Slavers
Author: Alan Laighleis
Homepage: http://uk.geocities.com/alanlaighleis/
System: War Hammer
Type: Scenario
Category: Fantasy
Requirements:
PC’s are hired to rescue the hirer’s husband from the slaver vessel ‘The Dakeyras
Darn’ . The adventure is set entirely aboard the ship. It can be set in any large
seaport in the old World. I have used Marienburg. It is suitable for 4 to 6 PCs in their
first or second career. Strategy and tactics are needed if the PC’s are to avoid
capture or death.
Graphic: Ship Map
Introduction
The city of Marienburg has a large sheltered harbor and is the center of trade within
the Empire. Trade is carried out with many other nations. Silk, velvet, satin, linen,
brocade, fine cloth, porcelain, precious woods, lamps and paper are common imports.
Exports include carpets, weapons, fine jewelry, perfumes, horses and precious metals.
Another less savory trade is that in slaves. The Council knows it goes on and does
what they can to stop it but the profits are high.
The PCs may already have a reputation for bravery and honour after carrying out
other good deeds in the city. The PCs are approached by a dark skinned woman of late
middle age, swathed in long flowing sea-green robes. After furtively looking over her
shoulder she will kneel and grab the hem of the largest of the PCs.
“Oh sir, in Manann name, please help me.” she pleads. “My husband and I were
walking home from the market last night when we were attacked by a pair of slavers.
Gustav held them up for long enough to let me get away Manann be praised! I hid in
the shadows as they bound him and carried him away to a small boat which they
rowed out to a larger ship out in the harbor. I returned home to my sisters and told
them what had happened. They told me that other men had been taken like this and
that the council, Manann protect him, haven’t been able to do anything about it. They
have extra guards on duty, but this is a big city and there are too many strangers.” She
looks up at the PCs with large, moist, brown eyes. “Please help me.”
If the PCs agree to help then she will guide them to the harbor and point out a largish
ship moored near the mouth of the harbor. If the PCs refuse she will sob loudly and
move on to another group of PCs in the travelers quarter.
The Adventure Description
The Harbor Side
Daytime Description
During the day the harbor is a bustling port. People are moving around intent on their
own business only noticing the PCs if they happen to get in their way. If that happens
a quick curse or a glare is all that occurs, fighting takes to much time and there are
guards around to stop any such events. There are a wide range of peoples here.
Merchants and bureaucrats in rich brocaded robes. Tall, lithe guards with oiled skin
and long curved blades walking beside their charges, eyes alert for any trouble. Sea
Elves, Dwarfs, you name it and they can be found some where within the city.
Sweating workers running back and forth from boat to quay and back again with
heavy sacks and chests. Smells of spices and perfumes, fish and tar fill the air. Quay
side stalls sell spicy pastries, chunks of fish on thin sticks, fruit and iced drinks their
owners loudly hawking their wares. A number of boats are riding at anchor out in the
harbor. Some waiting clearance to unload, some waiting for the tides to be right while
one flies a flag of quarantine.
“That’s the one.” Says Meera. “That is the one my husband was taken to.” She points
with a ring bedecked hand at the ship flying the quarantine flag.
There is little or no chance of approaching the Dakeyras Darn in the daytime. Guards
patrol the deck and the ballistas are manned.
Nighttime Description
The harbor is quiet at night. Waves slop up against the piers and a cooling breeze
sighs through rigging. Occasionally a group of sailors may return to their ship or a
pair of the emir’s guards will march pass on duty.
If the PCs spend more than 30 minutes in the dock at night they will be challenged by
the guards. If they can give a good reason for being there the guards will let them go
(hunting slavers is a good reason).
If the PCs try and steal a rowing boat then there is a 25% chance that the boat’s owner
will see them and call the guards.
If the PCs want to hire a boat from ship’s captain then after a brief haggle the captain
will agree though he will try to drive a hard bargain.
There is a 10% chance that the PCs will see a pair of slavers attacking a lone sailor
returning to his boat. The slavers will not attack the PC’s unless the PCs lay a trap for
them. Even so there is only a 65% chance of this ploy succeeding. Use the statistics
for two crew members for the press gang.
The Dakeyras Darn
General Description
Seen from a distance the Dakeyras Darn appears to be a standard trading ship, sturdy,
well maintained with three masts. Presently it flies a flag of quarantine from its
mizzen mast.
A closer inspection reveals that the ship is not in good condition. Its hull has not be
caulked in some time, barnacles and boring worms infest the timbers. It’s sails are
patched and encrusted with salt. Four small catapults (2 on the forecastle, 2 on the
sterncastle ) appear to be its only armament. There are a number of guards on duty
(PCs can see 6+2d6).
Crew
Captain - Jeramiah Goss
1st Mate - Mallen Herod
Officers
Petronius Orf
Odus)
Gark)
Mullah
Guards - 14 With Leather Armour and
Crew - 20 Pirates
10 Leather + Cutlass,
6 Leather + Cutlass + Crossbow
4 Chain + Cutlass
During the day there will be 12 crew, 7 guards and 1 officer on deck.
At night there will be just 1 officer and 7 guards on deck, the captain, 1st mate and medic will
always be in their cabins, as will the remaining 3 officers. If an alarm sounds it will take them 2
turns to pull on armour and get on deck.
1. The Captain’s Cabin
A bright airy cabin with an air of faded opulence about it. A large canopied four-poster bed
stands to the right of the door, it’s red velvet curtains dusty and salt stained. A large oak table is
under one of the many large windows opposite the bed. It is strewn with rolls of parchment. Two
large sea chests are against the stern wall. Another large table with 4 chairs is to the left of the
door. This has the remains of a meal upon it while a lantern hangs above it.
The captain will be here unless needed on deck.
The rolls of parchment on the desk are sea maps. There are ten, worth in total 50 gold pieces. In
the desk are some blank sheets of parchment, a bottle of ink and a handful of quills.
In the chests are several changes of clothes, some of fine quality. Some pewter tableware a large
iron ring with a number of rusty iron keys and a pouch which contains a number of gems (worth
about 100 gold pieces).
2. The Surgery
A scored and bloodstained table stands under the window opposite the door. A bucket filled with
blood stained water is under the table. On the wall is rack containing an assortment of knives,
saws and hammers.
The surgeon will be in here 35% of the time during the day.
3. The Medicinal Store & Surgeon’s Room
A neatly made bed is under the window set into the stern wall. The room is clean and sweat
smelling. There are a number of shelves on each wall containing flasks and vials.
The surgeon will be in here 35% of the time during the day.
Amongst the jars of medicinal herbs there are 2 potions of antidote, 2 potions of healing and a
number of potions for “healing” daily illnesses
4. First Mate’s Cabin
A large cabin with a canopied bed, 2 large sea chests, a long bench and a desk. The large bench
is stained and blackened while behind it is a rack containing a variety of tubes, beakers and vials.
The desk has a single drawer. The top is clear except for a silver inkwell (worth 25sp) and a
quill.
The first mate is here during the day and night, he rarely leaves his cabin.
The drawer is wizard locked and contains the mage’s spell book.
Both chests are locked. In the first chest are a selection of clothes and bed linen. The second
contains a potion of water breathing and a large bottle of Rot gut spirits.
5. Corridor & Storage Space
A large, hall like room with six doors leading from it. Large coils of thick, heavy, rope are neatly
stacked between the doors in the eastern wall.
6. Open Deck
The large open main deck of the Scarlet Mark, shows signs of wear and tear. The rails are
splintered in places and repairs have been poorly carried out. The hinges on the large hatch are
rusty and the doors chipped and loose. There are stairs at each end of the ship that lead up to the
fore and sterncastles and others that lead down into the lower decks. There are also two doors set
into the east wall that leads to the senior officers’ quarters.
7. The Lounge
A once opulent room, now fallen on hard times. Several worn, padded chairs, a sturdy table and
a sideboard are the only furnishings. On the sideboard are 3 crystal decanters each containing
strong alcoholic drinks. (10 gold pieces each).
8. The Galley
This room is dominated by a large iron range on the west wall with its rusty smoke stack
zigzagging through the ceiling. A cupboard and a table are the only other furnishings of note.
9. The Sterncastle
A large open area with a 3’ high wooden rail around the perimeter. Two catapults and the large
ship’s wheel stand here.
10. The Forecastle
The forecastle is dominated by the capstan and the two catapults.
11. The Crew’s Quarters
There are at least 20 hammocks hung here each with a locker beneath the head of the hammock.
It smells damp, salty and stale. There are no windows and the only light comes from four smoky
oil lanterns.
There are usually twelve crew resting in here.
Searching the lockers takes time. In total there is 330 sp, a clay jar containing toenail clippings, a
stick of sealing wax, 3 little white mice in a metal cage, a small wicker strainer filled with tea
leaves and 3 1” diameter red wooden disks.
12. Guards Quarters
There are fourteen hammocks hung in here and a similar number of small wooden sea chests are
neatly stacked against the walls. The air is thick with a musty smell of unwashed humanity.
There are usually 7 guards resting in here.
Searching the chests take time as each has a cheep lock (+20% to pick lock skill). In total there
are 300gp, a brightly coloured gourd on a stick, a red stocking with a lump of coal in it, peal
from a strange yellow fruit, a bone button with red thread in the holes, a head of garlic and a
handful of black beans.
13 - 16. Officers’ Quarters.
These rooms are each lit by a single lantern hung from a central beam. The rooms each contain a
plain rug that covers about a third of the bare planked floor, a hard bed, a table, a chair and a
chest.
The chests contain:
13. Empty.
14. Spare dress uniform, a shed snake skin with out a head and 20 gold pieces.
15. Spare clothes, bed linen, 50 silver pieces and a snapped bow string.
16. Spare clothes, , 50’ rope.
17. Store Room
This room acts both as a store room and a stairwell. Several barrels, containing wine, salted pork,
grain, rice, dried fish, lemons, pitch, nails etc. as well as coils of rope are neatly stacked out of
the way of the stairs.
18. Slave Hold
The stench of sweat, stale air, dampness, fungus, unwashed people, fear and disease fills the air.
As you enter the main cargo hold, the cargo moves, not far, as they are chained both to the walls
and to each other. There are about forty men in various states of health in the hold which is
barely a quarter full.
The keys from the captain’s cabin will unlock the locks on the chains. Most are too weak to
climb out unaided. Gustav is one of the prisoners in the hold and is fitter than most. Some of the
prisoners have been held here for several weeks and are in very poor health. Rats, mice and
occasionally scorpions can be seen scuttling around the hold.
19. Store Room
This room acts both as a store room and a stairwell. Several barrels, containing wine, salted pork,
grain, rice, dried fish, lemons, pitch, nails etc. as well as coils of rope are neatly stacked around
the room.
Appendix 1 - Monster Statistics
Captain Goss - T10
Mullen Herod - M7
Gark - F8
Petronius Orf - C7
Odus - F8
Mullah - F8
(14)Guards - T4
(16)Pirate - F1
Appendix 2 - Story & Role Playing Bonuses
Rescue Gustav 100xp
Healing & rescuing slaves 100xp
Returning slaves to city 50xp
Capturing Captain and handing over to city guard 100xp
For each Officer handed over 50xp