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  What is this 
  supplement?
  Welcome to the Pirate Haven of Blackrock, first in 
  the Location Guide series from Darren W. Pearce 
  and Gillian M. Pearce. These are Pathfinder RPG 
  Core Rulebook-compatible settings that can be used 
  as-is, or can be modified as desired to match your 
  campaign needs. This location series is designed as 
  a toolbox for the GM to draw ideas from, or to use 
  as a quick plug-in backdrop for your own campaign 
  if you’re short on prep-time. Additionally, despite 
  including some game stats, with a little tweaking, 
  you can use these locations in virtually any system/
  setting you want.
  Pirate Haven of Blackrock
  CN Large Town
  Corruption +2; Crime +4; Economy +2; Law -1; 
  Lore +1; Society -0
  Qualities free city, legendary marketplace, notorious
  Danger +20
  Demographics
  government Overlord (pirate queen)
  population 2,750 (2,000 humans; 250 half-elves; 
  250 half-orcs; 100 dwarves; 150 other)
  marketplace
  Base Value 5,200 gp; purchase Limit 37,500 gp; 
  spellcasting 5th
  minor items 4d4; medium items 3d4; major 
  items 1d6
  oVerView
  A few hundred years ago, a group of explorers 
  and corsairs established a small settlement on an 
  uncharted island. As time passed, it grew to be a 
  notorious pirate town.
  population: 2,500 assorted rogues, vagabonds, 
  and cutthroats live in town at any given time. The 
  town is a melting pot for all kinds of travellers, and 
  the population often swells to 3,000 or more—due 
  to rumors that unexplored ruins upon the island of 
  Korte and the waters surrounding it are home to 
  vast treasure.
  government: Pirate Queen Cassandra Blackthorne 
  (see appendix) rules the rogues of Blackrock, 
  and she has a number of loyal, well- armed, and 
  dangerous cohorts who back her up. The Blackrock 
  Corsairs are some of her most feared enforcers.
  armed Forces: The Blackrock Corsairs (500); Old 
  Gentry’s Troop (200); and assorted allied corsairs, 
  pirates, and troublemakers. Cassandra tends to let 
  the pirate forces police themselves.
  supplies: Ole Jack’s Goods (area 23; Holan Jack), 
  The Sharp Blade (weapons shop in area 24; Segrid 
  Haversun), Madame Lustra’s Finery (clothes shop 
  in area 35; Carlotta Lustra), The Seaman’s Chest 
  (sailing supplies in area 25; Herbert Bunt), and 
  Drakkar’s Sundries (area 26; Jos Drakkar).
  Temples: The God of the Sea (Water; area 27; 
  priestess Myranda), One-Eye’s Shrine (old pirate 
  legend temple in area 10), The Lady’s Temple 
  (Death; area 29; Sister Clarine), Fortune’s Temple 
  (Luck; area 28; Thaddeus Broker).
  inns: The Sailor’s Rest (area 30; the Meerdeen 
  family), the Broken Mast (area 12; the Jaavers), the 
  Lady Lucille Inn (area 31; Lucille Kallisto), and the 
  Silver Galleon Inn (area 40; Sam Varras)—the most 
  expensive of the inns, with rooms costing twice as 
  much as the others.
  Taverns: 
  Cat’n’Cutlass 
  (area 
  8; 
  Bess), 
  Threadbare (area 13, Bodik Pont), Old Ma Ma’s 
  (area 32; Ma Ma, aka Mother Margo), Porter’s 
  Place (area 34; Alan Porter), and Lusty Lucy’s 
  (area 18; Morgan family).
  services: Madame Kostra’s Brothel (area 36; 
  Madame Sara Kostra), The Bear Pits Fightin’ Club 
  (area 19; Black Thomas Rude), Bank of Blackrock 
  (area 37), the Insurer Koldistan (area 38; Guylian 
  Koldistan), and Purdey’s Gamblin’ Den (area 39; 
  Purdey Koldistan).
  Blackrock’s history
  To understand the history of Blackrock, first it’s 
  necessary to examine the history of Korte Island. 
  Once the home of a notorious tribe of savage monsters 
  called the Vasha, Korte had a reputation as a vile and 
  dangerous place somewhere in the region known as 
  the Blackblood Sea. Korte ensnared many travellers, 
  and the Vasha sacrificed the visitors to their dark 
  god Nepa. They took their victims’ treasures and 
  valuables, having no use for such trinkets, and tossed 
  
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  them into chambers in their subterranean hive and 
  temples. Over thousands of years, the Vasha amassed 
  quite a collection of wealth, which lay hidden until 
  the calamity which brought doom upon them and 
  wiped their whole race from the annals of history. 
  The Vasha captured a ship called the Argossus, 
  the pride of the Isyrian Fleet and captained by a 
  murderous man known as Carlyle. Rather than 
  suffering the same fate as his predecessors, due to 
  his association with a cunning entity known as the 
  One-Eye, he wrought destruction on the monster 
  race, and his crew followed suit. The Vasha were 
  not prepared for such ferocity, for the man gave no 
  quarter and took no prisoners.
  Over the six months that followed, more of 
  Carlyle’s ships landed on the island and brought with 
  them terrible weapons of war. They systematically 
  hunted down and murdered the Vasha in their homes, 
  lairs, and tunnels. Then one of Carlyle’s soldiers 
  breached an ancient temple to Nepa and saw the gold 
  there. It was the beginning of the end for the Isyrian 
  captain, because faced with such a wealth of gold, 
  gems, weapons, items, and trinkets galore, greed—
  that basic of human emotions, especially among the 
  more corsairlike people—took over.
  Once the Vasha had been dealt with, the corsairs 
  began fighting among themselves on land and 
  sea, each trying to claim a swath of the treasure 
  for their own. So bloody were these battles and 
  so ferocious that they left a slew of bodies and a 
  lake of blood across the beaches and waters around 
  Korte. Hundreds of ships were sunk, thousands 
  were killed, and even more treasure was lost at the 
  bottom of the ocean.
  At the end of the six months, after the defeat of the 
  Vasha, the Argossus and the Crogan were the only 
  two ships remaining. Both commanded by ruthless 
  corsairs, the two vessels met in open combat on 
  the waters to the southeast of the island, and they 
  hammered each other for hours before they closed in 
  for the kill. By the skin of her teeth, the fire-haired 
  Captain Alison managed to end the life of her rival, 
  and as her ship was damaged beyond repair by the 
  Argossus’s cannon barrage, the final shot skimmed 
  past her and buried itself on the shore. The battle for 
  the island and its treasure was over.
  The survivors, some 60 men and women, made it 
  to shore. Using the materials they salvaged from the 
  damaged ship, they constructed shelters before the night 
  fell.  Over the next few days, they worked to bring the 
  
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  Crogan onto the beach, and there the ship remained, 
  becoming their home. They knew other ships tended 
  not to pass near the Island of Korte, and so, too, did 
  they know the Isyrian homeland had given them up for 
  dead, especially when the survivors received no word 
  from Isyrian over the next few months.
  The human spirit is indomitable, though, and the 
  small settlement took a life of its own. Slowly, their 
  numbers grew as people made homes and created 
  families. A strong sense of camaraderie and love 
  brought the corsair survivors together in a way which 
  would echo into the future. 
  The modern Haven of Blackrock owes a lot to the 
  previous brave souls who followed their respective 
  captains, but then realized that survival was more 
  important than who had the biggest share of riches 
  they could never spend. Over the years, the small 
  population swelled, and eventually word spread of 
  the treasure, and rather than fleets of warships, small 
  explorer-laden vessels swept through the waters 
  towards Korte. When the treasure hunters landed 
  at the shore, they found a small pier and a group 
  of welcoming souls, part of a thriving community. 
  Rather than try to take the gold by force, the 
  travellers mostly joined in with the spirit of the small 
  settlement; they helped out, made homes, and they 
  expanded the place until it spread further along the 
  shore and into the tree line. 
  Suddenly, Blackrock was no longer a beach 
  dwelling with a broken galleon: it was a village. 
  Then, a  few years later, it spread so far as to become 
  a prosperous town, as more and more explorers came 
  to plumb the depths of the old Vasha ruins and find 
  gold, adventure, and more.
  Now, it is a large sprawling port town with 
  numerous docked ships, a quick-witted and vicious 
  pirate queen, and more secrets than the number of 
  planks on a ship’s deck.
  What does Blackrock  
  look like?
  Blackrock is a sprawling town resting on the 
  southeastern shore of the Island of Korte. It is 
  a maze of streets, waterways, piers, and docked 
  ships; some of which are permanently docked to the 
  wooden walkways. Numerous lanterns and lamps 
  hang on thick guide ropes and lie suspended over 
  the makeshift streets. This chaotic layout serves the 
  town’s Dock Area quite well. The pride of the Dock 
  Area is the restored-but-non-seaworthy home of the 
  Pirate Queen Cassandra, the one-time wreck of the 
  Crogan (area 5).
  The town is surrounded by a large white stone 
  wall that leads up to a pair of lighthouses, which 
  are situated in a manmade C-shaped sea dock; they 
  cover the south and east sea-gates, the only ways 
  into the Haven of Blackrock by boat.
  The town continues to spread into the northern 
  part of the island, and the further in, the buildings 
  become a little more traditional but still display a 
  nautical theme about them. There are proper streets 
  in the Middle Area, or the Explorer’s Area, as it is 
  often known by the locals, where you can find the 
  Bear Pits Fightin’ Club (area 19). Then further to 
  the north, up the side of the black rock hill is the 
  high end of the town, where the affluent businesses 
  like Madame Kostra’s Brothel (area 36), Bank of 
  Blackrock (area 37), and the Insurer Koldistan (area 
  38) reside. This area is often known as the Gold Area 
  or the Financial Area. It is also where Cassandra has 
  her mansion retreat (area 42)—when she tires of her 
  days spent in the ship-home the Crogan and seeks 
  relaxation and companionship.
  At night, the town comes alive with the revels of 
  the various people; and lights from street lanterns and 
  lamps, candles blazing in home windows, and flaming 
  bonfires in the various town squares fill the night. The 
  beams from the two lighthouses play across the dark 
  waters, and the whole scene appears magical.
  the areas of 
  Blackrock
  dock area
  1. sea wall east: Strong storms have weathered this 
  eastern portion of the sea wall, which is covered in 
  part by barnacles and pockmarks from past cannon 
  fire. The wall is thick enough to withstand the 
  barrages of enemy ships, and it has several hidden 
  cannons with which to surprise unwelcome visitors. 
  It has a large pair of steel sea-doors that can be closed 
  and locked to prevent passage.
  2. sea wall west: This portion of the massive sea 
  wall has numerous secret passages running through 
  its stonework which allow the wily pirates to load 
  and unload cargo on the western side of the island 
  without ships needing to dock—and to avoid 
  
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  map key
  1. Sea Wall East
  2. Sea Wall West
  3. Sea Wall South
  4. Main Pier
  5. Cassandra’s Ship 
   
  (the former Crogan)
  6. Lighthouse South
  7. Lighthouse East
  8. Cat’n’Cutlass Tavern
  9.   Walkways
  10. One-Eye’s Shrine
  11. Water Square
  12. The Broken Mast Inn
  13. Threadbare Tavern
  14. Port Authority Building
  15. Shipwright and Dry-Dock
  16. Explorer’s Square
  17. Well
  18. Lusty Lucy’s Tavern
  19. Bear Pits Fightin’ Club
  20. Government House
  21. Blackrock Corsairs
  22. Gentry’s Troop
  23. Ole Jack’s Goods
  24. The Sharp Blade
  25. The Seaman’s Chest
  26. Drakkar’s Sundries
  27. The Sea God’s Temple
  28. Fortune’s Temple
  29. The Lady’s Temple
  30. The Sailor’s Rest Inn
  31. The Lady Lucille Inn
  32. Old Ma Ma’s Tavern
  33. Jailhouse
  34. Porter’s Place Tavern
  35. Madame Lustra’s Finery
  36. Madame Kostra’s Brothel
  37. Bank of Blackrock
  38. Insurer Koldistan
  39. Purdey’s Gamblin’ Den
  40. The Silver Galleon Inn
  41. Noble Row
  42. Blackthorne Mansion   
   
  (Cassandra’s Retreat)
  43. Gold Square
  44. Land Gate
  
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  scrutiny from any agents or ships that might not be 
  allied to the corsair contingent of Blackrock. There 
  are cannons here as well, but no sea-gates.
  3. sea wall south: The southern section of the sea 
  wall is likewise pockmarked from cannon fire from 
  several hostile engagements. The wall here has been 
  reinforced from several local stone sources and it 
  features the largest of the sea-gates and provides 
  direct access to the interior of the sea-dock. It has 
  another surprise for any errant trespassers or anyone 
  trying to flee: a large, sharp, clawlike device can 
  be raised from under the gate to scupper any ship 
  passing through without proper authorization.
  4. main pier: The main pier of the docks is a long 
  construction which binds the smaller walkways 
  running between the ships together. It is made from 
  sturdy materials and reinforced with air-filled barrels 
  under the dock. This extra buoyancy comes in handy 
  when fierce storms batter the island’s coast. A group 
  of dockhands who call themselves the Night crew 
  (N male and female human commoner 2) patrol the 
  pier; they oversee the action on the docks, ensuring 
  that the various ships’ crews behave themselves
  5. cassandra’s ship: The Crogan, as it once was 
  called, was a huge galleon which belonged to Captain 
  Carlyle. It was Cassandra’s ancestor who killed the 
  man and claimed the first spot on the island. The ship 
  was a massive, many-gunned behemoth, and it has now 
  been rebuilt and secured on the island’s shore as part of 
  the Dock Area. The masts have no sail but are instead 
  attached with huge ropes to large poles driven into the 
  ground around the vessel. The interior is fit for a queen, 
  and it has numerous rooms and secret passages running 
  throughout. Cassandra’s cabin is a sumptuous bedroom 
  which boasts a huge four-poster bed and a sunken deep 
  bath inlaid with grey and black marble.
  6. Lighthouse south: The southern white-and-black-
  stone lighthouse is the larger of the two; it has four 
  floors and a big crystal lamp with numerous lenses to 
  focus its beam out to sea perfectly. Its lamp possesses 
  an enchantment that allows it to shine clearly, even in 
  the most inclement weather—this is more a function 
  of the ancient lamp-stone drawn from the Vashan 
  ruins further inland. The current lighthouse keeper is 
  a man named abraham (N male human expert 5), 
  a reclusive elderly gentleman who once captained 
  a fishing trawler in the local seas. His trawler, the 
  Dusty, was sunk by the demon-bound ship of Captain 
  Llewellyn Pike (see secrets, page 23).
  7. Lighthouse east: The smaller eastern lighthouse 
  is made of grey stone and is fitted with a similar 
  lamp-stone. The lighthouse has two floors, the 
  lower keeper’s floor and the upper lamp assembly. 
  aya Brynde (LN female human commoner 4) 
  is the buxom keeper of the eastern lighthouse, 
  an effervescent 30-year-old blonde woman with 
  aspirations of being a captain herself one day.
  8. cat’n’cutlass Tavern: This rowdy and 
  ramshackle tavern sits on the northeast side of the 
  pier. It is suspended on a massive wooden platform 
  story hook: lamp-stone theft
  plot: The southern lighthouse (area 6) has a 
  problem, a big problem, and it’s up to the player 
  characters to solve this one. Abraham, the 
  lighthouse’s owner, has heard that the PCs are 
  pretty good at getting to the bottom of things, and 
  he offers to pay them a tidy sum and put in a good 
  word to Cassandra on their behalf if they look 
  into the theft of the lamp-stone. Without it, the 
  lighthouse won’t function, and his trusty weather 
  eye says there’s a nasty storm on the horizon. So 
  they best hurry!
  It’s true; the lamp has been stolen by an 
  opportunistic young thief named marina (CN 
  female human rogue 3; use the burglarGMG). 
  She has plans to use the stone to dive as deep 
  as possible to see if she can’t get to the treasure 
  below the waves—forget the dangerous ruins! 
  There’s loot in the hulks of ships there that have 
  met with Davy Jones.
  pcs’ allies: Abraham (area 6), Blackrock Corsairs 
  (area 21).
  pcs’ enemies: Marina, Marina’s small gang.
  what can happen? The PCs track Marina to her 
  hideout after observing her trying to get a captain to 
  sail with her to find the wrecks. There’s a fight, and the 
  PCs can try to seduce Marina, capture her, or blackmail 
  her. Heck, they might even decide to help her! 
  complications: Cassandra sends some more men 
  after Marina and they have it in their minds to kill 
  the girl, steal the lamp themselves and go on their 
  own little jaunt.
  Further adventures: Cassandra is impressed 
  enough by the PCs that she has some little jobs 
  she wants them to do.
  
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  with thick legs that are anchored into the sea bed. 
  The tavern’s wooden sign is painted with a black cat 
  sporting a fetching eye patch and armed with a sharp 
  metal cutlass. The exterior of the tavern is weather 
  beaten and the roof has a few missing black tile 
  slates. The interior is strewn with sawdust and straw 
  to mop up spilt beer and blood. The tavern rings, 
  day or night, with lusty sea shanties, bawdy songs, 
  and the raucous laughter of the patrons. It also rings 
  with the sound of pistol shot, clashing swords, flying 
  fists, and broken bottles. The proprietor is a slim, 
  dark-skinned woman in her forties called Bess (CN 
  female human fighter (brawler) 5), who knows a bit 
  about fighting. It serves modest fare and since Bess 
  doesn’t like fish, she only has a few basic dishes. 
  prices: fair.
  9. walkways: These wooden paths link the various 
  ships and homes on the Dock Area. A small crew 
  of dock workers who report directly to the Port 
  Authority and Master Grayson maintain them.
  10. one-eye’s shrine: The shrine to the ancient 
  creature known as One Eye is a dominant part of the 
  docks. It is a curved construction comprised of deep 
  sea-green stone and black pearl. At the shrine’s center 
  rests a silver clam shell that acts as a receptacle for 
  various offerings left to One-Eye. These offerings 
  include burnt seaweed, grog, rum, coins, and even the 
  odd splattering of blood. No one seems to tend the 
  shrine, yet it remains untouched and pristine, as though 
  it had been built yesterday. More about One-Eye can 
  be found in the secrets section of this book (page 23).
  11. water square: This central docks area is 
  comprised of a large stage-like construction made of 
  weathered white stone; it is raised out of the water 
  on stilts and linked to the maze of walkways by a 
  central pathway. At the square’s center is a large 
  bonfire which is lit at night. It functions as a gathering 
  place and impromptu market where anything can 
  be bought for the right price. There are often slave 
  auctions held here as well as the other squares of the 
  town, thus there’s a raised wooden platform where 
  the captives can be auctioned off. There is also a set 
  of stocks and a chopping block here.
  12. The Broken mast inn: Set in the wreckage of 
  an old galleon, the Broken Mast is the brainchild of 
  the inn’s landlord and the ex-gunnery sergeant from 
  a ship called The Pride of Isyr. Konrad Jaaver (CN 
  male human fighter 4) and his wife Judith Jaaver 
  (CN female human oracleAPG 3) look after their galleon 
  story hook: the cult of one-eye
  plot: The Cult of One-Eye is out and about on 
  the streets, looking for that certain someone who 
  might be the next big sacrifice to their sea-borne 
  god. That someone might be a player character, 
  but the cult’s leader is likely to try to nab the 
  most powerful person central to the town’s life: 
  Cassandra Blackthorne. 
  Madness, yes, but cults are usually run by the insane. 
  So the cult’s plans to capture her when she makes one 
  of her trips to the Bank or the Financial Area. They 
  have an ace up their collective sleeves, too. One of 
  the people close to Cassandra is a man called erik 
  Fortin (NE male human rogue [charlatanUC] 8), and 
  he’s looking to move up in the world, and getting 
  Cassandra out of the way is central to his plans. He’s 
  also planning to backstab the cult, too just because 
  cults aren’t in his long-term goal for Blackrock. Yes, 
  he thinks that far ahead.
  pcs’ allies: Cassandra Blackthorne (area 5 or 
  42), Captain William Blake (one of her Blackrock 
  Corsair captains and the town’s mayor; area 
  20), Clancy Jack (a shady assassin employed by 
  Blackthorne; see below).
  pcs’ enemies: mason omik (NE male human 
  cleric [One-Eye] 6), the cult’s leader and frazzle-
  haired, olive-skinned psychopath; the Cult of the 
  One-Eye; pratt the strong (NE male human 
  fighter 1/rogue 1; use street thug statsGMG).
  what can happen? The player characters might 
  witness the kidnapping or be approached by a 
  helpful NPC who knows more than he lets on. Or 
  the PCs might be approached by the cult to help 
  them kidnap the leader. 
  Erik Fontain may send his assassin, clancy Jack 
  (NE male human rogue 5/assassin 2), to deal with 
  them, but Clancy is in the pay of Cassandra, and 
  he uses this fight to inform the PCs about the plot. 
  The cult tries to kill everyone—mass cult attack!
  complications: One of the PCs is kidnapped to 
  be a sacrifice to One-Eye—the PC is rescued in 
  the nick of time, we hope.
  Further adventures: This isn’t the only place 
  the cult operates; they have a secret temple on the 
  island, and it’s time to eradicate that place once 
  and for all.
  
  8
  home and inn, keeping the rooms and the clientele 
  happy. They enjoy an open relationship, and are often 
  found sleeping around with any guests who want to 
  enjoy their unique take on “welcome” breaks. The inn 
  boasts some clean rooms and unique dining furniture, 
  and it is a popular place for gambling and whoring on 
  the docks. The inn serves some fine fish cakes and a 
  beautiful buttery sauce for a staple dish. 
  prices: moderate.
  13. Threadbare Tavern: If you want a watered-down 
  beer, a terrible grog, and a cheap place to boast about 
  the “one that nearly got away,” the Threadbare tavern 
  is that place. Off to the southern end of the dock 
  and nestled between a pair of hulking galleons is a 
  small, single-story, pokey little building with a hastily 
  painted sign, no picture, just the misspelled word: 
  Tavun. The interior is basic, with only a few tables, 
  a bar, and a small central fire pit which leads up to a 
  ramshackle chimney flue. A small grubby dwarf by 
  the name of Bodik pont (N male dwarf expert 5) runs 
  the Threadbare, and his grasp of the common tongue 
  is not particularly good—he often misspells things 
  and sells his goods at the cheapest prices in town. 
  His food is decent enough, as long as you don’t mind 
  weevils in everything, Bodik really likes weevils. 
  prices: cheap and cheerful.
  14. port authority Building: All sea traffic goes 
  through here; most of it is kept all above board 
  and legal in the building (apart from those little 
  oversights, which Master Grayson ignores). The 
  Port Authority sits on the shore of the beach and is a 
  large L-shaped grey stone building with impressive 
  barred windows and a green tile roof. master 
  grayson (LN male human fighter 7), a retired navy 
  captain, spends his time here. He’s a taciturn man, 
  of around 60 who is full of lofty ideas of loyalty and 
  honesty. The perfect man for the job, according to 
  Cassandra Blackthorne. Of course, she asks him to 
  ignore certain things, and Grayson does so with a 
  reluctant snort. 
  15. shipwright and Dry-Dock: This huge 
  construction links to the docks and is where the 
  ships are built, repaired, and modified. There are 
  berths for a large number of vessels, and the whole 
  shipyard uses a simple lock-style mechanism for 
  raising and lowering boats in the water to allow them 
  to be worked on fairly safely. Grayson and his port 
  authority staff keep a watchful eye on this area. The 
  man in charge here is shipwright Donal (N male 
  human expert 5), who is a heavily accented fellow 
  with a bald head and a mass of nautical tattoos.
  explorer’s area
  16. explorer’s square: Set on the cobbled streets of 
  this area, the Explorer’s Square is a huge gathering 
  place dominated by a many-tiered well and several 
  auction platforms, market stalls, benches, and tables. 
  Many residents of Blackrock can found here in various 
  states of drunkenness during most times of the day. 
  The sights an onlooker sees vary from the mundane 
  to the bawdy and beyond. It truly is a cosmopolitan 
  place, and the various ladies of the night who don’t 
  work for Madame Kostra ply their trade openly here.
  story hook: the cargo run
  plot: This is a variant on a package scenario 
  which is often popular at conventions and for one-
  shot games. The idea is pretty simple: give the 
  player characters an important package, one they 
  cannot open, then you send them off to deliver 
  it to a distant location. Along the way, they’re 
  beset by all kinds of troubles and trials. The cargo 
  itself might be nothing important, or it might be 
  a really powerful magical item; it could actually 
  be something of great importance—like the only 
  thing standing between two rival kingdoms and 
  total war. 
  pcs’ allies: It helps to have one or two good, solid 
  allies for the PCs. In this case, it would be Master 
  Grayson from the Port Authority (area 14) and Jos 
  Drakkar (area 26).
  pcs’ enemies: Numerous factions who want the 
  cargo for themselves, fellow pirates, ships from 
  other kingdoms, or just greedy men and women 
  who decide the cargo has to be valuable.
  what can happen? Any cargo ship is attacked at 
  sea. The PCs may well be attacked en route to the 
  docks. The cargo can be stolen, recovered, stolen 
  again, and so on. 
  complications: What’s contained in the package 
  is extremely dangerous, and once released, it 
  becomes deadly for all involved.
  Further adventures: Perhaps the PCs become 
  regularly involved in shipping cargo (some of the 
  best trading games in popular culture are things 
  like Elite, for example).
  
  9
  17. well: Part of the Explorer’s Square is an old 
  dry-stone well which often has one or two unlucky 
  guests—usually thrown in by rowdy corsairs or 
  angry market-stall owners.
  18. Lusty Lucy’s Tavern: This large, ornate, 
  U-shaped tavern building sits on the eastern side of 
  the square, just between two big houses which are 
  homes to the three siblings who own the tavern. Lucy 
  morgan, pepper morgan, and coldin morgan (N 
  female and male human expert 4/warrior 1; as per 
  barkeepGMG) are the joint owners of the Lusty Lucy’s 
  Tavern. The name is a misnomer because Lucy is, in 
  fact, as prudish as they come; it’s her sister Pepper 
  who is the lusty one. 
  Coldin is far too interested in boats to notice 
  women, and there are rumors that he might just be 
  completely dead from the waist down. Of course, 
  these unkind words are usually directed at him 
  by Pepper, who likes to tease her brother. He is a 
  handsome man, but his mind is just elsewhere.
  Lucy’s Tavern serves good-quality drink and food, 
  with a few varieties of spiced grog. The tavern’s 
  interior is well kept and rather spacious, with dim 
  lighting and large tables for big groups of drinkers.
  prices: expensive.
  19. Bear pits Fightin’ club: Despite club’s name, 
  there are no bears in this large building, which is 
  attached to a ring in a barnlike structure at the back. 
  Here the owner, Black Thomas rude (N male 
  human barbarian 3/fighter 3; as per gladiatorGMG), 
  runs a legitimate fighting ring that takes all comers, 
  be they veteran or not. He often sets up customized 
  matches for his patrons that pit rivals against rivals, 
  or he throws adventurers up against the island’s 
  killer monsters. Lately, he’s actually started to think 
  about finding some bears and bringing them to the 
  island, so he can see how they perform against the 
  pit fighters. His champion, at the moment, is a rough-
  looking brute of a man, more beast than human, 
  called Keeler (CN male wereboar barbarian 5).
  20. government house: This auspicious-looking 
  building is where Cassandra and her various cohorts 
  go to make laws concerning Blackrock. It’s a three-
  story repurposed warehouse which has been made 
  to look more important than it is. A large clockwork 
  timepiece has been installed in the front part of the 
  house, and the windows are magnificent stained-
  glass affairs that depict some of the various vessels 
  which have plied the waters around the town. 
  story hook: ghosts of the past
  plot: It’s been seven years since anyone has heard 
  of The Devourer, the ship belonging to captain 
  Llewellyn pike (see appendix), a murderous corsair 
  who hunted the seas of Korte and surrounding areas.
  A bedraggled madman stumbles into the tavern 
  where the PCs are drinking. His hair is snow white, 
  his eyes are wide and staring, and he appears to be in 
  shock. Before he can blurt out the words properly, he 
  drops dead at the PCs’ feet. In his hand, he’s clutching 
  a scroll case, inside of which is a set of orders.
  The orders demand that he, sir william Brook, 
  take a vital trip through the Shard Reef to find a 
  small island called Okante. The rest of the letter 
  details the location of a treasure cache which once 
  belonged to Captain Pike. 
  If the PCs follow the directions and charter a ship, 
  they are attacked along the way by The Devourer, 
  a demon-bound ghost ship that cannot be destroyed 
  until a certain criteria is met. More on The Devourer 
  can be found in the secrets section (page 23).
  If the PCs manage to drive off or elude the ghost 
  ship, they can get to the island.  The island’s treasure 
  is a large chest which contains gold, gems, and a 
  sizable cache of other valuables (15,000 gp in all) 
  —it also contains a painting of The Devourer.
  The PCs don’t know this yet, but the only way to 
  destroy Pike’s cursed vessel is to burn the painting 
  in one of the bonfires in Blackrock. The Devourer 
  should harass them all the way back to the town.
  pcs’ allies: Anyone who isn’t one of Pike’s crew 
  or Pike himself.
  pcs’ enemies: Pike’s crew, Pike himself, The 
  Devourer (demon-bound ship).
  what can happen? The PCs are hunted across 
  the dark waters as they race to and from the island. 
  They can be attacked by Pike’s ship, and each time 
  they sink it or kill one of his crew, the ship and the 
  lost crewmen return the next night. 
  complications: Other pirates have heard of the 
  treasure and they also want it, so there’s a race to 
  the island and to the cache.
  Further adventures: Pike’s island cache wasn’t 
  the only hoard; there are rumors of even more loot. 
  Pike’s sword and pistol are wanted by a collector, 
  and she’s willing to pay twice as much as anyone 
  else on Blackrock to get them.
  
  10
  a girl, 18 summers if she’s a day, and she can shoot a 
  musket and fence as the equal of many a man, thanks 
  to Blake’s rigorous training.
  The Corsairs number 500. They spend their time 
  between the house, their own homes, and the various 
  drinking establishments around Blackrock. They are 
  the final line of the law in the town, though Sheriff 
  Bennet McFarly (area 32) tries to temper them into 
  bringing violators to the jail.
  22. gentry’s Troop: Not as impressive as the Blackrock 
  Corsairs, and numbering only 200 men and women, is 
  the local militia called gentry’s Troop (N male and 
  female human warrior 1; use foot soldierGMG).
  They meet up at an old warehouse on the southwest 
  side. It’s been turned into a functional headquarters for 
  the group, and a surprisingly effective base of operations. 
  It is packed with weapons, pistols, spare cannons, and 
  enough explosives to level most of the area in one blow. 
  The members come from all walks of life, and 
  many of them are just good-natured townsfolk trying 
  to protect what’s theirs. They’re led by a man called 
  richard gentry (N male human fighter 5), a well-
  spoken and tactically minded landlubber who knows 
  his way around a skirmish.
  The Government House has an impressive marble and 
  dark wood interior, with numerous rooms. A cavernous 
  meeting room for the corsairs is on the upper floor.
  william Blake (see appendix) claims the 
  building as his. Blake is a clever man with a smart 
  mind and a smart sense of dress; he’s a fellow corsair 
  and captain. He is also infatuated with Cassandra. 
  Blake functions as her governmental head and is the 
  closest thing to a mayor the town has.
  21. Blackrock corsairs: In an old fortified alehouse 
  which the elite captains and their crew, the notorious 
  Blackrock corsairs (CN male and female fighter 
  [free hand fighterAPG] 1; see appendix)—the finest, 
  most infamous scurvy dogs this side of the sea—
  frequent. They claimed the alehouse when the 
  former owner Bruss Drewer (N male human exp 3) 
  lost it in a game of Blind Man’s Finger—a notorious 
  variant of Five Finger Filet or Mumbly Peg. 
  It is a large sprawling building with numerous 
  secret passages, hidden chambers, lavish rooms, 
  and a fair share of stolen treasure. It is the part-time 
  home of William Blake and the full-time home of 
  Blake’s niece, georgina spratt (N female human 
  gunslinger 2). She’s a wilful, dark-haired harridan of 
  
  11
  23. ole Jack’s goods: A little way to the west 
  side of the area is a small, curious building; it has 
  a massive anchor outside the doorway to the right, 
  leaning against the far wall. The sign just reads: 
  Jacks. The window is reminiscent of a fine cut-glass 
  captain’s cabin window on a galleon.
  The interior is dark and smoky, with various goods 
  hidden inside. There are shrunken heads, sharks’-teeth 
  charms, and all manner of interesting trinkets and 
  findings for the buying. A small, thin dwarf called holan 
  Jack (N male drug-addled dwarf expert 3), a one-eyed 
  shaven fellow with a harsh limp, owns and runs the place.
  Holan is also addicted to smoking a seaweed 
  intoxicant called Duba. The weed numbs the pain 
  of his shark bite and gives him hallucinations. Ole 
  Jack’s is perfect for putting items into the PCs’ hands 
  that might not normally show up elsewhere.
  24. The sharp Blade: Nestled in a quiet corner of the 
  town is a large L-shaped shop complete with forge, 
  ironmongers, and a rather impressive counter behind 
  which are displayed some of the finest weapons on 
  the island.
  These are the creations of the owner segrid 
  haversun (CG female human fighter 3/expert 5), a 
  white-haired matronly woman with muscular arms 
  and knowledge of steel-craft beyond many in the 
  town. Segrid is a fine swordswoman, as well, and 
  wields a sharp-looking cutlass. She can make custom-
  designed weapons to order and, with the help of her 
  apprentice craftsmen, she has increased her business 
  output quite considerably over the years.
  25. The seaman’s chest: This quaint netting-
  covered building has all kinds of supplies a worthy 
  seaman might need. It has a huge selection of 
  rigging types, nets, ropes, belaying pins, and even a 
  few replacement wheels for a ship. The green-glass 
  windows are circular and set in wooden frames; it 
  gives the frontage of the shop an almost wine-rack 
  kind of feel and distorts the goods in the window. 
  Inside the shop, the heady smell of pipe weed 
  flows through the air. The shop’s owner is a craggy 
  old sailor by the name of herbert Bunt (N male 
  human warrior 2/expert 2). 
  Herbert used to be a farmhand until he sailed on the 
  Dawn Moray and found himself on Korte. He soon 
  fell in with some old sea dogs and decided he’d open 
  his own shop; he also does custom scrimshawing for 
  the right price (which is often a pint of beer).
  
  12
  26. Drakkar’s sundries: This antique-looking shop 
  has a large covered frontage, several barrels outside, 
  and a green door. The interior of the shop is lit by the 
  gleam of six oil lamps, which burn with a soft orange 
  glow. There are shelves containing all kinds of general 
  goods, from lamps, to axes, to small glass marbles 
  and metal tins. The store sells all manner of mundane 
  goods, candles, potted plants, and more. There are 
  even a few bits of old furniture for sale at the back. 
  A sharp-eyed, goatee-sporting gent of 26 summers 
  called Jos Drakkar (NE male human rogue 5) runs 
  the shop. Jos also acts as a fence for stolen goods, and 
  he can get a really good price for things which are 
  brought in from the various ruins around Korte Island. 
  27. The sea god’s Temple: This blue-and-white 
  stone, flat-roofed, six-pillared building is a fine 
  example of the various architectural influences 
  brought by those errant visitors to the shores of 
  Blackrock as the settlement began to grow.
  The Sea God’s temple is awash with silver and 
  gold fixtures, as well as curved walls. The building is 
  designed as a circle with a central pool, which is kept 
  covered and clean at all times. When the god’s influence 
  is felt across the island, the water churns and bubbles.
  A smooth-talking priestess named myranda (CN 
  female human cleric [Sea God] 7), who wears the 
  blue and gold of her calling as a set of flowing robes, 
  oversees the temple. She has dark skin, pale blue 
  eyes, and short brown hair.
  28. Fortune’s Temple: When you have Lady Luck 
  as a patron, you need a suitable building to house her 
  magnificent splendor. You’d better, because Fortune is 
  a fickle kind of goddess, and she’s fond of twisting your 
  fortune for good or ill on the roll of a die. If you’re nice 
  to her, she’s kinder to you, of course—or, at least that’s 
  the spiel the head priest of her religion, Thaddeus 
  Broker (N male human cleric (Fortune) 9), tells you.
  Thaddeus is a consummate hustler and quick talker 
  who uses loaded dice and gambles compulsively. 
  He’s also a womanizer and a bit of a cad around 
  town. Fortune’s temple is literally a large house that 
  functions as a gambling den and casino, only, unlike 
  Purdey’s Gamblin’ Den (area 39), it allows everyone 
  to play the games and leave offerings.
  A naked statue of a golden-skinned, long-haired, 
  buxom woman stands in the main hallway to the 
  temple, and around her feet are strewn many coins. 
  Woe betide anyone who borrows one, though; such 
  thieves are bound to acquire a serious bout of ill luck. 
  story hook: once upon a murder
  plot: The dead have a habit of coming back now 
  and then. Imagine a drowned man, formerly 
  spurned by his lover and betrayed by his best 
  friend. Imagine that man one morning being 
  hauled off by the law and framed by his best friend 
  all over a woman. That’s what happened to galen 
  Brathwaren (revenantB2), a retired gunner from a 
  couple of navy vessels. 
  Galen is back and he has revenge on his mind. 
  He is hunting Blackrock at night and killing 
  anyone who gets in his way. All the bodies turn 
  up as though they have drowned on dry land, and 
  each has a chilling message scratched into his 
  skin: “Dead Men Tell No Tales.” 
  Galen doesn’t know it yet, but his best friend is 
  dead, poisoned by his former lover ellen macree 
  (NE female human witchAPG 5). Ellen hasn’t 
  gotten away with it either; she was caught and 
  incarcerated in the jail; without her familiar, she’s 
  been unable to escape. 
  The player characters may well discover this 
  scenario as the vengeful revenant is cutting a 
  swath through the people of Blackrock at night, or 
  they might hear a frightened serving lad blurt out 
  the story of the murderous ghost, Galen, and how 
  he’s seen him back from the dead.
  pcs’ allies: Bennet McFarley (area 33), Cassandra 
  Blackthorne (area 5 or 42), Blackrock Corsairs 
  (area 21), Tom Luddel (serving lad at Ma Ma’s, 
  area 32).
  pcs’ enemies: Galen, Ellen (she’s a nasty piece 
  of work who’ll look to betray anyone who saves 
  her; she’s cursed herself due to a stolen necklace 
  from a gypsy).
  what can happen? Galen can attack the PCs 
  one night. Galen murders someone close to the 
  PCs. Galen smashes into their home or tavern and 
  causes havoc before he flees, demanding to know 
  where the murderous pair who killed him are.
  complications: Ellen bargains with Galen for her 
  life, and she convinces the vengeful revenant that 
  one of the PCs is her lover. Galen is so blinded by 
  anger he won’t listen to reason.
  Further adventures: Ellen escapes and steals a 
  ship belonging to Cassandra, so Cassandra sends 
  the PCs after her.
  
  13
  29. The Lady’s Temple: This magnificent dark-
  stone, gothic-looking temple is in a secluded spot 
  in the town; it functions as the graveyard, and it is 
  the strict purview of a goddess simply known as 
  the Lady. 
  Death’s temple is a sombre place, and a group 
  of ravens always surrounds it. The black-robed 
  members of her priesthood move about with quiet 
  dignity, and a tall, dark-haired beauty called sister 
  clarine (N female human cleric [The Lady] 9) is the 
  head priest at the Lady’s Temple.
  One of the first settlers on the island was a devotee 
  of the Lady, and thus the temple was eventually built, 
  along with the graveyard. Beneath the graveyard are 
  many mausoleums, and there are rumors of tunnels 
  below which run deeper into the island.
  30. The sailor’s rest inn: Two large buildings have 
  been linked by a smaller covered walkway between 
  them. The buildings are made of rich dark wood 
  and are tiled with the familiar green tiles found all 
  over the town of Blackrock, which are taken from 
  local sources of green stone. These buildings are the 
  property of the Meerden family, Karl, Jessa, grevil 
  and Tara (N male and female human expert 3). 
  Together, they form the Sailor’s Rest Inn, which is 
  one of the nicer inns in Blackrock. They boast two large 
  taprooms; enough rooms to cater for a couple of ships 
  and their crew; and at least six expensive, well-decorated 
  private suite rooms per building. The food and drink they 
  serve is excellent, and the prices are fair enough. 
  prices: moderate.
  31. The Lady Lucille inn: The Lady Lucille is a 
  moderately sized, well-constructed establishment. It has 
  a clean exterior and grounds kept behind a small wall 
  and iron fence. Unlike The Sailor’s Rest, it has brown 
  tiles and white/black woodwork. It has no taproom, but 
  customers who stop at the inn are given a discount by 
  Ma Ma in the tavern just opposite the inn (area 32). 
  Lucille Kalisto (N female human expert 4) looks 
  after the beautiful interior with her staff and ensures 
  that all the guests have a good night’s rest. It is far 
  less rowdy than the other establishments, and Lucille 
  is a young, auburn-haired woman with striking 
  features; she has an elegant sense of dress and a prim 
  and proper personality. She is every inch a lady, even 
  behind closed doors. Her prices for food at the inn 
  and rooms are decent enough.
  prices: moderate food, expensive rooms.
  
  14
  32. old ma ma’s Tavern: Ma Ma’s tavern is a 
  low-slung almost sneaky-looking building housed 
  in the island’s former jailhouse—before the new 
  jail was built in more secure grounds. ma ma (NE 
  female human rogue 7), otherwise known as mother 
  margo, and her younger brother mason (N male 
  human rogue 1/expert 3) ripped out most of the cells 
  and repurposed the building to serve as a tavern. 
  Ma Ma is a 60-year-old woman with grey hair and 
  sharp eyes. She used to be an assayer of goods. She 
  also runs the local thieves guild known as the ragged 
  Bones. Her tavern is a place where she won’t tolerate 
  trouble; she has four heavily armed thugs (N male 
  human fighter 1/thief 1; use thugGMG) who keep watch 
  on the place to ensure her patrons don’t step out of 
  line. Those who do often find themselves blackjacked 
  and signed onto a pirate ship for their trouble.
  The Ragged Bones meet under her tavern twice a 
  week to report and plan their next raids.
  prices: moderate.
  33. Jailhouse: Under the careful and watchful 
  eye of sheriff Bennet mcFarly (LG male human 
  paladin 3)—a true black sheep of virtue in this 
  torrid town—this large, heavily fortified building is 
  where criminals or people that Cassandra and her 
  government just plain don’t like are kept. It’s odd to 
  find a fort-like lockup in what essentially amounts to 
  a pirate town; however, here it is. 
  Bennet is a young, clever, and idealistic man who 
  has a lot to prove, but he has, so far, kept a lid on the 
  dangerous individuals incarcerated in the jail. The jail 
  can support 250 prisoners fairly comfortably, but the 
  conditions inside are less than comfortable, and the 
  staff are ruthless. Many of them are so-called reformed 
  criminals and are serving their time punishing the 
  others rather than being locked away for good.
  financial area
  34. porter’s place Tavern: As is fitting for the 
  Financial Area, Porter’s Place is a large, sprawling, 
  and luxurious tavern, where the cream of Blackrock’s 
  elite goes to socialize. These are the dappled-oak-
  furnished dreams of a class of people who believe 
  themselves to be above the riffraff in the streets below. 
  Porter’s has a vast taproom with three bars, a 
  cornucopia of tables and chairs, four fireplaces, 
  and a massive open fire for roasting pigs on spits. 
  Professionally trained mercenaries (who happen to 
  
  15
  be handsome men) keep order inside the tavern at all 
  times; and the tough, comely men at the door ensure 
  only society’s best gain entrance. 
  alan porter (N male human expert 4) is a smart, 
  fastidious, and clean man of about 30 who has a 
  sharp eye for a good deal and good fashion. His 
  tavern’s interior is impeccable, and he makes sure 
  his servants are all dressed smartly.  It’s no secret 
  that Alan’s sexual preference is no secret—he likes 
  young, handsome, muscular men (and may just 
  fancy such a PC).
  prices: outlandishly expensive.
  35. madame Lustra’s Finery: Three stories of 
  pristine hardwood and white stone comprise this 
  building. The cavernous place is packed with the 
  best clothes that money can buy. However, carlotta 
  Lustra (NG female human expert 3) knows the 
  meaning of a bargain, and thus has a cheaper section 
  at the back of the lower floor for customers from the 
  lower areas of the town. 
  Her finest garment selection is on the top floor, and 
  affordable garments for the middle-gentry are sold 
  on the middle floor.
  Carlotta is a middle-aged woman who is fond of 
  too much rouge and other makeup, and she wears the 
  finest (overly tight) fashion. She is fairly friendly, 
  and she eats up flattery. Her prices are expensive, but 
  her goods are outstanding, high-quality items.
  36. madame Kostra’s Brothel: Up on the top end 
  of the Financial Area is the large palatial estate of 
  madame sara Kostra (NE female human rogue 7/
  assassin 4), the youthful-appearing, flaxen-haired, 
  buxom mistress of Blackrock’s largest and most-
  trusted brothel. Ably assisted by her brother (mostly 
  with planning and accounting), she runs the brothel, 
  ensuring her girls and guys are all treated fairly and 
  paid a good wage. Kostra herself is not on the menu—
  unless the offered money is outrageous enough to gain 
  her time. Sara actually has a lover: Purdey Koldistan, 
  owner of Purdey’s Gamblin’ Den (area 39).
  Sara is a friendly, outgoing person; but her brother 
  Jacobi Kostra (NE male human sorcerer [celestial 
  bloodline] 6) is shy and retiring—and has a penchant 
  for ladies clothes, which he buys from Madame 
  Lustra’s Finery (area 35) and wears openly in the 
  brothel. Jacobi occasionally, offers himself for sale to 
  certain women—although he likes women’s clothes, 
  he has no interest in men. Additionally, the last man 
  who laughed at Jacobi was found dead in an alley. 
  story hook: poisoned love
  plot: Cassandra Blackthorne has a job for the 
  player characters. She wants them to visit Madame 
  Kostra’s and do some body-guarding for Kostra. 
  This adventure should really take place a while 
  into the PCs’ stay in Blackrock. They need to have 
  made friends with Cassandra, or at least come to 
  her attention as people she can trust and rely on. 
  While the PCs are at Kostra’s, they encounter 
  a disgruntled nobleman named Lord Felworth 
  cuttle (NE male human noble 3) and his lusty 
  entourage of noblemen. The man has been told 
  that a certain girl is unavailable for the night, and 
  he and his mates are irate. Things rapidly spiral 
  out of control, and someone poisons a prostitute 
  name Nikole Roht (not fatally) at the brothel. 
  The poisoning ticks off Madame Kostra, but 
  rather than send her Velvet Hand to deal with the 
  poisoner, she decides to use the PCs, since they’re 
  an available resource.
  pcs’ allies: Madame Kostra (area 36); Nikole 
  roht (N female human, expert 1), the poisoned 
  prostitute (area 36); Jacobi Kostra (area 36).
  pcs’ enemies: Lord Felworth Cuttle, Lord 
  galbrain North (CN male human noble 1), Lord 
  rydell pryne (CE male human fighter 3, aristocrat 
  1), various henchmen of the lords.
  what can happen? The PCs can intercept the 
  poisoner but not the poison. The PCs can stop the 
  poisoning before it happens. The PCs can have a 
  run in with the lords and their henchmen.
  complications: One of the men is assaulted by a 
  drunken lout. Before the guards can stop the man, 
  he’s grabbed a knife and is holding the other guy 
  hostage in a locked room. What will the PCs do?
  Further adventures: Madame Kostra may hire 
  the PCs as security, or she may ask them to help 
  her with odd tasks. She may even use them to 
  provide cover for her guild.
  story hook 3: The ruin of Kadokway
  plot: sirius duVane (N male human bard 
  [archaeologistUC] 7) is a notable scholar and a bit 
  of an explorer, and he’s looking for some likely 
  folks to join him on a rather dangerous delve. 
  Blanc has been watching the player characters for 
  a while, and now he makes his move. He tells them 
  
  16
  The accommodation at the brothel is top class 
  and the building sits at the back of expansive and 
  patrolled grounds. Madame Kostra keeps tight 
  security over her lair. 
  However, this isn’t the full story, because Sara is 
  also the head of a secretive guild of assassins known 
  as the Velvet hand. These assassins work directly 
  for Cassandra Blackthorne, and they answer to her 
  only. More on the assassins can be found in the 
  secrets section (page 23).
  37. Bank of Blackrock: Corsairs and pirates are 
  forward-thinking kinds of people; they invented 
  banking systems which allow their folk and visitors 
  to store valuables inside a veritable fortress with 
  guards armed to the teeth. 
  The bank looks more like a keep than a bank, and the 
  staff members are given a sword and pistol. They’re 
  trained and capable of defending the building should 
  it come under attack. The bank allows people to store 
  money, goods, and other valuables with a system of 
  safes and numbered keys/receipt notes.
  38. insurer Koldistan: Matching the thin and 
  hawklike appearance of its owner, guylian 
  Koldistan (LE male human rogue [knife masterUC] 
  4), the Insurer’s office is a slim building which sits 
  between the bank and the gambling den, perfectly 
  placed to allow the skinny man to take custom from 
  the folk who come to visit. 
  The bespectacled Koldistan allows people to insure 
  their valuables for a modest price, and he promises to 
  pay out if they ever get damaged. He also functions 
  as a betting officer and a loan shark, and woe betide 
  anyone who crosses him. He has several very nasty 
  corsairs at his beck and call who owe him favors for 
  past services rendered. 
  It’s best to keep Guylian as happy as possible. His 
  older sister, Purdey, runs the gambling den, and her 
  customers get preferential treatment from Guy—as 
  long as they pay their dues.
  39. purdey’s gamblin’ Den: purdey Koldistan 
  (NE female human rogue 5/assassin 3) is a pretty 
  older woman; she has dyed purple hair and wears 
  an outlandish pirate-themed costume. She hides her 
  face behind a small masquerade-style face mask 
  and speaks in hushed conspiratorial tones, always 
  treating a guest like they’re the only one in the room. 
  Her den is a magnificent, old-looking building 
  with a great glass-domed roof and numerous massive 
  gambling rooms where all kinds of dice, card, and 
  games of chance are played. The den serves food 
  and drinks, and the prices are pretty expensive but 
  well worth it. Purdey is also a member of the Velvet 
  Hand, and she is Madame Sara Kostra’s lover.
  40. The silver galleon inn: sam Varras (N male 
  human warrior 1/expert 3) took an old ship and 
  painted it up beautifully, and had it moved and situated 
  in the Financial Area of the town. Thus, the Silver 
  Galleon Inn was born, and while it cannot cope with 
  huge numbers of guests, it boasts enough sleeping 
  accommodations for about 30 or so weary travellers.
  Sam’s serving staff are attentive and well dressed, 
  and they have impeccable manners. Sam hands out 
  tokens for Madame Kostra’s Brothel (area 36) to 
  the most affluent of his customers. This ensures that 
  of an ancient ruin deep in the jungles of the island, 
  of the treasure buried within, and of the rewards 
  waiting for anyone who can wrest the valuables 
  from the Ruin of Kadokway. 
  He needs their expertise and skills to help him 
  defeat the monsters and traps of the ruin, as well 
  as to get there. He offers them a fair share of the 
  treasure and promises to leverage his allies in 
  the town to give them a better quality of life in 
  Blackrock. If they’re in scuzzy accommodations 
  for a start, he can get them better digs.
  pcs’ allies: Sirius duVane
  pcs’ enemies: Monsters, jungle life, rival treasure 
  hunters.
  what can happen? The PCs must travel for miles 
  through dangerous jungle, brave monsters galore, 
  and suffer through storms and high winds. They 
  descend into the depths and face traps, trials, 
  monsters, disease, and more. They’re attacked by 
  the undead deep inside the ruin.
  complications: Lord carden watt (NE male 
  human fighter 6/noble 4) has heard of Sirius’s 
  expedition and he’s set out after him—cue a rival 
  treasure hunter and his well-armed minions coming 
  to blows with the PCs’ treasure hunting companion.
  Further adventures: This ruin isn’t the only one 
  on the island, and if Sirius survives, he offers more 
  rewards if the PCs help him raid more locations. 
  He even tells them a story about an unsinkable 
  galleon called The Devourer (if the PCs haven’t 
  destroyed it already), and he reveals how they 
  might control it!
  
  17
  42. Blackthorne mansion: This gorgeous, gothic-
  styled mansion once belonged to Cassandra’s father, 
  Jonathan Blackthorne, and it was given to her on the 
  advent of his death years ago. She uses this expansive 
  building to provide a modicum of retreat away from 
  the docks, where she makes her home proper.
  She has a live-in housekeeper and lover named Julian 
  atanae (N male human bard 3), a former nobleman 
  whom Cassandra rescued from a pirate ship and took a 
  liking to. The young, handsome Julian lives here with 
  the rest of the staff and he keeps the mansion spotless. 
  He personally warms Cassandra’s bed when he knows 
  she’s returning to the mansion for some quiet time. 
  With Cassandra’s appetites, though things don’t remain 
  quiet for long. Julian enjoys his role as Cassandra’s bed 
  companion, and has no desire to return home—or to 
  return to his career as a bard. In short, he is content. 
  43. gold square: A carefully prepared bonfire 
  pit sits in the middle of the square. Gold Square is 
  surrounded by smaller market stalls and painted 
  wagons, where the best-quality goods can be 
  displayed in niche-like environments. 
  It is a social commentary on the false-nature 
  of many of the nobility in the town, those pirates 
  who have elevated themselves by sheer wealth or 
  personality to a position where they can choose to 
  look down upon anyone they want. 
  Cassandra tolerates this because she gets a solid cut 
  of their estates. There are no slave auction platforms 
  here, nor are there any gallows or chopping blocks. 
  A massive statue of Jonathan Blackthorne, which 
  Cassandra had erected in the island’s hardy black 
  stone, dominates the square.
  44. Land gate: This is a fairly small, well-defended 
  gate leading to the island.
  export/import
  Blackrock being established on a curiously treasure-
  laden island enjoys a thriving export trade and 
  imports mostly materials and non-exotic goods.
  exports: Island goods, including exotic materials 
  (green stone), animals (especially island birds), 
  local woods, and fruits and coconuts. It also exports 
  several of the island’s own specialty drinks: Bokka, 
  Blackshine, and Blackrock Mead. They also export 
  ship materials from the shipyard 
  imports: Luxury goods: soaps, silks, satins, and 
  chocolates. Staple meats (cow, pig and so on). Blackrock 
  also imports staple grains and other core vegetables/
  the inn has a strong, competitive edge in the town. 
  The inn serves food, and its drink and the rooms are 
  extremely well furnished. 
  prices: expensive but fair.
  41. Noble row: This long street curves behind the 
  major buildings of the area; there are numerous town 
  houses, mansions, bungalows, and other high-quality 
  buildings here. This is where the nobles of the area 
  live, and they pay Cassandra a tidy sum to keep them 
  safe and the riffraff out. 
  Of course, to ensure they pay up regularly, Cassandra 
  often hires outsiders to shake up things, giving them a 
  cut of the loot in exchange for their cooperation. 
  story hook: heist heist BaBy
  plot: This one is right inside the Bank of Blackrock. 
  The player characters are given a task by Cassandra 
  or one of their allies to store this important thing in 
  the bank and return the receipt to them. The PCs 
  get a nice payout if they do so—and the warm, 
  comforting feeling that comes from helping out a 
  friend or a powerful mover and shaker in the town. 
  what comes next? Well, the bank is attacked by a 
  scurvy bunch of newly arrived pirates who want to 
  steal a valuable item stored in the vaults. The PCs 
  are probably not going to let them get away with 
  it, and that’s what we hope.
  pcs’ allies: Bank staff, guards.
  pcs’ 
  enemies: 
  Murderous 
  gracie 
  Black 
  (notorious pirate thief) (CE female human 
  barbarian 3/rogue [pirateUC] 6), Gracie’s gang, and 
  opportunistic corsairs and pirates galore.
  what can happen? The gang robs the bank; the 
  PCs try to stop them. The gang attempts to gain 
  an upper hand by using firearms, magic, or some 
  other contrivance. Someone is held to gunpoint by 
  the gang. A big fight breaks out between the gang, 
  the PCs, and the bank guards. 
  complications: Some opportunistic corsairs 
  decide to help the gang against the PCs, and things 
  take a turn towards rip-roaring battles and brawls.
  Further adventures: The gang gets away with 
  the valuable item, and the PCs are hired to chase 
  them down. This could span across several islands 
  and form the start of a long-running campaign, 
  with the PCs discovering the stolen item is more 
  important than anyone ever knew.
  
  18
  seeds that the island cannot provide. Thanks to a high 
  metal content on the island, there are enough resources 
  for weapons and cannonballs, so those are made on the 
  island itself and are not imported.
  toWn life
  The life of a person in Blackrock varies based on 
  their status in the pirate community. It’s possible to 
  classify the social structure into four main groups, 
  and each group occupies a particular rung on the 
  social ladder. Some groups can flit between each 
  other, and the higher tier often has strict social mores 
  and graces involved. 
  Again, this isn’t an exhaustive list of the kind of 
  folk you’ll find in Blackrock, but it can be used as a 
  guideline to bring the town to life.
  riffraff: Spare a coin for an old dock hand, eh? 
  These folks are most commonly found poking 
  around the town’s Dock Area. They are generally 
  malnourished and they usually steal what they can’t 
  afford (that being most everything); these souls are 
  the worst kind of scum the town offers, and many of 
  them will sell your high-teeth to get a snort of pipe-
  weed or a sip of grog. 
  There is a story of Old Johnson who slept (for 
  pay) with everything in sight to elevate his social 
  status; however, this sad tale ends when he died from 
  syphilis not long before he could move into his new 
  house in the Explorer’s Area.
  Lower (Dock) class: The average, run-of the-mill 
  kind of man or woman you’ll find in Blackrock, 
  usually around the Dock Area or the Explorer’s 
  Area. They have a harsh life of hard labor and rough 
  living. Many of them do menial labor or brute work 
  down in the Docks, or they sign on to belay travellers 
  and sell them to ship captains for a small fee. It’s a 
  living, and as jobs go, it at least allows them to meet 
  and knock-out interesting people. These folks wear 
  simple garb and have no manners. They are generally 
  gruff and impersonal.
  middle class: These fairly well-dressed people are 
  often found in the Explorer’s Area, though some of 
  them make it to the Financial Area. A few moonlight 
  doing odd jobs around the Dock Area. These are 
  the folks that fill society’s needed roles—butcher, 
  baker, munitions maker, quartermaster, boatswain, 
  candlestick maker, and so on. 
  Many of them own their own shops, enjoy 
  promising lives, and live in a comfortable dwelling 
  story hook: Bad cargo
  plot: What happens when you get some corsairs 
  who are trouble right off the bow? That’s right, chaos 
  happens! This adventure is designed to put the town 
  of Blackrock into troubled waters and focuses on a 
  group of raiders called the Crimson Marauders. They 
  are despicable by pirate standards, and have managed 
  to kidnap three royal children, sinking the children’s 
  ship and killing their parents in the process. 
  The pirates now have the only three heirs to the 
  Kingdom of Isyrian—remember those guys? They 
  destroyed the Vasha. Now a group of Isyrian agents 
  has come to find the children’s kidnappers, and they’ll 
  turn Blackrock into a warzone if they have to. The 
  kidnappers brought the children here to put as many 
  freebooters between them and the agents as they can.
  Bad move, since Cassandra Blackthorne isn’t 
  going to be happy when she discovers kidnappers 
  are hiding in her town and have brought the 
  attention of Isyrian agents. This plot comes to the 
  PCs’ attention when they spot a group of burly 
  men dragging three finely dressed children out of 
  sight aboard a scuzzy galleon called the Earmar. 
  They can also be approached by a couple of friendly 
  allied NPCs if they’ve made such friends. The 
  lighthouse keeper Abraham is a good foil for this, too.
  pcs’ allies: Cassandra Blackthorne (once she 
  knows) (area 5 or 42), Master Grayson (area 14), 
  Abraham (area 6) and most of Blackrock, and 
  Agent Myra Bolt (eventually; see below).
  pcs’ enemies: The Crimson Marauders, Quynt 
  Devak (CE male human rogue [pirateUC] 7), a 
  charming, but thoroughly ruthless ship captain. 
  Boatswain Thork (NE male human fighter [free 
  hand fighterAPG] 5), a brute of a man who serves as 
  Quynt’s right hand aboard the Earmar. 
  what can happen? The PCs can have a run in with 
  the crew of the Earmar. They can spy on the ship, and 
  they can try to rescue the children. The PCs can also 
  have altercation with agent myra Bolt (LN female 
  human inquisitorAPG 6), one of the Isyrian agents.
  complications: Hey, look these PCs are kidnapping 
  children, and here comes some helpful white-knight 
  adventurers to sort the PC kidnappers out!
  Further adventures: A whole sea voyage to take the 
  children home. Perhaps someone there doesn’t want 
  their return; they send mercenaries, a battle ensues.
  
  19
  somewhere in the town. Some of them are on the 
  cusp of becoming gentry and making their mark in 
  the Financial Area among the well-to-do folk there.
  Noble class: When corsairs or pirates become 
  affluent enough to buy their way into happiness, they 
  become a noble in the town. They get to live with all 
  the other false nobles and proudly look down upon 
  everyone else, even if they have a wooden leg, a 
  hook nose, and an eye-patch. 
   “Those what has, has the power,” a notable 
  pirate would say. “Those what don’t has are food 
  for the barnacles.” The nobles eat the finest food, 
  live in the lap of pirate luxury, and dress like 
  outlandish, foppish parrots. They shop at the best 
  shops, and even have their own lackeys to fetch 
  and carry for them. 
  Ironically, they’re looked down upon by 
  Cassandra and her cronies, who feel that 
  somewhere along the way these nobles sailed onto 
  a very dangerous social reef.
  clothing and style
  The folk of Blackrock (apart from the riffraff and 
  the dock workers) are a stylish lot—pirates know 
  how to dress! From gold accented eye patches to 
  silver embroidered brocade long-coats, these people 
  are the cutting edge of fashion. They sport wide-
  brimmed hats, leather tri-corners, and turn-top boots 
  with the best of them. Weapons are openly allowed 
  in the town, so even their pistols, swords, scabbards, 
  and holsters are all designed to make a statement. 
  The men dress like women, the women dress like 
  men, and the people who dress like both don’t have 
  to worry about being called anything but fashionable.
  crime and punishment
  crimes: What is “against the law” in Blackrock is 
  anything that the pirates don’t like—which is pretty 
  much flexible day by day—and, fortunately, most folks 
  will tell a transgressor when they’re getting too far 
  across a particular line. If they cross it, well, usually 
  
  20
  step in and kill a few people until everyone else 
  comes to their senses. It’s a flexible law system, 
  and as long as Cassandra or her close friends aren’t 
  harmed, they maintain a strict system of: Do what 
  you want; a pirate is free.
  punishment: So if someone really ticks off Cassandra 
  or her people, it becomes time for the transgressors to 
  pay the piper and meet their maker. They might get 
  keel-hauled, drawn and quartered, hung, or slung in 
  some public stocks. They might even be stripped of 
  any kind of rank and sold off as a slave. 
  Murderers are often locked in the jail prior to 
  Cassandra’s passing judgement; and as for thieves, 
  they might be given a spot in the guild if they’re good 
  enough. Sometimes the criminals are forced to drink 
  drugged grog and are then sent out to sea for a midnight 
  swim to meet the sharks patrolling the bay—but that’s 
  really a waste of an otherwise good slave.
  There are dozens of ways the pirates can think of 
  killing you or punishing you, and not all of them 
  involve being strapped to a cannon and sent to the 
  deep—cannons cost money, mind you!
  food and drink
  Blackrock isn’t exactly a hotbed of culture and 
  refinement, yet it’s possible to find some really 
  nice dishes in the town spread across the various 
  inns and taverns which serve food. This isn’t 
  an exhaustive list of the kinds of fare you might 
  encounter in Blackrock, and you can add your own 
  spin to these dishes if you want. The rough costs 
  are a guideline only and there are no denominations 
  given. rogue genius games’ Waysides: Didjer’s 
  Crab House would make an excellent addition to 
  Blackrock’s taverns.
  government
  Pirate 
  Queen 
  Cassandra 
  Blackthorne 
  (CN 
  female human rogue [pirateUC] 11; see below) is 
  Blackrock’s ruler, though she designates some of the 
  responsibility to certain friends and the semi-mayor, 
  William Blake. Her word is law, though, and every 
  man-jack of the lot of them knows it; no one crosses 
  her unless they are truly confident of their success. 
  When Cassandra isn’t around Blackrock, she’s often 
  on her ship The Raven, plying the harsh seas in 
  search of plunder, interesting cargo, and people she 
  can recruit to her banner. 
  taBle 1: food and drink Prices
  Food
  cost
  Meat pie
  1s
  Vegetable pie/slice
  1c
  Potato based dish
  1c
  Salad/greens
  1s
  Steak dish
  3g
  Fish dish
  2c
  Seafood dish
  1-2c
  Cheese and bread
  1s
  Banquet
  10g per head
  Spit-roast meat
  3s
  Fruit
  1c
  Meat platter
  2-4s
  Biscuits
  2c (no weevils)
  Hard tack
  1c (may break your teeth)
  Exotic dishes
  3-8g
  Drink*
  cost
  Grog
  1c
  Grog (watered down)
  free
  Grog (flavored, experimental) 2c
  Ale
  2c
  Beer
  3s
  Cider
  2s
  Wine (glass)
  4g
  Wine (bottle)
  6-8s
  Bokka**
  2s
  Milk (you’re kidding, right?)
  1s
  Rum
  2-4c
  Rum (spiced)
  3-6c
  Sherry (imported)
  4g
  Blackrock Mead
  2-4c
  Blackshine Spirit (moonshine) 1-3s (by strength)
  Water
  free
  * Most drinks are served in glasses, metal tankards or 
  wooden mugs. Except for grog, which is always served in 
  a ceramic vessel.
  **A local drink flavored with coconut that packs a heckuva 
  kick.
  they’ll get a beating or a couple of scars to remember 
  the encounter by. If someone really goes to town and 
  murders another person, the kin of that murdered party 
  by right of the pirate’s code (which is mutable) can 
  enact any kind of vengeance deemed necessary.
  This can get messy if a bunch of people take issue 
  with each other and swathes of kinsmen and women 
  come to blows over various insults or attacks. At this 
  point, the acting lawmen (the Blackrock Corsairs) 
  
  21
  cassandra 
  Blackthorne
  Looks: Queen Blackthorne is a striking woman, 
  though she is not pretty or gorgeous; instead, she has 
  an interesting look about her that is best described 
  as haughty and dangerous. Her dark-green eyes flirt 
  with a core of ruthless determination; her hair is often 
  piled up in a black coil atop her head (often under 
  her tri-corner hat), with only a few curls hanging 
  down in ringlets. 
  She wears a costume of black and red, with a long 
  pirate’s coat nearly down to her ankles. On her hips, 
  she wears a pair of pistols and wields a sharp-looking 
  sabre. She has a red and black corset over a tightly 
  buttoned white shirt. Her hands are often gloved 
  in fine leather, and she sports pirate style turn-top 
  boots, often with a hidden dagger or two tucked into 
  a special leather holster. Around her neck is a velvet 
  choker with a shimmering crystal stone embedded in 
  a circular pearl surround.
  personality, skills and demeanor: Smooth and 
  cunning with a low, husky voice, this woman has a 
  soft authoritative tone to her. She is highly capable 
  in combat, and she knows ship tactics. She prefers 
  to talk her way out of a fight, but if pushed, she ends 
  the fight quickly. 
  When it comes to making laws and ruling Blackrock, 
  it’s her town, and she’s damned if anyone else is going 
  to rule it. She values loyalty highly, and once she 
  gives her word, it is nearly cemented. Of course, if the 
  person she gives her word to betrays her, all bets are 
  off.  She is also very religious when it comes to the 
  gods, especially Fortune, whom she favors.
  history: Cassandra is the daughter of the previous 
  ruler of Blackrock, Jonathan Blackthorne. He was a 
  notorious pirate and slaver, but he made good with 
  his people and was loved by many of them. He met 
  his demise at the hands of the villainous Captain 
  Pike and his ship The Devourer, leaving Cassandra 
  the sole heir to the town. 
  Having been trained by her father’s best friends and 
  fellow captains, Cassandra had already blossomed 
  into a talented young woman who could easily keep 
  up with the other men and women in his employ. She 
  decided that to rule she needed a man like William 
  Blake to aid her, so she fell into a kind of relationship 
  with him, more flirting than anything—well, apart 
  from that one drunken night at the estates of her 
  private retreat. 
  Cassandra then focused on building her power base 
  in the town and made sure that all her rivals were 
  either converted to her cause, or buried in the depths 
  of the ocean. She has no idea who her mother was, but 
  there are rumors the woman wasn’t exactly human.
  
  22
  relationship With others
  Blackrock is a notorious pirate haven; many corsairs 
  come to the town to avoid retribution from numerous 
  kingdoms seeking their heads. This gives the place 
  a foul reputation in most law-abiding lands, so 
  relationships are tenuous at most. 
  Blackrock is the enemy of the lawless pirate enclave 
  known as Gibb’s Town and is the ally of three other 
  corsair ports: the Port of Javan, the Port of Clavis, and 
  the Port of Ru Pardur. Blackrock has strong ties to 
  the Isyrian Kingdoms due to the history between them 
  and the Korte Islands, and King Rokubarra of Isyr has 
  his eye set on Cassandra marrying his son. He quite 
  fancies the idea of having a pirate queen in his family.
  Pirate Queen  
  cassandra BlacktHorne               cr 10
  Xp 9,600
  Female human rogue (pirateUC) 11
  CN Medium humanoid (human)
  init +4; senses Perception +13
  DeFeNse
  ac 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, 
  +1 dodge)
  hp 64 (11d8+11)
  Fort +5, ref +13, will +4; +3 vs. fear and mind-affecting
  Defensive abilities evasion, improved uncanny 
  dodge, unflinching
  oFFeNse
  speed 30 ft., swinging reposition
  melee +1 agile rapier +14/+9 (1d6+5/18-20) and
   
  silversheen dagger +13/+8 (1d4+1/19-20)
  ranged light crossbow +12 (1d8/19-20)
  special attacks sneak attack +6d6
  sTaTisTics
  str 12, Dex 19, con 10, int 13, wis 8, Cha 16
  Base atk +8; cmB +12 (+16 dirty trick); cmD 24 
  (26 vs. dirty trick)
  Feats Agile Maneuvers, Combat Expertise, Dodge, 
  Greater Dirty Trick, Improved Dirty Trick, Sea Legs, 
  Weapon Finesse, Weapon Focus (rapier)
  skills Acrobatics +20, Appraise +6, Bluff +13, 
  Climb +19, Diplomacy +14, Disable Device +12, 
  Disguise +10, Escape Artist +18, Intimidate +12, 
  Knowledge (local) +8, Linguistics +5, Perception 
  +13, Profession (sailor) +6 (+8 to navigate at sea), 
  Sense Motive +7, Sleight of Hand +12, Stealth +12, 
  Swim +19, Use Magic Device +7
  Languages Common, Dwarven, Elven
  sQ rogue talents (fast tumble, offensive defense, 
  rope master, sneaky maneuver)
  combat gear feather token (anchor), feather token 
  (fan), pirate’s eye patch, potion of cure light wounds 
  (3), tar bomb; other gear +2 studded leather, +1 
  agile rapier, crossbow bolts (20), light crossbow, 
  silversheen dagger, bag of holding I, cloak of 
  resistance +2, astrolabe (apg), nautical chart, pirate 
  clothes, pirate clothes, fancy, silk rope, thieves’ 
  tools, masterwork
  ruins
  There are many ruins on the island of Korte; most of 
  them belonged to the ancient Vashan people. The ruins 
  are laden with treasure, traps, and dangerous monsters. 
  Some of them are linked to vast surface temples, and 
  others are hidden behind a veil of secrecy and old 
  magic. All of them present an incredible opportunity 
  for adventure and loot, however; and there are regular 
  expeditions from Blackrock into the jungles and 
  forests to find these places and rob them blind.
  here are some ruins to 
  get you started
  The ruin of mura: An old temple to a forgotten 
  god, this site has several levels and uses mostly 
  water-based traps to befuddle trespassers. It is said 
  that a giant krakenlike beast dwells within.
  The ruin of Takka Bara: Takka Bara was once 
  a Vashan central temple and was devoted to a fire 
  deity. The traps here are explosive and fire-based in 
  nature, and they often involve perilous drops into 
  molten lava or gas-based explosions that decimate 
  entire areas, rendering them impossible to explore.
  The ruined Temple of souls: A dark soul-eater was 
  rumoured to make her lair in this old temple. There 
  are many undead and dangerous extraplanar beasts 
  which dwell inside. The soul-eater Shavoth resides 
  at the center of an impossibly dark cold chamber.
  
  23
  Zor hobba shrine: A fabulous treasure of renown 
  waits for the brave explorer who dares plumb the 
  depths of this old shrine. Beneath it is a subterranean 
  passage complex of deadly mechanical traps, old 
  sightless beasts, and living statues.
  secrets
  The Island of Korte has its fair share of secrets, as 
  does the Town of Blackrock. These are just a few 
  of the secrets that you can use to provide extra 
  excitement to the already-interesting town.
  The Devourer: Captain Pike and his ship are a famous 
  legend which can provide hours of fun for a determined 
  adventuring party. They are the bogey-men of the seas 
  and a dangerous foe to face since there’s no way known 
  (until now) to destroy both ship and man. 
  The secret of The Devourer and the connection 
  to Pike is in the massive painting which must be 
  destroyed in a bonfire in the Town of Blackrock. The 
  bonfire can be any one of Blackrock’s three main 
  evening bonfires. 
  Why the fires of Blackrock? They represent the 
  spirit of the pirates who make their homes there, 
  and the demon-bound ship will be undone once the 
  painting is plunged into the flames. 
  As long as the painting of The Devourer remains, 
  the ship, her captain, and her crew will always return 
  each night to scourge the seas and hunt down those 
  who got away.
  The Velvet hand: These are men and women of 
  Madame Kostra’s Brothel who reside beneath it and 
  are trained in the various arts of assassination. The 
  Master Assassin is Madame Kostra herself, and she 
  has numerous handmaidens, whores, and servants 
  who all know how to kill—and who do it very well. 
  The Velvet Hand makes a good foil for player 
  characters who want to experience the darker side 
  of their character, who like assassins, and who want 
  somewhere to pick up those kinds of skills. These 
  assassins are sent out if someone upsets Cassandra, 
  so they can be used as enemies, as well, if the PCs 
  are the law-abiding, goody-two-shoes types the 
  Pirate Queen can’t stand.
  
  24
  The ragged Bones: These are all well-trained 
  thieves who give a little of their take to Cassandra in 
  return for allowing them to operate within the town. 
  They can steal things from the PCs, train PC thieves, 
  or provide a useful in-road to Cassandra herself, if 
  the PCs are being subtle in the town. 
  The rogues are also a good source of adventures 
  for a more thief-orientated campaign, and they are 
  always on hand to borrow something from the nobles 
  in the upper part of the town, if needed.
  cassandra’s mother: Cassandra’s mother is a 
  mystery. She was actually an extraplanar being who 
  slept with Jonathan and left him with a hellion of a 
  daughter to raise in her absence.
  She imparted her gift to the girl and made her nigh-
  on immortal—the only way Cassandra can ever die 
  is if the choker around her neck is thrown into a 
  furnace or a forge and melted down. This breaks the 
  spell residing in the choker and renders the woman 
  completely mortal. Cassandra has no idea that there’s 
  magic on her at all, and she certainly doesn’t think 
  she’s some kind of immortal goddess child—she 
  does, however, think she’s been blessed by Fortune 
  and always tips her hat and coin to Lady Luck. 
  The rumor that Fortune is Cassandra’s mother is 
  neither confirmed nor denied by Lady Luck herself, 
  and those who delve too deeply often find their luck 
  turns sour.
  
  25
  appendix
  Basic corsair 
  cr 1/2 
  Xp 200
  Male or female human fighter (corsair*) 1
  N Medium humanoid (human)
  init +3; senses Perception +1
  DeFeNse
  ac 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, 
  +1 shield)
  hp 13 (1d10+3)
  Fort +4, ref +3, will +1
  oFFeNse
  speed 30 ft.
  melee rapier +2 (1d6+1/18-20) and dagger +2 
  (1d4/19-20)
  ranged light crossbow +4 (1d8/19-20)
  sTaTisTics
  str 13, Dex 16, con 15, int 8, wis 12, cha 10
  Base atk +1; cmB +2; cmD 15
  Feats Two-Weapon Defense, Two-Weapon Fighting, 
  Weapon Finesse
  skills Climb +5, Swim +5
  Languages Common
  combat gear potion of cure light wounds; other 
  gear leather armor, crossbow bolts (10), dagger, 
  light crossbow, rapier, elixir of swimming, bottle, 
  fishing net, grappling bolt, pirate clothes, rope (50 
  ft.), 13 gp, 9 sp
  *The corsair archetype is available for free at 
  d20PFSRD.com
  corsair cHief 
  cr 2 
  Xp 600
  Male or female human fighter (corsair) 3
  N Medium humanoid (human)
  init +7; senses Perception +1
  DeFeNse
  ac 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, 
  +1 shield)
  hp 30 (3d10+9)
  Fort +5, ref +4, will +2
  Defensive abilities bravery +1
  oFFeNse
  speed 30 ft.
  melee masterwork rapier +5 (1d6+1/18-20) and
   
  dagger +4 (1d4/19-20)
  ranged light crossbow +6 (1d8/19-20)
  sTaTisTics
  str 13, Dex 16, con 15, int 8, wis 12, cha 10
  Base atk +3; cmB +4; cmD 17
  Feats Cleave, Improved Initiative, Two-Weapon 
  Defense, Two-Weapon Fighting, Weapon Finesse
  skills Climb +5, Intimidate +5, Swim +6
  Languages Common
  combat gear feather token (anchor), potion of cure 
  moderate wounds, potion of protection from arrows, 
  stunstone, tanglefoot bag; other gear studded leather, 
  crossbow bolts (10), dagger, light crossbow, masterwork 
  rapier, elixir of swimming, bottle, fancy pirate clothes, 
  fishing net, grappling bolt, rope (50 ft.), 29 gp
  Basic velvet Hand assassin 
  cr 1/2 
  Xp 200
  Male or female human rogue (knife masterUC) 1
  NE Medium humanoid (human)
  init +3; senses Perception +4
  DeFeNse
  ac 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, ref +5, will +0
  oFFeNse
  speed 30 ft.
  melee dagger +0 (1d4+2/19-20) and
   
  dagger +0 (1d4+2/19-20)
  special attacks sneak attack +1d6
  
  26
  sTaTisTics
  str 14, Dex 17, con 13, int 12, wis 10, cha 8
  Base atk +0; cmB +2; cmD 15
  Feats Double Slice, Two-Weapon Fighting
  skills Acrobatics +7, Appraise +5, Climb +6, Disable 
  Device +7, Escape Artist +7, Perception +4, Sense 
  Motive +4, Sleight of Hand +7 (+7 to conceal a light 
  blade, +9 to hide small objects on your person), 
  Stealth +7, Swim +6
  Languages Common, Undercommon
  sQ hidden blade
  combat gear potion of invisibility, acid, alchemist’s 
  fire, caltrops; other gear leather armor, dagger (5), 
  dagger, pickpocket’s outfit, thieves’ tools, 2 gp
  velvet Hand assassin 
  cr 6 
  Xp 2,400
  Male or female human Assassin 2/Rogue 5
  NE Medium humanoid (human)
  init +8; senses Perception +10
  DeFeNse
  ac 19, touch 16, flat-footed 14 (+3 armor, +4 Dex, 
  +1 deflection, +1 dodge)
  hp 54 (7d8+19)
  Fort +3, ref +9 (+1 bonus vs. traps), will +2; +1 
  vs. poison
  Defensive abilities evasion, improved uncanny 
  dodge, trap sense +1
  oFFeNse
  speed 30 ft.
  melee +1 shortsword +9 (1d6/19-20)
  ranged hand crossbow +8 (1d4/19-20) and 
   
  hand crossbow +8 (1d4/19-20) and 
   
  light crossbow +8 (1d8/19-20)
  special attacks death attack (DC 14), sneak attack 
  +4d6
  sTaTisTics
  str 8, Dex 18, con 13, int 14, wis 10, cha 12
  Base atk +4; cmB +3; cmD 19
  Feats Dodge, Extra Rogue Talent, Improved Initiative, 
  Point-Blank Shot, Toughness, Weapon Finesse
  skills Acrobatics +14, Bluff +10, Climb +4, Disable 
  Device +18, Disguise +11, Escape Artist +12, 
  Intimidate +9, Knowledge (local) +8, Perception 
  +10 (+12 to locate traps), Sense Motive +7, Sleight 
  of Hand +13 (+15 to hide small objects on your 
  person), Stealth +14, Swim +5
  Languages Common, Elven, Undercommon
  sQ poison use, rogue talents (fast stealth, finesse 
  rogue, powerful sneak), trapfinding +2
  combat gear potion of barkskin +2, potion of 
  invisibility, giant wasp poison, greenblood oil (3), 
  smokestick; other gear masterwork studded 
  leather, +1 shortsword, crossbow bolts (10), hand 
  crossbow, hand crossbow, light crossbow, ring of 
  protection +1, pickpocket’s outfit, reversible cloak, 
  thieves’ tools, masterwork, 43 gp, 8 sp
  William Blake 
  cr 8 
  Xp 4,800
  Male human fighter (corsair) 9
  N Medium humanoid (human)
  init +4; senses Perception +10
  DeFeNse
  ac 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, 
  +1 deflection, +1 dodge)
  hp 81 (9d10+27)
  Fort +8, ref +7, will +4 (+2 vs. fear)
  Defensive abilities bravery +2
  oFFeNse
  speed 30 ft.
  melee masterwork cutlass +12/+7 (1d6+2/18-20)
  ranged +1 revolver +15/+10 (1d8+2/×4)
  special attacks weapon trainings (weapon training: 
  pirate +2, firearms +1)
  sTaTisTics
  str 10, Dex 18, con 14, int 12, wis 12, cha 10
  Base atk +9; cmB +9; cmD 25
  Feats Amateur Gunslinger, Cleave, Deadly Aim, 
  Dodge, Exotic Weapon Proficiency (Firearms), 
  
  27
  Great Cleave, Gunsmithing, Point-Blank Shot, 
  Quick Draw, Rapid Reload, Rapid Shot
  skills Climb +10, Intimidate +9, Perception +10, 
  Profession (sailor) +11, Swim +10
  Languages Aquan, Common
  combat gear potion of haste; other gear +1 
  studded leather, +1 revolver, firearm bullet (20), 
  masterwork cutlass, metal cartridge (2), ring of 
  protection +1, cards, gunsmith’s kit, pirate clothes, 
  fancy, 10 gp
  caPtain lleWellyn Pike 
  cr 9 
  Xp 6,400
  Male human fighter (corsair) 10
  CE Medium humanoid (human)
  init +0; senses Perception +1
  DeFeNse
  ac 17, touch 10, flat-footed 17 (+6 armor, +1 
  natural)
  hp 109 (10d10+50)
  Fort +12, ref +3, will +4 (+3 vs. fear)
  Defensive abilities bravery +3
  oFFeNse
  speed 20 ft.
  melee +1 mighty cleaving cutlass +18/+13 
  (1d6+9/15-20)
  ranged throwing axe +12 (1d6+4)
  special attacks weapon trainings (weapon training: 
  pirate +2, axes +1)
  sTaTisTics
  str 16, Dex 10, con 16, int 8, wis 12, cha 14
  Base atk +10; cmB +13; cmD 23
  Feats Cleave, Great Cleave, Great Fortitude, 
  Greater Weapon Focus (cutlass), Improved Critical 
  (cutlass), Power Attack, Pushing Assault, Sea Legs, 
  Toughness, Weapon Focus (cutlass), Weapon Focus 
  (throwing axe), Weapon Specialization (cutlass)
  skills Acrobatics +2 (-2 jump), Climb +9, Intimidate 
  +10, Profession (sailor) +9, Survival +8 (+10 to 
  avoid becoming lost when using this), Swim +13
  Languages Common
  combat gear oil of magic vestment +2, potion 
  of shield of faith +4, tanglefoot bag; other gear 
  masterwork agile breastplate, +1 mighty cleaving 
  cutlass, throwing axe (4), amulet of natural armor 
  +1, compass, eye patch, grappling hook, hat, pirate 
  clothes, fancy, rope (50 ft.), 36 gp, 8 sp
  GeorGina sPratt 
  cr 1 
  Xp 400
  Female human gunslingerUC 2
  N Medium humanoid (human)
  init +2; senses Perception +7
  DeFeNse
  ac 14, touch 13, flat-footed 11 (+1 armor, +2 Dex, 
  +1 dodge)
  hp 18 (2d10+2)
  Fort +4, ref +5, will +2
  oFFeNse
  speed 30 ft.
  melee shortsword +1 (1d6-1/19-20)
  ranged musket +4 (1d12/×4)
  sTaTisTics
  str 8, Dex 15, con 12, int 15, wis 14, cha 10
  Base atk +2; cmB +1; cmD 14
  Feats Gunsmithing, Point-Blank Shot, Precise Shot
  skills Acrobatics +7, Appraise +4, Climb +4, 
  Knowledge 
  (engineering) 
  +7, 
  Perception 
  +7, 
  Profession (engineer) +7, Sense Motive +4, Swim +4
  Languages Aquan, Common, Orc
  sQ deed (deadeye, gunslinger’s dodge, quick clear), grit
  combat gear oil of magic weapon, greater +1; 
  other gear padded armor, firearm bullet (10), musket, 
  shortsword, gunslinger’s kit, traveler’s outfit, 4 gp
  
  28
  the pirate haven of Blackrock
  
  29
  credits
  authors: Darren W. Pearce and Gillian M. Pearce
  stat Blocks: Carlos Ovalle and Mike Welham
  cover illustration: Gillian M. Pearce  
  with coloration by Jacob E. Blackmon
  interior illustrations: Gillian M. Pearce, Paul Slinger,  
  Jacob E. Blackmon, and Shaman Stockart
  cartography: Gillian M. Pearce  
  with coloration by Jacob E. Blackmon 
  editor: Christina Stiles
  senior Developer: Christina Stiles
  publisher: Owen K. C. Stephens
  graphic Design and Typesetting: Lj Stephens
  produced by: Rogue Genius Games
  project manager: Lj Stephens
  consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
  Rook543. Free for Personal and Commercial use. 
  Used with permission Folkard™ - created by The 
  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See  http://paizo.
  com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  DesigNaTioN oF proDUcT iDeNTiTY: The Rogue 
  Genius Games (RGG) company name and logo; the “The Genius 
  Guide to Horrifically Overpowered Mythic Feats” name and 
  logo; all artwork, backgrounds, and logos; all trade dress, and 
  graphic design elements.
  DecLaraTioN oF opeN coNTeNT: All game 
  mechanics, proper names of classes, prestige classes, 
  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
  the License.
  Product Code: RGG0120
  oPen Game license 
  version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  
  30
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  open game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  system reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of experimental might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of horrors iii, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of horrors, revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of horrors, revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of horrors, 
  revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of horrors, revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of horrors, revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of horrors, revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of horrors, revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Kobold Quarterly issue 7, © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan! 
  adherer from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer. 
  animal Lord from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  ascomid from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  atomie from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  axe Beak from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  carbuncle from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  caryatid column from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells. 
  Demodand, shaggy from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, slimy from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dire corby from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail snail from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo creature from the Tome of horrors, revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  huecuva from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of horrors, revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of horrors, revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  wolf-in-sheep’s-clothing from the Tome of horrors, revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  anger of angels. © 2003, Sean K Reynolds
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb
  The Book of hallowed might. © 2002, Monte J. Cook
  monte cook’s arcana Unearthed. © 2003, Monte J. Cook
  path of the magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  skreyn’s register: The Bonds of magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, slime from the Tome of horrors complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of horrors complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  hangman Tree from the Tome of horrors complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Location guides: The pirate haven of Blackrock. ©2014, Hellion’s Art; 
  Published by Rogue Genius Games. Authors: Darren W. Pearce and Gillian 
  M. Pearce.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/Location Guides - The Pirate Haven of Blackrock.pdf