CB72484 WFRP 4e Old World Adventures Skeleton Crew OEF2022 10 26
CB72484 WFRP 4e Old World Adventures Skeleton Crew OEF2022 10 26
CB72484 WFRP 4e Old World Adventures Skeleton Crew OEF2022 10 26
I WA R H A M M E R FA N TA S Y R O L E P L AY
CREDITS CONTENTS
Writer: Daniel Gooch, Samuel Poots Adventure Summary................................................................2
Editor: Brian Johnson Plots and Subplots....................................................................2
Getting Started.........................................................................3
Development and Production: Dave Allen, Pádraig Murphy
Captain Sigiswald.....................................................................4
Proofreader: Andres Montelongo Brother Ammenhai..................................................................5
Cover: Yugin Mafioli Diplomacy on Board................................................................7
Illustration: John Blanche, Alessandro Boer, Yugin Mafioli, All Aboard!...............................................................................7
Sam Manley, Scott Purdy, Erin H Rea Shifting the Cargo....................................................................8
Dockside Scuttlebutt................................................................9
Layout: Steve Fidler
The Liebenswerte Adda..........................................................10
Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, First Dog Watch.....................................................................11
Jennifer Crispin, Fiona Kelly, Kieran Murphy, Second Dog Watch................................................................11
LJ Phelan, and Cian Whelan Table Talk...............................................................................12
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, First Watch.............................................................................12
Alex Cahill, David F Chapman, Walt Ciechanowski, Middle Watch........................................................................13
Zak Dale-Clutterbuck, Josh Corcoran, Chris Colston, The Shadow of the Shadewraith.............................................13
Runesael Flynn, Elaine Lithgow, TS Luikart, The Murder............................................................................15
Dominic McDowall, Sam Manley, Pádraig Murphy, Morning Watch......................................................................15
Ceíre O’Donoghue, JG O’Donoghue, and Sam Taylor Forenoon Watch.....................................................................16
The Rudder Incident..............................................................16
Creative Director: Emmet Byrne
Afternoon Watch...................................................................17
Publisher: Dominic McDowall Black Sails Ahead...................................................................17
Special thanks to Games Workshop Dealing with the Dead...........................................................19
Conclusion.............................................................................20
The Arch-Traitor Vangheist....................................................21
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic,
mechanical, photocopying, recording or otherwise without the prior permission of the publishers.
Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2022. Warhammer Fantasy Roleplay 4th
Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles,
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Entertainment Limited. All rights reserved.
Last Updated, 10 October 2022
1
S K E L E TO N C R E W I
ADVENTURE SUMMARY Plots and Subplots
Whilst the main motivation for the party is simple —
The Sea of Claws can be capricious, and those who live on help transport several coffins from the island to the
its shores, and off its bounty, have a precarious existence. mainland — there are several subplots to the story, which
Recent storms have ravaged the coasts, with some places are outlined here.
risking being washed off the map by icy waves. One such
place is Grabufer, a tiny spit of land just off the coast of The Job
the isle of Odner. Grabufer is almost uninhabited, but it The Characters have been hired to help out with the
is where the folk of Odner send their dead to be buried. transport and protection of several bodies that recently
Extreme bad weather has washed away Grabufer’s shrine, washed up on the shores of Odner. The job is fraught with
and the priest of Morr along with it. Several bodies from tension, as the dead are yet to be properly consecrated,
the site later washed up on Odner’s shores. and Geheimnisnacht, the night when the dead do not
rest easily, is imminent.
An inexperienced initiate of Morr has done his best to
perform rites to the dead, but without the right religious Vangheist
paraphernalia, or sufficient skill, he was not able to properly The ghostly Captain Vangheist is patrolling the waters of
bless the bodies. These now urgently need transporting to the Sea of Claws. He is drawn to the Characters’ vessel,
the port of Dietershafen for burial before the cursed night sensing the presence of unconsecrated dead within.
of Geheimnisnacht. Vangheist will prove the most dangerous threat in the
scenario, but he is not the only one.
The Characters are employed to assist this sad shipment
on a voyage across the Sea of Claws, feared for its pirates, Smuggling
monsters, and other perils. But sometimes the enemy is One of the coffins to be stowed upon the ship contains
within. During the storm that wrecked Grabufer, the several pieces of treasure scavenged from shipwrecks,
frightened initiate, cowering under the shattered shrine, bundled up in a winding cloth in the hope that any casual
secretly offered prayers to the Shark God, Stromfels. He snoopers will be fooled.
survived, but his mind is alive with thoughts of heresy and
death, and he now hears Stromfels whisper demands for a The Murder
sacrifice in return. Brother Ammenhai is desperate to appease Stromfels in
payment for surviving the storm. During the scenario he
As Geheimnisnacht arrives, the ship’s path unfortunately will kill Pierre and throw his body overboard.
crosses that of the infamous cursed ghost ship the
Shadewraith. Captain Vangheist and his crew of unquiet
spirits are full of spite and hate for the living, determined
to spread misery across the seas to all whose gaze falls upon
their ghastly galleon. Like a shark scenting blood in the
water, Vangheist can follow the traces of the unblessed
dead across great distances. Such corpses could swell the
ranks of his own crew.
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I WA R H A M M E R FA N TA S Y R O L E P L AY
The drama takes place over a day of sailing, and the main
events of the scenario are broken down as follows:
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S K E L E TO N C R E W I
Captain Sigiswald
Sigiswald is an experienced and professional sailor, CAPTAIN SIGISWALD
though a fondness for rum has dulled his edge in recent CAPTAIN (GOLD 2)
years. He has the look of a seaman, with a penchant for
M WS BS S T I Ag Dex Int WP Fel W
heavy clothing and a bushy white beard. That he is a hard
drinker is also plain, with a florid complexion and watery 4 48 40 35 41 38 37 32 42 38 50 14
brown eyes. Skills: Athletics 47, Climb 45, Cool 48, Endurance
51, Gossip 60, Intimidate 45, Leadership 60,
Whilst he observes many of the superstitions common Lore (Oceans) 52, Melee (Basic) 58, Navigation
to sailors on the Sea of Claws, and can come across as 52, Outdoor Survival 52, Perception 48, Ranged
eccentric as a result, he believes that keeping a disparate (Blackpowder) 50, Row 45, Sail 47, Swim 40
and divided crew together revolves around avoiding Talents: Etiquette (Crew), Old Salt, Orientation,
unnecessary drama and making sure everyone does their Read/Write, Sea Legs, Suave
duty. Business has not been good for the captain though,
Trappings: Bottle of Rum, Pipe & Tobacco, Pistol
and he has an ulterior motive for taking on the current
with ammunition for 10 shots, Sword
job. He knows that one of the coffins does not contain a
body, but treasure looted from wrecks.
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I WA R H A M M E R FA N TA S Y R O L E P L AY
5
S K E L E TO N C R E W I
Fiorella Friedrich
The first mate is a young lady from Remas. She cuts a The ship’s boy is open-minded and gregarious. He is keen
dashing figure in her smart naval uniform and big boots. to learn about the running of a vessel. He has a natural
She is brisk and liable to being short-tempered, and is affinity for animals, and can often be seen petting the
contemptuous of landlubbers. Despite her forbidding ship’s cat. He will make a particular fuss over any dogs in
aspect, her poor humour has more to do with the strain of the company of the Characters.
managing a short-handed vessel than genuine animosity.
It is just easier for her to address complaints to her Esme and Marie
subordinates than to her captain. Esme and Marie are a pair of Halflings from the
Mootland. They are sociable, but prefer each other's
Rutger company and counsel, particularly in tense situations.
The ship’s cook is a sour individual from Dietershafen. The rest of the crew assume they are sisters, given their
Elderly, his frame is skeletal and crooked. He is appearance and sororal manners. This is not true; they are
misanthropic and prefers his own company. His food is only distantly related, but given the importance of clan
bland and uninspiring, but most sailors are used to worse. ties to Halflings they may as well be siblings. They are
mediocre sailors, but put in enough hard work and effort
Pierre to make up for their shortcomings.
The quartermaster is a grim man from Mousillon, given
to glaring at people from behind a fringe of lank dark Uri and Svetlana
hair and wrapping himself up in his greasy sealskins A married couple from Salkalten in Ostland. Uri and
even on hot days. He is small and slight. Pierre saw Svetlana are both tough and capable sailors who obey their
many horrors and abuses in the Barony of the Damned officers, though they both plan to find work on a better
before he escaped to begin a life at sea. He is brooding, vessel as soon as the opportunity arises. Svetlana and
and behaves in a suspicious and threatening manner. Uri have served on board the Liebenswerte Adda longer
However, he loathes Chaos and undeath, having suffered than anyone other than the captain, and due to this and
their depredations personally. Whilst his manners are off- their married status, they have the luxury of their own
putting, they are born from a justified need for vigilance. cabin. This is a sore spot with the officers. Furthermore,
thanks to this relative privacy, they have recently started
Snorri to undertake some small-time smuggling on the side.
This dour Dwarf is the ship’s bosun. He is taciturn and
begrudging. He is descended from those who survived Mieze
the War in the Mountains, where the forces of Chaos The ship’s cat, affectionately known as ‘The Furred Mate’
overran the Norse Dwarf hold of Kraka Drak. Whilst by the crew. Mieze is an ageing tomcat, but still capable
he performs his duties on board with diligence, he is of terrorising the ship’s complement of rats when the
haunted by the nagging feeling that he is dishonouring mood takes him.
his ancestors by doing anything other than avenging the
many wrongs they suffered. Captain Fenris
Fenris is the captain of the Einzelgänger, a ship thought
lost in the recent storms. During this adventure he will be
discovered clinging to a piece of flotsam, though vigilant
Characters may suspect him of being more than he seems.
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I WA R H A M M E R FA N TA S Y R O L E P L AY
7
S K E L E TO N C R E W I
Loading the Cargo The final coffin is a more elaborate affair — it is carved with
The Characters are expected to pitch in with shifting black roses and embossed images of hourglasses and skulls.
the coffins. There are twenty-two poor quality coffins, Next to it is a large chest smelling strongly of incense.
which have obviously been constructed in a hurry. They
are nailed shut and inscribed with Morr’s religious If the Characters query what’s in the last coffin Brother
markings. They smell heavily of incense. Each is a heavy Ammenhai chuckles nervously and then adopts a pose of
load, requiring an Extended Difficult (–10) Strength mock seriousness. He says, ‘None of your beeswax — just
Test to stow them on board the vessel, needing 4 SLs get it on board. Don’t worry, you’ll get what’s coming to you.
overall. Any Fumble means the carrying Character suffers The garden of Morr in Dietershafen will be sure to provide
a Fatigued Condition. Pierre, Snorri, Esme, Marie, Uri, you with reimbursement for your efforts.’
and Svetlana will help with the loading, and will be
impressed by Characters who perform the task of lugging It’s a Difficult (–10) Strength Test to bring this final
coffins admirably. cargo on board. If a Character tries to peek into the coffin,
they find the lid is firmly nailed down, just like the others.
Characters who announce that they are keeping a close It looks more ornate, as if more care had been taken in
eye on their shipmates may notice on a Hard (–20) choosing it, perhaps out of respect for the contents. This
Perception Test that a brief scuffle breaks out between coffin contains the corpse of Brother Ammenhai’s wife.
Esme and Svetlana. The Halfling starts to lug at a coffin There is no sinister reason for his attitude towards the
when the Ostlander pulls it from her grasp and snarls: coffin, though he has shown her preferential treatment.
‘Don’t strain yourself, Halfling, leave the heavy lifting to If Characters show suspicion about the coffin, he will be
those who can manage it.’ defensive at first and then admit that it contains ‘the body
of my beloved Erika’. If Characters insist on searching the
If anyone attempts to intercede, Svetlana just complains coffin, he resents them for it, and protests, but he doesn’t
that she is concerned for the Halfling’s welfare, and have the authority to actually prevent them. It contains
doesn’t think that she should be doing too much heavy exactly what he says it contains.
lifting. In reality, Svetlana just wants to keep a close eye
on where this particular coffin, which contains stolen Once the job is done, there is a little free time to spend
goods, ends up. Once the load is stowed away, Svetlana before the ship sets sail. The crew take time to pay their
does not show any concern over how hard Esme or Marie respects at a nearby small shrine to Manann, God of
work. Anyone examining this coffin will notice on a Hard the Sea. If the Characters join them, they will regard it
(–20) Perception Test that there is a small ‘x’ carved in as proper behaviour. There is also some time to spend
the lower right corner of each panel of the coffin. gossiping with the locals working the docks.
8
I WA R H A M M E R FA N TA S Y R O L E P L AY
Dockside Scuttlebutt As the sun sinks into the sea, the captain blows a shrill whistle.
If the Characters wish to spend a bit of time chatting ‘All aboard who’s coming aboard!’ He looks at you with watery
to the locals, there is the opportunity to do so. The folk brown eyes above a strawberry nose.
of Odner are normally gregarious and friendly, if rather
contemptuous of those who are not wise in the ways of Once aboard, any Characters who announce that they
the sea. are keeping an eye on things may make a Difficult (–10)
Perception Test to observe the following:
However, they have recently undergone much hardship
and are busy repairing their shattered dwellings and boats. A woman wearing a hooded cloak sidles up to the gangplank.
There are a couple of subjects the locals will be happy She exchanges a few short words with Svetlana, who is
to talk about, and they even volunteer these opinions in busying herself by taking care of the mooring ropes that secure
passing as the Characters work loading the coffins. the ship to the harbour. Svetlana nods, and hands the woman
a small leather pouch.
0 Brother Ammenhai is only an initiate, and lacks
the ability to ensure a corpse cannot be targeted by A character passing a Difficult (–10) Perception Test
Necromancy. It will soon be Geheimnisnacht, when hears the clink of coins in the pouch. If Svetlana is
the Chaos Moon is full and the dead do not rest confronted about this interaction she will claim the
easy, so please work away and Manann speed you woman was Odner’s harbourmaster, and the money was
on your journey. to pay for the berth of the ship. Uri will back Svetlana up,
but if other members of the crew are consulted they will
0 The recent storms were terrible. When you're be confused — after all, the crew of the vessel are doing
underway be sure to keep an eye out for flotsam. the residents of Odner a significant favour by helping
We’ve a ship unaccounted for, the Einzelgänger. It’s them out, and the harbourmaster is a man.
been gone several days and we fear it is wrecked.
This may develop into an argument with Svetlana, who is
Getting more than a brisk response from them requires a not widely liked amongst the crew, but Captain Sigiswald
Difficult (–10) Gossip Test. breaks up any fights before they turn violent, promising
that any wrongdoing can be investigated in Dietershafen.
0 Only a fool would set sail on Geheimnisnacht; evil
sails the seas and thirsts for blood. In reality the woman on the docks is a local smuggler, and
Svetlana has paid her for the work she has done bringing
0 Some of the bodies washed up had been chewed her the coffin full of stolen items.
up by something. Probably the Grey-Barbed Shark
of the Sea of Claws. It has a taste for the flesh of
seafolk.
9
S K E L E TO N C R E W I
The Liebenswerte Adda 0 The galley is Rutger’s domain. He spends most of
Once the Characters are on board there is the chance his time here preparing food and taking stock. He
to look around and get to know the ship and her does not appreciate company, so tells folk to leave
crew. Whilst the captain wishes to depart as soon as him to his work unless a meal is being served.
possible, he is delayed in this until the winds turn,
and it is late in the afternoon, about 5 o’clock, before 0 Pierre does not like letting Characters into the
the vessel finally makes its way from Odner’s harbour. armoury. Anyone searching it will notice that there
are only 15 cannonballs in the armoury, and that
many of the barrels of blackpowder have suffered
LIEBENSWERTE ADDA — COG from damp conditions and have become useless.
CREW SAIL M (C) MAN SIZE T W CARRIES
15 5 (8) –1 SL 20 40 40 300 0 The officers do not like to be bothered unless
there is an emergency that demands attention.
Their attitudes vary from good-humoured but
The Liebenswerte Adda is a small cog and, whilst it is kept firm dismissal (Captain Sigiswald), to maudlin
ship-shape, it shows signs of wear and tear. Characters who dismissal (Bosun Snorri), to making angry remarks
show an interest in the ship may find out the following about being harangued by landlubbers (First Mate
simply by looking around. Much of the adventure takes Fiorella).
place on the open main deck, which has an upper deck
with a forecastle at the prow (front), and a quarterdeck 0 The rest of the crew also prioritise their duties over
at the stern (back). Belowdecks, there is the lower deck gossiping with the Characters, though they will
with cabins and the galley, and below that the slimy hold appreciate any assistance they are given.
which contains the ship’s ballast and its ravenous rodent
population that keep Mieze entertained. 0 Brother Ammenhai insists that someone be present
in the hold with the coffins at all times. He is willing
0 Upon the quarterdeck, there is a mounted brass to attend during the First Dog Watch and Second
telescope. This is also where the wheel to steer the Dog Watch.
ship is located.
Who is on watch and what
SHIP’S WATCHES
0 The ship is armed with 4 medium cannon, two to are their motives?
each side, with which to ward off pirates and sea First Dog Watch
Brother Ammenhai and other
monsters. Ammunition is stored belowdecks in the Characters — so that he can
4 pm–6 pm
magazine, but it has not been replenished for a long teach them to tend to the dead
time and much of the blackpowder is ruined. Brother Ammenhai — whilst
the other Characters are busy
Second Dog Watch
0 Sleeping quarters are rather luxurious for a ship of eating dinner he wishes to have
6 pm–8 pm
some private time to commune
this size. The captain has his own cabin, another is
with his god
shared between Svetlana and Uri, and other cabins
containing room to hang four hammocks are shared First Watch
One of the Characters
8 pm–Midnight
out between the rest of the crew and the Characters.
Pierre prefers to keep to himself, and tends to sleep Middle Watch
Esme
in the ship’s armoury. The cabins, armoury, galley, Midnight–4 am
and brig are all on the second deck of the vessel, Svetlana — she wishes to
Morning Watch
beneath the main deck and above the hold. 4 am–8 am
use this time to retrieve her
smuggled goods
0 The hold is lined with a layer of deep shingle to help Forenoon Watch
One of the Characters
stabilise the boat and cushion the crates of food and 8 am–Noon
barrels of water and beer that are stored here. The Afternoon Watch Uri — to provide Svetlana
coffins are placed here, to the rear of the ship. The Noon–4 pm with some cover
smell of the bodies, mixed with the pong of the
various substances that have leached down into the
hold over the years, is… piquant… to say the least.
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I WA R H A M M E R FA N TA S Y R O L E P L AY
Symptoms: Malaise, Nausea. The crew soon assemble in the galley. When the
Characters enter, read the following:
Brother Ammenhai wishes to have the Characters
accompany him into the hold so that he can show them The galley is cramped and shadowy, gloomily lit by flickering
how to prepare the censers with incense and chant a lanterns. The rickety table is covered in a stained white cloth
liturgy to Morr. and is laid out with chipped crockery and glassware, though
the cutlery, to your surprise, seems to be a fine set of silver
Esme, being a rather generous sort of Halfling, volunteers knives, forks, and spoons. Rutger the cook serves up bowls of
to take the Middle Watch. Uri and Svetlana also volunteer stew, made from beets and preserved meat. The meat is tough
to help, but they are more interested in ensuring that they and salty, and though it is filling, its provenance is rather
recover their smuggled goods than they are with chanting obvious, as the occasional bristly pig’s ear, or knuckle, can be
soothing songs to the dead. discerned in the stew.
The priest ambles over, dabbing at his sweaty face with a red The repast is fortifying, and those who join in can remove
handkerchief. ‘Now remember, you’re being well paid to tend any Fatigued Conditions they are suffering from. Brother
my precious cargo. Refresh them regularly with incense and Ammenhai does not attend dinner; he is down in the
sing songs of mourning.’ Then he demonstrates how to fill the hold with the coffins.
censers with incense and to intone a few of the more common
prayers to Morr.
11
S K E L E TO N C R E W I
Table Talk First Watch
During the meal there is little small talk other than that How the rest of the night passes depends a lot on the
which the Characters introduce themselves. There are a activities of the Characters. Brother Ammenhai expects
few interactions though. them to help him keep watch over the coffins and
replenish the censers of incense he has set up near them.
Friedrich the ship’s boy seems full of mischief. He glares about However, only one Character is needed to do this at any
the table and says: ‘Seeing as the Night of Mystery is nearly particular time.
upon us, does anyone know any stories of restless spirits?’
Friedrich loves of practical jokes. If Characters are asleep
The captain is angry. in their cabin, he tries to give them a scare by leaving
a trail of skeletal footprints leading from their room to
‘Don’t make light of the unquiet dead, boy! Something I’ll the hold. He hopes to convince them that something has
never forget until my dying day, I was taking a moonlit risen from one of the coffins and is wandering around.
watch when I felt a chilly dread come over me. I thought I Once he has made the prints, he stands outside their
heard something, but knew it was just me and the sickly light door and makes what he thinks are ‘zombie groans’. It is
of Morrslieb for company. Over the railing I saw a dripping a Hard (–20) Perception Test to hear him, though he will
sailor climb, in tattered clothes, and of ghostly aspect. I was try three times. If the door is flung open the Character
frozen in terror. It took the wheel beside me, as if it were its should make Challenging (+0) Perception Test. 1 SL is
turn to guide the ship safely through the long dark night. It enough to spot the prints on the floor, but 4 or more SL
stayed there until morning, then slipped back over the rail will also mean that the Character spots Friedrich hiding
into the mist, without a sound, leaving naught but bony wet further up the corridor, trying to suppress his giggles.
footprints on the deck.’
In the Hold — Part 1
The cabin boy is staring, eyes wide like saucers, chin dropped. The Character who has volunteered to watch over the
coffins in the hold should be told the following as they
‘Of course, no one believed me — they thought I’d been at get close to the area.
the rum again. But I asked about it and I heard that when a
ship crosses the place a sailor was lost at sea, they like to climb The smell down here is now an overwhelming mixture of
back aboard and continue what they were doing before. It cloying scents: stagnant brine, spilled ale, dead flesh, and
puts them at peace. So, I do believe in spirits — well, since pungent incense.
then anyway.’
The Character should then Test to see if they succumb
to seasickness, even if they passed such a Test before.
Provided that they pass, they can be told the following:
12
I WA R H A M M E R FA N TA S Y R O L E P L AY
In the Hold — Part 2 You can tell this man has been through a lot. His muscular
As it grows closer to midnight, the shadows belowdecks body is covered in scars and matted body hair, his clothing
seem to become bigger and darker. A Character passing tattered, and his face crusted with salt. One big green eye
an Average (+20) Perception Test sees something opens slowly at your approach, and he begs to be given a drink
moving furtively in the darkest corner, and a swish of a of water.
rat-like tail. Ask any Characters on watch, in Initiative
order, what they want to do. Suddenly Mieze leaps out The Characters can extract his name, Fenris, and his ship’s
of the darkness and deposits a dead rodent at the feet name, the Einzelgänger. He is close to unconsciousness,
of a Character. The cat then saunters off, tail up, back on and after providing a few answers his gaze turns to
patrol. Morrslieb, which appears gibbous and low from behind
a cloud. ‘Beware the moon!’ he mutters, and falls into a
Middle Watch stupor.
If any Characters are on deck during this time, they may
make a Challenging (+0) Perception Test in order to Back on the boat, the captain suggests that Fenris be
spot something in the water. A man clinging to a large confined to the brig. If Characters check in on Fenris
piece of flotsam. If no Characters are on deck, or pass the later, he’s snarling in his dreams, revealing long yellow
test, Svetlana calls out as follows: teeth.
Svetlana cries out ‘Man over-board’ and points to the The Shadow of the Shadewraith
starboard bow where a man can be seen clinging to some Whilst the encounter with Captain Fenris distracts
driftwood. He’s not moving. The captain puffs on his pipe, the crew, any Character who announces that they are
considering the situation. ‘Looks dead to me. Let’s press on.’ A remaining on deck during the Middle Watch may be able
raven lazily flaps over and starts pecking at the body, but the to glimpse a sight of the Shadewraith as it patrols the Sea
man feebly brushes it away. of Claws.
If no one argues to rescue the man, the ship sails on, During the night, a thick fog descends on the ship, and it is
leaving the poor soul to his fate. If the Characters press a difficult to see far through the enveloping mist. However,
case to rescue him, the captain reluctantly agrees for the any Character who does keep watch can be called on
first mate to take the rowboat out with the Characters to to make a Difficult (–10) Perception Test. If they use
perform a rescue mission. the telescope on the foredeck, the Test is Average (+20)
instead. If they pass, read them the following:
Out on the endless ocean, you feel small and insignificant.
Sounds travel strangely across the water. The ravens caw Far out into the distance, something catches your eye: a
listlessly, and you hear snippets of conversation from the ship. lambent greenish glow can be seen playing on the far horizon.
As you continue to watch, a shape begins to form. It looks like
The sea is choppy, and two Characters need to pass a the rotten remains of a vast galleon. Holed and rotten sails
Difficult (–10) Row Test to reach the man. A Fumble drape from its mast, and its hull is reduced to splintered beams
means they fall overboard, feel something big brush their and bulkheads, yet still it sails, not so much upon the waves
leg, and need to pass a Challenging (+0) Athletics Test themselves, but floating some yards above them. It is lit by a
to haul themselves back on the boat. Fiorella curses their strange green inner light.
useless landlubber ways. When they reach the man, read
the following: Once spotted, the Shadewraith spends six turns bearing
towards the Character, but then veers to port and sails
for another six turns in parallel to the Liebenswerte
Adda, before vanishing in the fog. If any of the NPC
crew are roused in time to see the Shadewraith, they will
be disturbed at the sight, but if they are roused after it
has passed, they will not find the story of the sighting
convincing.
13
S K E L E TO N C R E W I
14
I WA R H A M M E R FA N TA S Y R O L E P L AY
15
S K E L E TO N C R E W I
Forenoon Watch If the Characters look to Brother Ammenhai for divine
As dawn breaks, the waves have turned rough. Each support, he attempts to cast the Blessing of Breath or
Character aside from Elves and those with the Sea Legs Blessing of Fortune (WFRP, page 221). Note the risk of
Talent must Test to see if they suffer from Sea Sickness incurring the Wrath of the Gods.
again. However, the winds have altered direction, and
whilst the fog remains thick around the vessel, the captain The Character must pass an Easy (+40) Swim Test to
orders that the ship be readied to set sail once more. reach the jammed rudder a few fathoms underwater. A
Challenging (+0) Perception Test is needed to locate
In the Hold — Part 3 the problem’s cause, which is a small body jammed in
The Character who is undertaking the watch in the the rudder. A Difficult (–10) Cool Test is needed to
hold has not been at their post for long before they hear avoid gasping and starting to drown (WFRP, page 181).
frenzied scratching sounds emanating from the coffin It’s then a Hard (–20) Strength Test to work the body
marked with small Xs. If the lid of the coffin is prized up, free, which can be made much easier, an Average (+20)
read the following to the Character: Strength Test, using the knife (still in the corpse’s grasp),
but that causes much blood to go into the water.
There are some scuffling sounds. Looking closer you see two evil
green eyes in the dark, staring right back at you, unblinking. Job done, and it’s three tugs to get pulled up on the rope,
presumably taking the body with them to investigate its
Ask your Players what they want to do, in Initiative order. identity — unless the knife was used, in which case a
shark attacks them. The shark is interested in attacking
Suddenly the lid shifts, then clatters to the floor, as Mieze the body rather than the living diver, but if it is attacked it
springs out and immediately scampers off. will bite back. It takes three rounds to get back on board.
Characters on deck can try and distract the shark with
There is nothing in the coffin other than some loose body ranged weapons.
wrappings. What the Characters make of this occurrence
is up to them, but if the crew are told of this, they will GREY-BARBED SHARK
assume the Characters are playing some sort of trick on
them, and will become less friendly towards them. M WS BS S T I Ag Dex Int WP Fel W
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S K E L E TO N C R E W I
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I WA R H A M M E R FA N TA S Y R O L E P L AY
Dealing With the Dead The Characters must negotiate with Vangheist for their
If none of the Characters work out what Vangheist souls. Have your Players roleplay this spooky encounter
means, another member of the crew, most likely Svetlana to the full. The best final ‘price’, or ‘unrepeatable
or Uri, can figure it out for them. Geheimnisnacht bargain’ as he puts it, that Vangheist will
accept is all the quiescent souls from the dead bodies, plus
‘He’s after a cargo of souls. Do the dead still have souls? If we one mortal soul. If the party negotiates badly, he asks for
give those to Vangheist, we could save ours!’ three.
Fiorella is vehemently against this idea. It sounds like Svetlana looks sternly at you and says, ‘Well he’s not going to
Necromancy. The rest of the crew can be persuaded. Any have my soul! Any volunteers?’
religious character will believe that until the proper rites
are said, by a capable priest of Morr, the soul remains in Unless a Character offers to relinquish their soul,
the body, just quiescent. If they ask Brother Ammenhai, Vangheist graciously gives them an hour to decide. They
he confirms this. row back to the Liebenswerte Adda to work out who will
sacrifice themself.
If the Characters decide to negotiate, they can run up a
black flag to call for parlay, and the Shadewraith stops its The Characters need to reach agreement with the crew
attack. about whose souls will be sacrificed. If the Characters
make immoral choices, such as choosing to sacrifice an
The Characters row off to parlay with Vangheist. The seas innocent, they gain a Corruption Point (WFRP, page
are choppy, requiring two Characters to pass a Difficult 182). If a Player decides to sacrifice their Character for
(–10) Row Test, with Fumbles resulting in falling the greater good, reward that noble action as if they had
overboard. died in a fashion that matches their Dooming (WFRP,
page 136). If no Character is brave, and if he is still alive,
Parlay With the Pirate Lord Fenris offers his soul up. His final words are, ‘I’m just
Your tiny boat draws up below the scabrous hull of the rotting going overboard for a little while.’
Shadewraith, which is floating above the water, as if the sea
itself is repulsed by its foul existence. A long seaweed rope, At precisely one hour, there’s the deep chime of a ship’s bell,
rotting and icy to the touch, is thrown down to you by a followed by another boom from the Shadewraith, this time
skeletal pirate. taking a chunk out of the quarterdeck. Vangheist’s disembodied
voice floats across the sea, ‘It’s time. Who will be joining my
To swallow down terror and climb up onto the ghastly jolly crew on this fine Geheimnisnacht?’
galleon, Characters need to pass a Hard (–20) Cool Test.
Climbing up is an Average (+20) Climb Test. Once the Characters have made their decision, they return
to the Shadewraith with the bodies and the sacrifice.
You climb over the ship’s rail and onto the rotting deck of Vangheist doffs his tattered hat and says, ‘Welcome aboard,
the dread vessel, right beside an antique cannon. Decaying me hearties’ to his new crew.
undead pirates surround you, shuffling, swaying, and
groaning. The captain stalks forward, a corroded cutlass in
each hand. ‘So you’re here to bargain with Vangheist. Well, I
am feeling whimsical tonight, so I’ll hear your offer.’
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Conclusion Awarding Experience
Finally, the party reaches dry land at Dietershafen. If In addition to points for good roleplaying and clever
the Liebenswerte Adda didn’t sink, then the crew have it ideas during the session, XP should be awarded for the
repaired, and it’s soon ready to sail again. following:
If a Character sacrificed themself for the greater good, 0 15 points for interacting well with the NPCs and
the story of the party’s heroism spreads across the Sea of making some become friendly
Claws, earning them good fortune in their next few ports
of call. 0 15 points for uncovering that Brother Ammenhai
is the murderer
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I WA R H A M M E R FA N TA S Y R O L E P L AY
THE SHADEWRAITH
Sail
Boat Name Crew Man Size T W Carries Traits and Upgrades
M (C)
The Shadewraith 60 9 (15) +1 SL 55 47 70 500 Armoured, Ram, Sturdy
The Shadewraith is equipped with ten Large Cannon on the deck, five facing port and five facing starboard.
Half-Real: Unless an attack against the Shadewraith is magical, roll a d10. On a 1–6, it passes through
harmlessly. On a 7–10, assign damage as normal. The ship can be boarded, though its crew are Ethereal.
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S K E L E TO N C R E W I
VANGHEIST
THE ARCH-TRAITOR Liber Malefic Nautica – A book detailing the
Realm of Chaos’s oceans, describing places where a
M WS BS S T I Ag Dex Int WP Fel W
ship might pass from one realm to the other and sail
4 50 54 32 38 34 51 58 42 64 33 15 across the mortal world in half the time.
Traits: Armour 1 (4), Dark Vision, Ethereal, Fear The Traitor’s Shot – The gun which killed Von
3, Flight 4, Painless, Ranged (Pistol) +7 (15), Zeich. It draws from Vangheist’s essence for
Undead, Unstable, Weapon (sword) +7 ammunition.
Skills: Athletics 62, Climb 72, Cool 91, Dodge Qualities and
Weapon Enc Range Damage
Flaws
78, Intimidate 74, Intuition 54, Language
(Tilean 73, Wastelander 86), Leadership 53, GHOSTLY RANGED WEAPON
Lore (Magic 50, Seafaring 91), Melee (Basic 67, Magical,
Parry 63), Navigation 57, Perception 69, Ranged The Traitor’s Mutineer’s
0 15 +7
(Blackpowder) 60, Sail 72, Swim 40 Shot Mark, Pistol,
Reload 3
Talents: Beat Blade, Careful Strike, Combat
Aware, Distract, Enclosed Fighter, Fast Shot, Mutineer’s Mark: Anyone wounded by a shot from
Feint, Hatred (Light Mages), Lightning Reflexes, this weapon must make a Challenging (+0) Cool
Magical Sense, Menacing, Old Salt, Orientation, Test. On a failure, they gain the Jealous Thoughts
Pilot, Reaction Strike, Riposte, Sea Legs, Second Mental Corruption (WFRP page 185). This can
Sight, Sure Shot be removed through Absolution, or the spells
Trappings: Liber Malefic Nautica, Sword, The Banishment or Healing Light (WFRP page 252).
Traitor’s Shot
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