Crown of Fetters Pirate Borg

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n ors

. Con
by J.C

About the Adventure Prelude


A Crown of Fetters is a Pirate Borg adventure set Captain Theodosius Malachi of the Morning Passage
in 1661, the Age of Piracy, although it can easily be is a sinful man. For years he has performed vile tasks
adapted to other game systems (a GURPS version is for the worst governors and slavers of the Caribbe-
available on www.1shotadventures.com). The ad- an. Chief among his employers was St. Kitts’ Gover-
venture is loosely adapted from Anne Brown’s 1991 nor William Watts, an arrogant noble known for his
AD&D Ravenloft adventure, Ship of Horror. greed, callousness, and poor decisions. Recently, Gov-
ernor Watts is building a private estate on the southern
A Crown of Fetters is suitable for four-to-six first or island of Whispering Cay, and has asked the captain
second level characters. The end of this adventure in- to make deliveries to it, including the high-status dead
cludes eight pregenerated characters so you can get of St. Kitt’s, whom he has promised to bury in a grave-
started right away. yard worthy of British nobility there.

Characters introduced for the first time in the adven- Driven by greed and a disdain for the treacherous
ture are noted in ALL-CAPS. Ability tests are in Small- voyage to Whispering Cay, Captain Malachi made
Caps. Sections marked with a map are side-quests a habit of cheating on his contracts, callously dis-
and adventure hooks, and not important to the overall carding the governor’s dead into the sea. For years,
plot of the adventure. Sections marked with a person his vile deeds went unnoticed, until one fateful day
are opportunities for specific PCs, notably the pre- when the Devil himself boarded Malachi’s ship as
generated characters from the end of this adventure. a passenger. The Devil, savoring the captain’s sac-
rilege of dumping bodies that had received the holy
Last Rites, decided to curse him for his blasphemy.

1
v1.0
From that day forward, Malachi’s ship became known Through investigation, the PCs will discover the source
as the Wraithfetter on dark days, its name a grim re- of the haunting. Through deduction and roleplaying,
minder of the curse that bound him and his crew to or summoning a spirit, they find that the only way to
it. They were forbidden to leave the ship except un- remove the curse on the crew is to find the bodies of
der the cover of night. Both captain and vessel were the three ghosts that the Devil saw thrown overboard
cursed with immortality—each time the ship was de- and bury them properly at Whispering Cay. The re-
stroyed and sank to the ocean’s depths, it would soon mains of the dead, however, have washed ashore the
restore itself and rise again, with Malachi as its sole horrifying Ossuary Reef, a cursed place composed of
crewman. He was condemned to rebuild his crew the bones of ancient titans and monsters.
from scratch, knowing full well that anyone who
joined him would also fall victim to the Devil’s curse. With the remains on the ship, the PCs must now set
sail for Whispering Cay. When they arrive, however,
Resigned to his eternal fate, Malachi has grown bitter they discover that the island is not as it seems. The
and callous. Though he tries to keep his crew safe, his graveyard is not fine and noble, but decaying, with
greed drives him to take on missions for the most wick- most of its graves disturbed. Furthermore, rumors of a
ed denizens of the Caribbean, indifferent to the fact cannibal pirate, Howling Lebendtod, is said to be can-
that he has become a servant to the very worst of them. nibalizing the corpses there.

Worse, the grandmother of Governor Watts, Ingeborg


Adventure Summary Watts, and the one who is managing the under-con-
struction estate there, turns out to be behind the van-
The PCs are all rabble, common scum, criminals, or dalism of the graves. She is a witch and a necromancer,
pirates that have been rounded up by Governor Watts. and is collecting bodies of the noble dead. With them,
They meet with the governor, and discover that they she hopes to restore them to life as undead minions...
are being spared. All they have to do is serve as deck not shambling ghouls, but undead that are well-spo-
hands onboard Captain Theodosius Malachi’s ship, the ken, intelligent, and can breed on their own. With
Morning Passage. The ship is set sail for the Whisper- these noble undead, she hopes to create a dynasty that
ing Cay, three days to the south, to deliver supplies to can infiltrate the noble families of the Caribbean, and
the governor’s new manor. If they serve Captain Mala- rule the islands or centuries to come!
chi well, they will be pardoned and set free.
The finale of the adventure happens inside the under-
As men and women who have committed criminal acts construction manor. The PCs must defeat Ingeborg
against the British Empire, they have few options other and her evil constructs and minions. Only then can
than to agree. they finally put the dead to rest, and gain freedom
from Captain Malachi’s ship of horrors.
Little do the PCs know, however, Captain Malachi and
his ship are cursed... and now, as his crew, they are as
well. During the journey, it becomes clear the ship is
haunted. The ghosts of those whom Captain Malachi
tossed overboard still roam the ship, including a little
girl, a heroic soldier, and a crazed man who haunts the
ship as a mischievous, demonic skull.

As the PCs investigate the hauntings, more strange


events disrupt the voyage, including a fierce storm
and an enemy ship from the Vatican sworn to destroy
Malachi. And it becomes clear that the captain is not
sailing to Whispering Cay, but in fact heading east to-
wards more profitable voyages. As he has done in the
past, he plans to dump the governor’s cargo overboard.

2
Forced Into Service!
The PCs are all criminals or lowlife scum who got im-
prisoned for some infraction against the callous British If asked about the letter...
Governor of St. Kitts, WILLIAM WATTS. Their hands “It is a private correspondence between a grandson
bound, they are marched by Royal guards into the gov- and grandmother.”
ernor’s private garden to hear their fates.
Pale Sven shrugs and take the letter, and when he is
Near the governor is PALE SVEN, a stocky, blond- onboard the ship, casually places it in his quarters.
bearded man who studies the PCs carefully. He wears
an unusual sash made from green reptile leather and
stamped with Viking-style runes.
Pale Sven
Pale Sven leads the PCs directly to the Morning Pas-
sage. Pale Sven has a thick Swedish accent and is a
The noble governor is unkempt, tired, and slurs his
man of few words, but is amiable enough to the new
speech as he toys with a hangman’s noose in his hands.
crew:
But arrogance leaks through his voice:
If asked about himself...
“I am a man generally renowned for my sagac-
“I’ve sailed these waters for fifteen years, the last three
ity, yet today, I seem bereft of such faculties. It ap-
with Captain Malachi as his first mate. Know that I
pears that my esteemed friend and loyal servant,
always strive to keep my captain and crew safe.”
Captain Theodosius Malachi, finds himself regret-
tably short-handed on his vessel. Moreover, I pos-
sess cargo of utmost importance that must be con- On Captain Malachi...
veyed to the island of Whispering Cay within a mere “Malachi is a talented seaman, and has captained the
span of a few days. My family is hard at work at Morning Passage for over a decade. It is common for
a new manor there, and is desperate for supplies. governors to rely on his services. You’ll find him both
fair and and discreet.”
“Thus, you are faced with a choice: compliance or
the noose. Accompany Pale Sven forthwith to the
Morning Passage and render whatever services Cap-
tain Malachi requires. Should you return with his On the ship’s destination...
commendation, your lives will be spared. However, “We are off to Whispering Cay, three days souh from
should he speak ill of your conduct, you shall face St. Kitts. It is a small privately-owned island. The
punishment or execution.” governor and his grandmother are building an estate
to house his massive family... no doubt in the event
the French take St. Kitt’s from the British.”
The governor is curious as to each PC’s history, and is
willing to chat for a few minutes, but will say nothing
meaningful. The GM should use this as an opportunity On likely danger...
to get each player to speak of their crimes. As they go “Danger is likely. The seas are rough this time of year.
to leave, he remembers something and hands Pale Sven And the French and Spanish have recently raised the
a sealed letter (see Handout A): bounties for British trade ships like ours.”

“Ah, one more thing. I have a sealed letter here that


needs to be delivered to my grandmother, Lady Inge- On the ship’s cargo...
borg Watts. Please deliver it by hand, and be kind to “It was delivered last night, I have not inspected it
the old lady, as the last time I saw her she was quite nor do I intend to. It was three trunks and a chained
frail.” man.”

3
On his unusual leather sash...
“A gift from Captain Malachi to me, his first mate.
The Morning Passage
The Morning Passage (aka the Wraithfetter) is a 80’,
I wear it with honor so all know that I speak for the
square-rigged brigantine. It has two masts and requires
captain.” about 15 crew to operate, but can carry a full compli-
ment of 30 men. The ship carries 12 cannons – quite a
GM’s Note: The sash is an ancient Viking relic, found
few for a merchant vessel!
on a Spanish treasure ship. It provides AC+1 and lets
the wearer resist the ship’s curse for 24 hours, so that a
single crewman to go ashore for a while.
-d4 +1
40 4
Captain Malachi’s Welcome
At the docks, the dark-haired, unsmiling CAPTAIN
MALACHI welcomes the new crew aboard his vessel. d8
He’s dressed in fine, dark clothes, and has a black hat
with a cyclopean skull embroidered into it.
d6
“Ye can call me Captain or Malachi, makes no differ-
d4
ence to me, but know this—I’ll call ye what I damn
well please. Ye’ve already met my mate, Pale Sven. 30
Do as he tells ye, and he’ll see to it ye stay in one
piece, ‘specially with the rough seas ahead. And if
ye’re thinking of ignoring him, best ask Sven what
befell poor Brummett on our last run. And mind ye,
don’t go spewing on my deck. If ye feel the bile rising,
take yerself up to the sterncastle and let the sea have
it there. We sail within the hour.” If asked about the cargo...
“Three crates of the governor’s fineries and a gagged
Italian. It has been secured, ye best not meddle with
If the PCs ask the captain or Pale Sven about the fate it.”
of Brummett, they will not say any more, just snicker
and trust their index finger inside their cheeks like a
fish-hook. On the Italian in the hold...
“An architect that has refused to begin his contracted
GM’s Note: Brummett disobeyed an order and lit a work on the governor’s manor at the Cay. The gov-
torch from the crow’s nest on a cold night while trying ernor wants him forcefully delivered, where he’ll be
to read a book that he thought might help reverse the made to complete his promises. Do not speak to the
ship’s curse. He accidentally caught the crow’s nest on man.”
fire, as well as a sail, which fell to the deck and singed
it. As punishment, the captain ordered him run through
with a boat hook and used as shark bait. Brummett If asked about the voyage...
was well-liked by the crew, so while the captain and “The seas are rough to the south this time of year.
Pale Sven won’t tell this story, others on the boat will if Don’t expect it to be an easy trip.”
persuaded with good roleplaying.

The captain inquires as to the talents of the new mates, On Whispering Cay...
and assigns them positions, typically as lookouts, deck “A small, cold island where the governor is building
swabbers, or guards for the food stores. He also men- a private estate. I do not enjoy its amenities, and I’ve
tions that he’s also looking for a second cook, since his not been there in some time.”
current one, Bartholomew, has been tired lately.
As planned, the Morning Passage leaves St. Kitts by
noon and heads south.

4
The Morning Passage
When they aren’t working their duties, the PCs have a A man is gagged and chained to the wall of the hold.
few places to explore aboard the ship: This is BORROMINI, a renowned Italian architect. If
the PCs ungag poor Borromini, he begs for help:
The Swapping Strumpet
The wooden figurehead at the fore of the ship is a “You probably heard that I agreed to help Governor
beautifully carved, well-bosomed woman. However, Watts build his island estate. I did no such thing! His
she bears a single cyclopean eye, rather than two. The men forced me to sign his contract, and when I tried
crew says that kissing her eye and then her lips will to flee the island, they arrested me and forced me on
reverse a man’s bad luck. This is somewhat true. When to this ship. But I am confused, for a crewman told
that player recharges their Devil’s Luck, they don’t me not to worry, for I won’t be arriving at the Cay...”
roll, they take the maximum result. However, kissing
the statue has an ill-effect too. Anyone who has kissed GM’s Note: The crew suspects that Captain Malachi
the figurehead has a 25% chance of having a horrible plans on killing Borromini and dumping his body
nightmare the next night, one where they dream about overboard midway through the journey.
being slowly eaten alive during a feast held by noble
cannibals. Once this horrifying dream occurs, the PC If Asked About Any Ghosts...
will smell delicious to both the sharks in this adven- “I hear things at night. I have nightmares too, dreams
ture, as well as the Howler of Lebendtod, and be their of the Devil showing me caves with fallenangels. I’ve
first target! even seen a skull glowering at me from the corner of
the hold. This ship is cursed.”
Ship Lockers
The aft lockers contain extra sails, nails, and rope. The
forward lockers contain hand weapons (mostly cut- On the Captain...
lasses, knives, and spears) and extra ammunition for “The governor said that Malachi is a loyal man who
the cannons. All the lockers are locked, but at least five asks no questions, charges a reasonable rate, and is
people have keys to them on the ship, including cap- utterly fearless. I find him to be a dark, callous soul.”
tain, Pale Sven, the gunners, and the carpenters.

On Whispering Cay...
Water and Food Stores “I traveled there years ago with Governor Watts’
Barrels of fresh water and rum are kept here, along grandmother, Ingeborg, before the family purchased
with crates of hard tack, salt pork, and onions. Both it from the Dutch. It is a small, cold island, and I
these rooms are tightly secured, with only the captain, heard that it is still wandered by marooned pirates
Pale Sven, and second mate Ben Little having keys. who have become cannibals!”

Cargo Hold If Asked About the Curse...


Three giant trunks are tightly tied down with ropes and
nets. If the PCs can somehow get at the cargo (which “I wonder, if we are all bound to this ship... why
is difficult, being well-secured), they find fine embroi- would the captain agree to take me to Whisper-
dered clothes in one, paintings of the governors’ rela- ing Cay to build this manor? Also, when I was first
tives in another, and a dead body of a young man in brought here, I heard a man called Vineman bitterly
the third. grumble that ‘the only man who tried to escape this
ship’s curse was hooked and fed to the sharks...’
There’s also a small hidden smuggler’s room in the car-
go hold, but it requires a Search or Smuggling roll
to find.
5
Crow’s Nest
The crow’s nest is partially burned, due to a recent ac- The Crew Members
cident. The carpenters plan on fixing the nest soon into The 30-man crew of the Morning Passage knows
the voyage. The crew believes it to be unsafe, so no one that they are cursed, but they do not know the exact
has ventured up. Climbing up to it involves navigating reason, nor do they speak of it openly, especially
some burned, unsafe ladders and ropes (a DR12 Agil- with new mates. However, once the PCs earn trust
ity test else risk a dangerous fall). with these NPCs, especially through a crisis, such as
saving a man’s life, or the battle with Bishop Cru-
Anyone who makes it to the nest will find a small, ciatus later in the adventure, they begin to whisper
singed book entitled, The Vile Mariners’ Chronicle. It what they know...
contains various rituals for banishing and summoning
sea devils, notably including a ritual that summons the Crack Gunner Vineman. A foul-mouthed and lonely
“Wailing Woman of Ballyshannon,” a spirit that will man. He was best friends with Brummett (the man
tell all the sins of the vilest captains on the sea. See killed after the crow’s nest affair) and just wants to
Handout B, and p.13 for what happens if the PCs de- go down fighting at this point. While he doesn’t know
cide to use this book! what Brummett was up to exactly, he does know he
thought he found a way to escape the curse.

Crew Cabins Ben Little, Second Mate. “Half the size, double the
While most of the men sleep together on deck or below rules” say the crew. Ben Little is the calmest and most
deck in hammocks, a few key people share a handful of organized man on board the ship. He is a rules fol-
small cabins: Pale Sven (who bunks with Ben Little, the lower, and has the loyalty of the crew.
second mate), Bartholomew the head cook (who has
died, see events below), and Crack Gunner Vineman, Tinky Tom, Mate. New crewman Tinky Tom is
who bunks with his favorite apprentice gunner. skittish and nervous. He recently found out about
the curse, and it is weighing on him, since he has a
A fourth cabin is reserved for Mademoiselle de Veneui, fiance back at St. Kitts that he believes he will never
who the crew calls “Madam V.” She is the captain’s see again.
much younger paramour. She mostly keeps to herself,
though will be occasionally seen on deck sketching the Raggedy Bill, Gunner. A strong, friendly, and healthy
men as they work the ship. On the wall of her cabin is man. He’s quick to make friends and help newcomers
a portrait of a handsome young man, who she says was aboard the ship.
her fiance before he was killed in battle. “The Gover-
nor’s nephew, Pierce Watts. A fine and handsome sol- Jane Suddaby, Carpenter. Anxious Jane is obsessed
dier too.” She confides that the painting makes Captain over keeping the ship in good repair. After all, she
Malachi uncomfortable. knows that if it goes down, it’s likely she and the
whole crew will die... but its captain will not.
Captain’s Quarters Mademoiselle de Veneui. Shy, sweet “Madam V” was
Captain Malachi’s quarters are always locked. At best,
tricked aboard, with the governor telling her that she
the PCs can get a glimpse of them by peaking through
could visit her fiance, Pierce Watts’, grave at Whis-
the keyhole in the door.
pering Cay. While the governor expected Malachi to
give her to his grandmother for her dark purposes,
The room is exquisitely furnished. Since he can’t leave
Malachi became enamored with the young woman
the ship, all of Malachi’s wealth is gathered here. The
and plans to keep her onboard the ship forever.
room contains an expensive bed, a large map table,
several chests, and a fine Italian leather armchair. Se-
cured around the room are dozens of mementos from If the PCs search Malachi’s quarters, they will find
the captain’s voyages, a fine rapier mounted on the a locked chest under his bed with 5,000 gold stored
wall, a mounted hippopotamus head, an albino tiger there. He also keeps a detailed log of his journeys on
fur rug, and an armless Greek marble sculpture of a his table, which the PCs can use to deduce the location
nude woman. of the corpses he disposed of on previous trips (see
Handout C for a key excerpt).

6
The Voyage: Day 1
Man Overboard! “I am cursed, and the portrait speaks,” is scrawled a
The seas begin to get rough in the late afternoon, and thousand times over in increasingly urgent handwrit-
the captain orders the men tie down important sup- ing.
plies. Suddenly, the ship lists hard to the starboard and
a scream is heard. A young gunner, RAGGEDY BILL, When informed of the death, the captain seems uncon-
falls from the deck, and is quickly pulled away from cerned, and orders the cook’s body dumped into the
the ship. sea without words or ceremony.

Raggedy Bill is a strong swimmer and laughs from his If the PCs have impressed the captain so far (or one
position in the water. As the men (and presumably the has agreed to be the new cook), he assigns two of them
PCs) look for a way to rescue him, suddenly, he gasps to his cabin.
and heaves. Water starts spilling from his mouth. With-
in minutes, he is drowning, though his head remains
above the water the whole time. Pale Sven yells, “Get Little Margaret (Nighttime)
him quickly onboard, lest the curse take him to the bot- Late the first night, when one of the PCs is either alone
tom of the sea!” or with no more than one other companion, they
awaken with a start:
If the PCs can quickly save Bill, they can resuscitate
him with a DR14 Presence test. He mutters only a A small girl, ten or eleven years old, stands just a few
few words before passing out for 2d8 hours. When he feet from you. She’s dressed in a pretty, ruffled gown,
awakens, he will barely remember the event. and her eyes swell with tears.

“Excuse me, I’m sorry to wake you, but there’s a man


On the Curse...
snoring so loudly and I cannot sleep. Will you get
“Must ‘ave drifted too far from the Wraithfetter...
him to stop?”
the seas will claim us all...”

If Asked More About Her...


The Cook is Dead “My name is Margaret Watts, and I’m the niece of
Around supper time, the hungry crew begins to inquire noble Governor William. All of the other men ignore
as to the whereabouts of Bartholomew the Cook. The me all the time on this boat, I’m so pleased you aren’t
door to his quarters seem to be jammed, and the car- sore at me for waking you up.”
penters cannot figure out how to unstick it. Either sev-
eral axe blows or climbing down to the cabin’s small
window will allow access.
On Why She’s Onboard the Ship...
Inside, Bartholomew is dead. His body is swollen and “I can’t recall. I remember playing with my doll
pale and smells like rotting fish. It is a horrific and un- Queen Charlotte in my uncle’s garden, and then not
natural sight, especially since the man was seen drink- feeling very well. Now, I’m onboard the ship, and the
ing and laughing while in port. captain won’t speak to me.”

If his room is searched, the PCs find an empty vial that


Margaret leads the PC down to the cargo hold. There,
smells like ash and offal. PCs with a studious, clerical,
the PCs see the Italian, Borromini, snoring loudly on
or occult background will suspect that it is an unholy
the floor (if somehow the PCs have freed Borromini,
poison made from the ashes of the dead.
it is another crewman). Margaret points at the man
with distress.
Under the cook’s bed is a journal. Most of it is unin-
teresting notes on the food stores. But on the last page
7
She then pulls a small silver key out from her pocket
and unlocks a hidden door in the wall of the hold. In-
The Skull of Marmaduke
Lord Marmaduke, the governor’s dull, but theatrical
side is a makeshift bedroom, with a cot, a pink wool cousin, also haunts the ship. He died a few years ago
blanket with a unicorn embroidered on it, and two foot back at St. Kitt’s, accidentally falling off a balcony
lockers, one of which contains a few dresses, and the while drunk. His last words were, “I do believe I’ve
other a fine, regal-looking doll, “Queen Charlotte.” mastered the art of balance, even with a bottle in each
hand!”
If the PCs can stop the snoring, little Margaret will
comfortably settle into her bed, and quickly fall asleep. While Marmaduke’s body was loaded on to the Morn-
However, as soon as the PCs leave the area, the girl and ing Passage and dumped into the sea at the same time
all of her belongings fade from existence. The room is as Little Margaret, the crew hit his already-broken
simply an empty smugglers’ storeroom, and there is no head hard while bringing it up to the deck, and the
sign that the girl ever existed. head was severed from his body. The crew assumed
it rolled and fell overboard, but it did not. It actu-
If the PCs ask the crew about Margaret, most of the ally rolled down the companionway stairs and lodged
men have no knowledge of the girl. However, a few do: itself in a dark corner below deck, where it went un-
found for years.
If Malachi or Sven Are Asked About Her...
“We do not allow little girls onboard the Morning A few months ago, Crack Gunner Vineman found the
Passage. You must have been dreaming. Go kiss skull and placed it in his quarters, intending to use
Swapping Strumpet and get about your work.” it for target practice some time. He later changed his
mind when the skull began to speak to him at night,
something he views as a bit of a blessing, since other-
wise he has few friends on the ship.
If Madam V is Asked...
“I once saw this girl. She appeared in my room and Marmaduke does not like the crew (and especially
she said that she had lost her doll, Queen Charlotte. new crew members). He antagonizes the crew by tele-
I helped her find it and tucked her in, and never saw porting his skull around the ship, and either terrify-
her again. I always assumed I was dreaming.” ing them or causing accidents. So, on the first night,
the skull appears to one of the PCs from the shad-
ows, staring ominously with his glowing green eyes,
If Borromini was awakened and had a chance to see the and moving his jaw in a weird, unnatural way. The
girl, he will be very confused, as he does not remember PC might even hear his high-pitched voice whisper to
seeing her on the ship before. However: them: “‘Ere thou will never escapeth the doom that
now shadows thy every step!”
If Borromini is Asked...
“I have seen the pretty little girl once before on the If investigated, the skull quickly vanishes, returning
island... she was the niece of Governor Watts, but she itself to Vineman’s room, the only trace of it having
was sick with fever. I heard she died years ago.” existed is a slight dusting of funerary ash.

8
The Voyage: Day 2
Navigator’s Error? It is up to the players to save Tinky Tom. To save him,
In the morning, anyone with navigation experience can the PCs must perform great roleplaying (and perhaps
make a DR14 Presence test to observe that the ship is Presence rolls) with the crew. Even if they save him,
off-course. It is not heading south towards Whispering he’ll be ordered whipped. Otherwise, Tinky Tom is or-
Cay, but more southeast. This is because the captain dered hanged and keel-hauled, a merciful way to go
plans on sailing to Dominica to secure another con- versus the other way around.
tract, dumping the bodies he is supposed to deliver off
halfway there. If Tinky Tom is saved...
“I would’ve become a spirit like one of them! Like
If the Captain is Confronted... the skull that I see staring at me from the shadows,
“How dare you question me? I’m sailing south by or the little girl who woke me on my first night. Then
southeast to avoid a squall. We’ll get to the cay with- I’d have no chance of ever leaving this cursed brig!”
in a day of our promised time!”

The Fiercest of Storms


If the Crew is Confronted... At mid-day, the clouds darken ominously. Captain
“Captain Malachi knows these rough waters well. Malachi orders all the portholes secured, loose sup-
Might be sailin’ around a big storm, or changed his plies stowed in the lockers, and the crew into baggy,
mind entirely. Best to keep your head down, mate.” waterproof oilskin trousers and jacks.

Soon, the deck is slammed by heavy rain. Forks of ter-


rible lightning illuminates the sky. The captain himself
The Nails Go Missing mans the ship’s wheel and tries to navigate over high
The ship’s carpenter JANE SUDDABY is distraught – waves. A sail comes loose and covers the deck, wrap-
all of the nails from the ship’s supplies are missing. The ping men up into its folds, and then yanking them off
nails are usually kept in the aft lockers in buckets, but the deck when the wind picks up again. Everyone on
they are gone, leaving Suddaby and other carpenters deck must make a DR12 Agility test or take d2 dam-
unable to maintain or repair the ship. age from debris and mishaps, with a Fumble indicat-
ing getting beamed by a piece of the mast for d8 dam-
A search of the ship finds the nails inside the water age! Also, during one particularly strong, supernatural
stores. Worse, dozens of rats are nailed to the inside gust, everyone on deck must make a DR10 Strength
of nearly half of the water barrels. This ruins the wa- test to avoid getting tossed overboard. Victims must
ter and demoralizes the crew, who begin searching for make a DR12 Agility roll to not lose sight of the ship
a malevolent saboteur on board the ship. The captain before a rope can be tossed to them!
seems frustrated, but not overly concerned to inves-
tigate the matter. GM’s Note: He’s used to haunted During the storm, a crack is heard from one of the
events on his cursed ship... ship’s masts and the ship takes d8 damage. The captain
orders the carpenters up the mast to reinforce it. Any
Around midnight, the crew finds the man they think is PC who braves the climb and a DC14 Agility test to
responsible for the grisly deed – a newer mate named help will earn the respect of the captain and the crew.
TINKY TOM. Tom was found nailing fresh rat tails to A failure means the climber slip and falls to the deck
the mast in the late hours. He claims he was sleepwalk- for d3 damage; a Fumble means they fall completely
ing and has no memory of the event. The crew wants overboard as the ship lists. GM’s Note: Anyone who
him hanged or keel-hauled. As they drag him to his falls overboard during the storm can make a DR12
doom, he pleads with the PCs. “Don’t let me die on- Presence test to see that the name of the ship on the
board this ship! I’ll become like one of them!” hull no longer reads Morning Passage, but instead, in
black and burned letters, Wraithfetter.
9
The Skull of Marmaduke... Again Margaret Has Nightmares
The skull of Lord Marmaduke will again annoy the On the second (or even third) night, Margaret will re-
PCs, appearing underfoot at inopportune times. Dur- appear to one of the PCs. She will apologize and say
ing the storm, it may actually try to kill one of the PCs, that she had a bad dream:
appearing underfoot near the railing and slick deck.
The PC must make a DR12 Agility test or fall off the “I am sorry for bothering you again, but I had an
boat. If this happens, the PC may see that the name of awful nightmare. A terrible woman with raven-black
the ship has changed during the voyage. It’s now called, hair lifted me from my sleep and carried me into a
Wraithfetter. chill room filled with ice and dead men. It was awful.
Will you stay with me until I fall asleep again?”
Finally, when the PCs return to their bunks late into
the night, the skull will appear on one of the PCs beds.
With its green glowing eyes, it will spit out a random
On the Raven-haired Woman...
curse, clatter to the floor, and then vanish:
“Just a monster from my dream. While her face seems
familiar, I know I have never seen her before.”
“Like Malachi, you’re cursed! I see it emanatin’ from
your bones! Never are you to leave this ship again,
else... The Scoundrel’s Sin
Early in the morning, while it is still dark, Captain
1. ...yer boots be filled with nippin’ crabs, dancin’ a Malachi awakens a few loyal crew (perhaps even one
jig up yer legs, ya bilge-suckin’ buffoon!” of the PCs). He instructs them to bring up the smaller
of the cargo containers, as well as Borromini. He then
2. ...you be cursed with the voice of a squawkin’ par- orders the container opened, and the body inside to be
rot, squabblin’ yer secrets to the four winds!” dumped into the sea. As it hits the water, anyone pay-
ing attention will see the corpse’s eyes pop open sud-
3. ...yer rum be ever watered and yer hammock filled denly, and his mouth whisper something inaudible as
with prickly sea urchins!” he sinks beneath the waves.

4. ... the winds carry the cries of the damned straight Then, with great apologies, the captain orders one of
to yer soul, drivin’ ye to the brink of madness!” his crewman to murder Borromini (“shoot or stab him,
but make it quick, for mercy’s sake”). He’ll then then
5. ...the specters of drowned sailors haunt yer every dump his body overboard.
step, draggin’ ye to the bottom of the sea!”
If the PCs are present, or hear the commotion, they can
6. ...the sultry witch’s gaze will pierce through yer convince the captain to spare the man’s life. While he
soul, ensnarin’ yer heart and bindin’ ye to her dark argues that he has no use for architect among his crew,
will! good roleplaying and Presence rolls can convince the
Captain that the man will make a strong and loyal
crewmate.

10
The Voyage: Day 3
The Scourge of Ecclesiasticus “Behold the ship of fools, deluded in your belief that
As the fog lifts after the previous day’s storm, a ship you sail under the name of the Morning Passage. But
suddenly appears out of nowhere, looming nearby, its is you who should mourn, for you traverse the cursed
silhouette cutting through the mist like a ghostly ap- Wraithfetter, a vessel ensnared by the devil’s own in-
parition. Unusually, it is flying the flags of the Vatican. fluence. Your wretched captain has led nine crews to
The crew of the Morning Passage gasps her name: The the very gates of hell, and he alone returns each time,
Scourge of Ecclesiasticus. unscathed and unrepentant. Yet rejoice today, for I,
in my divine madness, shall deliver you to your fate.
The ship is captained by BISHOP ALARICUS CRU- Rejoice, for I shall bless your lifeless bodies after I
CIATUS, along with a crew of armored “holies” – the have slain you!”
animated, skeletal remains of questionably-ordained
saints. The bishop ferociously hunts down cursed pi-
rates and captains in the New World... including Cap- The bishop’s swift ship races to catch up to the Morn-
tain Malachi. ing Passage and board it, killing its crew with aban-
don.
“It’s the mad bishop – he desires our cargo! Prepare the
cannons!” Captain Malachi screams. The crew seems Whether before a boarding action or after, the bishop
terrified, and cannot take action until they pass a Mo- will reveal the ship’s curse to all. Though the bishop
rale test (2d6, roll higher than a 7 for them to act. If understands not the exact reason, he knows the cap-
they roll a 4 or less, they squabble and debate surren- tain and his crew have been forbidden by the Devil to
dering until the captain stabs one of the disloyal crew; never leave the ship. They are doomed forever sail the
reroll next turn). seas in service to help the man’s darkest works, and if
they try to leave, they will be drowned even on land.
-d4 +1
40 4 If Asked How to Remove the Curse...
“Only death by my holy saints will end the curse!
Else you would have to do penance for the original
sin that your captain committed.”
d6
d6
d2 The Skull of Marmaduke
Once again, the skull will appear to one of the PCs in
bed, and speak aloud a dramatic curse.
25
Pierce and His Portrait
On night three, the PCs again hear loud footsteps on
the deck above them, as if metal boots are clanking on
The 55’ Scourge of Ecclesiasticus tries to close the dis-
the wood of the deck. The rest of the crew seems com-
tance fast – it prefers to try boarding the Morning Pas-
pletely asleep, and are weirdly unable to be awakened.
sage and fight hand to hand, vs. have its undead crew
try to clumsily man its four cannons.
This time, there is a confused man on the deck. He
wears a British naval uniform and has a dashing look
The bishop’s booming voice calls out over the ocean at
to him, but also seems sad and frustrated.
the Morning Passage:

11
“I can’t seem to get my sollerets on. And I seem to
have lost my knife. It’s a damned shame because it
was a gift from King Charles... ”
Bishop Cruciatus
HP 9 Morale 8
This man is the ghost of PIERCE WATTS, the nephew
of the governor. He was wounded during a naval skir- Inquisitor’s Mitre -d2
mish with the French, and was supposed to be deliv-
ered to Whispering Cay for treatment. Special: The bishop will night not
fight – he believes it is sinful. He will,
He sits on a locker on the deck, trying to put on heavy however, constantly chant prayers and
plate sollerets, but they do not fit. He also seems to be blessings on his host. This improves his
suffering from a nasty head wound, but waves it off if soldiers’ armor from -d2 to -d4.
asked about it. When he sees the PCs, he asks for help
pushing on his sollerets. With some effort, he can get Special: The bishop carries a mitre once
them on his feet. With that, he thanks them profusely, worn by the inquisitor Torquemada him-
says he hopes to see them soon, then leaps overboard self. It provides -d2 protection as long as
and disappears under the waves. There is no sign of the bearer does not wear tier 2 or 3 armor
him. or wield cold iron.

GM’s Note: If the PCs visit the painting in Madam V’s


cabin while Pierce is on deck, they will find that the
painting is empty. If somehow the PC’s rouse Madam
V and take her to the deck, she’ll gasp, and Pierce will
apologize to her and leap overboard.

Once this event has happened, if the PCs visit Pierce’s


portrait (in Madam V’s cabin), the PCs will see his Malatesta’s Holies
change face imperceptibly... he recognizes them! And
the painting makes slight movements with his lips, as HP 5 Morale 9
if trying to speak. Putting an ear to his lips hears only
mumbling. Only by slitting the painting near the mouth Rusty Breastplate -d2 /-d4
will suddenly his portrait whisper his tale: Broadsword d8

Special: The bones of the holies can be


“My friends I was wounded by grapeshot in a ter-
collected and boiled into potent holy wa-
rible naval battle... the governor, my uncle, promised ter. This does d12 damage to an undead
that I would recuperate at Whispering Cay. He said or demonic opponent.
he was building a great estate there, and his grand-
mother was a renowned healer. I was so injured, my Special: One of the holies is “Inquisitor
organs ached and my wounds festered and leaked Rodrigo de la Tormenta.” He stands a
black blood. The crew said I’d likely die before I foot taller than the other crusaders and
got to the island. Then one night I saw the Captain has HP 10. His great strength allows him
looming over me. Said we had arrived, and helped me to wield a massive two headed flail, which
to the deck. But all I saw was the sea... and a great does 2d4 damage!
crusted reef in the distance. Then the captain said he
didn’t have time for me to die at my own pace, and he
brained me and threw me overboard. And now every
night I must watch as he lusts over my great love,
Mademoiselle de Veneui!”

12
The Wailing Woman of Ballyshannon
If the PCs venture into the damaged crow’s nest, they
will find a mostly-burned copy of The Vile Mari-
ners’ Chronicle by the acclaimed occultist, Tartleton Sea Banshees
Meredoth. Before it was burnt, this tome once held HP 7 Morale 7
many chilling rituals. One ritual, however, remains –
one that claims to summon the “Wailing Woman of No armor.
Ballyshannon,” a sea spirit who knows all the sins of
captains (see Handout B). Special: All banshees act in unison.
Roll each turn:
If the ritual is cast successfully (a DR12 Spirit test, 1. Sing an ancient dirge. All within earshot must
with a failure causing a mystical mishap), the seas grow save Toughness (DR12) or take d3 damage, +1
wild and pound the deck for d8 hull damage. Then, per banshee still alive.
awful, synchronized singing is heard all around, and 2. Summon waves from a deep kraken. The ship
is pounded by tentacle-infested waves for d8
emerging from the waves are four sea banshees. They
damage, +1 per banshee.
leap to the deck of the ship and scream in unison that 3. Horrific transformation. Everyone makes a
the Morning Passage must prove their worth to the Spirit save (DR 12 + 1 per banshee) or else flop
Wailing Woman: to the ground for d3 turns, crawling towards the
water and fighting off a transformation into a
fishman.
“The cursed band of Malachi, the wretched, foul! 4. Vomit of barnacles. The banshees spit a tor-
They dare invoke the Wailing Woman’s howl. rent of barnacles at a single victim. If it hits, it
She, the she-devil of Ballyshannon’s shores, does 1d6 damage, +1 per banshee.
Holds court with but the bravest, never with the boors. 5. Devil’s Aura. All banshees heal to full HP.
6. Allies from the deep. Another banshee joins
their ranks.
“Oh, prove your worth, ye mortals, if ye dare!
For only those deemed worthy may draw near.
Her presence, sought by few, yet feared by all—
Do you possess the courage to answer her call?”
a few minutes, long enough for her to answer a hand-
ful of questions. Then she fades away with a wail.
With that, the banshees unleash a ferocious attack on
If the PCs ever attack the Wailing Woman, she will
the crew, who run and howl in terror.
scream a wail that seeps one’s very soul. Then, mil-
lions of gallons of sea water poor out of her mouth.
Once the banshees are defeated, the ocean calms, and
This does massive damage to the ship, likely sinking it
fog rolls into from everywhere. Then, hovering twenty
to the bottom of the ocean (only for it to rise again a
feet above the deck appears the WAILING WOMAN
few hours later!). She is not seen again.
OF BALLYSHANNON. She is a blight upon the very
fabric of reality. Her form is a shifting mass of ethereal,
tattered veils, dripping with the shadows of forgotten
eons. Her face, when it can be discerned through the
ever-shifting shroud, is a vision of unspeakable horror
– a visage twisted by centuries of agony, her eyes two
hollow voids, where the remnants of her soul endlessly
weep.

Summoning the courage to speak to her requires a


DR10 Spirit roll. She will stay aboard the ship only for

13
If Asked About the Sins of Malachi... If Asked How to Remove the Curse...
“For many a year, Malachi has walked the crooked “Malachi’s curse is a blight that shall never be lifted,
path, his soul tainted by a life of sin, each step bar- not even by the weight of a lifetime steeped in peni-
tered for the glitter of gold. He has made his trade in tence. No amount of contrition can cleanse the stain
the dark dealings of the devil, exchanging the work of his transgressions, for the curse is woven deep into
of perdition for the spoils of earthly riches. The devil the very fabric of his being. Yet, there is a dark hope for
himself once took passage aboard Malachi’s ship. In those who suffer under this grievous burden, a slender
the shadow of night, the devil watched with cruel thread of redemption for the souls of his cursed crew.
amusement as Malachi broke a solemn vow made
to both the governor and the bishop. The promise “It is whispered by those who dare to speak of such
had been simple and sacred: to lay the bodies of the things, that the curse may yet be undone, but only
dead in consecrated ground, that their souls might by a perilous act of reparation. Should one with the
find peace. But Malachi, ever the servant of darkness, courage and resolve to face the wrath of the damned
chose instead to cast the lifeless forms into the cold seek out the bones of those wronged, gathering them
embrace of the sea, believing he could escape the eyes from the cursed reef where they lie in restless tor-
of both God and man. ment. If these remains are brought back and laid to
rest in the sacred earth that was promised to them,
“Yet the ocean was as unforgiving as the sins it bore then and only then, may the curse be lifted from
witness to. The corpses were not lost to its depths, those who suffer under its weight.”
but were carried by the restless tides to a place of
dread—a cursed reef, formed from the bones of an-
cient titans, those mighty beings felled by the righ-
teous fury of the archangels in the days of old. The
bones of the fallen, long since forgotten by time, now
serve as the grim foundation of this unholy place,
where the desecrated dead find no rest.”

If Asked for More Details About the Curse...


“Immortal Malachi is bound by infernal decree, he is
doomed to sail the endless waters, never to set foot
on solid ground, for his ship is both his prison and his
penance. Should he falter in his service to the devil,
should his wicked work cease, the ship would be be-
set by ill fortune, sinking to the ocean’s abyss, drag-
ging his crew to their watery graves. But Malachi,
accursed as he is, would not find the release of death;
instead, he would rise from the ocean’s bed, unscathed,
condemned to begin his dreadful voyage anew.

“His crew, too, is ensnared by a cruel fate, chained


to the vessel that bears them. To leave the ship under
the sun’s gaze is to invite a terrible doom. The very
sea, that they once sailed with impunity, would turn
against them, filling their lungs with its icy waters,
drowning them even as they draw breath. Only under
the cover of darkness may they set foot on land, their
freedom as fleeting as the night itself, for the dawn
brings with it the threat of death and damnation.”

14
Ossuary Reef
Eventually, the PCs will realize that the entire ship and bones that guard the body. GM’s Note: If the PCs car-
its crew – including themselves – are cursed to never ry Marmaduke’s skull, he will call out to his corpse,
leave. And either through deduction, or the Wailing which will untangle itself and climb down on its own!
Woman of Ballyshannon, they will know that the crew
is cursed because the bodies of good souls were cal- Pierce Watt’s remains are more difficult to find. But a
lously thrown overboard by Captain Malachi, despite sharp eyed PC finds them floating in shallow water not
a promise to deliver them to their holy resting places. too far from the reef. His remains still cling to a float-
ing board. It seems that he briefly survived his final
If Captain Malachi is confronted with his sins through injuries, and clung to dear life until he passed away...
evidence, good roleplaying, and the alliance of the
crew, he will relent, and even admit that the source of Getting to the floating bones requires someone to
the curse was that the Devil saw him do his misdeeds. swim or take the dinghy around. However, as the PCs
He is repentant to a point, but knows fully that his own get closer to the remains, his skull gasps weeps, “I can-
curse will never be lifted. But to save the souls of his not see Madam V like this!” He then lets go of his
crew, he agrees to sail in a different direction, so that board, plunging into the deep. The bones settle on the
the bones of the dead may be retrieved. ocean floor, about twenty feet under the surface. The
commotion, however, summons two fossilized sharks!
Fortunately for the PCs’ efforts, the captain dumped
the bodies as he changed course at the same spot in the Still on Pierce’s body is a fine soldier’s knife, given
ocean. While he did not know it, his preferred location to him by Charles II himself. It deals 1d4+1 damage.
was near the Ossuary Reef, a ghastly monument built Also, if the PCs search the island, they can find more
from the bones of ancient titans, leviathans, and elder possessions of dead sailors, such as cutlasses, board-
gods. It is a small island in the sea, a mass of gargan- ing spears, etc. The PCs may spend a Devil’s Luck to
tuan skulls and warped bone spires poking above the find a particularly valuable item (see chart p.23).
waves, often lit with a spectral glow on some nights.
The position of the reef can be derived in the captain’s
quarters from his log books and navigation map, vis-
ible from the place where he committed his sins.
Fossil Hammerheads
HP 9 Morale -
The reef is too dangerous to approach with the Morning
Passage. Instead, a dinghy (with 4 HP) must be rowed No armor.
to the island. Boating here is dangerous business, and Bite d10
a DR9 Agility test must be made to avoid d6 damage
from the sharp bones that surround the reef. Bloodthirsty. If someone is injured, they
defend against DR14 (not DR12).
On the reef, the PCs can track down the remains of the
three ghosts: Margaret, Marmaduke, and Pierce Watts: Undead. If killed, roll a d6. On a 1 or 2,
it reassembles with 1 HP.
Little Margaret’s body is easy to find. Her bones are ly-
ing peacefully on the outskirts of the reef, her dress wet Special. Holy water is particularly effec-
but eerily undamaged. tive against these creatures. If dropped
into their water, nearby sharks take 1d6
Marmaduke’s headless remains are deeper on the reef. damage the first turn, 1d4 the next, then
They are twisted and hanging from a tall spire, tied 1d3 the third and final turn from the dis-
to it with tangles of grotesque seaweed. Climbing the sipating holy water. A shark wounded by
spire requires a DC12 Agility test, else the climber holy water never reassembles.
will either fall or take d4 damage from the razor-sharp
15
Whispering Cay
Whispering Cay is a small foggy island located three
days south of St. Kitt’s. It has a population of only
The Graveyard
The graveyard is ringed by a sturdy, spiked wrought
about 150 people; most are poor laborers who work iron fence. The soil inside the fence is frozen and
to build the imposing Watt’s Manor, a grand, but half- hard. A hundred gravestones, many of them blank,
finished estate that rises defiantly at the far end of the are scattered in a disorganized fashion throughout
a destitute, seaside village. the area. A black mausoleum lies in the center of the
graveyard.
Only a few ships land at the Cay each year, most
bringing supplies for the construction, or more noble Many members of the Watts family are buried in this
dead being sent by Governor William Watts to further yard, with the oldest going back about nine years.
his grandmother’s necromantic experiments. Empty gravesites with stones for Margaret, Marmad-
uke, and Pierce Watts can easily be found.
As soon as the PC’s disembark on to the island, they
notice that the island’s chill rain makes their teeth Any close inspection of the graveyard, however, finds
chatter. Anyone venturing out without a cloak suffers that many of the gravesites are recently disturbed.
a -1 to all checks. Because of the Wraithfetter’s curse, Fresh, torn earth is visible on many of the sites. In
the PCs can only leave their ship at night. If they leave one, an empty coffin is juts out of the loose earth. A
during the day, within an hour their lungs will fill lone grave-tender, SOILED SIMON, lazily roams the
with seawater, inflicting d4 damage every hour until graveyard, not doing much.
they drown!
If Asked About the Gravesites...
The Docks “We ‘ave a grave robbin’ problem, see? Ingeborg
The Morning Passage is the only ship at the docks this don’t pay me enough to tend too late into the night.
day. The dock workers, however, mention that a sec- Suspect it’s the Howler of Lebendtod unburying the
ond merchant ship, the Arnhem, is due within a day dead. Best case they lay in peace a few days ‘fore be-
or so, “no doubt carrying more stone from Scotland.” ing dug up.”

The Smithy If Asked About the Howler of Lebendtod...


A stoic blacksmith, OLAFUR, scarred and gray- “He’s a dastardly ‘n evil cannibal pirate who was ma-
bearded, works tirelessly. The clanging of his hammer rooned here ‘fore the Watts bought the Cay. Folks
is clearly heard throughout town for many hours into say he roams at night, mad and howling at the moon.
the night. PCs who visit his shop find that he is craft- Would be him who’s stealin’ the bodies, ‘n likely
ing horrific, spiked manacles. eatin’ them too, no?”

If Asked About the Manacles...


If Asked About Lady Ingeborg
“Grandmother Ingeborg has ordered fifty pair of
“She don’t seem to care ‘bout the dead here. Haven’t
them. She does not tell me why she needs them, al-
seen her outta the manor in a long time. Suspect she’s
though the island is in need for more labor. Perhaps
busy an’ such with buildin’ the fancy place.”
French prisoners from the upcoming war?”

If the PCs bury their dead in their proper graves, the


Olafur will reluctantly sell some basic equipment night air goes silent. Soon, they will see the three
to the PCs – knives, shortswords, horseshoes, nails, ghosts, spectral and glowing, began their walk from
prybars, and the like. He does not have time craft any- the ship to their graves. Once at their resting places,
thing new for the PCs.

16
they thank the PCs for allowing them to finally sleep.
Pierce salutes and then weeps, Margaret gives a hug
to the PCs, and Marmaduke cackles one last joke: “If The Howler
there’s no rum in the afterlife, my skull will be back HP 16 Morale 9
to haunt every last one of ye...”
Fleshy Hide -d2
Then, they join with their remains and vanish. The Claw d6
PCs feel as if a great anchor has been lifted from
their souls. The PCs are fully healed to maximum Bloodthirsty. If someone is injured, they
hit points for the good deed. The world seems more defend against DR14 (not DR12).
colorful, but then a harsh wintery breeze comes from
the manor and the island seems colder. Detachable Head. The Howler of Leb-
endtod can detach his howling head from
GM’s Note: While burying the dead and saying a few his body and whip foes with the guts and
words is enough to lift the Wraithfetter’s curse on entrails still attached to it. The first time
them, if the dead are dug up the ghosts will return to he does this, all who see must make a
DR12 Spirit test or be flee in terror for
haunt this yard and the curse will be restored. They
a turn. Once detached, he gets a second
must truly rest in peace for it to be lifted forever.
attack each turn, for d3 damage.

The Mausoleum and Tunnel


The mausoleum’s chained iron door is decorated with
the Watts’ family crest. A DC12 Agility check is
required to pick the locks of the chain, or else it can
be smashed open with a good tool. If Asked About Himself
“I’m just an old smuggler, harmless as a sea breeze,
The spacious mausoleum holds eight, sealed sarcoph- though the townsfolk tremble at me name for no
agi. Two have names carved in plaques under them good reason. It’s only by the mercy of Lady Ingeborg
– “William Watts III” (the governor’s father) and that I’m given refuge in these tunnels, though they’d
“Francis T. Watts” (the governor’s great-uncle). Lift- have ye believe there’s somethin’ more sinister to it.”
ing the stone lids off from the sarcophagi reveals that
they are all empty; only scraps of old, rotting clothing
and yellowed stains remain. At some point, the men The howler is a twisted, undead abomination that
were buried here, but the bodies have been removed. once was a feared smuggler who dabbled in cannibal-
ism and was marooned here. When Ingeborg came to
Searching the mausoleum discovers a tunnel hid- the island, she enslaved him. She used her dark magic
den under a stone in the floor. This tunnel leads to to transform him into a grotesque fusion of decaying
the manor, and is used to transport bodies from the flesh and nightmarish mutations, with useless bat-like
graveyard to the Ingeborg’s chambers. The tunnel is wings sprouting from his hunched back, and talons
lightless – its main occupant, the Howler of Lebentod twisted into gnarled claws. His face, still bearing the
has no need for light, seeing how he is an undead cruel smirk of his mortal life, is marred by sunken,
sort of thing. If the PCs traverse the tunnel, they will luminous eyes that pierce the soul with a gaze of pure
awaken the howler and hear him crawling towards malice. He thirsts for the life essence of the living, but
them in the tunnel. He’ll hide around a corner ahead he only dares dine when Ingeborg allows it.
and yell out to them in a seemingly normal voice.
If the PCs do not heed his warning and progress up
“Ye best keep yer distance, lads. This tunnel’s as the tunnels, he’ll hide in a nook and look to violently
black as the devil’s heart and twice as deadly. Just ambush them. However, if he’s injured and takes
spied a centipede the size of me own arm skitterin’ more than 10 HP damage, he’ll skulk away to heal
across the ceiling. If that beast drops on ye and sinks himself with a potion he keeps hidden in his tunnel
its fangs in, yer flesh’ll melt to slime and slough off (healing 2d4 damage).
afore the first light of dawn.”

17
Watts Manor
Watts Manor, though a grand vision, is yet incom- THURSTAN WYVERSTONE. Trembling and croak-
plete. The great hall and several chambers have al- ing, he will politely greet the PCs and ask what their
ready taken shape, their rough-hewn stones, imported business is with the matron of the manor. As long
all the way from Scotland, joined by the hands of dili- as the PCs are police, and have real business (for
gent masons. Scaffolding still clings to the unfinished example, delivering the letter, or discussing supplies
wings and the second floor, and the echoes of hammer for the manor), Thurstan will escort the PCs into the
and chisel resound through the air night and day. house and ask them to wait in the great hall while he
gets the lady. If it is near a mealtime, he will invite
The PCs may come to the manor for a few reasons. them to dine with Lady Ingeborg, and may ask them
First, they might simply wish to meet the governor’s to come back within an hour or two so that he may
grandmother, Ingeborg Watts. After all, he gave the have time to prepare the meal.
crew a sealed letter to give to her. Pale Sven hates be-
ing an errand boy, and if the PCs don’t already have See p.20 for a description of the encounter with Inge-
the letter, he may ask them to bring it to her. borg, the lady of the manor.

They might also explore the tunnels from the mauso-


leum in the graveyard and enter the manor. Or, they Great Hall
may simply be curious, wondering if the manor’s oc- The great hall exudes a sense of austere grandeur. Its
cupants are behind the desecration of the isle’s graves. high vaulted ceiling, supported by dark, age-worn
Either way, the adventure culminates in its finale here. beams, towers over a floor of ice cold, flagstone tiles.
A massive stone fireplace dominates the northern
GM’s Note: The labeled rooms in the manor are wall, its roaring fire casting flickering shadows across
mostly complete. The unlabeled rooms are still under the tapestries that line the walls, depicting ancient
construction, and are being used for supply areas. battles and family crests. Weirdly, despite the big
fire, a cold draft comes from the fireplace. A heavy
wooden table surrounded by high-backed chairs are
Entrance arranged for feasts and gatherings.
If the PCs knock on the main door of the manor, they
will be greeted by Ingeborg’s ancient house steward,

18
Buttrie On a small nightstand, the PCs may find a draft of the
letter Ingeborg is preparing to send back with Captain
The buttrie filled with casks and barrels. Shelves hold
several good vintages of wines. Malachi (see Handout D), scolding her grandson for
the lack of noble corpses sent her way.

Pantrie A Cold & Hexen Chamber


The pantrie stores a good supply of foodstuffs, includ-
ing dry goods like bread, grains, and preserved foods. This locked room (only Inbeborg has the key) is the
Fancy Watts-family crested plates and silverware are center of her necromantic experiments. Here, in this
also neatly stored here. A small bed in the corner is cursed and freezing chamber, Ingeborg tries to resur-
where the butler Thurstan sleeps. rect corpses into undead servants, but only ones who
are well-spoken and independent enough to eventually
pass as ordinary humans. She has not yet achieved her
Sundrie Room goal.
The sundrie room is currently being used as a store-
room for construction supplies, such as hammers, In the center of the room stands a large, blackened
nails, stonemason tools, bags of sand, and handsaws. altar of obsidian, its surface engraved with the sigils of
Hidden under a burlap cloth in the back of the room her necromantic lineage. Upon this altar is the rotten,
is a trapdoor that leads to the tunnel that connects the frozen-solid corpse of a nobleman surrounded by rit-
manor with the graveyard. ual implements—daggers, chalices, and censers—each
imbued with dark magic. Around the altar, concentric
circles of runes are inscribed into the floor, designed
Parler to channel and amplify the necromantic energies that
The parlor is one of the more complete rooms in the Lady Ingeborg harnesses to transform her victims.
manor. Lady Ingeborg prefers to meet guests here, un-
less it is dinner time, in which case she will make use of If the PCs haven’t yet found it in Ingeborg’s quarters,
the great hall. they will find a draft of the letter Ingeborg plans to
send to her grandson, scolding him for the lack of no-
The parler’s walls are adorned with rich, dark wood ble corpses sent her way (see Handout D).
paneling, and a large hearth would normally provide
warmth, but is cold and dark today. The furniture here
is sturdy yet refined, with high-backed chairs and a sol-
id oak table, all draped in thick, woven fabrics. Tapes-
tries depicting pastoral scenes hang alongside portraits
of the Watts’ ancestors

The Lodgeings
Until her room on the second floor is complete, Inge-
borg uses this room as her personal quarters. It is al-
ways locked, only able to be opened by a key that ei-
ther Ingeborg or her butler carries (but it can be picked
with a DR14 Agility test).

Her room is a place where opulence meets the occult.


Heavy velvet drapes, in deep purples and blacks, shroud
a tall, canopy bed. The walls are lined with shelves
holding ancient, forbidden tomes. Silvered mirrors,
tarnished and twisted, reflect flickering candlelight that
casts ominous shadows. A grand hearth crackles with
an unnatural, blue-tinged, freezing flame. Anyone who
approaches it must make a DR12 Toughness test or
be supernaturally chilled, taking d2 damage and be un-
able to move for d4 turns!

19
Meet Lady Ingeborg
The PCs will eventually meet Lady Ingeborg. There On the Howler of Lebendtod...
are usually two situations that lead to this meeting. “I have heard stories of a marooned smuggler, one
First, they may be invited to meet or dine with her in who turned to cannibalism and other dark hobbies.
a formal fashion. Or, they may stumble or sneak into But that was many years ago, and I believe he is dead
the manor (typically through the tunnels) and observe now.”
her unaware. Both are described here:

A Formal Meeting If Asked About the Tunnel...


Lady Ingeborg meets with guests in either her parler “My workers dug the tunnel to hold supplies. I or-
or her great hall. She walks into the room with con- dered it sealed a few years ago.”
fidence, gorgeous and young. This fact will certainly
surprise the PCs, who no doubt expected a frail
grandmother! If she is given the letter from the governor, she will
read it, sigh with exasperation, and excuse herself to
Lady Ingeborg sweeps into the room with a languid think about how to respond to her grandson. Within
grace, her raven-black hair cascading over her shoul- a few minutes, her butler Thurstan returns holding a
ders like a silken waterfall. The air seems to thick- blue candle.
en with her arrival, her ice blue eyes glinting with a
sharp, almost predatory curiosity as she surveys the “I’m afraid the lady has decided that she needs some
room. Clad in a deep crimson gown that clings to her rest, and will not be returning.”
every curve, she exudes a raw, commanding presence
that silences the murmurs of those present. Her lips
curled into a knowing, faintly mocking smile as she With that, the candle sparks and burns and a cold
takes her at the table, her voice dripping with both smoke fills the air of the room. All PCs must make
honeyed charm and iron-clad authority. a DR12 Toughness test or fall unconscious for d6
rounds, long enough for them to be brought to the
“I know my grandson sent you to my island. But Cold & Hexen Chamber, tied up, and ready to be
what brings you to my manor?” murdered and resurrected again as undead servants!

However, if Ingeborg is confronted about graverob-


bing or the very contents of the letter (i.e., the PCs
On Her Youth... read it), then she will grow furious.
“If you are true sailors, you will know that many
small islands in the Caribbean possess secrets. The
If Confronted About the Letter’s Contents
youthening climate of this one... is mine.”
“How dare you unseal my letter, and accuse me of
GM’s Note: She’s lying. Her dark magic is what such things! Leave my manor at once!”
makes her young.
With that, Thurstan enters the room with the blue
On the Graveyard... candle, and tries to knock out the PCs. As they lose
“Alas, I have heard that some of our graves have consciousness, she explains her plot (see p. 21).
been disturbed. I blame the poor workers here, look- However, in the likely event the PCs do not end up
ing for gold and silver to rob from the noble dead. captured, Ingeborg and her two servants, and in d4
Such things cannot be helped.” rounds, the Howler, try to quickly dispatch them.

20
Sneaking In Admission and Confrontation
If the PCs sneak into the manor, they will glimpse Eventually, Ingeborg will admit her plot: she is des-
Lady Ingeborg and her butler walking between her perately attempting to resurrect the bodies of nobles
quarters and the Cold & Hexen Chamber. They will and transform them into a new type of sentient un-
hear snippets of their conversation: dead... ones that can live in society, breed, but still be
beholden to her whims.
Lady Ingeborg struts with a languid grace, her raven-
black hair cascading over her shoulders like a silken “You expect perhaps some grand declaration of
waterfall. Her ice blue eyes glint with a sharp, almost conquest? But that, my dears, is the folly of lesser
predatory curiosity as she whispers to her servant, a minds. My ambitions are far more refined, more
hunched and decrepit butler. enduring. I have no desire to sit upon a throne, to
wear a crown that time would tarnish. No, my vi-
“My grandson owes me an explanation for why the sion is subtler, more insidious—a legacy that will
deliveries have been so slow. It has taken months echo through the centuries, unseen and unchallenged.
what should have taken years! I need more corpses!
“My family’s bloodline, noble as it is, shall not
“He should have started a war with the French. That succumb to the whims of mortality. Instead, I will
would have resulted in a great many noble dead. craft an eternal society from the bodies of the noble
dead, a brotherhood of the undying. These nobles,
“He is too cowardly for that,” she hisses. “Send word who in life wielded power and influence, shall in
to Captain Malachi that I need to speak to him about death become the silent architects of a new order.
the delays.”
“Through my revenants, I will pull the strings of
“Yes, my lady.” kings and governors, merchants and soldiers alike,
guiding their fates with a whisper and a shadow.
We will shape the politics, the economies of this
world, ensuring that our influence, our power, re-
The lady will then excuse herself and lock herself in
mains unbroken, untouchable by time. No one will
her “Cold & Hexen Chamber,” or her quarters if it is
know of our existence, and yet they will dance to
very late in the night.
our tune, unaware of the hand that guides them.

“This is my gift to my bloodline—a dynasty that will


not merely survive, but thrive, ruling from the shad-
ows, forever.”
Thurstan the Butler
HP 3 Morale -

No Armor Her monologue so elegantly spoken, she offers for the


Old Flintlock 2d4 PCs to be her next experiments. They may not be of
Cudgel d4 true noble blood, she says, but they might survive the
process as useful servants to her new empire.
Servant’s Sacrifice. If someone injures
Lady Ingeborg, he can leap in front of If the PCs attack her, she will quickly summon
the blow and take its damage instead. Thurstan the Butler, the Howler of Lebendtod (as-
suming he’s still alive... it will take him d4 rounds
Special. Thurstan’s old flintlock pistol is to climb up from the tunnels), and her chief mason,
not well-kept. After he fires it, the barrel Ugly No-Nose, who keeps watch on the grounds at
explodes and it becomes useless. night. She’ll also scream a dark spell, one that brings
to life the icy corpse in the Cold and Hexen Chamber,
who will rush forth to attack the PCs.

21
Conclusion
With Ingeborg defeated, the island’s chill seems to
diminish. By the next morning, a warm breeze chases Ingeborg Watts
away the cold fog. HP 17 Morale 10

As long as the three ghosts have been put to rest, the No Armor
crew of the Morning Passage leave the ship, rejoicing Unholy stiletto d4
to be free of the curse. Captain Malachi is in a sour
mood, however, for he knows his curse will continue. Poisoned Knife. The first time she hits
Within a day, he’s somehow managed to recruit some a foe with her knife, the victim must
of the locals. He’s even managed to convince Pale make a DR12 Toughness test or else
Sven to stay on as first mate, and the Morning Passage take another d4 damage.
leaves docks in the middle of the night.
Reanimation. If a human dies in front of
her, she will bark out ancient words and
Within a few days, the Arnhem arrives, bringing stone
the person will rise as a zombie with 4
and supplies from Scotland. Its captain can be talked
HP and attack for d3 unarmed damage.
into taking the PCs onboard as crew, allowing them
She can do this only once a day.
to leave the island. His final words, however, send a
shiver through the PCs’ spines:

The captain, a rugged Scotsman with a thick accent,


stands at the helm, eyeing his new crew with a mix of
pride and a hint of mischief: Ugly No-Nose
HP 4 Morale 7
“Aye, welcome aboard, ye stout-hearted lot! Ye’ve
joined the grandest merchant ship that ever sailed No Armor
these waters, and we’ll be carving a name for our- Hammer d6
selves that’ll echo through the ages. But mind this—
our heading’s set for an isle few dare whisper about, Strong as an Ox. If Ugly No-Nose drops
where the air’s thick with secrets and the land itself to exactly 0 HP, he regains 1 HP and
seems alive with old, dark magic. There, among the makes his next attack with incredible
shadows and mist, waits this ship’s patron, Tarleton might (d8 damage).
Meredoth. He’s a man of... peculiar gifts, ye might
say, with a touch for things best left to whispers
in the dark. So keep yer wits sharp, lads, for we’re
bound for a place where even the bravest men find
their courage tested!”

The Ice Corpse


HP 12 Morale -
Rewards Icy Skin -d4
For completing the adventure the PCs gain enough ex-
Fists d4
perience to become far better sailors, scoundrels, and
scum. They should improve their ability scores, gain
Vulnerable to Fire. The monster has no
more HPs, and learn a new class feature (as described
armor defenses against fire.
in the Pirate Borg rulebook, p. 33).
Long Tongue. The monster’s tongue is
acidic. If it injures a foe, they must de-
fend again (DR12), or else it licks the
wound for another point of damage.

22
Adventure Notes
For more free one shot adventures, please
Buried Treasure!
There are many opportunities for the PCs to find valuable
visit 1shotadventures.com. If you enjoyed
equipment in the adventure: searching the Ossuary Reef,
this adventure, or ran it for a group, all the
the Graveyard, or even Ingeborg’s quarters. Generally, only
author asks is that you give a shout out and
mundane items can be found. However, at the GM’s discre-
let me know how it went. Post a note on
tion, if the PC rolls a critical success searching, or spends a
1shotadventures.com or tweet @SageThal-
Devil’s Luck, they may find something more precious:
cos on Twitter.
1. The Black Oyster Shell Compass: A tarnished compass
Special Thanks that points not north, but to the nearest hidden treasure,
Thanks to Anne Brown for her original cursed to mislead those with greed in their hearts.
1991 Ship of Horrors adventure, which 2. Kraken’s Fang Dagger: A jagged, coral-encrusted blade
inspired this one. Her adventure so deftly rumored to poison its victims with the venom of the sea’s
combined pirate horror tropes with fan- deadliest creatures (d4+1 damage).
tasy adventure. While this adventure dif- 3. Ghostly Sextant: An ancient navigational tool that reveals
fers quite a bit in many places, it shares the hidden sea routes under the light of a full moon, but at the
same black heart as her AD&D module. cost of a sailor’s sanity.
4. Leviathan’s Eye: A large, sapphire orb that grants its hold-
For more one-shot adventures and VTT er the ability to command sea creatures, though it slowly
assets, visit www.1shotadventures.com. If turns the user into one of them.
you enjoyed this adventure, or ran it for a 5. Seawraith’s Cutlass: A spectral sword that strikes with the
group, all the author asks is that you give fury of a thousand lost souls, its blade cold enough to freeze
a shout out and let me know how it went. the blood of its victims (d6+1 damage).
Please post a note on www.1shotadventures. 6. Cursed Captain’s Log: A waterlogged journal that, when
com or tweet @SageThalcos. written in, predicts the future of any voyage, though always
in riddles and omens of doom.
Change Log 7. Barnacle-Encrusted Helm: A pirate’s helmet that renders
v1.0 - Original Pirate Borg release. its wearer invulnerable in battle (-1 damage), but slowly
turns their body to stone.
8. Tidecaller’s Amulet: A seashell necklace that controls the
tides, useful for stranding ships or hiding sunken treasure,
but cursed to drown its wearer eventually.
9. Scourge of the Deep: A cannonball forged from abyssal
iron that never misses its mark (and does 2d8 damage), yet
dooms the ship that fires it to a watery grave in d12 days.
10. Bone Reef Lantern: A lantern made from the bones of
drowned sailors, its light reveals the dead lurking beneath
the waves, but also attracts them.

23
Handouts

Handout A - Letter Given to the PCs by the Governor. It should


be SEALED so they do not see its contents unless they sneak a
peak.
24
Handouts

Handout B - Singed page from the Vile Mariners’ Chronicle,


found in the crow’s nest

25
Handouts

Handout C - Captain’s Log found in his Quarters – it shows the


location where the bodies were dumped overboard
26
Handouts

Handout D - Letter from Ingeborg to Governor Watts, found in


the Watts Manor

27
Brass anchor
8 d8 damage, target armor reduced by a tier, 2-handed

Meat knife d4 damage


Mad Pottock
Brute hat
m m o n c lo thes & no
Co X
Trusted Anchor. You get
+2 to hit with your anchor, and
never breaks or is lost.
+2
+0
1. Bandolier
-1 2. Weighted dice

+0
Mermaid scales
Breathe underwater for d4 hours. -2
After use, roll Spirit (DC12). On a
failure, you are stunned for 1 round
and the relic can’t be used until next
dawn. A fumble destroys it! 60
X

Land owner in St. Lucia Morning Passage


d6

Slightly deranged 40 3

X
Infested with lice
+0

Secretly enjoys taste of d8


flesh
d4
15 30
Last three ships you crewed
all sank...
“Blow the Man Down”
+1
Gives your ship +2 to hit until the
end of combat!
Petrified egg 4
Cutlass
4 d6 damage

Chroferus Denton
Rapscallion met
avalier’s hel
Rags & c X
Grogbrewer. Brew D4 servings/day. Test Tough-
ness DR8 + [# of drinks in the hour] to heal
d4 HP. Fail and vomit for d2 rounds, -2
Agility -1 for each drink (lasts one hour
per drink). Or, poison a weapon (DR14
Toughness check or lose d6 HP).
+2
1. Large sea chest
+0 2. 4 candles
3. Whetsone
+0
-1

70
X

Sailor (searching for your Morning Passage


d6
kidnapped mother)

Hedonistic 40 3

X
Never blinks
+0

Annoyingly religious d8

d4
15 30
Governor of St. Lucia
holds your daughter captive
“Fire Down Below!”
+1
Extinguish all ship fires and repair
d6 HP
Compass (rarely points 4
north)
6
Musket 2d6 damage, reload 2 actions,
Venetia the Ragdoll 150’, 12 shots

Buccaneer
k & wig
Leather jac X
Focused Aim. Attacks at
enemies you’ve already shot at
are at +4 to hit.
-1
+1
1. Pack
+2 2. Pet monkey
3. Wool blanket
+0
+1

50
X

Navy deserter (small bounty Morning Passage


d6
on your head)

Paranoid 40 3

X
Trigger finger twitches
+0

Always tricking your d8


crewmates for fun
d4
15 30
Died once, but Hell didn’t
want you
“Drop of Nelson’s Blood”
+1
Increases ship speed by 1 for d8
hours
Stone tablet inscribed 4
with ancient pictographs
Knife (x2)
10 d4 damage

ails
Cat o’ Nine d4Tdamage,
Amrrique Gaspar 10’ reach

Swashbuckler
ig
Rags & w X
Knife Knave. Make two
attacks with your knives (DR 10
to hit). If first hits, second is an
+1
automatic hit.
+1
1. Satchel
+0 2. 30’ rope
3. Ink, quill, and
+1 parchment

+1

60
X

Soldier (has a tactical mind) Morning Passage


d6

Lazy 40 3

X
Broken teeth
+0

Collect knucklebones, d8
sometimes talk to them
d4
15 30
Your father is trying to
kill you
“Drunken Sailor”
+1
Crew skill +4 for d6 rounds

Aztec jade figurine 4


Cat o’ Nine Tails
6 d4 damage, 10’ reach

Hieronimo
Zealot (of an ancient god)
& no hat
Torn rags X
Prayer of Sanctuary. For an
action, all thy brethren in thy sight
heal d4 HP.
-1
+0
1. Bandolier
+0 2. Small shovel
3. Ratty blanket
-2
+4

60
X

Cultist Morning Passage


d6

Cowardly 40 3

X
Matted, dreaded hair
+0

Gambling addiction d8

d4
15 30
No memory until a few
days ago
“Leave Her Johnny”
+1
Reroll changing winds

Set of keys on a ring 4


Belaying pin d4 damage
5
Crăciuna
Sorcerer at
es & no h
Fancy cloth X
Necro-Sleep. Test Spirit (DR12) to
cause a living creature to fall
over and appear dead for D2
-1
rounds. They remember every-
thing when they awaken. +0
1. Satchel
+1 2. 3 candles
3. Ratty blanket
-2
Mummified monkey head
It speaks! Subject must test Spirit (DR12)
or obey a 1-word command. After use, roll
+3
Spirit (DC12). On a failure, you
are stunned for 1 round and
the relic can’t be used until next 10
dawn. A fumble destroys it! 0
X

Sailor (searching for a lost Morning Passage


d6
city)

Hedonistic 40 3

X
Nigh incurable case of
scurvy
+0

Constantly counting the d8


things around
d4
15 30
Wronged Oruç a famed
Barbary pirate
“Fire Down Below!”
+1
Extinguish all ship fires and repair
d6 HP
Set of keys on a ring 4
Improvised grenade x4
4 d10 damage

Dagger d4 damage
Frutos Loco
Powder Monkey
o hat
Rags & n X
Rigging Rat. +1 Agility, 40’ move on ships.

Grenades. Test Agility (DR 12)


+1
to hit. Foes in a 5’ radius must test
Agility (DR 12) to avoid effect. +1
1. Haversack
+1 2. Pet rat (“Gordo”)
3. Compass
+0 4. 1 stink ball
age)
(Toughness DR12 or poisoned for d6 dam
+0

30
Start with 1!
X

Courtier (skilled at deception) Morning Passage


d6

Cocky 40 3

X
Corpulent
+0

Loves eating fat rats d8

d4
15 30
Last crew was killed by
ghosts... left you alive
“Spanish Ladies”
+1
Ship cannot get lost today

Ancient Roman coin 4


Hook
4 d4 damage

Hawksley
Smuggler (w/Moral Compass) te & wig
q u ist a d o r’ s breastpfeland, don’t sink...
Co n lity tests, -2 to
de X
-4 to Agi
Now You See Me. Once
per day, reroll charm, sneak, or +0
hide attempts.
+0
1. Pack
+4 2. 1 candle
3. Fishing rod
-1
-1

11
0
X

Performer (hurdy-gurdy) Morning Passage


d6

Impulsive 40 3

X
Hook for a hand
+0

Obsessive with tasks and d8


relationships
d4
15 30
The ghostly voice of a wee
girl haunts you at night
“Drop of Nelson’s Blood”
+1
Increases ship speed by 1 for d8

Vial of holy water 4


Mad Pottock
The Brute

Chroferus Denton
The Rapscallion
Venetia the Ragdoll
The Buccaneer

Amrrique Gaspar
The Swashbuckler
Hieronimo
The Zealot

Crăciuna
The Sorcerer
Frutos Loco
The Powder Monkey

Hawksley
The Smuggler

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