Advanced Fighting Fantasy - Blacksand
Advanced Fighting Fantasy - Blacksand
Advanced Fighting Fantasy - Blacksand
Blacksand
For the Advanced Fighting Fantasy Roleplaying
Game
Graham Bottley
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
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 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
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
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
If there is wind to fill the sails, the km sailed per day across
open sea are as follows:
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.
SAMPLE CREWS
Below are given some sample crews to use directly or base
a new crew upon:
CHAPTER 1 - NEW RULES 15
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.
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.
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
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 PRICES
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
Building Details
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
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.
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.
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
Wealthy Businesses
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
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.
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
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.
Sport
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.
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.
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.
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.
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
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
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
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
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.
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.
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
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)
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
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
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 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
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.
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
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
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
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
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
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
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
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
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
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.
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.
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
M9 - Captain Marlin
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
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
Captain Balgrath
Strom - Coachman
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
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.
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
SEAFARING SEAFARING
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)
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
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.
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
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