1d3)
  Dagger (melee or short range) +3 with 1 boon (1d3)
  
  7979
  SPECIAL ACTIONS 
  Prayer When a creature within short range makes an attack 
  roll or a challenge roll, Prendag can use a triggered 
  action to grant the triggering creature 1 boon on the roll. 
  If the boon is applied to an attack roll, the attack deals 
  1d6 extra damage.
  Awaken Savagery When a creature within short range 
  deals damage with a weapon attack, Prendag can 
  use a triggered action to expend a casting of a spell. 
  The triggering creature gains 1 Insanity, and its attack 
  deals 1d6 extra damage per rank of the spell expended 
  (minimum 1d6 extra damage). Once Prendag uses this 
  talent, he cannot use it again for 1 minute.
  MAGIC 
  Power 3
  Curse hex (4), frighten (2), weakness (1)
  Death killing touch (4), injure (2)
  Shadow nightfall blade (4), darkness (2), black bolts of the 
  Underworld (1)
  Red Alice
  The scourge of young noblemen in the Merchant 
  District, Red Alice (named for her auburn locks and 
  for the blood she has spilled) is a larger-than-life 
  murderess. Once an aspiring actress, she adopted the 
  Red Alice persona after a harrowing night involving a 
  vile and vicious nobleman. She escaped her attacker 
  and now preys on other young lords, painting the 
  streets red with their blood as her revenge against the 
  villain who left her so horribly scarred. The Watch is 
  on the lookout for Alice, though most of its members 
  fear her and hope they don’t have to encounter her. Of 
  late, the young nobles now travel in groups to avoid 
  attracting her attention. When Alice is not stalking 
  the entitled sons of rich merchants and nobles, she 
  works as an assassin.
   Red Alice speaks the Common Tongue.
  RED ALICE 
  DIFFICULTY 10
  Size 1 frightening human
  Perception 13 (+3)
  Defense 15 (soft leather); Health 24; Insanity 4; Corruption 3
  Strength 10 (+0), Agility 14 (+4), Intellect 12 (+2), Will 10 (+0)
  Speed 10
  Uncanny Skill Red Alice makes challenge rolls with 1 boon.
  Assassinate When a surprised creature or a creature from 
  which Red Alice is hidden takes damage from her attack, 
  the target creature must get a success on a Strength 
  challenge roll or take damage equal to its Health.
  ATTACK OPTIONS 
  Short Sword (melee) +4 with 1 boon (3d6)
  Crossbow (long range) +4 with 1 boon (4d6)
  SPECIAL ACTIONS 
  Quick Reflexes Red Alice can use a triggered action on her 
  turn to hide or retreat.
  Rikard Burbage
  Freeport’s Opera House is the centerpiece of the city’s 
  cultural identity, and it falls to Rikard Burbage, the 
  theatre’s director, to keep the place in operation. 
  A shrewd businessman and not a bad thespian in 
  his own right, merchants adore him for the fabulous 
  shows he stages, while the actors he employs resent 
  him for his strictness and impossible demands. 
   Rikard speaks, reads, and writes the Common 
  Tongue, High Archaic, and Elfish.
  RIKARD BURBAGE 
  DIFFICULTY 10
  Size 1 faerie (elf)
  Perception 12 (+2); shadowsight
  Defense 13 (hard leather); Health 24; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 11 (+1), Intellect 11 (+1), Will 10 (+0)
  Speed 12
  Immune damage from disease; charmed, diseased
  Spell Defense Rikard takes half damage from spells.  
  He makes challenge rolls to resist a spell with 1 boon.  
  A creature attacking him with a spell makes the attack 
  roll with 1 bane.
  Bewitching Presence Rikard’s magical nature alters how 
  others see him and behave around him. He makes attack 
  rolls in social situations with 1 boon. 
  Iron Vulnerability Rikard is impaired while he is in contact 
  with iron. In addition, if he touches or is touched by 
  an object made of iron, he loses Spell Defense and 
  Bewitching Presence for as long as he remains in contact 
  with the metal and for 1 minute afterward.
  ATTACK OPTIONS 
  Bronze Rapier (melee) +1 with 1 boon (1d6 + 1)
  SPECIAL ATTACKS 
  Subterfuge Rikard can use an action to make an Intellect 
  attack roll with 1 boon against the Intellect of one 
  creature within short range that can hear him and 
  understand what he says. On a success, the target 
  becomes charmed for 1 round or until Rikard attacks it. 
  On a failure, the target becomes immune to Rikard’s use 
  of Subterfuge until the target completes a rest.
  MAGIC 
  Power 2
  Enchantment presence (3), charm (2), compel (1)
  Illusion clamor (3), figment (2), invisibility (1)
  Rudimar Harrow
  Rudimar Harrow’s life as a priest of the New God 
  changed the moment he died. He came back to life 
  (after a fashion), but the experience left him with 
  horrible visions of Hell, and a sense that if he didn’t 
  change his ways, he would go right back there if he 
  ever stayed dead. 
   Rudimar walks the streets of Freeport, driven to 
  warn others against walking the dark and sordid 
  path lest they tumble into Hell. His deathly pallor is 
  enough to make some pay attention, but most flee 
  from him, worried that he is some kind of monster 
  or undead horror. Rudimar is rather unusual for a 
  revenant, since it seems his mission is to save souls 
  rather than get vengeance. 
   Rudimar speaks the Common Tongue.
  
  80
  RUDIMAR HARROW 
  DIFFICULTY 25
  Size 1 human (revenant)
  Perception 10 (+0); darksight
  Defense 16 (mail, large shield); Health 30; Insanity 3; 
  Corruption 1
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1)
  Speed 10
  Immune damage from disease and poison; diseased, 
  fatigued, poisoned
  Conviction Rudimar makes Will challenge rolls with 1 boon 
  to resist the effects of the frightening and horrifying traits.
  One Foot in the Grave When Rudimar would heal damage 
  from a spell effect or a potion, he heals half the normal 
  amount. 
  Eternal Returns Rudimar dies when he becomes 
  incapacitated and remains dead for 1d3 hours. At the 
  end of this time, if his head is still attached to his body, 
  he returns to life, heals 7 damage, and gains 1d3 Insanity. 
  Otherwise, he is destroyed.
  Icon of Faith When Rudimar casts an attack spell from 
  the Theurgy tradition while he is wearing or wielding a 
  holy symbol, he makes his attack roll with 1 boon and 
  creatures make challenge rolls to resist the attack with  
  1 bane.
  ATTACK OPTIONS 
  Hammer (melee or short range) +1 with 1 boon (2d6)
  Longbow (long range) +1 with 1 boon (2d6 + 1)
  MAGIC 
  Power 1
  Theurgy denounce (2), censure (1)
  Captain Scarbelly
  The infamous captain of the Bloody Vengeance, a 
  rotting galleon crewed exclusively by orcs, Scarbelly  
  is known throughout Freeport. He has little use for 
  the city except as a place to wench, to drink, and to 
  offload his ill-gotten gains. The locals give him and  
  his boys a wide berth when they come to town.
   Scarbelly speaks the Common Tongue and Dark 
  Speech.
  CAPTAIN SCARBELLY 
  DIFFICULTY 10
  Size 1 orc
  Perception 12 (+2); shadowsight
  Defense 15 (mail); Health 33; Insanity 2; Corruption 5
  Strength 13 (+3), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 12; climber, swimmer
  Rising Fury When Scarbelly takes damage, he makes his next 
  attack roll before the end of the next round with 1 boon.
  ATTACK OPTIONS 
  Battleaxe (melee) +3 with 1 boon (2d6 + 2)
  Pistol (medium range) +1 with 1 boon (3d6)
  Shantar Froese
  Shantar Froese is the first mate on the Kraken’s Claw and 
  the friend, constant companion, and lover of the ship’s 
  captain. He has sailed with Morgan Baumann from the 
  start, having been one of her first recruits. Shantar has 
  no intention of replacing her, which is no doubt a factor 
  in Morgan’s willingness to take him to her bed. 
   Shantar speaks, reads, and writes the Common 
  Tongue and Elfish.
  SHANTAR FROESE 
  DIFFICULTY 25
  Size 1 faerie (elf)
  Perception 12 (+2); shadowsight
  Defense 15 (hard leather); Health 30; Insanity 0; 
  Corruption 2
  Strength 12 (+2), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 12
  Immune damage from disease; charmed, diseased
  Spell Defense Shantar takes half damage from spells. He 
  makes challenge rolls to resist a spell with 1 boon. A 
  creature attacking him with a spell makes the attack roll 
  with 1 bane.
  Bewitching Presence Shantar’s magical nature alters how 
  others see him and behave around him. He makes attack 
  rolls in social situations with 1 boon. 
  Iron Vulnerability Shantar is impaired while he is in contact 
  with iron. In addition, if he touches or is touched by 
  an object made of iron, he loses Spell Defense and 
  Bewitching Presence for as long as he remains in contact 
  with the metal and for 1 minute afterward.
  ATTACK OPTIONS 
  Bronze Sword (melee) +2 with 1 boon (2d6 + 2)
  Longbow (long range) +2 with 1 boon (2d6 + 1)
  Talbous Mog
  When most people think of priests, they conjure 
  up visions of holy figures working to spread the 
  influence of their deity by doing good (or not so good) 
  works. Talbous Mog finds that approach unattractive. 
  Although he does perform good deeds, he always 
  charges a price for his services. A healer with a strong 
  mercenary streak, he wore out his welcome in the 
  Docks and now operates out of a small stall in the 
  Fool’s Market in the Temple District. 
   Talbous speaks, reads, and writes the Common 
  Tongue and Gnomish.
  TALBOUS MOG 
  DIFFICULTY 10
  Size 1/2 elemental (gnome)
  Perception 11 (+1); darksight
  Defense 11 (soft leather); Health 22; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 13 (+3)
  Speed 8
  Immune damage from disease and poison; diseased, poisoned
  Impaired by Light When he is not wearing protective 
  covering over his eyes, Talbous is impaired while in an 
  area of sunlight.
  Deep Sense Talbous cannot become lost while traveling 
  underground.
  Dead and Gone When Talbous dies, he turns into a stone 
  statue and then explodes, throwing shards of stone into 
  a 1-yard radius and dealing 11 damage to everything in 
  the area. A creature in the area that gets a success on  
  an Agility challenge roll takes half the damage.
  ATTACK OPTIONS 
  Club (melee) +0 (1d6)
  SPECIAL ACTIONS 
  Harden Talbous can use an action, or a triggered 
  action on his turn, to harden his skin for as long as he 
  concentrates, up to 1 minute. Until the effect ends, he 
  takes half damage. Talbous can use Harden three times 
  and regains expended uses when he completes a rest.
  Prayer When a creature within short range makes an attack 
  roll or a challenge roll, Talbous can use a triggered action 
  to grant the triggering creature 1 boon on the roll.
  
  8181
  MAGIC 
  Power 2
  Earth earth spike (3), stone blades (2)
  Life minor healing (3), cure (2), light healing (2), moderate 
  healing (1)
  Tanko Sandek
  Tanko Sandek was once an up-and-coming sergeant 
  in the Sea Lord’s Guard, but he lost support following 
  Commissioner Williams’ death, as the Watch 
  gained responsibility for policing the streets and his 
  commitment to justice didn’t fit into the thinking of 
  the new order. Now he is saddled with the thankless 
  task of managing the Sewer Watch, a branch of the 
  Watch charged with ensuring that the sewers are free 
  of monsters. He hopes to find a better job in the city 
  and return to the task of cleaning up Freeport proper. 
   Tanko speaks the Common Tongue.
  TANKO SANDEK 
  DIFFICULTY 50
  Size 1 human
  Perception 12 (+2)
  Defense 15 (mail); Health 37; Insanity 0; Corruption 0
  Strength 15 (+5), Agility 11 (+1), Intellect 12 (+2), Will 11 (+1)
  Speed 10
  Immune damage from disease, poison; diseased, poisoned
  Uncanny Skill Tanko makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Sword (melee) +5 with 1 boon (3d6 + 2 plus Divine Smite)
  Divine Smite Tanko can expend a casting of a spell. The 
  attack deals 1d6 extra damage per rank of that spell 
  (minimum 1d6). If the target is a demon, devil, faerie, 
  spirit, or undead, the extra damage increases by 1d6.
  SPECIAL ATTACKS 
  Threats Tanko can use an action, or a triggered action 
  on his turn, to make an Intellect attack roll with 1 boon 
  against the Will of one creature within short range that 
  can see and hear him. On a success, the target becomes 
  frightened for 1 round. On a failure, the target becomes 
  immune to Tanko’s use of Threats until the target 
  completes a rest.
  SPECIAL ACTIONS 
  Faith Healing Tanko can use an action to touch one living 
  creature he can reach and expend a casting of a spell to 
  grant one of the following benefits:
  •	 The target heals damage equal to half its healing rate.
  •	 Tanko removes a diseased affliction from the target.
  •	 Tanko removes a poisoned affliction from the target.
  Sense Enemies Tanko can use an action, or a triggered 
  action on his turn, to find his foes. For 1 minute, no 
  creature within medium range can hide from Tanko, and 
  Tanko’s attack rolls ignore the effects of obscurement. 
  Tanko can use this talent once and regains the ability to 
  use it when he completes a rest.
  MAGIC 
  Power 1
  Theurgy denounce (2), blessing (1), hallowed ground (1)
  Tarmon, High Wizard
  Tarmon has held the post of high wizard in the 
  Wizards’ Guild of Freeport for many years. Until 
  recently, he was an advisor to the Captains’ Council, 
  weighing in with advice whenever it was needed. 
  Liam Blackhammer nominated him to fill a vacant 
  seat, and the other members agreed, so he was voted 
  in as a full-fledged member. Tarmon is the first 
  wizard to hold such a position in the city; the Council 
  expressly forbade wizards and their ilk from holding 
  seats on the Council until after Milton Drac’s failed 
  attempt to destroy the city. 
   Tarmon speaks, reads, and writes the Common 
  Tongue, Dark Speech, and Elfish.
  TARMON 
  DIFFICULTY 500
  Size 1 human
  Perception 14 (+4)
  Defense 14; Health 36; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 13 (+3), Intellect 14 (+4), Will 13 (+3)
  Speed 10
  Grimoires Tarmon carries two tomes filled with magical lore. 
  Either tome grants 1 boon on Intellect challenge rolls he 
  makes to recall information about magic. The first tome 
  contains the Telepathy spell read minds, the Primal spell 
  call medium animal, and the Protection spell force field. 
  The second tome contains the Air spell bestow flight, 
  the Fire spell fireball, and the Protection spell protection 
  from spells. If Tarmon is holding a grimoire, he can cast a 
  spell it contains by expending a casting of a spell he has 
  learned of the same or a higher rank.
  Staff of Magic When Tarmon uses this implement to cast 
  an attack spell, he makes the attack roll with 1 boon, and 
  creatures make challenge rolls to resist the spell with 1 bane. 
  Spell Mastery Tarmon has 6 spell points. When he casts a 
  spell, he can spend a number of spell points equal to the 
  spell’s rank (minimum 1 point) to cast the spell without 
  expending a casting or to cast a spell for which he has 
  no castings remaining. He regains expended spell points 
  when he completes a rest.
  
  82
  ATTACK OPTIONS 
  Staff of Magic (melee) +3 with 1 boon (2d6 + 1)
  SPECIAL ACTIONS 
  Spell Recovery Tarmon uses an action to heal 9 damage 
  and regain two expended castings. Once he uses this 
  talent, he cannot do so again until he completes a rest.
  Counterspell When a creature Tarmon can see attacks 
  him with a spell, Tarmon can use a triggered action to 
  counter it. The triggering creature makes the attack roll 
  with 1 bane, and Tarmon makes the challenge roll to 
  resist it with 1 boon.
  Legendary Casting On his turn, Tarmon can use a triggered 
  action to cast a spell of rank 3 or lower. He can use 
  Legendary Casting six times. He replenishes his uses 
  when he completes a rest.
  MAGIC 
  Power 6
  Arcana arcane armor (8), magic dart (8), arcane shield (4), 
  arcane sight (4), explosive darts (2), destroy magic (2), 
  harness magic (2), arcane retribution (1)
  Enchantment bewitch (8), presence (8), charm (4)
  Illusion clamor (8), disguise (8), invisibility (2), decoy (2), 
  mirage (2), illusory double (1)
  Magician sense magic (8)
  Tench Prescott
  Tench Prescott holds the Privateer’s Seat on the 
  Captains’ Council. A man with a sordid reputation 
  that arises from his unusual sexual appetites, he has 
  become an embarrassment to the Council, which 
  can’t do anything to remove him until his term is 
  up. According to those close to the Council, Tench 
  accepted the appointment to keep his coffers full 
  through bribes and use those funds to slake his thirst 
  for the ladies. No one on the Council knew of his 
  reputation or his moral laxity, so his disinterest in 
  politics came as a big surprise to the group. 
   Tench speaks the Common Tongue.
  TENCH PRESCOTT 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 14 (hard leather); Health 20; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 12 (+2), Intellect 11 (+1), Will 9 (–1)
  Speed 10; climber
  Uncanny Skill Tench makes challenge rolls with 1 boon.
  Keen Senses Tench makes Perception rolls with 1 boon.
  Scale Walls Tench makes challenge rolls to climb with 1 boon.
  ATTACK OPTIONS 
  Rapier (melee) +2 with 1 boon (2d6 + 1)
  Hand Crossbow (short range) +2 with 1 boon (2d6)
  SPECIAL ATTACKS 
  Subterfuge Tench makes an Intellect attack roll with 1 boon 
  against the Intellect of one creature within short range 
  that can hear and understand what Tench says. On a 
  success, the creature becomes charmed for 1 round or 
  until Tench attacks it. On a failure, the creature becomes 
  immune to Tench’s use of Subterfuge until the creature 
  completes a rest.
  SPECIAL ACTIONS 
  Quick Reflexes Tench can use a triggered action on his 
  turn to hide or retreat.
  Thorgrim
  In his capacity as Lord Defender, Thorgrim protects 
  the Wizards’ Guild. According to rumors, he is a 
  man out of time, one who lay inert for centuries 
  after being petrified by some fantastical monster. His 
  odd customs and strange manner of speech seem to 
  support this contention. Regardless, Thorgrim has 
  impeccable loyalty to the guild and is one of Tarmon’s 
  staunchest supporters. 
   Thorgrim speaks, reads, and writes the Common 
  Tongue.
  THORGRIM 
  DIFFICULTY 50
  Size 1 human
  Perception 13 (+3)
  Defense 13; Health 47; Insanity 3; Corruption 0
  Strength 14 (+4), Agility 12 (+2), Intellect 13 (+3), Will 10 (+0)
  Speed 10
  Escalating Violence When Thorgrim casts a spell, he makes 
  attack rolls for weapon attacks with 1 boon for 1 round. 
  ATTACK OPTIONS 
  Bastard Sword (melee) +4 (3d6 plus Combat Mastery)
  Combat Mastery Twice per round, Thorgrim can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of his turn.
  SPECIAL ACTIONS 
  Catch Your Breath Thorgrim can use an action, or a triggered 
  action on his turn, to heal 11 damage. Once he uses this 
  talent twice, he cannot use it again until he completes a rest.
  Invest Power Thorgrim can use an action, or a triggered 
  action on his turn, to invest greater power into the target 
  of his spellbound weapon spell. He expends the casting 
  of a rank 1 or higher spell. For 1 minute, eldritch flames 
  dance across the weapon, lighting the area within 10 
  yards of it. Until the effect ends, his attacks with the 
  weapon deal 1d6 extra damage.
  MAGIC 
  Power 2
  Arcana magic dart (3)
  Battle celerity (3)
  Fire flame missile (3), fire blast (2)
  Spellbinder spellbound weapon (3)
  Thulmir Quent
  For those who need money and don’t mind a bit of 
  danger, Thulmir Quent can provide opportunities. As 
  a broker for mercenaries, explorers, and adventurers, 
  he keeps his ear to the ground, always listening for 
  news of potential expeditions in need of a little muscle. 
  Thulmir has contacts throughout the city and beyond. 
   He speaks, reads, and writes the Common Tongue, 
  Dark Speech, Dwarfish, Elfish, High Archaic, and 
  Trollish.
  THULMIR QUENT 
  DIFFICULTY 5
  Size 1 human
  Perception 13 (+3)
  Defense 11 (soft leather); Health 19; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 10 (+0), Intellect 12 (+2), Will 12 (+2)
  Speed 12
  
  8383
  Alertness Thulmir makes Perception rolls with 1 boon.  
  He cannot be surprised while conscious.
  Forward Observer When Thulmir makes a challenge roll 
  to hide or sneak and he is more than 5 yards from other 
  members of his group, he makes the roll with 1 boon.
  Uncanny Skill Thulmir makes challenge rolls with 1 boon.
  Trackless When Thulmir moves across solid ground, he 
  leaves tracks only if he chooses to do so.
  ATTACK OPTIONS 
  Dagger (melee or short range) +0 with 1 boon (1d3 plus 2d6)
  Admiral Thurlow Rankin
  Admiral Thurlow Rankin is a stodgy old man whose 
  job is to make sure Freeport’s fleet stays in shape and 
  ready for battle. He has served under many masters 
  over his years and doesn’t waste time worrying about 
  their virtues or their flaws. Thurlow takes orders well, 
  which is why he has held onto his job for so long. 
   The admiral speaks, reads, and writes the Common 
  Tongue and naval code. He also knows semaphore.
  ADMIRAL THURLOW RANKIN 
  DIFFICULTY 25
  Size 1 human
  Perception 13 (+3)
  Defense 15 (soft leather); Health 34; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 12 (+2), Intellect 12 (+2), Will 10 (+0)
  Speed 10; climber, swimmer
  Determined When Thurlow rolls a 1 for a boon, he can 
  reroll the die and use the new result.
  ATTACK OPTIONS 
  Rapier (melee) +2 with 1 boon (2d6 + 1 plus Combat Expertise)
  Long Knife (melee) +2 with 1 boon (2d6 plus Combat 
  Expertise)
  Combat Expertise Once per round, Thurlow can deal 1d6 
  extra damage or make another attack against a different 
  target before the end of his turn.
  Timothy
  When Timothy was a child in Scurvytown, his keen 
  wit and quick feet gave him an edge in surviving the 
  mean streets of the city’s nastiest district. He earned 
  himself a job in the Syndicate when he tried to pick 
  Dunbar’s pocket and almost got away with it. Since 
  then, he has worked as a messenger and thief. 
   Timothy speaks the Common Tongue and the 
  secret language of thieves.
  TIMOTHY 
  DIFFICULTY 5
  Size 1/2 human
  Perception 10 (+0)
  Defense 12 (soft leather); Health 16; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1)
  Speed 10
  Uncanny Skill Timothy makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Short Sword (melee) +1 with 1 boon (2d6)
  Sling (medium range) +1 with 1 boon (1d3 plus 1d6)
  SPECIAL ATTACKS 
  Skirmish Timothy can use an action to move up to half his 
  Speed without triggering free attacks. During the move, 
  he can make an attack roll with 1 bane, and the attack 
  deals 1d6 extra damage.
  Torya Irontooth
  The daughter of a human and an orc, Torya spent her 
  youth among Freeport’s upper class. It wasn’t until 
  the racist attacks occurred in Scurvytown that Torya 
  realized she was nothing more than a curiosity to her 
  “friends.” She relocated to Bloodsalt and helped found 
  the Irontooth Enclave, where orcs could live without 
  being victimized by the other scum in the district. 
   Torya speaks, reads, and writes the Common 
  Tongue and High Archaic.
  TORYA IRONTOOTH 
  DIFFICULTY 1
  Size 1 orc
  Perception 13 (+3); shadowsight
  Defense 11 (soft leather); Health 11; Insanity 0; Corruption 1
  Strength 11 (+1), Agility 10 (+0), Intellect 12 (+2), Will 10 (+0)
  Speed 12
  ATTACK OPTIONS 
  Sword (melee) +1 (1d6 + 2)
  SPECIAL ACTIONS 
  Call to Arms Torya can use an action to shout 
  encouragement to her allies. Each creature she chooses 
  within short range that can hear her makes attack rolls 
  with 1 boon for 1 round.
  Trask
  Trask leads Finn’s squad of enforcers and is second 
  in command in the Syndicate, even though he’s not a 
  halfling. His support and dedicated service have begun 
  to have an effect on Finn, resulting in the powerful 
  halfling’s agreeing to extend the Syndicate’s protection 
  to gnomes as well as halflings. Trask surrounds himself 
  with enforcers wherever he goes, knowing that he has 
  more than a few enemies in the city. 
   He speaks, reads, and writes the Common Tongue 
  and Gnomish.
  TRASK 
  DIFFICULTY 25
  Size 1/2 elemental (gnome)
  Perception 12 (+2); darksight
  Defense 13; Health 25; Insanity 0; Corruption 2
  Strength 10 (+0), Agility 13 (+3), Intellect 11 (+1), Will 10 (+0)
  Speed 8
  Immune damage from disease and poison; diseased, poisoned
  Elude Divination Trask cannot be perceived by Divination 
  spells.
  Impaired by Light When he is not wearing protective 
  covering over his eyes, Trask is impaired while in an  
  area of sunlight.
  Deep Sense Trask cannot become lost while traveling 
  underground.
  Dead and Gone When Trask dies, he turns into a stone 
  statue and then explodes, throwing shards of stone into 
  a 3-yard radius and dealing 12 damage to everything in 
  the area. A creature in the area that gets a success on  
  an Agility challenge roll takes half the damage.
  
  84
  ATTACK OPTIONS 
  Short Sword (melee) +3 (1d6)
  SPECIAL ACTIONS 
  Counterspell When a creature Trask can see attacks him 
  with a spell, Trask can use a triggered action to counter 
  it. The triggering creature makes the attack roll with  
  1 bane, and Trask makes the challenge roll to resist it 
  with 1 boon.
  Harden Trask can use an action, or a triggered action on his 
  turn, to harden his skin for as long as he concentrates, up 
  to 1 minute. Until the effect ends, he takes half damage. 
  Trask can use Harden four times and regains expended 
  uses when he completes a rest.
  Steal Spell When a creature within medium range casts 
  a spell, Trask can use a triggered action to make an 
  Intellect attack roll against the triggering creature’s 
  Intellect. On a success, the spell has no effect. If Trask’s 
  Power is high enough to cast the spell, he gains one 
  casting of the spell that was cast. He retains this casting 
  until he expends it (to cast the spell or to use Vanish) or 
  until he completes a rest. Trask can use Steal Spell twice 
  and regains expended uses when he completes a rest.
  Vanish When Trask takes damage, he can use a triggered 
  action to become invisible for 1 round or until he attacks. 
  If he has gained a casting of a spell from Steal Spell, he 
  can expend the casting to become invisible for 1 minute 
  instead.
  MAGIC 
  Power 3
  Arcana arcane armor (4), magic dart (4)
  Curse hex (4), pox (4), frighten (2), dread (1)
  Illusion clamor (4), disguise (4), figment (2), vertigo (2), 
  glamer (1), invisibility (1), decoy (1)
  Magician sense magic (4)
  Syndicate Enforcers
  Trask employs a band of bravos and toughs to do the 
  bloody work for Finn’s Syndicate. 
  SYNDICATE ENFORCER 
  DIFFICULTY 10
  Size 1 human
  Perception 9 (–1)
  Defense 16 (mail, small shield); Health 13; Insanity 1; 
  Corruption 2
  Strength 13 (+3), Agility 11 (+1), Intellect 9 (–1), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Sword (melee) +3 with 1 boon (1d6 + 2)
  Small Shield (melee) +3 with 1 boon (1)
  Crossbow (long range) +1 with 1 boon (2d6)
  Vikki Tarjay
  Vikki Tarjay is the daughter of the powerful Tarjay 
  merchant family. Like Nifur Roberts, she chafed 
  under the demands of her station, and when the 
  opportunity arose she happily joined Nifur in her 
  nocturnal exploits. Unlike Nifur, however, Vikki was 
  not content with just causing trouble and discovered 
  she enjoyed hurting people. When Nifur’s crew 
  disbanded, Vikki joined up with Mendor Maeorgan 
  and is now one of the ranking members of his vile 
  gang, the Rakeshames. 
   Vikki speaks, reads, and writes the Common Tongue.
  VIKKI TARJAY 
  DIFFICULTY 5
  Size 1 human
  Perception 11 (+1)
  Defense 14 (soft leather, small shield); Health 16; Insanity 1; 
  Corruption 2
  Strength 10 (+0), Agility 12 (+2), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  Uncanny Skill Vikki makes challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Short Sword (melee) +2 with 1 boon (3d6)
  Small Shield (melee) +0 with 1 boon (1d6 + 1)
  Crossbow (long range) +2 with 1 boon (3d6 plus Poison)
  Poison A living creature must get a success on a Strength 
  challenge roll or take 1d6 damage and become poisoned 
  for 1 minute.
  Mister Wednesday
  Mister Wednesday leads the criminal organization 
  known as the Canting Crew, which holds sway over 
  the Warehouse District, parts of the Docks, and the 
  Merchant District. He is the Syndicate’s biggest rival 
  and its biggest problem. Mister Wednesday’s crew has 
  recently been aggressive, edging into Finn’s territory, 
  which leads many to wonder if war is brewing 
  between the two crime lords. 
   Mister Wednesday speaks, reads, and writes the 
  Common Tongue.
  
  8585
  MISTER WEDNESDAY 
  DIFFICULTY 50
  Size 1 human
  Perception 15 (+5)
  Defense 17 (hard leather); Health 34; Insanity 0; Corruption 1
  Strength 11 (+1), Agility 15 (+5), Intellect 12 (+2), Will 10 (+0)
  Speed 10
  Uncanny Skill Mister Wednesday makes challenge rolls 
  with 1 boon. 
  Determined When Mister Wednesday rolls a 1 for a boon, 
  he can reroll the die and use the new result.
  ATTACK OPTIONS 
  Short Sword (melee) +5 with 2 boons (4d6)
  Hand Crossbow (short range) +5 with 2 boons (4d6)
  SPECIAL ATTACKS 
  Threats Mister Wednesday can use an action, or a 
  triggered action on his turn, to make an Intellect attack 
  roll with 1 boon against the Will of one creature within 
  short range that can see and hear him. On a success, the 
  target becomes frightened for 1 round. On a failure, the 
  target becomes immune to Mister Wednesday’s use of 
  Threats until the target completes a rest.
  SPECIAL ACTIONS 
  Dodge Mister Wednesday can use an action, or a triggered 
  action on his turn, to choose one creature he can see 
  within short range. Until the end of the round, Mister 
  Wednesday imposes 1 bane on the target creature’s 
  attack rolls against him, and he makes challenge rolls  
  to resist the target’s attacks with 1 boon.
  Quick Reflexes Mister Wednesday can use a triggered 
  action on his turn to hide or retreat.
  Xavier Gordon
  Before he became a full member of the Captains’ 
  Council, Xavier Gordon held the Privateer’s Seat, 
  a temporary post given to one of the privateers in 
  service to the city. He nearly lost his place on the 
  Council when his term expired, but his allies enabled 
  him to stay on by offering him one of the seats left 
  vacant after Drac and his supporters were thwarted. 
   Xavier speaks, reads, and writes the Common 
  Tongue and Azharan.
  XAVIER GORDON 
  DIFFICULTY 10
  Size 1 human
  Perception 11 (+1)
  Defense 15 (hard leather); Health 17; Insanity 0; Corruption 0
  Strength 12 (+2), Agility 13 (+3), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Scimitar (melee) +3 with 1 boon (1d6 + 1)
  Crossbow (long range) +3 with 1 boon (2d6)
  Xort
  No one is sure where Xort came from or even what 
  he is, because he looks unlike any other Freeporter. 
  Although he can pass for human from a distance 
  when he’s huddled under a cloak, his bright green 
  eyes stare out from a hideous face, making it clear 
  that his origins are not natural. Xort’s disdain for the 
  Wizards’ Guild is well known, and he warns anyone 
  who will listen not to trust the guild because it hides 
  a foul purpose and seeks destructive ends. Many 
  people who have heard his harangues speculate that 
  it’s just a matter of time before someone silences him 
  permanently. 
   Xort speaks, reads, and writes the Common Tongue 
  and Elfish.
  XORT 
  DIFFICULTY 25
  Size 1 cambion
  Perception 12 (+2); darksight
  Defense 12; Health 23; Insanity 2; Corruption 1
  Strength 10 (+0), Agility 12 (+2), Intellect 12 (+2), Will 12 (+2)
  Speed 10
  Immune damage from disease and poison; diseased, poisoned
  Child of Hell Xort takes half damage from fire.
  Servant of Flame When Xort attacks with a Fire spell, he 
  makes the attack roll with 1 boon and imposes 1 bane on 
  challenge rolls to resist the spell.
  Revel in Darkness For 1 minute after Xort gains Corruption, 
  he makes attack rolls and challenge rolls with 1 boon.
  Iron Vulnerability Xort is impaired while he is in contact 
  with iron.
  ATTACK OPTIONS 
  Staff (melee) +2 (1d6 + 1)
  SPECIAL ACTIONS 
  Counterspell When a creature Xort can see attacks him 
  with a spell, Xort can use a triggered action to counter it. 
  The triggering creature makes the attack roll with 1 bane, 
  and Xort makes the challenge roll to resist it with 1 boon.
  MAGIC 
  Power 3
  Arcana arcane armor (4), magic dart (4)
  Alteration comprehension (4), distort appearance (4), 
  spider climb (2)
  Fire control flame (4), flame missile (4), fire blast (2), 
  meteor (2), fiery volley (1), flaming shroud (1), fireball (1)
  Magician sense magic (4)
  Zach
  Zach is an up-and-coming young man who works 
  the Docks, where he hires himself out as a guide to 
  newly arrived visitors. Unlike almost all other people 
  in his trade, Zach is honest and always keeps his 
  customers’ best interests at heart. His good nature 
  and upstanding character have made him the darling 
  of the whores who work the Docks, and if he wasn’t 
  so embarrassed at the prospect, he could have all the 
  ladies he could ever want. 
   Zach speaks the Common Tongue.
  ZACH 
  DIFFICULTY 1
  Size 1 human
  Perception 10 (+0)
  Defense 10; Health 10; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 10 (+0), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short range) +0 (1d3)
  
  86
  Chapter 5: Freeport Bestiary
  Situated at the edge of the known world, the Serpent’s 
  Teeth is the gateway to unexplored waters and strange 
  islands, new and unknown lands waiting to be 
  explored. With new lands come new threats, dangers 
  to the foolhardy and courageous who dare sail beyond 
  the map’s edge. From great, twisting sea serpents to 
  demonic threats that leak out from the edges of reality, 
  there is no end to the terrors beyond the known world. 
   This chapter presents a selection of new creatures 
  found in the waters and lands around Freeport and 
  elsewhere in the world. Although many of these 
  creatures are designed for nautical settings, you can 
  adapt them to other environments as needed. For 
  information on reading statistics boxes, check out 
  chapter 10 in Shadow of the Demon Lord.
   In addition, the creatures presented here, along with 
  many others found in the main rulebook and other 
  supplements, are useful for action set in and around 
  the City of Adventure. In particular, refer to A Glorious 
  Death for the kraken, sea serpent, and wyverns. 
  The arachne, bestia, mog, slime brute, and spider 
  assassin described in the Demon Lord’s Companion are 
  also creatures one might find on the strange islands 
  beyond Freeport’s waters. 
  Accursed Hand
  Necromancers and other students of the dark arts 
  sometimes infuse severed limbs with dark power to 
  give them a semblance of life, so that they might serve 
  even after death. Accursed hands scuttle about like 
  spiders, creeping through the shadows, eager to wrap 
  their filthy fingers around the throats of living things 
  they encounter. 
  ACCURSED HAND 
  DIFFICULTY 1
  Size 1/8 frightening undead
  Perception 10 (+0); sightless
  Defense 13; Health 6; Insanity --; Corruption 5 
  Strength 12 (+2), Agility 13 (+3), Intellect 6 (–4), Will 10 (+0)
  Speed 8; climber
  Immune damage from cold, disease, poison; gaining 
  Insanity; asleep, blinded, charmed, dazed, deafened, 
  diseased, fatigued, frightened, poisoned, stunned
  
  8787
  ATTACK OPTIONS 
  Claw (melee) +3 with 1 boon (1d3 plus the target is 
  grabbed on attack roll 20+). Against a prone target, this 
  attack deals 1d6 extra damage.
  SPECIAL ATTACKS 
  Throttle The hand throttles a creature it is grabbing. The 
  hand deals 1d3 + 1 damage to the creature and maintains 
  the grabbed affliction for 1 additional round.
  Alchemist’s Fault
  Efforts to reclaim the warped and ruined sections 
  of Freeport led to the accidental creation of strange 
  and deadly monsters, foul things that locals call 
  alchemist’s faults. Great, heaving masses of boiling 
  chemicals and scalding vapor, they assume vaguely 
  humanoid shapes that lurch across the ruined 
  landscape. Although they are known to exist only on 
  the borders of Bloodsalt, one could form anywhere 
  magic goes awry.
  ALCHEMIST’S FAULT 
  DIFFICULTY 250
  Size 2 frightening monster
  Perception 10 (+0); shadowsight
  Defense 15; Health 83; Insanity --; Corruption 0
  Strength 18 (+8), Agility 10 (+0), Intellect 6 (–4), Will 10 (+0)
  Speed 8
  Immune any spell effect or effect from a potion, an 
  enchanted object, or a relic; damage from acid, disease, 
  or poison; gaining Insanity; asleep, diseased, fatigued, 
  poisoned
  Amorphous An alchemist’s fault can move freely through 
  openings wide enough to permit the passage of water, and 
  it can move through spaces occupied by other creatures.
  Rupture When an alchemist’s fault takes 10 damage or 
  more from a weapon attack, it ruptures. Boiling, toxic 
  liquid spews from a point in its space out into a 3-yard 
  cone in the direction of the triggering attack. The fluids 
  deal 3d6 damage to everything in the area. In addition, a 
  creature in the area must make a Strength challenge roll 
  with 1 bane. The creature becomes poisoned for 1 minute 
  (or takes 3d6 extra damage if already poisoned) on a 
  failure, or takes half the damage on a success.
  ATTACK OPTIONS 
  Fist (melee) +8 with 1 boon (3d6)
  SPECIAL ATTACKS 
  Double Attack The alchemist’s fault makes two attacks 
  with its fists. 
  END OF THE ROUND 
  Scalding Vapor Each creature that has a physical body 
  (not a spirit, for example) and is within 2 yards of the 
  alchemist’s fault must make a Strength challenge roll.  
  On a failure, a creature takes 1d6 damage. 
  Blemmyae
  Bizarre humanoid creatures found in extended tribes 
  on remote islands, the blemmyae lack heads, and 
  their faces emerge from the centers of their chests. 
  These visages are exaggerated and monstrous, with 
  wide lips and bulging eyes. Completing their hideous 
  appearance is the coarse black hair that covers their 
  bodies, matted in their pits and groins, sometimes 
  clotted with blood, mud, and suspicious juices.
   Blemmyae see any other creature as an opportunity 
  to fill their gullets, and they set upon travelers with 
  their stone-tipped spears while hooting and roaring, 
  a mad chorus of the thoroughly deranged. Some 
  scholars of monstrous lore have suggested that 
  blemmyae are cousins to the boggarts found in the 
  Empire’s lands, a theory supported by their madness 
  and their strange form. Others who know of them 
  claim they are people cursed by dark and angry 
  gods for committing some heinous crime. Even if 
  the blemmyae were willing to recount their people’s 
  origins, their bizarre, debased language has proven 
  difficult for others to decipher.
  BLEMMYAE 
  DIFFICULTY 10
  Size 1 monster
  Perception 10 (+0); shadowsight
  Defense 12; Health 23; Insanity 5; Corruption 1
  Strength 14 (+4), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 10; climber
  Vulnerable Flanks A blemmyae has poor peripheral vision. 
  When it is within the reach of two or more hostile 
  creatures, it grants 1 boon on their attack rolls against it.
  ATTACK OPTIONS 
  Spear (melee) +4 (2d6)
  SPECIAL ATTACKS 
  Primal Scream The blemmyae uses an action to loose a 
  terrifying scream. Each creature within 10 yards of it 
  that is not a monster and that can hear the scream must 
  make a Will challenge roll. On a failure, the creature 
  becomes frightened for 1 minute. On a success, the 
  creature becomes immune to this blemmyae’s use of 
  Primal Scream until the creature completes a rest.
  Brass Monkey
  Each brass monkey owes its creation to an artisan of 
  unsurpassed skill and talent. No two brass monkeys 
  look alike, and each is a unique vision of its maker’s 
  imagination. Each of these four-foot-tall monkeys 
  is assembled from brass components, polished to a 
  mirror finish so it gleams in the light.
   Artificers who make these constructs imprint in 
  them loyalty and obedience by giving them specific 
  names. If spoken aloud, the name can bring a monkey 
  to life or return it to an attractive, inanimate form. 
  The artificers keep these names secret, passing them 
  on only to those who can afford to purchase their 
  creations. 
   Once its name is spoken, a brass monkey obeys the 
  speaker’s commands, refusing no order, no matter 
  how dangerous or vile. It is important to note that a 
  monkey’s loyalty belongs to the one who has most 
  recently spoken its name. More than one brass 
  monkey has been compelled to turn on its owner 
  after an enterprising thief roused it from its inanimate 
  slumber by whispering the name that the owner had 
  unwisely revealed.
   Brass monkeys understand the Common Tongue, 
  but they do not speak.
  
  88
  BRASS MONKEY (CREATURE) 
  DIFFICULTY 5
  Size 1 construct
  Perception 11 (+1); darksight
  Defense 12; Health 11; Insanity --; Corruption 0
  Strength 11 (+1), Agility 11 (+1), Intellect 6 (–4), Will 10 (+0)
  Speed 12; climber
  Immune damage from disease or poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, poisoned
  Object Form When a creature within short range speaks 
  the brass monkey’s secret name, the brass monkey 
  immediately becomes an object and uses its object 
  statistics.
  ATTACK OPTIONS 
  Teeth (melee) +1 with 1 boon (1d6 + 1)
  BRASS MONKEY (OBJECT) 
  Size 1 object
  Perception —
  Defense 5; Health 10
  Strength 0 (–10), Agility 0 (–10), Intellect —, Will —
  Speed 0
  Immune attack rolls against Intellect, Will, or Perception; 
  attacks that allow challenge rolls to resist using Intellect, 
  Will, or Perception
  Suppressed Afflictions Any afflictions the brass monkey 
  had when it became an object have no effect while it 
  remains an object. Any time it spends in object form, 
  however, does not count against the duration of those 
  afflictions.
  Object The brass monkey cannot use actions or triggered 
  actions, nor can it move. It is insensate.
  Creature Form When a creature within short range speaks 
  the brass monkey’s secret name, the brass monkey 
  immediately becomes a creature and uses its creature 
  statistics. While it is a creature, the brass monkey 
  is compelled by the creature that spoke its name. It 
  remains compelled until it becomes an object or until 
  the speaker becomes incapacitated, at which point the 
  brass monkey removes the compelled affliction and loses 
  Object Form.
  Burnling
  The Great Green Fire reduced much of the jungles 
  east of Freeport to ash, leaving behind a broken 
  landscape littered with brightly glowing green balls 
  of flame. Strangely sentient, these burnlings seek out 
  the living as if driven by some unholy desire to watch 
  them burn. So eager are these vicious balls of fire to 
  immolate victims that they pursue prey into the city. 
  Member of the Wizards’ Guild are assigned to watch 
  for them and destroy them before they can spread 
  destruction once again.
  BURNLING 
  DIFFICULTY 10
  Size 1/4 genie
  Perception 13 (+3); sightless
  Defense 13; Health 17; Insanity --; Corruption 5
  Strength 5 (–5), Agility 13 (+3), Intellect 6 (–4), Will 11 (+1)
  Speed 8; flier
  Immune damage from disease, fire, poison; gaining Insanity; 
  blinded, dazed, deafened, diseased, fatigued, frightened, 
  immobilized, poisoned, prone, slowed, stunned, any effect 
  that would change the burnling’s shape
  Fiery Form A burnling takes half damage from weapons. In 
  addition, it sheds light in a 5-yard radius.
  Amorphous A burnling can move through openings wide 
  enough to permit the passage of air, and it can move 
  through spaces occupied by other creatures.
  ATTACK OPTIONS 
  Fiery Touch (melee) +3 against Agility (1d6 plus Ignite  
  on attack roll 20+)
  Catch Fire The target must get a success on an Agility 
  challenge roll or catch fire (see Shadow, page 201).
  SPECIAL ATTACKS 
  Fire Dance The burnling makes a Fiery Touch attack and 
  notes the total of the attack roll. It then moves up to its 
  Speed. This movement does not trigger free attacks. 
  Each time it enters the space of a creature, it attacks that 
  creature with its Fiery Touch, using its earlier attack roll 
  against the creature’s Agility.
  Chiao
  Sailors claim that the chiao live on a string of 
  sweltering islands to the east, far beyond the horizon, 
  in strange seas and under stranger skies. These 
  people are of human shape, but have striped skin that 
  makes them look like tigers. Despite their similarity 
  to humans, they have more in common with beasts, 
  for they are cruel and rapacious killers. The chiao 
  worship a tyrannical god who takes the heads of his 
  most valued servants and replaces them with the 
  heads of tigers. 
   Chiao speak their own language. 
  
  8989
  CHIAO 
  DIFFICULTY 5
  Size 1 human
  Perception 10 (+0)
  Defense 12; Health 11; Insanity 0; Corruption 1
  Strength 11 (+1), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Claws (melee) +2 with 1 boon (1d3 + 1)
  Bow (long range) +2 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Frenzied Attack The chiao attacks two different targets 
  with its claws, making each attack roll with 1 bane.
  SPECIAL ACTIONS 
  Hide in Nature When a chiao is partially obscured by 
  foliage, it can use an action, or a triggered action on its 
  turn, to become hidden.
  Deadwood Tree
  During the time of Valossa, the spirit lizards 
  (described later in this chapter) dwelled among the 
  great trees of the civilization’s jungles. When the 
  cataclysm that destroyed ancient Valossa struck, the 
  trees were slain along with most other living things. 
  Some spirit lizards, however, became trapped inside 
  these dead or dying trees and became fused to them 
  through the warping influence of the Unspeakable 
  One. These abominations became the first of the 
  deadwood trees.
   Deadwood trees despise living things. They revel in 
  the slaughter of creatures they find in the jungles and 
  imbue their carcasses with dark power, transforming 
  them into animated corpses. Luckily for everyone 
  else, these horrid monsters are rare on A’Val, but the 
  ones that do remain pose great danger to those who 
  would explore the island’s jungles.
  DEADWOOD TREE 
  DIFFICULTY 100
  Size 3 horrifying undead
  Perception 13 (+3); shadowsight
  Defense 17; Health 48; Insanity --; Corruption 6
  Strength 18 (+8), Agility 9 (–1), Intellect 13 (+3), Will 12 (+2)
  Speed 10
  Immune damage from cold, disease, poison; gaining 
  Insanity; asleep, charmed, dazed, diseased, fatigued, 
  frightened, poisoned, stunned
  Command the Dead Each undead creature within 
  medium range that has a Health score of 20 or lower 
  is compelled by the deadwood tree for as long as it 
  remains within range. 
  Vulnerable to Fire A deadwood tree takes double damage 
  from fire.
  ATTACK OPTIONS 
  Branches (melee) +8 with 1 boon (3d6 + 2 plus Corrupt Life)
  Corrupt Life A living creature must get a success on a 
  Strength challenge roll or take 1d6 extra damage and 
  gain 1 Corruption, while the deadwood tree heals 1d6 
  damage. If the damage would incapacitate the target 
  creature, it dies and stands up 1d6 rounds later as an 
  animated corpse. A creature can be the target of Corrupt 
  Life no more than once each round.
  SPECIAL ATTACKS 
  Double Attack The deadwood tree attacks twice with  
  its branches.
  Dead Growth The deadwood tree causes brown and black 
  tendrils to rise from the ground in a circle with a radius 
  of up to 5 yards originating from a point the tree can 
  reach. The tendrils remain for 1 minute or until the tree 
  makes this attack again. Each creature in the area when 
  the dead growth appears or that enters it must make 
  an Agility challenge roll with 1 bane. On a failure, the 
  creature becomes immobilized until the effect ends.  
  A creature immobilized in this way can use an action  
  to make a Strength challenge roll with 1 bane and 
  removes the affliction on a success.
  Deep One
  Tales of sunken cities and lost civilizations circulate 
  around the drinking halls of Freeport and other 
  maritime cities. The stories paint fabulous pictures of 
  great wealth and wonders lost. Such places do exist 
  under the world, some of them inhabited by the undines 
  and others claimed by nereids and other aquatic folk. 
  A few harken back to older, darker times, when terrible 
  beings were trapped in an ageless slumber awaiting the 
  last days of the world so they could emerge and again lay 
  claim to what was once theirs.
  
  90
   These strange places warp the area around them, 
  bringing about freakish mutations in living creatures 
  and reaching out into the dreams of those who live 
  by the sea. As a result, bizarre cults sometimes grow 
  up around one of these forgotten places—and if the 
  faith of the cultists is strong enough, sometimes the 
  slumbering gods send forth minions to reward their 
  devotion. Such visitations can have disastrous results 
  for the rest of the world.
   Since the distant past, the deep ones have lived 
  only in legend and story for so long that few people 
  believed they actually exist. But recent times have 
  seen these strange dwellers of the deep emerge from 
  the depths to seize ships and raid coastal settlements. 
  Deep ones are thought to be a debased people utterly 
  in thrall to the Unspeakable One. 
   Deep ones have a humanoid shape with pale, 
  rubbery skin and an overlarge head of a fish with 
  wide, unblinking eyes. They rarely wear clothing, but 
  sometimes adorn their bodies with found objects. 
  They carry spears made from whalebone. 
   Deep ones typically emerge from the waters to 
  make slaves of mortal creatures. They use their teeth 
  to attack, transmitting to their victims the darkness 
  that contaminates their bodies. They resort to spears 
  only when their corrupting efforts fail.
   Deep ones speak their own foul language.
  DEEP ONE 
  DIFFICULTY 10
  Size 1 frightening deep one (aquatic)
  Perception 11 (+1); shadowsight
  Defense 14; Health 22; Insanity --; Corruption 5
  Strength 12 (+2), Agility 11 (+1), Intellect 9 (–1), Will 11 (+1)
  Speed 8; swimmer
  Immune gaining Insanity
  Vulnerable to Fire A deep one takes double damage from fire.
  ATTACK OPTIONS 
  Spear (melee) +2 with 1 boon (2d6)
  Teeth (melee) +2 with 1 boon (1d6 plus Dark Infestation)
  Dark Infestation A living creature must get a success on a 
  Strength challenge roll or gain 1 Corruption. A creature 
  that gains Corruption in this way must also get a success 
  on a Will challenge roll or become compelled. Each time 
  a compelled creature takes damage or completes a rest, 
  it can repeat the challenge roll and removes the affliction 
  on a success.
  Devil Lizard
  Ages ago, before the fall of the Valossan Empire, 
  spirit lizards lived in the jungles of that ancient land. 
  These faeries cared nothing for the machinations and 
  wars of conquest perpetrated by the serpent people, 
  and they did their best to avoid being drawn into the 
  Valossans’ intrigues. When the Unspeakable One 
  destroyed the serpent people and their lands, the 
  spirit lizards and the trees in which they lived became 
  fused, turning into horrid abominations known as 
  deadwood trees (see above). The lizards that escaped 
  this fate withdrew into the depths of the jungles, 
  where many became infused with the hatred and 
  madness of the Unspeakable One, which transformed 
  them into devil lizards.
   A devil lizard stands about 2 feet tall and weighs 
  no more than 35 pounds. The creatures have short, 
  sharp talons at the ends of their fingers and toes, and 
  a row of spines that rises from the top of their heads 
  and extends down to the middle of their backs. Their 
  mottled, warty skin is dark gray with blotches of 
  black, brown, and green.
   Devil lizards speak Elfish and Valossan.
  DEVIL LIZARD 
  DIFFICULTY 25
  Size 1/4 frightening faerie (devil)
  Perception 12 (+2); shadowsight
  Defense 15; Health 30
  Strength 10 (+0), Agility 15 (+5), Intellect 10 (+0), Will 11 (+1)
  Speed 14; climber
  Immune damage from disease; charmed, diseased
  Wild Frenzy When a devil lizard becomes injured, it goes 
  into a wild frenzy that lasts for 1 minute. During that  
  time, it makes attack rolls with 1 boon and its attacks 
  deal 1d6 extra damage.
  Nature’s Passage The devil lizard ignores the effects of 
  moving across difficult terrain caused by plants, and it 
  can move through spaces occupied by plants, though  
  it cannot end its move in such places.
  Iron Vulnerability A devil lizard is impaired while it is in 
  contact with iron. Also, the devil lizard loses Regenerate 
  for as long as it remains in contact with iron and for  
  1 minute after.
  ATTACK OPTIONS 
  Teeth (melee) +5 (1d3 plus Poison)
  Claws (melee) +5 (1d6 plus Disrupt Essence on attack roll 20+)
  Poison A living creature must get a success on a Strength 
  challenge roll or become poisoned for 1 minute. While 
  poisoned in this way, the creature is dazed. If the 
  creature is already poisoned, it takes 1d6 extra damage.
  Disrupt Essence A living creature takes 1d6 extra damage 
  and becomes impaired for 1 minute.
  SPECIAL ATTACKS 
  Double Attack The devil lizard attacks with its teeth and 
  its claws.
  END OF THE ROUND 
  Regenerate The devil lizard heals 1d3 damage.
  Dream Child
  Bizarre creatures of hideous aspect, dream children 
  take shape out of the fragments and echoes of the 
  dreams experienced by people who die in their 
  sleep. As creatures of dream, they prowl the borders 
  of reality, moving freely into the minds of their 
  sleeping victims. Dream children have hideous, 
  mind-shattering forms, with wide, fleshy torsos, in the 
  center of which spreads a toothy maw. They scuttle 
  about on what look to be seven arms, hands splayed 
  and gripping the ground. Two bizarre appendages, 
  looking like human legs, sprout from the torso, 
  displaying bloodshot eyes in the soles of their “feet.” 
  
  9191
   Dream children gather in small bands of one to six 
  members. Sleeping, intelligent creatures attract their 
  presence, and a rash of unexplained, sudden deaths in 
  the night might suggest that an infestation is near. 
   Dream children understand all languages, though 
  they do not speak.
  DREAM CHILD 
  DIFFICULTY 25
  Size 1 horrifying spirit
  Perception 10 (+0); truesight
  Defense 14; Health 48; Insanity --; Corruption 5
  Strength 12 (+2), Agility 14 (+4),Intellect 10 (+0),Will 11 (+1)
  Speed 8
  Immune damage from cold, disease, fire, poison; gaining 
  Insanity
  ATTACK OPTIONS
  Teeth (melee) +4 with 1 boon (2d6)
  SPECIAL ATTACKS
  Return to Rest The dream child makes a Will attack roll 
  against the Will of one living creature within short range. 
  On a success, the creature falls prone and goes to sleep. 
  The creature remains asleep for 1d6 hours, until it takes 
  any damage, or until another creature uses an action to 
  slap or shake the affected creature, removing the asleep 
  affliction.
  Enter Dreams The dream child moves up to half its Speed. 
  If it ends its movement in a space occupied by an asleep 
  creature, the dream child’s body disappears and enters 
  the sleeping creature’s dreams. While it is in a creature’s 
  dreams, the dream child is immune to any effect that 
  originates from outside the sleeping creature whose 
  dreams it inhabits. The dream child can leave the sleeping 
  creature’s dreams by moving out of the creature’s space, 
  reappearing when it does. The dream child is also forced 
  out of the dreams if the sleeping creature wakes up.
  If an asleep creature dies with a dream child in its 
  dreams, the dream child reappears in an open space 
  within 1 yard of the dead creature. At the end of the 
  round, the soul of the dreaming creature that died in this 
  way emerges into an open space of its choice within 1 
  yard of the creature’s body and materializes as a new 
  dream child.
  Nightmares Given Form If a dream child inhabits the dreams 
  of a sleeping creature, it can make a Will attack roll 
  against the sleeping creature’s Will. On a success, the 
  sleeping creature takes 2d6 damage, gains 1 Insanity, and 
  cannot wake up or be awakened for 1 round. Damage 
  from this special attack does not remove the asleep 
  affliction from the sleeping creature. On a failure, the 
  dream child takes 1d6 damage and the sleeping creature 
  removes the asleep affliction.
  Corpse Flower
  This Flowering Plante runs counter to the 
  normal Practice of its Fellowes that put forth 
  pleasing Smells and provide sweet Nectar to 
  attract Bees and other Insectes. So Contrary 
  is its Nature that its Scent is deadely Poison, 
  even to those who Breathe but a Little. In 
  the Places where it is founde, the Plante is 
  invariably surrounded by the Corpses of 
  those Unfortunate Creatures it has poisoned, 
  which in their turn attract Greate Cloudes 
  of Flyes and other Verminne, which seem 
  themselves to be immune. The Stenche 
  of Deathe that rises from these Victims is 
  stronger even than the Deadely Scent of the 
  Plante that killed them, and gives warning 
  not to approach.
  —Beastes of Ye Farre Landes, by Edmund 
     Smallpiece
  The carcasses that litter the ground around 
  a corpse flower speak to the danger that 
  these nasty plants pose. Native to the deep 
  jungles of A’Val and the other islands of 
  the Serpent’s Teeth, the corpse flower has 
  broad, shiny leaves and colored flowers 
  that grow to the height of a tall human, all 
  emerging from a squat trunk that is several 
  feet in diameter in a mature specimen. 
  The corpse flower gives off a sickly odor 
  that smells of rotting flesh and is dangerous 
  to living things. When any living, breathing 
  creature moves to within short range of a 
  corpse flower and again at the end of each 
  round when a creature remains within this 
  distance, the creature must make a Strength 
  challenge roll with 1 bane. On a failure, the 
  creature suffers from the toxic stench, with 
  the effect determined by its distance from 
  the flower.
   5 yards: The creature becomes poisoned 
  for as long as it remains within short range 
  and for 1 minute after. 
   3 or 4 yards: The creature takes 1d6 
  damage from the poisonous atmosphere, 
  falls prone, and becomes poisoned for as 
  long as it remains within short range and for 
  1 minute after. While poisoned in this way, 
  the creature is stunned.
   2 yards: As 3 or 4 yards, but the creature 
  takes 2d6 damage instead of 1d6.
   1 yard: As 3 or 4 yards, but the creature 
  takes 3d6 damage instead of 1d6.
   Destroying the Flower: A corpse flower 
  has Defense 5 and Health 20. If it takes 
  damage equal to its Health, it is destroyed 
  and explodes in a burst of compressed gas, 
  spreading its stench out in a 10-yard radius, 
  where the odor lingers for 1d4 rounds. Each 
  living, breathing creature in the area when 
  the stench spreads or that enters the area 
  must get a success on a Strength challenge 
  roll with 1 bane or take 4d6 damage, fall 
  prone, and become poisoned for as long as 
  it remains in the area and for 1 minute after. 
  
  92
  Fire Specter
  When flames consume black-hearted villains and 
  others whose hate runs hot enough, something of 
  the victim’s spirit remains, anchored to the world by 
  those same flames. These burning spirits, called fire 
  specters, become supernatural terrors of hideous 
  countenances. The infernal flames that burn their 
  bodies have long ago stripped away their flesh and 
  boiled away their blood, leaving only blackened 
  bones behind. In the dark of their eye sockets burn 
  white flames that flicker and dance, turning to fix 
  upon whatever unfortunate happens to draw their 
  attention. Although the flames that sheathe fire 
  specters clearly torment the creatures, evidenced by 
  their twitching bodies and raspy screams, the fire does 
  not hinder them and instead augments their fighting 
  prowess, scorching foes who dare to strike them as 
  well as enemies they assault.
   A fire specter speaks the languages it knew in life, 
  typically the Common Tongue.
  FIRE SPECTER 
  DIFFICULTY 25
  Size 1 horrifying undead
  Perception 9 (–1); darksight
  Defense 13; Health 21; Insanity --; Corruption 5
  Strength 11 (+1), Agility 11 (+1), Intellect 9 (–1), Will 10 (+0)
  Speed 10
  Immune damage from disease, fire, poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  Hellish Light Illumination from a fire specter’s body lights 
  the area within 2 yards of it.
  Sheathed in Flames When a creature within 1 yard of a fire 
  specter gets a success on an attack roll against it, the 
  creature takes 1d3 damage from the flames that flare out 
  from the specter’s body.
  Immolating Ire When a fire specter becomes injured, its 
  body gives off hellish flames that deal 3d6 damage 
  to everything within 1 yard of it. A creature that gets 
  a success on an Agility challenge roll takes half the 
  damage. Once the fire specter uses Immolating Ire, it 
  cannot do so again until it completes a rest.
  ATTACK OPTIONS 
  Cutlass (melee) +1 with 1 boon (1d6 + 1 plus 1d3 from fire)
  The Winds of Hell
  It was the cursed crew of the Winds of Hell 
  that brought knowledge of the fire specters 
  to Freeport. Every person who died on board 
  that flaming ship rose up as an undead horror, 
  and the ship boasts the same complement of 
  sailors as it did the day they were awakened. 
  As a result, an encounter with this fiery vessel 
  involves a crew of thirty fire specters under the 
  command of Captain Kothar, an adversary few 
  wish to face.
   
  The Winds of Hell haunts the waters of the 
  Serpent’s Teeth still, though few have seen it 
  in recent days. When the ship does appear, it 
  shows itself only at dawn or dusk, appearing as 
  a billowing ball of fire and smoke on the horizon. 
  The flames burn always, but never consume the 
  rigging, sails, or wood of the vessel. They simply 
  roil about, blackening everything they touch. 
  Of course, the flames’ inability to harm the ship 
  does not extend to other nearby vessels. Many 
  ships have caught fire from drifting cinders 
  and the flames given off by attackers as the 
  fire specters swing across the gap on scorched 
  ropes to board their latest target. 
  Kothar the Accursed
  Long ago, Captain Kothar terrorized the seas, a feared 
  and reviled pirate infamous for his viciousness, 
  bloodthirsty tactics, and wanton cruelty. The Winds 
  of Hell, a rival vessel, vexed Captain Kothar and so he 
  and his crew sought out and boarded the ship, putting 
  each man and woman to the sword, and claimed the 
  vessel for themselves. However, not long after, the 
  pirates were captured, tried, and executed for their 
  crimes. The Captains’ Council decreed they should 
  be lashed to the deck of their bloody ship while the 
  vessel burned to the waterline. 
   Unbeknownst to the Council or anyone else, Kothar’s 
  hate ran hotter than the flames. He refused to go 
  to Hell until he got his vengeance against Freeport. 
  Becaue of this determination, he emerged from the 
  pyre as a powerful fire specter and once again the 
  leader of his crew, all of them now damned just as he is.
   Kothar speaks the Common Tongue and High Archaic.
  KOTHAR THE ACCURSED 
  DIFFICULTY 50
  Size 1 horrifying undead
  Perception 11 (+1); darksight
  Defense 15 (mail); Health 43; immolating ire
  Strength 13 (+3), Agility 13 (+3), Intellect 11 (+1), Will 12 (+2)
  Speed 10
  Immune damage from disease, fire, poison; gaining 
  Insanity; asleep, diseased, fatigued, poisoned
  Hellish Light Illumination from Kothar’s body lights the 
  area within 2 yards of it.
  Sheathed in Flames When a creature within 1 yard of the 
  fire specter gets a success on an attack roll against 
  Kothar, the creature takes 1d3 damage from the flames 
  sheathing Kothar’s body.
  Immolating Ire When Kothar becomes injured, his body 
  flares with hellish flames that deal 3d6 damage to 
  everything within 1 yard of it. A creature that gets a 
  success on an Agility challenge roll takes half the damage.
  The serpent was so large it did not 
  seem to notice our ship as it passed. We 
  were but a speck compared to its glory.
  
  9393
  ATTACK OPTIONS 
  Cutlass (melee) +2 with 2 boons (3d6 + 2 plus 1d6 from fire 
  plus Rapid Step)
  Dagger (melee or short range) +2 with 2 boons (1d3 plus 
  2d6 plus 1d6 from fire plus Rapid Step)
  Rapid Step Kothar can move up to 2 yards. This movement 
  does not trigger free attacks.
  Fleshraker
  Hell’s denizens are many and varied, but they are 
  unified in their hatred for mortals, and they let that 
  hatred drive them to corrupt and destroy those who 
  stole the world from them. Some devils use subtle 
  methods, tempting mortals with promises of earthly 
  rewards, while others prefer a more direct approach. 
  Fleshrakers are the least subtle of the devils, since 
  their interests focus on spreading fear and despair by 
  slaughtering the weak and dragging their souls to Hell.
   Fleshrakers readily answer any call to enter the 
  mortal world, but few mortals ever summon them 
  because they are hard to control. The devils have 
  human forms with deep crimson skin and tangled, 
  matted black hair that hangs from their heads in 
  knots. Scars and obscene tattoos on their bodies tell 
  the story of their hatred for mortals, and each time 
  a fleshraker kills, a new image appears in its flesh. 
  When they travel away from Hell, fleshrakers don 
  tall black hats and long black cloaks to conceal their 
  hideous forms. They prowl the poor quarters of urban 
  areas, where the hunting is good and where few will 
  notice yet another mangled corpse.
   Fleshrakers speak the Common Tongue, Elfish, and 
  High Archaic.
  FLESHRAKER 
  DIFFICULTY 25
  Size 1 horrifying faerie (devil)
  Perception 15 (+5); darksight
  Defense 14; Health 24; Insanity --; Corruption 6
  Strength 11 (+1), Agility 14 (+4), Intellect 13 (+3), Will 11 (+1)
  Speed 10
  Immune damage from disease, fire, poison; gaining 
  Insanity; asleep, diseased, frightened, poisoned
  Ultraviolence A fleshraker makes attack rolls with 1 boon, 
  and it grants 1 boon on attack rolls made against it.
  ATTACK OPTIONS
  Bone Razor (melee) +4 with 1 boon (1d6 + 2 plus Bleeding 
  Wound on attack roll 20+)
  Bleeding Wound A living creature must get a success on a 
  Strength challenge roll or suffer a bleeding wound until 
  it heals any damage. At the end of each round when a 
  creature suffers a bleeding wound, it takes 1d6 damage.
  Flying Lizard
  The flying lizards of the Serpent’s Teeth were present 
  long before humans ever settled these islands. Many 
  breeds exist, but the three described here are the most 
  common. The sleek and graceful scalewing is about 
  the same size as a gull, and it competes with seafowl 
  for fish, crab, and small children. The irontooth is 
  a bit more vicious, snatching travelers for a quick 
  meal and harassing fishermen who stray too close to 
  their roosts. The enormous blackwing lurks at the 
  heights of Mount A’Val, soaring around the peak and 
  descending only to snatch prey when it needs to eat.
   Regardless of size, all flying lizards have two 
  remarkable features. Their jaws are extremely 
  powerful, and once they have locked onto their prey, 
  they are difficult to pry loose. They also have long, 
  serpentine tails, strong and flexible, which they use 
  to hold their prey long enough for the lizard’s jaws to 
  bite off their heads.
  SCALEWING 
  DIFFICULTY 5
  Size 1/4 animal
  Perception 12 (+2)
  Defense 12; Health 8; Insanity 0; Corruption 0
  Strength 8 (–2), Agility 11 (+1), Intellect 6 (–4), Will 10 (+0)
  Speed 14; flier
  ATTACK OPTIONS 
  Teeth (melee) +1 with 1 boon, or 2 boons if it has the target 
  grabbed (1d3 plus Clamping Jaws on attack roll 20+)
  Clamping Jaws The scalewing enters the target’s space, 
  and the target becomes grabbed for as long as the 
  scalewing concentrates. Each time it uses an action 
  to concentrate, the target takes 1d3 + 1 damage. If the 
  target attempts to escape, it makes the challenge roll 
  with 2 banes.
  Tail (melee) +1 with 1 boon (target becomes grabbed for  
  1 round)
  IRONTOOTH 
  DIFFICULTY 25
  Size 1 animal
  Perception 12 (+2)
  Defense 13; Health 22; Insanity 0; Corruption 0
  Strength 12 (+2), Agility 10 (+0), Intellect 6 (–4), Will 10 (+0)
  Speed 14; flier
  ATTACK OPTIONS 
  Teeth (melee) +2 with 1 boon or 2 boons if it has the target 
  grabbed (1d6 + 2 plus Clamping Jaws on attack roll 20+)
  Clamping Jaws The irontooth enters the target’s space, 
  and the target becomes grabbed for as long as the 
  irontooth concentrates. Each time it uses an action to 
  concentrate, the target takes 2d6 damage. If the target 
  attempts to escape, it makes the challenge roll with  
  2 banes. 
  Tail (melee) +2 with 1 boon (target becomes grabbed for  
  1 round)
  BLACKWING 
  DIFFICULTY 50
  Size 3 animal
  Perception 12 (+2)
  Defense 16; Health 54; Insanity 0; Corruption 0
  Strength 15 (+5), Agility 10 (+0), Intellect 6 (–4), Will 10 (+0)
  Speed 12; flier
  ATTACK OPTIONS 
  Teeth (melee) +5 with 1 boon or 2 boons if it has the target 
  grabbed (3d6 plus Clamping Jaws on attack roll 20+)
  Clamping Jaws The blackwing enters the target’s space, 
  and the target becomes grabbed for as long as the 
  blackwing concentrates. Each time it uses an action  
  to concentrate, the target takes 3d6 damage. If the 
  target attempts to escape, it makes the challenge roll 
  with 2 banes.
  Tail (melee) +5 with 1 boon (target becomes grabbed  
  for 1 round)
  
  94
  Dead Man’s Brain
  Certaine it is that there are more Unknowne 
  Marvells beneath the Sea than are knowne on 
  Lande. The Corals, for example, are Animals, 
  yet they partake of the Nature of Rock, and 
  have somewhat the appearance of Plants. They 
  can appeare in a great Variety of Shapes and 
  Colours. There are many Mariners’ Tales and 
  Vulgar Superstitions which seek to explain the 
  more Fantastical varieties, but none are Stranger 
  than that knowne as Deade Man’s Brain.
   
  Having the Outward Appearance of a Human 
  Brain, but made, like all Corals, of a Calcine 
  Rocky Substance, it is said that this forme of 
  Coral grows upon the Bodies of the Drown’d, 
  and more especially upon their Skulls, in just the 
  Same Way as other Varieties take roote upon 
  Rocks, and sometimes upon Ancient Wrecks. 
  In the course of its Growthe, it is claim’d, the 
  Coral absorbs somewhat of the Essence of these 
  Bodies, feeding upon their Deade Thoughts 
  and taking a part of their Energy into Itselfe. 
  From this Unnatural Sustenance, according to 
  Common Belief, it has gain’d a limited Capacity 
  for Thought, and an Array of Mental Powers. 
  Others maintain that the Spirittes of the Deade 
  upon which it grows make their Corporeal Abode 
  in the Coral, as their Mortal Remains decay.
  —Beastes of Ye Farre Landes, by Edmund 
  Smallpiece
  The dead man’s brain is a variety of coral found 
  growing on the bones of dead creatures. It is 
  able to broadcast powerful telepathic signals, 
  consisting of a barrage of the last thoughts 
  experienced by those creatures on which the 
  dead man’s brain feeds. An encounter with one 
  of these disturbing creatures fills the mind with 
  psychic cries, pleading, screams, and painful 
  wailing, all of which are enough to drive the most 
  stalwart person mad.
   
  A single dead man’s brain is a brain-like 
  growth of coral about 8 feet in diameter. It is 
  rooted firmly to its meal and is immobile. It is 
  hardy and resistant to damage, having Defense 
  5 and Health 40. Although technically an animal 
  with plant-like qualities, it counts as an object for 
  the purpose of affecting it with spells. 
   
  The dead man’s brain attracts its meals by 
  constantly projecting a mental cacophony. 
  At the end of each round, any living creature 
  within short range must get a success on a 
  Will challenge roll or become impaired until 
  it completes a rest. In addition, an affected 
  creature must also get a success on an Intellect 
  challenge roll or be compelled by the dead man’s 
  brain. When the creature takes its turn, the brain 
  forces it to move toward the brain and touch it 
  with an unprotected limb. If the creature does 
  so, the brain injects its spores into the victim’s 
  flesh, forcing the creature to make a Strength 
  challenge roll with 1 bane. On a failure, the 
  creature becomes diseased. 
   
  A creature diseased in this way suffers a 
  profound headache that worsens over time. The 
  headache imposes 1 bane on attack rolls and 
  challenge rolls. Each time the creature completes 
  a rest, the number of imposed banes increases 
  by 1. When the number of banes would reach 5, 
  the creature dies as coral protrusions force their 
  way free from the victim’s flesh.
  Ghost Eater
  Many strange things inhabit the jungles of the 
  Serpent’s Teeth, but the ghost eaters are among 
  the oddest. These diminutive, gray-furred, tailed 
  humanoids lurk on the edges of human settlements, 
  especially near burial grounds where they can feed on 
  the spirits of the recently dead. Their unnatural diet 
  confers on them a set of unusual abilities. 
   Ghost eaters avoid living creatures when possible, 
  but might be drawn to settlements by the presence 
  of undead creatures in or around one. When on the 
  hunt, they move with caution, aware of their own 
  limitations when fighting undead. They use speed 
  and stealth to bring down their prey.
  GHOST EATER 
  DIFFICULTY 5
  Size 1/2 monster
  Perception 12 (+2); darksight
  Defense 11; Health 15; Insanity 0; Corruption 1
  Strength 10 (+0), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1)
  Speed 10; climber
  Undead Defense A ghost eater imposes 1 bane on attack 
  rolls against it made by undead.
  Sense Undead A ghost eater knows the location of any 
  undead within medium range, and such creatures cannot 
  hide from a ghost eater.
  Final Repose An undead creature incapacitated by a ghost 
  eater dies and remains dead. It cannot be turned into an 
  undead creature again by any means. 
  ATTACK OPTIONS 
  Teeth (melee) +1 with 1 boon (1d6, or 2d6 against undead)
  SPECIAL ATTACKS 
  Eerie Howl The ghost eater howls. Each creature within 
  long range must get a success on a Will challenge roll 
  or gain 1 Insanity. Once a creature makes this roll, it 
  becomes immune to any ghost eater’s use of Eerie Howl 
  until the creature completes a rest.
  Infernal Automaton
  The devils despise iron as much as any faerie does, and 
  thus it’s a wonder that the devils would ever employ 
  such things as infernal automatons. In truth, these 
  creations do not find their origins in Hell, but in the 
  workshops of corrupted engineers who fell under the 
  influence of these cruel faeries and taught them unholy 
  secrets to bring darkness into the mortal world. 
   As created beings, infernal automatons appear as 
  their makers design them to, though they all share 
  certain characteristics. Most infernal automatons 
  have squat, headless bodies made from rusty green 
  metal. Each one’s torso acts as a furnace to heat the 
  water contained in the reservoirs on its back. Inside 
  these furnaces burn souls stolen from Hell, and the 
  steam given off travels by way of leathery hoses to the 
  limbs, granting the creatures mobility. At the center 
  of the squat body is a hatch, wrought to resemble a 
  tormented face, sometimes masculine and sometimes 
  feminine, in accordance with the maker’s desires.
  
  9595
   Infernal automatons do not speak, but they 
  understand Dark Speech.
  INFERNAL AUTOMATON 
  DIFFICULTY 50
  Size 2 frightening construct
  Perception 9 (–1); darksight
  Defense 18; Health 50; Insanity --; Corruption 5
  Strength 10 (+0), Agility 14 (+4), Intellect 7 (–3), Will 10 (+0)
  Speed 8
  Immune damage from disease, fire, poison; gaining Insanity; 
  asleep, charmed, diseased, fatigued, frightened, poisoned
  Vulnerable to Cold An infernal automaton takes double 
  damage from cold.
  Explosive Death When an infernal automaton becomes 
  incapacitated, it is not immediately destroyed. Instead, 
  its body trembles for 1d3 rounds. At the end of this time, 
  it explodes in a 5-yard radius, becoming destroyed in the 
  process. Everything in the area takes 3d6 damage from 
  flames and flying debris. A creature that gets a success 
  on an Agility challenge roll takes half the damage.
  ATTACK OPTIONS 
  Fist (melee) +4 with 1 boon (1d6 plus 1d6 from fire)
  SPECIAL ATTACKS 
  Open the Blast Door A hatch on the front of the infernal 
  automaton’s body falls open. A blast of flame erupts that 
  fills a 6-yard-long cone, dealing 3d6 damage to everything 
  in the area. A creature that gets a success on an Agility 
  challenge roll takes half the damage. After the automaton 
  makes this attack, the hatch slams shut and the automaton 
  must wait 1 minute before it can do so again.
  END OF THE ROUND 
  Steam The infernal automaton releases a blast of steam 
  from its body. The steam spreads out from a point in its 
  space to fill a cube of space 2 yards on each side that 
  remains for 1 round. The steam partially obscures its area. 
  When it first appears, each living creature that has a 
  physical body and is in the area must get a success on a 
  Strength challenge roll or take 1d3 damage and become 
  impaired for 1 round.
  Malkin
  Most Freeporters tread carefully around the cats 
  that roam the alleys and sewers of the city, for one 
  never knows if an ordinary cat is in fact a malkin. 
  According to legend, malkins appeared in the city 
  when a magical being stumbled into the world here 
  and became trapped in the body of a cat. Some claim 
  that this being was a powerful servant of the gods, 
  while others whisper that it was a faerie, a devil, or 
  perhaps something worse. Regardless of its origin, a 
  great number of these fickle beasts descended from 
  it—so many that a few of the magic-using types began 
  keeping them as helpers and companions. Powerful 
  sea captains also employ them, since they are thought 
  to be creatures that bring good luck.
   Larger and heavier than most cats, malkins can 
  grow up to 3 feet long and weigh as much as 30 
  pounds. They display the same range of coloring 
  found in ordinary cats. Malkins are fickle creatures, 
  rarely forming lasting attachments with mortals, 
  though a steady supply of food and a warm place to 
  sleep can keep a malkin around for a time.
   Malkins do not speak, but they can communicate 
  telepathically with any creature within short range 
  that speaks at least one language.
  MALKIN 
  DIFFICULTY 5
  Size 1/4 faerie
  Perception 12 (+2); truesight, sense corruption
  Defense 14; Health 16; Insanity --; Corruption 0
  Strength 9 (–1), Agility 14 (+4), Intellect 10 (+0), Will 11 (+1)
  Speed 10
  Immune damage from disease, poison; gaining Insanity; 
  diseased, fatigued, immobilized, poisoned, slowed
  Sense Corruption A malkin knows the location of any 
  creature within medium range that has 1 Corruption or 
  more, and such creatures cannot hide from a malkin.
  Spell Defense A malkin takes half damage from spells. 
  It makes challenge rolls to resist a spell with 1 boon. A 
  creature attacking a malkin with a spell makes the attack 
  roll with 1 bane.
  ATTACK OPTIONS 
  Claws and Teeth (melee) +4 (1d3 + 1)
  Monstrous Clam
  Monstrous clams thrive in the waters around the 
  Serpent’s Teeth and elsewhere. Normally not a threat 
  to other creatures, they tend to close their shells when 
  disturbed, which can trap the hand or leg of any 
  swimmer who ventures too close.
  
  96
  MONSTROUS CLAM 
  DIFFICULTY 5
  Size 1 animal
  Perception 5 (–5); sightless
  Defense 5; Health 31; Insanity --; Corruption 0
  Strength 11 (+1), Agility 5 (–5), Intellect 5 (–5), Will 10 (+0)
  Speed 0
  Immune gaining Insanity; blinded
  SPECIAL ATTACKS 
  Snap Shut When a creature within the clam’s reach would 
  use an action, the clam can use a triggered action to 
  snap shut its shell. The triggering creature must get a 
  success on an Agility challenge roll with 1 bane or take 
  1d6 damage and become grabbed. Whether or not the 
  creature gets a success, the creature resolves the use of 
  its action as normal. The monstrous clam continues to 
  grab the target each round for 1d6 + 1 rounds. At the end 
  of each round that a creature spends grabbed in this way, 
  it takes 1d3 damage. A creature that attempts to escape 
  the monstrous clam makes the attack roll with 1 bane.
  Monstrous Crab
  Crabs of all sizes range across the sea floor, feeding 
  on whatever they can scavenge. Although they are 
  seldom aggressive, they defend themselves when 
  attacked. A monstrous crab is fully amphibious, but 
  it does not actually swim; instead, it crawls along the 
  bottom, so anyone in the water can usually escape a 
  monstrous crab by swimming straight up.
  MONSTROUS CRAB 
  DIFFICULTY 5
  Size 1 animal
  Perception 11 (+1); shadowsight
  Defense 13; Health 15; Insanity --; Corruption 0
  Strength 11 (+1), Agility 11 (+1), Intellect 7 (–3), Will 10 (+0)
  Speed 10; swimmer
  Immune gaining Insanity
  ATTACK OPTIONS 
  Large Pincer (melee) +1 with 1 boon (1d6 plus target 
  becomes grabbed on attack roll 20+)
  Small Pincer (melee) +1 with 1 boon (1d3 + 1)
  SPECIAL ATTACKS 
  Constricting Grab If the monstrous crab is grabbing a 
  creature on its turn, it can use a triggered action to deal 
  1d3 damage to the creature and maintain the grabbed 
  affliction for 1 additional round. 
  Monstrous Jellyfish
  The warm temperature of the waters around the 
  Serpent’s Teeth allows jellyfish to grow to incredible 
  size. Though they are easily avoided if encountered 
  singly, swarms of these fish pose great danger to 
  those caught in their midst. Monstrous jellyfish do 
  not attack so much as they drag their streaming 
  tendrils behind and below them as the current pulls 
  them along. They move by pulsing their mantles, 
  which produces a water-pumping action, but they are 
  neither fast nor agile swimmers.
  SWARM OF MONSTROUS JELLYFISH 
  DIFFICULTY 10
  Size 1 animal (swarm)
  Perception 5 (–5); sightless
  Defense 6; Health 8; Insanity --; Corruption 0
  Strength 8 (–2), Agility 6 (–4), Intellect 1 (–9), Will 10 (+0)
  Speed 4; swimmer
  Immune gaining Insanity; blinded, charmed, deafened, 
  frightened, grabbed, immobilized, prone, slowed, stunned
  Multitude A swarm takes half damage from attacks that 
  use an attack roll and double damage from attacks and 
  effects that require it to make a challenge roll.
  Revulsion Creatures that are not swarms are impaired while 
  they remain in the swarm’s space or within 1 yard of it.
  END OF THE ROUND 
  Mass Tendrils A mass of tendrils spreads out from a point 
  in the swarm’s space into a 3-yard cone, extending from 
  its body in the direction opposite from the swarm’s 
  movement or below the creature if it is not moving.  
  Any living creature in the area must get a success on  
  an Agility challenge roll with 1 bane or take 1d3 damage.  
  A creature that takes this damage must also get a 
  success on a Strength challenge roll with 2 banes or 
  become poisoned for 1 minute. While poisoned in this 
  way, the creature is defenseless and immobilized. If  
  the creature is already poisoned in this way, it takes  
  1d6 extra damage and extends the duration of the 
  affliction by 1 minute.
  Ocean Wyrm
  One of the most feared creatures living in the 
  far-flung waters beyond the Serpent’s Teeth is 
  the ocean wyrm (as a sea serpent; see A Glorious 
  Death). An enormous aquatic serpent capable of 
  crushing a small ship in its coils, it has a massive 
  dragon-like head and a long, sinuous body with 
  a flattened tail. A spiny crest runs the length of 
  its back, and on each side of its body is a ridge of 
  flattened, projecting scales. It moves through the 
  water with an undulating motion, traveling with 
  incredible speed. When it rises, the water seems 
  to cling to it, as if the creature was somehow 
  part of the ocean itself.
   
  Some people on remote islands regard ocean 
  wyrms as sacred. One tribe in particular claims 
  that these beasts are the children of a mighty 
  sea god named Kolan—indeed, the wyrm’s name 
  in their tongue is kolan’tathok, which means 
  “Children of Kolan.” According to folklore, Kolan 
  was jealous of the other gods’ faithful following, 
  so he turned himself into a great and terrible 
  serpent to threaten them. The people of this 
  distant island placate the kolan’tathok—and 
  through them, their legendary father Kolan—with 
  offerings of food and the occasional sacrifice, 
  building shrines in front of their lairs that their 
  priests tend. A steady supply of offerings relieves 
  these great serpents of the need to hunt, and 
  many have not left their coral caves for centuries.
  Monstrous Leech
  As with many other creatures found in the Serpent’s 
  Teeth, leeches can grow to immense size, making 
  them much more fearsome than their normal 
  diminutive counterparts. 
  
  9797
  MONSTROUS LEECH 
  DIFFICULTY 10
  Size 1 animal (aquatic)
  Perception 9 (–1); sightless
  Defense 12; Health 14; Insanity --; Corruption 0
  Strength 10 (+0), Agility 12 (+2), Intellect 5 (–5), Will 10 (+0)
  Speed 8; swimmer
  Immune gaining Insanity; blinded
  Slowed on Dry Land A monstrous leech is slowed while it is 
  not submerged in water.
  ATTACK OPTIONS 
  Teeth (melee) +2 with 1 boon (1d6 + 1 plus Leech Disease, 
  plus Attach on attack roll 20+)
  Leech Disease A living creature must get a success on a 
  Strength challenge roll or become diseased. While diseased 
  in this way, the creature heals half damage. Each time the 
  diseased creature completes a rest, it can make a Strength 
  challenge roll. The creature removes the diseased affliction 
  on a success, or takes 1d6 damage on a failure.
  Attach The target becomes grabbed for as long as the 
  leech concentrates. Each time the leech uses an action 
  to concentrate, it drains the creature’s blood, imposing 
  a –1d6 penalty to its Health or worsening the penalty 
  to Health by 1d6. The target removes the penalty to its 
  Health when it completes a rest.
  Nereid
  Nereids remained in the world after the faeries 
  withdrew, taking refuge in the murky depths far beneath 
  the waves. A reclusive people, they avoid mortals and 
  land-dwellers, appearing only when they decide to play 
  tricks on foolish sailors or get revenge on those who 
  despoil their waters. From time to time, nereids might 
  help sailors in trouble, especially those whom they have 
  observed showing respect for the old customs. 
   A nereid has a human form, with blue-green skin 
  covered in fine scales and webs stretching between 
  its fingers and toes. Females often wear long, flowing 
  robes of woven seaweed along with jewelry made of 
  pearls and shells, while males favor knee-length kilts 
  of seaweed. They live in sea caves, coral reefs, and in 
  the ruins of sunken cities.
  NEREID 
  DIFFICULTY 10
  Size 1 faerie
  Perception 15 (+5); shadowsight
  Defense 13; Health 14; Insanity 1; Corruption 0
  Strength 10 (+0), Agility 13 (+3), Intellect 13 (+3), Will 11 (+1)
  Speed 12; swimmer
  Immune damage from disease; charmed, diseased
  Oceanbound A nereid can breathe air and water. A nereid 
  can remain out of water for a number of hours equal to 
  its Strength score. Each hour thereafter, the nereid takes 
  a cumulative –1d6 penalty to Health. For each hour the 
  nereid spends submerged in water, it lessens this penalty 
  by 1d6 (to a minimum of 0).
  Iron Vulnerability A nereid is impaired while it is in contact 
  with iron.
  ATTACK OPTIONS 
  Bone Knife (melee) +3 with 1 boon (1d6)
  SPECIAL ACTIONS 
  Bestow Water Breathing A nereid can use an action to 
  grant one creature it can reach the ability to breathe 
  water for up to 1 hour or until the nereid uses an action 
  to remove this ability.
  Water Leap A nereid can use an action, or a triggered 
  action on its turn, to teleport to a space filled with water 
  that it can see within short range.
  MAGIC 
  Power 2
  Enchantment bewitch (3), charm (2), command (2), mind 
  bondage (1)
  Fey misdirect (3), fade (2), slumber (1)
  Picacouatl
  Explorers in A’Val’s jungles might catch a glimpse of 
  these fabled flying serpents—small, feathered and 
  winged snakes with bright scales, riotous-colored 
  wings, and glittering emerald eyes. These strange 
  creatures can grow up to 6 feet long, and their 
  wingspans can reach up to 6 feet. 
   Called picacouatls for their resemblance to 
  another, larger flying serpent thought to inhabit a 
  mythical land far to the east, these creatures exist in 
  small numbers and rarely show themselves unless 
  frightened. Locals believe them to be noble and fair-
  minded spirits and sometimes leave them offerings to 
  curry favor with them. The truth is that these beings 
  are faeries that have dwelled on the Serpent’s Teeth 
  since before the rise of mankind. They do in fact have 
  a kindly disposition and might lead travelers away 
  from danger.
   Picacouatls speak Elfish.
  
  98
  PICACOUATL 
  DIFFICULTY 10
  Size 1/2 faerie
  Perception 12 (+2); shadowsight
  Defense 14; Health 13; Insanity 0; Corruption 0
  Strength 9 (–1), Agility 13 (+3), Intellect 8 (–2), Will 11 (+1)
  Speed 10; flier
  Immune damage from disease; charmed, diseased
  Coiling Body If a picacouatl has a creature grabbed, the 
  picacouatl can use a triggered action on its turn to 
  maintain the grab for 1 round.
  Iron Vulnerability A picacouatl is impaired while it is in 
  contact with iron.
  ATTACK OPTIONS 
  Fangs (melee) +3 with 1 boon (1d3 plus Venom, plus target 
  becomes grabbed on attack roll 20+)
  Venom A creature must get a success on a Strength 
  challenge roll or take 1d6 damage and become poisoned 
  for 1 hour. A creature with 1 Corruption or more makes 
  the roll with 1 bane and takes 2d6 extra damage on a 
  failure. A creature already poisoned in this way takes  
  1d6 extra damage.
  SPECIAL ATTACKS
  Brilliant Radiance A flash of bright, dazzling light erupts 
  from a point in the picacouatl’s space out to a 5-yard 
  radius. Each creature in the area other than the 
  picacouatl must make a Will challenge roll, with 1 bane 
  per point of Corruption it has. On a failure, the creature 
  takes 1d6 + 1 damage from the radiance and becomes 
  blinded for 1 hour. Once the picacouatl uses Brilliant 
  Radiance, it cannot do so again until it completes a rest.
  Pit-Briar
  In the tangled forests of Hell, pit-briars hunt down 
  damned souls, rending them with thorny vines 
  and sinking their roots in their dying flesh to draw 
  forth their vital fluids. Although pit-briars resemble 
  ordinary bramble bushes, they do not sink their roots 
  into the soil and instead use them as appendages to 
  pull themselves across the ground. Rarely, pit-briar 
  seedlings make their way into the world of mortals, 
  where they grow into malicious predators, dangers to 
  all things that live in the lands they inhabit. In Hell, 
  pit-briars might gather in small bands, while on Urth 
  they tend to appear singly.
  PIT-BRIAR 
  DIFFICULTY 50
  Size 2 plant
  Perception 11 (+1); shadowsight
  Defense 18; Health 31; ; Insanity --; Corruption 3
  Strength 11 (+1), Agility 15 (+5), Intellect 7 (–3), Will 10 (+0)
  Speed 4
  Immune gaining Insanity; asleep, blinded, dazed, fatigued, 
  frightened, stunned
  Camouflage A pit-briar in an area of foliage is hidden until 
  it uses an action or moves. 
  ATTACK OPTIONS 
  Thorny Tendril (melee) +5 with 1 boon (1d6 + 2 plus target 
  becomes grabbed on attack roll 20+)
  SPECIAL ATTACKS 
  Tendril Flurry The pit-briar attacks three times with its 
  thorny tendrils, less one time for each creature it has 
  grabbed. The pit-briar automatically deals 1d6 + 2 
  damage to any creatures it already has grabbed and 
  maintains the grabbed affliction for 1 addditional round. 
  Pwalg
  A pwalg begins its unnatural existence as a cancerous 
  tumor that grows on a demon after it enters the world, 
  and then it pulls free from its host’s body after gaining 
  sentience. 
   Pwalgs appear as quivering blobs of fatty tissue, 
  limbs sprouting in random directions. They are 
  dimpled with many orifices from which weep streams 
  of a brown, milky substance. They lurk in dark places, 
  chuckling evilly, until something draws near, at 
  which point they heave up their bulky bodies to lurch 
  forward and investigate. 
   Pwalgs understand Dark Speech, but do not speak.
  PWALG 
  DIFFICULTY 25
  Size 1/2 horrifying demon
  Perception 9 (–1); truesight
  Defense 14; Health 28; Insanity --; Corruption 7
  Strength 13 (+3), Agility 11 (+1), Intellect 7 (–3), Will 13 (+3)
  Speed 8
  Immune damage from disease, poison; gaining Insanity; 
  dazed, fatigued, frightened, immobilized, impaired, 
  poisoned, slowed, stunned
  Shuddering Ejaculate Whenever a pwalg moves, it sprays 
  corrosive juices up to 5 yards in all directions. Up to 
  three creatures the pwalg chooses during its movement 
  must each get a success on an Agility challenge roll or 
  take 1d3 damage from the fluid.
  ATTACK OPTIONS 
  Teeth (melee) +3 with 1 boon (1d6 plus 1d3 from acid)
  END OF THE ROUND 
  Vile Stench The pwalg reeks of rotten meat and feces. 
  Each breathing creature within short range of it must 
  get a success on a Strength challenge roll or become 
  impaired for 1 round.
  Reef Eel
  Reef eels attack anything they detect in the waters 
  around them, darting out from hiding to latch their 
  fangs around their victims. The creatures grow up to 
  7 feet long and have ribbon-like bodies with pointed 
  heads equipped with toothy maws. Reef eels lair in 
  places barely wider than their bodies, so they can 
  back into their hiding spots and leave their heads 
  facing outward to watch for prey.
  REEF EEL 
  DIFFICULTY 5
  Size 1 animal (aquatic)
  Perception 10 (+0); darksight
  Defense 12; Health 10; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 12 (+2), Intellect 6 (–4), Will 10 (+0)
  Speed 8; swimmer
  
  9999
  ATTACK OPTIONS 
  Teeth (melee) +2 with 1 boon (1d6 + 1 plus Attach, plus 
  Maim on attack roll 20+)
  Attach When a reef eel gets a success on an attack roll 
  using its teeth, it can use a triggered action to cause 
  the target to become grabbed for as long as the eel 
  concentrates. Each time the eel uses an action to 
  concentrate, the creature to which it is attached takes 
  1d6 + 1 damage. 
  Maim The target takes a –2 penalty to Speed until it heals 
  any damage.
  Serpent Person
  In ancient times, the Valossan civilization 
  accomplished much in the fields of magic and 
  technology, far exceeding the achievements of any 
  other people on Urth. But the great power they 
  attained failed to protect them from the corrupting 
  influence of the Unspeakable One, and the Valossans 
  were unable to protect their civilization from the 
  cataclysm that shattered their empire. 
   The children of Yig, the snake god, fell into 
  disarray, the survivors descending into savagery 
  until they became degenerates. A few of the serpent 
  folk preserved some fragments of their old lore and 
  did their best to keep alive their culture over the 
  intervening thousand years, and thus the Valossans 
  became divided into two peoples—those who 
  remained loyal to Yig, and the degenerates who were 
  lost to the influence of the Unspeakable One.
   Small numbers of surviving Valossans, often called 
  serpent people, spread across the world and hid from 
  from those they once enslaved. Their enclaves rest in 
  isolated valleys, primeval jungles, and in caves deep 
  underground. In Freeport, they haunt the caves under 
  the city.
   Serpent people appear as human-sized snakes with 
  thin arms and legs, and wide, flat heads equipped 
  with glittering eyes. Tall and lanky, most stand about 
  6 feet and weigh around 150 pounds. Fine scales, 
  usually green or brown, cover their lithe bodies, and 
  their hands and feet end in small claws. Some have 
  the hoods of cobras, but most do not. Civilized serpent 
  people wear clothing, usually long robes with hoods, 
  to conceal their appearance from outsiders.
   Most serpent people develop the ability to assume 
  different forms. They use this ability to infiltrate other 
  societies so they can move undetected among their 
  rivals and discover their secrets.
   Serpent people speak the Common Tongue, and 
  many can speak Valossan. 
  SERPENT PERSON 
  DIFFICULTY 10
  Size 1 serpent person
  Perception 12 (+2); darksight
  Defense 12; Health 22; Insanity 0; Corruption 1d3–1
  Strength 9 (–1), Agility 12 (+2), Intellect 12 (+2), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Short Sword (melee) +2 with 1 boon (2d6)
  SPECIAL ACTIONS 
  Change Shape A serpent person can use an action, or a 
  triggered action on its turn, to transform into a different 
  living creature. The new form must have a humanoid 
  shape and be either Size 1/2 or Size 1. The serpent person 
  remains in this form until it becomes incapacitated or 
  until it uses a triggered action at any time to return to 
  its normal form. It can use this talent three times and 
  regains expended uses when it completes a rest.
  MAGIC 
  Power 2
  Teleportation dismiss (3), hole of glory (2), swap (2), 
  shortcut (1)
  Valossan mystics belong to the dark sect of Yig 
  followers who see the world as belonging to them and 
  the people living in it as their slaves. These individuals 
  move in secret among their enemies, working evil 
  plots to prepare the way for their return to power.
  
  100
  VALOSSAN MYSTIC 
  DIFFICULTY 10
  Size 1 serpent person
  Perception 13 (+3); darksight
  Defense 11; Health 24; Insanity 3; Corruption 5
  Strength 8 (–2), Agility 11 (+1), Intellect 13 (+3), Will 11 (+1)
  Speed 10
  Blasphemous Presence Creatures within short range that 
  have 0 Corruption are impaired for as long as they 
  remain within that distance.
  ATTACK OPTIONS 
  Scimitar (melee) +1 (1d6 + 1)
  SPECIAL ACTIONS 
  Dark Prayer When a creature the mystic can see within 
  short range makes an attack roll or a challenge roll, 
  the mystic can use a triggered action to impose 1 bane 
  on the roll. If the roll results in a failure, the triggering 
  creature takes 1d6 damage.
  Change Shape The mystic can use an action, or a triggered 
  action on its turn, to transform into a different living 
  creature. The new form must have a humanoid shape 
  and be either Size 1/2 or Size 1. The mystic remains in 
  this form until it becomes incapacitated or until it uses a 
  triggered action at any time to return to its normal form. 
  The mystic can use this talent three times and regains 
  expended uses when it completes a rest.
  MAGIC 
  Power 2
  Battle celerity (3), close wounds (2), arc of death (1)
  Curse hex (3), frighten (2), vulnerability (1)
  The serpent people who fled underground and 
  gave themselves fully to the King in Yellow became 
  wretched things—feral degenerates. They recall 
  next to nothing of the past glory of Valossa and have 
  become slaves of their dread master. Degenerates 
  eschew clothing and live little better than animals.
  DEGENERATE SERPENT PERSON 
  DIFFICULTY 5
  Size 1 serpent person
  Perception 8 (–2); darksight
  Defense 12 (large shield); Health 11; Insanity 8; Corruption 5
  Strength 11 (+1), Agility 10 (+0), Intellect 8 (–2), Will 9 (–1)
  Speed 10; swimmer
  ATTACK OPTIONS 
  Spear (melee) +1 with 1 boon (1d6 plus Venomous Bite on 
  attack roll 20+)
  Large Shield (melee) +1 with 1 boon (1d3)
  Venomous Bite The degenerate serpent person makes a 
  Strength roll against the target’s Agility. On a success, 
  the serpent person bites the target, dealing 1d3 damage. 
  In addition, the target must get a success on a Strength 
  challenge roll or take 1d6 extra damage and gain 1 Insanity.
  Shadow Serpent
  When Valossa became infested by the minions of the 
  Unspeakable One, the serpent god Yig cast down the 
  Valossan Empire and cursed his priests for failing 
  in their sacred duty to safeguard their people and 
  keep their faith in him pure. On them the god laid 
  a terrible curse, transforming their souls into spirits 
  and binding them into the world where they would be 
  forced to witness the consequences of their failures. 
   Shadow serpents appear as twitching ribbons of 
  darkness flowing through the air. When they sense 
  the presence of living beings, they take the form of 
  hideous, insubstantial serpents with glowing crimson 
  eyes. Their bodies emit an awful chill, what some 
  have described as the breath of the Underworld.
   Given their origins, shadow serpents rarely appear 
  in groups of two or more, and then only in places that 
  were lost to the Valossans during the great cataclysm 
  that shattered their empire. Places of great importance 
  to the serpent people, such as the Sunken Temple of 
  Yig, might have a large population of these spirits. 
   Shadow serpents speak Valossan.
  SHADOW SERPENT 
  DIFFICULTY 50
  Size 1 horrifying spirit
  Perception 14 (+4); darksight
  Defense 15; Health 22; Insanity --; Corruption 5
  Strength —, Agility 15 (+5), Intellect 8 (–2), Will 11 (+1)
  Speed 8; flier
  Immune damage from cold, disease, fire, poison; gaining 
  Insanity; asleep, blinded, deafened, diseased, fatigued, 
  immobilized, poisoned, slowed
  Insubstantial A shadow serpent takes half damage from 
  weapons, can move through solid objects and other 
  creatures, and ignores the effects of moving across 
  difficult terrain. 
  Become the Night A shadow serpent is invisible in areas 
  partially obscured by shadows.
  ATTACK OPTIONS 
  Draining Touch (melee) +5 with 1 boon (2d6 plus Drain on 
  attack roll 20+)
  Drain A living target gains 1 Corruption and takes a –6 
  penalty to Health that lasts until it completes a rest. 
  While subject to this penalty, the target makes Strength 
  attack rolls and challenge rolls with 1 bane. 
  If the target becomes incapacitated by an attack a 
  shadow serpent makes while the target has this penalty, 
  the target creature dies. At the end of the next round, a 
  shadow (see The Hunger in the Void) wriggles free from 
  the body and stands up in the nearest open space. The 
  new shadow can take the next available turn.
  END OF THE ROUND 
  Unnatural Chill Each living creature within short range 
  must get a success on a Strength challenge roll or take 
  1d3 damage from bone-chilling cold and become slowed 
  for 1 round. 
  Burned by Sunlight A shadow serpent takes 2d6 damage if 
  it is in an area lit by sunlight.
  Sharkman
  The savage and brutal sharkmen surrendered their 
  civility to bloodlust long ago and roam the waters in 
  search of prey to feed their insatiable appetites. Like 
  fomors and wargs, sharkmen inherited the curse that let 
  loose the beastmen into the world. Each one has human 
  features commingled with those of a shark. Many strains 
  of sharkmen exist, usually resembling particular types of 
  sharks. For instance, one can find sharkmen that appear 
  to be related to great white sharks, tiger sharks, and 
  even hammerhead sharks. Regardless of their cosmetic 
  differences, they are all thoroughly vicious and slaves to 
  their constant need to eat. 
  
  101
  101
   Sharkmen might hunt alone or in small groups. 
  They communicate in Dark Speech and have little use 
  for anything other than food.
  SHARKMAN 
  DIFFICULTY 50
  Size 1 beastman
  Perception 10 (+0); shadowsight
  Defense 13; Health 49; Insanity 2; Corruption 3
  Strength 14 (+4), Agility 11 (+1), Intellect 8 (–2), Will 11 (+1)
  Speed 10; swimmer
  Blood Frenzy A sharkman makes attack rolls against 
  injured targets with 1 boon.
  ATTACK OPTIONS 
  Teeth (melee) +4 with 2 boons (5d6 plus Rend Flesh on 
  attack roll 20+)
  Rend Flesh A living creature of flesh and blood suffers a 
  bleeding wound that remains until it heals any damage. 
  At the end of each round when a creature suffers a 
  bleeding wound, the creature takes 1d6 damage from 
  blood loss.
  SPECIAL ATTACKS 
  Darting Attack The sharkman moves up to half its Speed 
  and attacks with its teeth. If the sharkman gets a failure 
  on the attack roll, it can move up to half its Speed 
  without triggering free attacks. 
  Skin Cloak
  A skin cloak is created from the flayed hide of a 
  humanoid, which is imbued with dark power to turn 
  it into a creature driven by its hatred of the living. 
  Most skin cloaks come from the remains of people 
  who cross necromancers, having offended one of 
  them in some way, and are left to roam the area near 
  the place of their horrific rebirth. Skin cloaks tend to 
  gather in small groups of two to six.
   A skin cloak resembles a large piece of leather 
  or canvas when it is at rest. It makes no sound as it 
  moves, the evidence of its torment revealed by the 
  gaping holes in its stretched features. When it notices 
  the presence of others, a skin cloak gathers itself and 
  lurches grotesquely, twitching and twisting, toward its 
  intended victim.
  SKIN CLOAK 
  DIFFICULTY 10
  Size 1/2 horrifying undead
  Perception 12 (+2); darksight
  Defense 11; Health 19; Insanity --; Corruption 5
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 10 (+0)
  Speed 8; flier
  Immune damage from cold, disease, poison; gaining 
  Insanity; asleep, diseased, fatigued, grabbed, poisoned
  Silent Moves A skin cloak makes no sound when it moves. 
  ATTACK OPTIONS 
  Ropy Limb (melee) +1 with 2 boons (1d3 + 1 plus target 
  becomes grabbed on attack roll 20+). If the skin cloak 
  has a creature grabbed, it cannot use this attack option.
  SPECIAL ATTACKS 
  Constrict The skin cloak uses an action to tighten its body 
  around a creature it is grabbing. The target takes 2d3 + 2 
  damage and becomes grabbed for 1 round. 
  Spirit Lizard
  The spirit lizards once protected and nurtured 
  the jungles in which they lived. The destruction 
  wrought by the Unspeakable One left the surviving 
  spirit lizards in peril. Some escaped by hiding in the 
  jungle, but many of those were merged into trees and 
  became the hideous undead monstrosities known as 
  deadwood trees. The surviving spirit lizards watch 
  over the jungles of the Serpent’s Teeth, protecting 
  them from mortals who would take too much of their 
  riches or would clear away the foliage for expansion 
  and cultivation. Primarily, they fight deadwood trees 
  and devil lizards, both of which they regard as tragic 
  and dangerous creatures.
   Spirit lizards have small, humanoid shapes, but of 
  clear reptilian origin; all have crests rising from the 
  tops of their heads. They stand about 2 feet tall, with 
  scales all over their bodies, and have long-fingered 
  hands. 
  
  102
  SPIRIT LIZARD 
  DIFFICULTY 10
  Size 1/4 faerie
  Perception 13 (+3); shadowsight
  Defense 14; Health 20; Insanity 0; Corruption 0
  Strength 9 (–1), Agility 12 (+2), Intellect 11 (+1), Will 12 (+2)
  Speed 10; climber
  Immune damage from disease; charmed, diseased
  Nature Stride A spirit lizard ignores the effects of difficult 
  terrain caused by thick undergrowth or other foliage.
  Tree Bond Each spirit lizard has a magical bond with a 
  particular tree. When a spirit lizard is inside its bonded 
  tree, it heals 1 damage at the end of each round. If its 
  bonded tree is destroyed, the spirit lizard must get a 
  success on a Strength challenge roll or take damage 
  equal to its Health. A spirit lizard can bond with a 
  different tree by entering its space and remaining there 
  for seven consecutive days.
  Plant Merge A spirit lizard can move through spaces 
  occupied by ordinary plants and plant creatures and 
  can end its movement in such spaces. While in a 
  plant’s space, a spirit lizard has total cover. If a plant is 
  destroyed while a spirit lizard is in its space, the spirit 
  lizard appears in the same space and must get a success 
  on a Strength challenge roll or take damage equal to its 
  Health.
  Iron Vulnerability A spirit lizard is impaired while it is in 
  contact with iron.
  ATTACK OPTIONS 
  Teeth (melee) +2 with 1 boon (1d3 plus Venom)
  Venom A living creature must get a success on a Strength 
  challenge roll with 1 bane or fall prone and go to sleep 
  for 1d3 hours. An asleep creature wakens automatically if 
  it takes any damage.
  SPECIAL ATTACKS 
  Grasping Undergrowth The spirit lizard causes grass, 
  roots, and vines covering the ground to animate for 1 
  minute. The affected area is a circle with a radius of up 
  to 5 yards centered on a point the lizard chooses within 
  medium range. The area counts as difficult terrain. If a 
  creature falls prone in the area, it becomes immobilized, 
  and any creature that is immobilized in this way at the 
  end of the round takes 1d6 damage. A creature can 
  remove this affliction by getting a success on a Strength 
  challenge roll with 1 bane.
  Tavi
  The first tavi were created by the Wizards’ Guild to 
  combat the growing troubles posed by the serpents 
  and reptilian creatures that infest the islands of the 
  Serpent’s Teeth. They have since been introduced to 
  other parts of the world, where their peculiar talents 
  come in handy. Tavi resemble large mongooses, 
  standing about 3 feet tall when balanced on their 
  hind legs, or the height of a small dog when on all 
  fours. They have gray-brown fur, pointed snouts, 
  rounded ears, and long tails. Their black eyes gleam 
  with intelligence, and their front paws are particularly 
  agile. Tavi can stand upright and use their front paws 
  to manipulate objects, but they drop onto all fours for 
  running.
   Tavi raised in captivity understand the Common 
  Tongue, though they cannot speak.
  TAVI 
  DIFFICULTY 5
  Size 1/2 monster
  Perception 12 (+2); shadowsight
  Defense 13; Health 10; Insanity 0; Corruption 0
  Strength 10 (+0), Agility 13 (+3), Intellect 8 (–2), Will 10 (+0)
  Speed 10; climber
  Pack Fighting When a tavi attacks a creature within the 
  reach of another tavi, it makes the attack roll with 1 boon. 
  Robust Constitution A tavi takes half damage from poison 
  and makes challenge rolls to avoid or remove the 
  poisoned affliction with 1 boon.
  Serpent Hatred Tavi make attack rolls against reptiles and 
  reptile-like creatures with 1 boon. 
  ATTACK OPTIONS 
  Teeth (melee) +3 with 1 boon (1d3 plus Attach)
  Attach The target becomes grabbed by the tavi. While a 
  tavi has a creature grabbed, it can use an action to deal 
  1d3 damage to the target and maintain the grabbed 
  affliction for 1 additional round.
  Thanatos
  A horrific abomination of the deepest waters, the 
  thanatos exists between life and death. Its bony 
  head looks eerily like a monstrous skull, and its eyes 
  are pearly white. Great rents and tears in the scales 
  along its sides reveal tattered flesh beneath. It has 
  translucent scales and flesh, revealing hints of its 
  skeleton here and there. The creature glows with an 
  unnatural greenish-white light, and its mouth is full 
  of long, jagged teeth.
   A thanatos frequents the deepest, darkest depths 
  of the ocean, feeding on the corpses of creatures that 
  sink to the bottom. Occasionally, however, one rises to 
  a shallower depth to attack the settlements of aquatic 
  people. Some have even been known to attack ships.
  THANATOS 
  DIFFICULTY 100
  Size 5 horrifying undead (aquatic)
  Perception 10 (+0); sightless
  Defense 15; Health 69; Insanity --; Corruption 6
  Strength 19 (+9), Agility 9 (–1), Intellect 6 (–4), Will 12 (+2)
  Speed 10; swimmer
  Immune damage from cold, disease, lightning, poison; 
  gaining Insanity; asleep, blinded, charmed, dazed, 
  diseased, fatigued, frightened, poisoned, stunned
  Leprous Light The thanatos sheds light in a 5-yard radius. 
  Undead in the area of light make attack rolls and 
  challenge rolls with 1 boon.
  ATTACK OPTIONS 
  Teeth (melee) +9 with 2 boons (4d6 plus Life Drain, plus 
  Swallow on attack roll 20+)
  Life Drain A living creature must get a success on a 
  Strength challenge roll with 1 bane or take a cumulative 
  –1d6 penalty to Health. While a creature has this penalty, 
  it is also impaired. A creature lessens the penalty by 1d6 
  each time it completes a rest. 
  
  103
  103
  Swallow A Size 3 or smaller creature is swallowed by the 
  thanatos. The creature moves into the thanatos’s space, 
  entering its gullet, where it remains until it escapes. A 
  swallowed creature is blinded and grabbed and takes 
  1d6 damage at the end of each round. A swallowed 
  creature can use an action to attempt to escape and 
  emerges from the thanatos’s mouth on a success. A 
  creature also escapes automatically if the thanatos is 
  incapacitated.
  END OF THE ROUND 
  Regenerate The thanatos heals 1d6 damage.
  Spawn Animated Corpse A living creature that has a 
  penalty from Life Drain and dies as a result stands up at 
  the end of the round as an animated corpse of its Size.
  Undine
  Elemental people of the oceans and seas, lakes and 
  rivers, the undines were charged by the genies with 
  defining and confining the lands of the world. After 
  the fall of their makers, the undines retreated to the 
  depths, living in grand undersea coral cities or at the 
  bottoms of the deepest lakes. Although a reclusive 
  people normally, they sometimes trade with land 
  dwellers, either by visiting coastal settlements or 
  boarding passing ships.
   Like other elementals, undines have humanoid bodies, 
  standing just shy of 5 feet tall and weighing around 
  120 pounds. The fine scales that cover their blue-green 
  bodies shimmer in the light. They have overlarge, dark 
  eyes, suited to navigating the depths, and a nictitating 
  membrane periodically snaps over them, keeping the 
  sensitive organs free of silt and debris.
   Undines speak Tidetongue, their native language, 
  and most know a bit of the Common Tongue.
  UNDINE 
  DIFFICULTY 1
  Size 1 elemental
  Perception 9 (–1); shadowsight
  Defense 10; Health 11; Insanity 0; Corruption 0
  Strength 11 (+1), Agility 10 (+0), Intellect 9 (–1), Will 9 (–1)
  Speed 10; swimmer
  Immune damage from disease, poison, and Water spells; 
  diseased, poisoned
  Water Breathing An undine can breathe air and water.
  Fire Intolerant An undine takes double damage from 
  fire. When it takes damage from fire, it also becomes 
  impaired for 1 round.
  Watery Death When an undine dies, it collapses into a pool 
  of water and spreads across the ground out to a 3-yard 
  radius. The water extinguishes all flames, and each 
  standing creature in the area must get a success on an 
  Agility challenge roll or fall prone.
  ATTACK OPTIONS 
  Trident (melee) +1 (1d6 + 1)
  SPECIAL ACTIONS 
  Flowing Step The undine can use an action to assume 
  a watery form, move up to its Speed, and return to 
  its normal form. This movement does not trigger free 
  attacks. In addition, during this movement, the undine 
  takes half damage from weapons and can move through 
  spaces occupied by other creatures.
  Vulpine
  Vulpines deceive and play tricks on other creatures, 
  especially humans, and these faeries prefer to live 
  among the creatures they torment. They use their 
  magic to adopt any human form they choose, whether 
  to impersonate someone or to become someone new. 
  Their shapechanging, however, does not affect their 
  tails—in any form they assume, a fox’s tail always 
  protrudes from the appropriate place. In their natural 
  form, vulpines look like ordinary foxes, though they 
  are much more cunning and tricky than the animals 
  they resemble. 
   Vulpines speak the Common Tongue and Elfish. 
  VULPINE 
  DIFFICULTY 25
  Size 1 faerie
  Perception 16 (+6); darksight
  Defense 14; Health 18; Insanity 1d3; Corruption 1
  Strength 10 (+0), Agility 12 (+2), Intellect 14 (+4), Will 11 (+1)
  Speed 10
  Immune damage from disease; charmed, diseased; effects 
  of Curse and Enchantment spells
  Spell Defense A vulpine takes half damage from spells. 
  It makes challenge rolls to resist a spell with 1 boon. 
  A creature attacking a vulpine with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A vulpine is impaired while it is in 
  contact with iron. 
  
  104
  ATTACK OPTIONS 
  Bone Rapier (melee) +2 with 2 boons (1d6 + 1) when in 
  human form
  Teeth (melee) +2 with 2 boons (1d3 + 1 plus Confusion) 
  when in fox form
  Confusion A living creature must get a success on a Will 
  challenge roll or gain 1 Insanity and become dazed for 
  1 minute. A creature dazed in this way must take a fast 
  turn. When it does so, roll a d6 to see what happens.
  •	 1: The creature becomes immobilized for 1 round and 
  does nothing but gibber.
  •	 2: The creature can use an action this turn, but it  
  must use that action to charge a randomly determined 
  creature.
  •	 3: The creature can use an action this turn, but it  
  must use that action to rush in a random direction.
  •	 4: The creature falls prone.
  •	 5: The creature can use an action this turn.
  •	 6: The creature removes the dazed affliction.
  SPECIAL ACTIONS 
  Change Form A vulpine can use an action, or a triggered 
  action on its turn, to assume a different form, either that 
  of a human with a fox’s tail or that of a fox. In human 
  form, it cannot attack with its teeth. In fox form, it cannot 
  attack with weapons other than its teeth.
  MAGIC 
  Power 3
  Enchantment bewitch (4), charm (2), command (2), mind 
  bondage (1), implant suggestion (1)
  X’sval, Avatar of the 
  Unspeakable One
  Cultists of the Unspeakable One can call forth avatars 
  of their dreaded master—great, roiling clouds of red 
  mist—to spread madness and chaos into the world. 
  Although these avatars are demons, the spell that 
  draws them forth prevents them from fully assuming 
  physical form, though this fact makes them no less 
  dangerous. The billowing clouds shift and change 
  shape constantly, and sometimes hideous, distorted 
  faces form and dissolve. The demon moves slowly 
  but with purpose, reaching out with pseudopods and 
  flowing through the narrowest of openings.
   X’svals communicate in Dark Speech.
  X’SVAL 
  DIFFICULTY 250
  Size 2 horrifying demon
  Perception 12 (+2); truesight
  Defense 16; Health 128; Insanity --; Corruption 8
  Strength 18 (+8), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 8; flier
  Immune damage from cold, disease, poison; gaining 
  Insanity; dazed, fatigued, frightened, immobilized, 
  impaired, poisoned, slowed, stunned; any effect that 
  would change the x’sval’s shape
  Spell Defense An x’sval takes half damage from spells. 
  It makes challenge rolls to resist a spell with 1 boon. A 
  creature attacking an x’sval with a spell makes the attack 
  roll with 1 bane.
  Demonic Cloud An x’sval takes half damage from weapons. 
  Other creatures can move through the x’sval’s space and 
  end their movement in it. The x’sval partially obscures 
  the space it occupies. The x’sval ignores difficult terrain 
  and can move through openings wide enough to permit 
  the passage of air.
  Sanity-Blasting Horror Creatures that gain Insanity from 
  seeing an x’sval gain 1d3 extra Insanity. In addition, a 
  creature is dazed for as long as it is frightened from 
  gaining Insanity from the x’sval.
  ATTACK OPTIONS 
  Demonic Touch (melee; reach +2) +8 with 2 boons  
  (2d6 + 3 plus Essence Disruption, plus Possession  
  on attack roll 20+)
  Essence Disruption The target creature must get a success 
  on a Will challenge roll with 1 bane or gain 1 Corruption. 
  When a creature gains Corruption in this way, it becomes 
  compelled by the x’sval for a number of rounds equal to 
  its Corruption score.
  Possession The target creature must get a success on a 
  Will challenge roll with 2 banes or become possessed 
  (Shadow, page 227 or The Hunger in the Void, page 50) 
  by a demon. Roll a d6 to determine the demon’s Size: 
  1–2, tiny; 3–4, small; 5–6, medium.
  SPECIAL ATTACKS 
  Spreading Tendrils The x’sval attacks up to three different 
  creatures with its demonic touch.
  END OF THE ROUND 
  Foul Stench of the Void Each creature that is not a demon 
  inside the x’sval’s space or within short range of the 
  x’sval must get a success on a Strength challenge roll or 
  take 1d6 damage and become impaired for 1 round.
   
   Markham didn’t  
  feel the fish attach 
  itself to her leg when 
  she waded from the 
  dinghy to the shore.  
  It drilled a hole  
  into her calf, where 
  it latched on with its 
  invasive sucker and 
  fed on her blood. It 
  took two men to hold 
  her down while a third 
  pried it off.
  
  105
  105
  Chapter 6: Old Hatreds
  It has been five years since the fall of Milton 
  Drac, the last Sea Lord to bear his name, after his 
  connections to the Brotherhood of the Yellow Sign 
  were exposed and the insidious plot to use the great 
  lighthouse to release the Unspeakable One into the 
  world was thwarted. In the time since those chaotic 
  days, Freeport has fought off reavers, stamped out 
  more cults, elected a new Sea Lord, and managed to 
  resurrect itself following the conflagration known as 
  the Great Green Fire. All these developments have 
  seen Freeport take strides toward greater legitimacy 
  and finding a place as a leading maritime power in 
  the world, even as the Empire in the west seems to 
  be coming closer to collapse. Against this backdrop, 
  however, a new threat emerges—one that could 
  plunge the City of Adventure into chaos once more 
  and set in motion a chain of events that could bring 
  about the end of all things.
   Old Hatreds is an adventure for a group of novice 
  characters. The group finds itself drawn into a tangled 
  mystery involving vengeance, addiction, deception, 
  and horrific evil. As the characters move through the 
  story, the group will have an opportunity to increase 
  in level. The adventure ends when they unravel the 
  plot and rid the city of a corrupted relic.
  Background
  The story begins a century ago, at a time when the 
  Sea Lord had just declared war on the city’s Thieves’ 
  Guild for having ties with slavers on the Continent. 
  Although Freeport has ever been a tolerant city, there 
  was never room for slavery in the City of Adventure. 
  It was a city established by free people, and free the 
  people would continue to be. What is now called the 
  Back Alley War was a brutal struggle that saw the 
  streets run red with the blood of thieves and slavers 
  who were trafficking in flesh, culminating with the 
  annihilation of the Thieves’ Guild and a ban against 
  the formation of a similar organization forever after.
   During this time, slavers regularly dealt with the 
  representatives of the guild, who were kidnapping 
  the poor and downtrodden and selling them to the 
  slavers, who would then spirit them from the city. 
  One such slaver was Amerin Farastay, a thoroughly 
  disreputable individual who had enriched his family 
  in Dis, a member of the Confederacy of the Nine 
  Cities, through the slave trade. Farastay was also a 
  secret member of the Brotherhood of Shadows, an 
  insidious organization devoted to an aspect of the 
  Demon Lord. (For more information on this cult, see 
  The Hunger in the Void.) Aside from his desire to
  acquire choice slaves, he had also come to the city 
  to make contact with the Brotherhood of the Yellow 
  Sign, which had a small but growing presence in the 
  city.
   While Farastay was conducting his business in the 
  marketplace, a thief named Melanie Crump spotted 
  him and marked him as a wealthy merchant. Of 
  particular note was the jeweled dagger he wore in 
  a scabbard on his belt. For the sake of feeding her 
  hungry children, she filched the dagger and slipped 
  away through the crowd. Unfortunately for the young 
  thief, that night also marked the first of the Sea Lord’s 
  Guard’s efforts to eradicate the Thieves’ Guild and 
  drive the slavers from the city. 
   When Melanie returned to her home, she found 
  it in flames—from a fire caused accidentally during 
  an impromptu raid—and members of the Guard all 
  around. She knew her children were inside, and tried 
  to get into the building to rescue them, but the Guard 
  blocked but the Guard blocked her from entering the 
  raging inferno. She lashed out with the stolen knife 
  and was surprised to see it instantly killed the first 
  man she cut. Before she could do anything else, one of 
  the other guards shot her. As she lay dying, Melanie’s 
  last thoughts were on vengeance against the men she 
  believed were responsible for killing her children.
  The Vengeful Spirit
  Rage and hatred prevented the spirit of Melanie 
  Crump from moving on to the Underworld and kept 
  her bound to the mortal world until she could get her 
  revenge. The blade held her transfixed, and she found 
  she could not leave it behind. Her spirit entered the 
  relic and would remain there until someone of weak 
  will took it up. Then, she would possess that wielder 
  and use the victim as her instrument of justice.
  The Greenstone Blade
  Melanie Crump had no idea that the blade she stole 
  from Amerin Farastay was a relic of great, demonic 
  power. In her eyes, the glittering emerald that served 
  as its pommel would fetch a high price and would 
  keep her small family in house and home for a year or 
  longer. The Greenstone Blade was, in fact, the slaver’s 
  implement, a device he used to perform diabolical 
  rites and ceremonies to honor the Eternal Shadow 
  and draw demonic power from the Void. Forged by 
  Gog demon-binders, the weapon can cut holes in 
  reality to release demons and bind them to their 
  liberator’s will. 
  
  106
  Accursed Relic If you touch the Greenstone Blade and 
  you are not already cursed by it, you must make a Will 
  challenge roll with 1 bane. On a success, you are immune to 
  the weapon’s curse until you complete a rest. On a failure, 
  you gain 1 Corruption and become cursed by the relic (as 
  if by a rank 3 spell). While cursed by the relic, you are 
  impaired. 
  Forged for Darkness If you are cursed by this relic and you 
  gain Corruption, you become immune to the weapon’s 
  curse until you complete a rest.
  Demonic Implement If you make this relic your implement, 
  you do not take damage from casting Demonology spells.
  Enchanted Dagger The relic grants you 2 boons on attack 
  rolls you make with it. 
  Soul Eater Whenever a creature takes damage from the blade, 
  it must make a Strength challenge roll with 2 banes. A 
  creature takes damage equal to half its Health on a failure, 
  or damage equal to its Health if the total of its roll was 0 or 
  lower. A creature killed by this property cannot be restored 
  to life, since its soul has been devoured by the Void.
  Release Demon While you are holding the relic and are 
  cursed by it, you can use an action to tear a hole to the 
  Void inside a cube of space, 1 yard on a side, originating 
  from a point you can reach. Roll a d6. On a 1, nothing 
  happens. On a 2–5, a small demon appears in that space. 
  On a 6, a medium demon appears in that space. The hole 
  snaps shut. Once you use this property, you cannot use it 
  again until you complete a rest.
  Bind Demon While you are holding the relic and are cursed 
  by it, you can use an action, or a triggered action on your 
  turn, to make a Will attack roll against the Will of one 
  demon within short range. On a success, the demon either 
  becomes compelled for 1 hour or returns to the Void. Once 
  you use this property, you cannot use it again until you 
  complete a rest. 
  Since the Greenstone Blade vanished, members of 
  the Farastay family have scoured the city and beyond 
  for any sign of the relic. They consulted oracles and 
  diviners, but no magic was powerful enough to find it. 
  The reason for the weapon’s disappearance was that 
  members of a diabolical cult discovered the weapon 
  shortly after Melanie’s death and, sensing its great 
  power, concealed it with potent spells to ensure that 
  it would remain in their possession. The relic would 
  change hands many times over the years, while the 
  wards concealing it remained intact. It wound up 
  concealed beneath the floorboards of the house that 
  would came to be owned by Delinda Knorrbertal.
   Two years ago, the Great Green Fire raged across 
  Freeport and would have consumed the city had 
  it not been for the sacrifices of some of Freeport’s 
  greatest citizens. Among those claimed by this magical 
  conflagration was Delinda Knorrbertal, who took her 
  knowledge of the blade with her when she died. Her 
  home and all its contents went to a distant cousin, who 
  was recently murdered in the house and whose blood 
  leaked through the boards to soak the case containing 
  the relic. The fresh blood stirred the spirit that had lain 
  dormant within and eroded the protections that had 
  kept the relic concealed for so long.
  The Man in White
  Generations of Farastays have scoured the known 
  world for the Greenstone Blade. Now, the task of 
  finding the relic has fallen to the last descendant of 
  Amerin Farastay—a slaver, merchant, and thoroughly 
  despicable member of the Brotherhood of Shadows 
  known as Otakan Farastay. Unlike his ancestors, 
  reclaiming the blade is not enough for him. Once he 
  recovers the weapon, he intends to use it in a terrible 
  ritual that will culminate with the release of a titanic 
  demon to reduce Freeport to rubble at the behest of 
  his obscene master. 
   Otakan Farastay has traveled from his home 
  city, Dis, to Freeport many times since he came of 
  age. While masquerading as a grain seller, he has 
  established many contacts throughout the city, 
  contacts he hoped would reveal the relic’s location. In 
  recent times, he befriended none other than Tarmon, 
  a member of the Captains’ Council and the head of 
  the Wizards’ Guild in Freeport. Farastay, with the aid 
  of an enchanted object loaned to him by Tarmon, has 
  learned that the blade lay somewhere in the house 
  once owned by Delinda Knorrbertal. But he was 
  unable to investigate the house because, according 
  to the terms of a will that surfaced mere hours after 
  the last occupant was found murdered, the city was 
  empowered to auction off the house’s contents to raise 
  funds to help the city’s orphans. Rather than cause 
  unnecessary trouble by breaking into the house, 
  
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  107
  Farastay decided he would bid on the relic when it 
  came up at auction, thus acquiring it by legitimate 
  means. 
   Otakan Farastay is an attractive man in his middle 
  years. He has swarthy skin, black hair, golden eyes, 
  and a ready smile. Warm and personable, he makes 
  friends wherever he goes. He dresses in fine white 
  robes with a red sash cinched about his waist. When 
  not in the lodgings he has secured for himself in the 
  city, he’s on his ship, a caravel named the Narwhal.
   Otakan speaks, reads, and writes the Common 
  Tongue, Dark Speech, and High Archaic.
  OTAKAN FARASTAY 
  DIFFICULTY 25
  Size 1 human
  Perception 12 (+2)
  Defense 11; Health 21; Insanity 2; Corruption 3
  Strength 11 (+1), Agility 11 (+1), Intellect 12 (+2), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short range) +1 (1d3)
  MAGIC 
  Power 2
  Curse hex (3), frighten (2), weakness (1)
  Demonology demonic guidance (3), compel demon (2), 
  favor of the Demon Lord (2), call lesser demon (1)
  Forbidden harm (3), obedience (2), vision’s end (1)
  The Addict
  If Aporcus Beedle had been a better man, he would 
  have inherited the estate of his aunt, Delinda 
  Knorrbertal, and his financial troubles would now 
  be at an end. But his life has been defined by a series 
  of poor decisions that landed him in his present 
  predicament. After being orphaned at a young age, he 
  was taken in by his aunt. When he showed promise in 
  magical matters as an adolescent, Knorrbertal found 
  a place for him as a student in the Wizards’ Guild. 
  Despite his natural talent for magic and his keen 
  mind, Aporcus was a loner who did not fit in with 
  the other students. Left to his own devices, he got in 
  trouble time and time again until the guild finally 
  tossed him out.
   He returned to his aunt’s house, but he was 
  uninterested in learning herbalism. So he took to the 
  streets, running with people of low character, and 
  soon developed a taste for snakeweed. That taste 
  became an addiction, requiring more and more of 
  his meager income to feed his need. He resorted to 
  theft, prostitution, and anything else he could do to 
  earn a few extra coins. When his aunt discovered his 
  addiction, she cut off his allowance until he gave up 
  snakeweed. In the throes of his addiction, he foolishly 
  tried to poison her—an attempt the woman easily 
  noticed, given her training in herbalism. Despite 
  his attempt on her life, she chose not to have him 
  arrested. Maybe she thought his attempt was a cry for 
  help, or perhaps she believed that making him fend 
  for himself would bring him to his senses. Whatever 
  the reason, she threw her nephew out and removed 
  him from her will.
   Somehow, Aporcus has managed to survive and 
  feed his addiction since that time. He makes most of 
  his income nowadays selling his magical services to 
  criminals, such as the Blackened Knot in Scurvytown 
  or any of the other vicious gangs working in the city. 
  With his meager earnings, he was able to afford a 
  squalid flat in Kergen’s Kradle in the Docks. He’s 
  always short of money, and always looking for more, 
  because he still likes to smoke snakeweed.
   Aporcus has spent the last few years in the 
  throes of his drug of choice, and so has given little 
  consideration to the magical conflagration or other 
  events that have happened in the city during that 
  time. He never thought about his aunt, other than to 
  curse her name, and thus had no idea she had died 
  until a couple of days ago. When he learned about 
  her death, he also found out that her inheritance had 
  passed to some distant relative who was even now 
  living in her house. 
   The news that he had been left out of the will 
  enraged Aporcus. Looking to reclaim what was 
  rightfully his, he went over to the house and broke 
  in when he thought no one was home. But, much to 
  his surprise, the place was occupied. A fight broke 
  out and Aporcus, in a drug-induced frenzy, stabbed 
  the last remaining family member in the heart. Filled 
  with terror, he fled without taking anything with him.
   Soon thereafter, Aporcus learned the house’s 
  contents would be auctioned off, so he went back 
  to the place with his friend, Slick, to rob it while 
  everything was still inside. Unfortunately for them, 
  the property was already crawling with workers and 
  guards. Slick hid from the guards’ view, while Aporcus 
  slipped into the back of a wagon the workers were 
  loading. There, he unearthed a small black case with 
  a jeweled dagger inside. But before he could make 
  off with the case, one of the guards found him and 
  dragged him off for questioning. By the time he got 
  free from the guards, the wagon and the dagger with 
  it were on their way to the Municipal Auction House 
  for the sale that was to take place the next day. As for 
  Slick, the man was nowhere to be found.
   Beedle has pinched features and an irritating smirk. 
  A mop of greasy brown hair hangs like rat tails from 
  his head, and he has a long, pointed nose. A foul, 
  swollen blister presents itself from his bottom lip, 
  threatening to burst at the slightest touch. He reeks 
  of strange-smelling smoke that anyone can identify 
  as snakeweed. He wears a stained brown shirt, black 
  breeches with a tear in the left knee, and the memory 
  of leather shoes on his filthy feet.
   Aporcus speaks, reads, and writes the Common 
  Tongue and High Archaic.
  
  108
  APORCUS BEEDLE 
  DIFFICULTY 5
  Size 1 human
  Perception 10 (+0)
  Defense 10; Health 17; Insanity 2; Corruption 2
  Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short range) +0 (1d3)
  Hand Crossbow (short range) +0 (1d6)
  MAGIC 
  Power 1
  Conjuration conjure useful item (2), conjure small monster (1)
  Fire flame missile (2), fire blast (1)
  Slick
  What Aporcus did not realize was that his “friend,” 
  Slick (a pickpocket), came forward during the 
  commotion that Aporcus caused and spotted the 
  case inside the wagon. He took that opportunity to 
  make off with the case and a few other odds and ends, 
  believing that everything he had taken would fetch 
  him a good price. He just needs to find a couple of 
  willing buyers.
  The Wizard
  Tarmon, a member of the Captains’ Council and the 
  head of the Wizards’ Guild, is always on the watch 
  for powerful relics that surface anywhere in the city. 
  For the last three years, he has detected disturbing 
  currents in the field of magic swirling around the city, 
  but he could not pinpoint their location until two 
  days ago. He discovered, through divinations, that the 
  source of strangeness emanated from the old house 
  of Delinda Knorrbertal, though where in the house 
  he could not say. The last occupant had been found 
  murdered, so, moving quickly, Tarmon secured the 
  house and its contents so he could sift through them 
  and determine if the relic was dangerous to the city. 
  The occupant’s will, which is on record, required the 
  house and all its contents to be auctioned off, with 
  the funds raised going to the orphans of the city. To 
  his irritation, the object went missing right under his 
  nose, but he did learn that Aporcus Beedle was seen 
  snooping around the house when the contents were 
  shipped off. He suspects Beedle stole the item, but has 
  no proof. Yet.
   See chapter 4 for Tarmon’s statistics.
  Getting Started
  You can run this adventure with characters who have 
  established themselves in Freeport or as travelers 
  who have only recently arrived. If you start with 
  established characters, you should arrange events 
  before the adventure to put them into financial 
  trouble, to entice them into taking on a job for 
  Aporcus Beedle. If the characters are recent arrivals, 
  work with the players to come up with a suitable 
  reason for why their characters would make the 
  journey. You might also expand on the adventure to 
  include the voyage. Off the boat, the characters’ funds 
  ought to be low, which makes them more likely to 
  become involved in the adventure.
   Old Hatreds takes place at the time described in The 
  Pirate’s Guide to Freeport, five years after the events 
  described in the Freeport Trilogy. 
   Below, you’ll find two ways to draw the characters 
  into the plot. Choose the one you think will work best.
  Hook 1: A Dubious Offer
  Aporcus Beedle approaches the characters shortly 
  after they enter the city at the Docks, preferably 
  someplace where he can talk to them without 
  being overheard. He asks the characters if they are 
  interested in making some money. If they bite, he lays 
  out the job’s basics.
   Beedle tells the characters that he needs them to 
  break into the Municipal Auction House today or 
  tonight and retrieve something that was stolen from 
  him and is due to go up for auction tomorrow. The 
  object he wants is a long, thin black case with a silver 
  skull latch that he believes is among the items of 
  the Knorrbertal estate. He provides the characters 
  with directions to the Auction House and then asks 
  them to bring the case to him at the Chumhouse in 
  Scurvytown when they have it. He’ll give them half of 
  what he gets for selling it, claiming he can get at least 
  500 gc for it from his buyer, but he will not divulge the 
  buyer’s identity (he doesn’t have one yet) or indicate 
  what’s inside the case.
   He warns them to keep a low profile. The Municipal 
  Auction House is guarded, and any commotion could 
  bring the Watch. If the characters agree to the terms, 
  go to Part I. They have until morning to complete this 
  mission.
  Learning More about Beedle
  The characters might want to find out something 
  about their unsavory employer. By asking around at 
  a few of the local watering holes, the characters can 
  obtain the following information, starting with the 
  first result and proceeding to the last. 
  •  “Beedle, you say? Yeah, I know him. He haunts 
  the back alleys of the Docks mostly, though 
  I’ve heard he’s been spending more time in 
  Scurvytown.”
  • “Aporcus. If you see him, tell him he ain’t welcome 
  ’round here. Bastard owes me 2 shillings!”
  • “He’s a thief, as I hear it, and not a good one. 
  Seventy-seven Hells, even the Canting Crew won’t 
  have anything to do with ’im.”
  
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  109
  • “Beedle’s a piece of work. They say he tried to kill 
  his aunt, gods bless her. To think, Knorrbertal 
  could be kin to him! You ought to steer clear of 
  Beedle. He’d stick a knife in you if he thought you 
  had two pennies to rub together.” (This clue could 
  lead the characters to the Knorrbertal House. See 
  Encounter E in Part II.)
  Hook 2: A Wizard in Need
  The high wizard Tarmon finds the characters and 
  offers them a job. He asks them to locate Aporcus 
  Beedle and bring the young magician to him at the 
  Wizards’ Guild. Tarmon explains that he cannot 
  operate through normal channels, which is why he 
  needs to hire freelancers, and that he needs Beedle 
  taken quietly. He offers the group 10 gc if they bring 
  Beedle in.
   Tarmon can tell the player characters that Aporcus 
  is the nephew of the late Delinda Knorrbertal and 
  that the contents of her home are to be auctioned. 
  Tarmon is not sure if Aporcus knows about the 
  auction, so he suggests the characters start by asking 
  after him in the Docks, since he’s known to haunt that 
  district. Doing so can reveal information about the 
  scoundrel as described above. 
   In addition, the characters learn from one of the 
  locals that Aporcus was trying to con a group of 
  mercenaries into robbing the Municipal Auction 
  House for him. The informant suggests that the 
  characters might find him there, watching from the 
  shadows, or biding his time at the Chumhouse, which 
  is described in Part II.
  Part I: Municipal 
  Auction House
  The Municipal Auction House stands at the center of 
  the Warehouse District, surrounded by warehouses 
  and shadowy alleys. A 20-foot-high stone wall 
  surrounds the building, which looks like a bunker 
  built from gray stone.
   Who hired the group determines why the characters 
  might come here. See “Breaking In” if the characters 
  are working for Beedle. Otherwise, see “Surveillance.”
   Breaking In: To get the case for Beedle, the 
  characters need to find a way into the Auction House 
  and without alerting security. The primary ways of 
  entry include going through the front door or entering 
  from the roof. Entertain any reasonable plan, but alert 
  the guards when and if it makes sense. 
   Surveillance: The characters might come to the 
  Auction House if they learn that Aporcus Beedle 
  hired some toughs to break in. If the characters watch 
  the Auction House, they spot 3 pickpockets climbing 
  the walls. There is no sign of their quarry, however. 
  If the characters watch, they see the thieves slip over 
  the wall, scale the side of the building, and then enter 
  through a vent in the roof. Unless the characters 
  stop them, the intruders kill the two guards in the 
  warehouse, quickly search the place, and fail to find 
  the case. If the characters follow the thieves into the 
  Auction House before the guards can be killed, the 
  guards treat the player characters as intruders. 
  Security
  Protecting the contents of the Auction House falls to a 
  team of off-duty members of the Watch that consists 
  of 7 patrollers and 1 guard sergeant. The guards can 
  be found at the following locations: 
  • One stands at the gated entrance (area 2).
  • Two patrollers walk the yard between the building 
  and the outer wall (area 3).
  • The sergeant and one patroller sit in the main 
  room (area 5). The sergeant carries an amulet 
  that lets him transmit a message to the Wizards’ 
  Guild to request backup. If half the guards fall, the 
  sergeant uses the medallion, and 1d6 minutes later 
  1 apprentice wizard and 1d6 patrollers show up 
  to help.
  • Two patrollers watch over the storage room (area 8).
   The guards change locations every hour to keep 
  fresh. During a shift change, the guards in area 3 
  move to the gate in area 2 and head inside to trade up 
  with the guards in the storage room, leaving the yard 
  unguarded for about 5 minutes.
  Demonic Developments
  One of the guards is possessed by a small demon. The 
  guard has no idea of his predicament and currently 
  shows no sign of possession. If the possessed guard 
  dies, the demon emerges from his corpse as a round, 
  greasy thing with spindly limbs and blackened claws. 
  It has a human-like visage, but twisted, droopy, and 
  altogether hideous. The demon attacks whatever it 
  can reach and fights until it’s destroyed.
  Crask Tolberg
  In addition to the guards, Crask Tolberg (a dwarf) can 
  always be found in his office (area 6) at night. Tolberg 
  runs the Auction House, taking a cut from every sale 
  of goods. He is a gruff, unfriendly fellow. If there’s 
  trouble, he hides under his desk. If cornered, he 
  tearfully begs the characters to let him live, offering to 
  do anything they want.
   It’s important for Crask to survive this part so that 
  the auction can proceed the next morning. Crask 
  might flee the Auction House if combat breaks 
  out between the player characters and the guards, 
  or hide somewhere to avoid harm. If he does die, 
  someone else takes over the auction the next morning, 
  dedicating the event to the late, great Tolberg.
  
  110
  Key Locations
  These descriptions correspond to the numbered 
  locations on the Municipal Auction House map.
   1. Wall: The wall stands 20 feet tall and fully 
  surrounds the Auction House. The wall has few 
  handholds and can be climbed only with a success on 
  a Strength challenge roll with 1 bane. Spikes line the 
  wall’s top. Any creature that falls prone atop the wall or 
  falls onto the top of the wall must get a success on an 
  Agility challenge roll with 1 bane or take 1d6 damage 
  from the spikes.
   2. Gauntlet: A pair of stout wooden doors bars the 
  only way through the wall. At night, the door guard 
  lowers a heavy bar across the outer doors to secure 
  them. The double door counts as a Size 2 object with 
  Health 20.
   The outer doors open into a 3-yard-wide corridor 
  that ends at another pair of wooden double doors. 
  The corridor’s walls are a 10-foot-high iron fence with 
  a locked hinged gate on the eastern side. A creature 
  can climb over the fence with a success on a Strength 
  challenge roll with 1 boon. The lock in the hinged gate 
  can be opened with lock picks and a success on an 
  Intellect challenge roll with 1 bane. Or, the gate can 
  be forced open with a success on a Strength challenge 
  roll with 2 banes, but doing so automatically alerts any 
  guards inside the building.
   3. Yard: The gap between the outer wall and the 
  house proper is a yard of sand, loose stone, and trash. 
  The terrain imposes 1 bane on challenge rolls made  
  to sneak.
   4. Roof: The Auction House’s roof has a ceiling vent 
  large enough to permit entry to a Size 1 or smaller 
  creature. Removing the ceiling vent requires a success 
  on a Strength challenge roll (a total of 0 or lower causes 
  the vent’s scraping against the roof to alert the guards).
   5. Main Auction Room: This chamber holds five 
  pairs of benches, a stage with a brown tarp that serves 
  as a backdrop, and a lectern on which rests a gavel. 
  Steps lead up to the stage. A double door in the north 
  wall leads to the warehouse, and a single door on the 
  west wall leads toward the office.
  	 6.	Office:	The room holds a cot, a desk, a lamp, and 
  a sagging set of shelves that overflow with papers, 
  junk, and old food. Searching the room turns up 55 
  ss and a fist-sized green gem worth 25 ss. In addition, 
  the characters find a manifest that defines the labels 
  marking the pallets in the warehouse, which makes it 
  easier to locate the Knorrbertal merchandise. 
   7. Meeting Room: A large oak table and several 
  chairs occupy the room’s center. A few wooden crates 
  sit in the corners, holding worthless junk, including 
  a broken wheel, an empty vial, an old moldy piece of 
  bread, a ship in a bottle missing its model ship, darkly 
  
  111111
  stained rags, hideous goblin pornography, and a bag of 
  spit. These objects are items that failed to sell at auction 
  and that Crask has not yet hauled off to the dump.
   8. Warehouse: The largest room in the building, the 
  warehouse measures about 25 yards across and 15 yards 
  deep. The ceiling stretches 8 yards overhead. Boxes, 
  barrels, and crates—some covered with canvas, others 
  only with dust—sit on wooden pallets marked in chalk 
  to identify the lot. The air is thick with dust, mildew, 
  and rot. A hallway to the south leads toward the office.
   If the characters found the manifest showing 
  the contents of the warehouse, they know that the 
  Knorrbertal lot is marked with a K. It takes about 5 
  minutes to find the pallet with the manifest. Otherwise, 
  finding the pallet without the aid of the manifest takes 
  10 minutes. 
   If the characters have not yet neutralized the guards, 
  there’s a chance that their search of this room draws 
  attention. After each minute the characters spend 
  searching for the pallet, roll a d20. On a 2 to 6, a 
  number of guards equal to half the number rolled enter 
  the warehouse to look around.
   Searching the pallet’s contents takes about 5 minutes, 
  but fails to turn up the case. 
   The characters might think to avail themselves 
  of the other goods lying around inside the Auction 
  House. If so, many of the items here are too large 
  to transport easily—furniture, chests, and heaps of 
  clothing. Other items have limited value, some of them 
  worth something only to buyers who know an object’s 
  function or purpose. 
  Captured Characters
  If the Auction House burglary goes bad, the 
  characters might wind up arrested by the 
  Watch. If so, they are taken to the Tombs and 
  tossed into a cell to await trial the next day. 
  Describe this incident in as much detail as you 
  can, paying special attention to the squalor and 
  filth of Freeport’s infamous dungeon. Have a 
  few prisoners make suggestive offers to the 
  characters, and a guard smile at them showing 
  blackened teeth and mention the hanging that’s 
  sure to greet them come morning, and be sure to 
  mention the rats.
   
  Eventually, Tarmon shows up. If the characters 
  were working for him, he frees them and urges 
  them to find Beedle straightaway. Otherwise, 
  Tarmon asks them what they were doing in the 
  Auction House, who they were working for, 
  and what they sought. Once he is satisfied that 
  the characters are not plotting some treachery 
  against the city, Tarmon reveals that he too was 
  interested in the Auction House and believed 
  there was something dangerous inside. After a 
  thorough search, however, he learned the item 
  he sought wasn’t there. Either a thief managed 
  to slip in and steal the item, or else the item was 
  never there in the first place. He offers to let 
  the characters go if they agree to locate Beedle 
  and the contents of the case and deliver both to 
  him. If they take the deal, he snaps a finger and 
  the locks on their doors open. If they refuse, the 
  characters will have to find their own way out of 
  this mess.
  Part II:  
  The Missing Case
  The characters, having come up empty at the Auction 
  House, should decide their next step. They could 
  try to track down the case and its contents, perhaps 
  visiting the Knorrbertal House (go to lead E). The 
  characters might try to settle a score with Aporcus 
  or track him down for Tarmon (go to lead B). Then 
  again, the characters might attend the auction to see 
  who else might be interested in the Knorrbertal items 
  (go to lead A). 
   This part of the adventure takes the characters to 
  different locations and introduces them to a variety of 
  people. You can run this part for as long as you like, 
  but when it starts to bog down or wind down, you 
  should proceed with Part III. Once the characters 
  complete this part, increase the group’s level by one.
  A. The Auction
  Regardless of whatever events occurred the night 
  before, the Knorrbertal auction proceeds as planned 
  at ten o’clock. A number of bidders show up, 
  including several nondescript wizards, a fat merchant 
  of little import, and a handsome man in white, who is 
  Otakan Farastay (see The Man in White, above).
   If the characters broke into the Auction House the 
  night before and encountered Crask, he recognizes 
  them soon after they show up and quietly puts out 
  a call for the Watch. A patrol station is nearby, and 
  so 1 guard sergeant and 1d6 + 3 patrollers show up 
  1d6 minutes later to arrest the characters (see the 
  Captured Characters sidebar).
   During the hour-long auction, the case is never 
  auctioned off because the case isn’t here. Any 
  characters who have been watching the crowd 
  can make Perception challenge rolls to notice that 
  Farastay appears particularly disappointed when the 
  auction ends. Such characters also recall that he bid 
  on nothing. 
   Gathering Rumors: Even if the characters do not 
  attend the auction, they can find out the information 
  above by talking to people who did attend. Tracking 
  down such individuals takes a couple of hours and 
  should require roleplaying and, possibly, social attack 
  rolls as you decide.
    The characters might get descriptions of the 
  various people who bid on parts of the lot (make 
  up these details), and would certainly learn about 
  Farastay’s odd behavior (which was noticed by many 
  of those in attendance). If the characters try to follow 
  up on other individuals at the auction, this gives you a 
  chance to plant hooks for future adventures, or these 
  investigations could just lead to dead ends. 
   For more information about Farastay, go to lead G.
  
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  B. Chumhouse
  If Beedle hired the characters, he told them to find 
  him at the Chumhouse in Scurvytown when their 
  job was finished. If the characters are working for 
  Tarmon, they might learn that Beedle is a regular at 
  that watering hole. Asking around about the district 
  reveals that it is a rough-and-tumble neighborhood, 
  terrorized by local gangs. The area is so run-down 
  and dangerous that the Watch doesn’t bother to patrol 
  there, and the district is especially unwelcoming to 
  nonhumans.
  The Blackened Knot
  The gang called the Blackened Knot was formed 
  to drive nonhumans out of Scurvytown, and the 
  Knotters, all humans, have spent the last few years 
  assaulting and murdering orcs, goblins, and other 
  such creatures. Although they have succeeded in 
  pushing most of the undesirables into Bloodsalt, they 
  still patrol the streets of their turf and occasionally 
  lynch anyone they think is sympathetic to the 
  nonhumans.
   At some point when the characters are en route 
  to the Chumhouse, a band of Knotters finds them. 
  The band consists of 1 hired killer plus one more 
  for every two members of the group. They move out 
  from concealed positions to surround the characters. 
  If the group includes any nonhumans, the gang 
  attacks. Otherwise, the gang leader questions them 
  about their opinion of nonhumans. If the characters 
  reply with bigoted remarks that mollify the gang, 
  the Knotters let them go. Otherwise, they attack. The 
  Knotters fight until half their numbers fall, at which 
  point the rest attempt to flee. 
   If any of these gang members get away, the 
  characters become enemies of the Blackened Knot. 
  You can have the gang harass the group a few more 
  times before the adventure ends. Captured gang 
  members offer no information beyond a torrent of 
  anti-humanoid rhetoric, name-calling, and curses. 
  A Nasty Dive
  The Chumhouse stands at the end of one of the 
  short piers in Scurvytown. It is a dilapidated, sagging 
  building covered in gull droppings and slime, and the 
  stench of the nearby fishery only adds to its ambience. 
  There’s no sign over the door or any other markings to 
  indicate that the building is a place of business.
   During the day, the place is empty except for Abel 
  Wackets (a hired killer), the owner and the leader of 
  the Blackened Knot. Wackets is a thickset, bald man 
  with a thick moustache and scars all over his hands 
  and arms. He’s charming, but thoroughly psychotic.
   At night, members of Abel’s gang fill the place. 
  Every “regular” is suspicious of newcomers. Human 
  guests can come and go without much trouble, 
  provided they haven’t crossed the Knotters before, 
  they mind their manners, and they can put up with 
  some off-color comments. A group of characters that 
  includes anything other than humans is faced with 
  a wall of hostile glares and grumbling. Orcs and 
  goblins get an even uglier reception—5 hired killers, 
  plus 1 more for each member of the group, attack 
  any goblins or orcs that set foot in the place. If the 
  characters manage to beat back these adversaries, 
  Abel Wackets becomes very friendly and helpful, 
  answering whatever questions the characters might 
  have. 
   Though the patrons are initially unfriendly and 
  close-lipped, the characters can improve their 
  dispositions by spouting racist statements against 
  nonhumans or by succeeding on social attack 
  rolls. Mentioning Beedle doesn’t help or hurt the 
  characters’ chances of getting someone to talk. 
   Any locals who are persuaded to talk say that they 
  know Beedle, but they haven’t seen him for a few 
  days. They don’t have anything good to say about 
  him, grousing about his loose loyalties and lack of 
  commitment to their cause. Pressing one of these 
  individuals further (or perhaps providing a bit of 
  coin) enables the characters to find out that Beedle 
  sometimes stays at Kergen’s Kradle in the Docks (see 
  lead C).
   Characters who speak directly to Wackets 
  might have a bit more luck. During the day he’s 
  unfriendly, but at night he’s a little tipsy and given to 
  conversation. He’s not happy with Beedle and would 
  love to get his hands on him. 
   If the characters befriend Wackets, he goes into 
  detail, revealing that Beedle stood him up. His boys 
  were planning to string up a stubborn orc who 
  refused to leave Scurvytown, and Wackets suggested 
  that they take Beedle along to provide a bit of magical 
  muscle. Because Wackets vouched for Beedle, now 
  he looks bad to his henchmen because the magician 
  didn’t show up for the job. He intends to find Beedle 
  and pay him back for his failure to appear.
   Wackets does tell the characters that Beedle is 
  not a member of the gang—just an occasional ally. 
  Wackets also mentions that Beedle had been talking 
  about possibly coming into some money, which might 
  suggest a reason for his absence. 
   Wackets can also tell the characters the information 
  to be gained from the other patrons. He was planning 
  on dispatching a couple of toughs to rough up Beedle 
  at his flat, but hasn’t gotten around to it yet.
  C. Kergen’s Kradle
  From either the patrons at the Chumhouse or 
  people the characters interview in the Docks, the 
  group learns that Beedle lives at a flophouse named 
  Kergen’s Kradle. The Kradle rents rooms to sailors, 
  vagabonds, and anyone looking for a few hours (or 
  minutes) of privacy. The place is notorious for its 
  
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  flexible rental rates as well as its uncommonly filthy 
  rooms. Few folks live here by choice, and most landed 
  here because they had nowhere else to go. Finding 
  Kergen’s Kradle is easy; it’s the tallest building in a 
  neighborhood infested with hovels, pubs, and shops 
  of dubious character.
   The Kradle stands two stories tall with bars on 
  all the windows. A single door at the front of the 
  building grants access to the foyer, where Kergen (a 
  commoner) sits inside a fortified room with a barred 
  window through which he can safely talk to his 
  guests. A lever inside the strong room unlocks the 
  door that leads to the rest of the place.
   Kergen is a disgusting man with an olive 
  complexion, a sweep of pustules around his mouth, 
  and a greasy mop of black hair glued to his sweating 
  brow. He wears a sleeveless, stained white shirt that 
  reveals arms covered in lewd tattoos. 
   He is unhelpful to start with, but the characters can 
  get Kergen to talk through roleplaying, with a success 
  on a Will attack roll against his Will, or with a bribe of 
  5 cp or more. Kergen reveals that Beedle hasn’t been 
  around for a couple days and is late on his rent to 
  boot, so Kergen plans to sell his stuff. Kergen blames 
  Beedle’s troubles on his addiction to snakeweed, and 
  on Slick, the dealer, who sometimes hangs around. 
   If the characters ask about Slick, Kergen provides 
  them with a description and tells the group the dealer 
  usually haunts the Seaside Market by day and the 
  Docks by night. He occasionally comes to the Kradle, 
  usually to see Beedle. If the characters decide to 
  pursue Slick, proceed with lead D.
   Kergen, if he is made friendly, lets the characters 
  see Beedle’s room. It’s a filthy one-room apartment, 
  walls stained yellow from smoke. A stained mattress 
  sits on the floor, and a burlap bag sits near the barred 
  window. Inside the bag is a bloodstained shirt, a pair 
  of soiled underclothes, one weighted knucklebone 
  die, a broken knife, a wooden token, and a silk bag 
  embroidered with a stylized DK, which is worth 1 ss. If 
  the characters went to the Municipal Auction House 
  and examined the Knorrbertal items for auction, they 
  might have seen the same symbol on other items. If 
  the characters decide to investigate the Knorrbertal 
  House, proceed with lead E.
  D. Slick
  A petty, no-good piece of street scum, Slick (a 
  pickpocket) survives by stealing and selling drugs. 
  Slick is a scrawny man, about forty, and filthy. He has 
  a mess of fresh burns on his face.
   Slick shows up near the Kradle from time to time 
  to do business with a few regulars, but the characters 
  might find him more quickly if they try his other 
  regular haunts—he’s spending much of this coming 
  night at the Rusty Hook. Characters can learn more 
  about Slick by talking to prostitutes, drug addicts, 
  and other thieves, gaining some or all of the following 
  information:
  • Slick is widely disliked. He’s a known thief and 
  steals from anyone, rich or poor. 
  • He’s not affiliated with any criminal organization.
  • He peddles snakeweed and abyss dust. 
  • He can usually be found clipping purses in the 
  Seaside Market during the day and pushing his 
  poison in the Docks at night.
   No matter where the characters find him, the 
  encounter unfolds in the same way. When Slick spots 
  the group coming toward him, he expects the worst 
  and flees. Depending on the set-up, the characters 
  might be able to catch him by using spells or simply 
  chase him down. You can narrate the chase sequence, 
  calling for a few Agility challenge rolls to avoid or slip 
  around obstacles while running, or you can use the 
  chase mechanics found in Forbidden Rules.
   If the characters catch Slick, he weeps and begs 
  them to let him live, saying he’ll do whatever they 
  want. Slick knows the following information.
  • A couple days ago, Slick and Beedle went to rob 
  the Knorrbertal House after they learned the old 
  hag had died.
  
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  • There were too many guards, so Slick didn’t get 
  too close. But Beedle barged ahead and tried to 
  sneak into a wagon loaded with his aunt’s stuff. He 
  got caught by the guards and dragged off.
  • While the guards were distracted, Slick snuck 
  inside the wagon and found a small black case 
  and some other things that were easy to carry. He 
  took them and slipped away.
  • The other things included a black bag full of 
  teeth, a small jar of paste, and an old scroll 
  covered in weird writing.
  • The case contained a fine dagger.
  • Slick sold the teeth to a witch in the Seaside Market, 
  the jar of paste to a man who had just gotten off the 
  boat, and the scroll to a wizard in the guild. It took 
  him a day or so to get rid of these items.
  • He saved the dagger for last, since he wasn’t sure 
  he was going to sell it. He wanted it and felt like 
  the blade was trying to communicate with him. 
  He was inspecting the blade not far from Kergen’s 
  Kradle when a spellcaster robbed him. He’s 
  almost sure it was Beedle who attacked him.
  • The dagger has a wavy blade, pitted and rusty, 
  but it has a big, fat emerald set in its pommel. He 
  felt funny while he held it, almost as if the dagger 
  wanted him to do something. While he carried 
  the dagger, he kept seeing a dead woman out of 
  the corner of his eye. When he turned to look, she 
  would disappear.
   The characters might ask Slick where he gets the 
  drugs he sells. He admits that a smuggler named 
  Dimetrios keeps him supplied. Slick was supposed to 
  meet up with him earlier to see if the man might be 
  interested in buying the knife, but that appointment 
  didn’t happen because Dimetrios was meeting with a 
  mysterious man in white. Following up on Dimetrios 
  takes the characters to lead I. Otherwise, you can 
  proceed to Part III.
  False Leads
  Investigating the buyers of the items that Slick 
  sold provides no useful information about the 
  adventure. Nonetheless, you can use these leads 
  to introduce new developments or different 
  story lines.
   
  Bag of Teeth: Slick sold the bag to a hedge 
  witch named Cleita. She sells love potions and 
  herbal remedies in the Seaside Market. She 
  readily shows the characters the bag of teeth 
  and explains she bought it because she felt bad 
  for Slick after she sold him a cure for warts that 
  didn’t work and actually made them worse. She 
  doesn’t think the bag or the teeth inside have 
  any value. (She’s right.) Cleita might provide the 
  characters with potions in exchange for coin or a 
  service as you decide.
   
  Jar of Paste: The man with the jar of paste 
  could be anyone in the city. Finding him is 
  almost impossible, even with a description. If the 
  characters do make inquiries about him, using 
  the description Slick provided could lead them 
  into interesting places: they might be ambushed 
  by thieves, stumble into a fleshraker unleashed 
  on Freeport by mistake, or into an entirely 
  different side plot of your making.
   
  The Scroll: The scroll went to a member of 
  the Wizards’ Guild. If the characters try to learn 
  about the buyer, see lead F. What this scroll is 
  and who purchased it is a good way to kick off 
  another adventure, but if you’re not inclined to 
  do so, this can be another dead end.
  E. The Knorrbertal House
  The Knorrbertal House faces the Street of Dreams 
  in the Old City. When Delinda Knorrbertal was 
  alive, she ran a successful business as an alchemist, 
  offering cure-alls and remedies that actually worked. 
  As noted above, she died in the Great Green Fire and 
  the contents of her house, now vacant again after the 
  death of its most recent occupant, have been claimed 
  by the Captains’ Council at Tarmon’s behest, to be 
  sold at auction.
   The Old City is quite busy during the day, and 
  a group of armed individuals is bound to attract 
  attention. At night, though, the Old City more or less 
  shuts down and few people move about the district.
   Like many buildings on the Street of Dreams, the 
  Knorrbertal House is a two-story structure with a 
  shop on the ground floor and living quarters above. A 
  sign that reads “Knorrbertal’s Herbs” still hangs over 
  the door, though it’s faded and peeling. The front door 
  is locked, and the place has no other entrance from 
  the street. Windows facing to the front and the rear 
  are unlocked and open easily. The place is unguarded 
  now that the building has been emptied.
   The interior is unfurnished and practically empty. A 
  scattering of rooms connected by short halls contain 
  nothing but dusty corners and empty closets. A 
  staircase leads up to the second story. Empty shelves 
  
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  hang on the walls of the shop. In addition, the shop 
  has a countertop, several glass cases, and some hooks 
  for drying herbs mounted on the beams running 
  across the ceiling. Toward the back, a door leads to a 
  dark storeroom where the outlines of crates, barrels, 
  and other assorted objects are visible in the dust-
  covered floor.
   The floor in one of the ground-level rooms is torn 
  up, with a pile of loose floorboards left near the hole. 
  Inspection of the opening reveals a long, shallow 
  cavity large enough to hold a small case of the sort 
  they are seeking. There’s nothing else of interest here.
  Nosy Neighbors
  Once the characters have had a chance to look 
  around, they hear a knocking on the front door. At the 
  door is a middle-aged man. If the characters explore 
  this place at night, the man wears a nightshirt and 
  boots. If by day, the man is dressed in fine clothes, 
  suggesting he’s a merchant or a member of a guild. 
   The man is Uri Tasovar (a Freeporter). He runs a 
  small tailor’s shop next door and he has come over to 
  see who is inside. Uri doesn’t want any trouble, and if 
  the characters make any threatening gestures, he flees, 
  returning to his shop. He bolts the door behind him 
  and then cowers in a closet.
   Uri is a terrible gossip and happily shares what he 
  knows. He is friendly to the characters as long as he 
  believes they are supposed to be in the house. If for 
  any reason this situation changes, he clams up and 
  makes an excuse to leave. If allowed to go, he either 
  returns home, as above, or heads to the closest Watch 
  precinct to report the suspicious activity. 
   Uri knows the following facts, and reveals as much 
  or as little as you like based on the questions the 
  characters ask.
  • “People have been coming and going from the 
  house for days.”
  • “Even that wizard on the Council, Tarmon, came 
  by. He went in and left.”
  • “A few days after that, a guard posted a notice on 
  the door that said the house’s contents were to be 
  sold off at the Municipal Auction House. Workers 
  then showed up and emptied the place.”
  • “The most surprising visitor was none other than 
  Delinda’s nephew, Aporcus Beedle. I saw him 
  skulking about with a suspicious-looking fellow. 
  Aporcus climbed into the wagon, and I went up to 
  one of the workers to let him know. Well, Aporcus 
  was dragged out of that wagon and taken away. “
  • “Then that suspicious fellow with Beedle went up 
  to the wagon and took some things from inside it. 
  By the time I could get anyone’s attention to stop 
  him, the young man had fled.”
   If asked for details, Uri can describe the suspicious 
  young man, who is Beedle’s friend, Slick. Further 
  questioning about Beedle gets him to reveal that he 
  thought the young man had left Freeport altogether, 
  that he was an unsavory sort who had been drummed 
  out of the Wizards’ Guild and who had fallen in with 
  unsavory people.
   Go to lead F if the characters follow up on the lead 
  about the Wizards’ Guild or lead D if they decide to 
  look for Slick.
  F. The Wizards’ Guild
  Attempts to investigate the Wizards’ Guild lead 
  nowhere. Lucky and charismatic characters might 
  get into the courtyard, but Thorgrim (see chapter 4) 
  meets them, tells them Tarmon is unavailable, and 
  does not let them wait. If the characters press the 
  matter, 3d6 guards (veterans) and 1d6 apprentice 
  magicians appear and do their best to toss the 
  characters out on the street. Breaking into the guild 
  building is beyond the scope of this adventure. If the 
  characters do so, come up with any consequences 
  you like, making certain to give such ambitious 
  adventurers a brutal, bloody, and spectacular end in 
  the fortress’s eldritch interior.
  G. The Man in White
  The characters can investigate the mysterious “man in 
  white” by interviewing people in the Docks, especially 
  stevedores, sailors, and those who work in similar 
  roles. The characters can learn some or all of the 
  following facts:
  • The man in white, named Otakan Farastay, is not 
  from Freeport. Most believe he hails from one 
  of the Nine Cities. One person the characters 
  interview can tell them that he comes from Dis, 
  the City of Chains.
  • He is the captain of a caravel named the Narwhal. 
  The ship is docked off a pier fronting the 
  Warehouse District.
  • At least one person the characters interview can 
  tell the group that Farastay is often seen in the 
  company of the wizard Tarmon.
   From information gained about Otakan Farastay, 
  the characters might attempt to interview Tarmon 
  with little success (see lead F) or investigate the 
  Narwhal (see lead H). In the case of the latter, any 
  longshoreman can point the way to Farastay’s ship.
  H. The Narwhal
  The Narwhal is a sleek caravel in excellent repair. The 
  bowsprit is carved to resemble a unicorn’s horn, and it 
  extends some nine feet from the front of the hull. The 
  name “Narwhal” is painted in white on its hull.
  
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   A band of thirty sinister men (pirates) with bronze 
  skin, their black hair tied in topknots, crew the ship 
  and do not leave the vessel unless commanded to do 
  so by their master. Each crewmember wears a curved 
  blade in a sash cinched around his waist. These 
  hostile individuals threaten or drive off any who 
  come too close to the ship, but always do so without 
  speaking. Characters who watch the crew from afar 
  notice that the men never talk to each other, but 
  communicate using hand gestures. (Farastay’s crew 
  is made up of slaves who have had their tongues cut 
  from their mouths.)
   The Narwhal and its crew are described in detail in 
  Part IV. If the characters attempt to storm the ship, 
  you can proceed with that part of the adventure.
  Investigating the Narwhal
  Any old-timers around the wharves of the Warehouse 
  District can tell the group that the Narwhal comes 
  to port about once a year carrying foodstuffs. The 
  captain, Otakan Farastay, negotiates for a fair price, 
  but he never haggles hard or for long. Once he has 
  offloaded his goods, he spends about a week in the 
  city and then leaves. Each time, his crew is the same—
  silent and spooky. Aside from Farastay, no one ever 
  leaves the ship.
   Characters who do a bit more digging and spend at 
  least 1 ss to bribe a few unsavory, criminal types learn 
  that Captain Farastay has dealings with Freeport’s 
  criminal underworld, specifically a minor smuggler 
  named Dimetrios. If the characters would speak to 
  Dimetrios, go to lead I.
  Meeting Otakan Farastay
  You might allow the characters to run into Captain 
  Farastay while in the city. Farastay is charming and 
  polite to the characters. He claims he’s a humble 
  merchant from the Continent here to do some 
  business in the city and to spend time with friends. As 
  for his cargo, he claims he deals mostly in dry goods. 
  He denies any connection to Dis or Dimetrios, and 
  says he has no interest in the Knorrbertal estate or the 
  missing case.
  I. Dimetrios
  A notorious smuggler and popular knave in both the 
  Docks and Scurvytown, Dimetrios (see chapter 4) 
  has enjoyed success moving illicit cargo in and out 
  of the city by paying people to look the other way. 
  One of the worst kept secrets in the Docks, however, 
  is that Dimetrios is the “doorway” to the Black Mark, 
  Freeport’s nexus of smuggling activity. Through him, 
  the Black Mark acquires all sorts of contraband, from 
  dangerous supernatural items to drugs, forbidden 
  texts, stolen goods, and the like. 
   Dimetrios can be found in the Docks at any one 
  of the district’s various watering holes and brothels. 
  When the characters track him down, they find him 
  seated at a large table surrounded by six women. 
  Dimetrios is a fat man, piggish in appearance, with 
  black hair, a thick mustache, and tiny black eyes. 
  Talking to Dimetrios
  Dimetrios denies knowing Slick, denies dealing in 
  drugs, and denies any connection to the Black Mark. 
  Intimidation and threats don’t work on him. Hidden 
  among the other patrons are 6 hired killers, who 
  come forward at a gesture from their boss to protect 
  him and deal with his enemies. However, a character 
  who shows respect and exercises subtlety can get 
  Dimetrios to talk with a success on an Intellect or Will 
  attack roll against his Will. If the character mentions 
  Slick and circumspectly tells the smuggler that the 
  group knows about his other enterprises, the roll is 
  made with 1 boon. If the characters get on his good 
  side, Dimetrios can reveal several important clues.
  • Dimetrios has been working with Otakan Farastay 
  for years by helping him move illegal goods into 
  the city, transported inside the sacks of grain 
  stowed in his hold.
  • Otakan Farastay comes from Dis, the City of 
  Chains, a notorious slaving city on the Continent. 
  Dimetrios has asked Farastay if he deals in slaves, 
  and the man denies doing so. Dimetrios still has 
  his suspicions, however. 
  
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  • Dimetrios warns the characters that Farastay 
  has powerful friends in the city, including High 
  Wizard Tarmon.
  • Dimetrios does not know why Farastay is in the 
  city now, and the two have yet to speak. 
   Dimetrios, like most Freeporters, hates slavers and 
  has been working with Farastay only because he took 
  the man at his word, even though his crew is oddly 
  silent. (When it’s necessary, Farastay explains to the 
  locals that he hired his crewmembers from a distant 
  trading city and they have all taken vows of silence in 
  accordance with their strange religion.) If the characters 
  can bring Dimetrios proof that Farastay is in fact a 
  slaver, the smuggler might be of help in Part IV.
  Part III: Bloody 
  Dawn
  Not long after the characters discover that Beedle has 
  the strange knife, events take a turn for the worse. The 
  spirit haunting the relic has possessed Beedle and 
  now stalks the descendants of the guards she holds 
  responsible for the deaths of her children. Only four 
  of the guards there had such offspring. Within hours 
  after becoming possessed by the spirit, Beedle has 
  murdered three of them and now hunts the fourth: 
  Uri Tasovar.
   At some point after the third murder, a constable, 
  having heard of the characters’ exploits in dealing 
  with the Blackened Knot, approaches the group for 
  help in bringing the killer to justice. Assuming that 
  the characters have not caused trouble in the city, the 
  constable offers them 1 gc per member of the group 
  for their assistance. If the characters refuse to help 
  the Watch, you could also use Tarmon to put a little 
  pressure on them. One way or another, they become 
  involved in the investigation.
  Tarmon Offers Aid
  Tarmon might have approached the characters 
  previously and maybe even hired them. If not, 
  he might approach them now. In either case, he 
  authorizes them to investigate the murders on behalf 
  of the Wizards’ Guild, sensing there might be some 
  magical force behind the killings and also to steer 
  them away from asking him questions about Farastay.
   The characters might suspect Tarmon of being 
  involved in the present strangeness, especially if they 
  learned of Otakan Farastay and his connection to 
  the High Wizard. Tarmon denies any involvement in 
  the whole mess, but admits Farastay is an old friend. 
  He says Farastay is indeed from Dis, but the man 
  has nothing to do with the traffic of human flesh. He 
  refuses to listen to any accusations about Farastay and 
  grows angry if the characters press the issue without 
  presenting hard evidence.
  Other Leads
  If the characters still haven’t exhausted their leads 
  from Part II, you can let them spend as much time 
  as they need in talking to the various characters and 
  following up on leads—this gives the adventure more 
  time, giving Beedle more of an opportunity to locate 
  Uri Tasovar (see Part IV).
  Investigating the 
  Murders
  Whether they were deputized by the Watch or 
  recruited by Tarmon, the characters look into the 
  murders and might, as a result, realize a connection 
  between the killings and the elusive blade. Asking 
  around can reveal all of the following information:
  • Each victim was stabbed to death with a knife  
  or a dagger.
  • At two crime scenes, the killer used the victim’s 
  blood to write a message: “For my children.”
  • The first victim was Old Sasha, a prostitute who 
  worked in Rose Alley.
  • The second victim was Reinholt Proy. He was 
  a member of the Watch and used to brag that 
  his grandfather was a member of the Sea Lord’s 
  Guard. He was found floating in the harbor.
  • The third victim was Rene Montblanc. She had 
  only recently returned from the Continent. She 
  was killed in Kergen’s Kradle.
  Crime Scenes
  At each crime scene, the characters find 1d3 patrollers 
  standing guard. These guards can provide details 
  described above and clues the characters miss when 
  they investigate the locations.
  Rose Alley
  This side street is a place noted for cheap prostitutes. 
  The walls are covered with lewd graffiti and 
  suspicious stains. Locals can reveal that Sasha had a 
  customer and took him deep into the alley for privacy. 
  One prostitute tearfully offers a description of a young 
  man who sounds like he could be Aporcus Beedle.
  Kergen’s Kradle
  Characters who visit or return to the Kradle to 
  investigate the murder of Rene Montblanc can find 
  Kergen in his office, terrified. He tells the characters, 
  as he told the Watch, that he didn’t see anything. The 
  Watch interviewed everyone who lives here, but poor 
  security and easy access to any of the rooms means 
  anyone could have done the deed. 
  
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   If the characters can get Kergen alone and get 
  a success on a Will attack roll against his Will to 
  intimidate him, he starts blubbering, saying he 
  knows who did it—Beedle. Kergen tells of how 
  Beedle came back here a while ago looking strange, 
  his eyes glowing green. He walked right past Kergen 
  and up the stairwell, then a few minutes later came 
  back down and walked out the front door muttering 
  something. Kergen is also sad that the Watch 
  confiscated all of Montblanc’s possessions before 
  Kergen got a chance to pick them over. 
   Characters who succeed by 5 or more on the Will 
  attack roll jog Kergen’s memory further, getting him 
  to add that Montblanc had come back to the city to 
  learn more about her grandfather, who was a member 
  of the Sea Lord’s Guard. She told him that she was 
  planning to go to the Office of Public Records. Kergen 
  also recalls that Beedle was saying the name “Tasovar” 
  over and over as he walked past Kergen on his way 
  out.
  The Harbor
  The crime scene lacks any appreciable evidence. No 
  one saw anything, or if anyone did, they aren’t saying. 
  If the characters spend 30 minutes interviewing locals, 
  they discover only that the victim’s body was found 
  floating near the Narwhal.
   The characters might, however, have the victim’s 
  name and, if so, they can search his apartment. It 
  takes about an hour to locate the place—a tenement 
  in the Docks near the edge of the Warehouse District.
   The apartment sits at the top of a flight of stairs, 
  facing the bay. The door is locked (the quality of the 
  lock imposes 1 bane on the Intellect challenge roll to 
  unlock it with tools). Getting the manager to part with 
  the keys requires a bribe of at least 5 cp or a success on 
  an Intellect or Will attack roll against his Will of 10. 
   The apartment’s interior holds a narrow bed, a 
  table, a water basin, a mirror, a shaving knife, and 
  a chest filled with uniforms, clothes, and personal 
  effects. A crusty loaf of bread, partially eaten, sits on 
  a cutting board on the table next to a bag of wine. A 
  search of the room turns up an old, battered journal. 
  The pages are yellowed and the writing is cramped. 
  The dates on the entries place the events described at 
  about a hundred years ago. The entries describe the 
  life of a guard in service to the Sea Lord. 
   Of particular note is the final entry, which describes 
  the guard’s role in the death of Melanie’s children. 
  The author mentions her efforts to save her trapped 
  children and her accidental death, his guilt over 
  the matter, and the unusual weapon she carried—a 
  dagger that killed with a touch, and which matches 
  the description of the missing blade.
   The journal identifies the guards who were with this 
  man, calling them Henry, Montblanc, and Tasovar. 
   The writer also describes the outbreak of the Back 
  Alley War. Any character with a profession related 
  to history can make an Intellect challenge roll. On a 
  success, the character knows the basics of this conflict 
  as described in the Background. 
   The Tasovar name should stand out to characters 
  who met Uri Tasovar, and it might dawn on them that 
  he could be in danger. If they head in that direction, 
  proceed with The Last Descendant. Otherwise, the 
  characters might ask around about the names, which 
  should point the group to the Office of Public Records. 
  Office of Public Records
  The characters might head over the Office of Public 
  Records for more information to supplement the 
  journal they found in Reinholt Proy’s apartment 
  (you can point them to this location if they don’t 
  know about the place already) or to see what Rene 
  Montblanc was interested in.
   The Office of Public Records is a two-story building 
  in the Warehouse District. The structure is old and 
  filled to the rafters with a mess of documents, papers, 
  and logbooks. Sifting through the information could 
  take a lifetime without the help of Old Reed, the 
  Record Keeper and the only person who knows where 
  to find anything in this ramshackle building. 
   The man is unpleasant and cranky, making 
  getting his help a chore. He needs to be massaged, 
  placated, and made to feel important, all of which 
  entails offering some fawning compliments. Once 
  the characters make him friendly, he assists them in 
  finding whatever they’re looking for.
   If the group came to look into what Rene Montblanc 
  was after, Old Reed tells them she was looking into 
  her grandfather, who served in the Sea Lord’s Guard. 
  She explained that her grandfather had been shaken 
  by some experience he had during his service, and 
  had left the Guard and Freeport soon after. Her 
  research here revealed to her the events of the Back 
  Alley War—including the fact that her grandfather 
  was involved in a fire that claimed the lives of several 
  people, including two children. 
   If the characters came to the office to follow up on 
  the three other guards mentioned in the journal, they 
  discover that all the victims were direct descendants 
  of those people. Only one descendant from this group 
  still lives: Uri Tasovar. Old Reed can provide the 
  characters with an address for Uri if the characters 
  need it. He lives on the Street of Dreams, next door 
  to the Knorrbertal House. Of course, if the characters 
  previously investigated the Knorrbertal House, they 
  should know Uri Tasovar already.
  
  119
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  The Last Descendant
  Uri Tasovar is in danger. The ghost of Melanie Crump 
  is driving Aporcus Beedle to kill him, just as he has 
  all the other guards’ descendants. If the characters 
  have followed the clues concerning the danger to 
  Uri Tasovar, and if they know that Beedle has the 
  knife and is responsible for the murders, it stands to 
  reason that he will come for Uri Tasovar next, even if 
  the group does not know why Beedle is killing these 
  people.
  Missing the Uri Connection
  It is possible for the group to overlook the 
  danger to Uri Tasovar and not seek him out. If 
  this happens, Aporcus Beedle murders the man. 
  When he does so, the spirit haunting the blade 
  departs the mortal world and tumbles into Hell. 
  Before Aporcus can figure out what has been 
  happening to him, though, sailors in Otakan 
  Farastay’s employ find him and drag him back to 
  the Narwhal. Beedle creates quite a scene using 
  his magic to fight back against his captors. Thus, 
  if the characters are still looking for Beedle, they 
  can easily follow the path taken by the sailors to 
  the ship and proceed with Part IV.
   If the characters go to Uri Tasovar’s house in hopes 
  of preventing his demise, they find him within. If they 
  try to explain the situation to him, Uri becomes upset 
  and threatens to summon the Watch. Calming him 
  down requires a success on an Intellect or Will attack 
  roll against his Will. If the characters get him to listen 
  to them, Uri becomes cooperative, trusting his life to 
  the characters. 
  Tasovar’s Shop
  Uri runs a tailor’s shop on the Street of Dreams. It sits 
  next door to the Knorrbertal House. Key locations on 
  the Tasovar’s Shop Map are described below.
   A. Showroom: The showroom contains 
  manikins, bolts of cloth, stools, mirrors, and other 
  accouterments of dressmaking. Two displays for 
  the windows can be reached by a short set of steps 
  near the front of the area. A long table separates the 
  customer area from where Tasovar does his work.
   B.	Office: This small room serves as Tasovar’s office. 
  Sketches of dresses hang on the walls, and the place is 
  in utter disarray. Tasovar hides 25 ss here.
   C. Storeroom: Tasovar keeps his supplies in this 
  room. Bolts of material, including silk, linen, cotton, 
  wool, and more lay in neat piles. Ribbons, lace, and 
  buckets of buttons, along with bags of needles and 
  spools of thread fill the room near to bursting.
   D. Sitting Room: This hall doubles as a sitting 
  room. A table, three comfortable chairs, and a 
  painting of a sylvan scene with capering fairies in 
  lewd positions fill this room.
   E. Kitchen: This is a small kitchen and dining area. 
  The cupboards hold fine dishes, dried foods, and 
  whatnot. A wood-burning stove stands against the far 
  wall. A table and four chairs sit near the stove.
   F. Tasovar’s Bedroom: This finely furnished 
  bedchamber features a large four-poster bed piled 
  high with pillows in the center. A wardrobe holds 
  several smart suits, and a dresser contains socks, small 
  clothes, and other personal effects.
   G. Spare Bedroom: Another bedroom, almost as 
  fine as Tasovar’s room, holds a simple bed, a table, an 
  empty dresser, and a wardrobe.
  Beedle’s Return
  That night, when the Old City quiets down, Aporcus 
  Beedle comes to Tasovar’s shop to kill Uri. Assuming 
  the characters are present, they can attempt to stop 
  him. The spirit that drives Beedle is enraged, however, 
  and she forces her slave to fight. If Beedle becomes 
  injured or incapacitated, the spirit emerges from his 
  body as a wraith that fights until destroyed. If freed 
  from her control, Beedle runs off, but he won’t get far 
  (see below). 
  Farastay’s Men
  While the characters have been searching for Beedle 
  and trying to make sense of the plot, Otakan Farastay 
  has been scouring the city as well and has discovered 
  that Aporcus Beedle now has the blade. A group of 8 
  pirates, crewmembers of the Narwhal, have followed 
  Beedle to Tasovar’s house. Once Beedle has killed Uri, 
  
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  or if a fight breaks out between him and the group, the 
  pirates burst in through the front door to retrieve the 
  knife. Beedle might still hold the knife and, if so, the 
  pirates kill him and take it from him. Once one of the 
  pirates gets the relic, he flees and leaves his fellows to 
  cover his retreat.
   If the characters defeat the pirates, Beedle, and 
  the spirit, they can take the relic. Farastay will not 
  let them keep it for long, though. If the group does 
  not soon thereafter go to confront the man in white, 
  he and a dozen sailors come after the characters at a 
  time and place of your choosing. If the group defeats 
  Farastay and his sailors under these circumstances, 
  proceed to the Conclusion.
  Part IV:  
  The Narwhal
  Part IV of the adventure takes place only if the 
  characters go to his ship to confront the mysterious 
  man in white. They might do so for many reasons: if 
  they decide to storm the ship to deal with Farastay, 
  if Beedle is captured by the pirates and brought to 
  the ship, or if the pirates stole the relic from Beedle 
  and brought it back to their master. Regardless of the 
  reason for doing so, making a direct assault on the 
  ship without assistance is dangerous because the crew 
  is unswervingly loyal and will fight to the death.
   Getting Help: The prospect of taking on a couple of 
  dozen pirates might make the group think twice about 
  boarding the ship without help. The characters might 
  recruit members of the Blackened Knot, depending 
  on how they dealt with the gang earlier. Or, they 
  might turn to Dimetrios for help if they promise to 
  bring him proof that Farastay is in fact a slaver. In 
  either case, the group can recruit 6 hired killers to 
  help them.
  Key Locations
  The following locations correspond to the lettered 
  locations on the Narwhal map.
   A. Main Deck: The main deck of the Narwhal is 
  uncluttered, holding only a few coils of rope, barrels 
  to catch rainwater, and neatly stacked wooden crates 
  tied down beneath a tarp. A trapdoor leads down to 
  the hold. Two ladders lead up to the forecastle, and 
  another one leads up to the aft castle. The crow’s nest 
  sits atop the mainmast.
  
  121121
   B. Forecastle: The forecastle has a mast and a chain 
  that leads to the dropped anchor. A capstan enables 
  the crew to wind up the anchor.
   C. Aft Castle: The aft castle holds the mizzenmast, 
  the helm, and the wheel as well as a ballista that 
  points aft.
   D. Forward Cabins: This area serves as the cabin 
  quarters for the crew. Hammocks hang stretched 
  across the area, crisscrossing the room. There are 
  accommodations here for a dozen men. The crew 
  works in rotations, getting sleep between shifts.
   E. Captain’s Quarters: This room serves as Otakan 
  Farastay’s personal chambers. It contains a bed, a 
  small writing desk, and a wardrobe for spare clothes. 
  A search turns up the captain’s log, a small book filled 
  with tight, neat writing. Notes in the book indicate 
  that the Narwhal calls Dis home and that Farastay 
  deals in drugs and, sometimes, slaves. Presenting this 
  log to Tarmon is enough to convince the wizard of his 
  friend’s duplicity. It can also persuade Dimetrios to 
  help the group.
   F. First Mate’s Quarters: This room is similar to 
  the captain’s quarters and houses the first mate, a foul 
  sorcerer of the blackest arts. He knows little about 
  sailing, but he keeps the crew in line through fear of 
  his terrible gifts.
   G. Hold and Cannon Deck: This large area is 
  where the sailors man the light cannon as well as 
  keep extra cargo. Manacles set in the floor suggest the 
  “special” type of cargo sometimes carried by the ship. 
  A pile of cannonballs stands in a pyramid near the 
  mainmast.
   H. Mess: This room holds the ship’s kitchens and 
  supplies. There’s enough food and potable water for 
  a month at sea. Heaped in a pile in the corner of this 
  room are six bloated bodies crawling with vermin. 
  Any creature that sees the pile must get a success on a 
  Will challenge roll or gain 1 Insanity. The bodies have 
  been cut up and used for food. 
   I. Stores: This room holds spare sails, an extra 
  anchor, a length of chain, tar, and other gear one 
  would expect to find on a ship.
   All of the supplies have been shoved against the 
  walls to make room for a pentagram painted in 
  blood on the floor. Farastay and his sorcerer use the 
  summoning circle to call demons from the Void. The 
  stench of blood and death hangs heavy in the air. 
  Black candles still sit arranged in a circle around the 
  symbol.
   A copy of the Liber Demonica—a blasphemous 
  tome that Farastay and the sorcerer use to perform 
  the rituals to summon their demonic servants—lies 
  on the floor in a pool of blood. Inside this book is an 
  incantation of a powerful Demonology spell (rank 9) 
  that will release a titanic demon from the Void. This 
  spell is beyond the ability of the characters to cast, but 
  it’s the one Farastay intends to use to destroy Freeport.
  Crew
  The ship’s occupants include a crew of 30 mute slave 
  sailors, a cook, the first mate, and Captain Otakan 
  Farastay.
  Slave Sailors
  The 30 sailors (pirates) wear black breeches and red 
  sashes around their waists. Ritual scars and flesh rings 
  adorn their chests. A few have begun the process of 
  transforming into ghouls, having sampled human 
  flesh, though their statistics remain unchanged.
  The Cook
  Hulking and hideous, the cook (a ghoul) wears a mail 
  apron and carries a rusty hatchet. He’s an idiot, and 
  strings of drool hang from his chin. When he attacks, 
  he screams “Meat!”
  First Mate
  The first mate is pale and wiry, painted in blood and 
  filth. Because of its appalling appearance, Farastay 
  keeps the creature hidden on the Narwhal. During 
  combat, it spits at its foes and hisses dreadful curses.
  DERANGED FIRST MATE 
  DIFFICULTY 50
  Size 1 frightening monster (ghoul)
  Perception 16 (+6); shadowsight
  Defense 13; Health 18; Insanity 6; Corruption 5
  Strength 10 (+0), Agility 11 (+1), Intellect 12 (+2), Will 10 (+0)
  Speed 8
  Immune damage from disease or poison; diseased, poisoned
  Fear of the Gods The first mate makes attack rolls with 1 
  bane against creatures wearing or wielding holy symbols.
  ATTACK OPTIONS 
  Claws and Teeth (melee) +1 with 1 boon (2d6 + 3 plus Drink 
  Blood on attack roll 20+)
  Drink Blood If the target is a living creature of flesh and 
  blood, it takes 1d6 extra damage and becomes fatigued 
  for 1 minute. While fatigued in this way, the target is 
  also slowed. If the target was already fatigued, it instead 
  takes 1d6 extra damage.
  SPECIAL ACTIONS 
  Unholy Feast The first mate eats one dead creature it can 
  reach, which requires it to concentrate for 1 minute. At 
  the end of this time, the first mate utterly consumes the 
  corpse and assumes the creature’s appearance for 24 
  hours. While wearing the new form, the first mate loses 
  its frightening trait.
  MAGIC 
  Power 1
  Arcana magic dart (2), arcane shield (1)
  Storm shock (2), forked lightning (1)
  Battle for the Narwhal
  If Farastay has the relic, the sailors are on guard at the 
  ship, ready to protect their master, and they prevent 
  anyone from simply climbing on board. The slave 
  sailors hold the following positions or move to them: 
  five on the main deck (area A), three on the forecastle 
  
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  (area B), two on the aft castle (area C), and four in the 
  forward cabins (area D). The remaining sailors of the 
  thirty making up the crew are in the hold. Deduct 
  any slain slave sailors from the ones on the ship. 
  The sailors attack intruders as they come on board, 
  squaring off in pairs against the characters, with 
  the leftover part of the force ganging up against any 
  warriors. If eight sailors fall, two others move to the aft 
  castle and swing one of the ballistas around to fire at 
  the characters. See chapter 2 for details on ballistas.
   The cook emerges from the mess (area H) and joins 
  the fight after 4 rounds. The first mate, which remains 
  in its quarters, throws open the door and attacks 
  targets it can reach with its spells.
   If Farastay is on board, he might fight alongside 
  his crew, joining the battle in 2 rounds, but only if 
  he doesn’t yet have the knife. If he has the relic, he’s 
  in the stores (area I) finishing the incantation in his 
  blasphemous tome to summon a large demon that 
  has wings and +20 to its Health. He intends to send 
  the demon after the characters. Eight rounds after 
  the battle begins, he completes the incantation. The 
  demon and Farastay then join the fight, at which point 
  he uses the relic to release another demon.
   If the characters interrupt the ritual, Farastay uses 
  the properties of the relic to kill as many characters as 
  he can before he dies.
  Conclusion
  The adventure can end in a couple of basic ways. 
  The best possible result is for the characters to defeat 
  Farastay, recover the Greenstone Blade, save Aporcus 
  Beedle, and present proof of Farastay’s wickedness 
  to the Watch, Dimetrios, or Tarmon. This is a tall 
  order, since it requires the characters to uncover all 
  the clues, follow all the leads to their conclusions, 
  and correctly deduce what’s going on. Regardless of 
  how well the characters do at unraveling the plot, the 
  adventure ends whenever Farastay dies or escapes.
   At the other extreme, it is possible for the adventure 
  to go horribly wrong. Farastay might gain the relic 
  and let loose the large demon to track down and kill 
  the characters. He then slips away to either become a 
  recurring villain or a looming threat whose continued 
  existence portends some future horror that will befall 
  the City of Adventure.
   Aporcus Beedle, if he survives, slinks off and 
  disappears into Scurvytown. If he is captured, the 
  characters can turn him over to the Watch, in which 
  case he is tried for his crimes and imprisoned for a 
  time, though this is likely not the last the characters 
  will see of young master Beedle.
   If Tarmon has been involved, he thanks the 
  characters for their help, clears their names of any 
  charges or suspicions, and rewards them for their 
  efforts. He gives them 5 gc each if they recovered the 
  relic or 1 gc each if they tried and failed.
   Undoubtedly, the characters have made many 
  contacts during their time in Freeport so far—and 
  might have made a few enemies, too. Will Dimetrios 
  try to eliminate the characters to keep his association 
  with the slaver a secret? Will Tarmon take similar 
  steps to avoid implicating himself through his own 
  friendship with Farastay? 
   Finally, there is the matter of the relic. Even though 
  the spirit is gone, it remains a dangerous demonic 
  device. If the characters give the blade to Tarmon, he 
  hides it someplace safe, though he might eventually 
  become corrupted by it. Alternatively, the characters 
  might decide they should destroy it, in which case 
  they are bound to have an exciting adventure to make 
  this happen. Of course, a character who decides to 
  keep the weapon could bring a whole world of trouble 
  down on the group’s head. All of these threads and 
  others can be the basis of future challenges set in the 
  City of Adventure.
  
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  Index
  A
  Abacus of Rapid Calculation ...................................34
  Abyss Dust .....................................................................32
  Accursed Hand ............................................................ 86
  Addict, The ..................................................................107
  Addiction .......................................................................32
  Admiral Hrothy ........................................................... 69
  Admiral Thurlow Rankin ..........................................83
  Alchemist’s Fault ..........................................................87
  Alcindar ..........................................................................56
  Aleksander Tovac ........................................................57
  Alfhild .............................................................................57
  Ancestries ........................................................................6
  Andrea Blax ...................................................................58
  Angelo Stampfel ..........................................................58
  Arena Quen ...................................................................58
  Argyle McGill................................................................58
  Armillary Sphere .........................................................34
  Asha Sante .....................................................................59
  Assassin’s Quill .............................................................32
  Assassins ........................................................................53
  Assemble Bombard (spell) ........................................28
  Assemble Heavy Cannon (spell) .............................28
  Assemble War Machine (spell) ................................28
  Atomizer .........................................................................32
  Awaken Madness (spell) ............................................26
  B
  Ballista ........................................................................... 46
  Bamboozle (spell) ........................................................25
  Beamsplitter (relic) ......................................................47
  Beggars ...........................................................................53
  Bestiary .......................................................................... 86
  Bianka Altanish ............................................................59
  Bile and Lashes (relic) ................................................47
  Bill Sangapulatele........................................................59
  Blemmyae ......................................................................87
  Boar Spirit (spell) .........................................................28
  Bobbin Brandydale .....................................................59
  Body of Eyes (spell) .....................................................29
  Bombard ........................................................................ 46
  Bos’n’s Whistle of Piping ............................................34
  Brass Monkey ................................................................87
  Bravado (spell) ..............................................................27
  Burnling ........................................................................ 88
  Buster Wallace .............................................................60
  C
  C.Q. Calame ..................................................................61
  Cadaver ...........................................................................33
  Cadaver Parts ................................................................33
  Call Firebird (spell) .....................................................25
  Call Shrieking Eels (spell) .........................................27
  Call X’Sval (spell) .........................................................25
  Cannon, Heavy .............................................................47
  Cannon, Light .............................................................. 46
  Captain Scarbelly .......................................................80
  Captain’s Chest (spell) ................................................24
  Captain’s Grog ..............................................................33
  Catapult ..........................................................................47
  Celebrant (expert path) ..............................................18
  Celeste D’Arran ..........................................................60
  Chiao .............................................................................. 88
  Cleanse Water (spell) ..................................................29
  Clockworks (ancestry) ..................................................7
  Cockleshell Suit ...........................................................33
  Control Water (spell) ..................................................29
  Corpse Flower ..............................................................91
  Countess D’Amberville ............................................60
  Courtier (expert path) ................................................19
  Cragwipe ........................................................................61
  Create Accursed Hand (spell) ..................................27
  Create Skin Cloak (spell) ...........................................27
  Cultists ............................................................................53
  Currency........................................................................ 30
  Cyril Berryhill ...............................................................61
  D
  Darius Dorvin ...............................................................62
  Dead Man’s Brain ........................................................94
  Deadwood Tree ........................................................... 89
  Deep One ...................................................................... 89
  Denizen of the Depths (spell) ..................................24
  Devil Lizard ..................................................................90
  Devil Wicks ...................................................................33
  Dimetrios ................................................................62, 116
  Dirk Haslinger ..............................................................63
  Dirwin “Nimblefingers” Arnig .................................63
  Districts .......................................................................... 15
  Dnulper (relic) ............................................................. 48
  Docking Fees .................................................................35
  Doctor .............................................................................35
  Draegar Redblade .......................................................63
  Dream Child ................................................................90
  Dreiden Simmerswell ................................................64
  Drowned One (expert path) .................................... 20
  Drowning .......................................................................37
  Dunbar ...........................................................................64
  Dwarfs (ancestry) ...........................................................6
  
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  E
  Eagle Eyes (spell) .........................................................24
  Egil ...................................................................................64
  Elves (ancestry) ...............................................................6
  Enoch Holliver .............................................................65
  Equipment .................................................................... 30
  Eudokia Kasovar ..........................................................65
  Expert Paths ..................................................................18
  F
  Faeries, Other (ancestry) ..............................................7
  False Leads ...................................................................114
  Falthar .............................................................................65
  Fargas Ironfoot ............................................................ 66
  Fauns (ancestry) .............................................................7
  Find (spell) .....................................................................25
  Finn ................................................................................ 66
  Fire Specter ...................................................................92
  Firebird .......................................................................... 25
  Flare (spell) ....................................................................24
  Flash/Bang (spell) ........................................................27
  Fleshraker ......................................................................93
  Flying Lizard .................................................................93
  Fortify Mind (spell) .....................................................27
  Fountain of Fortune (relic) ....................................... 48
  Freeporters ....................................................................53
  G
  Garek ...............................................................................67
  Garth Varellion .............................................................67
  Ghost Eater ....................................................................94
  Ghost Ship (spell) ........................................................27
  Gitch ................................................................................67
  Gnomes (ancestry) .........................................................6
  Gold Bug (spell) ............................................................28
  Greenstone Blade, The ............................................105
  Gringa ............................................................................ 68
  Guide or Urchin ...........................................................35
  H
  Half-Elves (ancestry) .....................................................6
  Half-Orcs (ancestry) ......................................................6
  Halflings (ancestry) .......................................................6
  Halkos Tremiir ............................................................ 68
  Harcourt Horkel .......................................................... 69
  Hector Torian ............................................................... 69
  Hellhounds ....................................................................64
  Holding Breath .............................................................37
  Humans (ancestry) ........................................................6
  Hunger (spell) ...............................................................26
  I
  Implements ...................................................................34
  Infernal Automaton ....................................................94
  Ink Cloud (spell) ..........................................................29
  Inscribe Yellow Sign (spell) .......................................26
  Interesting Things ....................................................... 17
  J
  Jacob Lydon ...................................................................70
  Janis Hawthorne ..........................................................70
  Jozan Feg ........................................................................70
  K
  Karl the Kraken .............................................................71
  Knorrbertal House, The ...........................................114
  Kothar the Accursed ...................................................92
  K’Stallo ............................................................................71
  Kyrga Stonefoot ............................................................72
  L
  Languages ......................................................................14
  Laria Syrtis ....................................................................72
  Lexi ..................................................................................73
  Liam Blackhammer ....................................................73
  Loaded Dice (spell) .....................................................28
  Lobstermen ...................................................................53
  Longshoremen .............................................................54
  M
  Maddening Scream (spell) ........................................29
  Magic ...............................................................................24
  Magic Figurehead (spell) ...........................................24
  Magicians .......................................................................54
  Malkin .............................................................................95
  Marching Powder ........................................................33
  Marcus Roberts ............................................................73
  Marilise Maeorgan ......................................................74
  Mariner (expert path) ................................................. 21
  Masson Francisco ........................................................74
  Master Hovith’s Tired Liver Tonic ..........................33
  Master Paths ..................................................................22
  Mendor Maeorgan ......................................................75
  Mercenaries ...................................................................54
  Merchants ......................................................................54
  Messenger ......................................................................35
  Misfire .............................................................................45
  Mister Wednesday .......................................................84
  Monkey Spirit (spell) ..................................................28
  Monster Hunter (master path) .................................22
  Monstrous Clam ..........................................................95
  Monstrous Crab .......................................................... 96
  Monstrous Jellyfish .................................................... 96
  
  126
  Monstrous Leech ........................................................ 96
  Morgan Baumann........................................................75
  Mother Mirren .............................................................75
  Mundane Robe (spell) ................................................27
  Musketeer (master path) ............................................22
  Mystic Compass (spell) ..............................................25
  Mystic Navigator (master path) ................................22
  N
  Narwhal ........................................................................120
  Nathan Grymes ............................................................76
  Nautical Movement ....................................................40
  Nereid .............................................................................97
  Nevtalathien ..................................................................76
  Nifur Roberts ................................................................76
  O
  Ocean Wyrm ................................................................ 96
  Omar Nkota ...................................................................77
  Orcs (ancestry) ................................................................6
  Osprey Spirit (spell) ....................................................28
  Otto Parsam ...................................................................77
  P
  Part Crowd (spell) ........................................................25
  Patamon..........................................................................77
  Petra Wallace ................................................................77
  Picacouatl .......................................................................97
  Pilots and Captains ....................................................40
  Pirates ..............................................................................54
  Pit Fighter (master path) ............................................23
  Pit-Briar ......................................................................... 98
  Poppy Bragg ..................................................................78
  Precipitation ..................................................................41
  Prendag the High Death ............................................78
  Priests ..............................................................................55
  Prostitute ........................................................................35
  Pwalg .............................................................................. 98
  R
  Reaverbane (relic) ....................................................... 48
  Red Alice ........................................................................79
  Reef Eel .......................................................................... 98
  Relics ...............................................................................47
  Religions ........................................................................ 17
  Reveal Secret Face (spell) ..........................................26
  Revenge (relic) ............................................................. 49
  Rickshaw Ride ..............................................................35
  Rikard Burbage ............................................................79
  Ring of Sorcerers (relic)............................................. 49
  Rod of the Buccaneer (relic) .................................... 49
  Rounds and Turns .......................................................43
  Rowing ...........................................................................40
  Rudimar Harrow ..........................................................79
  Running Aground .......................................................43
  S
  Sailing ............................................................................40
  Sailors .............................................................................55
  Salamanders (ancestry) ................................................6
  Salt Draughts ................................................................34
  Saltburst (spell) ............................................................25
  Scales of the Snakemen (spell) ................................27
  Scare (spell) ...................................................................25
  Scrimshaw of Battle (spell) .......................................27
  Sea Captain (master path) .........................................23
  Sea Lord’s Guard ..........................................................56
  Sea Voyages ...................................................................43
  Seasickness ...................................................................40
  Secure Object (spell) ...................................................27
  Serpent People (ancestry) ............................................7
  Serpent Person ............................................................ 99
  Services ...........................................................................34
  Shadow Serpent ........................................................ 100
  Shantar Froese .............................................................80
  Shape Cloud (spell) .....................................................28
  Sharkman ................................................................... 100
  Ship in a Bottle (spell) ................................................24 
  Ship
  Clock........................................................................................34
  Crashes .................................................................................. 44
  Damaging .............................................................................42
  Flee  ........................................................................................ 44
  Maneuvers ........................................................................... 44
  Mishaps................................................................................. 44
  Passengers ............................................................................ 44
  Pursue .................................................................................... 44
  Ram ........................................................................................ 44
  Ship-to-Ship Combat ........................................................43
  Statistics .................................................................................37
  Types .......................................................................................38
  Uncontrolled .........................................................................42
  Siege Cannons (relic) ................................................. 50
  Silver Sphere (relic) .................................................... 50
  Sister Gwendolyn ....................................................... 68
  Skin Cloak ................................................................... 101
  Slick ...............................................................................108
  Slippery Evasion (spell) .............................................29
  Snakeweed .....................................................................34
  Song of Serenity (spell) ..............................................27
  Spirit Lizard ................................................................ 101
  Spotting Distance ........................................................42
  Staff of Tempests (relic) ............................................. 50
  Strangle (spell) ..............................................................25
  Stunning Bolt (spell) ...................................................28
  Summon Fire Specter (spell) ....................................27
  Summon Fleshraker (spell) ......................................26
  Survivor (master path) ................................................23
  Swimming ......................................................................36
  Swivel Gun .....................................................................47
  
  127
  127
  T
  Talbous Mog ................................................................80
  Tallowtack......................................................................34
  Tanko Sandek ...............................................................81
  Tarmon, High Wizard.................................................81
  Tavi ................................................................................102
  Tench Prescott ..............................................................82
  Thanatos ......................................................................102
  Thieves and Thugs ......................................................56
  Thorgrim ........................................................................82
  Throne of the Unspeakable One (relic) ................. 51
  Thulmir Quent .............................................................82
  Timothy ..........................................................................83
  Torya Irontooth ............................................................83
  Traditions .......................................................................24
  Air...  .........................................................................................24
  Alteration ...............................................................................24
  Celestial ..................................................................................24
  Conjuration...........................................................................24
  Curse .......................................................................................25
  Death ......................................................................................25
  Demonology .........................................................................25
  Divination .............................................................................25
  Earth .......................................................................................25
  Enchantment ........................................................................25
  Fire...........................................................................................25
  Forbidden ...............................................................................26
  Illusion ...................................................................................27
  Necromancy .........................................................................27
  Primal .....................................................................................27
  Protection ..............................................................................27
  Rune ........................................................................................27
  Song .........................................................................................27
  Spiritualism ..........................................................................28
  Storm ......................................................................................28
  Technomancy .......................................................................28
  Telepathy ...............................................................................29
  Transformation ...................................................................29
  Water ......................................................................................29
  Trask ................................................................................83
  Travel Times ..................................................................43
  Trinkets ...........................................................................34
  U
  Undead (ancestry) .........................................................7
  Undine (beast) ............................................................103
  Undines (ancestry) ......................................................10
  V
  Vengeful Spirit, The ..................................................105
  Vessels .............................................................................35
  Vikki Tarjay ...................................................................84
  Vise of the Deep (spell) ..............................................29
  Vulpine .........................................................................103
  W
  Wall of Ice (spell) .........................................................29
  War Machines.........................................................35, 45
  Watch, The ....................................................................56
  Waterstride (spell) .......................................................29
  Weapons ......................................................................... 31
  Wet Powder ................................................................... 31
  Wind
  Direction ...............................................................................40
  Strength ................................................................................40
  Winds of Hell, The ......................................................92
  Wizard, The .................................................................108
  X
  Xavier Gordon ..............................................................85
  Xort ..................................................................................85
  X’Sval ............................................................................104
  Y
  Yellow Sign, The ..........................................................26
  z
  Zach .................................................................................85
  
  ROBERT J. SCHWALB
  THE END 
  BEGINS 
  HERE!
  
  For years, Freeport has been one of fantasy gaming’s most distinctive cities, a 
  riotous city filled with pirates, orcs, and vile cults. More importantly, Freeport has 
  always been a door to adventure. And now, Freeport comes to the world of Urth 
  and the Demon Lord who threatens to unravel creation. The Shadow of the Demon 
  Lord Freeport Companion provides you with all the rules you need to take your 
  adventures to the high seas! Inside this book, you’ll find:
  • Details on the various ancestries found in Freeport as well as rules for playing 
  undines and serpent people
  • New expert and master paths, such as the courtier, mariner, and mystic navigator
  • A selection of new spells including saltburst, summon fleshraker, and inscribe 
  the Yellow Sign
  • New siege weapons, special substances, and ships
  • Rules for voyages, ship-to-ship combat, and underwater adventuring
  • New relics such as Revenge and the Fountain of Fortune, as well as  
  legendary vessels
  • Tons of characters to help you bring the city to life
  • A bestiary loaded with strange creatures such as the accursed hand,  
  deep one, and fire specter
  • A massive adventure to help you explore Freeport and kick off your  
  Freeport campaign!
  The Shadow of the Demon Lord Freeport Companion 
  takes horror fantasy to new horizons, with new 
  enemies, new threats, and even more madness 
  than before. So climb on board and make ready to 
  set sail. A new world of adventure awaits!
  The Freeport Companion and The Pirate’s Guide to Freeport, and all associated logos are  
  trademarks of Green Ronin Publishing, LLC and are used with permission. All rights reserved.
  Shadow of the Demon Lord, Schwalb Entertainment, and their associated logos are trademarks of Schwalb Entertainment, LLC.
  SKU: SDL1712 
  $27.99
  Green ronin PublishinG, llC
  3815 S Othello St. Suite 100 #304 
  Seattle, WA 98118
  sChwalb entertainment, llC
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com 
  www.schwalbentertainment.com
  The Shadow  
  Falls on Freeport!
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Freeport/Freeport Companion v2.pdf