przygoda - Curse of the Crimson Pirate.pdf

(258 KB) Pobierz
Microsoft Word - The Curse of the Crimson Pirate.doc
The Curse of the Crimson Pirate
A Warhammer Fantasy Roleplay adventure by Simon Crowe
Plot Summary: The people of Halpstadt live in fear.
A few weeks ago the ghost of Valamir the Crimson,
an evil pirate burned in the village many years ago,
returned and began haunting the lands around the
village. However when the PCs investigate they will
find that the haunting never really took place, it was
all a trick designed by the local landlords to keep the
villagers from investigating a slaver band operating
in the area.
To the north the land becomes more hilly and
rocky.
Trades: Most of Halpstadt has little to offer
an adventurer. There is no blacksmith or
general trader. The few shops all are used to
sell food to the other villagers. A few fields
grow crops and hold livestock, and men fish
from nearby streams. The only place to drink
and stay in the village is the inn, The
Burning Man.
Buildings: Around 40, mostly houses with a
few shops and an inn. A few farm buildings
are scatted around. Half the buildings in the
village are run down with broken roofs,
rotting wood and other signs of being poorly
maintained. Easily notable in the village is a
two-story mansion, larger than any other
building in Halpstadt, though it is also in
similarly bad shape. This is owned by the
Stotter brothers who own a lot of the land
and buildings in and around the village.
Religion: There is a shrine to Sigmar in the
centre of the village but no temples or
priests.
Government: No-one is formally in charge of
Halpstadt, the village has no Mayor or
leader. Any matters of law are settled by
travelling judges or priests.
Healing: Frida, one of the elder women in
the village is willing to offer healing to
travellers for a few coins (treat this as Int 35
with Heal (+10%), and access to Healing
Poultices for 1 silver)
1
GM’s Introduction
The following adventure is designed to be fitted in to
most campaigns, of any level of PC. The adventure is
set in the village of Halpstadt which for the purpose
of this write up is located in the Empire not far from
Altdorf. However it is simple for the GM to set the
adventure in villages elsewhere in the Empire and the
wider Old World with a few simple changes to place
names.
The style of the adventure is gothic horror. The sun
shines weakly in the clouded sky, at night Morrslieb
grins down at the PCs. Villagers huddle in their
homes scared of ghostly happenings. In the forests
strange sounds echo through the trees. The GM is
encouraged to add as much gothic detail as he can to
enhance the dark mood of the adventure.
Generally PCs will be travelling by road. The PCs
enter Halpstadt in the evening, making is impractical
to travel any further or be forced to travel through the
night. The adventure therefore begins when the PCs
decide to stay in the village.
Arrival
Halpstadt is very quiet as the PCs enter. A few locals
are around, but most seem to be moving rapidly to
their homes, glancing around fearfully. A few pause
as they catch sight of the PCs, but then hurry on after
a second. The village seems fairly run down. Quite a
few of the buildings are in various states of disrepair,
and one small home appears to have collapsed
completely. Many of those that are in better shape
Halpstadt
Population: Approx 150
Location: A few days north-East of Altdorf.
Surrounding area: Halpstadt sits in the
Drakwald, close to Altdorf.. Around the
village the few fields give way to the forest.
Page 1
also have planks of wood nailed over the windows.
Most have symbols scratched or painted on their
doors.
breakfast of bread and cheese is 1p. If any cooking is
to be done Heinrich will shout to Rosemary in the
kitchen.
An easy (+20%) Common Knowledge (Empire or
Religion) can be made. Those that pass identify the
symbols as Sigmarite marks, which are painted on
doors to ward off evil.
Currently few people in the village like to be out late
so the inn is fairly empty. Heinrich will therefore be
as accommodating as he can to the PCs if only to get
some pennies off them.
At this point, if the PCs try talking to the villagers
anyone they approach quickly disappears into their
home and shuts the door. Attempts at talk are quickly
rebutted.
If asked about why the bar is empty, or where the
people look so afraid Heinrich will clam up and
mutter that he ‘ain’t seen nothing’. Others have seen
things, but not him. He will gesture to the inn’s
current patrons as though the PCs should ask them.
The PCs will be looking for somewhere to stay, and
will easily come across the village inn at the centre of
the village. Lights shine from frosted windows but it
sounds fairly quiet inside. A sign above the doorway
creaks in the wind, the image upon it of a man being
burned at the stake. Beneath this image, in peeling
paint, are the words ‘The Burning Man’.
The Rumours
The inn patrons, all local villagers, are initially
unwilling to discuss what they have seen. They will
try and change the subject very quickly to the
horrible weather they’re having or other such small
talk. A hard (-20%) fellowship test is required. Each
level of charm or gossip (use the highest) that a
character holds adds +10%. Each drink that a PC
buys for a particular villager adds +10%, to a
maximum of 2 drinks per villager (too many more
than that just gets them drunk).
Upon opening the door all talk and movement inside
the inn cease. If the PCs enter the few men inside
appear to be frozen, staring at the doorway with fear
on their faces. Then they seem relieved, and go back
to hushed conversations or their drinks. A tall, gaunt
looking man nods at the PCs from behind the bar.
The Burning Man Inn
Once a test has been passed the villager questioned
will down his pint slam it on the table and announce
in a despairing voice. “The Crimson Pirate has
returned, and he’s here to take our souls!”
The Burning Man is run by Heinrich Kohl and his
wife Rosemary and is also staffed by their 13 year
old son Hans. Heinrich is a tall, thin man who mans
the bar whilst the plumper Rosemary cooks in the
kitchen and sots out the rooms above. Hans helps out
his mother and also tends to horses and the stables
around back. The Inn is named after the famous
burning of the pirate Valamir the Crimson in the
village (though Heinrich initially will not reveal this
if asked).
Once this announcement is made it is though a flood
gate has been opened and all the other inn patrons
become willing to talk, and most of them want to
make sure what they know is heard. Therefore once
the PCs ask the villager who made the announcement
for more information the others will all join in with
various comments. In addition should the PCs
mention the Crimson Pirate to any other villagers
they will immediately have a comment on the
subject, even the previously quiet Heinrich.
The inn has a common room which can be slept in
for 4p per night per person, and two small, currently
empty, private rooms which can each fit one person
for 5s for the night. Lodging is of average quality. If
the PCs need horses stabled then this will cost 2p per
horse, and Heinrich will despatch his son Hans. The
Burning Man mostly sells local ale for 2p per pint but
also has a handful of wines and spirits for 2s per
bottle. A tasty rabbit pie is on offer for dinner for 3p,
The trouble for the PCs is that whilst every man in
the villager has a grasp of the very basics of what is
happening and how it relates to events that happened
many years ago they do not know all the facts and
are all taken with adding wild exaggerations and
embellishments to the tale. As no villagers were alive
when the events in question happened none are in
Page 2
full possession of the facts. All villagers know the
following (which is true):
disturbed the mine, and that’s why the
Crimson Pirate walks the lands again.”
“His crew used to capture villagers and use
them in blasphemous rituals for a dark god!
He took ‘em into the hills but you could still
hear the screams from the village.”
“He had knives instead of fingers. Cut up a
man as soon as look at him.”
“When a murderous thug joined Valamir’s
crew he would eat one of their eyeballs.
Gave him magical powers.”
“Valamir was known as the Scourge of the
Sea of Claws. It was there that he used to
terrorise traders. He would attack ships just
for the joy of killing.”
“The Crimson Pirate he was called, ‘cause
fresh red blood constantly dripped from his
jaws.”
“He filed his teeth to points and would bite
into a man and taste his blood. All in the
name of an evil god.”
“His dark god gave him evil powers. He
could stare at a man and make his blood boil.
He could command swarms of rats to attack
and devour men.”
“When the witch hunters caught him and
burned him the smoke turned crimson, and
those watching were filled with horrible
visions of murder and death. It’s said a few
of them went mad after watching that.”
“The pirate’s been sent by Sigmar to punish
us for our sins! Woe is Halpstadt. Woe is us
that have angered the gods so.”
“Seventy years ago a dreaded pirate known as
Valamir the Crimson sailed up river with his
murderous crew and found himself deep in the heart
of the Empire. He came across Halpstadt and
terrorised us! When the witch hunters caught and
burned him he cursed our village, claiming he would
return to claim our souls for his evil god. Now his
ghost has been seen stalking the fields. Two of our
folk have disappeared already and now we all live in
fear.”
In addition most villagers will know a few other
facts, which they will tell the PCs if they ask.
The ghost was first seen two weeks ago, and
since then has been spotted most nights.
It only appears at night, and currently has not
been seen in the villager itself only the
surrounding fields and hills.
The two villagers missing are Cedrid, a
woodcutter and Orwin Steiner, a farmer.
Both went missing last week.
Most people are now too scared to be out
their homes after dark.
One of the patrons in the inn, and a number of other
people round the village will have actually seen the
ghost (at a distance). They will describe it along the
following lines:
“Terrifying it was to look at! It seemed to shimmer
with a dark red aura as it stalked through the field.
Bigger than a normal man, it swung a vicious cutlass
through the air. When it turned its head to look at me
its eyes burned with fire. I could not stand to be in its
evil presence and fled, not looking back. I’ve never
seen anything so frightening.”
Of course should the PCs ask if any of the rumour
mongers were alive at the time they will say no, but
they heard it from their cousin’s friend’s father who
was around then. If ask if anyone in the village was
actually alive one NPC will mention Old Jeb Baer.
However in addition to the facts each villager has a
number of other thoughts on the matter. Some are
true, some are embellishments to make the story
sound for more frightening and some are just wild
figments of the villagers’ imaginations. Select these
from the list below as appropriate (or make up some
wild rumours of your own).
Jeb Baer’s Tale
Any villager can point out in which house the Baer
family live. Mathias Baer, a poultry farmer, lives
with his old father Jeb and young daughter Herwig.
Mathias lives in fear of the nights now Valamir’s
ghost has been seen. He believes the ghost will come
for his family, since his father is the only one still
alive at the time of the pirate’s burning.
“Valamir and his crew hid out in an old
mine, somewhere north of here. That’s where
they hid their treasure. I reckon someone’s
Page 3
When the PCs knock they will hear movement inside
the house through the boarded up windows. After a
few seconds will come a muffled cry of “Who’s
there?” After the PCs persuade a frightened Mathias
that they are not ghostly pirates they will hear the
sound of heavy bars being moved from behind the
door. A nervous looking man will open the door and
usher the PCs quickly in, before quickly slamming
the door and throwing the bars back down.
the villagers went to the mine in search of the
treasure. None of them returned.”
Jeb has nothing more to say to the PCs that could be
useful. He will deny most of the villagers’ wilder
tales, such as Valamir having daggers for fingers,
commanding swarms of rats or constantly dripping
blood. Still he will make sure the PCs realise that the
pirate was still an intently evil man who found
enjoyment in murder, rape and pillage.
The Baers live in a small two room house. In the
main room old Jeb Baer sits in a rocking chair, young
Herwig playing with a doll at his feet. Jeb will take
little persuading to relate his story. Mathias looks
nervous throughout, as though talking about Valamir
will attract the pirate’s attention. Hedwig meanwhile
is rapt and wide eyed.
When they leave the Baer home they can hear the
sound of a heavy bar securing the door behind them.
Other Leads
“Seventy years ago, it was, when the dread pirate
Valamir the Crimson, Scourge of the Sea of Claws,
sailed up river with his crew into the Empire.
Escaping pursuing witch hunters they came upon our
quiet village. They terrorised us for a month, stealing
away men, women and children and taking them up
into the hills. Sold his soul to a dark god, they say,
and the prisoners were used in horrifying rituals. We
hid in our homes and hoped the pirates wouldn’t
claim us.
The PCs may wish to search the areas where the
pirate was seen. These areas are in the fields and
forest edge to the north and east of Halpstadt. Have
them make search or follow trail rolls, but there is
nothing to find. The ghost leaves no footprints or any
other trace. If you wish to delay the PCs have them
find tracks a few days old leading in and out of the
woods which they can follow for five minutes before
reaching a small clearing of chopped trees. This is
simply an area used for chopping up firewood,
nothing supernatural.
Finally the witch hunters caught up with him and
dragged Valamir and his crew into the square. The
crew were hung on makeshift gibbets but Valamir
was tied to a stake. I was but a boy then but I still
remember the wicked grin on his face as the men
piled wood beneath him. As the fire started he
laughed loud and roared a curse at the crowd, that he
would return to claim us.
The PCs may inquire further about the missing
villagers, Cedrid and Orwin. Cedrid was a
woodcutter with no family who lived in a small
shack on the edge of the forest. He often wandered
into the woods, but has not returned for over a week
which is unusual for him. A search of his shack
reveals nothing except for a mattress, an axe and a
few eating utensils.
And now he is back.”
Orwin Steiner was married to the now distraught Elsa
Steiner. She weeps and begs for the PCs to find her
husband. She offers no clues other than to say her
husband chased a runaway pig into the woods five
days ago and was never seen again.
If asked for any further details, old Jeb will try and
recollect anything that may be useful. He will recall
the following:
“The pirates hid out in an old silver mine, to the
north, north-east of here. It was there that they took
back those they captured, used them in terrifying
rituals. Sometimes you could hear the screams at
night. It also where they kept their treasure, a great
fortune they brought with them. Many years after
Valamir was burned, when I was a teenager, a few of
Once the PCs have exhausted any other leads they
should try and find the mine where Valamir and his
pirates were based. If the PCs are not picking up on
this lead make sure gossiping villagers mention the
mine and their theory that the mine must have been
disturbed and Valamir’s ghost is angry.
Page 4
1
PC fails a test due to seeing a frightening sight (such
as the skeleton pirates) then they will attempt to back
away. Every round thereafter they must make a WP
test or continue to back away from the source. If this
results in the PC being alone (the definition of which
is up to the GMs discretion) then they must continue
their WP tests each round as strange sounds, screams
and whispers seem to close in around them. A failed
test results in an insanity point. The character will
stop hearing the noises as soon as a test is passed or
another PC comes to help them.
The Mine
The PCs can get directions to the mine from Jeb or
any other villager. A successful routine (+10%)
Follow Trail or Outdoor Survival test means the
journey takes 30 minutes. Failure means the journey
takes an additional D10 x 5 minutes. If the PCs have
decided to try and find the mine without any
directions then it takes them D5 hours.
In addition so fused is the mine with dark magic that
it has an affect on spellcasting. Any spells cast whilst
inside the mine will suffer automatic failure if all the
D10s rolled on a Casting Roll are 1 and/or 2 (rather
than just all 1’s). If this is the case the caster must
make a WP test or gain an insanity point.
The entrance to the mine is in the side of a cliff face,
in a quiet clearing in a forested area of the hills. Once
the entrance was boarded up, but now the planks
have rotted away. Rails, on which once a mine cart
would have moved, run out the entrance rusted and
overgrown. No noise comes from the entrance other
than the occasional drip of water. Peering inside, all
the PCs can see is darkness.
Also note that a lot of tests are required in the mine,
from leaping over pits to avoiding the touch of
ghosts. If a PC comes up with a good idea to help
him (or a particularly bad one to hinder him) the GM
should apply modifiers as he sees fit.
If the PCs decide to check the clearing for any tracks
a straightforward (+10%) follow trail test is required.
If successful tracks can be found in the mud, human
footprints a few days old entering into the mine,
though none come out the entrance. Attempts to
follow the footprints back are unsuccessful after a
minute of following, the trail lost on an area of rocky
ground. The footprints belong to Ferdinand
Viermann, who belongs to a group of local slavers.
He heard that treasure was to be found in the mine
and sought it out. Using his quick wits he managed to
make it deep into the mine, but not all the way to the
treasure.
A - As the PCs enter the mine they are hit by a
sudden wave of emotion. Their heads are filled with
visions of blood and thoughts of murder. Each PC
must make a Will Power test. Any that fail are so
shaken by the images that they are at a -5% to all
tests for the remainder of their time in the mine. In
addition each PC who failed must make another Will
Power test when they enter Valamir’s sacrifice
chamber (Room I). If they fail this test as well they
receive 1 Insanity Point.
See Appendix 2, Fig. 1 for the mine layout. The
following paragraphs refer to the lettered areas on the
mine.
The mine tunnel slopes downwards. No light sources
are around, and it seems almost that the PCs torches
don’t penetrate the darkness as far as they should.
The cart rails run on into the oppressive darkness.
GMs Notes: Deep into the mine is where Valamir
performed vile rituals to Khaine, god of murder. The
tunnel network became seeped in evil magic, and this
still lingers today. The PCs will hear faint screams
and whispering, have flashes of horrific images of
death and see shadowy figures out of the corners of
their eyes. The GM should drop such strange
happenings into the adventure as much as he feels is
required.
B - The side chamber was once used by the mine
foremen in charge of operations, now the tables and
chairs are nothing more than piles of rotted wood and
the chamber is full of bats. However these bats have
been roosting in the mine for so long they have been
affected by the presence of evil and now hunger for
blood. When the PCs enter the bats will attack,
swirling around the PCs attempting to bite them.
In fact the dark energies of the mine play upon the
minds of the PCs, magnifying their fear. Whenever a
Each PC has 10 bats attacking them, though the GM
shouldn’t inform the players of this exact number,
Page 5
Zgłoś jeśli naruszono regulamin