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  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  THE CURSE  
  OF THE  
  CRIMSON PIRATE 
  Written by Simon Crowe  
  
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  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  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. 
   
  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. 
   
  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. 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) 
   
  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 also 
  have planks of wood nailed over the windows. 
  Most have symbols scratched or painted on 
  their doors. 
   
  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. 
   
  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. 
   
  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’. 
   
  Upon opening the door all talk and movement 
  
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  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  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 
   
  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). 
   
  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 
  breakfast of bread and cheese is 1p. If any 
  cooking is to be done Heinrich will shout to 
  Rosemary in the kitchen.  
   
  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. 
   
  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 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). 
   
  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!” 
   
  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 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 full possession of 
  the facts. All villagers know the following (which is 
  true): 
   
  “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 
  
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  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.” 
   
  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). 
   
  “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 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.” 
   
  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. 
   
  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.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 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. 
   
  “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. 
   
  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 
  
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  crowd, that he would return to claim us. 
   
  And now he is back.” 
   
  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 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. 
   
  When they leave the Baer home they can hear 
  the sound of a heavy bar securing the door 
  behind them. 
   
  OTHER LEADS 
   
  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. 
   
  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.  
   
  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. 
   
  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. 
   
  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. 
   
  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. 
   
  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. 
   
  See the illustration on the following page for the 
  mine layout. The following paragraphs refer to the 
  lettered areas on the mine. 
   
  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 
  
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  the corners of their eyes. The GM should drop 
  such strange happenings into the adventure as 
  much as he feels is required. 
   
  In fact the dark energies of the mine play upon 
  the minds of the PCs, magnifying their fear. 
  Whenever a 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. 
   
  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. 
   
  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. 
   
  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 
  
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  Valamir’s sacrifice chamber (Room I). If they fail 
  this test as well they receive 1 Insanity Point. 
   
  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. 
   
  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. 
   
  Each PC has 10 bats attacking them, though the 
  GM shouldn’t inform the players of this exact 
  number, only that they are being swarmed. Each 
  round each PC being attacked must make a WS 
  test to bat the bats away. If they are successful 
  they get rid of D10 bats around them. At the end 
  of each round each PC with bats around them 
  has a 10% chance multiplied by the number of 
  bats around them of losing 1 wound from bat 
  bites (no modifiers for toughness or armour). (e.g. 
  a PC with 6 bats attacking them has a 60% 
  chance of losing 1 wound). A PC with no bats 
  around them at the start of the round may make a 
  WS test to get rid of D10 bats from another PC. 
   
  The PCs may come up with other ways of dealing 
  with the bats, the effects of which are up to the 
  GM to decide. The swarm is very distracting and 
  any complex actions, such as casting a spell, 
  would certainly be at a penalty. 
   
  Once the bats have been dealt with the PCs may 
  search the chamber. It contains nothing but 
  rotting wood and the skeletons of a previous bat 
  victim, a traveller who used the mine for shelter 
  from a storm over ten years ago. On the body are 
  4 shillings, a rusty dagger and a silver ring (worth 
  1 gold). 
   
  C - As the tunnel continues to slope down into the 
  darkness the PCs happen upon two skeletons, 
  each with their heads detached from their bodies. 
  The floor in front of them is trapped with a 
  pressure pad. If the PCs search the area they can 
  find the pad on a successful challenging (-10%) 
  search test. Once spotted, the pressure pad can 
  easily be stepped over (though it is up to the PCs 
  to step over it on their way back out the mine!). 
   
  Should a PC trigger the trap an axe blade swings 
  from the side of the tunnel through and hidden 
  hole and is aimed straight at their head. The PCs 
  may make a very hard (-30%) Dodge Blow test to 
  avoid the strike, otherwise this is treated as a 
  strength 6 hit to the head. If the PC is smaller 
  than 5’ 3” the blade sails harmlessly over their 
  head. The trap resets itself automatically 
  afterwards. 
   
  The skeletons have been here a long time, and 
  have nothing of value on them. 
   
  Moving on further down the tunnel splits into two, 
  the tracks splitting in each direction. 
   
  D - Whilst once this tunnel was used by the 
  miners it has since collapsed. A character with 
  Trade (Miner) who passes an easy (+20%) 
  intelligence test can tell this happened some time 
  ago and would be impossible to remove without 
  weeks of work. There is no way past. 
   
  E - The tunnel suddenly plunges into a deep pit. It 
  seems the floor has collapsed, 6 yards into the 
  earth below. Raising their light sources the PCs 
  can see the hole is just over 4 yards across. PCs 
  may wish to use rope however there is nothing to 
  attach it to on the other side. 
   
  PCs can attempt to jump the gap. Follow the 
  rules for jumping and falling in the WFRP 
  rulebook. Although the gap is just over 4 yards 
  wide, across the other side of the gap the ground 
  is unstable for a yard. If the PC’s jump take them 
  only 1-4 yards then they fall 6 yards into the hole. 
  If the jump takes them 5 yards then as they land 
  on the lose rock on the other side it collapses. 
  The PC must pass an Ag test to scramble 
  forwards onto more secure footing, otherwise 
  they fall with the collapsing rock. The hole is now 
  just over 5 yards wide. Any jumps of 6 yards or 
  more makes it safely over the hole. 
   
  Nothing of interest is in the hole, though any PC 
  down there will have to get out somehow. This 
  can be done using scale sheer surface skill tests, 
  or any other method the PCs devise. 
   
  F - The tunnel widens into a small chamber. In 
  the centre three skeletons sit on stools at a low 
  stone table playing some sort of card game, a few 
  silver pieces lie on the table next to some tattered 
  cards. A rusted cutlass lies next to each skeleton. 
  The closest stool (to the PCs) is empty. 
   
  The skeletons are pirates told to guard the mines 
  a long time ago, before Valamir was captured. 
  Long after the mine was boarded up still they sat 
  until they starved. But the strange ritual magic 
  coursing through the mine kept the pirates in a 
  state of undeath and now they sit, eternally 
  
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  playing their card game unless they are 
  disturbed. 
   
  Should the PCs attempt to pass by the pirates in 
  the room, attack the corpses, take the silver coins 
  or in any other way interfere with them the pirate 
  skeletons will attack the PCs. See later for their 
  stats. Once the PCs have defeated the pirates 
  they can search the room. The only things of 
  value are 15 silver pieces. 
   
  Should a PC sit at the chair one of the pirates will 
  take the mouldy deck and deal out six cards to 
  each player, including the PC. He then cuts the 
  deck into three and places it in the centre. Each 
  skeleton in turn places 5 silver pieces in the 
  centre of the table and turns to look at the PC. A 
  successful easy (+20%) Gamble or a Common 
  Knowledge (The Empire) test will identify the 
  game as ‘Stromfel’s Folly’, a simple game played 
  mostly in the northern states of the Empire. The 
  basic rules will be familiar to anyone who passes 
  this test. 
   
  If the PC wishes to play the game he can. If he 
  declines and leaves his seat the skeletons rise 
  and attack the PCs. To play the PC must put in 5 
  silver. The skeletons in turn draw cards and place 
  cards back down again following the usual rules 
  of the game. Assuming the PC knows how to 
  play, or one of his companions helps him, the PC 
  can continue the play. After a few rounds of 
  playing cards the game is 
  finished.  
   
  The PC playing, or whoever was 
  helping him, may make a 
  Gamble or a challenging (-10%) 
  Intelligence test. If they are 
  successful then the PC wins 
  then the skeletons push their 
  money his way, the PC can take 
  the 15 silver pieces. Otherwise 
  the PC loses and the winning 
  skeleton takes all the silver at 
  the table and piles it in front of 
  him. After the game the 
  skeletons continue playing, 
  without dealing any of the PCs 
  in. Either way the PCs can now 
  pass freely through the room, 
  though any further interference 
  with the skeletons or their 
  money will cause them to attack. 
   
  Note: If the PCs are particularly adept at combat 
  then the GM may wish to add another one or two 
  pirate skeletons at the table and/or increase their 
  combat prowess. 
   
  G - The PC’s enter a large cavern, obviously a 
  main area of the mining operation. A smashed 
  mine cart lies next to the cart tracks. Rusted tools 
  scatter the ground. It looks like the exit south-
  west from this chamber is now blocked by a 
  collapsed tunnel. A character with Trade (Miner) 
  who passes an easy (+20%) intelligence test can 
  tell this happened some time ago and would be 
  impossible to remove without weeks of work. 
   
  H - As the PCs enter this tunnel they are 
  suddenly stopped in their tracks. Ahead, out of 
  the gloom, materialise ghostly apparitions. Men, 
  women and children dressed in peasant garb, 
  looks of terror upon their faces. These are the 
  ghosts of those poor villagers sacrificed to Khaine 
  by the Valamir and his crew. The spirits float 
  down the corridor, fading away just short of where 
  the PCs stand, at the end of the tunnel. The 
  ghosts are frightening and PCs must make a fear 
  test upon seeing them. 
   
  The ghosts constantly materialise randomly in the 
  corridor, float a few metres then disappear. They 
  do not directly attack or go towards the PCs. The 
  ghosts cannot be harmed or destroyed, only 
  avoided. When the PCs attempt to move through 
  the tunnel of spirits they may decide to go 
  cautiously or quickly. If they proceed cautiously 
  they must pass two easy (+20%) Ag tests. If they 
  go quickly they must pass one average Ag test. If 
  any tests are failed the PC comes into contact 
  with a ghost, its chill touch 
  arching through their body. They 
  lose 1 wound automatically and 
  must take a T test. If they fail 
  they lose an additional wound 
  and must make a T test again. 
  This process repeats until the 
  PC passes a T test or they 
  reach 0 wounds, at which point 
  they gain an insanity point and 
  may stumble through the rest of 
  the corridor without any further 
  rolls needed. 
   
  I - This chamber is another large 
  cavern where once seams of 
  silver were sought from the 
  rock. When Valamir took over 
  the mine he used this place as 
  his main sacrificial chamber. 
  Here his prisoners from the 
  village were used in terrible rituals designed to 
  appease his dark god. In the centre sits a circular 
  dais around 3’ high made of black marble. Upon it 
  sits a small black marble statue of an ugly 
  creature 2’ high with four arms, each holding a 
  dagger. An successful easy (+20%) Common 
  Knowledge (Religion) test will reveal this to be 
  
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  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  Khaine, Lord of Murder. Arranged around the dais 
  are a number of clay pots, their insides stained 
  dark red (with blood). 
   
  If the PCs search the chamber and pass a 
  Challenging (-20%) Search Test then they will 
  find a small jade ring hidden behind a small pile 
  of rocks, probably dropped and never noticed 
  again. It is not magical but is worth 10 gc. The 
  statuette of Khaine is very heavy (Enc 150) but 
  can be taken. To the right collector it may be 
  worth 100 gc or more, but finding someone willing 
  to buy it without attracting suspicion and witch 
  hunters is a different matter. 
   
  J - Inside this chamber lives a disgusting creature 
  created by Valamir’s evil rituals from parts of the 
  captives he sacrificed. Four arms stitched onto a 
  torso, the body and head mutilated. The hands 
  have been replaced by rusty blades and the teeth 
  by sharp nails. The abomination was created in 
  Khaine’s revolting image to guard the pirates’ 
  treasure. Having fed only occasionally on 
  wandering treasure seekers the creature has lain 
  dormant until a few days ago when Ferdinand 
  Viermann disturbed its lair. Believing the creature 
  was another statue Ferdinand let his guard down. 
  With its last ounces of forgotten strength it 
  attacked the unsuspecting Ferdinand and killed 
  him, and began slowly to drink his blood. When 
  the PCs arrive the abomination is still drinking 
  from Ferdinand’s body. The creature is facing 
  away from the entrance, so sneaky PCs may be 
  able to sneak up on the creature with a 
  successful silent move test. Otherwise it will 
  notice them enter. It is not a strong as once it 
  was, but the creature can still put up a fearsome 
  fight. See later for its stats. 
   
  Once killed the PCs can investigate Ferdinand’s 
  body and his possessions. They will find a sword 
  and a ruined leather jerkin (cut up by the 
  abomination). Ferdinand also has a purse with 7 
  silver and a piece of paper inside. PCs may make 
  a Easy (+20%) Search Test to notice that, hidden 
  under his sleeve, Ferdinand wears a very thin 
  amber bracelet. This is worth 2 gc. 
   
  The piece of paper unfolds into a small map of 
  the surrounding area. It is fairly basic, showing 
  Halpstadt, the roads and the surrounding hills and 
  forests. Of interest is a dotted line travelling north 
  to south and passing close to the east of 
  Halpstadt. To the north east of the village, on the 
  dotted line, is a cross with the words 
  ‘encampment’ by it. The map leads to a cave 
  where Ferdinand’s slaver group are based. It is 
  not far east of the mine. See below for the map. 
   
  Nothing else of interest lies in the bare chamber. 
  Whilst a number of people have perished here 
  the creature will have devoured every last bit of 
  their body. 
   
  
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  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  K - This small chamber is half taken up by a large 
  (closed) chest. It is made of metal, that looks 
  corroded but the chest is still intact and inscribed 
  runes can just be made out. A successful 
  straightforward (+10%) Academic Knowledge 
  (Runes) will reveal that the runes refer to the 
  glory of Khaine. The chest is not locked though 
  the lid is heavy. Opening the chest reveals its 
  treasure, three gold coins. The coins appear to be 
  old, though not worth any more than a usual gold 
  piece. Whatever happened to Valamir’s treasure 
  hoard, it is not here. 
   
  The PCs may want to take the chest with them. It 
  is heavy but they can manage it. Still the rusty 
  metal chest is worth only a few copper, and if 
  anyone else recognises the inscribed runes it 
  may attract unwanted attention. 
   
  The PCs will now have to pass back out the mine. 
  Remember they will still face any hazards and set 
  off any traps they avoided on the way in. 
   
  The PCs will have to decide where to head next. 
  They could go back to the village however they 
  are no close to finding out about Valamir. No 
  villagers, even old Jeb, will have any idea who 
  could have taken the treasure. If the PCs visited 
  the mine at night and return to talk to the villagers 
  they will be told Valamir was seen again stalking 
  out the woods to the north east only to fade as he 
  reached the village. An investigation will show 
  nothing. 
   
  The only other lead the PCs should have at this 
  moment is the map found on the dead Ferdinand. 
   
  THE SLAVERS CAVE 
   
  The PCs can follow the map through the woods 
  for just less than an hour from the mine, or twenty 
  minutes more from the village. The PCs must 
  make orientation skills rolls, if all fail then the 
  journey takes an extra D10 x 5 minutes. After this 
  time they arrive at the marked area. This is a 
  cave in the side of a small cliff used by slavers 
  who pass through the area at night. During the 
  day the cave keeps the slavers and their captives 
  before they move on again at night. Day or night, 
  a guard always stands in the cave entrance. 
  Peering through the trees the PCs will be able to 
  see the guard, though they will have to get much 
  closer if it is dark. 
   
  How the PCs decide to approach the entrance is 
  up to them. Should they loudly rush in the guard 
  will shout a warning to wake or attract the 
  attention of the other slavers in the cave. If a fight 
  breaks out the slavers will initially rush in to attack 
  however they are fairly cowardly, should one of 
  their number fall in combat or things look grim the 
  remaining slavers will attempt to surrender. The 
  PCs may go for a more sneaky approach, the 
  details of which are left up to them and the GM. 
  They may also be able to talk there way into the 
  situation, although the guard will be very 
  suspicious of people he doesn’t know. 
   
  The entrance goes into a short tunnel which 
  opens up into a cave. Here is where the slavers 
  sleep during the day. The room has a number of 
  bedrolls on straw, a table and a few chairs. A 
  crate holds a few supplies, other crates are 
  empty. If it is daytime three slavers will be asleep 
  here (though they will be woken by sounds of 
  battle), including Johan Berg. If it is night the 
  slavers will be awake, passing the time playing 
  dice. Off the main room is a smaller room, 
  separated by a locked wooden door. Through the 
  holes in the door it can be seen that this is where 
  captives are temporarily held. No captives are 
  there when the PCs arrive. 
   
  The cave is a stopping point for a gang of slave 
  traders. Refugees are taken from the streets of 
  Altdorf, people who have no family to notice them 
  missing. They are moved south-east through the 
  forests, transferred from one group to another for 
  each stage of the journey, each group referred to 
  as a link in the slave chain. Generally only one or 
  two of these slaves are taken at a time to make 
  the process of moving them easier. Near 
  Halpstadt, as the slave trail turns south, the 
  slavers must pass the closest to civilisation along 
  the chain. The slavers from the cave receive the 
  prisoners then under the cover of night move 
  them south, to be received by the next slaver 
  group. The slavers in the area have no idea 
  where the slaves end up, though the chain heads 
  towards the Grey Mountains. 
   
  The head slaver in this group is Johan Weber. He 
  can be identified as being better dressed and 
  carrying a long whip. The other slavers are 
  (cheap) hired muscle who know little about the 
  slaving operation other than to do as they are 
  told. Johan however knows why the slavers have 
  set up in this area. When the slave chain was 
  being formed those in charge reasoned that they 
  could mostly move the captives through the 
  wilderness, avoiding human interference. 
  However at some points they would need to cross 
  close to a village, otherwise the trail would be too 
  long and expensive. The danger here was that 
  moving slaves through the night so close to 
  civilisation would draw attention. 
   
  The slavers made a deal with two landowners, 
  
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  the Stotter brothers, in the village of Halpstadt. In 
  exchange for payment the brothers would ensure 
  the villagers did not investigate the woods at 
  night. Johan doesn’t know how the Stotters went 
  about this but so far the slavers have had little 
  trouble in this area from the residents of 
  Halpstadt. In fact only twice have people 
  stumbled across the group; Cedrid and Orwin 
  Steiner, the missing villagers. These were 
  captured and sold into slavery and are now long 
  gone. 
   
  If the slavers surrender Johan needs little 
  persuasion to relate what he knows about the 
  slaving operation. Should Johan be killed another 
  slaver will be able to mention some brief details, 
  including someone his boss referred to as 
  ‘Stotter’. If the bloodthirsty PCs have slaughtered 
  all the slavers then they deserve to know nothing. 
   
  Should the PCs attempt to find either end of this 
  link in the slave chain they can, however 
  ultimately their searches will not be able to locate 
  the other groups of slavers. A threatened slaver 
  can lead them north for three hours to a clearing 
  in the forest. South, and a few hours on, and the 
  PCs end up in a secluded hollow in the hills. In 
  either case this is as far as the slavers know the 
  slaver train goes. Waiting around will reveal 
  nothing, no other slavers come to investigate or 
  meet the group. 
   
  RETURN TO HALPSTADT 
   
  Whether keeping the slavers alive or not the PCs 
  will return to the village, maybe with captive 
  slavers in tow. They will probably want to find out 
  about the Stotter brothers if they have not heard 
  of them already. Any villager will be able to tell 
  them the following: 
   
  The Stotter brothers are William Stotter and his 
  older brother Felix. Their father Hans Stotter had 
  owned half the land in the village before leaving it 
  to his sons after his death ten years ago. William 
  has recently returned from a few years studying 
  in Altdorf (though no-one knows what he studied). 
  The Stotters are not particularly liked, they are 
  poor landlords who have left the buildings in the 
  village to rot and fall apart. They reside in the 
  large mansion in the village. When the PCs ask 
  any villagers they will tell them that they last saw 
  William in the Burning Man drinking heavily. 
   
  Whether the PCs head to the Burning Man or the 
  Stotter Mansion they will encounter Will Stotter 
  first, either nursing a few pints in the inn, or 
  staggering slightly worse for the wear to the 
  mansion doors. He is a little drunk and quite 
  depressed. Should he see the slaver prisoners or 
  when the PCs confront him he will let out a groan 
  and slump down in his chair (or on his doorstep) 
  and tell the PCs everything. 
   
  Thirty years after Valamir was burned in 
  Halpstadt Hans Stotter, at that points a young 
  shop keeper, heard the rumour of the treasure 
  hidden in the mine. Secretly hiring a group of 
  mercenaries in Altdorf to accompany him he 
  entered the mine. The mercenaries all perished in 
  the process but Hans managed to recover the 
  pirate’s treasure. Keeping what he had done 
  secret, instead claiming he had been left some 
  money by a rich uncle, he began slowly buying up 
  various buildings and fields around Halpstadt. 
  Ten years later he had the Stotter mansion 
  constructed. But the riches went to Hans’ head.  
  Despite all the treasure and an income from 
  renting out land Hans fortunes began to dwindle. 
  He wasted it on drink, gambling and women in 
  the expensive places of Altdorf. When he died 
  over ten years ago he had very little left to pass 
  on to his two young sons. However one of the last 
  things he did was to pay for William to be 
  educated at the College of Grey Magic in Altdorf, 
  a final act of love from an otherwise neglecting 
  father. So the brothers were left with a mansion 
  and land in Halpstadt, and very little gold to go 
  with it. 
   
  When he was old enough Will went to Altdorf to 
  study magic, leaving Felix to look after affairs in 
  Halpstadt. But like his father Felix squandered 
  what income he had from land owning on drink 
  and an addiction to Angel Dust. Felix wasted the 
  little remaining Stotter fortune and left them 
  penniless. Desperate for more gold he was 
  approached by a group who wished to move 
  slaves through the area, but they needed help 
  keeping the villagers from finding out and were 
  willing to pay for it. The penniless Felix readily 
  agreed. Meanwhile Will had done poorly in his 
  studies and left the Shadow College only a low 
  level wizard. When he returned to Halpstadt Felix 
  said he had a plan and needed Will’s help, and 
  the broke Will readily agreed. 
   
  Felix’s plan was to play on the village’s history. All 
  of the villagers knew of the terrible curse Valamir 
  the Crimson had uttered when he was burned 
  here all those years ago. Will used his limited 
  knowledge of illusionary magic to make it seem 
  like the ghost of the pirate had returned, stalking 
  the forests. Valamir had not actually returned, it 
  was all a trick. The villagers would be so scared 
  they would not leave their homes at night, and 
  certainly not to venture into the forests at any 
  time of day. No-one would come across the 
  
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  slavers as they transported their human cargo 
  right next to the village. No-one would investigate 
  the movements through the forests. And so the 
  slavers would be kept safe and unnoticed and the 
  Stotters would be paid a cut.  
   
  After relating the tale William will agree to 
  accompany the PCs to see his brother Felix and 
  tell him the game is up. Felix can be found in his 
  mansion. 
   
  THE STOTTER MANSION 
   
  The mansion is dark and quiet, the Stotters 
  unable to pay servants. It is sparsely furnished, 
  many of the rooms bare as Felix sold his 
  possessions. Dust covers bare surfaces and 
  threadbare carpets. Here and there is a faded 
  painting or a chipped vase. In case it is required, 
  see below for a layout of the ground floors.  
   
  What is called the library now contains only 
  empty shelves, the kitchen and dining room are 
  mostly unused. The upstairs is a number of 
  empty bedrooms, including servants quarters. 
  The master bedroom is where Felix sleeps, 
  William takes a smaller room, both contain the 
  brothers’ meagre possessions. Should PCs try 
  looking for valuables to pinch they can probably 
  scrape together 30 gold crowns worth of bits and 
  bobs (plus a magical dagger, see later), though 
  robbing houses should not be encouraged. 
   
  William will lead the PCs to Felix’s darkened 
  study, when Felix sits silently behind a desk. He 
  looks pale, his eyes wide and fearful. He barely 
  listens or responds to what the PCs may say. 
  Instead he says, quivering: 
   
  “Brother, what have we done? He has fed on the 
  fear we have created, the dread we have put in 
  men’s hearts. Valamir has fed and been 
  summoned. He is back for us Will. He is back for 
  our souls.” 
   
  At this point the group hear what sounds like a 
  rattle of chains from somewhere in the mansion. 
   
  Felix is correct. By putting the fear of Valamir 
  back into the villagers they have called the pirate 
  back from the realm of his patron god, Khaine. 
  The Lord of Murder has allowed Valamir’s spirit 
  back to the earthly plain to claim the souls of 
  those who summoned him, William and Felix 
  Stotter. 
   
  What the PCs decide to do now is up to them. 
  They could leave the brothers to their fate, after 
  all it is the Stotters who summoned back Valamir 
  and the Stotters who have been in league with 
  the slavers. Should the PCs decide to leave the 
  brothers they will beg the PCs for help. The PCs 
  can if they wish make their way to the front door, 
  avoiding Valamir’s ghost. If they do not help, or if 
  they just fail to do so, Valamir’s ghost will attack 
  the brothers and kill them in a bloodthirsty 
  manner, after which he will vanish never to return. 
  The screams of the brothers as the PCs leave 
  them will haunt the villagers for a long while to 
  come. 
   
  Should the PCs decide to stay and fight the ghost 
  use the profile given later. If the PCs wait for the 
  ghost to arrive he will enter the study, otherwise if 
  they leave the room he will appear in the main 
  hallway. 
   
   Note that the ghost is immune to non-magical 
  attacks. Should the PCs mention this Will or Felix 
  will remember that they still have a runic dagger 
  that their father took from Valamir’s treasure. The 
  dagger however is in the sitting room, which 
  means the PCs will have to pass the ghost. 
   
  Runic Dagger 
   
  Academic Knowledge: Runes 
  Powers: This magical dagger inflicts SB-1 
  damage in combat and is Precise 
  History: This dagger was created by Dwarven 
  Runesmiths of Karak-Ungor and presented as a 
  gift when establishing trading relations with the 
  Empire. The dagger ended up in the hands of a 
  merchant captain who was killed by the Crimson 
  Pirate on the sea of claws. 
  Worth: Approximately 15 gc. 
   
  Will may try and help the PCs, though is at -20% 
  Willpower to pass any fear tests caused by 
  Valamir’s ghost. Alternatively if the GM thinks the 
  PCs are in trouble Will can overcome is fear and 
  help them, but if the PCs are doing well then Will 
  can stay cowering in fear. Felix wont help, he will 
  cringe behind his desk at sight of the ghost. 
   
  
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  THE AFTERMATH 
   
  If the PC’s left Valamir to kill the Stotters then the 
  villagers will have gathered outside the mansion 
  after hearing the brothers’ screams. Even after 
  the situation is explained to them they will seem 
  nervous and shy away from the PCs. They will 
  seem a bit concerned that the PCs let the 
  brothers die. Even though the villagers talked little 
  to the brothers, and if matters are explained they 
  will feel angry at the Stotters, they still feel upset 
  at the outcome of events. Still, Valamir’s ghost is 
  gone for the mean time. 
   
  Assuming however that the PCs stopped 
  Valamir’s ghost the brothers have a lot of 
  grovelling to do. Will is particularly apologetic, 
  Felix is very quiet and still looks frightened. The 
  brothers offer little material rewards as an 
  apology, though William will try and give them the 
  last remnants of Valamir’s treasure (the Runic 
  Dagger and a gem worth 4 gold) claiming the 
  money has cursed the Stotter family. He will also 
  state his intention to leave Halpstadt and not 
  return. The next day the brothers will leave and 
  make their way to Altdorf where Will hopes he 
  can find somewhere to stay using his connections 
  at the College of Shadow Magic. 
   
  Explaining what has happened to the villagers 
  causes puzzlement, and many will still be 
  frightened. Those who are most grateful have 
  little to offer, but will give the PCs what they can if 
  asked (mostly food but they may also be able to 
  offer low complexity goods like rope or blankets). 
  The villagers will be angry at the Stotters for 
  causing such fear in them. Whilst they will not 
  take any actual violent action they will be more 
  than pleased when the Stotters leave.  
   
  If the PCs have captured slavers the grateful 
  villagers will offer to watch over them until the 
  next Imperial patrol passes through. The village 
  itself has no formal justice system, instead the 
  law and punishment is handed out by travelling 
  judges or soldiers of the Empire. The PCs may 
  decide to take the slavers to Altdorf themselves, 
  which is also fine, the slavers can be handed over 
  to the city watch at the gates. 
   
  EXPERIENCE 
   
  The following are suggestions as to the 
  Experience a GM may award his players (as with 
  everything else, feel free to change these to suit 
  your campaign style): 
   
  Completing the adventure - 
                75 exp 
  Good roleplaying -  
                 Up to 50 exp 
  Hearing Old Jeb’s tale 
   
   
        5 exp 
  Not setting off any traps in the mine -       5 exp 
  Winning at ‘Stromfel’s Folly’ - 
   
        5 exp 
  Capturing (not killing) the slavers - 
      10 exp 
  Killing Valamir’s ghost -  
                10 exp 
   
  ADAPTING THE 
  ADVENTURE 
   
  The Curse of the Crimson Pirate has been given 
  a generic setting, a village in the woods, so that it 
  can easily be fitted into any campaign. Though 
  Halpstadt has been detailed as being close to 
  Altdorf there is no reason this adventure cannot 
  be run elsewhere in the Empire or even Kislev, 
  Tilea or any other settled land. 
   
  If you need a hook for the adventure the PCs may 
  have been sent to investigate the haunting. Who 
  sends them will depend on your campaign. For 
  instance this could be the church of Sigmar in 
  Altdorf who have been asked for aid by the 
  villagers. 
   
  EXPANDING THE 
  ADVENTURE 
   
  Whilst this adventure has been written as a single 
  scenario to drop into a campaign there are a 
  number of options for GMs wanting to expand on 
  what is presented here. 
   
  The obvious point for expansion here is based on 
  the slave chain. The slavers in this adventure are 
  only one link in a trail leading from Altdorf to the 
  Grey Mountains. Whilst the PCs will have cut this 
  chain the slavers are certain to find another way 
  to get the slaves to where they want them. 
  Especially if the chain is worth as much money as 
  the complex set up suggests. 
   
  If you wish to provide further links Johan can tell 
  the PCs a few hints, perhaps he overheard a 
  name of someone in Altdorf. If the PCs were 
  travelling to Altdorf this can give them something 
  to investigate when they arrive. Alternatively they 
  might try following the slaves chain to its other 
  end to find what dastardly purposes the slaves 
  are being put to. Are Skaven putting them to work 
  
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  mining for warpstone, or are they being used in 
  sinister experiments by an evil sorcerer? 
   
  Another option could be that when the PCs 
  investigate the slavers’ cave they find a prisoner 
  locked up. Maybe this was someone important in 
  Altdorf. The man now owes the PCs his life and 
  may be a starting point for future adventures or 
  help investigating the slavers. 
   
  Another option involves the Crimson Pirate and 
  his crew. Though his chest of treasure was 
  squandered by Hans Stotter the pirates must 
  have had far more booty than one chest could 
  hold. As a recompense to show how sorry he is 
  for his actions, Felix Stotter could give the PCs a 
  map that his father took from Valamir’s treasure 
  chest. It refers to an island just off the coast of 
  the Sea of Claws and an X marks the spot. 
   
  If the PCs fought and banished Valamir’s ghost 
  then they may have made a dangerous enemy. 
  Khaine may be angered at the defeat of one of 
  his chosen and at some time in the future will 
  attempt to enact his revenge. Maybe Valamir is 
  angered that he has been bested in combat and 
  begs his dark lord for another opportunity to 
  return to the mortal realm. 
   
  FINAL NOTES 
   
  Thanks to my play testers; Ian White, John 
  Harris, Simon Canham, Duncan Railton and Tim 
  Longdon and input from Rich Pingree. 
   
  Enjoy the adventure! 
   
  APPENDIX 1: NPCS 
   
  List of NPCs: 
   
  Villagers: 
  Heinrich Kohl, inn keeper of the Burning Man 
  with his wife Rosemay and son Hans. 
  Cedrid, missing woodcutter. 
  Orwin Steiner, missing farmer, and his wife 
  Elsa. 
  Old Jeb Baer, his son Mathias and 
  granddaughter Herwig. 
  Freda, village healer. 
  Felix Sotter, local landowner, and his brother 
  William, a secret grey wizard. 
   
  Slavers: 
  Johan Weber, in charge of the slaver band. 
  Ferdinand, inquisitive slaver eaten by the 
  abomination. 
   
  Evil things: 
  Valamir the Crimson, Scourge of the Sea of 
  Claws, devoted of Khaine. 
  The Abomination, stitched together to guard the 
  treasure. 
  Skeleton Pirates, playing cards and waiting for a 
  fight. 
   
  Villager 
  Should need arise, the following stats represent a 
  typical villager such as Heinrich Kohl, the 
  innkeeper at The Burning Man. 
   
   
   
  Skills: Common Knowledge (the Empire), 
  Gossip, Speak Language (Reikspiel). 
   
  Skeleton Pirate 
  Kept alive by the strange magic that permeates 
  the mine these skeletons sit and wait, either to 
  attack those who wish to pass or play someone 
  who wishes to join their game. Dressed in mouldy 
  rags and tattered leather the pirates wield rusty 
  toothed cutlasses which bite into their victim’s 
  skin.  
   
   
   
  Skills: None. 
  Talents: Frightening, Undead. 
  Special Rules: Mindless, Shambling (see the 
  WFRP rulebook for Skeletons). 
  Armour: Leather Jerkin (Body 1 AP). 
  Weapons: Rusty Cutlass - Treat this as a normal 
  hand weapon, however should one or more 
  wound be inflicted on a character then they take 
  two additional damage. If a PC takes one of 
  these cutlasses then it will collapse into rust when 
  they try to wield it.  
   
  The Abomination 
  Stitched together from mutilated body parts 
  during horrific rituals, the creature in the mine 
  was created in the image of Khaine, the Lord of 
  Murder to guard Valamir’s treasure. Four arms 
  WS    BS      S       T       AG     INT    WP     FEL 
  33%  20%   30%  30%   27%     -         -         - 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        12      3       3        4         0        0         0 
  WS    BS      S       T       AG     INT    WP     FEL 
  25%  25%   31%  31%   32%    31%  30%   35% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        11      3       3        4         0        0         0 
  
  15 
  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  ending in rusted daggers lash out and spike teeth 
  attempt to slice into enemy flesh. Having laid 
  dormant for decades it is in a weakened state but 
  is still a tough opponent. 
   
   
   
  Skills: None. 
  Talents: Frightening, Resistance to Magic. 
  Special Rules: Any fire based attacks do an 
  additional 2 damage against the oily skin of the 
  abomination. 
  Armour: None. 
  Weapons: The abomination’s strikes with 
  daggers where its hands should be, and attempts 
  to bite opponents with its fearsome jaws. These 
  are treated as normal attacks doing usual SB 
  damage, each with the Fast property. 
   
  Slaver 
  Hired swords employed to watch over prisoners 
  and keep them in line, the slavers are not 
  employed to think.  
   
   
   
  Skills: Common Knowledge (The Empire), 
  Concealment, Dodge Blow, Gamble, Gossip, 
  Intimidate, Perception, Speak Language 
  (Reikspiel). 
  Talents: Disarm, Street Fighting, Strike to Stun. 
  Armour: Leather Shirt and Cap (Body, Arms and 
  Head 1 point). 
  Weapons: Sword, Shield. 
  Possessions: 2 silver pieces. 
   
  Johan Weber 
  The leader of the slaver band near Halpstadt. 
  Whilst the other slavers are just hired swords 
  Johan has some knowledge of the slaving 
  operation. He dresses a bit finer than his men, 
  with a number of trinkets taken from his captives. 
   
   
   
   
   
  Skills: Common Knowledge (The Empire), 
  Concealment, Dodge Blow, Gamble, Gossip, 
  Intimidate, Perception, Speak Language 
  (Reikspiel). 
  Talents: Disarm, Street Fighting, Strike to Stun 
  Armour: (Body, Arms and Head 1 point). 
  Weapons: Whip, Sword. 
  Possessions: 10 silver pieces. 
   
  William Stotter, Grey Mage 
  The tall, gangly Will Stotter recently returned to 
  Halpstadtt after a period of study at the College of 
  Shadow Magic in Altdorf. He looks permanently 
  worried as if a great matter weighs heavily upon 
  him. He wears decent quality clothes, though not 
  the robes as wizard would normally be adorned 
  in. 
   
   
   
   
   
  Skills: Academic Knowledge (Magic), 
  Channelling, Common Knowledge (The Empire), 
  Magical Sense, Perception, Read/Write, Search, 
  Speak Arcane Language (Magick), Speak 
  Language (Classical), Speak Language 
  (Reikspiel), Swim. 
  Talents: Aethyric Attunement, Arcane Law 
  (Shadow), Petty Magic (Arcane), Savvy. 
  Armour: None. 
  Weapons: None.  
  Special Rules: In addition to the usual Lore of 
  Shadow spell list Will knows the following spell he 
  found in a dusty tome in the College. 
   
  Craft Illusionary Figure 
  Casting Number: 12 
  Casting Time: Full Action 
  Ingredient: A crude carven wooden man (+2) 
  Description: You can create the illusion of a 
  humanoid figure up to 24 Yards (12 Squares) 
  away. The figure can be any living creature you 
  want that is of the approximate size. If you wish 
  the figure can be created to cause Fear however 
  the spell is not powerful enough to make a figure 
  cause terror. You control the figures actions. The 
  figure makes no noise, nor can it touch anything. 
  You must continue to concentrate on the figure 
  each round, taking up all your actions. Should 
  you be disturbed or stop concentrating the illusion 
  ends. Otherwise the illusion lasts a number of 
  rounds equal to your magic characteristic but you 
  may keep it going beyond this by passing a Will 
  Power Test at the start of each subsequent 
  round. 
   
  Felix Stotter 
  Until recently a roguish rake Felix’s lifestyle has 
  plunged him into a financial crisis, now he sits 
  WS    BS      S       T       AG     INT    WP     FEL 
  33%  29%  27%  38%    43%   51%   50%   37% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        12      2       3        4         2        3         0 
  WS    BS      S       T       AG     INT    WP     FEL 
  40%  35%  32%  37%    38%   35%   35%   36% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        11      3       3        4         0        0         0 
  WS    BS      S       T       AG     INT    WP     FEL 
  35%  40%   35%  40%   32%   28%   31%   28% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        13      3       4        4         0        0         0 
  WS    BS      S       T       AG     INT    WP     FEL 
  41%  -        54%  68%   32%     -        32%      - 
    
  A       W      SB    TB      M      Mag     IP       FP 
  2        17      4       6        4         0        0         0 
  
  16 
  Fan Material for Warhammer Fantasy Roleplay : The Curse of the Crimson Pirate 
  and brood in his cold mansion. The signs of drink 
  and drugs still show on his pale face. He wears 
  faded velvet clothes, showing that once he was 
  rich and, in his mind, important. 
   
   
   
   
   
   
   
  Skills: Blather, Charm, Common Knowledge 
  (The Empire), Evaluate, Gamble, Gossip, 
  Perception, Search, Speak Language (Reikspiel). 
  Talents: Sixth Sense. 
  Armour: None. 
  Weapons: Sword or Dagger. 
  Special Rules: After letting his life sink so low, 
  and realising the full horror of letting Valamir the 
  Crimson’s ghost return to try and take his soul, 
  Felix’s mind has collapsed. He is at -20% to his 
  WP (this is shown on his profile). 
   
  Valamir’s Ghost 
  A fearsome sight, the ghost of Valamir bears far 
  less resemblance to the Crimson Pirate as he 
  was when alive than what he has become in the 
  villager’s minds. Now he stands seven foot tall, 
  with cutlass blades for fingers. Blood constantly 
  dribbles from spiked teeth and fire licks from his 
  black eyes. Severed chains hang from the 
  frightening form. 
   
   
   
  Skills: Dodge Blow, Silent Move, 
  Talents: Frightening, Strike Mighty Blow, 
  Swashbuckler, Undead. 
  Armour: None. 
  Weapons: Valamir’s Ghost has long rusty cutlass 
  blades instead of fingers which he uses in 
  combat, any wounds inflicted freeze his 
  opponent’s very soul. No penalties are given for 
  not having an actual weapon. If a character takes 
  one or more wound from Valamir’s blades they 
  must make a toughness test with a -5% penalty 
  for each wound inflicted. If they pass no extra 
  damage is taken. If they fail then the character 
  takes an additional points of damage, plus one 
  extra point for every full twenty points they failed 
  by. If five additional damage is dealt this way in 
  one hit then that character also gains an insanity 
  point. 
  Special Rules: Valamir’s Ghost does not take 
  any damage from non-magical attacks. Normal 
  weapons, arrows etc. seem to pass straight 
  through him. However normal weapons can still 
  parry his blades. Valamir turns substantial just 
  before he hits. If a clever player thinks of a 
  cunning plan to take advantage of this the GM 
  may decide to allow it, depending on how he 
  sees the situation. For instance if the party does 
  not have any magical attacks of their own he 
  could allow Ag tests to try and strike Valamir at 
  the moment he turns solid. 
   
   
  WS    BS      S       T       AG     INT    WP     FEL 
  55%    -      54%  38%    52%   32%   86%     - 
    
  A       W      SB    TB      M      Mag     IP       FP 
  2        15      5       3        5         0        0         0 
  WS    BS      S       T       AG     INT    WP     FEL 
  37%  32%  31%  32%    45%   43%   16%   43% 
    
  A       W      SB    TB      M      Mag     IP       FP 
  1        13      3       3        4         0        1         0 
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/Adventures/The curse of the crimson pirate.pdf