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Arion Games

Blacksand
For the Advanced Fighting Fantasy Roleplaying
Game

Graham Bottley

Incorporating elements derived from the original


Advanced Fighting Fantasy books written by Marc
Gascoigne and Pete Tamlyn

Port Blacksand. The very name conjures


up an image of depravity, evil and crime.
The “City of Thieves” has a well deserved
reputation for all of these things, but it is
also a magnet for adventurers and
Heroes of all sorts looking for fame and
wealth.

This sourcebook for the Advanced


Fighting Fantasy RPG contains new rules
for Firepowder weapons, naval sorcery,
sailing and random settlement
generation. Herein you will also find the
ultimate guide to Port Blacksand itself,
complete with maps, district by district
gazeteer and a guide to life in the big city.

REQUIRES THE ADVANCED

FIGHTING FANTASY RPG


ARION GAMES
www.arion-games.com
For Florence, Benjamin, Beatrice and Jo

This Edition Print: 2013


ISBN: 978-0-85744-184-3

Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved
Fighting Fantasy, including the Fighting Fantasy shield, is a trademark of Steve Jackson and
Ian Livingstone and is used under license
Advanced Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved
City of Thieves, Port Blacksand and Blacksand © Ian Livingstone 1983, 2013
Additional writing is © copyright Graham Bottley 2013
Cover Illustration is © copyright Martin McKenna
Internal illustrations are © copyright Iain McCaig and Steve Luxton

This edition is printed and distributed, under license, by Arion Games.

Steve Jackson and Ian Livingstone hereby assert their moral right to be identified as the
authors of Advanced Fighting Fantasy in accordance with the Copyright, Design and Patents
Act 1988.

No part of this book may be copied or reproduced without express written permission from
the copyright holders.
CONTENTS
Chapter 1 - New Rules 7
Firepowder Weapons 7
Naval Sorcery 9
Sailing and Seafaring 11
Naval Combat 17

Chapter 2 - Settlement Generation 20


Random Settlements 20
Building Details 22
Common Trades 26

Chapter 3 - Blacksand 29
History 29
Daily Life 35
Organisations 42
Districts 49
Harbour District 51
Garden District 55
Execution Hill District 61
Fish Market District 65
Temple District 69
Noose District 73
Merchant District 77
Lord Azzurs Palace 80
Carsepolis Dungeons 86

Appendices 87

Index 94
INTRODUCTION
Advanced Fighting Fantasy is a classic RPG, and here in your hand you hold a classic part of the setting. The vile city of Port
Blacksand first appeared in the gamebook “City of Thieves” and it has long been a popular setting for many an adventure. This
new book revisits that classic city, meeting again old friends….and enemies. Businesses, taverns, local characters and more can
all be found inside the walls of Blacksand.

In addition, this book also brings you some new rules to further expand your Advanced Fighting Fantasy Game. Rules for
Firepowder weapons, naval sorcerers, seafaring and even random settlement generation can all be found here.

So break out your backpack, lantern and sword and we will see you in Blacksand!

ACKNOWLEDGEMENTS

There are many people without whom this book would not be here. Steve Jackson and Ian Livingstone are the obvious fathers of
the whole Fighting Fantasy brand and experience, and I for one am forever thankful for their flash of inspiration thirty years ago.
A huge amount of credit also has to go to Marc Gascoigne and Pete Tamlyn for their implementation of the Fighting Fantasy system
into a full roleplaying game. Without the success that was Dungeoneer, Blacksand! And Allansia, you would not be holding this
book now.
CHAPTER 1 - NEW RULES 7

CHAPTER 1 - NEW RULES

T his Chapter introduces several new rules useful Igneolite


for any campaign that features pirates or naval A related substance to Firepowder is Igneolite. Invented
adventures, although of course the rules and produced in south-west Khul by an insane alchemist,
presented here have greater application than only this. this explosive powder does not actually cause any damage
As with any optional or new rules, it is entirely down to to living creatures caught within the 5m blast. Rather, the
the Director to decide which to use and when. None of explosion spreads a cloud of tiny particles within the blast
the new rules provide unfair advantages or exceptional radius which will melt and remould stone within seconds.
power, and so can easily be inserted into a game at any An explosion of a keg of this substance in the middle of a
time. grassy field or woodland will cause little more than a loud
noise and general alarm. However, the same explosion
within a cave or dungeon room will be both startling and
Firepowder Weapons dangerous. The stone walls and ceilings caught within
the blast will melt and run like butter caught in a fireball,
It is said by the wise that Firepowder was invented by the and may block doorways and tunnels. The stone will
Dwarves of Fangthane on Moonday the 19th of Freeze in re-solidify within a couple of seconds, potentially trapping
the year 1955OT. Known variously as Flashpowder, Heroes or their enemies in a stone prison. If a creature
Firepowder or Gunpowder, it has since spread beyond made of stone (such as a Gargoyle or Stone Golem) is
the mighty walls of Fangthane and is now known across caught within a blast, the explosion will cause 2D6
Allansia and the Old World albeit not widely available. STAMINA damage.

This highly explosive alchemical preparation is used in Grenades


various ways both by individuals and by armies and can
Grenades are small spiked metal or ceramic containers,
be a powerful, if somewhat unpredictable, weapon.
packed with Firepowder and equipped with a short fuse.
Pirates, highwaymen and duellists often use flintlock
They are used by lighting the fuse and throwing at an
pistols, blunderbusses are good at hitting lots of enemies
enemy. A SKILL test (using the Thrown special skill if
at once and barrels full of Firepowder are used to blow
possessed) is required to land the grenade in the right area,
up walls during sieges. In addition, some ships are
failure will result in the Grenade landing 1D6 away from
equipped with cannon, and spiked metal grenades have
the target in a random direction:
even been reported!
D6 Direction of miss
1 12 O’Clock
2 2 O’Clock
3 4 O’Clock
4 6 O’Clock
5 8 O’Clock
6 10 O’Clock

New Special Skill - Firepowder Weapons


12 O’Clock is the direction the grenade was thrown in.
To effectively use Firepowder weapons requires the
To find out the effect of the grenade, the thrower must
Firepowder Special Skill. A Hero without this special skill
then roll another D6:
can fire a loaded weapon, throw a lit grenade or ignite a
barrel of Firepowder, but cannot load or prepare any of
D6 Grenade Result
these weapons. This special skill also, of course, adds to
1 Dud Grenade. Will not explode
the Attack Total when firing.
2-5 Inflicts 1D6 STAMINA damage on all
within 3m
There are new special rules for each use of this new
6 Explodes in the hand of the thrower,
weapon. If used simply as an explosive, ignited either
causing damage as above
intentionally with a fuse or accidentally due to a natural
fire or even fire spell, one keg of Firepowder will cause
1D6 STAMINA or BATTLE STAMINA damage to all
Grenades are inert until lit, and have a slight advantage
within five yards. Of course, a small pile of kegs will
over kegs or pouches of Firepowder in that a fire spell will
prove lethal to anyone standing near and is capable of
not ignite the Firepowder itself in the grenade but will
demolishing even stone walls. The Engineering or
ignite the fuses. This will give an alert Hero a chance to
Firepowder special skills can be used to cut a fuse to the
dive for cover before the grenade explodes.
right length (requiring a successful test).
8 BLACKSAND

Cannon Firepowder Weapon Oops Table


Cannon are primarily ship-borne weapons, although they
can be fired at coastal buildings or even mounted on 2D6 Result
carriages and used in sieges. Their use, damage, ranges 2 The weapon blows up, destroying it and
etc are all covered further in the Sailing and Sea Combat inflicting 1D6 STAMINA damage to firer and
section. everyone within 1m.
3 Charge explodes early, causing 1D6 STAMINA
Hand Weapons to the firer. The weapon is damaged.
Pistols and Blunderbusses are the most common use of 4 The weapon misfires, shooting a random
Firepowder in personal weaponry. Both utilise either a combatant.
slow match or else a flintlock mechanism to ignite a charge 5 The barrel blocks as the charge explodes,
of Firepowder and propel either a lead ball or a whole damaging the weapon and numbing the arm of
handful of lead balls. Pistols make good personal the firer, who has a penalty of -2 to all SKILL for
weapons as they are fairly small and can be carried loaded. 1D3 rounds.
Blunderbusses are certainly not finesse weapons firing a 6 The weapon jams, requiring 1D6 rounds to clear.
cloud of pellets over a fairly large area. A Blunderbuss This roll should be made in secret by the Director.
shot will hit up to 3 enemies that are within a couple of 7 The weapon refuses to fire, taking a full round
metres of each other, but does require 3 charges to fire. to clear before it can be reloaded.
Either of these weapons requires a full round to reload (if 8 The weapon kicks badly as it fires, throwing the
not under attack) or three full rounds if the reloader is firer to the ground.
being attacked. 9 The projectile blocks the barrel, requiring 1D6x10
minutes to clear.
Matchlock weapons require the Hero to have a lit 10 The priming pan explodes, damaging the
slowmatch to fire. This match must be lit from a steady weapon and blinding the user for 1D3 rounds.
flame, and takes three rounds to prepare if unlit. 11 The weapon explodes, destroying it, and causing
The damage profiles and ranges are given below and there 1D3 STAMINA damage to everyone within 2m.
is also a new Oops table for the Pistol and Blunderbuss. 12 The weapon discharges early, shooting the firer
or a random ally.

Firepowder Weapon Tables If a weapon is damaged due to a result on the Oops table,
it can be repaired by either a Gunsmith or a Hero with at
Damage Roll least 2 points in the Firepowder special skill. Either will
Weapon 1 2 3 4 5 6 7 require appropriate tools and take at least two hours.
Pistol 1 2 2 3 3 4 5
Blunderbuss 1 1 2 2 3 3 4
Firepowder weapons are normally only available to buy
from specialist gunsmiths:
Range (meters)
Weapon Short Medium Long CITY TOWN VILLAGE
Grenade 0-7 8-14 15-22 COST COST COST
Pistol 0-10 11-20 21-30 Matchlock Weapons
Blunderbuss 0-4 5-8 9-12 Pistol 120gp 160gp 200gp
Blunderbuss 95gp 135gp 155gp

Flintlock Weapons
Pistol 160gp 200gp 240gp
Blunderbuss 135gp 175gp 195gp

Weapon Charge 10gp 12gp 20gp

Keg of Igneolite 35gp 50gp 80gp


Keg of Firepowder 50gp 60gp ` 100gp
Slowmatch (per m) 3gp 4gp 5gp

Gunsmith Tools 115gp 160gp 210gp


CHAPTER 1 - NEW RULES 9

OUT (1)
Naval Sorcery Component: None
This spell will extinguish one large fire equivalent to a
Introduction bonfire or a burning sail. The caster must be within 3m
Naval sorcery is actually a highly specialised style of of the fire and there must be a large source of water within
sorcery much sought after by sailors, ship captains and 10m. The area extinguished will then be soaking wet and
navies alike. Naval sorcerers are not able to cast standard cannot be reignited until dried.
Sorcery spells, and cannot learn the Magic-Sorcery special
skill.
HUL (2)
Component: The horn of a narwhal
However, apart from differences in the spell list, naval
This spell has a 50m range, may be cast over water only,
sorcery follows the same rules as standard sorcery. Most
and will turn one square meter of wood into splinters.
of the new spells presented here can only be cast on, in or
The wood must be visible to the caster and so this spell is
near a large body of water. A bathtub or pond would not
often used to punch a hole in the hull of a ship at the
count, although a large river, lake or sea would be
waterline. Unless the weather is completely calm, and
sufficient.
without remedial action by the crew, the ship will sink in
20 combat rounds.

Practitioners
Naval sorcerers are in huge demand in any coastal AIR (2)
settlement and especially in large ports. With experience Component: None
comes wealth; a master naval sorcerer can name his own This spell will allow the caster and anyone touching him
price for a sea journey on a large vessel. Highly to breathe underwater. The spell lasts 15 minutes, and
experienced sailors and travellers, most naval sorcerers other characters may let go and then touch the caster again
are also fluent in several languages. Naval Sorcerers often at any time during the spell duration.
look exotic, picking up clothes, jewellery, tattoos and other
styles from many of the ports they have visited.
EYE (1)
It goes without saying that naval sorcerers are rarely short Component: A monocle
of apprentice candidates or indeed offers of work! This spell, when cast, grants the caster exceptional vision
for one hour, able to identify a ship or landmass on a far
horizon. However, this improved sight will only work
across water, and assumes the caster is not looking across
New Special Skill - Magic-Naval Sorcery any significant landmass. Standing on a beach or a ship
Naval Sorcery should be treated the same as standard are acceptable for this spell to work.
Sorcery. This special skill cannot be taken if Magic-
Wizardry is known.
FUG (2)
Component: None
This spell creates a heavy sea-mist 2 kilometres in
diameter, centred on the caster. The mist will only form
over water, but will drift somewhat if there is a strong
enough wind. The mist is not completely impenetrable,
New Spells although a ship will have to be within 50-100m to be
Naval sorcerers, like standard Sorcerers, have full access visible. Even at that range identification will be very
to a defined set of spells and also use STAMINA to cast difficult.
these spells. Any required components are listed with
each spell description. Otherwise, all normal Sorcery rules The mist once summoned will last until natural conditions
apply. dissipate it. If summoned during a prolonged period of
calm cool weather, the mist could last for several days,
although it will get considerably thinner during that time.
WET (3)
Component: None
This spell conjures a bolt of water that is fired at a single WAT (1)
target, inflicting 2D6 STAMINA damage to the target, Component: None
although armour provides normal protection. This spell The casting of this spell involves walking the edges of a
has a 100m range, and is often used to target the captain ship whilst invoking the spell. If, over the next eight
of an enemy ship. The caster must be near a significant hours, any living creature larger than a rat climbs over the
source of water (large pond etc) to cast this spell. side of the vessel, the caster will be alerted to the number
10 BLACKSAND

and location of intruders (although not their identities). The vortex persists for 10 minutes, before fading away. If
If asleep, the caster will be jolted into instant wakefulness the caster is on a ship when the spell is cast, the crew will
by the alarm. need to make a successful CREW SKILL test to clear the
area before the vortex forms, and any other nearby ship
This spell will not detect intruders who use force or magic will also need to make a successful test to avoid being
to pass through the timbers of the ship, although flying caught. Any crew unaware of the casting of the spell must
creatures will be detected. take a -3 penalty to their test. A ship caught in the vortex
will take 2D6 SHIP STAMINA before being ejected again.

NAV (1)
Component: A bone needle TOR (4)
The caster balances the bone needle (which is not harmed Component: None
by this spell) on the end of their index finger and casts this This spell is a slightly weaker counterpart to the VOR spell
spell. The needle immediately swivels to point to the and instead creates a whirlwind in the air above the water.
named destination, however far that may be. The needle The whirlwind will damage the rigging and sails of a
will continue pointing at the target as long as the needle larger vessel and will likely sink a small craft. The size,
is still balanced on the fingertip. As soon as the needle is duration and generation of the whirlwind are identical to
grasped or falls, the spell ends. the vortex of the VOR spell, although the wind strength
will be equivalent to grade 9 and will require an
immediate Sailing test to avoid damage.
RAF (4)
Component: None EXP (4)
This spell will create a raft out of all floating inanimate Component: None
material within 100m. If used at the site of a shipwreck, This spell will cause an explosion at a specific point (which
a sizeable raft can be created, but if the spell is used in must be wooden) up to 100m away, that will cause 1D6
open water, a raft just big enough for one person to sit SHIP STAMINA and 1D3 CREW STAMINA damage to
upon will be created. The raft is securely fastened together the target vessel.
and has the same structure and characteristics as a Knarr.
If cloth and sufficient materials are available in the floating TIE (2)
debris, the raft will even have a sail. The raft will persist Component: A length of silk rope
intact until it next touches land (of any size) at which point This spell must be cast upon a length of rope up to 50m
it will dissociate back into floating wreckage again. long. When cast, the rope will securely lash inanimate
objects together. This spell could be used to secure a
flapping sail, lash a ship’s boat to the deck, secure a pile
of barrels or even secure two different ships together if
they are close by. The rope itself, once tied, has no further
mechanical properties, and can still be broken, cut or
burned.

PUF (2)
Component: A pair of seagull wings TEM (4)
The caster holds the wings out in front of him, and casts Component: None
the spell. Immediately, a strong breeze springs up This potent spell allows the caster to affect the local
originating from the out thrust wings and capable of weather. The caster may, for 6 hours, adjust both cloud
propelling a sizeable vessel. This increased movement cover and wind speed up or down one step (Heroes
rate can be kept up for a whole day, although the Naval Companion pages 71-72). If the Heroes Companion is not
Sorcerer cannot move far or take any other significant available, the weather can be changed from dangerous to
actions during this time. A ship powered by this spell will merely worrying, calm to breeze etc. The weather will be
use a Wind Speed of 5 to calculate daily movement, and changed over a radius of several miles centred on the
will have no effect if the natural wind is stronger than caster, and only works over water.
grade 5.

SER (4)
VOR (4) Component: A silver plated conch shell
Component: A golden spinning top By blowing into the conch shell in the manner of a horn,
This spell, when cast, starts to create a vortex in the water the caster can transmit a single spoken sentence to another
directly below his current position. The vortex increases vessel within sight. The message will be heard by
in size and speed over the following 5 minutes, after which everyone on the target ship at a normal speaking volume,
time it is capable of swallowing a Galleon at 200m across. even if the listener is below decks.
CHAPTER 1 - NEW RULES 11

Oops Table SAILING AND SEAFARING


Naval sorcery has its own Oops table for any spellcasting
roll that is a double 6. This table should only be used if
Ships are a very common and popular way of travelling
the caster is on or very near a large body of water. If
between major cities, avoiding the myriad dangers of the
securely on dry land, the Naval Sorcerer should use the
roads of Allansia, the Old World or Khul. However,
standard Oops table.
travelling by ship brings its own set of dangers and
privations, from huge sea monsters to pirates to violent
storms.
2D6 Roll Effect
2 Caster is turned into a fish for 2D6 minutes.
If near the edge of a ship, the caster can flip Ship Travel
and fall into the water. This effect can be Most ships on Titan are propelled by the wind, with many
nasty if the spell is cast with no easy access carrying oars as a backup. There is actually a large variety
to water... in the types of ships, from small coastal vessels crewed by
3 There is a brief but heavy rain of fish in an a couple of men, to huge galleons capable of inter-
area 50m across. All further physical actions continental travel and crewed by 50 or more. For the
in the area are at -2 due to the slipperiness traveller, a larger ship may seem preferable, with its
underfoot. There is also sufficient fish for cabins, extensive stores and weapons, but a larger ship
many good meals! may also be likely to attract adverse attention from pirates
4 The caster is covered in iridescent scales, or monsters.
which gradually drop off over the next
few hours. Once the heroes have hired, bought, stolen or otherwise
5 The caster will smell strongly of fish for the acquired a ship, or indeed just purchased cabin space on
next 24 hours. a pre-planned journey, the time taken to travel must be
6 The wind immediately drops to nothing worked out.
(grade 1) in a radius of 100m around the Unlike overland travel where a fairly steady rate of
caster. The effect lasts half an hour. movement can be maintained, sea travel is very reliant on
7 A huge wave appears and swamps the the weather and in particular the wind strength.
caster and all nearby. Torches are
extinguished, light items are washed away, The wind strength table from the Advanced Fighting
and everyone affected must make a SKILL Fantasy Heroes Companion is repeated here for convenience:
test to avoid being knocked over.
8 All fresh water within 10m of the caster Roll Wind Strength
suddenly acquires a significant amount of 1 Calm - No wind
pondlife.....It is drinkable but may (1 in 6) 2 Calm - No wind
cause severe stomach cramps. 3 Breeze
9 All water within 15m of the caster freezes 4 Strong Breeze
over. This is non-magical ice and will melt 5 Light Wind
naturally as the temperature allows. 6 Medium Wind
10 The caster can only breathe water for the 7 Strong Wind
next 1D6 minutes. 8 Fresh Gale
11 All non-magical ferrous metal within 10m 9 Gale
rusts instantly, rendering it almost useless 10 Hurricane
(-3 to weapon and armour rolls). Most metal
items are unrepairable.
12 The caster is swallowed by a giant If the wind strength is 1 or 2, a ship will be at the mercy
fish/whale/sea monster. The caster may (at of ocean/river currents and travel 1D6 km/day in a random
the discretion of the Director) be found later. direction unless equipped with oars. A crew can only row
for two days before needing a day of rest however. Ships
may either have partial oars (1) or full oars (2) which relate
to the possible movement described below.

If there is wind to fill the sails, the km sailed per day across
open sea are as follows:

[Base Ship Movement + modifiers +1D3] x Wind


Strength
12 BLACKSAND

In the case of a ship moving under oars, substitute the oars Ship Characteristics
rating for the wind speed.
A ship and its crew in AFF has characteristics in much the
Each ship description at the end of this chapter has the same way that a Hero, monster or battle unit does. A crew
base movement listed, and the appropriate modifiers are and its ship can be considered separate entities, and so a
given below: specific Crew could find a new ship if its old ship is lost.
Similarly, a Hero who buys a top-of-the-range ship may
+? Navigation special skill of navigator only be able to afford a novice crew. The specific
+? Magic-Priestly (highest of any Priest of Solinthar, Characteristics are:
Sukh, Pangara, Hydana on board)
-1 If less than full crew but more than half CREW SKILL
-2 If less than half crew This is the combined ability and experience of the
-4 If less than quarter crew crew. This is equal to the average of the SKILL values
-3 if SHIP STAMINA less than half of the individuals on the crew.

Thus the above modifiers are added to the base movement CREW STAMINA
rate for the ship, and a 1D3 is also added, before the total This is the physical health of the crew, and as this is
is multiplied by the wind speed. The resulting number is reduced due to damage, the Crew Numbers (below)
the km travelled by the ship in a whole 24 hour day. Ships will also reduce. Initial CREW STAMINA is equal to
travel at half this speed when inshore, travelling between the average STAMINA of the crew members
close islands or if sailing through an estuary etc. multiplied by the Stamina Modifier given for a
particular vessel type.
If the winds are strong (7 or more) a daily CREW SKILL
test must be made to avoid damage to the ship. The CREW MORALE
following modifiers are applied to this test: This is the confidence, heart and optimism of the
crew. A crew with high Morale will fight like lions
+? Sea Lore special skill of captain for their captain and ship despite overwhelming odds,
-1 If less than full crew but more than half whereas a crew with low morale may well mutiny...
-2 If less than half crew
-4 If less than quarter crew Crew Weapons
-3 if SHIP STAMINA less than half This will be either Light, Medium or Heavy, and will
represent the quality of missile and melee weapons
If this test is failed, the ship may take damage from the with which the crew is armed. The damage tracks for
strong winds and high waves. A 1D6 must be rolled and these weapon types are given below. Light weapons
cross-referenced on the table below: will include daggers, short bows, hatchets, billhooks
and other everday weapons. A crew equipped with
1D6 Effect heavy weapons will have swords, spears, longbows,
1 Damage to the rigging - Lose quarter of that crossbows and other martial weapons.
days movement
2 Light damage to ship -1 SHIP STAMINA Crew Armour
damage taken This, like Crew Weapons, is a composite value based
3 Torn sails - Lose half of that days movement upon the armour of the crew. A ships crew will never
4 Moderate damage to ship - lose 1D3 SHIP wear heavy armour due to the risk of drowning if
STAMINA tipped overboard, but none, Light and Medium are
5 Severe damage to ship - Lose half Initial possibilities here.
SHIP STAMINA
6 Shipwreck! - Ship starts to sink (takes 1-6
minutes)
CHAPTER 1 - NEW RULES 13

Crew Numbers In the same way that a crew will have its own
This is the actual number of sailors and ancillaries on characteristics, so will their vessel.
the crew. A full crew value is given for each vessel.

SHIP STAMINA
A crew can also, in the same way as a Hero, have special This initial value is based on the size and construction
skills. It is recommended that only a crew commanded of the vessel and relates to the structural strength of
over a long period by Heroes, or a recurring crew the ship.
“character” be given these special skills. Most crews
encountered or fought should just have standard CREW SHIP WEAPONS
SKILL. A crew may have a maximum number of points There are several possible weapons that can be
in special skills equal to the crew number divided by 10. mounted on a ship, and the standard weapons will
It is recommended that these special skill points be earned be described here.
in play or used as rewards by the Director rather than just
being assigned. SHIP ARMOUR
Some ships have reinforced hulls that provide extra
These crew special skills work exactly as those of a Hero protection against weapons.
do; adding to SKILL in appropriate situations. The main
crew special skills are: Base Movement
This is the movement rate used to calculate the daily
movement in the ship travel rules above. The Oar
Perception rating of the vessel (if appropriate) is also specified
Specially trained lookouts are used high in the rigging here.
to look out for enemy vessels, land, coastal reefs and
many more obstacles. CREW
This specifies both the normal number of crewmen
Sea Lore required to sail the vessel as well as the CREW
All sailors can sail. But some sailors have an extra STAMINA multiplier.
special knack for keeping their ship, well, ship-shape.
Any sailing tests, including those to avoid damage
from bad weather, can benefit from this special skill.

Close Combat
Eventually every ship’s crew will have to brandish its
cutlasses and get stuck in. It is in those instances that
a crew is grateful for proper combat training!

Ship Weapons
Firing cannon, catapults, ballista and other weapons
is a skilled job, and so this specialist training ensures
that the weapons are fired fast and accurately.

Crafts Crew Weapons and Armour


Having a carpenter, sailmaker, ropemaker etc on
board a ship helps speed up repairs and may be the Damage Roll
difference between a damaged ship limping to port Weapon 1 2 3 4 5 6 7+
and sinking. This special skill is applied to any Light 1 1 2 2 2 2 3
damage repair test (see combat). Medium 1 2 2 3 3 3 4
Heavy 2 3 3 3 3 4 5
Carousing
Cooking good food from weevil-filled ships biscuit,
having impromptu shanty sessions, making illicit Armour Roll
grog and other forms of nautical enjoyment all help Armour 1 2 3 4 5 6 7+
a crew bond and stave off boredom. As long as there Light 0 0 0 1 1 1 2
are opportunities for the crew to actually carouse, the Medium 0 0 1 1 2 2 3
Carousing rank is added to the CREW MORALE
value for any morale tests.
14 BLACKSAND

SAMPLE CREWS
Below are given some sample crews to use directly or base
a new crew upon:
CHAPTER 1 - NEW RULES 15

SAMPLE SHIPS Warship


SHIP STAMINA 16
The ships described here are some of the more common SHIP WEAPONS Ram and Catapults (3 deck places)
ones that ply the seas and oceans of Titan. This is by no SHIP ARMOUR Medium
means a comprehensive list, and even these ships have Base Movement 8 (Oars 2)
numerous variations. Therefore, a Director should feel CREW 50 (STAMINA x5)
free to assign whatever statistics fit his adventure. A heavier, larger version of the Galley, Warships are used
to patrol the coastal waters near to major port cities to
discourage piracy. Almost always equipped with a ram,
Galley catapults and boarding ramps, these warships usually
SHIP STAMINA 12 patrol in small groups.
SHIP WEAPONS Possible ram and/or catapults (2 Most Warships are part of a state Navy, being expensive
deck places) to build, run and crew.
SHIP ARMOUR Light
Base Movement 8 (Oars 2)
CREW 40 (STAMINA x4)
A long, low and wide ship, equipped with multiple banks
of oars and one or two sails. Primarily used for coastal
journeys, galleys are also popular as navy ships as the low
strong hulls can have rams and other weapons mounted
easily. Galleys tend to have few cabins for crew or
passengers but do have good hold space.

Longship
SHIP STAMINA 8
SHIP WEAPONS None
SHIP ARMOUR None
Base Movement 10 (Oars 1)
CREW 10 (STAMINA x1)
This type of vessel is very popular with the hardy folk of
Frostholm and the north, but can actually be found across
Galleon Titan. Long and narrow with a single central mast and
SHIP STAMINA 14 sail, this vessel also has rowing benches and oars to allow
SHIP WEAPONS Cannon, Catapults and Ballista are the crew to row in both coastal waters and up navigable
all possible (3 deck places) rivers. The shallow berth means that the longship can be
SHIP ARMOUR Light beached if necessary. Longships do not have cabins, and
Base Movement 12 all cargo is stored in the open hold and so long journeys,
CREW 55 (STAMINA x5) whilst possible, are certainly not comfortable.
A large high-hulled ocean going vessel with 2-3 masts and
multiple sails. High decks allow the possibility of cannon
to be mounted on these ships and their speed and size
make them popular as both traders and as pirate vessels.
16 BLACKSAND

Cog Knarr
SHIP STAMINA 10 SHIP STAMINA 4
SHIP WEAPONS None SHIP WEAPONS None
SHIP ARMOUR None SHIP ARMOUR None
Base Movement 12 Base Movement 10 (Oars 1)
CREW 10 (STAMINA x1) CREW 2 (STAMINA x1/4)
These small trading ships have a central mast with large These small vessels are a favourite with fishermen, small
sail and have both a single cabin and enclosed cargo deck. traders, messengers and travellers. Capable of being
Fairly cheap to buy and to run, Cogs are popular ships crewed by a single man (but best with 2) and with a single
with small traders. mast and pair of oars, these vessels can carry a small cargo
or several passengers. These vessels do not however have
a cabin of any sort, so shelter must be rigged up with a
tarpaulin and rope.
It is usually not worth working out a crew profile for a
Knarr. If Crew vs Crew combat occurs, just run as per a
normal AFF fight.

Pleasure Barge
SHIP STAMINA 4
SHIP WEAPONS None
SHIP ARMOUR None
Base Movement 4
CREW 20 (STAMINA x2)
These large and wide vessels are slow, unarmoured and Caravel
quite unsuitable for deep ocean travel. But they do have SHIP STAMINA 8
luxurious cabins, a special deck for the musicians and a SHIP WEAPONS None
large kitchen. Built for wealthy city rulers, super-rich SHIP ARMOUR None
merchants and other dignitaries, these vessels are focused Base Movement 14
almost entirely around comfort whilst maintaining a CREW 10 (STAMINA x1)
minimum level of seaworthiness. These small and low sided vessels have twin masts with
triangular sails. Their shallow berth and fast speed makes
them a popular coastal trading vessel, although they are
quite capable of withstanding the rigours of ocean travel.
CHAPTER 1 - NEW RULES 17

Dwarven Battleship changing range at all. A ship will move 1 in a round, and
SHIP STAMINA 18 so if one ship closes and the other moves away, they will
SHIP WEAPONS Ram, Cannon, Catapult (2 deck both stay at range 5. In this case, a faster ship will move
places) an extra 1 every 5 rounds. Thus if a Caravel (Move 14) is
SHIP ARMOUR Medium chasing a Knarr (Move 10), and the Knarr moves away
Base Movement 6 (Oars 1) every round, the range will be 5 for five rounds, 4 for five
CREW 40 rounds etc until the Caravel catches the Knarr. This may
These low sided but solidly built warships have deck be changed at the Directors discretion to allow for
space for weapons and have metal plates riveted to the shallows, broken terrain, magic etc, and any other factors
side. Not fast, but very resilient, the dwarves who form that may affect one vessel more than the other.
the crew usually prefer to stay near the coast.
If both close, then the range will reduce by 2, and it will
reduce by 1 if one vessel closes and one stays steady.
Unless the range is 0, the ships are still separate and may
fire their deck mounted ships weapons.

Once the range has closed to 0, either vessel may choose


to use their ram. If neither ship has a ram fitted, this step
may be skipped, as it may be if both captains refuse to
ram.

Ship Weapons
All ship weapon attacks are handled by a CREW SKILL
test (with the Ship Weapons special skill applied) with a
penalty equal to the current range between the ships. The
attacks of both ships are resolved simultaneously. If the
test succeeds, the weapon will hit and inflict damage as
per normal AFF combat rules. A ship with armour also
makes a roll against each successful hit.

Once a Ship is reduced to 0 SHIP STAMINA, it begins to


Naval Combat sink, and will vanish within 5 Ship Combat rounds or 15
normal combat rounds.
Naval combat is inevitable eventually if the Heroes spend
any amount of time on a ship. If and when it does happen,
it is actually divided into two separate phases, either of
Ram
which may happen alone. The first is the actual ship vs If the range between the vessels is reduced to 0, the ships
ship combat, where catapults, cannon and ballista are used have closed, and if either have a Ram, a final ship vs ship
at range to damage the enemy ship, and eventually the combat round must be resolved. The ranged weapons
ships close with one using a ram. The second phase occurs may no longer be used. This final round is resolved as a
when the enemy ships are adjacent, and the crews battle standard combat round, using opposed CREW SKILL
with bows, swords, spears and even fists. tests. The winner of this test inflicts Ram damage on the
other, and again armour can apply.

Damage Roll
Ship vs Ship Combat Weapon 1 2 3 4 5 6 7
Ballista 1 2 2 2 3 4 4
It is up to the Director to determine whether the ships have Catapult 2 3 4 5 6 7 7
closed into combat range or not, but a faster ship can Ram 3 4 4 5 6 7 7
usually avoid a slower ship under normal circumstances. Cannon 1 2 2 3 4 5 6
When Ships are close enough, and are launching
projectiles at another, the combat starts at a range of 5.
This is not 5m, 50m or 500m, just 5, an abstract range. All Armour Roll
of the ship vs ship weapons have the same range, and so Armour 1 2 3 4 5 6 7
either the ships can both fire, or neither can. Light 0 0 0 1 1 1 2
Medium 0 0 1 1 2 2 3
At the start of each combat round, both captains should
write down whether they are moving closer, away, or not
18 BLACKSAND

Crew vs Crew Combat After the Battle

Once the two vessels have closed to range 0, the two crews Once a battle has been fought and won (or both ships have
attempt to fight. This should be fought as a standard battle fled), repairs and recovery can take place.
between two “characters” using CREW SKILL (plus Close
Combat special skill) and CREW STAMINA. The Ships can be repaired by their crew to some extent,
following modifiers apply: recovering 1D6 SHIP STAMINA per day of repairs,
although this also requires a successful CREW SKILL test
Situation Modifier (Crafts special skill can apply). However, a ship at sea can
Fighting from a larger ship +1 only benefit from one successful repair test. Further
(higher initial SHIP STAMINA) repairs must wait until the ship reaches a friendly port,
If outnumber enemy crew by 2:1 +1 whereupon further repair tests may be made.
If outnumbered by 2:1 -1
Mixed crew (different races) -1 If a crew has been damaged, the actual number of
Each spellcaster or +1 crewmen can be roughly calculated by looking at the
+2 if a Naval Sorcerer on board proportion of CREW STAMINA lost. One third of the
Each special ability of the crew +1 casualties are dead, one third are injured and the final
If CREW STAMINA is less than full -1 third are unconscious. The unconscious crew will be back
but more than half in action within a few hours (restore CREW STAMINA at
If CREW STAMINA is less than half -3 this point) and the injured crew will be back in action
within 3 days (again restore CREW STAMINA then). The
In addition, a Hero (or Heroes) may fight a normal AFF dead crew are lost for good, until suitable replacements
combat (over 3 rounds) and any enemy crew they kill or can be hired, captured or press-ganged.
incapacitate should be deducted from the SHIP STAMINA
of their enemy. This will normally be from ½ to 1 of a
SHIP STAMINA per enemy killed. Piracy Organisations
Once a Crew has been reduced to half CREW STAMINA If the Organisations are used from the Heroes Companion,
or less, they will begin to waver. Every combat round lost a Pirate fleet will double all revenue from an Income roll
by a crew depleted in this way means that the loser must (Heroes Companion p33). However, if the ship docks at a
make an immediate Morale test. A roll of 2D6 is compared reputable port or is encountered by naval vessels, every
to the Morale score of the losing crew (with modifiers to attempt will be made to capture, destroy or kill the crew
Morale as outlined below). If the test is failed, it will and/or ship. Any captured pirate crew will be hung.
surrender and throw itself on the mercy of the winners.
The combat is over.

Naval Magical Items


MORALE MODIFIERS
Some magical items are created for use specifically at sea
Situation Modifier or on a ship. These can usually only be purchased at a
If on board Hero refuses Heroic Combat -4 port or coastal city.
Leadership special skill rating of Captain +?
Crew outnumbered 2:1 -1 Ship in a Bottle (Trinket)
Crew outnumbered by 3:1 or more -3 This corked clear glass bottle has a tiny model ship
Enemy crew outnumbered +1 carefully created within it, far bigger than the neck of the
Attached Hero +1 bottle. Whilst very nice to look at, this magical bottle has
Hated enemy crew +1 an extra surprise. When the cork is pulled out, the model
If attackers known never to take prisoners +4 ship will grow to full size within five combat rounds. If
the bottle is opened inside or in a ship’s cabin, this could
prove dangerous or even fatal!. If used at sea however,
the bottle will provide the user with a replacement vessel
should his one sink. The new ship will be a standard one
of its type, but will not be armed, and will not have any
stores of food, water, tools etc on board, nor will it have a
crew. Special magics ensure that the ship is upright and
floating initially, even if the bottle is opened upside down,
under water etc, although adverse weather may change
that rapidly!
CHAPTER 1 - NEW RULES 19

NAVAL PRICES

CITY TOWN VILLAGE


COST COST COST

NAVAL SORCERY COMPONENTS


Narwhal Horn 40gp 40gp 35gp
Monocle 10gp 12gp 15gp
Bone Needle 5gp 4gp 3gp
Seagull Wings 20gp 18gp 14gp
Golden Top 75gp 80gp 90gp
Silk Rope 100gp 105gp 125gp
Silver Plated conc h 40gp 50gp 60gp

Magical Compass (Enchanted) SHIPS


This compass can be targeted on one specific location, Galley 2000gp - -
towards which it will always point. The location must Galleon 3500gp - -
either be a major landmark (Port Blacksand) or must have Warship 3000gp - -
been visited and can be visualised by the user. The Longship 240gp 230gp 230gp
location must also be a location rather than an enemy ship. Cog 450gp 450gp 500gp
The location may only be changed once per day. This Pleasure Barge 1500gp - -
magical item will add +1 to the base movement of a vessel Knarr 80gp 75gp 75gp
on which it is appropriately used. Caravel 180gp 160gp 155gp
Dw. Battleship

Enchanted Charts (Enchanted) NAVAL WEAPONS


This long scroll contains numerous shipping charts Ballista 300gp - -
showing the major sea lanes, submerged reefs, major ports Ballista Bolt 18gp - -
etc. In addition, the location of the ship upon which the Catapult 450gp - -
scroll is located is shown as a red cross. This makes it Catapult Stone - - -
highly unlikely that the ship will run aground, allows the Cannon 800gp - -
identification of distant landmarks and also will add +1 C. ball & charge 35gp - -
to the base movement of the ship upon which it is used. Ram 140gp 160gp 180gp

Bag of Air (Trinket)


This leather sack is tied with a silver ribbon, and feels as
if it had been partly inflated. Once the ribbon is untied
however, a fierce wind blows out of the bag. If directed
at the sails of a ship, this will provide a wind speed of 8
to that vessel only, and will last until the following dawn
(as long as the bag remains pointed at the sails). Once the
wind has been used, the bag becomes non-magical.

Piercing Ram (Enchanted)


This large ships ram, carved from a vivid red wood, can
be fitted to any vessel which could normally carry such a
weapon. Any damage roll made with this ram adds a
bonus of +2 to determine damage inflicted.

Figurehead of Protection (Enchanted)


This ornately carved and painted figurehead can be fitted
to the prow of any vessel. The benevolent gaze of the
female figure depicted will help to deflect damage to the
timbers of her ship, and will reduce any damage inflicted
on the ship by 1 per hit.
20 BLACKSAND

CHAPTER 2 - SETTLEMENT GENERATION

I deally, a Director would carefully plan out a village, Population Table


town or city if the Heroes stop there. In practice
however, it is sometimes necessary to create a Dice Settlement Size Population Buildings
settlement at short order, and here we present a method 2 Hamlet ~50 ~10
to do that. Of course, these tools can also be used to 4 Village ~250 ~50
consciously design a settlement if desired. 6 Small Town ~1,000 ~200
8 Large Town ~2,500 ~500
The first stage is to decide on the size of settlement to be 10 Small City ~5,000 ~1,000
created, from a small hamlet to a large city. A clean sheet 12 Large City ~10,000+ ~2000+
of paper should now be taken and any major roads and
rivers drawn on. The eventual destination of said roads
should be added at the page edge and a flow direction The dice rolled on the page above mark major points of
arrow added to each end of the drawn river. interest for the Heroes. There are likely to be many more
interesting buildings, especially in larger settlements, but
The sheet of paper should then be placed into a box lid, the dice show which buildings will draw the attention.
and an appropriate number of D6’s dropped onto the Thus if a dice indicates that there is an Inn in a village, it
sheet (see table). Each dice should then be lifted up, and means that the village has an Inn. If a dice indicates an
the number rolled on that dice written where it fell. The Inn in a large city, it will be one of 10 or so Inns in the city,
paper should at this stage look something like this: but will be the focus for the Heroes due to its location,
owner, events etc.

The table above also gives a rough indication of the


number of inhabitants and buildings. This is an
approximate number and is also based upon a human or
mixed settlement. If the inhabitants are primarily long
lived, such as Elves or Dwarves, there will be roughly half
6 the numbers given, but if the inhabitants are short lived,
such as Goblins or Marsh Hoppers, the numbers could be
2 doubled.

Each dice indicates a specific building (or building


complex). For each dice, compare the number rolled to
2 the table below to determine what the building is. The
results can either be jotted on the settlement map or else
1 the buildings listed as 1, 2, 3 etc and a separate key kept.
3
Roll Building type
1 Wealthy Property
2 Special Trade
3 Inn/Tavern
4 Witch/Magical Practitioner
4
5 Temple
6 Special

If the majority of the dice fell in one area, then it is likely


that there are walls around the settlement, and these can
be drawn in, enclosing the area with the dice. The actual
amount enclosed will depend on the size of the settlement,
and even if the dice fell close together when creating a city,
a larger area should be enclosed. Whether walls are
actually present will depend on the location and status of
the settlement.

The map will now look like this:


CHAPTER 2 - SETTLEMENT GENERATION 21

6 Special 6 Special

2 2
Special Trade Special Trade

Special Trade
Special Trade
2 2

Wealthy 1 Wealthy 1
Property Inn Property Inn
3 3

Magical Magical
4 4
Practitioner Practitioner

The settlement can now be finished off. Buildings such as


gatehouses and areas such as ornamental parks can be
Many settlements also have a permanent or temporary added to the map. The remaining space between the roads
market, usually at the centre. To find out if a marketplace and walls can be filled with an appropriate number of
is present, roll 2D6 and compare it to the rating (the buildings if required, although this will take a very long
number of dice dropped onto the page). If the result of time for a large town or city. An easier and faster
the 2D6 is equal to or less than the settlement rating, a approach is to designate areas between major roads as
market is present. If the result is less than half of the slums, working areas, merchant areas or wealthy areas.
settlement rating, then a second, smaller, marketplace is Which of these approaches is taken will obviously depend
also present. A primary market place will almost always on the size of the settlement. A hamlet or village can have
be at the centre of the settlement, and will normally be every building drawn in a few minutes, but anything
where all major roads intersect. An open area (or two) larger will probably be easier to just designate zones.
should be added to the settlement in the centre.
Some rationalisation can also be used to work out why a
If and when the walls have been added, the remaining particular building is where it is. An apparently rural
major local roads should be added, making sure that all building such as a Manor House found in a city could be
of the buildings of note are connected. Buildings outside an ancient remnant of when all of this was fields. An
the walls or edges of the main settlement will normally be apparently urban building such as a Guildhouse or Palace
on other main roads radiating out from the centre. Bridges in a hamlet or village may be a rural base for a local power.
(and/or fords) can be added where roads cross a river, and
docks or wharves can be added if the river is wide and
deep enough. It is not necessary to add every lane or
minor cutting, only the major roads need be added. This
will provide an overall layout to the settlement.
22 BLACKSAND

Building Details

Each of the major buildings generated above can take


several forms as detailed here. A roll should be made for
Trade
each of the significant buildings in the settlement to
provide more information.
Trade Prison

Physician
Poor Wealthy Property
Merchant
1D6 Property Type
Gunsmith Wealthy 1 Large House
2 Hall
Trade
3 Manor House
Merchant 4 Guildhouse
Guildhouse
5 Tower
Tavern (6) 6 Official Residence

A Large House will be a single property (possibly with


Sorcerer stables) featuring multiple rooms and the home of a
wealthy family. There will almost certainly be servants
and so the house and its surrounds are likely to be busy.
This map can be redrawn by hand or cartographic Alternatively, the huge house could be the residence of
software if desired to give a more elaborate map. one old man and his even older servant...

Of course, for a really detailed settlement the Director A Hall is also a large house, but is primarily a single huge
would need to add in road names, a system of room, used for feasting, revelry or perhaps other darker
government, history etc. These are very useful if the purposes. There may be small rooms at the edges of the
Heroes are to use the new settlement as a base or return hall, or service buildings around, but the main hall is the
time and again, but for most adventures this type of map primary living space.
is more than sufficient.
A Manor House is almost a combination of a Large House
and Hall, and in fact will be a whole complex of buildings,
often surrounded by a fence, wall or moat. There will
probably be a great hall, multiple other rooms and stables,
workshops and more. If in a rural area this will probably
be the residence of the local lord, but if in a city or town
could be a residence of a rich resident.

A Guildhouse will be a large building that is the official


headquarters of a guild or other organisation. This
building could be a sprawling collection of joined-together
cottages or a huge and grand custom-built building.

If the building is a Tower, this could be a fortified guard


tower, manned by soldiers or watchmen, a symbol of
wealth, with pinnacles and turrets or a towering and
rickety prison, with an ancient prisoner at the top.

An Official Residence is the home of a mayor, governor,


reeve or other state official. It could also be the residence
of an ambassador or other foreign notary, or even the
house of a high priest! Whoever lives there, the property
could be a large and grand house or a rundown and
bat-infested semi-ruin.
CHAPTER 2 - SETTLEMENT GENERATION 23

Special Trade The shop or establishment of a Bird or Animal Trader is


usually noticed from some distance away due in part to
D6 D6 Special Trade the smell, but far more because of the noise. Eschewing
1-3 1 Alchemist the horses, dogs etc commonly available in any market,
2 Gambling Hall these specialist traders procure and sell monkeys, krell,
3 Spice Merchant flying fish, bristlebeasts and much stranger creatures.
4 Scholar
5 Public Baths A Tattooist may not be able to inscribe magical tattoos,
6 Physician but they are a common enough trader on wharves and
4-6 1 Bird/Animal Trader docksides. Ever popular with sailors and mercenaries,
2 Tattooist many tattooists are barely competent.
3 Cartographer
4 Gunsmith Cartographers are makers and traders of maps. The first
5 Mount Trader port of call when making a long journey, they are also
6 Mechanism Builder highly useful when selling on rare and novel maps. Most
cartographer shops are packed from floor to ceiling with
The shop of an Alchemist will prepare and sell chemical thousands of dusty maps, some even giving directions to
and herbal preparations including firepowder. An cities long turned to dust.
Alchemist will generally not make or sell magical items,
although occasionally a few minor magical items are sold. A Gunsmith builds, repairs and sells firepowder weapons
These chemicals are normally of use to other specific and may also sell their ammunition. Some will sell
trades, although some Alchemists prepare specialist primitive matchlock blunderbusses, and others will sell
preparations such as embalming chemicals. far more refined and advanced flintlock pistols. A
Gunsmith shop will be heavily defended and protected.
A Gambling Hall is a building, large or small, dedicated
to games of chance. Dice, cards and other ways of Mount Traders are somewhat rare, but often very
transferring money from the unlucky to the lucky. Of respected. They travel rural and wilderness areas, buying
course, this assumes that the games themselves are solely up promising bloodstock, and return it to more civilised
down to chance and not at all rigged! areas for training and sale as riding and war mounts.
Whilst the majority of mounts are horses, other more
Spice Merchants are traders in the rare and expensive. exotic creatures are sometimes available.
Local spices and herbs may well be stocked, although they
rarely produce much in the way of profit, but the core of One of the rarest of trades, and often of Dwarven origin,
the business is the sourcing, import and sale of herbs and Mechanism builders build....things. Clocks, wind-up toys,
spices from far, far away. Occasionally, spices with elaborate traps or even such huge machines as elevators
strange and mysterious effects can be found on the shelves. can all be built by Mechanism builders. It is very difficult
to say what could or will be found in a workshop of this
A Scholar is a strange trade to encounter, as the “shop” sort, other than it will probably be very surprising!
will have nothing for sale except the experience and
knowledge of the owner. Scholars are hired to answer
specific questions, either from their own knowledge, or
else by research and investigation. Most Scholars will
have an area of expertise, which is usually very specific.

Although very rare, a Public Baths is usually a welcome


sight for most adventurers. After many weeks or months
on the road, even the most careful Hero is covered with
blood, dust and much worse. The chance to immerse tired
bones in hot water and scrub away the grime is very
welcome.

A Physician is also a welcome sight for most Heroes.


Although the healing on offer is slower than that offered
by the Gods, it is nevertheless effective and reasonably
priced. A good physician will be able to bind wounds,
cure diseases and treat poisons.
24 BLACKSAND

Inn/Tavern A good establishment will provide a good range of food


and drink, with possibly deluxe options. There will be
D6 Type private sleeping rooms, with several luxury suites for the
1-4 Tavern wealthy. The decor and fabric of the building will be of
5-6 Inn good quality, and there will be plentiful staff.

If the establishment is rated as great, there will be an


D6 Tavern/Inn Quality extensive menu of food and drink including rare delicacies
1 Awful and expensive wines. There will be private drinking
2 Poor rooms, and individual service, and accommodation will
3 Average be top notch. There will be numerous servants and
4 Fair guards, although the prices paid will also reflect the
5 Good quality.
6 Great

A Tavern is an establishment for the selling of food and,


more importantly, drink. Some will have a formal bar and
tables and chairs, whilst others will be a row of barrels
against one wall with crude benches to sit upon. An Inn
will often have the same facilities as a Tavern, selling food
and drink, but also provide accommodation. Again this
will vary, from a common room with straw mattresses up Magical Practitioner
to private rooms with hot baths, personal servants and
feather beds. Some Taverns and Inns will also have 2D6 Practitioner
stables, bakehouse, brewhouse and many more 2 Mask Magician *
outbuildings. The size of the establishment does not 3 Magical School
necessarily correlate with the quality. 4 Magical Healer
5 Enchanter / Naval Sorcerer
An awful establishment is just that. Awful. The term 6 Sorcerer
“spit-and-sawdust” could have been invented for this sort 7 Conjurer
of place, although there is probably worse than spit soaked 8 Wizard
into the sawdust on the floor. Food is unlikely, although 9 Witch
if it is served it will be slop, and the ale will be rancid and 10 Magical Sundry Shop
stale. Accommodation is provided as a space on the bar 11 Magical Tattooist *
room floor. There will be no other services of any sort, 12 Special
including security from robbery or assault.
* Fully described in the Heroes Companion
A poor establishment is not one that would be actively
chosen, but can usually be borne if necessary. There will Mask Magicians, Sorcerers, Wizards and Magical
be basic but edible food, and passable ale. Any beds Tattooists are normal spellcasters of their type, and may
provided will be basic and will usually be a pallet in a be novices or very experienced. They will usually be able
common room. Open robbery or murder is unlikely here. to use their spells, abilities and knowledge to assist a Hero,
for a price!
An average establishment is OK. It provides the sort of
food and ale you would find in the home of any A magical school will be a building used to formally
townsperson, plain but decent, and will be generally clean. educate spellcasters under the supervision of an
There may or may not be individual rooms, but either way experienced magician. The students will be of varying
beds and blankets will be provided. It is possible that abilities, and indeed some may not be able to cast spells
wine is available, and also possible that other basic at all yet. It is usually possible to obtain spells and
services are offered. training, although the price is normally very high.

If an establishment is fair, it will provide several options A magical healer will be able to provide both fast and
to drink and eat, all of reasonable quality. complete healing to wounded Heroes, and may in some
Accommodation will probably be basic rooms and cases be able to remove curses. The exact method of
stabling and laundry will often be available. The clientele healing will vary, some having natural abilities and others
is usually of merchant class or higher, and there will often using herbs and potions. The price payable also varies,
be a guard. from small donations to very significant charges.
CHAPTER 2 - SETTLEMENT GENERATION 25

Whether a result of 5 on the table above indicates an survivors attempting to cling to whatever buildings are
Enchanter or a Naval Sorcerer will depend on the location left, or simply the sighing of the wind.
of the settlement. A town or city on a coast, lake or major
river will probably have a Naval Sorcerer. Any settlement A shrine is a tiny temple that may or may not have a
inland will have an Enchanter, who will of course sell resident priest. Some shrines are built in holy places,
magical items. A town or city on a coast, lake or major whilst others stand in quiet urban corners to allow passers-
river will have a Naval Sorcerer, though he may be away by a moments reflection.
at sea!
A temporary temple may be a crude hut, a tent or even a
A Conjurer is a minor magician, able to cast cantrips and simple canopy. Essentially this is anywhere that a
possibly a low power spell or two. This low magical wandering priest is preaching his message. Most of these
potential is obviously matched by lower costs, but will be transient, gone after a few days, but a few will
sometimes a minor spell or two is all that is required. become slowly more permanent until it becomes a formal
temple.
The home of a Witch will be decorated with skulls, strange
talismans and hung with herbs. Witches can have any A temple complex is the largest type of temple. Unlike a
kind of magical power, and they often do not conform to monastery, a temple complex is normally home to priests,
the normal rules. The services a witch can provide will their servants and guards, but will also be open to the
be many and varied, as will the payment they demand. public for worship. A temple complex is normally a large
and imposing set of buildings.
A magical sundries shop will sell all sorts of magical items,
from potions to trinkets and even possibly enchanted
items. Sorcerer components may also be available here.
Many of this sort of shop will be protected by magical
items or guardians.

A result of Special indicates something truly rare. This


building could be the home of an Archmage, a Hamakai
or even something rarer. Whoever lives in this building
is probably the possessor of rare and ancient magics.
Special

Temple D6 D6 Building
1-3 1 Courthouse
D6 Temple Type 2 Castle
1 Monastery 3 Barracks
2 Pyramid 4 Prison
3 Ruined 5 Ruin
4 Shrine 6 Library
5 Temporary 4-6 1 Hospital
6 Complex 2 Embassy
3 Warehouse
A Monastery is a type of Temple that is home to a 4 Palace
complete but small society of both Priests and lay 5 Dungeon
worshippers. There may be an associated farm, 6 Something else...
workshops, sleeping halls etc, as well as an actual temple.
Most temples of this sort will be walled and have guards. A courthouse is a local bastion of law and order, the base
for magistrates and the place where miscreant Heroes will
A pyramid temple will be either a step pyramid with be tried! The actual form this will take will depend on the
rooms inside and an altar on top, or else a smooth pyramid local architecture and the power and wealth of the local
with rooms inside. Pyramids of this sort are often lord. A small rural courthouse may be a glorified hut, but
surrounded by auxiliary storerooms, barracks and other a large city courthouse could have cells, guardhouses and
mundane buildings. multiple court rooms.

Ruined temples are either ancient temples, long The presence of a castle could be a fortified tower, a small
abandoned and possibly dedicated to forgotten Gods, or keep or a huge fortress. This will house a garrison of
else they are recently badly damaged by war, earthquake soldiers, and will be the point of control of the local lord.
etc. There may be the shades of priests long gone,
26 BLACKSAND

A barracks will generally be a building used to house COMMON TRADES LISTS


soldiers or other military. Although non-fortified, this
building will be heavily guarded and equipped. The following lists provide ideas for common businesses
and trades, listed by area wealth. These lists are not totally
Prisons are usually found in urban areas but can also be exclusive, and any business may in fact be found in any
found hidden away in rural areas. A prison will usually area, although the most common placings are given here.
have high walls and reinforced buildings, and there will The Director should use this information to determine the
also be guards. The prisoners may be locked all day in content of a random building.
their cells or may wander the buildings and grounds. This
prison could also be a tall tower with a single notable
prisoner at the top!
Poor Businesses
A ruin could be just about anything... A village just burned
These areas are working class craftsman areas. They are
by raiders, a decaying castle, an ancient unknown building
often low pay, messy or smelly trades and anyone with
from before the dawn of time, or it could be a deserted
enough wealth tends to move away if they can. The
cottage.
majority of the buildings found in a village will be of this
class.
A library will be a rare thing on Titan, a repository of
knowledge. Books, scrolls, maps, manuscripts and many
D6 D6 Business
other types of document will be stored here. It could
1 1 Baker
actually be a single room in the home of an old scholar, or
2 Tinker
a huge-halled building with quiet treading staff.
3 Coppersmith
4 Potter
A hospital is a building usually run by a religious sect for
5 Horse Trader
the sole purpose of healing the sick and injured.
6 Builder
Physicians, priests and other lay staff will work here, and
2 1 Dried Meat Seller
those in need of healing may be treated for free or be
2 Herdsman
required to make a suitable donation.
3 Barn
4 Animal Trainer
Embassies are the official residences for representatives
5 Cart Maker
of other nations. An ambassador, his servant and guards
6 Mill
will all live here, and in many cases conduct espionage
3 1 Stonemason
from here.
2 Blacksmith
3 Nightsoilman
Warehouses are the primary storage buildings for raw,
4 Sharpener
finished or trade goods. This could actually include a
5 Cooper
granary, a woodstore, a spice warehouse etc. A
6 Candle Maker
warehouse with expensive goods stored within will be
4 1 Farmer
well guarded.
2 Furrier
3 Brewer
A palace is the home of a local lord. Expensive decor,
4 Stable
servants, halls, courtyards, gardens and many more may
5 Wheelwright
well exist within the surrounding walls of this complex.
6 General Stores
Many palaces are within urban areas to allow the lord to
5 1 Butcher
live close to their power base, but a few are located in rural
2 Carpenter
areas as a retreat from the pressures of city life.
3 Sail Maker
4 Leather Worker
A dungeon should by now need no explaining. This could
5 Warehouse
be natural caverns beneath an inn, a sewer network
6 Boat Builder
inhabited by ratmen or an ancient grassed over
6 1 Roofer
subterranean jail. Whatever its physical form and size,
2 Laundry
this will be a source of adventure.
3 Tattooist
4 Butcher
It is possible that this “building” is something else. An
5 Weaver
enchanted garden, a healing spring, a haunted graveyard,
6 Cobbler
a hermit living on top of a pole, a field full of stone statues
that move and dance at night....
CHAPTER 2 - SETTLEMENT GENERATION 27

Wealthy Businesses

Rarely found in villages and not often in towns, these


businesses provide or craft luxury goods or services and
so require a wealthy clientele to survive.

D6 D6 Business
1-2 1 Architect
2 Ephemera Trader
3 Silversmith
4 Bookseller
5 Musician
6 Art Trader
Merchant Businesses 3-4 1 Artist
2 Historian
These areas are more prosperous and tend to house more 3 Lawyer
rewarding professions. These businesses are also more 4 Carriagemaker
socially acceptable, making less noise or mess than poorer 5 Dentist
ones. There will usually be a few of these businesses in a 6 Physician
village, and substantially more in towns and cities. 5-6 1 Goldsmith
2 Interpreter
D6 D6 Business 3 Luxury Trader
1 1 Taxidermist 4 Musical Instrument Maker
2 Bow Maker 5 Falconer
3 Fletcher 6 Scholar
4 Soap Maker
5 Carpet Maker
6 Tailor
2 1 Armourer
2 Ink & Paper Seller
3 Jeweller
4 Silk Trader
5 Engraver
6 Locksmith
3 1 Outfitter
2 Furniture Maker
3 Barber
4 Linen Maker
5 Herbalist
6 Florist
4 1 Swordsmith
2 Undertaker
3 Net Maker
4 Fruiterer
5 Rope Maker
6 Cartographer
5 1 Horn Worker
2 Pawnshop
3 Vet
4 Weapon Trainer
5 Food Seller
6 Moneylender
6 1 Spice Trader
2 Astrologer
3 Perfumer
4 Wine Seller
5 Lead Smith
6 Clock Maker
28 BLACKSAND

WELCOME TO BLACKSAND
CHAPTER 3 - PORT BLACKSAND 29

CHAPTER 3 - PORT BLACKSAND

T he name of Port Blacksand is spoken with fear and


awe by merchant captains, sailors, honest
travellers and peasants the length and breadth of
Allansia. There is no more wretched hive of scum,
depravity, crime and evil upon the face of Titan, and most
this disagreement, King Cares Whitewolf is poisoned
leaving no heir to inherit the throne. The surviving faction
of the ruling council appoint a steward from amongst their
number to run the town until a distant relative of the King
can be found.
seasoned travellers consider it even worse than the city of
Kháre in Kakhabad. So why, you might ask, would any
sane Hero even consider travelling to Blacksand? In fact, 1601OT
the city offers adventure abound, from the ruins of old The town continued to grow both in structure and prestige
Carsepolis to the vast loot accumulated by pirates, robbers and after 27 years of Stewardship an heir to the vacant
and bandits. throne appeared as if from nowhere to claim his birthright.
History does not record how Coros Sword-breaker
convinced the steward and council of the time of the
History validity of his claim, partly because such negotiations took
place behind closed doors in the sprawling mansion of the
The port city now known as Port Blacksand is only a King. Whatever the strength or validity of the claims, the
hundred or so years old in its current form. The origins steward appeared to be convinced and King Coros I was
of the city actually go much, much further back however, duly crowned. This proud monarch took personal charge
even into the Old Time (OT). Many of the rogues, pirates, of the large town, working hard to expand its influence
thieves, cuthroats and other scum that inhabit the city are and wealth, and also made sure of succession by fathering
blissfully unaware of this earlier history, being far more several potential heirs.
concerned with merchant trade routes to be plundered in
the present. However, those who are knowledgeable
about the earlier history of Blacksand are aware just how 1649OT
low the place has sunk. King Coros III, the grandson of Coros Sword-breaker, is
one of the most influential rulers on the whole continent.
Here we present you with a timeline of noteable events at After some years of sporadic warfare between the
the mouth of the Catfish River as recorded in the books numerous small kingdoms, realms and tribes, King Coros
and ledgers of Allansian historians. III was able to negotiate a treaty between the major
powers. The result of this treaty was that the continent of
Allansia was formally divided up into a number of large
1408OT kingdoms, the largest of which was the Kingdom of
Some 400 years after the splitting of the continent known Allansia. This new kingdom had the city of Carsepolis
as Irritaria by the Gods, the lands of what became known (City of Cares) as its capital. The half century of the
as Allansia were a wild and dangerous place. Little Dynasty of Swords had turned the city into a place of wide
civilisation had survived the upheaval, and wild tribes of paved streets, stout city walls and conspicuous wealth.
humans and non-humans roamed the Pagan Plains.

The chieftain of one of these tribes, Cares Stormchild, 1735OT


chose a quiet and fertile spot at the mouth of the great The thriving city is chosen by the wizard Yannisara as the
Catfish River to settle his people. Initially this was a small location for a new school of magic. Yannisara himself
encampment of rude huts, but the fertile land and easy was a pupil of the great Archmage Eridansis of Salamonis
access to the sea soon saw the village grow and prosper. and the reputation of the new school spreads rapidly. The
As the village grew, Cares oversaw the bridging of the first pupil taken on at the new magical school is one Solos.
river and the construction of a palisade wall for protection. A few years after this, Solos is employed by King Coros
VII (known as The Mystic) as the first Court Wizard,
taking up residence in one of the palace towers. Solos
1574OT starts a collection of magical artefacts.
The years have been kind to Cares-town, which by this
time has become a thriving market town and port, with
strong stone walls. The town is a hub for sea, river and 1962OT
land-based trade and the chieftan of the tribe is now In the central deserts of the far continent of Khul, chaos is
known as King. The town also has a ruling council, drawn released from its ancient prison. This will, in time, initiate
from the most prosperous citizens, although in this year the wars of Chaos that will spread across the face of Titan.
there is a major split between two factions. As a result of
32 BLACKSAND

1998OT 121AC
The War of the Wizards begins. Evil armies of Orcs, The ruined and decaying city acquires new inhabitants as
Goblins and Trolls in the north of the Allansian continent pirate ships start to use the port area and robbers and
storm the northern capital of Goldoran, over-running it bandits seek shelter in any standing buildings. The loot
within days. What survivors there are flee south, only just accumulated by these ne'er do wells attracts other thieves
ahead of the rampaging army. Refugees already start to intent on stealing it and even some daring merchants and
head to the strong walls of Carsepolis. traders intent on supplying much needed food and
weapons.

1999OT / 0AC Over time, ruins are repaired and new houses are built,
The foul army of Orcs and worse continue their ravages and the ancient city starts to come to (somewhat grubby)
south and are initially stopped in the Trolltooth Pass by life once more.
the army of Salamonis due to the help of the Grand
Wizard of Yore. The forces of Chaos were driven back
with great losses, but were reinforced by Dark Elf 171AC
spellcasters and thousands of Moonstone Orcs. This even The years of makeshift settlement have turned the
larger army worked its way around the pass and turned dockside settlement into a small and lawless town. In this
towards Carsepolis. year a pirate captain by the name of Eril Shaker seized
control of the town with the assistance of his pirate crew.
The city, reinforced itself by the soldiers from Salamonis, Taking on the name of “Prince Olaf Twohorse”, the pirate
was beseiged by the evil army for more than two weeks, orders the building of rudimentary walls around the town
constant skirmishes were fought on the walls and and imposes his own brand of law on the citizens. Trying
individual acts of heroism were common. When the walls to tame a nest of thieves and pirates is never easy and there
fell, the battles were fought on the streets, badly damaging are constant running battles between the “Royal Guard”
the structure of the city itself. and the numerous gangs and crews.

Despite the overwhelming numbers of evil creatures and


the chaos sorcerers that accompanied them, the valiant 192AC
defenders managed to hold out until a large relieving force Prince Twohorse, troubled by the huge population
of Elves and Dwarfs arrived from Fangthane and imprisoned in what is now known as Blacksands Town,
Darkwood. The army of chaos was crushed as between a establishes a prison camp on Fire Island. Rather than feed
hammer and an anvil, and the War of the Wizards was and house the huge number of undesirables at home,
over. prisoners are shipped off to Fire Island to survive as best
they can. Escape was prevented by a tribe of indigenous
Those inhabitants that survived the siege and vicious Lizard Men, paid by Prince Twohorse.
battles abandoned the ruins of their ancient city and took
whatever family and possessions they could to Salamonis
or one of the other surviving towns and cities in the region. 199AC
The city itself was damaged beyond repair, tainted and The Lizard Men of Fire Island rebel against the control of
twisted by chaos and forever blighted. Huge flocks of the Prince due to not being paid for 6 years. A succession
vultures descended on the city and only they and ghosts of Lizard Kings seize control of the island.
remained in the fine palaces, imposing houses and broad
streets.

This year also saw the end of the old dating system and
was the start of the After Chaos (AC) era.
CHAPTER 3 - PORT BLACKSAND 33

201AC 223AC
Now known as Port Blacksand, the town undergoes It is said that Varek Azzur was born in the city of Arion
upheaval when Prince Twohorse is murdered in the main in Khul, a scion of the rich and powerful noble house of
hall of his palace by a prominent pirate captain by the Azzur. This birth will in future years have a momentous
name of Daggerface. The subsequent battles, street impact on the fortunes of Port Blacksand.
fighting and political maneuverings over the following
days saw Daggerface appointed as the new prince of Port
Blacksand. Daggerface did not show the same acumen as 239AC
his predecessor of 30 years, and there were frequent In this year Varek was initiated into the dark and secretive
revolts and rebellions against his rule in the following cult of Kukulak, the Khulian god of storms. Although
months. little is known about this initiation ceremony, it seems that
scars are inflicted on the new recruit, who is accepted or
killed depending on the patterns thus formed. Varek
202AC survived this, but fled Arion before taking any real part
Unlike the formal court that developed under Prince in the cult or finding out the reaction of his family.
Twohorse, the palace of Prince Daggerface is a den of
fighting, drinking and crime. This riotous existence
proved the downfall of the new prince when he is killed 248AC
in a knife fight with a pirate named Jonjo Ruby. Queen After fleeing Arion, Varek was on board a merchant ship
Ruby, as she styles herself, only rules for three months attacked by pirates and the young man was captured and
before a scorned suitor poisons her. The chaos following converted. By the year 248AC, Varek was a pirate captain
these killings continues unabated for several years, with with his own ship; The Face of Chaos. Years of raiding the
no gang leader or pirate captain able to sieze control of southern coasts of Allansia built up the wealth and
the city. renown of the young pirate.

252AC
On Windsday the 17th of Locking, Captain Azzur
launches a brash attack on the city of Port Blacksand.
Agents poison the captain of the city guard, a pirate fleet
204AC blockades the port and a small army of mercenaries
The deadlock in the city is finally broken, although from assaults the walls. Chaos reigns and the city falls quickly
an unusual source. Rather than the pirates and rogues to the audacious pirate. Baron Valentis is captured and
who made up the previous princes, the man who seized hung from the highest tower of his palace. The whole
control of Port Blacksand in this year was a Barbarian operation takes a mere four hours from poisoning to
Chieftain from the far north. A renowned swordsman, hanging. The new Lord Azzur installs himself on the
Marak Greysteel brashly entered the city and gained throne of the city.
control of the Palace before any of the warring gangs
could act. The city returned to normality fairly quickly
under the firm hand of Greysteel. 254AC
Soon after the coup, the ostentatious palace of Baron
Valentis is taken down to the very foundations and rebuilt
211AC anew. The imposing palace is smaller but far more
The rule of the Barbarian prince lasted longer than most intimidating, towering over the city around it. The lack
Blacksand residents would have thought, but it was of criminal law and the reputation for cruelty and evil of
eventually ended by poison, administered in person by the new Lord of the city attracts the very scum of Titan.
Baron Illios Valentis, a famed pirate captain. This The city guard is refounded anew and now contains the
merchant-turned-pirate managed to increase trade and most black hearted men, ogres, trolls and even worse. The
revenues derived from crime and the city became richer. city lives in fear...

219AC 262AC
The city militia is formed to replace the Royal Guard on The Port Blacksand branch of the Adventurers’ Guild
the streets of the city. The first head of the militia is opens its doors, providing a place to find work, rest and
Drakna, brother of Baron Valentis. The militia are not as recuperate and boast about recent heroics! There are
arrogant as the old Royal Guard, but are just as corrupt, almost immediate clashes with the Mercenaries’ Guild
accepting payments in return for turning a blind eye. about precedence.
34 BLACKSAND

268AC Location and Architecture


In a move that shocks the city, Lord Azzur has the captain
of his city guard, Borof, executed for being fair and just to The Port of Blacksand stands, as might be expected, on
the citizens under his protection. His replacement is the western coast of Allansia. The city straddles the mouth
chosen from amongst the most sadistic and one-sided of the Catfish River and is surrounded by farmland,
guards. villages and small pockets of woodland. To the south-east
lie the ancient and ghost-haunted ruins of the outer
regions of Carsepolis; none live there, and none visit.
278AC
The Temple to Kukulak is established in the temple district The coast all along that stretch is fairly low-lying, although
by Lord Azzur himself, with his personal holy man as the there is a natural deep water port carved out of the sea
first High priest. Dark rituals are rumoured to take place floor at the very mouth of the river.
on several dark nights every month.
The city itself is not entirely flat, with several districts
being on low hills. This means that some lanes, which are
279AC often cobbled, have steps making them impassable to carts
The renowned thief Drogo Widemouth sees the face of and wagons. It is interesting to note that while most of
Lord Azzur, although the exact circumstances under the small alleyways and lanes are cobbled or paved, the
which this happens are not clear. Within hours of Drogo major roads are not and are of packed earth and horse
boasting about the feat in the Black Lobster Inn, he dung. The cobbles and paving slabs used on the streets
disappears. Drogo is next seen the following afternoon in were reclaimed from both streets and buildings of the old
various locations around the city...at the same time. Carsepolis, and indeed some still bear the scars and marks
of the assault of chaos.
Food of Port Blacksand
Similarly, many of the old buildings that make up
The city of Port Blacksand is a mixing pot of peoples from across Allansia and beyond. There the city itself have stone foundations or lower
are Humans, Trolls, Orcs, Goblins, Dwarfs and many, many more. All of these peoples bring stories, with overhanging upper stories of wood.
their own foods and tastes to the city and over the years these have mixed and combined to create
The city has a ramshackle, exotic and even drunken
a truly unique cuisine.
look, with houses leaning out over the street or
Of course, calling much of the food found in Blacksand “cuisine” is rather suggesting that the against each other, tall twisting chimneys,
food is all of good quality or even edible. Much of the food sold in the city is anything but. haphazard attic extensions and odd towers. Some
However, if a visitor or citizen can find a food barrow, tavern or vendor of reasonable quality, buildings even have bridges across the street several
they will be able to eat food found nowhere else. A few of the Blacksand specialities are: stories up! Buildings are often painted in garish
colours, signs and models hang outside shops and
Wild Boar Pie street vendors wave banners. A Port Blacksand
A large pie filled with boar meat, onions and carrots, this pie is traditionally finished with the
street is certainly not a quiet and refined place.
snout and tusks poking through the middle of the upper crust. A favourite with late-night
drinkers, this pie is sold right across the city.
Inside, many houses have a confused layout with
Moonstone Black Cheese multiple staircases, dead ends and poky rooms, all
This cheese is made in the Moonstone hills by many farmers, and much is imported into due to the merging and splitting of buildings over
Blacksand. A northerner by the name of Gradin Fouleg takes the imported cheese and cultures the years. In some rooms the windows may be at
it in a mould-infested cellar in the harbour district. The mould infects and blackens the cheese knee or even floor level, and in others it may be
right through, but does not spoil it. The infection gives the cheese a strong bitter flavour that necessary to go up to the attic and back down to get
is sought after by connoisseurs.
from the front of a building to the back. Do not
expect to find your way around even the meanest
Grilled Grannit
Collected from deep caves and sold to food merchants in the city, live Grannits are stuffed with cottage easily.
various herbs and spices (don’t ask!) and roasted in a large stone oven. The lower armour plate
Most houses, however humble, have a cellar as a
is levered off, and the Grannit meat is eaten directly from the upper shell. This dish is more
popular with the Dwarf and Goblin communities, for whom it is a taste of home. store room and place of refuge. A few of these
cellars have portals into the sewers below the city,
Shark Surprise but these tend to be securely closed, bolted and
Fishermen often catch sharks on purpose or by mistake, and they are not wasted. The shark
barred.
meat is cut into strips and pickled in whale bile for three weeks. The meat is then layered with
sliced garlic and the leaves of the trollblood herb. The taste is exceptional, but the surprise follows
about twelve hours later and hopefully in private. Those who know the surprise smile to
themselves when they see a novice eating this dish!

Electric Eel Skewers


Chunks of Electric Eel meat threaded onto a metal skewer, this street dish is a stunning
food….literally.
CHAPTER 3 - PORT BLACKSAND 35

Current State Weather

Blacksand today is firmly under the rule of Lord Azzur. The western coast of Allansia suffers from unpredictable
There were many rebellions and attempted coups in the and ever-changing weather and so Port Blacksand itself
early days of his rule, but the brutality and violence with also has a very changeable climate. Often the state of the
which they were put down, combined with the weather will have no bearing on the adventure or the
ruthlessness of Lord Azzur and his guard, means that Heroes and can be glossed over. If the weather may be
these no longer occur. Anyone living in or even visiting important, then the Director can use the table below to
Blacksand is advised to take great care of robbers, pirates determine the weather at that particular time. This can be
and town guards alike! re-rolled as often as three times per day (morning,
afternoon and night) and will often throw up incongruities
Interestingly, many of the gang leaders, pirate captains with sleet in the morning and hot weather in the afternoon!
and petty warlords would actually oppose any new coup This chaotic weather is well suited to Port Blacksand, and
as the city has become a relatively safe haven for criminals a resident for any length of time soon learns to expect the
of all sorts. unexpected. It goes without saying that a Director may
choose an appropriate weather for his adventure without
Regardless, the city continues to attract adventurers and rolling.
heroes alike with the promise of treasure, illicit goods and
services and fame! Once a traveller heads out to sea or inland, the weather
likely changes into a more settled pattern.

3D6 Roll
Daily Life Weather Spring Summer Autumn Winter
Heatwave - 3 - -
Despite the reputation for villainy, violence and depravity Hot 3 4-5 3 -
of the city, life does still go on. People of all races live in Sunny 4-5 6-7 4 3
Port Blacksand, get married, have children. Traders, Bright 6-7 8-9 5 4
pilgrims, pirates and heroes alike all visit the city, and Breezy 8 10 6 5
many stay. Occasionally they even stay voluntarily! Dull 9-10 11 7-8 6
Mist 11 12 9-10 7
Windy 12 13 11 8
Inhabitants Overcast 13 14 12 9-10
Light Rain 14-15 15-16 13 11
Blacksand welcomes almost anyone with open arms. Just Heavy Rain 16 17 14-15 12-13
about every bipedal race with rudimentary intelligence Fog 17 18 16-17 14-15
can be found living or passing through Blacksand. Sleet 18 - 18 16
Humans make up the vast majority of the population, Snow - - - 17-18
being the most numerous race, but dwarfs and elves are
also found living there. Orcs and goblins are also found
in some of the less salubrious districts, although their Travel
chaotic natures tend to result in frequent fights and thus
a fairly short life expectancy. Trolls are actually one of the There are several ways to traverse the city of Blacksand
more common of the evil races found there, and in fact are once inside. Walking is by far the most common and of
common in the city watch. Their aggression, strength and course the cheapest (being free) but it can also be the most
penchant for picking on anyone smaller than themselves unpleasant due to the thick mud, refuse and ordure that
makes them ideal recruits for the modern Blacksand cakes the streets. Shorter Heroes (such as Dwarfs) can
Watch. There are also some of the smaller races such as even find themselves wading through thick, sticky and
gnomes, pixies and sprites, a few lizard men and many smelly mud on some streets, especially after heavy rain.
more stranger beings. Walking is however about the only way to use some of
the smaller alleys and lanes, which are far too narrow for
This cosmopolitan population means that it is easy for a any sort of vehicle.
newcomer to blend into the crowd, as said newcomer is
unlikely to be stranger than some of the existing citizens. Sedan chairs are not any faster than walking, but at least
It also means that it is easy to offend someone nearby they save the legs of the traveller from becoming tired,
given the huge range of personalities, outlooks and and the boots of the traveller from becoming filthy. A
opinions. A newcomer to the city is advised to keep as sedan chair can be hired for 3gp per journey (or slightly
low a profile as possible until they are certain of their more if crossing most of the city) and most are just an open
surroundings. fronted box with a seat inside, carried by means of two
36 BLACKSAND

long poles, and can only carry one person. Most Sedan somewhat unclean and unsafe, and only well prepared
chair men will expect a tip of some sort from their food is safe to eat.
passenger, and a serial non-tipper will expect a significant
hike in the base rate once he becomes known. Some Sedan Spices and herbs are fairly common in the city, both due
chair men are nothing more than robbers who will only to the demand of the more exotic inhabitants and also the
take their passenger as far as the nearest dark alley before high value making them a tempting target for pirates
assaulting, robbing and/or murdering them. based in the port. Similarly, luxury foods and drinks are
also more common (and cheaper) than would otherwise
Carriages are another alternative to walking, but again be the case due to their attractiveness to thieves.
offer no real advantage in journey time due to the crowded
roads. A carriage can however carry up to four passengers Drink, on the other hand, varies widely. You can find
at a rate of 8gp per journey. Carriages are generally more good brandy available from one street vendor, whilst the
comfortable than sedan chairs and offer more protection next sells ale apparently brewed in old boots and
from the weather. Large items of luggage can be placed flavoured with goblin earwax! Ale does not travel well,
on top of a carriage although there is no guarantee of them and so most of the alcohol drunk within the city is brewed
still being there at the end of the journey. there. To be fair to the place, there are some very skilled
and dedicated brewers, but they are certainly in a minority
Carriages and Sedan chairs can both be hired from one of amongst the unskilled, unscrupulous and corrupt who
the city squares, the docks or the gates, and will take a produce the majority of Blacksand’s ale.
traveller almost anywhere. Late at night some areas are
considered out of bounds by all but the bravest or most As befits a city populated by thieves and pirates of all
suicidal coachmen! races, almost any food or drink can be found somewhere
within the city, even if some searching has to be done first.
Boats meanwhile can be hired from any of the riverside
steps and will take the passenger anywhere within the city
along the Catfish River. Boatmen will never take a Entertainment
passenger out of the city towards the sea, and will only
take a passenger through the palace arch if the 25gp toll Entertainment in Port Blacksand is both diverse and
each way is also paid. Most boat journeys are directly common. When you are surrounded by theft, violence
across the river or short distances along the river, and all and evil every day, you tend to seek light relief where you
cost 1gp per person per journey. Boats can usually carry can. Gambling is very common, whether organised in
4-5 passengers, but only operate during the day. gambling halls or spontaneously in a tavern. Sport is also
quite popular, including street races on foot or horseback,
It may also be possible to grab a lift on a commercial cart archery, wrestling and more. Fights are also a common
or wagon, carrying food, hay or even night soil. This cart entertainment and can include fist fights, pit fights to the
will not go out of its normal way unless very well paid, death, animal fights and even exotic monster fighting.
and the Guild of Conveyors may get quite upset if they Music and song are popular, although the subject matter
find out. tends to be either adulatory (about legendary pirates) or
bawdy (you might need to use your imagination here!).
A performer must however be prepared for robust
criticism of his work. A minstrel who sings the wrong
Food & Drink song or is out of tune, a very hammy actor, a clumsy
juggler or inelegant acrobat; all of these may be pelted
The city of Blacksand must import its food and raw with rotten fruit, stones, bottles or even weapons. Even
materials by road or by sea, although not all is brought in a highly proficient performer may be targeted by those
by merchants themselves. A good proportion of the food jealous of another’s ability.
flowing into the city is plundered from overland caravans
by raiders or stolen from merchantmen by pirates. Gambling
However the produce is brought in, the multitude of
cultures within means that the end plate of food is The wagering of cash, valuables or even more intimate
certainly exciting! Each district and street will have its items (such as body parts) on games of chance has a long
own particular set of smells drifting out of windows and and venerable history in Blacksand. In the same way that
chimneys, further added to by the street vendors and there are small fighting pits scattered throughout the city,
barrows on the street itself. It is of interest that almost all there are also small gambling rooms. Often short-lived,
food sold to hungry citizens in the city is cooked or these rooms see large amounts of cash change hands,
processed. Visitors of a more rural persuasion will look sometimes even willingly, on a daily basis.
in vain to find an apple or other piece of fruit to snack on
or fresh milk to drink. Blacksanders look on raw food as
CHAPTER 3 - PORT BLACKSAND 37

New games are invented all of the time, but old and
resilient favourites include knucklebones, wheel of
fortune, find the eyeball under the cups and of course
many games of cards and dice.

Some home-grown favourites include “Going to


Blacksand”, “Orc eye” and “Count your gold”.

Some of these involve a modicum of skill, but most are


games of pure chance. Refusing to pay a gambling debt
is not only a criminal offence, but is also likely to see the
debtor end up in the river tied to a large rock.

Sport

In addition to the spontaneous and rowdy games that are


played on the streets of the city, there are several
organised and supported sports. These are generally
played at the sports arena in the garden district, and are
usually violent in nature.

One popular game was devised by a small brown


humanoid race known as the Bays. This game (Bay’s Ball)
involves a player from one side throwing a small leather
ball at a player from the opposing team, who has to hit
the ball as far as he can. The exact rules seem to vary from
game to game, and even the official arbiter is sometimes
unsure what is happening. Generally though, the further
the ball is hit, the better. Although mainly still played by
the Bays, there are several other teams of Humans, Dwarfs
and even Goblins in the city.
Fights
Dwarf Throwing is also a popular sport, played by two
teams of trolls and using dwarf prisoners from the palace Fights are a very common occurrence on the streets of the
dungeons. Any dwarf who actually survives being city, often due to alcohol or crime, and usually attract
repeatedly thrown across the arena is rewarded some interested spectators. These fights provide some
handsomely (although still returned to his jail cell). interest, although the inebriation of the combatants
Slugface Slingers are currently the city champions at this usually means that the fight ends up in a scuffle in the
sport. dust. For more enlightened combat, Blacksanders look
to organised fights. There are several Pit Houses around
Pixie Throttling was popular some years ago, but is the city, wherein can be found an enclosed area for the
somewhat less so now due to the current shortage of pixies fight itself and usually a place to sell ale and food. Betting
to strangle. There are however merchant scouts out is ubiquitous in these places, and fights can be to first
looking in various ancient forests for a replacement source. blood, to submission/unconsciousness or to the death.
Another sport that is popular with some but very The death of a willing fighter in a pit fight is not
unpopular with others is “Shoot the Apple off the Goblins considered murder by the authorities.
Head”. Known to most citizens as “Completely fail to
shoot the apple off the Goblins head”, this is another sport Animal and monster fights are also commonplace, usually
using convicts from the prison dungeons. Points are in the same pit houses, and there is a profitable industry
awarded by a panel of judges for style and humour, rather in the trading, training and selling of fighting creatures.
than accuracy in hitting the aforementioned fruit. Each In addition to the small pit houses dotted around the
team may choose its own missile weapon, and again style cellars of the city, fights also take place at regular intervals
is paramount. in the sports arena (Garden District). These fights are
often advertised with posters and big name combatants
can often draw a big crowd. The professional gladiator
Helios Siren is the current holder of the “All comers fight
to the death” title.
38 BLACKSAND

Despite the often anarchic way of life and governance of


Music & Song the city, there is one omnipresent threat: Taxes. Well,
death is a constant threat too, but that should not worry
The public performance of music is common in Blacksand, your average Hero. Taxes may however. There are
although most songs and tunes are fairly raucous and not innumerable different taxes upon the statute books, added
for the musical purist. Songs glorifying banditry and whenever Lord Azzur thinks a new one up. Even the
piracy, carousing, treasure and other base pleasure are the hated tax collectors themselves are not always aware of
norm. There is a Guild of Entertainers and Artists, and to the taxes currently imposed.
perform in public requires membership of said guild, with
harsh penalties for those who are not. Membership costs There are however several taxes that seem to be very
20gp initially, and then 5gp per week. Guild enforcers durable and are likely to be encountered by Heroes living
make sure that performers do not clash with each other. in or visiting the city.

Property Tax
This is assessed annually and is paid at 9% of the total
Money worth of a property, including its contents and
furnishings. Business properties only pay 5% of their
Cash and trade are the lifeblood of any city, and the influx value. There is of course much hiding of valuables
of loot from various nefarious enterprises means that there during the assessment weeks, but the tax collectors
is plenty of coinage in circulation. The palace of Lord know this and so over-value everything they see!
Azzur collects in coins periodically and re-mints them as
Blacksand coins. The Dragon, which has the head of Lord Gate Tax
Azzur on one side and a dragon on the other is worth 1gp. This levy is simply 2gp per person, horse, cart or
The Wyvern is worth ½gp and has a wyvern on the flip wagon that enters or leaves the city through one of
side to Lord Azzur. A Shill has the spiked head of Baron the gates. It is a very effective tax because to pass
Valentis on one side and a double-headed axe on the other through a gate you pay there and then. There are of
and is worth 1sp. In addition to these common coins, there course other ways in or out, through the sewers or
are also 2sp and 3sp coins, the first of which is octagonal, other tunnels, but anyone caught using one of these
and 2gp and 5gp coins. to avoid the gate tax is arrested and tried. Livestock
or other pack animals are charged a smaller amount
based on their size.

Wharf Levy
Any ship not controlled by Lord Azzur is subject to a
tax upon entering the docks, and then every week
thereafter. The tax is equivalent to 1gp per SHIP
Each of the guilds also mints unofficial coins (referred to STAMINA (of that type of vessel) per week and is
as promissory tokens) which are issued to settle guild paid to the harbourmaster. Payment is in advance of
debts. These coins have entered general circulation, and the week, and non-payment will see the ship seized.
most establishments will take them in lieu of official
coinage. Indeed it has been suggested that the 3sp coin Upriver Tax
mentioned above was initially a forgery issued by the Adjacent to the palace of Lord Azzur and part of the
Thieves’ Guild. However, the large numbers issued city walls is a huge stone arch across the river. A
means that the coin is now considered official currency! heavy chain is looped across the river to prevent the
free passage of ships and boats, and can be lowered
Non-official coins looted from merchants or ships (or even, by a huge windlass in a tower. To pass this arch costs
possibly, legally traded) are still accepted by some less 25gp per vessel, however large or small, and
choosy traders. This will rarely be at their face value, and irrespective of which direction the ship is travelling.
the moneychangers that can be found near the docks and
markets give even lower exchange rates - sometimes only Other Taxes
a quarter of the real value! The whim of Lord Azzur has lead to a huge number
of new taxes being introduced, sometimes as many
There are no banks in Blacksand, as there are in some of as 6 or 7 in a day, and then just as swiftly dropped
the more civilised cities of Allansia and the Old World, as again after pressure from one guild or other.
a large collection of coin in one place would be a far too
tempting target for the citizens of the city. If you want to These have, at one point or another, included taxes
keep your coinage safe, you hide it in your house and hope on tall or fat people, on non-humans, children,
no-one finds it in the event of a break-in. adventurers, facial hair and bald people. One
memorable day saw a swingeing tax on buildings
CHAPTER 3 - PORT BLACKSAND 39

with two stories or more issued in the morning, to be Crime and Punishment
replaced in the afternoon with a heavy tax on all
building of two stories or less! That was not a good The city of Blacksand is a hive of criminality, evil and
day to own a two-up, two-down... thuggery almost unmatched on the face of Titan. Despite
this, Lord Azzur does have a law code, and his guard do
It is recommended that a Director introduce and (sort of) enforce these laws. Of course, bribery and
announce a new tax every few days that the Heroes patronage are powerful tools, and if you know the right
are in Blacksand, if only to keep the Heroes on their people you can probably avoid arrest. If you are a
toes and alert to the government-sponsored theft of stranger, look somewhat rough, are obviously capable
property. These new taxes will also be a major with weapons and speak with strange accents - i.e. most
headache for any Heroes wanting to settle down or Heroes - you may well get picked up by the guard just for
invest in Blacksand and could in fact generate several looking different.
adventure hooks.
The city guard are not the most subtle of people, and so
the Heroes are as likely to be picked up whether they are
Piracy innocent or guilty of a crime. The Guard usually patrol
in twos and threes and are well trained and dangerous
Somewhat unsurprisingly, piracy is not considered illegal men. They have little compunction about attacking those
in Port Blacksand, and in fact is encouraged. Of course, who resist arrest and indeed usually prefer this as it gives
all pirate captains other than Lord Azzur himself must them a chance for a little guard brutality.
pay a large chunk of their loot to the city in return for a
safe base of operations. Despite the hefty tax on loot,
many pirates base themselves in the city as it offers a ready
market for selling on its booty and a number of excellent Blacksand Guard
shipwrights, sailmakers and weaponsmiths for repairs SKILL 8
and resupply. STAMINA 7
Weapon: Pike / sword
Some pirate captains have in the past decided to work Armour: Chainmail
directly for Lord Azzur rather than freelance. These
captains are assigned trade routes to prey upon and are
assigned a percentage of the loot upon their return.
However, these captains pay no berthing fees and are Blacksand Troll Guard
often exempt from many of the indiscriminate laws, taxes SKILL 10
and fines imposed by his lordship. STAMINA 10
Weapon: Battleaxe
Lord Azzur himself still sails out from time to time on his Armour: Chainmail & Shield
venerable ship “Face of Chaos” and is still the terror of the
seas and coast for many miles around. It is not unknown
for a merchant ship to raise the white flag of surrender
upon spotting the “Face” on the horizon! A Hero who is arrested will be taken to a cell in one of the
gatehouses, or in a guard blockhouse. The cells in these
places are very basic, even by Blacksand standards, with
overcrowding, no provision for sanitation and little or no
food. A prisoner taken here will be remanded for 1D6
days before their trial unless they can bribe the guards
with enough gold to let them go. How much gold is
sufficient will depend on the obvious wealth of the
prisoner, although it is likely to be a substantial amount.

Most criminals forced into what passes for the criminal


justice system will be tried in the old and run down City
Courthouse in Wool Street. Those of the upper nobility
or who are serious figures in a guild may be tried in closed
session by Lord Azzur himself. Regardless of the site of
the trial, only 1 defendant in 10 is ever acquitted,
regardless of guilt or innocence. Whilst the accused is
held in custody they have the opportunity to hire a lawyer.
The guards will fetch one (on commission) or friends of
the accused may find the best they can afford. If the
40 BLACKSAND

accused is a member of a guild, they may have access to Once the total has been calculated, the following table
the retained Lawyer at reduced prices. should be consulted for the final verdict. Once the verdict
is delivered by the judge, the guards will drag the prisoner
Most Lawyers in Blacksand will require payment up front, away to serve his sentence.
with the average being 15gp. If the lawyer agrees to
represent the accused, they will have one meeting and Result Sentence
then turn up at the trial prepared or otherwise! A lawyer 5 or less Death
will usually have a rating of between 1 and 5 in the Law 6 Mutilated
special skill, although higher ratings will incur higher fees. 7 Tortured
8 Whipped
The trial itself may be played out in full if desired, but the 9 Imprisoned (x5 duration)
evidence and truth of the matter are almost certainly 10 Imprisoned (x3 duration)
irrelevant. The final verdict will in fact be based upon a 11 Imprisoned (x2 duration)
single roll and several other factors. The player should 12 Enslaved
roll 1D6 and add the total Law skill of the lawyer or Hero. 13 Imprisoned
Further modifiers should then be added for the Trial and 14 Impressed
the Crime: 15 Placed in stocks (2D6 days)
16 Placed in stocks (1D6 days)
17 Fine (Social scale x 100gp)
Trial Conditions 18 Fine (Social scale x1D6gp)
City Court Trial -4 19 Banned from Port Blacksand
Lord Azzur Trial -3 20 Acquitted
No Law special skill -3 21 Acquitted
Resisted arrest -1 22 Case dismissed - no record kept
Killed a city guard -3 23 Case dismissed - no record kept
Repeat crime -1 per repeat 24+ Favourable judgement
Prior criminal record -1
Banned from city -2 If the prisoner is sentenced to death, the exact method may
Bribery of court +1 per 100gp (max +5) be determined with a roll of 2D6. The execution will
Magistrates mood 1D6-4 usually take place in Execution Square (E1) and resulting
body parts exhibited on spikes around the city.

Crime Accusation Result Execution Method


Illegal entry into city 0 2 Torn apart by four horses
Trading without license 0 3 Smothered
Drunk 0 4 Impaled
Disobeying guard 0 5 Hurled out of catapult
Bribery -1 6 Beheaded by axe
Failure to pay debt -1 7 Drowned
Disorderly conduct -1 8 Burnt at the stake
Brawling -1 9 Hanged
Illegal worship -2 10 Sent to pit fight
Petty theft -2 11 Drawn and quartered
Assault -2 12 Fed to leaf beasts
Receiving stolen goods -2
Theft -3 A prisoner to be mutilated will have a body part removed
Minor arson -3 as part of a public display. The body part removed will
Organising illegal worship -3 be:
Mugging -3
Tax evasion -3 Result Mutilation
Major theft -4 1 Finger
Kidnap -4 2 Hand
Major arson -4 3 Arm
Banditry -4 4 Nose
Extortion -4 5 Ear
Murder -5 6 Eye
CHAPTER 3 - PORT BLACKSAND 41

A prisoner who is tortured will permanently


lose 1 SKILL and 1D3 STAMINA.

A whipping will cause the permanent loss of 1


STAMINA.

A sentence of “imprisoned” will see the


prisoner incarcerated in a cell deep below the
palace for a set time (multiplied if indicated on
the sentence table). Escape from the palace
dungeons is almost impossible.

Result Jail Term


2 One day
3 One week
4 Two weeks
5 One month
6 Six months
7 One year
8 Two years
9 Three years
10 Five years
11 Ten years
12 Twenty years

An enslaved prisoner will be sold into slavery


for 4D6 years. The only escape before the end
of this time will be if the convict or his
associates can buy his freedom.

An impressed convict will be forced to work for


the city for only subsistence pay for 1D6 years.
This will be hard physical work, probably
whilst chained together.

A convict placed in the stocks will spend 2D6


days in the Market Square (N3) being pelted
with rotton fruit and exposed to the elements.
The convict will be given water.

A convict fined by the court will be returned to jail unless


he pays the fine immediately, and will stay in jail until the
Religion and Temples
fine is paid.
All of the major temples in Blacksand are located in the
Any convicts banned from the city will be stripped of all Temple district, and more information about those can be
possessions other than the clothes they stand up in and found in the relevant section. There are however shrines
1D6gp, and will be ejected with some force from one of and unofficial temples to almost all of the Gods of Titan
the main gates. The city guard will be given a description in the city. These are generally a room or whole floor of
of the convict, and any attempt to re-enter the city will a residential building, with a small altar and other
result in arrest. trappings. These are generally low key to avoid any
enemies of the God, and the Priest usually lives in the
A favourable judgement will see the accused awarded same building.
social scale x 10gp from the city treasury and all charges
dropped. To contact one of these shrines or priests will often require
the right contacts and some careful investigation, and may
Whilst it is possible to appeal against a judgement, this also require some proof of devotion on the part of a Hero.
involves being retried by Lord Azzur himself and is only Of course, the nature of the God in question will also
taken by the most desperate who also have access to very influence the ease of access.
large amounts of money.
42 BLACKSAND

The main Gods worshipped in Blacksand are Gods of the In addition to the description of each guild below, the
sea and storms, as befits a city of pirates, fishermen and Organisation rank and type is listed (if the Heroes
sailors. In general though, the citizens of the city are only Companion is used).
religious on holy days or when they are about to set sail.
The major guilds of the city are described below. These
guilds carry considerable weight with Lord Azzur and
Celebrations play a major role in the governance of the city.

Many streets or districts will have their own celebrations


at various times of the year. Most notable of these is the Thieves Guild
Temple District, where there seems to be a celebration in Grade 12 Organisation
progress several times a week for one holy day or another. The Thieves’ Guild is the largest and most powerful
New Year is however celebrated across the city with wild organisation in Blacksand, as befits a place often known
drinking, fighting, carousing and sports. This is not as “the city of thieves”. This organisation is old,
actually that different from a normal day in the city, but originating in the early days of the town and has many,
just a bit louder and brasher. Lord Azzur has for some many hundreds of members.
years celebrated this event by executing several rich and
powerful citizens, seizing all of their wealth and donating Most members are recruited young as pickpockets and
it to various of the city poor. This is of course seen as an petty thieves are let loose into the city, tithing 10% of their
act of charity, but it does mean that the newly rich are at “takings” to the guild. Those that are successful, and
risk of suffering the same fate the following year! survive, are recruited as full apprentices to the guild and
made to swear a blood oath, binding them to the guild for
life. After some years
as an apprentice, each
thief must undergo a
series of gruelling
tests and
examinations.
Success allows the
thief to become a full
member who is
assigned to one of the
Master Thieves. These tests take place over a period of
about 6 weeks starting at the end of unlocking each year.
Blacksand Organisations The tests become steadily more difficult until they
culminate in a daring and audacious theft. The potential
Life is tough in Port Blacksand, and even more so if you graduate is only told the item they must steal, and must
are an individual. It is for that reason that most find out where, who, how and when themselves. Less
inhabitants join an organisation of some sort. Guilds, that one in four candidates survive the series of tests,
gangs and even ancient families all offer a certain amount meaning that those graduates who do are very skilled and
of protection and support. Many of the larger capable (or in posession of incredible LUCK!).
organisations also have a certain amount of political
power and can help the fortunes of their members. The guild will also recruit more experienced thieves that
move to the city, although they must still undergo some
Some organisations, such as the noble families, are not specific tests to prove their ability. Immigrant thieves that
open to membership unless by birth or marriage. The refuse to join are usually referred to the attention of the
gangs and city guard will require special measures to join, assassins’ guild, and very few live to regret their refusal.
depending on the applicant and their reputation. Most of
the guilds, especially the trade ones, can be joined with an Once a thief becomes a full member, they can secure
appropriate simple test of aptitude, although some may promotion to trusted lieutenant and above by killing their
require an introduction from an existing member. immediate superior. This is of course a very dangerous
enterprise as more senior thieves have spent many years
In general, a guild will charge a hefty fee to join and will avoiding death at the hands of their subordinates.
also take 10% of earnings. Any member found to be
defrauding their guild will face harsh punishment that There are five Master Thieves, who divide the city up
will certainly include being banned from trading in the amongst themselves, each with their own lieutenants,
city or ever again joining a guild. henchmen and ordinary members. The current members
are:
CHAPTER 3 - PORT BLACKSAND 43

Rannik Danetyr the Spike


Rannik Fasthand is best known in Blacksand for This thief is a specialist cat burglar, expert at climbing
throwing a large street celebration on his birthday walls, breaking and entering and silent movement.
every year in the noose district. The date of the 27th She is always immaculately dressed in black, and
of Sowing saw his birth in 250AC and now sees food, always has several stilleto knives (from which she
drink and music all through the night. Many wonder gains her nickname) upon her person. Danetyr
at the apparent largesse of a thief otherwise known to prefers to avoid direct conflict, preferring stealth and
be very miserly with money, but citizens from all over cunning instead. The Assassins’ guild draw heavily
the city flock to the Noose District on this night to upon Danetyrs followers for their new recruits, and
experience the fun. Of course, this celebration is held some in the city whisper that she is one of the
mainly as a lure to bring in wealthy outsiders to have shadowy Guildmasters of the assassins.
their purses cut and pockets picked. Many of the
victims are embarrassed at falling for this obvious lure The five Master Thieves in turn report to three
and don’t tell other people, meaning that there are Guildmasters. These three are all highly experienced
always fresh victims. thieves who have survived in the city for many, many
years. The Guildmasters are responsible for various day
to day management tasks within the guild, and each has
Vulpine their own staff and henchmen. Guildmasters are not
This Master Thief is the oldest of the masters, known to most citizens of the city and the five Master
approaching 70 years of age. Unlike the other Master Thieves are regarded as the highest powers of the guild:
Thieves, Vulpine is no longer active preferring to
direct the actions of his henchmen. Vulpine has an Quallnar Valik
extensive and loyal network of followers and spies This eminent thief is actually a very skilled wizard
and relies on expert intelligence to plan and enact specialising in spells of stealth, invisibility and other
thefts. It is said that Vulpine has a hold over every subterfuge. Quallnar is less interested in the art of
senior henchman that follows him, providing him magic or the acquisition of power than he is in the
with some protection against the promotion ambitions accumulation of wealth. Now old and tired, Quallnar
of his followers. has settled into a routine of administration,
embezzlement and the research of thief-specific
magics. The old wizard-thief has his own small staff
Ironhand who carry out his orders and communicate his
This Master Thief, so named because of her amazing commands to the Master Thieves and other notables.
mechanical left hand, specialises in bypassing traps
and snares, and is responsible for some truly amazing
thefts. It was early in her career that an attempted Holnir Valentis
theft from a notable master wizard cost her her left The illegitimate half-brother of Baron Valentis, the last
hand in a trap, and it was the same wizards tower that ruler of the city, Holnir sided with Lord Azzur on that
provided the magically animated mechanical fateful day the city changed its overlord. Although
replacement. This hand has a far defter touch than never a legendary thief, Holnir owes his position to
any natural hand, and is also of course impervious to the patronage of his Lordship and repays the favour
most blades, poisons and flames. Ironhand is an with steadfast loyalty. Holnir is responsible within
otherwise anonymous looking middle aged human, the guild for its relationship with the city and other
who dresses in ordinary clothes. A pair of fine black guilds. Old and fond of the luxuries of life, Holnir has
gloves are one of her few distinguishing features, not practiced his larcenous skills for many years.
worn whenever she is not “at work”.

Strennar Flametouch
Werik Longfinger Strennar is a thief and pirate and is reputed to have
Werik is the newest Master Thief, being promoted to stolen a warship from a military port without it being
that position within the last year. Werik, a Man-Orc, noticed by anyone until the following morning.
is a talented pickpocket but prefers violence and terror Strennar is the most active of the Guildmasters, still
to stealth. Werik has attracted a motley band of taking to sea with her pirate crew on her ship “The
Goblins, Man-Orcs, Dark Elves and other “evil” races Flayed Eagle” and still boarding target vessels. Strennar
to his following, and they seem to have less restraint usually oversees the piracy elements of guild activity
than the followers of the other Master Thieves. Werik and also those that take place outside of the city.
killed his predecessor in full view of the other Master Strennar is a tall, tanned and muscular woman with
Thieves, gathered to start that years graduation tests. black hair and numerous facial scars.
44 BLACKSAND

However, unknown to the majority of citizens (and even To hire a guild member requires making the right contacts
to most thieves) the Guildmasters actually report to a through the thieves guild, who in turn set up a meeting
shadowy Grand Master. The Guildmasters are the only with a fixer, who in turn accepts the contract and sets up
individuals in the city who know the identity of the Grand the job. The hirer almost never meets the assassin himself.
Master and even Lord Azzur does not know. The guild is run by four guildmasters who are simply
known as “1”, “2” etc and replacements to this select panel
are chosen by the remaining masters. Even Lord Azzur
Grand Master does not know who the guildmasters are!
The identity of Grand Master of the Thieves Guild is
unknown except to the three Guildmasters. It is
generally considered to be a woman, although she is Beggars’ Guild
likely to have another profession and is almost Grade 8 Organisation
certainly the last person anyone would expect. This guild is alone amongst the guilds in the city having
Whoever she is, she is a legendary thief and may be no formal Guildhouse. The current Guildmaster (the
behind the occasional audacious theft that stuns the Beggar Lord) is usually the only beggar with any
city. permanent place of abode, and even then this is usually a
tumbledown cottage or abandoned warehouse. The
beggars however wield a lot of power in the city because
The guild has usually enjoyed good relations with the they see everything that goes on. Their members are
ruler of the city, providing frequent and substantial found on almost every street and by every gate, and every
donations to the city coffers in return for freedom to go one of them passes information back to their guild. This
about their business. The one building off-target to the is then sold on to the Thieves’ Guild, with whom the
members of the guild is the palace of Lord Azzur. Any beggars are affiliated, or to Lord Azzur, or both. In
thief mad enough to attempt to rob Lord Azzur will between acting as the eyes of the city, the members of this
receive no protection from the guild and will likely never guild pitifully beg for enough coins, food or ale to survive
been seen again. another day. The current Beggar Lord is a corpulent
one-legged beggar named Serxus, who is normally found
The Guildhouse is actually eight separate buildings spread near to the gates of the palace. Although he appears to
throughout the Noose District, all of which are either beg alone, he is usually watched over by several veteran
another business (to the outside observer) or else a derelict beggars, thieves and/or assassins.
and unused building. Many can only be entered through
a secret entrance in the sewers or roof, or through a secret
door inside. In these buildings meetings take place,
apprentice thieves live and train and stolen goods traded.
Only guild members know the location of these buildings,
and only Master Thieves and their bosses know all of the There are numerous other minor guilds in addition to
Guildhouses, safe houses and other locations and their those already described. These do not have the financial
secrets. or political power of the major guilds, but still are able to
offer significant benefits to their members.

The Guild of Entertainers and Artists


Grade 8 Organisation
This guild is based in a brightly coloured and jolly
building in the Garden District and represents all those
Assassins’ Guild who entertain including artists, writers, singers,
Grade 6 Organisation musicians, dancers and acrobats. This guild has a slightly
This secretive guild is affiliated with the Thieves’ Guild, different charging structure than the other guilds with a
and recruits most of its members from promising (and membership fee of 20gp and then a flat fee of 5gp per
dangerous) thieves. Those new recruits not from the week. Many entertainers will take goods or services in
thieves guild are invariably from the city guard instead! lieu of cash, especially when they provide entertainment
Those who join the assassins keep their membership a for guild functions. The Guildhouse also provides a
secret and so whilst the Thieves’ Guild building has a library of music, stories and other entertaining material
subterranean annexe for the assassins, no-one sees who and has practice rooms for members. For this reason, most
goes in or out. There are also rumoured to be several of the neighbours of the guild are either deaf or partly
entrances from the sewers and old ruins for non-thief deaf. The Guildmaster is Derl Xian, a minstrel renowned
members. Assassins almost always maintain membership across western Allansia for the almost magical atmosphere
of another guild to ensure they maintain their secrecy. he generates with his songs.
CHAPTER 3 - PORT BLACKSAND 45

Lawyers’ Fellowship Mariners’ Guild


Grade 4 Organisation Grade 10 Organisation
The Lawyers’ Fellowship was founded the year after Lord The large Guildhouse in the harbour district holds both
Azzur took power to take advantage of the frequent, offices and sleeping accommodation for the sea-faring
complex and often bizarre new laws introduced on an members who wish to avoid the low taverns and inns of
almost daily basis. Although unpopular with many the district. Sailors, pirates and sea captains alike are all
citizens, their services are much in demand by those members of this guild, which has one of the largest
arrested and charged by the city guard, as a good lawyer memberships in the city. However, the guild carries little
may mean the differences between life or death. Based political weight as most of the members are at sea at any
in the Temple District near to the City Courthouse, this one time! Veliam Cockcrow is the current Guildmaster.
guild will direct enquiries from the friends of those This experienced sailor is both muscular and heavily
arrested to a lawyer commensurate with the depths of tattooed, and has a fearsome temper when drunk.
their money pouch. The Guildmaster at present is Count
Orol Rembert, an aristocrat of good breeding and This guild is an excellent place to find a reputable captain
extensive legal knowledge. The count himself is available and crew for a ship, or even to find a ship for hire for
for hire, although he charges 100gp per job. This almost any sort of work. Of course, “reputable” really
exorbitant fee will however provide a good chance of depends on how much the captain in question has bribed
escaping serious punishment at trial due to his Law special the clerk.
skill of 6 and also a special bonus of +2 to any trial roll due
to his reputation.

Mercenaries’ Guild
Grade 8 Organisation
A long established guild (armed men have
always been in demand in Blacksand), the
Mercenaries Guild is currently in some
disagreement with the much newer
Adventurers Guild. This guild considers
itself the only representation for armed and
armoured men in the city, and has long
petitioned Lord Azzur to force adventurers
to join them. Since the actual Adventurers’
Guild opened, there has been a defined split
between the heroic and noble adventurers
and the rough and untrustworthy
mercenaries. Or so the adventurers say.
The modern employer is actually presented
with two options. The Adventurers’ Guild
will supply a wide range of skills and
abilities at a high price and with a high
degree of individuality. The Mercenaries’
Guild will supply armed men who will
follow orders and can provide a single
bodyguard or a whole battalion of troops.
Mercenaries tend to be significantly cheaper
than adventurers but their loyalty is
transitory and depends on the cash in their
hands. A grizzled and scarred veteran
named Carlon Straga is the current
Guildmaster and although he hates the
Adventurers’ Guild, he will still hire out his
mercenaries to adventurers because
business is business. City rumour has it that
Carlon is paid a handsome commission by
Lord Azzur for providing suitable recruits
to the city guard.
46 BLACKSAND

Merchants’ Guild Navigators’Brotherhood


Grade 6 Organisation Grade 6 Organisation
The Guild of Merchants and Traders has a large The Navigators’ Brotherhood does not have its own
Guildhouse in the Merchants District and a solid core of Guildhouse, being closely affiliated with the Mariners
members. This guild tries to defend the interests of its Guild and sharing their premises. There are relatively few
members against thieves, pirates, assassins and the lord Navigators, but their services are hugely in demand with
of the city. Mercule Sharatan, the current Guildmaster, is all of the ships captains. An experienced Navigator can
a fiery individual who has accumulated her considerable firstly ensure a ship reaches its destination, but can also
fortune trading spices from far Arantis. Her wide hat with reduce travel times and thus increase trade profits. Even
a large red feather and colourful clothing means that she pirate ships sometimes require a navigator to help avoid
stands out clearly in a crowd. Her efforts to neutralize the treacherous reefs or shallows. The current Guildmaster
thieves and bandits leads to constant conflict with other is Jool Jerem, and ancient and wizened navigator with
powerful groups within the city, including the city guards, over 50 years experience of the coastal navigation routes.
but does seem to be having some effect. Jool very rarely accepts contracts himself now, and
rumour has it that only Lord Azzur can entice him to take
to sea again.

The Guild of Wizards and Sorcerers


Grade 6 Organisation
The full title of this small guild is the “Most high
amalgamated guild of spellcasters, sorcerers, magicians,
prestidigitators, illusionists, necromancers, sages, witches,
wizards, sorcerers and warlocks” Although the
membership is small, the two buildings are large and
joined by a bridge across an alleyway. The Guildmaster
Duramax Frogshaper is the court wizard for Lord Azzur,
and splits his time between the guild and the palace. The
vice Guildmaster, Stirk Cuckling, is currently trying,
without success, to dispel a magical effect that has turned
his long and magnificent beard into living snakes!

The guild offers training, laboratories and a research


library for its members, and indeed spellcasters who stay
any length of time in the city are “encouraged” to join.
One notable wizard who refuses to join is Nicodemus,
although the reasons for this are not clear.
Moneylenders Consortium
Grade 4 Organisation (financially Grade 8)
The Invested Consortium of Moneylenders has very few Adventurers’ Guild
members, and they tend to maintain a low profile within Grade 6 Organisation
the city. It is rarely a good idea to flaunt wealth of any The Adventurers’ Guild on the corner of Market and Key
sort in Blacksand. The moneylenders who belong to this Streets is one of the newest guilds in the city. Serving a
guild are wealthy and discrete individuals who lend small but important clientele, the Adventurers’ Guild
money to any who need it and can prove their status. offers a safe house to wandering Heroes and those based
High status citizens of good repute find it easy to borrow in the city more permanently. To join the guild as a
even large sums of cash at reasonable rates. Poorer member requires a hefty 100gp fee and the prospective
citizens must be permanent residents and offer security member must also supply evidence of his adventuring
to acquire even a small loan. The Guildhouse in the career. Wandering Heroes can gain access to the
Garden District has high security, as do the moneylenders “Adventurers wanted” noticeboard for a small fee (2gp)
themselves, although robbery is a frequent hazard even and can also hire strongboxes for storage. The Heroes
so. In fact, the previous incumbent of the Guildmasters resting here between adventures means that the inside of
chair Fulgan Silverhand, was cruelly murdered and the Guildhouse is usually a haven of order in the middle
robbed by persons unknown as he travelled by armoured of a chaotic city. The current Guildmaster is Jalthan
carriage towards a guild dinner. He has not as yet been Longblade, a now retired adventurer with an illustrious
replaced due to a lack of candidates from the senior and only half-known career.
members.
CHAPTER 3 - PORT BLACKSAND 47

The Grand Association of Tradesmens’ Azzur. This house has a large property in the Garden
Guilds District, but also substantial properties in more rural areas.
Grade 12 Organisation This house also owns taverns and inns throughout
This umbrella guild is headed by Bardaras Narbor, a Blacksand, letting them on to tenants. Harkrik Hadrak is
human market trader of great personal charisma. This the current head of the house and is both young and
guild is actually composed of numerous small and specific ambitious. It is rumoured that he had several of the older
trade and craft guilds and has a joint Guildhouse in the members of his house killed in order to ease his path to
Execution Hill district. Entry to one of these guilds merely the top and is not a man to cross.
requires the payment of an entry fee and demonstration
of a craft or trade skill.
House Kobassis
The included organisations include, amongst others: House Kobassis has its origins in the first mate of a pirate
Bakers’ guild, Blacksmiths’ guild, Carpenters’ union, galley who killed an ogre gang leader in the early
Jewellers’ consortium, Union of Market Traders, Scribes’ Blacksand. Kobassis the Killer took over the gang in the
Guild, Shipwrights’ Guild, Tailors’ Guild and the Weavers ogres place and applied hitherto unused parts of his brain
and Clothcutters Union. to increasing profits. The initial territory, property and
men was soon grown into a trade and property empire
and the house acquired a veneer of respectability. Veldan
Noble Houses and other Organisations Kobassis the XIV is the head of the house and is very much
a traditionalist, following the old ways and refusing to
Whilst the city guilds are all fairly recent developments, cooperate with the other houses or the Merchants Guild.
the ancient Noble families of Blacksand can trace their However, house Kobassis is very proactive in attempting
origins back to some of the earliest inhabitants of the to disrupt the activities of the Thieves Guild and protect
settlement. Many of the now noble families deny that their its business interests from crime. This house is based in a
ancestor was a pirate, robber or bandit, instead insisting large mansion in the Garden District.
that they are descended from an exiled king or duke. The
Garden District is the home for most of these families,
living in old and large houses behind walls, gates and House Sturtz-Chenser
guards. The noble houses are vehemently opposed to the This house originates with the male and female co-
thieves guild as a significant amount of their trade and captains of the early town militia. Years of fighting side
business is lost to that guild and the houses often deign by side led the two to marry and have 13 children, most
to work with the merchants guild to try and oppose the of which served in the militia. The wealth and status
thieves. acquired from this position, including that from
corruption and bribes, led to investments in weapons
manufacture and mercenary provision. This house
House Hadrak suffers less from the depredations of the Thieves’ Guild
This house is one of the oldest in the city, and are as it is fairly difficult to rob a column of mercenaries.
descended from Hadrak, a pirate who founded the first Colonel Wilhelm Sturtz-Chenser is the head of the family,
tavern in the ruins of Carsepolis. This house now runs appointed by the family council of elders due to his
thriving trade routes both by sea and by land and impressive military reputation and personal prowess on
specialises in trading food, ale and spices. They are the battlefield. The house lives in a sprawling and fortified
responsible for much of the staple foods imported to mansion in the Merchants District, close to the Palace.
Blacksand and so are are given special treatment by Lord
48 BLACKSAND

House D’arrago City Guard


House D’arrago is one of the newer of the noble houses, The city guard are an official organisation, but are semi-
founded by a Prince exiled from distant Khul. Although autonomous within Blacksand. The captain of the guard
his place of birth and reason for exile are not now is able to appoint his own men, decree new fines and
remembered, the jewels and coins he brought with him amercements, issue a warrant for the arrest of almost any
allowed a privileged life in his new home and the citizen and has personal access to Lord Azzur himself.
founding of several trade routes back to Khul. A change The current incumbent, Captain Balgrath, spent some
of name ensured the real identity of the shipowner was years as a pirate captain subservient to Lord Azzur before
never known in those far Khulian ports but in depth being offered the post. Muscled and tattooed, Balgrath
knowledge of his homeland proved invaluable. To this spends every waking hour trying to avoid the fate of his
day the scions of this house speak various Khulian dialects predecessor Borof, executed for being fair and just. Joining
and affect a somewhat exotic dress sense. Weged D’arrago the guard requires the candidate to be skilled with
is the current head of house, although talk on the street weapons and to have a reputation for cruelty and brutality.
says that he has gone beyond the usual eccentricity of the
D’arrago into the realms of madness.
Street Gangs

The majority of minor thugs, toughs and labourers are not


clever or skilled enough to join a
guild, well born enough to be part of
a noble house or sadistic enough to
join the city guard. These lowly
individuals have only one option in
life; to join a street gang. Most gangs
are fairly short lived, broken up or
wiped out by bigger gangs or the
thieves guild, and most concentrate
on protection rackets or muggings.

The Red Star Brotherhood


Grade 6 Organisation
This street gang, one of the largest of
the city, specialises in protection
rackets, muggings and robberies.
Unlike many of the other gangs they
are easily identifiable due to the
large red star tattooed on their
foreheads. The thieves guild have so
far left the Brotherhood alone,
leading to suggestions that they have
serious patronage. The Brotherhood
are strongest in the Harbour district,
although they have started to
expand. Their progress will be
watched by the major guilds with
interest.

The Brotherhood are lead by Steel-


eye Mallad, a Man-Orc of huge size
and strength. He lost his right eye in
a knife fight with Mad Angius the
butcher, a feared Ogre brawler. A
potential recruit must waylay and
rob one traveller to gain membership.
CHAPTER 3 - PORT BLACKSAND 49

story, whilst others are an outline only. The Director


Districts should feel free to take these ideas and use or adapt them
as required.
The city is divided up into a number of different districts,
each with its own character. Residents of each of the
districts feel a strange loyalty to their district, and Each of the buildings or people described in these sections
unofficial gangs often spring up to defend themselves is given a label which identifies its location on the map.
against the residents of neighbouring districts. These
delineations are of course somewhat unclear and many
people are not even aware of moving from one district to All of the buildings, shops and people are identified with
another. a number prefixed by a letter that identify the district in
which they are located. For example, the Guild of
The descriptions of each district are given below, along Wizards is G3 and Sinas Stickle is N7.
with notable buildings, taverns, people and other
landmarks. The general wealth of each district is also
given, which will help a Director populate the other
buildings if required. There are of course many other unlabelled buildings in
Blacksand. Whether these are important to the adventure
It is worth remembering that the district boundaries given can only be determined by the Director. Their contents
here and shown on the district maps are fairly arbitary. can be determined using the random building tables in
A Hero who crosses Sighing Avenue does not suddenly Chapter 2 if really desired. Many of the unlabelled
move from the Temple District to the Noose District and buildings will simply be houses, whether split into
rather than there being priests walking along suddenly multiple apartments and rooms or kept as one dwelling.
finds a load of thieves. There are no district signs, borders
or barriers visible in Blacksand itself.

These houses may have inhabitants inside if a Hero bursts


in (or even knocks on a door!) or may be empty at the time.
City guard blockhouses are scattered throughout the city, Given the general lawlessness of the city, many doors are
and are shown on the map as dark shaded buildings. Each kept locked and inhabitants will be very suspicious or
blockhouse has several cells, thick walls and barred outright hostile to intruders.
windows. There is a platoon of guards on duty in each
blockhouse, although several of those may well be out on
patrol. The other guards are likely to respond to any
nearby emergency.

These blockhouses are where an arrested criminal will be


taken and whilst awaiting trial. Visitors are not allowed
inside a blockhouse unless well known to the guards on
duty.

Also presented throughout this section are adventure


hooks that can be used by a Director to entertain and
expasperate any Heroes staying in or travelling through
Port Blacksand. Some of these hooks reveal the whole
HARBOUR DISTRICT
CHAPTER 3 - PORT BLACKSAND 51

Harbour District H3 - Erethrim’s Candle Shop

Grade 4 Merchant

T
he Blacksand harbour district is the oldest and
Located on the corner of Stable Street and Tower Street,
most ramshackle part of the city, built from
this tall building has red-painted beams and stained glass
reclaimed ship’s timbers and other washed up
windows. The elf proprietor, Galor Erethrim, sells candles
detritus. This is also the most cosmopolitan part of the
of all shapes, sizes and types, including magical ones. The
city, and is frequented by sailors, marines and passengers
shop has large stocks of ordinary wax candles, scented
just arrived from long sea journeys. The streets are often
candles, candles that burn with different colour flames
crowded with carts taking away or bringing cargo, sailors
and clock candles marked with the hours. The shop also
enjoying the delights of the city and the thieves who prey
sells magical candles which have all sorts of effects such
on the crowds.
as causing unconsciousness, inducing visions or hypnosis.
This is a poor district if randomly determining businesses.

H4 - Eagle Tower

Once a huge lighthouse tower, only the top half still


protrudes above ground, towering over the surrounding
buildings. The top level, which once housed the beacon,
H1 - Lobster wharf is now an elevated
aviary. The reclusive
This is the primary anchorage for the city and takes Shareela keeps her
ADVENTURE HOOK
advantage of the natural harbour formed by the headland. huge collection of
There will usually be a dozen ships docked here at any tame birds in both the
The Heroes are witnesses to
one time, pirate galleys, trading vessels and the like. In beacon chamber and
an eagle flying off with a baby
the summer there are less pirate ships (out raiding) and the levels immediately
from outside a house on mill
more trading vessels, whereas in the winter the pirate below. Eagles, hawks
street and heading back
vessels are docked for repairs and overhaul. and other large birds
towards the Eagle Tower. No
can often be seen
Hero can ignore this sort of
There are also jetties for small seagoing vessels and fishing swooping around the
thing, and they must race to
boats at the northern end of the wharf near to where a tower and the
the Eagle Tower, gain entry
gigantic anchor lies rusting on the dock, said to be s u r r o u n d i n g
and recover the baby.
originally from an ancient Carsepolis galley. buildings and there
are rumours that these
Many of the ships put into port for only a day or two huge birds carry off children and small humanoids. There
before moving on again, but some are almost celebrities are further rumours that the lower levels of the tower are
in their own right; The Black Swan, the Dancing Dolphin, still intact and that they offer a way into the Carsepolis
the Swordfish and not least Face of Chaos, the flagship of ruins below.
Lord Azzur himself. Any ship docked here will have
guards posted, to prevent unauthorised access.
H5 - Harbour Masters office
Directly opposite the wharf itself is a long row of
dilapidated fisherman’s cottages, weatherbeaten and All ships docking in the port must report to the harbour
worn. Sitting outside, come rain or shine, will be rows of master, an old mariner named Eril Gor, at the harbour
fisherman’s wives mending nets and gutting fish. office. A ramshackle old timber clad building, stuffed
with paperwork and relics of the sea, this building looks
like it is on the verge of falling down. Eril has a wooden
H2 - Mariners Guild left leg and is, on the face of it, completely honest. Eril
refuses to be bribed with cash or goods, insisting that the
This large building in Lobster alley is decorated on the proper duty must be paid. However, he will eventually
outside with carved whale ivory depicting heroic scenes concede that if a levy of 5% of the goods is delivered
on the high seas. The ground floor has offices, meeting directly to the office, the goods will be allowed to enter
rooms and records offices and is busy during the day with the city unmolested. Eril has numerous contacts across
clerks and guild officers. The upper floor and attics has the city through which he disposes of the goods.
dormitory rooms fitted with bunk beds for guild members
on shore leave and can sleep more than 100.
52 BLACKSAND

H6 - Ben Borryman, Silversmith H9 - The Mermaid Tavern

Grade 6 Merchant Grade 6 Merchant


A highly experienced smith, Borryman creates jewellry, This alehouse is near the Weaver gate and not far from the
plate and other decorative pieces, but also makes silver docks and so is always
swords, daggers and arrows for anyone thinking of busy with travellers,
tackling a werewolf. The whole family lives above the sailors and locals.
ADVENTURE HOOK
shop, and have a huge guard dog in the shop at night. This average (rating 3)
The daughter and both grown up sons also live with tavern has an entrance
Fish People have been seen on
Borryman and his wife, and all three children are from the cellar into the
the docks and riverside after
apprentice smiths. The shop has heavily barred windows sewers and Carsepolis
dark, and several people have
and doors as befits a silversmiths, and all of the family ruins beneath. The
been snatched. The city
keep a weapon close at hand in case of raiders. landlord, Larny
guard responded by
Rognar, charges 20gp
increasing guard patrols, but
per adventurer for
when two guards were taken
access to the tunnels
as well, they have turned to
H7 - Eltan the Tailor below. If said
the adventurers guild for
adventurers seem in a
help. The Heroes must find a
Grade 6 Merchant hurry to leave, then he
way to follow the Fish people
No longer the home of Eltan, the most respected tailor in may ask for another
to their lair under the sea and
Blacksand, the shop is now lived in and run by his two 20gp to be posted
stop their incursions.
sons and their families. His two sons continue to create through a slot in the
perfectly fitted clothes that last indefinitely, although they door before he will
do cost a considerable sum of money. Oltan open it again!
and Ultan are middle aged humans who send
much of the profits out of the city to their now
retired father in Salamonis. The two brothers
also have a reputation for sourcing their cloth
from reputable merchants and traders rather
than from pirates and thieves and attract a
little negative attention from those quarters.
However, the fact that Lord Azzur wears
clothes from Eltan affords them some
protection.

H8 - Jimmy Quicktint - Tattooist

Grade 4 Merchant
Jimmy is a heavily built balding man covered
from head to toe in tattoos, many of which he
applied to himself. Once a sailor under
Captain Bartella, Jimmy learned his trade in
Halak but has since long surpassed those
teachers. Jimmy can apply a normal tattoo
for between 5 and 50gp depending on the size
and complexity of the design. Jimmy is also
skilled in magical tattoos, and knows several
designs. Many of the sailors in and around
the Harbour District have a tattoo from the
needle of Jimmy Quicktint, and to a practiced
eye his designs are very distinctive.
CHAPTER 3 - PORT BLACKSAND 53

H10 - The Eye of the Needle Tavern able to speak the Common tongue, who hurls obscenities
at every patron who walks through the door. Patrons
Grade 6 Merchant throw rotten fruit and stale bread at the goblin, from
This establishment faces onto Clothcutters Yard and backs which it derives its food, and also give it drink. When
onto Gashanka’s Tavern. The meaning behind the name drunk, the obscenities become even more vile, thus
has been lost in the mists of time, but the landlord Balhal increasing the entertainment. The rest of the tavern has
Flatnose insists it is due to an ancient magical artefact from broken chairs, tables with three legs and cracked windows.
Carsepolis found in the ruins below the cellars of the The ale is terrible (Tavern quality 1-awful) and no food is
tavern. The artefact appears to now be lost, but Balhal the offered.
dwarf insists that the enchantment resides still in the
brewing tuns in the brewhouse below. Despite this
legend, the ale is only passable (Tavern quality 3-average) H14 - The Hemlock Tavern
and the food the same. Balhal is in bitter competition with
his neighbour to the rear, Gashanka, each insisting theirs Grade 6 Merchant
is the superior establishment and each attempting to Fronting onto Lobster Wharf means that this tavern is
sabotage their neighbour. usually busy with sailors, pirates and other seafarers.
Culbar Stonefoot is the Dwarf that runs the tavern, and
he endeavours to provide good ale and food, although his
H11 - Gashanka’s Tavern prices are on the high side (Tavern quality 4-fair). Culbar
was for many years a wanderer and adventurer, and is
Grade 6 Merchant reputed to have spent many years in the Old World.
Gashanka is a Svinn from Torrepani in Kakhabad in the When the tavern is quiet, Culbar can be a great source of
Old World. He was press-ganged in Kharé aboard a pirate information about distant lands and foul creatures.
ship and ended up in a city with an equally bad
reputation: Blacksand. Gashanka managed to beg, borrow
and steal enough to start brewing ale (his profession in H15 - The Black Lobster Inn
Kakhabad) and his famous “Mind Killer” was soon in
demand. After some years, Gashanka had saved enough Grade 6 Merchant
to rent this tavern and has run it for the last 10 years. The This large tavern sits on a prominent position at the corner
ale is famous and potent, but not actually that good of the docks and is always open. Full at all hours with
(Tavern quality 3-average) and the food sounds exotic drunken sailors, adventurers, travellers, docksmen and
(skunkbear stew etc) but is actually mostly beef, mutton fishermen, celebrating a successful sea journey or looking
or dog. Gashanka has a violent dislike of his neighbour for transport. There are also plenty of thieves picking
and competitor and will throw insults or punches on sight. pockets and confidence tricksters searching for marks.
The ale is not that great (Tavern quality 2-poor) and nor
is the food, but most of the customers are so drunk that
H12 - Valentis’ Bane Inn they rarely notice. One reason that the food is so poor is
that the current manager, Halron Allierte, is half drunk
Grade 6 Merchant himself most of the time. This inn is one of the best places
The name refers to Lord Azzur, and the sign outside this to find a ship heading to a particular port and also for a
tavern shows both his lordship and the Face of Chaos, his ship to find passengers.
pirate galley. The landlord Nulzar is a thoroughly
unpleasant character, violent and aggressive to his
customers and worse to those he does not know. The beer H16 - The Dagger Tavern
is brewed on the premises and is even worse than the
temper of its brewer (Tavern quality 1-awful) with names Grade 6 Merchant
like “Throat Slasher”, “Bowel Ripper” and “Brain This small and quiet tavern is run by Doric Sandwasp (as
Smasher”. large and loud as his tavern is quiet) who also employs
two trolls as bottle washers. The ale is good, and some
decent food is sold (Tavern quality 4-fair). However,
H13 - The Vulgar Goblin Inn unknown to most citizens or customers, the tavern takes
advantage of its riverside location to act as a front for a
Grade 6 Merchant major smuggling front run by the Guild of Merchants.
This large and run down tavern fronts onto Cotton Street Goods are brought in by small boat to a hidden water gate
and also backs onto the Hemlock Tavern. The tavern is in the wall of the dockside and then taken into the cellar
run be a thin and grey haired Troll named Guzrug, and of the inn. This attempt by the guild to avoid the city
takes its name from the large cage that hangs just inside import taxes is partly successful, although only a small
the main doorway. This cage contains a scrawny Goblin, amount of goods can enter the city this way.
GARDEN DISTRICT
CHAPTER 3 - PORT BLACKSAND 55

in the new city ruler; ADVENTURE HOOK


Garden District his collection of rare
plants from across The head of the Guild of

T
his district is one of the most wealthy in the city, Titan. Sorcerers’, Duramax
with wide paved streets and well-constructed Frogshaper, has lived up to
buildings. Consisting mostly of private residences, The layout of the park his name and turned an
many walled and guarded, this district is home to much is now a series of annoying beggar into a frog
of the private wealth of the city, as well as more cultured winding paths in Slime Street.
individuals such as city officials and artists. Centred between ornately laid Unfortunately, this frog is
around the Public Gardens created by Lord Azzur, this out flowerbeds, man sized, escaped into a
district has a larger than normal number of both city and hedges and trees. nearby sewer entrance and
private guards on the street. There are many has now started trying to eat
beautiful and bizarre children, Goblins and other
This district is regarded as Wealthy for determining the plants here, as well as small prey. A bounty has
occupants of business buildings. many that are been offered by the guard, but
poisonous, all tended the Beggars’ Guild need
by a staff of rough- Heroes to go into the sewers
looking gardeners. It and bring the frog back alive
is very easy to get lost so that he can be turned back.
in the gardens, and
even the odd gardener
has disappeared! These disappearances could be due to
the thieves and cutpurses who are known to frequent the
quieter corners of the gardens or they could be due to the
Leaf Beasts who guard the extremely rare Black Lotus
plants at the very centre of the gardens.

The gardens have an entrance charge of 1gp per person,


and the gardens are locked and barred at night.

G2 - The Sports Arena


A large stone-built square construction, the Arena has a
sand-strewn square surrounded by tiers of stone seats.
Arched gateways closed with portcullises provide access
from the square to the chambers under the seating, where
can be found animal and monster cages and other rooms.
The arena hosts events once or twice a week (see
Entertainments above) and is also busy on public holidays
and other celebrations.

There is an entry charge of 1gp per person for most events,


although special events may be more and some events are
even free!

G3 - The Guild of Wizards and Sorcerers

The two halves of this bizarre building are joined by an


G1 - The Public gardens elevated bridge, and both feature towers, spires,
gargoyles, domes, flying buttresses, towers and archways,
The feature from which this district takes its name, the and in fact just about every other architectural feature that
walled gardens were originally designed as part of a could be squeezed in. The interior is just as confusing as
country park inside the walls of the city by the previous the outside, and it takes a newcomer some considerable
ruler, Baron Valentis. When the rulership was usurped time to get their bearings.
by Lord Azzur, he opted not to build the planned mansion
and instead were used to display a rare sign of humanity The smaller of the two buildings is the home, laboratory
and personal space of Duramax Frogshaper, the court
56 BLACKSAND

wizard, and several whilst in the city, and also to gain access to some
ADVENTURE HOOK people are reputed important buildings and events...
to have vanished
The Guild of Sorcerers has within to be the
lost one of their experimental subject of terrible
homonculi which escaped out experiments. The
of an attic laboratory window. larger building
Now roaming the rooftops, it contains teaching
is completely immune to all spaces, laboratories,
spells and magic, and so must a p p r e n t i c e
be captured by more bedrooms and a
mundane means. The Heroes huge library. Many
are hired to find and return of the volumes
this creature before it is found therein have been
by the Thieves’ Guild, who recovered from the
may try to train it to steal ruins of Carsepolis
from its creators. and are very ancient
indeed. The guild is
always interested in
buying books or other artefacts recovered from the ancient
city.

G4 - The Moneylenders Consortium


G6 - House Hadrak
The guildhouse for this small organisation has more in
common with a fortress than a standard house. High The city base of this house is a large mansion based around
stone walls, narrow barred windows and an iron a courtyard with its own stables and kennels. The
reinforced gate all project an aura of defence, as do the multiple floors and cellars house the scions, servants,
heavily armed men both outside the gates and on the guards and henchmen of the family, although the family
walls. Entrance to the guildhouse is by appointment only, themselves spend a certain amount of time in one of their
and even then into the outer areas of the building. There country properties. Access to the family is arranged
is heavy security again between the outer and inner through a private secretary, although this house has been
sections. The inner area contains offices and vaults, and known to hire adventurers from time to time to get “jobs”
stores both money to be lent but also some of the wealth done.
of certain citizens.

G7 - House Kobassis
G5 - The Guild ADVENTURE HOOK
of Entertainers This large mansion has a towered house, gardens and
and Artists It is rumoured that Lord several service wings. Due to the house efforts against the
Azzur is about to announce a Thieves’ Guild, the
This large and punitive tax on all mages, walls, building and
brightly coloured spellcasters and sorcerers, no gardens all have
matter how minor. The idea carefully engineered
ADVENTURE HOOK
guildhouse is a busy
and noisy place day apparently originated with traps to discourage
Trimak and Herlak Kobassis
and night, with all the Beggars’ Guild, fed up unwanted visitors.
are scions of that great house
sorts of exotic with their members being Almost every servant
and are quietly looking for
members and visitors turned into reptiles and or guard in this
skilled hirelings for a task.
coming and going. amphibians. If there are any building is themself
Once gathered, this band will
Although adventurers spellcaster Heroes, they may part of a family that
be used to try and overthrow
rarely have much want to find the head of the has served house
the house leadership of
need of the long-term Beggars Guild and make their Kobassis for
Veldan the XIV by force and
services of this guild, case that this would not be a generations and their
put the brothers at its head.
it is a way for a good idea. Alternatively, the loyalty is
It is up to the Heroes whether
talented performer to Heroes could be hired by the unquestioned.
they support or oppose this
make good money Guild of Sorcerers to
attempted coup....
undertake this task.
CHAPTER 3 - PORT BLACKSAND 57

G8 - House D’arrago Dietrich is well known in the city and his ambitious
projects have included turning lead into gold
As befits a younger noble house, this large mansion is built (unsuccessful so far), silk purses into pigs ears (partly
using the latest techniques and materials and towers successful) and turning fish into cows (messy).
above the older buildings around. The staff are known
for their generosity to the local beggars, and there are
usually a crowd of them loitering near the service gates at
the rear of the building. This house stables its horses and G11 - The Serpent Queen
carriages in a set of large
buildings outside the city, This strange personage
and they are fetched when lives a life of luxury in the
required. The house has Garden District, with a
somehow arranged a fine house, food, servants
special deal so that they and other trappings, all
do not pay the normal provided by Lord Azzur.
gate fee to enter or exit the The Serpent Queen was
city. originally a normal
human woman, but she
was subjected to terrible
G9 - Black Skull rituals and magics by the
Caarth Sorcerer Priests of
This dark and dingy the Desert of Skulls and
gambling establishment now has the head of a
has five white skulls and serpent!
one black skull painted on
the front door at the end Rarely leaving her house,
of an alleyway. The the Serpent Queen is
candlelit room hosts a desperate for intelligent
deadly game of chance conversation from
whereby a desperate visitors, but has also been
gambler can win a left with a terrible and
significant sum or lose violent temper. As such,
their life... The visitors are rare, and must
mysterious and black-clad be brave individuals.
owner places six identical
tablets on top of six The Serpent Queen herself
identical skulls. One of and her patron, Lord
these tablets is a fast and Azzur, would both pay
deadly poison, and the handsomely for a way to
other five are harmless. If reverse the rituals, but
a gambler swallows a no-one has yet been able
harmless tablet they win to provide a cure.
20gp, but if they die, their body is claimed by the owner.
City rumour has it that the owner is in league with
necromancers that make foul use of the corpses supplied. G12 - Dvorgar the Untidy

This emaciated merchant with badly-fitted clothes is an


G10 - Dietrich Zuvember - Alchemist unpleasant person to deal with, especially if he owes you
money! Living in a rundown house on Tree Lane, this
Grade 4 Merchant liar and cheat tries almost every trick in the book to get
The archetypal crazed alchemist, Dietrich has a wild and whatever income he can without paying if possible.
singed beard, wild hair and patched and stained clothing. Although perfectly capable of having someone beaten up
Dietrich has been suspended from the Guild of Wizards or killed by hired thugs, Dvorgar is actually quite a
and Sorcerers recently for an “accident” involving the Vice coward and direct personal threats are usually sufficient
Guildmaster, and now scratches a living enchanting items to counter his menace. His stock in trade is usually the
for adventurers and rogues alike. However, Dietrich is more unusual and vicious weapons although he rarely
not known for the high success rate of his enchantments, makes much of a profit.
even though they all do something...
58 BLACKSAND

G13 - The Great Garolon - Artist

This artist looks the part with a paint-stained smock, long


beard and permanently preoccupied look in his eyes.
Originally the court painter in the Allansian city of
Shazaar, Garolon was exiled for his portrait of the Barons
daughter and so relocated to Blacksand. It is said that
viewers of said portrait often enquired which was the
horse and which was the daughter! Garolon has spent
his five years in Blacksand drinking, carousing,
womanising and otherwise avoiding an honest days work
(if such is possible in this city!) and offers his painting
services for hire. Commissioned paintings cost anywhere
up to 10,000gp depending on the size, complexity,
timescale and even the personality of the commissioner
himself! It is said that a fellow “artist” can get a much
better price than other folk (that is a drunk, a womaniser
or someone with an extremely high opinion of themself).
Garolons house has murals painted on the outside, and is
crowded inside with paintings, sketches and drawings,
many unfinished. The current mistress of the artist
sometimes sells his artworks from a stall outside his house
when the weather is fine.

G14 - Mr Alden - Thief for Hire

Something of an enigma in a city full of thieves, this


veteran is a member of the guild but takes no part in the
politics and backstabbing of his colleagues. His large
riverside house appears to be the home of a wealthy
merchant, but to those in the know (or with the right
contacts) his very special skills are available for hire.

In order to contact Mr Alden, a prospective employer must


ring his doorbell exactly four times at 11.15 at night. Then G15 - Arakor Nicodemus
follows a wait of exactly two minutes before a silver haired
butler formally enquires their business. He will report Possibly the most famous resident of Port Blacksand other
that his master is unavailable, but he is at liberty to take than Lord Azzur himself, the archmage Nicodemus lives
any messages and pass them on. If the visitor does indeed in a small home underneath the Singing Bridge. The
pass on details of a job, Mr Alden (for it is he answering bridge itself is old, partly rotten and sagging, and is lined
the door) will accept with hundreds of skulls on poles. Many of these skulls
any he finds are non-human, some are horned and many have fangs.
interesting or ADVENTURE HOOK When the wind blows off the sea, the skulls make a variety
challenging. Mr of high pitched whistling sounds, giving the impression
Alden never works as Mr Alden, the legendary that they are singing.
part of a team, never thief, has seen the face of Lord
steals from the Palace Azzur according to the gossip Nicodemus lives at the southern end of the bridge, down
or a temple, and will in the taverns. Even more a flight of steps and behind several signs painted with
never steal anything surprisingly, no action has “Keep Out”. His history and background are described
he cannot easily carry been taken against him! This fully in Titan (p62), but suffice to say he was a pupil of the
away. He also rumour is actually untrue, Grand Wizard of Yore at the same time as Gereth
charges a flat rate of and has been started by Yaztromo. After many adventures defeating the forces of
30% on all jobs, and if Billing Craik, a rival thief to evil, Nicodemus retired to this very humble home in this
hired by a newcomer make life very difficult for the very depraved city. Despite being one of the most
to the city, will require venerable rogue. Mr Alden powerful wizards on Titan, Nicodemus keeps a very low
an up front payment hires the Heroes to find out profile and is left alone by gangs, guilds and authorities
of at least part of his the source of the rumour and alike.
fee. put a stop to it.
CHAPTER 3 - PORT BLACKSAND 59

The old wizard does not like being bothered, even by G16 - The Silver Coin Tavern
Heroes, unless the matter is vitally important. Nicodemus
will help those in desperate need and will certainly help Grade 6 Merchant
those fighting great evil but will have no time for those This establishment is the only tavern in the Garden
just after a free spell or quick fix. district, and is probably the finest in the city. Owned and
run by Julius Oftran, an offshoot of House Hadrak, the
The inside of the little home is surprisingly neat and tidy tavern does not even sell ale or beer. However, fine wines,
and is well stocked with food and supplies, although very spirits and other exotic drinks from Allansia and beyond
few of them are magical. Nicodemus himself states that can all be found here. The furnishings and decor are very
this is to reduce the temptations of his neighbours. refined, and would not look out of place in a nobles
mansion, with a clientele to match. The prices for the
As one of the few truly good people in the city, Nicodemus excellent food and drinks are of course very high, but that
can be a useful ally to a Hero in need. is of little note to anyone who is a regular patron. (Tavern
quality 6-great)

It is said that there is a private inner bar which is by


invitation only, and wherein many daring crimes and
adventures have been planned.

There are numerous staff working in this Tavern, with


burly guards on the door, waitress service at all tables and
even messengers and other fixers to do any job that is
required of them.
Ioran Redshirt was a legendary thief during the time of Baron Valentis. In many respects an earlier version of Mr Alden, Ioran took very little

part in the politics and infighting of the Thieves Guild, preferring instead to focus on his skills, talents and abilities. Ioran stole from the guilds,

from the merchants and from the noble houses. He stole from the moneylenders and from the courthouse. He even stole a silver plate from the

private dining room of Baron Valentis himself! And that in fact was a signature of this master thief; He never stole much, restricting himself

to one or two valuable pieces. It was the style of the theft that made Ioran stand out rather than the total value taken.

Over the years, Ioran became something of a legend amongst the thieves and citizens of the city and even earned the grudging respect of the

authorities. The great thief himself actually started to become bored, having overcome almost every challenge he had set himself.

This all changed one day when a northern barbarian quaffing in a tavern, all fur boots, loincloth and wild hair, grabbed his arm and asked in a

strangely educated tone whether the thief was interested in a new challenge. Intrigued, Ioran stopped to drink with the barbarian and became

even more intrigued with the theft the man proposed. Deep beneath the city, in the old Carsepolis dungeons, there stood an ancient and forgotten

temple chamber. Buried deep beneath the ground even in the original city, this chamber had survived and still contained an incredibly valuable

jewel dedicated to an unknown god. The chamber was protected with traps, spells, doors and even undying guardians.

Accepting the challenge, Ioran entered the sewers and then the dungeons themselves avoiding monsters, smugglers and worse. Sliding through

the dungeon passages like a shadow, the thief reached the outer temple chambers with very few problems. Picking the highly complex dwarf-made

lock and entering the temple itself was the work of a few minutes and Ioran began to feel that this was not a great challenge after all.

Padding across the floor, tiled in a pattern of red, green and gold, thick with the dust of years, Ioran approached the dias at the far end of the

hall. A gold statue of the god stood upon the dias, holding out a huge green gem as if offering it. As the thief stepped onto the dias, spectral

guardians began to materialise all around the hall, moving towards the thief with murder in their glowing eyes. As Ioran looked at the massed

ranks in horror, the barbarian appeared and laughingly explained that touching the gem would transfix the guardians and prevent them moving,

but lifting the gem out of the hand would release them upon the world, immortal agents of death and destruction. Shedding the form of the

Barbarian with a laugh, the God Logan vanished again…

Ioran grabbed hold of the gem, knowing as he did so that he would never again leave this room. He stands there still, surrounded by the murderous

ghosts. I have seen him.

Hedrick, Thief and Tomb Robber


EXECUTION HILL DISTRICT
CHAPTER 3 - PORT BLACKSAND 61

Execution Hill District E2 - Corpse Yard

This small courtyard at one edge of Executioners Square

T
his district is built upon some quite steep hills, and
has a large and ornate well in the centre. Surrounded by
some of the ancient buildings clinging to the
poor houses, this cobbled yard is currently patrolled by
hillsides collapse without warning from time to
two troll guardsmen due to the recent discovery of
time. The southern side down to the river is especially
seventeen bodies at the bottom of the well. Discovered
steep and is composed of more stairs than lanes.
by an urchin attempting to recover a dropped coin, the
bodies have not yet been identified or any motive for their
The district is centred on Hangmans Hill, used for many
deaths established.
centuries for the disposal of those the current ruler found
unsuitable. At the very crown of the hill, windswept and
The inhabitants of the cobbled yard are finding the
desolate, is Executioners Square, a grim and grisly
continual guard presence unsettling.
reminder of the ever present threat of death in the city.

This district is classed as Poor for the purposes of


populating buildings. E3 - Cut-throat Alley

By day this narrow lane is a quiet and ignored byway, but


when darkness falls traders and suppliers of goods and
services of all kinds gather here. Just about anything can
be purchased here for a price, however rare, illegal or
depraved. The dancing torchlight, deep shadows and
unfriendly glares means that significant bravery is
required to even enter the alley, but the close knit nature
of the traders is usually enough to discourage all but the
most persistent of new traders. The city guards usually
avoid this alley after dark.
E1 - Executioners Square

This large paved space has a stone archway at every


entrance, whether from street or alleyway. Each of these E4 - The Grand Association of
archways is festooned with the heads, caged bodies or Tradesmens’ Guilds
other body parts of recent victims. The square itself is
paved with large This large but ramshackle building is the headquarters of
flagstones and has the Tradesmans’ Guild and a focal point for all manner of
several chopping ADVENTURE HOOK craftsmen, small traders and artisans. The umbrella guild
blocks, gibbets and has a constant battle to extract the membership dues from
other tools of A new gang, The Razor Cats, the member guilds and so the Guildhouse is desperately
execution scattered have blocked Winding Street in need of repair. Large sections of the Guildhouse are
around, blood from Gallows Gate down to dangerous and so only about a quarter of the rooms are
stained and gory. the river with barricades and useable. The outside of the Guildhouse however features
are demanding a toll of 1gp ornate woodwork, carved stonework and other
On execution days, per leg that passes through. decoration, donated by members of the craft guilds.
the square is often The alternative route through
crowded with Executioners Square has some
onlookers and very steep roads, and so
sightseers and of carters and travellers are
course vendors reluctantly paying. The
selling hot food, Thieves’ Guild and city guard
pickpockets and do not seem interested, and
other city predators. so the Heroes are hired by the E5 - Boat Wharves
Merchants’ Guild to find out
On non-execution who is behind the new gang At the bottom of the steep hill are several boat wharves
days, the square is and reopen the road. The crowded with passenger boats. These sail boats are
quiet and is avoided leader is actually a former city capable of carrying a few passengers anywhere on the
by most citizens. guard officer with good river (see Travel above) for a flat fee, but all travel is at the
contacts who is looking for a passengers risk. It is usually a good idea to know how to
rapid income before fleeing swim before taking one of these boats.
the city for good.
62 BLACKSAND

E6 - Carulus the Grey E9 - The Red Lantern Tavern

Grade 8 Merchant Grade 6 Merchant


This ancient Black Elf woman and her two sons are This tavern is run by three half-elf sisters (triplets in fact)
undertakers, kept busy by the constant stream of deaths who all look and dress the same. Like all elves, these
in the city. Indeed, Carulus has recently opened two new sisters have some proficiency with magic and use what
branches in Needle Alley in the Merchants District and in spells they know to improve their beer and food (Tavern
the Street of Knives in the Temple District. Carulus and quality 4-fair). Their tavern shuts every Earthday at
her sons have proved to be surprisingly successful due to nightfall and opens again on the Windsday evening.
their in depth knowledge of burial customs, There are many rumours about what goes on behind the
mummification, cremation pyres and other death rites. shuttered windows of the tavern on these days including
The main shop itself is a dark and sprawling place filled demon worship, human sacrifice and other wierdness.
with strange tools, chemicals and ceremonial items. On the other hand, some say that it is their brew day....

E7 - Baraban - Professional Murderer E10 - The Four Way Cross

This dapper well dressed man always carries a sword and Grade 6 Merchant
dagger at his belt. Quiet and unassuming most of the time, This small tavern on Hill Street takes its name from a
Baraban is actually a skilled swordsman and member of legendary night some twenty years ago when four leading
the Assassins’ Guild. His modus operandi is to create an thieves all met to split the proceeds from a large heist.
argument with the victim and call a duel, at which the Each one intended to double cross the other thieves out
target is killed. The nature of the killing, combined with of their share of the proceeds via various complex schemes
significant bribes to the city guard and the magistrates, and some casual violence. The ensuing chaos was
means that Baraban has never been arrested or charged witnessed by many, but the subsequent explosion and fire
with any crime. Baraban is arrogant and very sure of his meant that not many witnesses (or protagonists) survived
abilities, all of which have earned him a lot of money in to tell the tale. However, the tale soon spread and when
his recent career. the tavern was rebuilt it was named for that famous event.
The quality is not that good (Tavern quality 2-poor) but it
is now the tavern of choice to discuss “business” deals.
E8 - The Gargoyle Tavern
E11 - The Rat in Hand Tavern
Grade 6 Merchant
This tavern is apparently named for the extreme and
Grade 6 Merchant
nauseating ugliness of the landlord Renwick Redfoot. It
This tavern (Tavern quality 3-average) is the birthplace of
is told (although never in his tavern) that Renwick was
a strange gambling practice invented here by the landlord
born an illegitimate son of Baron Valentis, and that Lord
Hogwell Hogg. The players have to hold as many sewer
Azzur had him maimed to ensure he never tried to claim
rats as possible in one hand for as long as possible after
the right to rule the city. A peaceful man most of the time,
making their bids. Onlookers also bet on the outcome of
Renwick gets very angry indeed at any mention of this
this game, which can get very bloody at times. The current
rumour and enters an almost beserk state. He does
record holder is the Troll Beryg Longfang who managed
however serve good ale and food, and so has loyal
to hold eight rats for four minutes. Unfortunately, Beryg
customers (Tavern quality 4-fair).
did lose his entire right hand when he attempted to beat
his own record!
CHAPTER 3 - PORT BLACKSAND 63

E12 - Varag’s Splendid Alehouse frequent brawls


between the loyal ADVENTURE HOOK
Grade 6 Merchant patrons of the
Headless Troll and Some unknown culprit has
This tavern is the roughest and most violent in the entire
those of the Laughing been poisoning the beer kegs
city due to the fights that break out every single night.
Axeman both in the in both the Headless Troll and
Furniture and crockery are both used as weapons and are
street and in one bar the Laughing Axeman,
frequently broken and unconscious bodies are strewn
or another. although both landlords are
around! The alehouse (Tavern quality 3-average) serves
blaming each other. One of
decent enough ale, and is run by a retired dwarf
the tavern owners hires the
adventurer by the name of Varag Madhand. Far from
Heroes to track down and
attempting to stop the constant brawls, Varag is usually E16 - The
“chastise” the poisoner before
the first one into the fray with swinging fists. Laughing anyone comes to serious
Axeman Inn harm. The poisoner is
actually a cardsharp and
E13 - The Sun and Seven Stars Inn Grade 6 Merchant petty thief named Philberk
Run by the Troll Grumby who was forcibly
Grade 6 Merchant Gobbo Donzo, there is ejected from both
This large inn at the northern end of the square does good a feud between this establishments for bilking
business on execution days due to the large windowed tavern and the staff in crooked card games.
gallery on the first floor overlooking the square. Waiters Headless Troll Philberk lives in rooms in an
bring drinks and refreshments to spectators, who get the opposite. Gobbo had alley behind the Laughing
benefits of thick glass and a roaring fire whilst still being his sign repainted to Axeman and has been
able to see all of the action. There are also bedrooms show Maxim Vibril as poisoning the well shared by
available to hire, and a special rate is given to friends and the victim of the both establishments on
family of those being executed. The tavern has good staff e x u b e r a n t brewing days.
(Tavern quality 5-Good) and has a good reputation executioner, a move
although it is very quiet on non-execution days. calculated to stoke the
disagreement. This tavern is also reasonable (Tavern
quality 3-average) but that is more due to the dedication
E14 - The Cat and Crucifix Tavern of the staff rather than the care of the landlord.

Grade 6 Merchant
Positioned right in front of the Gallows Gate, this tavern
has several signs outside advertising a place of
refreshment, and numerous “friendly” staff lurk just
inside the gate to offer a place for good food and drink.
Of course, the tavern is no such place (Tavern quality
3-average) and is actually full of conmen and
mountebanks determined to relieve new arrivals of their
purses, valuables and even their lives. A dangerous place
to drink for any outsider, the ale is often drugged or
poisoned.

E15 - The Headless Troll Inn

Grade 6 Merchant
This tavern is run by a short and fat human landlord,
Maxim Vibril, who recently changed the name of the
establishment from “The Flying Foxbat”. This name
change was brought about by the extreme rivalry between
Maxim and the Troll landlord of the “Laughing Axeman”
directly opposite. The troll depicted on the painted sign
is quite obviously Gobbo Donzo the rival landlord. The
tavern is of reasonable quality (Tavern quality 3-average)
but there have been a spate of poisonings, rat plagues,
mysterious fires and other incidents. There are also
FISH MARKET DISTRICT
CHAPTER 3 - PORT BLACKSAND 65

not yet attempted to rebuild, and no-one else seems


Fish Market District interested to buy the plots. The thieves guild have long
memories, and anyone thinking of moving here would

A
pungent reminder that Blacksand is not solely a need to pay all of the protection money owing.
city of thieves, pirates and bandits, the Fish Market
district is a busy working area. Many fishermen
live and work from here and there are also many
F4 - Fish Market
warehouses full of exotic goods from across Titan; some
are stolen and some are legitimate trade goods.
This large cobbled area is where, on a daily basis, the
fishermen of Blacksand come to sell their catches. Fish,
This area is regarded as Poor for the purposes of
crabs, shellfish and even stranger sea creatures are all sold
determining the inhabitants of a building.
here, and whilst most are fresh, some were caught several
days before they are
sold and are not so ADVENTURE HOOK
pleasant. It is not
however these fresh Pungent & Stark, the
fish that cause the exterminators, hire the
strong smell that Heroes to help them solve a
permeates the air in peculiar mystery. They have
this district, but the been attempting to clear a
boxes of discarded nest of rats from a house near
fish that even trolls the Sorcerers’ Guild, and for
F1 - Herring Wharf won’t eat, piles of the first time in their long and
cleaned out fish successful careers are having
This area is where all of the numerous small fishing boats entrails and other no luck. The rats seem to be
dock and unload their cargoes. The buildings directly detritus. The market organised! The two ratcatchers
facing the wharf itself are fishermans’ cottages and boat area itself is usually want the Heroes to go into the
workshops. The fishing boats can be hired to take kept clear, but the sewers, clear the nest of rats
passengers along the coast or upriver, although a recent small alleyways and permanently and report back
tradition has developed whereby the fare is taken, the boat lanes that lead onto with what has been
puts out to sea and once out of sight of land the the market are often happening. When the Heroes
passenger(s) is tipped into the sea. This area is usually choked with rubbish. eventually locate the nest,
crowded with boats under construction or repair, nets
they find out that a solitary
spread out to dry, boxes of old fish and lots of workers
Ratman has managed to steal
loading or unloading warehouses.
F5 - Pungent a potion from the Sorcerers,
the effect of which is to give
and Stark -
the rats greater intelligence.
F2 - Boat Yards Exterminators The Ratman and his smart
followers are able to avoid
This area is the heart of the boat building area of Grade 4 Merchant traps and poisons with ease,
Blacksand, everything from rowing boats to galleons. Mr Pungent, who is but if their “king” is killed,
Carpenters, smiths and shipwrights all work here creating blind, and his the rats will disperse and lose
vessels for fishermen, merchants and pirates alike. The colleague Mr Stark, a their organization.
shipyards have for some time produced a large quantity deaf Dwarf, are the
of merchant ships.......to replace those sunk by Blacksand premier vermin
pirates. At some stage the merchants will realise the cycle exterminators in the city. The pair have never revealed
into which they are locked and buy their vessels their methods to anyone else, but they are extremely
elsewhere, but in the meantime the shipbuilders make effective, preventing new infestations for up to a year.
large sums of money turning out cheap ships! The pair charge extremely high rates (100gp per room) but
despite this the pair can be seen stalking the streets of the
city in their dusty black cloaks and sacks full of deceased
rodents.
F3 - Burnt-out buildings

Blackened wooden stumps and charred beams, fallen roof


tiles and broken and fused glass are all that remains of a
row of substantial houses. These buildings suffered an
‘accidental’ fire when sufficient protection money was not
paid to the Thieves’ Guild. The original inhabitants have
66 BLACKSAND

F7 - The Drunken
Fisherman Inn

Grade 6 Merchant
This inn is decorated with glass
fishing floats, nets, stuffed fish and
other such ephemera and its clientele
is almost entirely composed of
fishermen. The Tavern quality is 3
(average) and several rooms are also
offered for non-resident fishermen
who have come to Blacksand to sell
their catches. There is a tall wooden
tower erected on the roof, from
which a beacon is lit at night to guide
fishing boats back home. The
landlord is, as might be expected, an
old fisherman by the name of Burg
Redbeard who serves customers in
his fishermans smock and wool hat.

F8 - Osric’s Arms

Grade 6 Merchant
The sign outside this tavern depicts
two severed arms hanging from an
archway, and is reference to a legend
about a long ago thief who stole the
daughter of one of the city rulers.
Legend has it that when he was
caught, one arm was tied to a
mooring ring on the dockside and
his other arm to a pirate galleon.
When the ship left, Osric the Thief
had both arms removed which were
later displayed for all to see. The
tavern itself is nothing special
(Tavern quality 3-average) but the
young woman who runs it (Raelle)
tells every new customer the legend.
F6 - House of Masks

Grade 4 Merchant
This small and dusty shop is decorated with numerous
papier mache masks, carefully painted to depict animals,
people and monsters. The mask maker himself, Visorr
Peppeto, is able to make these fabulous copies with the
aid of a magical mould inherited from his Mask Magician
grandfather. The mould will replicate any face pressed
into it, from which Visorr can make and paint an exact
replica. These masks cost 10gp each, but will add a +4
bonus to an appropriate Disguise special skill test. There
is however a side effect to wearing one of these masks.
After two hours, there will be a 1 in 6 chance that the
wearer takes on some of the characteristics of the person,
animal or creature depicted on the mask.
CHAPTER 3 - PORT BLACKSAND 67

F9 - The Silenced Watchman Inn ADVENTURE HOOK F11 - Pipe’s


Famous
Grade 6 Merchant City gossips say that Mrs Effie
The ornate painted sign outside this inn depicts an Pipe, the flowerseller, has a Alehouse
obviously dead city guard, sprawled in a pool of blood. huge hoard of gold hidden in
The city guard do not take this to heart and in fact this is her cellar (see Merchants Grade 6 Merchant
one of their favoured drinking establishments. Due to the District). There are rumours This alehouse is run
guard bias amongst the customers means that this inn is that people are being dared to by a Mr Durndle Pipe,
one of the most dangerous to visit in the city. The elf enter the cellar and find out erstwhile husband of
landlord, Graawan Eldith, offers his ale (Tavern quality the truth of this. Mr Durndle the flower merchant
3-average) and food at discount rates to any guardsman, Pipe, for reasons of his own, Mrs Pipe in the
but raises his prices for everyone else. is keen for this not to happen, Merchant District.
but he also does not just want Despite still being
this broadcast around or even married, the two Pipes
Effie to find out. Mr Pipe haven’t lived together,
F10 - The Pirates Ghost Inn or even spoken, for
hires the Heroes to try and
prevent these incursions in over forty years, an
Grade 6 Merchant arrangement both find
whatever way they see fit
The name of this inn is somewhat misleading as there has to be a happy one!
until the rumour mill moves
never been any reported hauntings or other supernatural The alehouse sells
onto its next target.
events here. What was a standard alehouse was bought decent ale (Tavern
by an entrepreneur named Cozimo Warbler and turned quality 5-Good) but
into an “Olde Worlde Sailor’s Taverna” with extra Mr Pipe has a reputation for being very embarrassing in
artificial beams, ships timbers and other artefacts (Tavern female company, so much so that he normally sports
quality 3-average). Refurbished with the intention of bandages, black eyes and several bruises, as a result.
attracting visitors, the inn is now avoided by every local.
The inn is very quiet most days as visitors tend to avoid
it too, and it seems as though Cozimo will be looking for
another business fairly soon.

One of the most popular plays performed on the stage at the Minotaur Inn is the comedy of “Fire Island Beyub”, the story of an accident prone

prison guard sent to the early colony on the island of that name by his master Prince Twohorse. Huge moustaches, exaggerated accents and

lots of pratfalls characterise this story, which goes roughly as follows:

Beyub the Brave was a city guard of great reputation, but little ability. Relying almost entirely on his amazing luck to solve crimes, capture

criminals and impress his masters, Beyub rose to the rank of captain without any real ability at all. Forever terrified that he would be found

out, Beyub was actually glad when the Prince assigned him control of the new prison colony on Fire Island. Beyub travelled on the first convict

ship with a few other guards to oversee the Lizardman Tribe who would provide the muscle.

Much amusement follows his arrival at the island, with mistaken identities, lizardmen dressed as washerwomen, women dressed as lizardmen

and the elusive Fire Island Trousersnake being sought after by all. Wetyr, the comedy manservant, ends up saving his master from being eaten

by the king of the Lizardmen, and they float away on a raft, hoping to return to the city. The Lizardmen take charge of the colony.

The play itself was written in 207AC in the reign of Marak Greysteel by the famed dwarven playwright Durwan Sharpaxe at the behest of the

Prince himself. The first showing of the play was attended by most of the notables of the city, amidst raucous laughter and cheers. The only

person not laughing was the Prince….

Durwan left by secret tunnel that night and returned to Fangthane, never to leave again. The play was resurrected under the reign of Baron

Valentis who had little regard for the views of his predecessor, and it is performed to this date.
TEMPLE DISTRICT
CHAPTER 3 - PORT BLACKSAND 69

Temple District T3 - The Assassins’ Guild

In addition to the secret annexe below the Thieves’ Guild,

T
his district houses all of the major temples and
the assassins also have a secret hideout below a tanners
most of the priests also live here. The main streets
workshop, and accessed through a hidden trapdoor.
are wide, paved and fairly clean and there are
Gunbul the half-orc tanner is actually an assassin of good
actually some fairly well off residents here. In addition to
standing, but still prepares some leather goods to maintain
the physical temples, there are also many itinerant priests
the pretence.
on the streets, holding impromptu ceremonies, calling to
attract worshippers or just shouting out their doctrine.
Any passerby who shows interest in this street religion
T4 - The Lawyers’ Fellowship
will probably be mobbed by every priest in sight!
A stark and joyless building near the City Courthouse
This district is regarded as a Merchant area for the
houses the fellowship of Lawyers, their clerks, libraries
purposes of determining businesses.
and offices. This building is the first point of call for
anyone whose friend has been arrested or is on trial. Even
entering the guild building attracts a 2gp charge, and
every minute of time spent talking to a clerk, lawyer or
even guard is charged at the appropriate rate.

T5 - House of Pain

Grade 4 Organisation
This small organisation is not a city guild, but is doing a
good trade recently. Similar to the Assassins’ Guild but
without the same finality, the members of the House of
Pain specialise in inflicting pain, humiliation and
T1 - City Courthouse discomfort on their victims. Unlike the Assassins
however, the House of Pain are normally hired by wealthy
This old and somewhat rundown stone building is where friends of the victim and the humiliation has become
all criminal trials take place. There is an adjoining city something of a craze.
guard blockhouse where prisoners are kept before their
trial, and where prisoners are stored if they are to be taken The services can range from the disgusting (an accident
back to the palace dungeons. Within the courthouse are with horse manure) to the annoying (being covered with
seven separate courtrooms, each presided over by its own paint) or even really painful (broken glass or spikes in
magistrate and the court sessions run from dawn until chair seats). The thieves and assassins are rather
dusk. The building itself has high and thick walls and concerned about this incursion into their field of
reinforced doors to prevent escape. operations. The house was founded by a renegade Dark
Elf by the name of Serethys Hookblade, and she is even
There is always a contingent of city guard posted inside, known to lead the more expensive contracts.
outside and around the courthouse.

T6 - Temple to Dalgalla
T2 - Nowhere Street
Grade 6 Temple
At each end of this narrow and dark alley is a metal arch This temple is dedicated to a “God” worshipped nowhere
with the name painted on in bright letters. On each side else on Titan, if indeed Dalgalla is a god. Dalgalla was,
of the street are gambling booths, some within tents and apparently, a holy man who founded the original
some directly on the street. At these booths can be played Blacksands in the ruins of old Carsepolis. This temple was
just about any known game of chance and for just about founded to venerate the patron god of the city, and there
any wager. The further along the lane one goes, the harder are numerous tales of the miracles that have taken place
the games and the higher the wager. The very end of the in the temple. Balman Dalgalla is the current high priest
street, at the junction with Forever Lane, is where the (the surname is actually an honorific) and he actually
black-ribbon hung booths can be found. The gambling claims a direct route to Lord Azzur. The reality is that
here is where the truly desperate gamble even their lives Lord Azzur is a follower of Kukulak and barely notices
in the hope of winning a fortune. This street is usually this small cult. The further reality is that the original
the destination only of those with little hope for the future. Dalgalla was actually Daralaga, the first mate of a pirate
galley who lived in the early settlement.
70 BLACKSAND

T7 - Temple to Solinthar extremely good omen


for Sukh to catch the ADVENTURE HOOK
Grade 8 Temple victim and deliver
This ornate temple is constructed from huge boat timbers him to the ground, The Temple of Sukh suffered
and decorated with whale ivory, coral and shells, as befits although this has not a recent theft during which a
a temple of the God of Mariners. The temple is often full happened in living rare holy scroll was taken.
on holy days with pirates, fishermen and other mariners, memory. The thief escaped into the city
all hoping to secure a safe voyage. The old and sewers, but divinations show
weatherbeaten Yuro Furtha is the high priest and is in that he never emerged. The
great demand to bless departing vessels and the launch Heroes are hired to enter the
of new ships. T10 - Temple to sewers and find and return
the scroll.
Kukulak

T8 - Temple to Fourga Grade 6 Temple


This temple is one of the smallest in the city, dedicated as
Grade 10 Temple it is to a God from far off Khul. However, the fact that
This huge stone temple is crowned with a massive blue Lord Azzur himself is a cultist of this God of Storms
stone dome and is dedicated to the god of pride. On holy ensures that there is usually a healthy congregation on
days, the high priestess Annamar the Black preaches holy days. Tall, dark and with perpetual flames burning,
fire-and-brimstone sermons in a loud and powerful voice. the few priests here are heavily robed and shrouded and
Many Blacksanders enjoy these loud and angry sermons none know their names or origins. Even though there are
and there is usually a good crowd. The temple doors numerous attendees at the temple, there are very few true
stand always open and there are usually several priests devotees in the city.
available to denounce excess pride (or indeed the lack of
it) in any visitor.
T11 - Temple of Elim

T9 - Temple to Sukh Grade 6 Temple


Externally this temple to an apparently long forgotten God
Grade 10 Temple is an ordinary looking house of brick and timber.
This large and ornate temple is constructed in the form of Apparently decrepit and somewhat rundown, the rooms
a ship in full sail with a slender tower as a mast. The crows above ground level are empty, dusty and unused. There
nest atop this tower is the location from which an acolyte is a huge cellar below ground with a tall brass statue of
known as “the Voice on the Wind” calls worshippers to the ancient and evil God and a separate sanctuary for the
prayer every evening. The high priest (Orvyn Halfblood) high priest. The priests and priestesses honour their God
is a huge man full of wind and bluster and is also in secret, and only don their ornate black robes for
responsible for the arrangement of the annual human services. The high vaulted ceiling and pillared temple are
sacrifice. far more ornate than the old house above would suggest.

This ceremony is usually witnessed by a large proportion


of the population of the city (those not attending are
invariably burgling the houses of those who do) and
involves a randomly chosen victim being thrown off the
top of the mast tower into a howling gale. It is seen as an
CHAPTER 3 - PORT BLACKSAND 71

T12 - Jalal Armen scale. The large interior is divided into an eating hall,
gambling hall, music hall and even a meeting hall.
Grade 4 Merchant
This scribe and advocate is both an experienced lawyer
and skilled artist, preparing beautifully crafted writs, T15 - Jumping Fish Tavern
contracts and other documents. The half elf is also
available for hire to represent a client in court, although Grade 6 Merchant
her services do cost 30gp per trial. Jalal is very well This tavern is cheap, cheerful and a favourite with the
respected and so imparts an additional +2 bonus to the priests and their followers (Tavern quality 2-Poor).
trial result. Sawdust on the floors, planks on barrels for benches and
flaming torches on the wall, this establishment is for those
The shop is crowded at one end with legal books, papers who want to forget all about the higher planes and their
and documents, and at the other end with writing desks, troubles for an evening. Run by Alenen, an ex-priest of
inks and paints. Logaan, the drinks are served fast and without comment.
There are rumours that Alenen is still an active priest, and
enjoys setting the priests of different religions against each
other!
T13 - Hister Brey - Master Executioner

The large and well constructed house is the home of Hister


Brey, official city executioner. Whilst one would expect T16 - Jury’s Alehouse
an executioner to be a grim and dour individual, Hister is
actually a manic and jolly man, whose towering rages and Grade 6 Merchant
fits of insane laughter frighten crowds and prisoners alike. This alehouse is the one favoured by the city magistrates
His jokes before and during executions, such as and their staff, although the name is a hangover from more
commenting “Didn’t he die well?” are evidence of his enlightened times when a jury helped to decide on guilt
appalling sense of humour. Despite this terrible jollity, or innocence. It is normally a quiet place as the court staff
Hister is not known to take kindly to intrusions upon his rarely cause any problems and other citizens avoid the
personal life, and more than one messenger delivering a place in case they inadvertently annoy someone who can
letter has been on the wrong end of the headsmans axe. sentence them to death. Desig Flatnose, an old troll
The house does stand out from his neighbours; Hister woman, is the landlady and is almost never heard to talk
sometimes brings his work home with him. The front of other than a murmured yes or no to customers (Tavern
the house is adorned with the severed heads of several of quality 3-Average).
his victims!

T14 - Hog and Frog Inn

Grade 6 Merchant
This inn is the largest ADVENTURE HOOK
in the city and is very
popular with visitors According to popular legend,
and citizens alike. drinking ten tankards of
The food is good, the cloud ale in the Hog and Frog
ale is good (despite all Inn gives the imbiber the
of the jokes about the strength of a cloud giant!
inn name hinting at What it does do is makes the
the ingredients of the drinker run screaming into
ale) and there are the city, brushing off any who
rooms, stables and an try to restrain them with
onsite brewery unnatural strength. The
(Tavern quality 5- drinker returns several hours
Good). The landlord, later, bruised, bloody and
Doloric Cloudscraper, covered in filth but with no
is half-hill giant and memory of what has
so the whole inn and happened or how they have
everything within is lost all of their possessions
built to one and a half and most of their clothes.
THE NOOSE DISTRICT
CHAPTER 3 - PORT BLACKSAND 73

The Noose District

T
his whole district is the stronghold of the Thieves’
Guild and as such is dangerous to enter if one is
their enemy. Many of the buildings are run down,
some are empty and some are derelict. There are also large
numbers of beggars and street urchins prowling the streets
or slumped in doorways. Even those that are obviously
not beggars are probably thieves or assassins and so the
overall air of decay and criminality pervades all who enter
here.

The only exception to this depressed aura is the market


square during the day, which is busy with traders,
merchants and shoppers alike.

This district is considered a Poor area.

N1 - The Noose Gate

This stone archway sits at the entrance to the crescent


shaped yard called “The Noose”, wherein lie many of the
principal buildings of the Thieves’ Guild. There are
always several burly and stolid thieves on guard at the
gateway itself to discourage undesirables and ensure that
more senior thieves are aware of legitimate visitors. There
are usually torches lit here after dark.
N3 - Market Square
N2 - Thieves’ Guildhouse This large cobbled area with a small clump of trees
growing in the middle is home to a daily market selling
As mentioned above, just about everything portable. Although not every trader
the Thieves’ Guild ADVENTURE HOOK
is there every day, it is usually possible to find anything
actually has multiple at a price. There are spices, livestock, horses, clothing,
buildings as a The senior thief Karashin
poisons, hot food, boots and more. There are also quite a
Guildhouse, many of Virmex is looking for discrete
few entertainers such as strongmen, acrobats, minstrels
which are in “The hirelings for a “job” that
and jugglers.
Noose”. Different cannot be handled by his
buildings have thieves. He needs a merchant
The trees at the centre of the square are the location for a
different functions at caravan heading for
number of stocks containing convicted criminals. These
different times, and so Blacksand stopped from
criminals are attended by a number of street urchins keen
it is often difficult for reaching the city, for reasons
to sell rotten eggs, over-ripe vegetables and very soft
even Master Thieves he will not give, although he
tomatoes to onlookers!
to know who is based doesn’t want anyone harmed.
where. All of the The real reason is that his
Thieves’ Guild mother is aboard one of the
buildings are, on the wagons, and she has a habit
outside, something of telling everyone about his
else. Some are childhood days. Karashin is
derelict, some are afraid he will lose his
shops and some are fearsome reputation amongst
private houses. his brother thieves if she
reaches the city.
74 BLACKSAND

N4 - Statue of Daggerface N8 - Talimar the Scalper

Many years ago during the reign of Baron Valentis, the Grade 4 Merchant
erstwhile ruler of the city decided to spend an awful lot An old fashioned red pole wrapped in bandages is fixed
of money commemorating the previous lords of the city outside this shop, announcing that a barber works within.
in larger than life stonework. The first statue in the Talimar the Dwarf has to stand on a box for many of his
planned series was Daggerface, who briefly occupied the customers and is very capable at pulling teeth, setting
throne in 201-202AC, but this was also the last as the broken bones and other minor surgeries as befits a
populace of the city rioted against a punitive tax on food traditional barber surgeon. Unfortunately, Talimars
just to pay for a few statues. Never a great work of art, surgery skills are not matched by his hair cutting ability.
this statue is now badly weather damaged and worn, and Although fairly cheap, a haircut from this barber normally
is almost impossible for a newcomer to identify. involves wearing a hat in public for a week or two
afterwards...
There is however a reasonable chance of seeing one or
more newcomers to town attempting to remove the statue
from its plinth, having been “sold” it by a very friendly N9 - Riddling Reaver Inn
gentlemen in a flashy uniform!
Grade 6 Merchant
This large tavern facing onto the market square does not
N5 - Madame Star serve the best ale (Tavern quality 2-Poor) but does host
many gambling tables, games of chance and
This small ramshackle cottage is the home of the famous entertainments. Run by Buyelnyr, a Flayer (see Out of the
fortune teller Madame Star, although she is usually to be Pit) and his dwarf partner Brugnir, this tavern actually
found in a small tented booth in the market square. offers much better food than the rest of the establishment
would suggest (Good quality food). The pair have also
The tent has a cloth-covered table and two chairs, burning employed two troll bouncers to keep a relative peace due
incense and has a large crystal ball on the table. Madame to the fact that no gambler ever seems to win much against
Star is a short round old woman wearing bright skirts and the house. Brugnir always states that this is just down to
scarves, who always speaks in an exaggerated croak. She the luck of Logaan, but many suggest that the dice are
does actually know some real magic, but much of what weighted and the wheels are fixed.
she does plays on the gullibility of her customers.

N10 - Beckoning Finger Tavern


N6 - Bargo the Wheeler
Grade 6 Merchant
A well known member of the Beggars’ Guild, Bargo was This tavern is widely known as the favoured haunt of the
once a soldier who lost both legs in a long ago war. The thieves guild, and as such is off limits to the city guard,
beggar now uses a low wheeled cart to get around the city, other guilds and newcomers to the city. The landlord,
although he does have some troubles with the stair-lanes Lesseam, is a paid up member of the thieves guild and he
in some areas. Bargo is a good source of information as ensures the quality of the food and drink (Tavern quality
he keeps his ear close to the ground. 5-Good). Busy much of the time with thieves plotting their
latest heist or robbery, an outsider will first be made very
unwelcome and, if they persist, ejected by force. Some of
N7 - Sinas Stickle - Merchant those who resist
ejection have been
known to have their
ADVENTURE HOOK
Grade 4 Merchant
A strange establishment packed with all sorts of peculiar index fingers removed
Urduin the beggar knows a
objects, the sign outside proclaims “Whatever you want - so that they can never
secret entrance into the Palace
I CAN GET IT!”. The thin merchant is proud of his beckon again. There
dungeons via a cellar in scum
extensive network of suppliers, both thieves and are also small private
alley, which is handy as the
adventurers, who are able to source almost any object rooms to the rear of
Heroes also need to rescue
demanded by a customer. The prices are high, but his the tavern for private
someone from those same
pledge is usually true and things not available anywhere meetings.
dungeons. The tunnel is long,
else in the city can be procured through here. dangerous and filled with
traps, but it does indeed lead
Sinas is also a good place to sell truly unusual and bizarre straight into a hatch in the
items, as he may well have a customer who is interested. floor of the main guardroom!
CHAPTER 3 - PORT BLACKSAND 75

N11 - Dragons Tooth Tavern the old kings of Carsepolis, the seats inside are
upholstered with velvet (somewhat worn) and the plates
Grade 6 Merchant and goblets are pewter polished and engraved to look like
This tavern is situated on the Market Square and has a silver. The waiting staff are all dressed in an
secure courtyard for customers to park their carts and approximation of livery and all of the drinks and dishes
stable their mules (Tavern quality 4-Fair). It has a fairly have posh names. Run by ‘Lord’ Kubar Silversword, this
small tap room, but it is usually busy with farmers, traders tavern attempts to attract the best clientele. The quality is
and pedlars. Gregor, the landlord, is an old sailor who indeed good (Tavern quality 5-Good) but the faded facade
spends his entire time regaling customers with tales of his of elegance and the faux lord patron tend to put off the
travels. According to the locals, these stories seem to real nobles. What is left are those customers with
change over time, and many of these locals joke that pretensions to grandeur.
Gregor makes them up. From his regulars, this is taken
in a spirit of jest but coming from a stranger will cause
grave offence. N14 - New Inn

Grade 6 Merchant
N12 - Rat and Ferret Tavern This large and ancient inn has warped floors and leaning
walls due to its great age. The inn is very close to the
Grade 6 Merchant market and so does
Facing onto the middle bridge gives this tavern a good good business from
ADVENTURE HOOK
location to attract passing trade (Tavern quality 4-Fair). the traders, farmers
The landlord is a failed wizard called Valdaris the and customers from
The merchant Arboros Zukk
Magnificent who still insists that his ale and food are the daily market
is undertaking a trade journey
enhanced by ancient magics and potent charms. (Tavern quality 4-
to the Moonstone Hills and is
Whatever the truth of this rumour, the tavern does a brisk Fair). The current
looking for caravan guards of
trade with citizens and visitors alike. landlord, a half Elf
skill and bravery. This will be
by the name of
a journey fraught with danger
Fleurian Fishtail,
and potential reward.
refuses to change the
name of the oldest
N13 - Kings Fingers Tavern drinking house in
the city despite (or possibly because of) the constant
Grade 6 Merchant stream of questions and enquiries.
This tavern sits right at the edge of the district and faces
onto Palace Square. The sign outside sports the arms of
MERCHANT DISTRICT
CHAPTER 3 - PORT BLACKSAND 77

the citizens of the city wash away the grime and filth with
Merchant District which they are surrounded. The staff of this thriving
business are on hand to wash, scrape and massage (for a
This district has both small, poky little shops with smoke fee) and there are numerous ways to get clean. The Dwarf
darkened windows and dust heaped on shelves, as well Brakbolden takes great pride in the service offered,
as large and light emporia. As well as the actual although rather less pride in the number of assassinations
shopfronts, this district is also home to many of the more that take place in the murkiness of the steam room. It is
prosperous merchants themselves. The better shops are said that no other place in the city is such a favourite
well protected with guards and the streets outside them stalking ground for the guild of Assassins.
are often swept clean to encourage a better class of
customer.

This district is regarded as a Merchant area for the M4 - The Mercenaries’ Guild
purposes of determining businesses.
This scarred and battered building is home to the most
violent and aggressive group of men (of all races) in the
city, with the possible exception of the city guard. The
only thing that stops this guild being a real power in the
city is the fact that the vast majority of its members are
away working on contracts. The remaining members are
in Blacksand, but are usually too drunk to do more than
fight random people. This building is where potential
employers come to hire swordsmen, and where those
same swordsmen come to find work. Any visually
M1 - The Guild of Merchants and Traders
wealthy person approaching this building is likely to be
approached by several hopeful mercenaries trying to find
The rather opulent and luxurious building acts as both
work.
Guildhouse and clubhouse for the merchants of
Blacksand. Housing offices, vaults, workshops for ADVENTURE HOOK
appraisal as well as a restaurant for its members. Non-
members are only allowed entrance if accompanied by a M5 - Harrier’s As the Heroes walk along
member, and indeed the Guildhouse is used by many Yard Market Street, they witness a
members to discuss trading contracts and other business crash between two carts that
deals. This noisy and smelly turns one of them over. This
courtyard is the home releases a half-tame Dracon
of most of the animal (Out of the Pit p39) which flaps
M2 - Troll Alley traders and trainers in away to a higher perch. The
the city, and almost animal trader offers 500gp to
This street is a ghetto for the non-human citizens of the any animal can be whoever can recover the
city, although it is far from the only place they are found. bought from here. creature alive, although
Tall crumbling buildings divided into multiple apartments Prices vary wildly honourable Heroes may not
and rooms crowd the sides of this street and each room depending on rarity, feel able to return the noble
houses several souls. Trolls and Ogres live in the larger state of training and creature to a life of slavery.
spaces and Dwarfs live in the cellars, whilst Orcs, Goblins, what the trader thinks
Gnomes and Pixies live wherever they can. Most of the he can get. Cages,
much rarer races also live here, finding it easier to fit into crates and boxes line
the racial mixing pot than other parts of the city. There the yard, although open spaces are left in the centre to
are often fights along gang or racial lines, and blood is allow for adequate training space.
often spilt, but the city guard maintain regular patrols in
the street to minimise the loss of life.
M6 - House Sturtz-Chenser
M3 - Brakbolden’s Bathhouse The base of this martial noble house is a fortified mansion,
surrounded by a high battlemented wall and protected by
Grade 8 Merchant a sturdy gatehouse. There are soldiers wearing the family
This large stone building has multiple chimneys that belch livery on guard outside the gates day and night, and more
black smoke throughout the day and night, the heat from patrolling the walls. It is very difficult indeed to gain
which heats water for baths and steam rooms. There are access to this mansion, and many hopeful thieves have
numerous private and communal rooms within, where never been seen since.
78 BLACKSAND

M7 - Pipe’s although a novice smoker would need the lungs of a troll


ADVENTURE HOOK to smoke this without a severe coughing fit.
Flowers
The flowerseller Effie Pipe His healing herbs are a litle more hit and miss, although
Grade 4 Merchant has a vast treasure hidden in they usually have at least some effect.
An unusual shop to her cellar according to tavern
find in the gossip. For a dare, the Heroes
desperate city that are challenged to enter the
is Port Blacksand,
M11 - J.B.Wraggins - Locksmith
cellar and find out if this is
Mrs Effie Pipe true. Of course, proof will be
supplies flowers Grade 4 Merchant
needed in the form of some
and decorative An old bespectacled dwarf, Wraggins is a master
priceless item, but given the
plants to rich and locksmith and can make and repair locks of all sizes and
aggressive nature of some of
poor alike. types. He also specialises in skeleton keys that can
the potplants in the shop, it
reputedly unlock any lock of the right size (10gp).
may be a risky undertaking.
Most of her stock is Wraggins has two huge guard dogs for protection, both
of the ordinary, if of which are left in the shop when the old dwarf goes
high quality, kind upstairs for the night. Customers may or may not know
although she has been know to supply rarities such as that the old dwarf hates the Wizard Nicodemus, although
sentient, poisonous or mobile plants from time to time. the original event behind this feud is lost in the mists of
Mrs Pipe is the wife of Durndle Pipe (see Pipe’s Famous time. Of course, Wraggins knows that he cannot take
Alehouse in the Fish Market district above) although this direct action; at least, not if he wants to stay the same
will never be mentioned by the flowerseller shape!
herself.

M8 - The Adventurers’ Guild

The Guildhouse of the Adventurers’ Guild is


quite new, and well designed, although it is
currently fire-scarred and battered. Although
no-one has yet accepted responsibility for the
attacks, the mercenaries, thieves and assassins
are all thought to be possibilities. The
adventurers are thought to be taking business
from some of the more down-to-earth guilds.

M9 - Captain Marlin

This heavy set and bearded sailor is taciturn and


rarely speaks unless on board his ship; The Far
Trader. This merchant vessel trades the entire
western coast of Allansia and often carries
passengers as well. Captain Marlin has a
reputation for fairness and honesty quite out of
character with the city he calls home.

M10 - Nimrur - Herbalist

Grade 4 Merchant
This surly Man-Orc sells herbs of all kinds;
healing herbs, culinary herbs and smoking
mixtures. Nimrur also sells a small selection of
smoking pipes to go with the herbs. His best
seller is the smoking mixture “Old Trollborn”,
CHAPTER 3 - PORT BLACKSAND 79

M12 - Calizar Firemaster - Wizard these are either short lived or effective failures but enough
of them work for the wizard to have a very fine reputation.
Born into a noble family, Calizar used his great inheritance
to study Wizardry and further grow his money. Years of
fine living has grown his waistline and his jowls, and he M15 - Mr Nibbs the Cartographer
further emphasises his size with yards of fine silks and
velvets. Grade 4 Merchant
This small shop in Clock Street is piled high with maps,
Although Calizar is a senior member of the guild and an charts and plans of all sorts. Nautical charts may be
experienced wizard, he does little magic any more relying purchased here (p19) as may maps of Allansia and
on two wolves at his front door to keep away visitors and beyond. Unlike many other cartographers, Mr Nibbs puts
a fire imp to do his bidding inside. Calizar is not keen on down how it actually is, rather than using his imagination.
visitors at all. Visitors to the shop are greeted by Freddie the one-eyed
parrot (complete with eyepatch) who knows a
surprisingly large number of swearwords!
M13 - Arlob’s Emporium

Grade 6 Merchant M16 - The Cooper’s Apprentice Tavern


Based in a sprawling building with several staircases and
corridors, and many small and large rooms, the peculiar Grade 6 Merchant
shop is completely lined with shelves and each one is This sprawling ADVENTURE HOOK
crammed with.....things. Stuff. Items. It is hard to tavern at the edge of
classify what the snake-like Arlob sells, as it could be the Trolls Alley area Hiplow the wine merchant
anything and everything. Whilst just about anything has been adopted as has found a strange rainbow-
imaginable could be found here, finding it is actually the a non-human hued potion in a shipment of
trick as Arlob does not appear to know what he has or drinking house. wine from Arantis. A wizard
where it is and there is no order to the shop at all. A Trolls, Orcs and hired for the purpose has
customer who does find an item of interest tucked away Dwarfs all drink determined that the potion is
in a cobweb-strewn room will be able to buy it for an (and fight) in this highly magical (artefact
apparently random price (the Director should roll 7D6 and tavern, and humans grade) but it has defied all
subtract 6 to find the price in gp). No-one knows where are at best ignored normal methods to identify
Arlob obtains his stock as the thin little man has never and at worst ejected its effect. The captain and
been seen to leave his shop or buy anything. with extreme force. first mate of the Flying
The landlord is a Phantom, the ship that
huge Troll by the brought the wine shipment
ADVENTURE HOOK M14 - name of Levad across, have both disappeared
Facesmasher who is in the city and Hiplow hires
Brabantius - actually very the Heroes to find out the
A Goblin has been seen flying
around the tower of Wizard relaxed about other source and effect of the potion.
Brabantius the Wizard on races. He gets on
artificial wings! Vadrul the The tall and angular with just about
Inventor who lives on Palace tower is home to anyone who wants to buy his beer (Tavern quality
Street hires the Heroes to steal Brabantius, a 3-Average)!
the secret invention from the scheming and
wizard and bring it to him. ambitious wizard.
They get an extra bonus if The young spellcaster
they bring the Goblin pilot as has forged strong
well. links with the Thieves’
Guild and Beggars’
Guild and seems to
know much of import that happens within the city walls.
It is rumoured that Brabantius has designs on the
leadership of the Sorcerers guild and maybe even more!

Brabantius is also known to be at the cutting edge of


modern wizardry, and is often credited as the inventor of
new spells, magical items and other innovations. Most of
80 BLACKSAND

M17 - The go out into the world with their sorcery and the blessing
ADVENTURE HOOK of their father to earn their adventuring stripes before they
Minotaur Inn can take over the running of the tavern (Tavern quality
Silas Whitebait the merchant 4-Fair). Quite frequently monsters, traps and other
Grade 6 Merchant dangers claim an Anfret before he can return and so all of
has been robbed of a gem of
In most ways this is the sons of the tavern keeper are called Anfret. That way,
great sentimental and
a standard tavern there will always be another son to send out!
monetary value by a trained
(Tavern quality 3-
monkey right in the centre of
Average) offering
the market square! The
food, drink and
monkey trainer is nowhere to
casual violence, but
M20 - The Hole in the Wall Tavern
be found and Silas needs
in one specific way
subtle Heroes to find his gem Grade 6 Merchant
is unique; The
and return it. The Heroes Port Blacksand is a literal city, and this is a literal hole in
Minotaur is also
will have to be quick as the the wall (well, under it anyway). A tunnel leads from a
home to the most
monkey is a ship’s pet on room in the cellar and emerges via a barred door several
popular theatre in
board the “Flaming Cutlass” hundred feet beyond the city walls. This tunnel is an open
the city! Whilst the
pirate galleon. secret, and most citizens are aware of it. However, this
quality of the acting
and performances is tunnel does not offer a saving on the standard gate tax, as
decidedly pompous, the theatre is a popular place to there is a 2gp per
spend an evening. The plays chosen tend to be populist person charge to pass
through. Lurk ADVENTURE HOOK
comedies and melodramas, and include Orcs and
Orcability and Halfhand, Prince of Lendle. Mendius Skewton applies this
charge to everyone Uservil the Sage, a Hamakei
Bighorn, the landlord, is a fat and greasy man in the
regardless of of great age and learning, is
“tavern keeper” mould, and is never seen without a
affiliation, but does gathering together a band of
grubby apron.
not require any Heroes for an expedition to an
paperwork from ancient temple in the Desert
anyone (Tavern of Skulls. This expedition will
M18 - The Spotted Dog Tavern quality 4-Fair). not be lead by the sage
himself, and so a leader of
Grade 6 Merchant great renown and reputation
Situated on Market Street just inside the Market Gate, this is also sought.
tavern does a roaring trade with carters, wagoners and
other small traders desperate for a drink after the long
M21 - The Jester
queue to get through the gate. The tavern backs onto Tavern
Cooper’s Yard, where many barrel makers do indeed ply
their trade and also has a small brewery in the tavern Grade 6 Merchant
cellars (Tavern quality 3-Average). The owner is an old Avoided by most citizens, this tavern has a terrible
human by the name is Pugbeer who dresses in a typical reputation for hauntings, strange howling and guests
leather apron, has a bald head and scar and is very surly. slaughtered in their beds. Although the actual food and
drink are fine (Tavern quality 4-Fair) the rumours mean
that most of the drinkers and guests here are either new
to the city or adventurers here for a bet. The reality of the
M19 - Anfret’s Tavern
situation is that the landlord Astix Lamak is cursed with
Lycanthropy. Every full moon Astix must hunt either
Grade 6 Merchant
within or outside the city, although if it can be managed
Anfret the VIIth is a gnome trader, adventurer and
this hunting takes place a long way from the city.
sorcerer, known across all three continents as a rogue of
Desperately unhappy with the effects of this curse, Astix
the highest order. The tavern has been passed from father
would pay everything he had for a cure.
to son these six generations, but all young Anfrets must
THE PALACE
CHAPTER 3 - PORT BLACKSAND 83

Lord Azzur’s Palace


The Palace of Lord Azzur is a huge sprawling area, almost
a district in its own right. Surrounded by high fortified
walls and with a sturdy gatehouse with huge iron gates
facing onto Palace Square, even the surrounding grounds This chamber is divided with a carved wooden screen that
are only accessible to city guard or trusted servants. The obscures most (but not all) of the view to the other side.
design of the palace is functional and defensive and Lord Azzur sits in a carved throne on one side of the
eschews the spiky fairytale look of previous palaces in the audience chamber and listens to what his visitors have to
city. say. He then whispers his responses to his trusted man
servant, Gathrun, who relays the message. Azzur only
Surrounding the palace itself is an area of gardens, trees, speaks directly to outsiders if he intends to shout at them,
courtyards and service areas divided by a broad paved and that is not a prospect to be relished.
carriageway. There are coach houses, stables and a large
barracks block for 200 city guardsmen. There is also a Beyond the audience chamber are other plush rooms,
bakehouse, brewery and all of the other buildings needed kitchens, stores, armouries, bedrooms and more. Very
for what is in effect a small town. Most of the “outside” few people know the full layout of the palace and an
servants live in accommodation within the walled area. outsider left alone would have little chance of finding his
An outsider who did manage to gain access to the area way out.
around the palace would be struck by the aura of calm
and peace that pervades all. Sounds of the city outside
float over the high walls, but within there are no shouts, Beneath the palace are the dungeons. Larger than the
no calls and certainly no screams. building above and even more of a maze, the dungeons
provide the prison for the city and have their own small
The captain of the guard has his own generous house near entrance to the north of the palace. As well as cells, the
the barracks, and there is also a huge and elaborate coach dungeons contain torture chambers and even more
house for the gilded black coach of Lord Azzur. horrific rooms whose full extent is the stuff of rumour and
legend. It is fairly certain however that the dungeons of
The main building is tall and imposing with no windows the palace have connecting passages to the old Carsepolis
at ground level and two tall towers. The flag of the Azzur dungeons and that there are areas of the dungeons where
family flies from the taller northern tower. What windows prisoners can be “abandoned” with no hope of survival.
there are tend to be small and difficult to climb through!
There are several small service entrances, all constantly The palace servants are chosen when young by other
locked and guarded and a huge and imposing main senior retainers and raised inside the walls to be slavishly
entrance. The main doors are at the top of a wide staircase, loyal to Lord Azzur. Only the most senior servants will
steel-bound and appear to be capable of resisting even a ever be allowed direct contact with the outside world,
siege engine. Once through the main door, a visitor although there are agents and servants who live their lives
progresses through a maze of antechambers, waiting in the city to source goods etc. It is almost unheard of for
rooms and other smaller chambers before reaching a large servants to be taken on as adults.
audience chamber.
On rare occasions, honoured visitors to his Lordship are
provided with lodging in one of the plush upper bedroom
suites. Only a minimum of personal servants are
permitted, and certainly no weapons, to remain in the
suites, which are locked when the guest is inside. Under
no circumstances is a guest allowed to wander freely
inside the Palace.

Once per year, on the anniversary of his gaining the


throne, Lord Azzur hosts a plush banquet for some of the
most senior people in the city. This banquet is held under
conditions of truce and the understanding that neither
Lord Azzur or the Assassins’ Guild will kill anyone at all.
There have of course been incidents originating with
smaller factions but these are normally handled with some
post-banquet targeted violence.
84 BLACKSAND

Lord Azzur Due to the above, it is almost impossible to get a personal


The ruler of the city of Port Blacksand has a long and meeting with Lord Azzur, and even seeing him in person
complex history (fully told in Titan - p106) but his current is almost an impossibility for most citizens or visitors.
public face is that of a dark and mysterious figure swathed Lord Azzur is a dangerous man, but also a highly
in robes and wraps. Lord Azzur in fact very rarely leaves intelligent one and balances all of the potential threats to
his palace but when he does, he does so in his black and his rule against each other.
gold carriage drawn by two huge black horses. Azzur has
managed to keep control of the boiling rats nest of a city
for all these years due to a ruthless nature, undying loyalty Gathrun - Manservant
from certain key people and (it is rumoured) various
powers granted by his God, Kukulak. This old and faithful retainer was a pirate on the ship that
captured Azzur after he fled the city of Arion, and has
Azzur generally leaves the running of the city to the guard remained with his lord ever since. Tall, thin and heavily
and magistrates, various trusted retainers and also the tattooed, his hawk like nose and bald head are held thrust
guilds. The aforementioned guilds are given a lot of free out in front of him as he walks. Gathrun says as little as
rein to run their businesses, and in return, they stick to possible, but he knows his master and he knows his
their business. Any guild that over-reached its charter business and he is the most trusted of the Lord’s close
would soon find its members declared illegal and a large circle. Gathrun is in charge of the day-to-day running of
bounty placed upon them. In a mercenary place like the palace and personally leads the search for new
Blacksand, that would mean the end of that guild. youngsters destined to be palace servants.

Captain Balgrath

The current captain of the city guard is a


loud, violent and cruel man and is very
aware that his predecessor was executed for
being fair and just. Balgrath directs his men
to keep the city in an iron grip, and feels
that his is the preeminent power in
Blacksand (on behalf of Lord Azzur of
course). Balgrath himself spends a
considerable amount of time in the city at
the head of a crack squad of Trolls, simply
looking for trouble to quash. If no suitable
trouble presents itself, he is quite willing to
arrange some to keep his men sharp and
alert.

Balgrath did have a wife and family when


he was a pirate chief, but they vanished
shortly before he was appointed as city
guard captain. Some say that Azzur holds
them to ransom to ensure the loyalty of the
guard, whilst others say that their
disappearance was the trigger for his
perpetual rage ever since.

Strom - Coachman

It is said that the head coachman for Lord


Azzur can drive a two-horse carriage at full
speed through the most crowded streets
and lanes of the city without hitting a single
building or a single scratch on the
paintwork. Of course, there will be quite a
few trampled and mangled bodies left
CHAPTER 3 - PORT BLACKSAND 85

behind, but they are of no account. Strom has been head Kalataar
coachman for some seven years now and is incredibly
skilled and fanatically loyal. Wearing his ceremonial This old and hugely fat woman originally hails from the
uniform with its robes, elaborate shoulder pads and hi-rise southern coat of Khul, where she was a kitchen slave to
hat, Strom likes to think of himself as the top servant, an unknown noble house. Her mastery with food led to
causing a little rivalry with Gathrun. an increase in responsibility until she was chief cook to
the head table itself. Kalataar repayed the trust of her
masters by poisoning them (and half of the nobility of the
Pandic Needlenail city) at a huge banquet. In the chaos that followed, she
escaped the city and fled aboard a merchant ship,
This wiry half-Troll is as cruel and heartless as he is ugly, eventually heading for Allansia.
which is to say very cruel indeed. Pandic is the head
gaoler in the palace dungeons and head torturer for his When the ship was captured by a pirate vessel under the
master. Almost never seen outside the dungeons, Pandic command of Lord Azzur, Kalataar saved her own life by
seems to revel in causing pain, misery and fear amongst cooking a stunning Khulian meal for the pirate captain,
anyone incarcerated there. Pandic has a special hatred of and has been his personal cook ever since. No-one other
Dwarfs, and the life expectancy of any Dwarf prisoner is than Kalataar and Lord Azzur know the details of their
significantly shorter than those of any other race. agreement, but no-one has ever been poisoned by one of
her meals yet.
The gaolers and guards under Pandic’s command are in
fear and awe of their immediate master who is known to Kalataar will only now speak Khulian, and the other
be as cruel to his staff as he is to his prisoners. About the kitchen staff have had to learn enough to understand her
only way to divert his cruelty is to be horrible to the poor commands. She hates visitors, unless they are also from
prisoners. the continent of her birth.
86 BLACKSAND

The Carsepolis Dungeons The Sewers

Partly constructed
When the final battle in the War of the Wizards left
Carsepolis a pile of twisted and smoking ruins, the
from the docks of Old ADVENTURE HOOK
Carsepolis, the sewer
population abandoned the city for somewhere less
network of the new The trader in spices Jaral
warped. Some of the remaining walls collapsed, and sand
city is a dark, Tightfist is a known collector
blew in during storms or gales to cover what was left.
crumbling and of rare magical items. One of
Before long, most of the old city had been buried and
dangerous place. his rival collectors has
forgotten.
Interconnected in obtained a magical cloak from
several places with the the Carsepolis dungeons that
ADVENTURE HOOK But the ancient city
larger Carsepolis enables the wearer to fly.
had not been
Dungeons, the two are Jaral wants the Heroes to
The merchant Sinas Stickle destroyed, and
both destinations for enter the dungeon and find
boasts that he can obtain various rooms,
Heroes looking for him one of these cloaks (or
anything a customer wants. chambers and caverns
adventure and the something better!)
Well, now a customer wants remained hidden.
lairs of several
an old Carsepolis “half lion” Many of these spaces
dangerous monsters.
coin. These are incredibly were just that, voids
rare, only being issued for a hidden below the
In addition to the thieves, smugglers, rogues and other
two year run. However, if ground. But others
monsters that inhabit the sewers, there are also rumoured
one was to be found, it would had been badly
to be a whole clan of Fish Men inhabiting hidden chambers
be found in the Carsepolis damaged by the chaos
and rooms.
dungeons, and that is where magic and the very
Sinas sends the Heroes (for a fabric of reality made
The sewers themselves do also perform the usual
suitably large fee of course). thin and weak. Into
functions of sewers in more normal cities, taking away
these hidden caverns
waste and water and depositing it in the sea. If one can
crept things best
breathe underwater it is possible to enter the city
hidden and monsters of a more conventional kind.
completely undetected by way of the sewer tunnels.
Magical artefacts and rich treasures still lie hidden in
vaults and coffers. The legend of the Great Incursion

Now, with Port Blacksand built on top of these hidden Many, many years ago, long before the time of our great Lord Azzur,
ruins, thieves and assassins use the tunnels and rooms to strange creatures began appearing in the nighttime streets of our beloved
move unseen. Smugglers hide contraband here and and decrepit city. Things apparently made of hundreds of rats stuck
kidnappers keep their victims. But the creatures remain together. Things with the legs of a fish and the body of a mushroom and
in the vast expanse of the old city guarding their treasure the head of a beetle. Things made from men and animals. Things that flew.
and preying on the odd unwary thief or assassin. Of late, Things that shrieked. The city was in turmoil and no-one was safe at night.
The thieves, assassins and city guard alike mounted extra patrols and
Heroes have started arriving in the city to seek fame and
attempted to find the source of the incursions, but many of them ended up
fortune in the dangerous shadows.
as monster bait.

For a Director, the dungeons offer great opportunity for


The Lord of the city advertised far and wide for Heroes to save his people
adventure and excitement. Just about any creature could from the monsters, and several groups of adventurers did arrive and try.
be found down there and just about any treasure. A huge None of them met with success, and most of their body parts were returned
amount of treasure was abandoned at the end of the battle, to their families.
by accident or design, and some was dropped by chaos
sorcerers or warleaders. There are no maps of the Eventually, four Heroes presented themselves at the Palace gates and
dungeons, and nor could there be since some areas seem declared loudly that they intended to end the scourge. By this time, the
to change slowly (or suddenly). The dungeons connect citizens of the city had almost given up hope and there were but a few cheers
with the ancient sewer system and the palace dungeons, from the watching crowd.
as well as numerous cellars and other secret entrances.
The four Heroes; A muscled barbarian, an armoured dwarf, a learned
In addition, it is thought that the dungeons extend much wizard and a wily rogue, spent several nights roaming the streets of the
further than the boundaries of the modern city and city destroying the abomiations and searching for their source. The brave
possibly quite a long way down. There is no-one who heroes then vanished from the sight of the world for three whole days. When
they returned, it was with a story of a collapsed stretch of sewer, a warped
knows the full extent of the tunnels and rooms, and no-one
chamber beneath and an animated skeleton in the robes of a Chaos Sorcerer.
who knows their way around the entire area.
The scourge was no more, and the Heroes were feted for an entire week
before they left, loaded down with coins, for their next appointment with
fate.
APPENDICES 87

APPENDICES

This section of the book contains additional material useful for running, or playing, the game.

Feel free to photocopy any of these materials for your own use.

Firepowder weapons

Naval Sorcery

Seafaring

Naval Combat

Gazeteer of Blacksand Locations

Blacksand Streets List

Random Blacksand Encounter Tables


88 BLACKSAND

FIREPOWDER WEAPONS NAVAL SORCERY

Grenade Miss Table Naval Sorcery Oops Table


D6 Direction of miss
1 12 O’Clock 2D6 Roll Effect
2 2 O’Clock 2 Caster is turned into a fish for 2D6 minutes.
3 4 O’Clock If near the edge of a ship, the caster can flip
4 6 O’Clock and fall into the water. This effect can be
5 8 O’Clock nasty if the spell is cast with no easy access
6 10 O’Clock to water...
3 There is a brief but heavy rain of fish in an
Grenade Effect Table area 50m across. All further physical actions
D6 Grenade Result the area are at -2 due to the slipperiness
1 Dud Grenade. Will not explode underfoot. There is also sufficient fish for
2-5 Inflicts 1D6 STAMINA damage on all many good meals!
within 3 yards 4 The caster is covered in iridescent scales,
6 Explodes in the hand of the thrower, which gradually drop off off over the next
causing damage as above few hours.
5 The caster will smell strongly of fish for the
Firepowder Weapon Tables next 24 hours.
6 The wind immediately drops to nothing in
Damage Roll a radius of 100m around the caster. The
Weapon 1 2 3 4 5 6 7 effect lasts half an hour.
Pistol 1 2 2 3 3 4 5 7 A huge wave appears and swamps the
Blunderbuss 1 1 2 2 3 3 4 caster and all nearby. Torches are
extinguished, light items are washed away,
Range (meters) and everyone affected must make a SKILL
Weapon Short Medium Long test to avoid being knocked over.
Grenade 0-7 8-14 15-22 8 All fresh water within 10m of the caster
Pistol 0-10 11-20 21-30 suddenly acquires a significant amount of
Blunderbuss 0-4 5-8 9-12 pondlife.....It is drinkable but may (1 in 6)
cause severe stomach cramps.
Firepowder Weapon Oops Table 9 All water within 15m of the caster freezes
over. This is non-magical ice and will melt
2D6 Result naturally as the temperature allows.
2 The weapon blows up, destroying it and 10 The caster can only breathe water for the
inflicting 1D6 STAMINA damage to firer and next D6 minutes.
everyone within 1m. 11 All non-magical ferrous metal within 10m
3 Charge explodes early, causing 1D6 STAMINA
rusts instantly, rendering it almost useless
to the firer. The weapon is damaged.
4 The weapon misfires, shooting a random
(-3 to weapon and armour rolls). Most metal
combatant. items are unrepairable.
5 The barrel blocks as the charge explodes, 12 The caster is swallowed by a giant
damaging the weapon and numbing the arm of fish/whale/sea monster. The caster may (at
the firer, who has a penalty of -2 to all SKILL for the discretion of the Director) be found later.
1D3 rounds.
6 The weapon jams, requiring 1D6 rounds to clear.
This roll should be made in secret by the Director.
7 The weapon refuses to fire, taking a full round
to clear before it can be reloaded.
8 The weapon kicks badly as it fires, throwing the
firer to the ground.
9 The projectile blocks the barrel, requiring 1D6x10
minutes to clear.
10 The priming pan explodes, damaging the
weapon and blinding the user for 1D3 rounds.
11 The weapon explodes, destroying it, and causing
1D3 STAMINA damage to everyone within 2m.
12 The weapon discharges early, shooting the firer
or a random ally.
APPENDICES 89

SEAFARING SEAFARING

Roll Wind Strength Damage Roll


1 Calm - No wind Weapon 1 2 3 4 5 6 7
2 Calm - No wind Ballista 1 2 2 2 3 4 4
3 Breeze Catapult 2 3 4 5 6 7 7
4 Strong Breeze Ram 3 4 4 5 6 7 7
5 Light Wind Cannon 1 2 2 3 4 5 6
6 Medium Wind
7 Strong Wind Armour Roll
8 Fresh Gale Armour 1 2 3 4 5 6 7
9 Gale Light 0 0 0 1 1 1 2
10 Hurricane Medium 0 0 1 1 2 2 3

Movement
If there is wind, the miles sailed per day are: CREW VS CREW COMBAT MODIFIERS
[Base Ship Movement + modifiers +1D3] x Wind Situation Modifier
Strength Fighting from a larger ship +1
+? Navigation special skill of navigator (higher initial SHIP STAMINA)
+? Magic-Priestly (highest of any Priest of Solinthar, If outnumber enemy crew by 2:1 +1
Sukh, Pangara, Hydana on board) If outnumbered by 2:1 -1
-1 If less than full crew but more than half Mixed crew (different races) -1
-2 If less than half crew Each spellcaster or +1
-4 If less than quarter crew +2 if a Naval Sorcerer on board
-3 if SHIP STAMINA less than half Each special ability of the crew +1
If CREW STAMINA is less than full -1
Daily CREW SKILL test modifiers (Wind 7+): but more than half
+? Sea Lore special skill of captain If CREW STAMINA is less than half -3
-1 If less than full crew but more than half
-2 If less than half crew CREW MORALE MODIFIERS
-4 If less than quarter crew Situation Modifier
-3 if SHIP STAMINA less than half If on board Hero refuses Heroic Combat -4
Leadership special skill rating of Captain +?
Ship Weather Damage Roll Crew outnumbered 2:1 -1
1D6 Effect Crew outnumbered by 3:1 or more -3
1 Damage to the rigging - Lose quarter of that Enemy crew outnumbered +1
days movement Attached Hero +1
2 Light damage to ship - 1 SHIP STAMINA Hated enemy crew +1
damage taken If attackers known never to take prisoners +4
3 Torn sails - Lose half of that days movement
4 Moderate damage to ship - lose 1D3 SHIP
STAMINA
5 Severe damage to ship - Lose half initial
SHIP STAMINA
6 Shipwreck! - Ship starts to sink (takes 1-6
minutes)

Crew Weapons and Armour


Damage Roll
Weapon 1 2 3 4 5 6 7+
Light 1 1 2 2 2 2 3
Medium 1 2 2 3 3 3 4
Heavy 2 3 3 3 3 4 5

Armour Roll
Armour 1 2 3 4 5 6 7+
Light 0 0 0 1 1 1 2
Medium 0 0 1 1 2 2 3
90 BLACKSAND

Building Label District Page

Adventurers Guild M8 Merchant 78


Anfret’s Tavern M19 Merchant 80
Arlob’s Emporium M13 Merchant 79
Assassins’ Guild T3 Temple 69

Baraban - Professional Murderer E7 Execution Hill 62


Bargo the Wheeler N6 Noose 74
Beckoning Finger Tavern N10 Noose 74
Ben Borryman – Silversmith H6 Harbour 52
Black Lobster Inn H15 Harbour 53
Black Skull G9 Garden 57
Boat Wharves E5 Execution Hill 61
Boat Yards F2 Fish Market 65
Brabantius – Wizard M14 Merchant 79
Brakbolden’s Bathouse M3 Merchant 77
Burnt out Buildings F3 Fish Market 65

Calizar Firemaster M12 Merchant 79


Captain Marlin M9 Merchant 78
Carulus the Grey E6 Execution Hill 62
Cat and Crucifix Tavern E14 Execution Hill 63
City Courthouse T1 Temple 69
Coopers Apprentice Tavern M16 Merchant 79
Corpse Yard E2 Execution Hill 61
Cut Throat Alley E3 Execution Hill 61

Dagger Tavern H16 Harbour 53


Dietrich Zuvember – Alchemist G10 Garden 57
Dragons Tooth Tavern N11 Noose 75
Drunken Fisherman Inn F7 Fish Market 66
Dvorgar the Untidy G12 Garden 57

Eagle Tower H4 Harbour 51


Eltan the Tailor H7 Harbour 52
Erethrim’s Candle Shop H3 Harbour 51
Executioners Square E1 Execution Hill 61
Eye of the Needle Tavern H10 Harbour 53

Fish Market F4 Fish Market 65


Four Way Cross E10 Execution Hill 62

Gargoyle Tavern E8 Execution Hill 62


Gashanka’s Tavern H11 Harbour 53
Grand Association of Tradesmans Guilds E4 Execution Hill 61
Great Garolon – Artist G13 Garden 58
Guild of Entertainers and Artists G5 Garden 56
Guild of Merchants and Traders M1 Merchant 77
Guild of Wizards and Sorcerers G3 Garden 55

Harbour Masters office H5 Harbour 51


Harriers Yard M5 Merchant 77
Headless Troll Inn E15 Execution Hill 63
Hemlock Tavern H14 Harbour 53
Herring Wharf F1 Fish Market 65
Hister Brey – Executioner T13 Temple 71
Hog and Frog Inn T14 Temple 71
Hole in the Wall Tavern M20 Merchant 80
House D’arrago G8 Garden 57
House Hadrak G6 Garden 56
House Kobassis G7 Garden 56
House Sturtz-Chenser M6 Merchant 77
House of Masks F6 Fish Market 66
House of Pain T5 Temple 69
APPENDICES 91

Building Label District Page

Jalal Armen T12 Temple 71


Jester Tavern M21 Merchant 80
Jimmy Quicktint – Tattooist H8 Harbour 52
Jumping Fish Tavern T15 Temple 71
Jury’s Alehouse T16 Temple 71

Kings Fingers Tavern N13 Noose 75

Laughing Axeman Inn E16 Execution Hill 63


Lawyers Fellowship T4 Temple 69
Lobster Wharf H1 Harbour 51

Madame Star N5 Noose 74


Mariners Guild H2 Harbour 51
Market Square N3 Noose 73
Mercenaries Guild M4 Merchant 77
Mermaid Tavern H9 Harbour 52
Minotaur Inn M17 Merchant 79
Moneylenders Consortium G4 Garden 56
Mr Alden – Thief for Hire G14 Garden 58
Mr Nibbs - Cartographer M15 Market 79

New Inn N14 Noose 75


Nicodemus G15 Garden 58
Nimrur – Herbalist M10 Merchant 78
Noose Gate N1 Noose 73
Nowhere Street T2 Temple 69

Osric’s Arms F8 Fish Market 66

Pipe’s Famous Alehouse F11 Fish Market 67


Pipe’s Flowers M7 Merchant 78
Pirates Ghost Inn F10 Fish Market 67
Public Gardens G1 Garden 55
Pungent and Stark – Exterminators F5 Fish Market 65

Rat and Ferret Tavern N12 Noose 75


Rat in Hand Tavern E11 Execution Hill 62
Red Lantern Tavern E9 Execution Hill 62
Riddling Reaver Inn N9 Noose 74

Serpent Queen G11 Garden 57


Silenced Watchman Inn F9 Fish Market 67
Silver Coin Tavern G16 Garden 59
Sinas Stickle – Merchant N7 Noose 74
Sports Arena G2 Garden 55
Spotted Dog Tavern M18 Merchant 80
Statue of Daggerface N4 Noose 74
Sun and Seven Stars Inn E13 Execution Hill 63

Talimar the Scalper N8 Noose 74


Temple of Dalgalla T6 Temple 69
Temple of Elim T11 Temple 70
Temple of Fourga T8 Temple 70
Temple of Kukulak T10 Temple 70
Temple of Solinthar T7 Temple 70
Temple of Sukh T9 Temple 70
Thieves Guildhouse N2 Noose 73
Troll Alley M2 Merchant 77

Valentis’ Bane Inn H12 Harbour 53


Varag’s Splendid Alehouse E12 Execution Hill 63
Vulgar Goblin Inn H13 Harbour 53
Wraggins – Locksmith M11 Merchant 78
92 BLACKSAND

Street District(s) Street District(s)

Alley of Whispers Noose Lobster Wharf Harbour


Axeman St Execution Hill
Market Square Noose
Barracks Ln Merchant Market St Merchant
Boars Head Yard Temple Middle Bridge Garden / Noose
Brass Ln Merchant Mill St Garden
Bridge St Noose
Needle Alley Merchant
Candle St Garden / Execution Hill Net Ln Fish Market / Temple
Catfish St Fish Market Nowhere St Temple
Clearwater Yard Noose
Cloak St Garden / Execution Hill Oak Tree Yard Temple
Clock Ln Merchant
Clock St Merchant Palace Bridge Execution Hill / Noose
Clog St Harbour Palace St Noose / Merchant
Clothcutters Yard Harbour Palace Square Noose
Cod Alley Fish Market Parrot Ln Harbour
Coopers Yard Merchant Plains Yard Temple
Corpse Yard Execution Hill
Cotton St Harbour Ratcatcher Alley Merchant
Cut Throat Alley Execution Hill Red Hill Execution Hill
Cutlass Alley Temple River St Noose
Riverside Walk Harbour
Dagger Ln Temple
Dark Ln Execution Hill Scimitar Square Temple
Dolphin Run Fish Market Scam Alley Merchant
Scum Alley Noose
Eagle Yard Merchant Shark Alley Merchant
Eel Ln Fish Market Shipwright’s Ln Harbour
Executioners Square Execution Hill Short St Merchant
Sighing Ave Temple / Noose
Field St Merchant Silversmiths Yard Garden
Fish Market Fish Market Singing Bridge Garden / Noose
Fish St Fish Market Slime Yard Noose
Forever Ln Temple Sneak Way Execution Hill
Fork Ln Temple Spice Yard Merchant
Spoon St Temple
Gallows Hill Execution Hill Square St Execution Hill
Gallows St Execution Hill Stable Street Harbour / Garden
Garden St Garden Street of Gold Garden
Gibbet Ln Execution Hill Street of Knives Temple
Glove Ln Temple / Merchant
Goose St Garden The Cut Execution Hill
The Noose Noose
Hake St Fish Market Thread St Noose / Merchant
Harbour St Harbour / Garden Temple St Temple / Merchant
Harriers Yard Merchant Tobacco Yard Fish Market
Herring Ln Fish Market Tower Street Harbour
Herring Rd Fish Market Tree Ln Garden
Herring Wharf Fish Market Troll Alley Merchant
Hill St Execution Hill
Wall St Temple / Merchant
Key St Merchant Weaver St Harbour
Winding St Execution Hill
Lantern Ln Temple Wool St Temple
Lightfinger Alley Execution Hill
Lobster Alley Harbour
APPENDICES 93

Random Blacksand Encounter Tables


These tables can be used to generate random people encountered on the streets, in the houses or even in the taverns of the city.

There are three tables, one for profession/race, one for appearance and one for character. The actual number of people encountered
will depend on the intent of the Director and the number of Heroes in the group. A potential informant may well be a single person,
whereas a group intent on violence will probably be as large as or larger than the group of Heroes.
As with all tables of this sort, these are best used as a guide or inspiration for the Director.

D6 D6 Encounter D6 D6 Appearance D6 D6 Character

1 1 Exotic Visitor 1 1 Bald 1 1 Arrogant


2 Apprentice Thief 2 Beautiful 2 Brave
3 Beggar 3 Big Nose 3 Cheeky
4 Sedan Chair Men 4 Blind 4 Cheerful
5 Goblin 5 Broad 5 Clever
6 Fish Man (night) 6 Clean 6 Collector
2 1 Thief 2 1 Clumsy 2 1 Cowardly
2 Dwarf 2 Deaf 2 Dishonest
3 Fisherman 3 Dextrous 3 Dreamer
4 Mercenary 4 Dirty 4 Dull
5 Craftsman 5 Eagle-eyed 5 Flamboyant
6 Naval Sorcerer 6 Fat 6 Forceful
3 1 Trader 3 1 Hairy 3 1 Greedy
2 Bodyguard 2 Handsome 2 Happy
3 City Guard 3 Keen Hearing 3 Hard Working
4 Sailor 4 Long Haired 4 Honest
5 Troll 5 Nondescript 5 Humble
6 First Mate 6 One Eyes 6 Intellectual
4 1 Adventurer 4 1 Short Sighted 4 1 Jealous
2 Thief 2 Spotty 2 Liar
3 Black Elf 3 Stocky 3 Mean
4 City Guard 4 Strong 4 Paranoid
5 Orc 5 Stuttering 5 Religious
6 Assassin 6 Tall 6 Rude
5 1 Apprentice Wizard 5 1 One-Handed 5 1 Scheming
2 Farmer 2 One-Legged 2 Sensible
3 Pirate 3 Plain 3 Silly
4 Nobleman 4 Powerful 4 Soft Hearted
5 Senior Thief 5 Puny 5 Spendthrift
6 Gang Member 6 Short 6 Stupid
6 1 SPECIAL 6 1 Thin 6 1 Suspicious
2 Pirate Captain 2 Ugly 2 Trusting
3 Thief 3 Unkempt 3 Truthful
4 Beggar 4 Weak 4 Unhappy
5 Priest 5 Young Looking 5 Violent
6 Half Orc 6 Wrinkled 6 Youthful
94 BLACKSAND

INDEX
Catapult 15, 17, 19
A Catfish River 34
Adventurers’ Guild 46, 78 Celebrations 42
Alchemist 23 City Guard 39, 48
Alenen 71 Blockhouse 39, 49
Anfret’s Tavern 80 Clothcutters Yard 53
Annamar the Black 70 Cog 16, 19
Arakor Nicodemus See Nicodemus Cooper’s Apprentice Tavern 79
Arboros Zukk 75 Courthouse 25, 69
Arion 33 Coros Sword-Breaker 29
Arlob’s Emporium 79 Corpse Yard 61
Assassins’ Guild 44, 69 Count Orol Rembert 45
Astix Lamak 80 Cozimo Warbler 67
Crew Armour 12
CREW MORALE 12-13, 18
Crew Numbers 13
B CREW SKILL 12-13, 18
Bag of Air 19 Crew Special Skills 13
Balhal Flatnose 53 CREW STAMINA 12, 18
Ballista 15, 17, 19 Crew Weapons 12
Balman Dalgalla 69 Crime 39
Baraban 62 Culbar Stonefoot 53
Bardaras Narbor 47 Cut Throat Alley 61
Bargo the Wheeler 74
Baron Valentis 33, 55, 62, 74
Bays Ball 37
Beckoning Finger Tavern 74 D
Beggars Guild 44, 56, 74 Dalgalla 69
Ben Borryman 52 Dagger Tavern 53
Beryg Longfang 62 Daggerface 33, 74
Beyub the Brave 67 Dancing Dolphin 51
Billing Craik 58 Danetyr the Spike 43
Black Lobster Inn 34, 53 Derl Xian 44
Black Skull 57 Desig Flatnose 71
Black Swan 51 Dietrich Zuvembar 57
Blunderbuss 8 Doloric Cloudscraper 71
Boat Wharves 61 Doric Sandwasp 53
Boat Yards 65 Dragons Tooth Tavern 75
Boats 36 Drogo Widemouth 34
Bone Needle 10, 19 Drunken Fisherman Inn 66
Brabantius 79 Duramax Frogshaper 46, 55
Brakbolden’s Bathhouse 77 Durndle Pipe 67, 78
Brugnir 74 Dvorgar the Untidy 57
Burg Redbeard 66 Dwarf Throwing 37
Burnt Out Buildings 65 Dwarven Battleship 17, 19
Buyelnyr 74

E
C Eagle Tower 51
Calizar Firemaster 79 Effie Pipe 78
Cannon 8, 15, 17, 19 Elim 70
Captain Balgrath 48, 84 Eltan the Tailor 52
Captain Bartella 52 Enchanted Charts 19
Captain Marlin 78 Engineering 7
Caravel 16, 17, 19 Entertainment 36
Cares Stormchild 29 Erethrim’s Candle Shop 51
Cares Whitewolf 29 Eril Gor 51
Carlon Straga 45 Execution Hill District 60-63
Carriage 36 Executioners Square 61
Carsepolis 29, 34, 47, 51, 75, 83, 86 Eye of the Needle Tavern 53
Dungeons 86
Carulus the Grey 62
Cat and Crucifix Tavern 63
APPENDICES 95

House Hadrak 47, 56


F House of Masks 66
Face of Chaos 33, 39, 51, 53 House of Pain 69
Far Trader 78 House Kobassis 47, 56
Fighting 37 House Sturtz-Chenser 47, 77
Figurehead of Protection 19 Hydana 12
Fire Island 32
Firepowder 7-8
Oops Table 8
Prices 8 I
Fish Market 65 Igneolite 7
Fish Market District 64-67 Inn 20
Flashpowder see Firepowder Ioran Redshirt 59
Fleurian Fishtail 75 Ironhand 43
Flintlock 8 Irritaria 29
Flying Phantom 79
Food and Drink 36
Four Way Cross 62
Fourga 70 J
Fulgan Silverhand 46 J.B. Wraggins 78
Jalal Armen 71
Jalthan Longblade 46
Jaral Tighfist 86
G Jester Tavern 80
Galleon 15, 19 Jimmy Quicktint 52
Galley 15, 19 Jonjo Ruby 33
Galor Erethrim 51 Jool Jerem 46
Gambling 36-37 Julius Oftran 59
Gambling Hall 23 Jumping Fish Tavern 71
Garden District 54-59 Jury’s Alehouse 71
Gargoyle Tavern 62
Gashanka’s Tavern 53
Gathrun 84-85
Gereth Yaztromo 58 K
Gobbo Donzo 63 Kalataar 85
Golden Top 10, 19 Karashin Virmex 73
Graawan Eldith 67 Kings Fingers Tavern 75
Grand Assoc. of Tradesmans Guilds 47, 61 Knarr 10, 16, 17, 19
Great Garolon 58 Kubar Silversword 75
Gregor 75 Kukulak 33-34, 70, 84
Grenade 7-8
Guild of Entertainers 44, 56
Guild of Wizards & Sorcerers 46, 49, 55-56
Gunpowder see Firepowder L
Gunsmith 8 Large City 20
Large Town 20
Larney Rognar 52
Laughing Axeman Inn 63
H Lawyers 40, 45, 69
Halron Allierte 53 Leaf Beasts 55
Hamlet 20 Lessearn 74
Harbour District 50-53 Levad Facesmasher 79
Harbour Masters Office 51 Lobster Wharf 51, 53
Harkrik Hadrak 47, 59 Longship 15, 19
Harriers Yard 77 Lord Azzur 33-35, 39, 44-48, 51, 53,
Headless Troll Inn 63 55-57, 62, 69-70, 83-85
Hemlock Tavern 53 Lurk Skewton 80
Herlak Kobassis 56
Herring Wharf 65
Hiplow 79
Hister Brey - Executioner 71 M
Hog and Frog Inn 71 Mad Angius 48
Hogwell Hogg 62 Madame Star 74
Hole in the Wall Tavern 80 Magical Compass 19
Holnir Valentis 43 Marak Greysteel 33, 67
House D’arrago 48, 57 Mariners Guild 45, 51
96 BLACKSAND

Market Square 21, 73


Matchlock 8
R
Maxim Vibril 63 Raelle 66
Mendius Bighorn 80 Ram 15, 17, 19
Mercenaries Guild 45, 77 Rannik 43
Merchant District 76-80 Rat and Ferret Tavern 75
Merchant Trades 27 Rat in Hand Tavern 62
Merchants Guild 46, 77 Renwick Redfoot 62
Mercule Sharatan 46 Razor Cats 61
Mermaid Tavern 52 Red Lantern Tavern 62
Minotaur Inn 80 Red Star Brotherhood 48
Money 38 Religion 41-42
Moneylenders Consortium 46, 56 Riddling Reaver Inn 74
Monocle 9, 19
Mr Alden 58
Mr Nibbs 79
Music 38
S
Sailing 11-17
Daily Movement 11-12
Sedan Chair 35-36
N Sea Lore 12
Narwhal Horn 9, 19 Seagull Wings 10, 19
Naval Combat 17 Serethys Hookblade 69
Naval Sorcery 9-11, 18, 24 Serpent Queen 57
Navigators Brotherhood 46 Serxus 44
New Inn 75 Sewers 86
Nicodemus 58-59, 78 Shareela 51
Nimrur 78 Ship Armour 13
Noose District 72-75 Ship in a Bottle 18
Noose Gate 73 Ship Movement 13
Nowhere Street 69 Ship Repairs 18
Nulzar 53 SHIP STAMINA 12, 18
Ship Weapons 13, 17
Shipwreck 10
Silas Whitebait 80
O Silenced Watchman Inn 67
Orvyn Halfblood 70 Silk Rope 10, 19
Osric’s Arms 66 Silver Coin Tavern 59
Silver Conch Shell 10, 19
Sinas Stickle 49, 74, 86
Small City 20
P Small Town 20
Palace 83-85 Solinthar 12, 70
Pandic Needlenail 85 Sport 37
Pangara 12 Sports Arena 37, 55
Philberk Grumby 63 Spotted Dog Tavern 80
Piercing Ram 19 Steel-Eye Mallad 48
Pipe’s Famous Alehouse 67 Stirk Cuckling 46
Pipe’s Flowers 78 Strennar Flametouch 43
Piracy 18, 39 Strom 84-85
Pirates Ghost Inn 67 Sukh 12, 70
Pistol 7-8 Sun and Seven Stars Inn 63
Pixie Throttling 37 Swordfish 51
Pleasure Barge 16, 19
Poor Trades 26
Prince Olaf Twohorse 32-33, 67
Public Baths 23
T
Public Gardens 55 Talimar the Scalper 74
Pugbeer 80 Tavern Quality 24
Pungent & Stark 65 Taxes 38-39
Temple District 68-71
Temple to Dalgalla 69
Temple to Elim 70
Q Temple to Fourga 70
Quallnar Valik 43 Temple to Kukulak 70
Temple to Solinthar 70
APPENDICES 97

Temple to Sukh 70
Thieves Guild 42-44, 73
Grand Master 44
Torrepani 53
Trial 40-41
Trimak Kobassis 56
Troll Alley 77

U
Urduin 74
Uservil the Sage 80

V
Valentis’ Bane Inn 53
Valdaris the Magnificent 75
Varag Madhand 63
Varag’s Splendid Alehouse 63
Veldan Kobassis XIV 47, 56
Veliam Cockcrow 45
Village 20
Visorr Peppeto 66
Vulgar Goblin Inn 53
Vulpine 43

W
War of the Wizards 32, 86
Warship 15, 19
Wealthy Trades 27
Weather 10, 11, 35
Weged D’arrago 48
Werik Longfinger 43
Wetyr 67
Wilhelm Sturtz-Chenser 47
Wind Speed 10, 11

Y
Yannisara 29
Yuro Furtha 70

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