Sandara Quinn is a cleric of Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife. Impressed on the Wormwood like the PCs, Sandara takes an immediate liking to them, the result of a recent altercation with Master Scourge. She is a potential ally for the PCs from the very start—the only one aboard the Wormwood initially. Before the start of the adventure, while the PCs were sleeping, Sandara visited Cut-Throat Grok and convinced the quartermaster to return her personal equipment, claiming the items were righteous artifacts blessed by Besmara that would bring a terrible curse on those who wrongfully held them. She also managed to acquire two items of use to the PCs. These items should be ones that two PCs would struggle to cope without, such as spellbooks or formula books, holy symbols, thieves’ tools, or, if no PCs have such requirements, two light weapons. If the PCs don’t already know her, Sandara approaches them as soon as she can on their first day on the Wormwood to return their equipment and offer her friendship. She explains that on a pirate ship, it’s not what you know but who you know that helps you get by. Friends help each other out, enemies cause trouble—on a crowded pirate ship, this fact is essential for basic survival. Sandara is detailed fully in the NPC appendix on page 56.
Initial Attitude: helpful
Sandara Quinn CR 2
Female human cleric of Besmara 3
CN Medium humanoid (human)
Init +1; Senses Perception +2
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (3d8+3)
Fort +3, Ref +2, Will +5
Speed 30 ft.
Melee mwk rapier +4 (1d6+1/18–20)
Ranged heavy crossbow +3 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 13, 2d6), surge (+5)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—instant armor* (DC 14), slipstream*D, summon monster II
1st—command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mistD
0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize
D Domain spell; Domains Trickery, Water (Oceans subdomain*)
During Combat If she is expecting combat, Sandara casts instant armor, which increases her AC to 17. Sandara takes every fight seriously, and once she gets started, she finishes things. She targets her opponent with doom and summons a small elemental or 1d3 dire rats to fight by her side.
Morale Sandara is almost foolishly stubborn, a quality that might very well get her killed someday. She won’t surrender and doesn’t back down from a fight unless totally overwhelmed.
Str 13, Dex 12, Con 10, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Athletic, Combat Reflexes, Scribe Scroll
Skills Appraise +4, Bluff +6, Climb +3, Heal +6, Knowledge (religion) +4, Profession (sailor) +8, Stealth +5, Swim +4
Combat Gear scrolls of cure light wounds (2), scroll of cure moderate wounds; Other Gear heavy crossbow with 20 bolts, dagger, masterwork rapier, Besmara’s tricorne (see page 58), clay pipes (3), ebony holy symbol of Besmara, pouch of Old Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker 35 gp
Life is never easy, and Sandara Quinn’s life has been typical of that truism. The daughter of a poor fisherman and a seamstress, Sandara was raised in Hell Harbor. Her overworked parents had little time to spend with their
daughter, and Sandara grew up on the port’s hard streets, where she quickly learned to look after herself. She worked on the docks when she could, carrying out what jobs she could get, and soon developed a keen eye for trouble and a reputation for standing up for herself. She began frequenting the bars and taverns of Hell Harbor by the age of 9 and was learning the ropes of sailing by the age of 12. Sandara’s calling came one night when a f leet of fishermen, which included her father, was lost in a powerful storm. Sandara prayed to Besmara the Pirate Queen, the goddess of piracy, strife, and sea monsters, and when her father returned the following day, weatherbeaten and half-drowned but still alive, Sandara knew the goddess had answered her prayers. Soon after, Sandara began devoting her time to the worship of Besmara, eventually setting up a small chapel on the Hell Harbor docks dedicated to her.
Just 3 weeks ago, Sandara’s beloved father died, and
she took to the sea, determined to live her life to the
hilt, not rot away in some forgotten port. She only made
it as far as Port Peril, however, before she fell afoul of
Captain Harrigan’s press gang and ended up aboard the
Wormwood. There are worse places to be than a pirate ship,
however, and Sandara has taken to her new surroundings
like a fish returned to the sea from which it was born.
She still bears the raw scars of grief from burying her
father, but knows enough to mask that grief on a vessel
such as the Wormwood. Sandara plans to make the most of
her present situation, intending to spread the word of her
goddess while expanding her horizons at the same time.
Crowned with a mane of fiery red locks, Sandara looks
like someone not to be crossed. Yet the smile lines at the
corners of her eyes and the easy way she holds herself
hint at a lighter side. She dresses to accentuate her figure,
and her whole appearance speaks of the sea, from the
seagull feather in her tricorne hat to the sailor tattoos
on her arms and the clay pipe thrust into the corner of
The night before the adventure starts, Master Scourge
made a pass at Sandara, and she responded by slapping
the boatswain and making it clear that she finds him
repulsive. This event has set up a mutual enmity between
the two, while also making her a natural ally of the PCs,
should they accept her friendship.
Sandara is designed to give the characters an automatic
friend among the Wormwood’s crew—in all likelihood, the
only one to begin with. How the PCs first meet Sandara is
up to you, but two suggestions might work well. The PCs
might already know Sandara before the adventure starts,
and she is press-ganged at the same time. Alternatively,
Sandara can immediately try to befriend the PCs during
their first day on the Wormwood, regarding them as
kindred free spirits who have been brought aboard
against their will. Having already had a falling out with
Master Scourge, Sandara is concerned about her own skin
and believes the PCs might make for helpful allies.
Sandara hasn’t been aboard the ship long, but she already
has a good idea of its layout and has heard the other pirates
talking, and can share much of this information with the
PCs. Use Sandara as a voice of reason between the PCs and
the crew, counseling them to avoid attempting anything
too dangerous or attracting the ire of Mr. Plugg or Captain
Harrigan. She can use her magic to heal injured PCs, and
assist them during workdays by adding a +2 bonus on any
single check made by a struggling PC, as appropriate.
As the adventure progresses, Sandara has greater roles to
play—first as a prisoner of the grindylows on Bonewrack
Isle for the PCs to rescue, and later as an invaluable ally of
the PCs when they finally mutiny against Mr. Plugg and
Master Scourge at the end of the adventure. She can even
become a romantic interest for a PC, if you wish.
Too Good to Be True?
If met by chance, a character like Sandara might naturally
arouse players’ suspicions. Not only is she immediately
helpful, but the fact that she returns the PCs’ equipment
and happily casts healing spells upon her newfound
friends may seem too good to believe. Sandara is free of
any sinister motives, however, and is just as she seems.
Suspicion can be a powerful tool for roleplaying, but
be careful not to overdo it and accidentally push the
PCs into becoming enemies with Sandara. She is a font
of useful knowledge and information, but try not to
make her too clever or wise. Sandara likes a drink and a
gamble, and these qualities can be used to make her seem
vulnerable as well as smart. She can play a significant
role throughout the entire Adventure Path as a trusted
friend of the PCs, and by starting off well you can quickly
make her an important NPC ally.
It’s extremely unlikely that the PCs make an enemy of
Sandara, but if they do, she can become a recurring rival
or foe of the PCs. The PCs might very well not be heroes,
and their actions may horrify the cleric into joining up
with their enemies to oppose them, or might teach her
the lesson that no one can ever be trusted, in which case
she moves on without them.