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Contents
PDF Edition:
New material and editing
by Philip Reed 1. BLACKWATER . . . . . . . . . . . . . . . . .3 Half-Elan . . . . . . . . . . . . . . . . . . .10 DEVIANTS . . . . . . . . . . . . . . . . . . . . . .17
HISTORY . . . . . . . . . . . . . . . . . . . . . . . .3 CLASSES . . . . . . . . . . . . . . . . . . . . . . .11 Ananoka . . . . . . . . . . . . . . . . . . . .17
Illustrated by Christopher Shy Timeline . . . . . . . . . . . . . . . . . . . . .4 Guardian . . . . . . . . . . . . . . . . . . . .11 Sewer Crawlers . . . . . . . . . . . . . . .18
THE CITY TODAY . . . . . . . . . . . . . . . . . .7 Multiclass Characters . . . . . . . . . .13 Sewer Stalkers . . . . . . . . . . . . . . .18
PortTown . . . . . . . . . . . . . . . . . . . . .7 SKILLS . . . . . . . . . . . . . . . . . . . . . . . .14 ADVENTURE SEEDS . . . . . . . . . . . . .19
PEOPLE . . . . . . . . . . . . . . . . . . . . . . . . .7 FEATS . . . . . . . . . . . . . . . . . . . . . . . . .14
Party Composition . . . . . . . . . . . .20
Print Edition: City Guards . . . . . . . . . . . . . . . . . . .8 3. THE DEPTHS . . . . . . . . . . . . . . . . . .15
GLOSSARY . . . . . . . . . . . . . . . . . . . . .21
2. CHARACTERS . . . . . . . . . . . . . . . . . .9 THE SEWERS . . . . . . . . . . . . . . . . . . . .15
Written by Russell Godwin RACES . . . . . . . . . . . . . . . . . . . . . . . . . .9 Derelicts . . . . . . . . . . . . . . . . . . . .15 OPEN GAME LICENSE . . . . . . . . . . . .21
Elan . . . . . . . . . . . . . . . . . . . . . . . .9 THE CAVERNS . . . . . . . . . . . . . . . . . . .16 PRODUCT IDENTITY . . . . . . . . . . . . .22
Additional Material by blight TRADITIONAL MONSTERS . . . . . . . . . .17
HISTORY
DISCOVERY
The Passage through the Dartok Mountains was
discovered in 794 CR (common reckoning) by
explorers from Kyrstok. Three expeditions were lost
in mapping the route before a fourth finally made it
through. The explorers negotiated an agreement with
the dwarves in the Dartok Mountains for future trav-
el through their abandoned mines and halls, which
made up over three-quarters of the Passage. Shortly
after their return, the explorers met their demise on
another mission, and the passage was soon nothing
more than an entry on a scroll in a sage's library.
In 829, Kriistov VI ascended to the throne. A
learned and educated man, he value knowledge over
military conquest, and created many public works,
among which was a great library. He decreed all
books and scrolls from other libraries should be
copied and placed in the central library, to preserve
the knowledge for all. (At the urging of the Mages
Guild, personal journals and spellbooks were exclud-
ed from this process.) Even with the hiring of hun-
dreds of scribes and wizards, the task would take over
30 years.
3
In the Depths of BlackWater
In 850, a young scribe was given yet more scrolls to Kriistov anxiously read the captains report. The The captain decided it was safe to explore and sent
begin copying. The first one he opened had the explor- map was completely accurate, and the Passage was more scouting parties into the forest. When such a
ers story of the Great Passage and the valley beyond. easily navigated. The expedition had seen no signs of party tried to go too deep into the forest, the trees
Excited by the discovery, he rushed to show the master the dwarves mentioned in the scroll, but they had moved to form a barrier or great wolves would appear
scribe. The scribe burst into his masters office, disturb- encountered and destroyed many dark and strange to stop the scouts. After three weeks of cautious
ing a meeting between the master scribe and Kriistov. creatures. Once through the Passage, rangers were exploration, the expedition made it through to the
Kriistov was equally excited by the young scribes dis- sent on a brief scouting mission into the forest gently rolling plains beyond. Two weeks later, they
covery. Within weeks, Kriistov sent a heavily armed beyond. They only thing of consequence they found discovered Blackwater Bay. There were no signs of
expedition to the Dartok mountains to see if the scrolls was a small group of what they believed to be elves, villages or inhabitants in this valley.
story and map were accurate. Three months later an obviously patrolling the woods. The elves kept their This was enough to convince Kriistov to establish a
advance scout rode into the royal castle, bringing word distance from the rangers and the expedition, never colony. Kyrstok was a small, landlocked kingdom, and
that the expedition had returned. approaching the strangers. establishing its own port would mean new opportuni-
ties and wealth. He was a practical educated man.
HALF-ELAN BEGINNINGS
In the mid 1630s, the elan once again visited
Blackwater. This time, it was not an isolated
incident, but rather the start of a trend among
young elan to explore the world, curious a bout
the humans and their city. They tended to stay
near the Guardians, feeling more at ease with
them, but some befriended other citizens. In RECENT EVENTS (just six years ago!), most citizens of Blackwater
assume that the Councils reluctance to explore the
1647, the first half-elan (see pp.10-11) was
born. Needless to say, this caused an uproar The most important event of the past hundred years Passage was a fear of losing Blackwaters sovereign-
among both communities, but within a decade was, of course, the Reopening of the Passage in 1719 ty as a city-state. Others believe it had something to
12 more had been born. Today, there are more and the subsequent reestablishment of trade and rela- do with three elani wizards who met privately with
than 100 half-elan. tions with Kyrstok. Although a scouting party certain members of the Council. It is rumored that the
informed the Council that the Passage was once again same three elani wizards are responsible for dissuad-
open, they chose not to send an expedition through. ing Kyrstok from reclaiming Blackwater.
After narrowly avoiding war with Kyrstok in 1749
6
In the Depths of BlackWater
THE COUNCIL
There are 88 members on the Council: 10 nobles
(one from each house except Kondrati); 28 guild rep-
resentatives (1 or 2 from each guild, depending on size
and power); 18 merchants; 1 dwarf; 1 halfling; 6
guardians; 22 commoners; and 2 half-elan. House
Kondrati is the hereditary ruler of the Council, but
votes only when there is a tie (which hasnt occurred
in over 300 years). Still, the words of Lord (or Lady)
Kondrati carry great weight with the Council, and they
have been known to sway members when deemed
necessary for the good of Blackwater.
The Council runs the city-state, and leaves
the day-to-day operation of the city to a staff of
administrators.
8
In the Depths of BlackWater
Chapter Two
Characters
This chapter details two new races, a new class, and
various other details necessary for players creating
NEW RACE: ELAN Elan are also very proud and self-confident, which
makes them very hard to work with in a mixed group.
native characters of BlackWater. This game informa- The elan (singular and plural) are an enigmatic An elan respects the wisdom and abilities of her elani
tion requires your GMs approval before use in a cam- race, superficially resembling tall elves. Many schol- elders, but does not give the same respect to older
paign. ars speculate that one race is an offshoot of the other, members of other races.
but sages who have studied both races discount this
Although the elan appear to be aloof and indiffer-
theory. Still, Outsiders react to the elan as if they are
ent, they are a very emotional race. Feelings are
RACES elves . . . until they discover first-hand how different
the two races are.
meant to be shared with family and friends, and few
Because the Blackwater area is isolated from the elan have friends outside of their own people.
Personality: Unlike the elves they resemble, the
rest of the world by the Dartok Mountains, the popu- Physical Description: Elan are tall and slim,stand-
elan do not like change. Tradition is paramount to the
lation is not as diverse as would be expected in a typ- ing about 6 to 6 1/2 feet tall and weighing 130 to 160
elan; after all, it wouldnt be tradition if it werent the
ical fantasy setting. Before the arrival of the human pounds. Elani men and women are the same height,
best way to do something.Young elan are not quite so
(and a few half-elven) settlers eight centuries ago, the with the men weighing slightly more. They are all
set in their ways, but are still practical and staid. Once
major races of the area were the elan, who kept to fair-skinned with white or pale-blonde hair and vio-
an elan chooses to do something a certain way, she
their forests, and the dwarves, who kept to their let, ice-blue, or light-green eyes. Elan have a lifespan
will always do that task in the same manner until con-
mountain halls. There is a small enclave of halflings of four to five centuries; a few claim to be nearly a
vinced, usually by an elder, that there is a better or
in the foothills, but most have moved to the city of millinneum old. An elan reaches majority at 50 years
more efficient way to do so.
Blackwater since its construction, preferring the com- of age.
pany of humans to that of dour dwarves.
PREFERRED RACES
A player who wishes for her character to be
from Blackwater (either the city or the surround-
ing area) must play a dwarf, halfling, human,
half-elan, half-elf, or a young elan.
9
In the Depths of BlackWater
11
In the Depths of BlackWater
Adventures: A guardians sense Background: A few genera-
of duty to her community keeps her THE GUARDIAN tions after the destruction of
from traveling extensively, although the temples and clerics (the
she will journey if required for the Base Fort Ref Will Spells per Day exact time is lost in legend), a
good of her people, such as to repel Level Attack Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9 new class emerged the
invaders or to search for magical or 1 +0 +2 +0 +2 Innate healing 3 1 guardian.
natural components for a potion or 2 +1 +3 +0 +3 Nature sense 4 2
3 +2 +3 +1 +3 4 2 1 The first guardians were vil-
spell to help someone. Like a druid, lagers with a talent for healing
4 +3 +4 +1 +4 5 3 2
a guardian dislikes that which is 5 +3 +4 +1 +4 Resist Natures Lure 5 3 2 1 who were taken in by the elan
unnatural and will generally join in 6 +4 +5 +2 +5 5 3 3 2 and trained in their druidic
a group to destroy aberrations, 7 +5 +5 +2 +5 Wild shape (1/day) 6 4 3 2 1 ways. Upon their return to
unless doing so would leave her ter- 8 +6/+1 +6 +2 +6 6 4 3 3 2 Blackwater, the guardians found
ritory or community unprotected. 9 +6/+1 +6 +3 +6 Wild shape (2/day) 6 4 4 3 2 1 that a decade had passed, yet
Characteristics: Guardians cast 10 +7/+2 +7 +3 +7 6 4 4 3 3 2 they had not aged a day. They
divine spells much as druids do 11 +8/+3 +7 +3 +7 Venom immunity 6 5 4 4 3 2 1 continued aging at a normal rate
from the power of nature. However, 12 +9/+4 +8 +4 +8 6 5 4 4 3 3 2 upon their return.
13 +9/+4 +8 +4 +8 Wild shape (3/day) 6 5 5 4 4 3 2 1
their primary spells are oriented As Blackwater grew from a
14 +10/+5 +9 +4 +9 6 5 5 4 4 3 3 2
toward healing, with nature spells 15 +11/+6/+1 +9 +5 +9 A thousand faces 6 5 5 4 4 4 3 2 1 small village into a large, thriv-
being secondary. Guardians also 16 +12/+7/+2 +10 +5 +10 6 5 5 5 4 4 3 3 2 ing city, the guardians always
have an array of abilities, including 17 +12/+7/+2 +10 +5 +10 timeless body 6 5 5 5 5 4 4 3 2 1 moved so that they lived at the
an ever-increasing innate ability to 18 +13/+8/+3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2 edge of the city, close to both
heal. 19 +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3 the people they felt a need to
Alignment: This is where the 20 +15/+10/+5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4 help and the forest they felt
guardians differ radically from obligated to protect.
druids. Guardians care about life
first and foremost, so they are always good. How an
individual guardian expresses her goodness, either
through inspiring freedom or order, is up to her.
Religion: Guardians revere life and nature, gaining
their magical power from nature itself. They seek to
become one with nature through meditation and
study, not through prayer or devotion.
GUARDIAN LORE
Due to their insular nature, the guardians have
been the topic of speculation since their formation.
One of the most repeated rumors is that the first
guardians were actually elan who took the place of
the humans they lured away shortly after the
Purge. Although this is a popular story, anyone who
has had contact with the elan give it no merit, since
they are even more insular than the guardians.
12
In the Depths of BlackWater
CLERICS
After the Purge, the Council declared the cleric class illegal. Although some continued to worship in their homes
or in small, secret groups, few ever became true clerics. To this day, those that do choose to become clerics never
progress beyond the fourth level.
There were no paladins or druids among the original settlers, but there were a few rangers. Despite initial fears,
SYMBOLS OF THE GUARDIAN ORDER their presence has never caused the reappearance of the dark creatures. Sages point out the elan have had very
powerful druids and rangers in their community for centuries, and the elan have never been plagued by these crea-
Races: Only humans and half-elan have demon- tures. Or so they claim.
strated the ability and innate talent to become Since the Reopening, the Council has lived in fear of the day that the powerful clerics from Kyrstok will come
guardians. to Blackwater to restore the temples and convert the populace, once again causing the abominations to wreak
Other Classes: In general, guardians get along havoc upon the city.
well with most other classes of adventurers as long An Outsider cleric may conceal her class for a time, but the Council watches new arrivals very carefully. If (or
as they are good. They are cautious of those of who more likely, when) the clerics class is discovered, her life will be in jeopardy not from the Council or the City
are neutral, except for rangers and druids, since Guard, but from the justifiably paranoid inhabitants.
guardians share with them a devotion to nature, and
consider those who arent evil to be brothers and sis-
ters. Guardians get along well with bards due to their Abilities: As per the druid class. Bonus Languages: A guardian may substitute Elani
shared sense of duty to people. Guardians will usual- Alignment:Any good. for one of the bonus languages available to her.
ly avoid clerics and paladins, and will work with Hit Die: d8. Innate healing: A 1st-level guardian begins play
them only if their community is in danger. with the spell-like ability to heal. She may do this once
Since the druidic tradition forms the basis of the
guardian class, most game rules for the druid class CLASS SKILLS per day per level. She heals 1d6 points of damage per
use of this ability, but doing so causes the guardian to
apply to the guardian class, with exceptions noted The guardian has the same skill list as the dr uid, suffer 1 point of damage herself. A guardian may not
below. except substitute Alchemy for Scry. heal herself with this ability.
Skill points at 1st level: As per the druid. Nature sense: A guardian gains this druid class fea-
Skill Points at Each Additional Level: ture at 2nd level.
MULTICLASS CHARACTERS 4 + Int modifier. Resist Natures Lure: A guardian gains this druid
Knowing they would need their parents varied class feature at 5th level.
abilities to survive and thrive, the descendants were CLASS FEATURES Wild Shape: At 7th level, a guardian gains this druid
careful to learn all they could from their elders. To All of the following are class features of the ability, but she never gains the ability to take the shape
ensure these skills would be preserved, most guardian. of a Large, Tiny, Huge or dire animal, nor the form of
became apprentices to two or even three Weapon and Armor Proficiency: As per the druid an elemental.
masters.This tradition lasts until this day, and class. Venom Immunity: A guardian gains this druid
human Blackwater natives are almost invariably Spells: A guardian casts divine spells according to class feature at 11th level.
multiclassed. Those who never learn a second class the table below. A guardian may prepare and cast any A Thousand Faces: A guardian gains this druid
are considered lazy, odd,or slow by other citizens of spell on the guardian spell list (see p. 11). ability at 15th level.
Blackwater. New arrivals to Blackwater may not Alignment Spells: Unlike the druid, a guardian Timeless Body: A guardian gains this druid class
notice this, and they may discover it in a most may cast spells of any alignment except evil. feature at 17th level.
unpleasant manner, such as having an angry sage
pull a sword on them or a disgruntled shopkeeper
cast a spell on them . . .
13
In the Depths of BlackWater
FILTHY (GENERAL)
PARTY COMPOSITION Your diet and poor hygiene have made you resistant
It is strongly recommended that the GM require all PCs either be from Blackwater or be from Kyrstok. to disease.
If any of the PCs choose to play an elan (and no more than one elan should be allowed in a party at any Prerequisites: Non-elf, non-elan, Cha 9-.
given time), then all the party must be from Blackwater.
Benefit: You get a +2 bonus on all saves against
If the PCs choose to be from Blackwater, the players should have access to the Timeline (p. 4), Recent poison and disease.
Events and The City Today (p. 7), and People (p. 7). Being from Blackwater will be a slight benefit to the
Special: You may only take this feat as a first level
PCs in future supplements, but it does not offer much benefit initially.
character.
If the PCs wish to be from Kyrstok, they should be newly arrived to Blackwater, unfamiliar with most of
its history, legends, and rumors. This can lead to more interesting roleplaying as they adjust to their new
surroundings and learn their way around the city and culture. In general, citizens of Blackwater do not trust LOVE OF THE SEA (GENERAL)
their cousins from Kyrstok, but there are always exceptions. You have a deep fondness for the sea found only in
Blackwater PCs may begin as agents for the various members of the Council. For a cohesive party, have sailors, fishermen, and others who have lived many
them work for the same or member, or at least aligned members (such as the half-elan and Guardians or years near large bodies of water.
nobles and merchants). For a more interesting party, let each be working for a different Council member! Benefit: You receive a +2 bonus to all skill checks
involving boats, fishing, and the sea. Your gamemas-
ter will make the final judgement call on what is or is
SKILLS ARCANE WEAVE MASTERY not an appropriate use of this bonus.
All skills listed in the PHB are available to begin- [METAMAGIC] Special: You may only take this feat as a first level
character.
ning characters. In addition to those skills, the fol- Magical energy has been frequently refered to as a
lowing are also appropriate to BlackWater natives. weave by many spellcasters and sages. In some
Skills from other sources must be approved by your areas of magic, your mastery of this weave is supe- SCAVENGER (GENERAL)
GM before they may be used. rior to most other spellcasters. You are accustomed to picking over the remains of
Prerequisite: Ability to cast arcane spells, charac- your foes and appropriating their gear for your own
KNOWLEDGE (ELAN) ter level 3+, Intelligence 15+. use.
Benefit: Select one spell descriptor. Any spells you Benefit: You suffer only half the normal non-profi-
This skill involves history, culture, and other
cast with that discriptor are cast at a level one higher ciency penalty when using weapons and armor for
knowledge regarding the elan. Bards, wizards, and all
than your actual caster level. which you do not have the appropriate profiency feat.
elan may take this skill. Natives of BlackWater may
take this as a cross-class skill. Special: You may take this feat multiple times, but
never more than once for each spell descriptor.
SEVENTH SON OF A
SEVENTH SON [GENERAL]
FEATS BORN MARINE (GENERAL) You have been born the seventh son of a seventh son.
All feats (except Extra Turning) listed in the PHB You are a skilled combatant and sailor, like many Your natural psionic power and magical capabilities are
are available to beginning characters. In addition to sea-going soldiers. greater than that of normal mortals.
those feats, the following are also appropriate to Benefit: You receive Martial Weapon Proficiency Benefit: You gain +4 power points and, if a spellcaster,
BlackWater natives. Feats from other sources must be (Cutlass) and gain a +2 bonus to Profession (Sailor) two bonus 0-level spell slots per day and one bonus 1-level
approved by your GM before they may be used. checks. spell slot per day.
Special: This feat may only be chosen at first level
unless you get your game masters permission to take it at
a higher level. The discovery of the characters ancestors
would make an excellent roleplaying opportunity.
14
In the Depths of BlackWater
Chapter Three
The Depths through the city and ended in the bay. Normally, rain chants but did not change their minds. The guardians
PLAYERS BEWARE! washed the sewage and garbage into the bay every few
days, but during the dry season the filth would stagnate
chose to strike at the Council members hearts next
and infected their families (but not the Council mem-
This chapter is designed primarily for use by
for a week or more. The cesspools of waste and filth bers themselves) with the diseases spreading among
the Game Master. It contains secrets, game stats,
inevitably led to outbreaks of disease, especially among the poor and Derelicts. Three days later the Council
a map, and adventure seeds, so players should
the Derelicts the very poor living in the slums of the unanimously voted to construct sewers beneath the
stop reading now! After all, what fun is an
Old Quarter in the center of the city. city, and their families recovered within a week. Plans
adventure when you already know whats going
The Council, supposedly the protectors of the were developed quickly and construction began soon
to happen?
city, cared little for the plight of the Derelicts. Even thereafter.
the Commoner representatives would not speak up The sewers were completed in 1602, five years
The Depths are the areas beneath the city of for their poorer kinsmen. In 1585, outraged by the ahead of schedule.Vermin were (and still are) a major
Blackwater consisting of the sewers and caverns. The continuing indifference of the Council, the problem in the sewers as they had been in the trench-
Depths are a harsh, unforgiving environment where Guardians brought their full power to bear on the es. Cleaning details were routinely sent into the sew-
few dare to travel and fewer still return. recalcitrant Council members. The nobles and ers to kill the larger vermin and repair the grates.
The sewers are the better known areas of the wealthiest merchants, far above the city and its prob- Soon they began to encounter large spiders, dire ani-
Depths, having been mapped completely by the engi- lems, were the first targets. Rabbits, deer, and birds mals, and strange creatures, so the workers were
neers who constructed them over a hundred years ravaged their private gardens while wolves destroyed replaced by thrill-seekers and other adventurers.
ago. The maps are at the Great Library, but copies their private herds. This enraged the nobles and mer-
generally are available only to workers, Council
members, or those authorized by the Council. On the
other hand, the natural caverns are a mystery to most THE DERELICTS
and the few maps that exist of the area are only avail- Since the Reopening, the Derelict population has grown significantly. The poor of Kyrstok travel to
able for a sizeable bag of gold. Several sages and Blackwater, hoping to make a better life for themselves. Some do, but most use their life savings just to get
merchants in Blackwater will sell maps of the sewers there, then find themselves in a much worse position, cut off from any friends or families who could help
and caverns to those who ask, but the authenticity of them.
such documents is always in question. Most Derelicts are common folk from the Slums or the Docks who have fallen on hard times. Unable to
Game Masters interested in using The Depths in pay rent, they are forced to move to the Ruins for Shelter, where finding food and staying safe from the
their campaigns are encouraged to watch for the criminals are more important than working. A growing number of Derelicts are single mothers unable to
Blackwater sourcebook devoted to these dungeon- take care of themselves and their young children after their husbands die, and many turn to prostitution to
like areas beneath the city. support their families.
Contrary to most nobles and merchants opinions, they are not too lazy to work, nor all thieves and
scoundrels. In reality, the Derelicts serve a unique role in Blackwaters society they provide a cheap, tem-
THE SEWERS porary, skilled labor pool. They are invaluable when a storm damages the docks and repairs are needed
The sewers were constructed as the first great pub- quickly.
lic work after Blackwaters recovery from the Purge. All Derelicts have at least one level as a rogue. This reflects the abilities and skills they need to survive
Prior to their construction the only waste removal was in a harsh urban setting. Some Derelicts do turn to thieving (or worse) to survive, but they are the excep-
via small trenches dug into the ground that snaked tion and not the rule.
15
In the Depths of BlackWater
When the caverns (see below) were discovered,
members of the Merchants Guild petitioned the
Council to divert part of the sewer under the
Merchant Quarter into the caverns beneath so that
they could convert that part of the sewers into vaults,
storage, and passages for secure travel. Not wanting
to offend the Guardians a second time, the merchants
proposal also included an annual contribution for the
improvement of the Old Quarter. Most people called
this a bribe; the merchants considered it good busi-
ness. The Council approved the proposal with little
objection from the Guardians.
THE CAVERNS
In 1606, a group of adventurers encountered the
first ananoka. This resulted in a systematic search of
the sewers, and the caverns below were soon discov-
ered.
The caverns provide the route for the melting
snows to carry the black silt into Blackwater Bay.
Much of this silt is deposited in the caverns, which
allows for a very rich ecology.
UNDEAD
Pre-Cataclysm records clearly indicate that the
original colonists and travelers encountered
undead in the Great Passage as well as in the
Blackwater area itself. After the Cataclysm, ref-
erences to undead appear less frequently until the
time of the Purge, when such references disap-
pear completely.
After the Reopening, travelers through the
In any large city, there is a sizeable criminal ele- easily commit a theft in the Merchant Quarter and be Passage reported the presence of undead.
ment. In Blackwater it is concentrated in the slums of back in the Old Quarter before the city guards arrive. Initially, such reports were far and few between,
the Old Quarter. Many of the braver (or foolish) crim- This unforeseen use of the sewers for criminal activi- but in the last decade five years the number of
inals conduct their business in the sewers, far from the ties now has the adventurers who once hunted vermin reports has been steadily growing.
prying eyes of the city guards. Cutthroats and killers flushing out criminals instead. The criminals who use Since the caverns below the city are connected
use the sewers as a quick and convenient place to dis- the sewers, as well as those who hunt them, are to the mines and caves of the Dartok Mountains,
pose of bodies. referred to as Sewer Rats. (The sewer rat prestige The Council has the city guard on alert for the
The sewers also allow a person to travel unseen class will be detailed in Blackwater The Lost return of undead to Blackwater.
through most of the city. An experienced rogue can Colony, book two of the DarkWar Saga.)
16
In the Depths of BlackWater
The basis of the ecology is blue fungus strange,
luminescent fungus grows in the rich silt The fungus DEVIANTS COMBAT
Deviants are instantly recognizable as the Ananoka attack with claws or any battered weapons
requires precise conditions to grow, so it cant be
strange, the bizarre, the utterly and horribly unnat- they happen to find lying about the sewers (or claim
found just anywhere in the caverns. It provides low
from the corpses they find from time to time). Ananoka
light for a 30-foot radius, but it dies within 24 hours ural. They have weird looking bodies, alien intelli-
wear armor when they find it,but it is frequently in need
of being harvested. Many of the smaller creatures gences, unnatural abilities, or, in the most horrific of repair and offers a much lower AC modifier than sim-
feed on this, providing food for those high on the cases, any combination of these traits. ilar armor in good shape.
chain. The sewers beneath Blackwater, due to their Multiple Attacks: All ananoka have the Two-
links to the infested natural caverns, are filled with Weapon Fighting Feat.
TRADITIONAL numerous monsters classified as deviants. Several
of the upper level deviants are detailed below.
Immunities (Su): Ananoka are immune to all
forms of cold.
MONSTERS (Deviants of the lower levels will be detailed in a
Not only are The Depths inhabited by the new future book of the DarkWar Saga.) Bipedal, monstrous creatures of great strength
creatures described herein but there are also and low intelligence, ananoka appear as insect-like
numerous more traditional fantasy monsters liv- ANANOKA goblinoids. Some sages debate the ananoka are
ing in the dark underworld. indeed some deviant goblinoid race while others
Monstrous Humanoid (Goblinoid)
Goblins, orcs, ogres, and just about any other argue that the similarities in appearance are merely
Hit Dice: 1d8+2 (6 hp) coincidental. The grasshopper-like hind legs and four
monster presented with a Climate/Terrain classi- Initiative: +1 (Dex) powerful arms merge with the goblin-like body and
fication of Underground can be inserted easily into Speed: 30 ft. head to create a truly terrifying sight. A few rare
The Depths. Game Masters should take some care AC: 15 (+1 Dex, +2 natural, +2 from scrounged ananoka also sport small tentacles growing from their
and thought in the placement of these monsters, armor) faces. These are used to assist in grasping while eat-
and they should consider the entire gamut of possi- Attacks: 2 claws +3 melee, weapon +2 melee ing and are worthless in any combat situation.
ble enemies before designing an adventure or Damage: claw 1d6+1 or by weapon +2 The ananoka have a higher-than-animal intelli-
encounter in The Depths. Face/Reach: 5 ft. by 5 ft. / 5 ft. gence and are near the lowest levels of humanoid
Special Attacks: None intelligence (those commonly refer red to as mentally
Special Qualities: Dark vision (60 ft.), Low-light retarded in human societies).
vision (60 ft.), Cold immunity The ananoka operate in the sewers in small tribes
of 15 to 20 individuals, led by a single ananoka (typ-
Saves (F/R/W): +3 / +2 / +2
ically a rare intelligent ananoka of 3rd or 4th level
Abilities: Str 14, Dex 11, Con 13, Int 6, Wis 10, Adept character class).
Cha 8
Ananoka are frightened of others (including
Skills: Hide +6, Intuit Direction +4, Listen +3, strange tribes of ananoka) and will attempt to flee
Move Silently +5, Spot +3 from any encounter. If cornered, or threatened in their
Feats: Two-Weapon Fighting lair, the ananoka will attack and fight until dead.
Climate/Terrain: Underground The ananoka are omnivores and live off of the
Organization: Tribe (15-20 individuals, plus a 3rd small plants growing in the sewers and any small ani-
to 4th level Adept leader) mals they can catch.
CR: 1/2
Treasure: None (individuals); 5-40 cp (tribe) ANANOKA CHARACTERS
Alignment: Usually neutral Rare ananoka with higher than average intelli-
Adv. Range: By character class gences possess low levels as adepts or, in
extremely rare cases, sorcerers.
17
In the Depths of BlackWater
Chapter Four
Adventure Seeds The PCs have the opportunity to make a great deal of roll for their characters to recall, that Maya was
STORY ARC silver, but is the slaughter of other intelligent creatures
worth it? Alternately, the PCs may investigate the
found not far from here. She may have witnessed the
attack! The womans tracks disappear a few yards
These adventures should be played in the order attacks. If so, they can find the young girl. Maya. She away from the where Adros is found.
they are presented to preserve the story arc that will tell them that the ananoka didnt attack her; they When the PCs report back to Lord Gavriil, he
builds toward the events of book two.. The first two saved her!. Unfortunately, she cant remember who did. insists on accompanying the PCs back to the sight,
should be played in succession, with no adventure Good PCs should try stop the hunt as soon as possible. along with three of his private guards. He also sug-
or time between them. The third seed may be set a If any of the PCs are agents for a Council member, they gest that they get the girl to accompany them, as see-
few weeks after the second, and there should be at can get word to them. ing the area might cause her to remember some-
least three adventurers between. The fourth should thing.
be set within a month after the third, with one or
two adventurers between. 2. NOBLE INTENTIONS Once the PCs, Maya, Gavriil, and his men arrive
at the area, Maya begins to remember a young man
The PCsactions gain them an audience with Lord
and woman (Adros and Alina) were making their
Gavriil of House Jaromil. He tells them that his sis-
way through the sewers, when Adros was suddenly
1. DAMN BUG-FACES ter, the Lady Alina, has been missing for several
attacked from behind by another man. She screamed
nights (specifically, the number of nights since the
One night while out carousing at a tavern, the PCs and ran away, chased by the attacker, but she does-
attack on the young Derelict girl).
hear several sewer rats (or city guards, or Derelicts, or nt remember anything after that.
Sailors, or . . .) talking about all the damn bug-faces He is a bit uncomfortable discussing family prob-
Gavriil suddenly grabs Maya as his men draw
(ananoka) down in the sewers. When the PCs investi- lems with strangers, but finally admits that she had
their weapons. In true villain fashion, he explains
gate, they discover that the ananoka have gradually planned to secretly meet with young Lord Adros of
that his older sister Alina will inherit the family
been moving into the sewers over the past few weeks. House Zarek, but never returned. He offers the PCs
estate and seat on the Council, not him. He planned
(And why have the ananoka moved into the sewers? 1,000 gp (and will go up to 3,000 gp) for their assis-
to take care of her that night as well, but got dis-
A large, powerful monster has moved into the cav- tance. Gavriil gives them 200 gp and a medallion
tracted by the brat (Maya). His men caught Alina,
erns, and the ananoka would rather face the weapons bearing the crest of House Jaromil to prove they are
but the ananoka prevented him from finishing off the
of the citizens of Blackwater than its fangs.) acting on his behalf.
girl. He doesnt plan to kill Alina, but to give her a
Although the ananoka usually arent anything more He judges them to be honorable people of good potion of forgetfulness, then sell her to one of the
than a nuisance to those in the city above, they have character for their part in stopping the slaughter of brothels in the Port Quarter.
injured several Derelicts who stumbled into ananoka the ananoka. He believes they went to the Merchant A fight ensues, with Gavriil running into the dark
nests while using the sewers as their normal shortcuts. Quarter via the sewers for a secret tryst as they have sewers. As the PCs give chase, they hear a horrible
The most recent victim was a young girl who was done in the past, and he fears that they were attacked scream echo through the sewers. They discover the
viciously attacked two nights ago. Fortunately, a in the sewers by thieves or worse. bloody lower half of Gavriil lying next to an open-
guard patrol found her before the ananoka could kill As the PCs are searching the sewers, they discov- ing to the caverns beneath. They can hear some-
her. er the hastily hidden body of Adros, with a single thing large moving around down there, but never get
This childs attack enflamed the people of dagger wound in the back, and signs of a struggle. a glimpse of it.
Blackwater,so the Council placed a bounty (1 sp each!) three sets of footprints leave the area a womans
Afterward, the PCs quickly rescue Lady Alina,
on the ananoka to quickly get rid of the problem. Now, set (by the shoes) goes in one direction, while a
who rewards them appropriately.
the sewers are well patrolled,and the ananoka are being childs sets and a mans set goes in another. If the
exterminated by the hundreds. players dont think of it, the GM should have them
19
In the Depths of BlackWater
3. AN ELANI PRESENCE
The PCs are summoned to the Council chambers by
Lord Kondrati himself! They are met by Lord
Kondrati, Lady Jaromil (Alina), two Guardians, and
five elan. Only three of the elan talk (obviously eld-
ers), and they want to know everything the PCs know
about the creature that killed Gavriil. When the PCs
explain that they never saw it, only heard it moving,
the elan elders ask the PCs to accompany the two
young elan into the caverns and assist them in finding
and destroying the creature.
The young elan are fascinated by the PCs, as well
as Blackwater and its people. (GMs should empha-
size how nave the elan are.) After three days of
exploring, the PCs and the elan encounter something
completely unexpected undead! The PCs know that
STEFANS STORY only a handful of undead have been seen in boy has no real training in the priesthood, only a
Blackwater since the Great Cataclysm. At first, the desire to help and heal. However, Stefan is such a nat-
Stefan has been with Zivon and Kasia for over discover only a few zombies and skeletons, but as ural healer and has such a strong belief, that he has,
a year, travelling from village to village, healing they descend deeper into the caverns, closer to the without training, become a 1st level cleric and 1st
the sick, and collecting donations for the less for- Dartok Mountains, they encounter more and more. level guardian.
tunate throughout Kyrstok. While working a con Eventually, the party is forced to turn back due to the Zivon and Kasia know better than to claim to be
in his village, his patrons heard of his natural number of undead. priests, and just let the residents of the Old Quarter
ability to heal, and they recruited him.
When they get back to the areas below the sewers, think they are good people. By playing on the
Before coming to Blackwater, the trio was they are attacked by a giant squid the creature that poors anger and frustration, Zivon has inadvertently
attacked by the villagers they were attempting to has been plaguing the ananoka and the city for started a movement among them that could easily
help. Zivon and Kasia claimed that it was an months. (Or maybe theres something else down in turn into riots or a revolt. This what the Council fears
infernal plot to stop their good works. (In reality, the caverns . . .) most.
someone caught on to the scam and wanted their
The PCs will have a hard time finding the trio, and
money back). Stefan really does have the gift of
healing, but he has been duped by Zivon and 4. GODS AND MONSTERS they must be careful not to use the words priest or
cleric around the citizens. While this would nor-
Kasia. They sell potions they claim are made The Council, via Lady Alina, asks the PCs to inves- mally cause a crowd to attack those accused of being
and blessed by Stefan. (Stefan does have a knack tigate reports of a mysterious trio that have appeared clerics, in this case it would have the opposite effect
for brewing potions, and many of their false in the Old Quarter. The city guards have had no luck the crows would attack the PCs for accusing them!
potions really do work.) in locating them the people in the Old Quarter will
If the PCs learn the duos true intentions, the
While Zivon is not a paladin (just a not tell the city guards where the trio are.The Council
Council will use the PCs to give them a payoff to
rogue/fighter), Kasia really is an ex-priestess of hopes that the PCsreputation will get the residents of
leave town. Before they can leave, undead begin
the patron goddess of rogues. (She dared to steal the Slums to arrange a meeting with the trio.
emerging from the sewers, and the PCs must persuade
from her deitys temple, but she considered it to (Actually, the PCs reputation as agents of the
the trio to help defend the city. After the attack, word
be a great honor to the goddess, not an offense.) Council will work against them.)
spreads of Stefans and Kasias true nature, and the
Stefan would make an excellent recruit for the The trio are a con man and woman (Zivon and PCs will find themselves having to protect the
Guardians. Kasia) and a very young, nave novice (Stefan). The trio from the crowds.
20
In the Depths of BlackWater
Glossary
Antiri Islands: Island group to the south of Great Cataclysm: The great earthquake that Outsider: Anyone from the north side of the
Blackwater, settled by citizens of Blackwater escap- closed the Great Passage over 800 years ago. Passage, especially Kyrstokians.
ing the Purge. Great Passage (or Passage): The series of caverns, Purge: The time early in Blackwaters history when
Derelicts: The very poor living in the slums of the tunnels, and dwarven mines that connect Kyrstok to dark creatures destroyed the temples and clerics.
Old Quarter in the center of the city. Blackwater. Reopening: The earthquake that unearthed the
Elan (EE-LAHN): Elf-like race native only to the Guardian: A class of innate healers unique to the Great Passage 28 years ago.
Blackwater area. Blackwater area. Sewer Rats: Term for the criminals who use the
sewers, as well as those who hunt them.
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embody the Product Identity and is an enhancement over the You indicate Your acceptance of the terms of this License. must clearly indicate which portions of the work that you are In the Depths of BlackWater Copyright 2001, 2002 Russell
prior art and any additional content clearly identified as Open distributing are Open Game Content. Godwin.
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In the Depths of BlackWater
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