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The Corsairs of Captain Flariel 240610

The document is a guide detailing the Corsairs of Captain Flariel, a group of Dark Elves who raid the coasts of the Old World. It includes character profiles, lore about Dark Elves, and templates for creating various sea raiders in the Warhammer Fantasy Roleplay. The supplement aims to provide game masters with resources to incorporate these antagonists into their campaigns.

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rogercwhite01
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© © All Rights Reserved
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100% found this document useful (8 votes)
8K views21 pages

The Corsairs of Captain Flariel 240610

The document is a guide detailing the Corsairs of Captain Flariel, a group of Dark Elves who raid the coasts of the Old World. It includes character profiles, lore about Dark Elves, and templates for creating various sea raiders in the Warhammer Fantasy Roleplay. The supplement aims to provide game masters with resources to incorporate these antagonists into their campaigns.

Uploaded by

rogercwhite01
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

T H E C O R S A I R S O F C A P TA I N F L A R I E L

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®

® TM

TM

• A Guide to Vicious Sea Dogs and Piratical Raiders •


• SLAUGHTER OF SPITTLEFELD •
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CREDITS CONTENTS
Writing: Simon Wileman The Corsairs of Captain Flariel............................................. 3
Olde Weirde’s Incunabulum.................................................. 4
Development: Dave Allen, Pádraig Murphy Sea Raiders Templates.......................................................... 6
Dark Elves....................................................................... 6
Cover Illustration: Erin Rea Reaver Captain................................................................. 6
Chief Mate....................................................................... 6
Illustration: Ralph Horsley, Erin Rea Corsair............................................................................. 6
Ship’s Crew...................................................................... 7
Layout: Claudio Canellas Dias Oarsman.......................................................................... 7
Lookout........................................................................... 7
Proofreading: Andrés Montelongo Beastmaster...................................................................... 7
Druchii Sorceress............................................................. 7
Production Team: Dave Allen, Emmet Byrne, Alex Cahill, The Lore of Dark Magic....................................................... 8
David F Chapman, Walt Ciechanowski, Christopher The Crew of The Raptor’s Talon ........................................... 9
Colston, Elaine Connolly, Josh Corcoran, Jennifer The Raptor’s Talon............................................................... 10
Crispin, Claudio Canellas Dias, Paula Graham, Diana Captain Abeth Flariel.......................................................... 11
Grigorescu, Gemma Harper, TS Luikart, Dominic Sorceress Rakaria Dran........................................................ 12
McDowall, Sam Manley, Pádraig Murphy, Ceíre Beastmaster Corvian Sabeth................................................ 13
O’Donoghue, JG O’Donoghue, Yvonne Perry, Laura Jane Cynwra................................................................................ 14
Phelan, Sam Taylor, Anita Turcin, and Taryn Wray Encouters with Flariel’s Reavers........................................... 15
Games On Deck.................................................................. 16
Publisher: Dominic McDowall Coastal Raid........................................................................ 17
Sea Raider Traits and Talents Summary .............................. 18
Special thanks to Games Workshop

Published by: Cubicle 7 Entertainment Ltd,


Units 5 & 6, Block C, Balbriggan Business
Campus, Balbriggan, Co. Dublin, Ireland.

Last Edited: 22nd May 2024

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 2024. Warhammer Fantasy Roleplay 4th
Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles,
the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around
the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7
Entertainment Limited. All rights reserved.

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• THE CORSAIRS •
OF CAPTAIN FLARIEL

When clouds cover the moon and the sea fog rolls in, the Dark Elves Characters know the history of the Sundering and the nature
strike from their sleek vessels. Cloaked corsairs swing onto enemy of the Dark Elves, while Old World Humans, Dwarfs, and
ships or slink into remote coastal villages, the air ringing with Halflings are unlikely to know much, if anything. There may
cruel laughter heralding the sound of slaughter. They seek plunder or be exceptions, such as seafarers, scholars, veteran soldiers, or
captives, bound for a life of misery in frozen Naggaroth. explorers who may have heard about, or even encountered, the
Druchii. The Olde Weirde section of this supplement illustrates
The Corsairs of Captain Flariel are a ship-borne band of Dark a resourceful Human scholar’s understanding, although the
Elves who harry the coasts of the Old World. Captain Flariel learned gentleman of Altdorf is better informed than most.
is a swashbuckling thrill-seeker, who lives for the excitement You can assume the average peasant or townsman struggles to
and unpredictability of adventure. The sorceress Rakaria differentiate between Elven cultures, if indeed they have ever
seeks ancient Elven artefacts to improve her standing in the encountered any of the species.
treacherous city of Ghrond. Below decks in the bowels of the
Raptor’s Talon, a band of wretched captives plot an uprising This supplement also provides a profile for Dark Elves in
against the cruel overseer Corvian Sabeth… though without Warhammer Fantasy Roleplay and a set of creature templates
help, they are doomed. for ship-bound raiders — these combine with the Bestiary in
the WFRP Core Rulebook to create NPC Norscan sailors,
This supplement is one of a series detailing small bands Bretonnian buccaneers, Goblin pirates, or other types of reavers
of antagonists or dubious allies for your game. It provides who attack ships or come ashore to kill and plunder.
information on Dark Elf corsairs and suggestions for how to
use Flariel’s Reavers. It also includes a profile for a Dark Elf Finally, there are profiles for Captain Flariel and three other
ravenship, compatible with the rules in Sea of Claws. important Characters from the Raptor’s Talon. There are tensions
between Flariel’s Reavers… underlying conflicts which could
When using Flariel’s Reavers, you should determine what erupt into violence or rebellion, particularly if an inventive
the Characters know about the Druchii. You can assume Elf group of Characters tips the scales.

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Old Weirde’s Incunabulum

On occasion, I venture a little further from my hearth to enjoy sorcery. These edifices spill forth dark ships and sea monsters,
a libation at the Frisky Seagoat, an inn by the naval docks who despoil and destroy all they meet. Of the denizens of these
in Flottenliegeplatz. What the patrons lack in decorum and fleets, we know little — and I have found the Elves reluctant to
intact limbs, they more than make up with tattoos depicting sea speak freely on these matters.
serpents and great krakens, and tall tales from the sea.
Nevertheless, I have gathered fragments of information from
During a recent visit, I heard a yarn from a one-armed Nordlander, Abbot Bruggeman of Manannsheim, my dear friend Professor
a gentleman of morose disposition and powerful odor. As the Kikkert of Baron Henryk’s College in Marienburg, and
rain lashed on the panes, he told of a galley in full sail that blew Grandmaster Hrofil Halfdan of the Sons of Manann. Consistent
into the Kriedeklippe Bight, two days before Mitterfruhl. She accounts from the northern coasts speak of black-clad reavers
was listing badly and no crewman answered the warning cries to dressed in reptilian cloaks, who descend on isolated coastal
stay away from the rocks. When the inevitable happened and she settlements to murder and enslave the residents. By the time
crashed onto a reef, the salvage crew found a harrowing mystery. local rulers muster a response, the Dark Elves are long gone —
Bloodstains spattered the deck and other than the captain, no one notorious example is the ill-fated village of Debnietz, where
soul was on board. The poor wretch clung to life, pinned to the the inhabitants were flayed and nailed to the cliffs.
mast with barbed quarrels, his flesh horribly lacerated and his
mind completely gone. When researching any matter related to the Elves, I find Algnar’s
A Man Amongst the Elves informative. He mentions an ancient
The first mate of a Wasteland merchantman sucked on his pipe schism between the Elven folk, when those from the northern
and nodded through the smoke. He had seen similar and worse. reaches of their fabled isle embraced the dark powers and rebelled
It was the Elf folk — not the haughty Elves we know in Altdorf against the rightful king. They were banished, or retreated, to the
and Marienburg, nor their cousins the ‘Wood Elves’ who dwell icy lands north of Lustria. There is little more in the Human
in the Laurelorn and Athel Loren. The Wastelander whispered of writings I have to hand… as ever, I come up against the limits of
their vicious kin, the ‘Dark Elves’, who raid our coasts and attack prior scholarship. I determined to ask an Asur acquaintance for
ships from their sleek black vessels. further enlightenment.

My attempts to research these corsairs have proved challenging. One foggy evening in Erntezeit, I set out to consult with
Historical accounts recount them coming to the Old World from Loremaster Illissia Waysworn of the Sapherian Embassy over a
hulking fortresses, which float on the waves through powerful delicious repast in the New World Dinery.

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It was not an illuminating conversation. While the Loremaster The Witch King was eventually defeated, so took his people
resembles a woman half my age, she speaks with more to Naggaroth where they dwell to this day, growing ever more
condescension than the memories of my grandfather from bitter.’
youth.
‘They prey on lesser species and Elf alike. The Black Arks were
Illissia proceeded to give a detailed explanation of a ‘schism’, torn from the land of Ulthuan itself, now they sail the world
taking to use salt and pepper as visual aids, lest my apparently to despoil for the Witch King. He rules from the frozen land
frail Human mind became lost upon this compelling journey of of Naggaroth, far to the west. His subjects prize murder and
revelation. I nearly complained to her that I was well equipped, compete with cruelty to achieve power over one another. Their
being one of Altdorf’s top scholars, to understand the basis of survival in their bleak land requires captive labour and endless
Elven history and culture, but thought better of it. The grasp sacrifices to the gods, so raiders set out across the Great Ocean
of knowledge and haughty superiority born of immortality she to take Humans back to their cursed land. As I said, they are
commands mean that any disagreement with her runs the risk of the worst we could become…’
thorough intellectual humiliation.
I remarked that Kaia was one of the Eonir, and she had told me
She continued in this fashion, eager that I understand Ulthuan in the past she has no love for Ulthuan. She conceded the point,
vociferously opposes the Dark Elves. Illisia sensed my frustration and let me know the arrogance of the Asur towards her people is
but did not allay it. She gave a wry smile and explained with antagonising, yet the depredations of the Druchii are far worse.
a gratingly clear and careful manner that both groups of Elves,
those who inhabit the island continent of Ulthuan and those ‘The raids on your coastline originate from the Black Arks, where a
they call the Druchii, stemmed from the same source but now fleetmaster lords over many smaller tributary vessels. Some Druchii
contrasted greatly. I tried to understand the nuances behind these ships are grim reflections of the High Elf ships, swift under sail
differences, but despite being told of the diverse degrees to and crewed by especially adept sailors. Others are nightmarish
which various principles are embodied in a multitude of gods, seaborne chariots, pulled through the waves by Sea Dragons and
and which strategies and armaments are preferred by divergent beasts from the depths. These are commanded by those Druchii
military traditions, the only distinction that made real sense to beastmasters who subjugate wild creatures of land and sea. Others
me was that of their attire. harness the worst magicks, hoping to tame the darkest forces in
service of their ambitions and their race’s conquests.’
I returned home in a sour mood, alleviated only by Frau Weirde’s
welcome embrace. Yet it seems Ranald was smiling on me that Kaia fell quiet, reflecting to herself on these grave matters. I
night, as I received a missive from Kaia, an Elven travelling ventured a question. ‘What do these Druchii want?’
companion far more forthcoming than her Sapherian cousin. We
met several days later in a small lodging house on the Bruckthin ‘Do you recall that day you took me to visit the Imperial Zoo?’
road, as Kaia prefers to stay away from the city. After talking Kaia wrinkled her nose; she hadn’t enjoyed the experience. ‘We
briefly of mutual acquaintances and the rose-tinted past, I asked witnessed a juvenile Mournfang being fed a live goat and watched
her about the Dark Elves. She paused for a moment, then told as it toyed with its prey. Such creatures need to eat, yet they
me what she knew of their culture and origins. take pleasure in the hunt and the suffering they cause before the
kill. The Druchii want to slaughter and enslave the Elves and
‘The Druchii are not a secret. We don’t hide the shame of our Humanity alike… but not before they enjoy our agonies. Be
brethren. Yet we do not feel it necessary to explain our affairs to thankful they fight amongst themselves, for if they truly unite, it
Humans, as you could not hope to understand. These are not will bring doom to the lands of Men and Elves.’
simply mutants or like those Men who turn to the great enemy.
Perhaps it is easiest to consider the ‘Dark Elves’ as a dark, wild, I thanked Kaia for her candour and asked how she knew so much
and unrestrained side of our people — they are what happens about these matters.
should we fall out of balance and submit to our worst nature.’
‘I cannot say.’ Her eyes flicked briefly to a scar on her left hand
Thousands of years ago, an Elven prince was denied the Phoenix which I had not seen before. Perhaps a rune, although defaced
Throne. He and his followers accepted this decision at first, with more scar tissue… Kaia was not forthcoming and I thought
but they harboured resentment and, many centuries later, tried it prudent not to pursue the matter.
to seize the crown by force. Our creator, Asuryan, intervened
to frustrate his ambition, and so this prince rebelled and turned I have determined to avoid the coastline after dark in future.
to the worship of gods feared or mistrusted by most Elves.
This prince studied forbidden rites and grew to become a great
sorcerer; we know him as the Witch King now. He and his
followers instigated a civil war we remember as the Kinstrife.

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SEA RAIDER TEMPLATES


The following templates will help GMs create Dark Elf reavers Chief Mate
for their games, or modify the profile of Humans and other Every Reaver Captain relies on a trusted lackey to back up their
creatures to reflect other seaborne raiders. This could include commands and knock heads if there are signs of mutiny. The
Norse reavers, Human corsairs, Goblins, or Undead pirates title varies — whether it’s a Chief Mate, First Officer, Bosun,
— with a little work, the GM can create a motley bunch of or Scurvy Henchman, they all serve to enforce the captain’s
seaborne cut-throats. authority and do the jobs they delegate.

Dark Elves CHIEF MATE


Over 5,000 years ago, civil war tore apart the Elven species,
an event known as the Sundering. In defeat, the Dark Elves M WS BS S T I Ag Dex Int WP Fel W
retreated to the cold land of Naggaroth, embittered and corrupt. +15 +10 +10 +10 +15 +15 +10 +5 +10 +15
Today, the Druchii’s hatred drives them to unfathomable Skills: Athletics +10, Climb +5, Cool +10, Dodge
cruelties, consumed by their loathing for their High Elf kin and +5, Endurance +10, Intimidate +10, Intuition +10,
all other species. Language (Any) +20, Leadership +5, Melee (Any two)
+10, Navigation +10, Perception +10, Ranged (Any)
DARK ELF +10, Row +10, Sail +15, Swim +10
M WS BS S T I Ag Dex Int WP Fel W Optional: Dual Wielder, Furious Assault, In-fighter,
Menacing, Pilot, Public Speaking, Read/Write, Sea
5 40 40 30 30 50 40 40 40 40 30 13 Legs, Strong Swimmer
Traits: Hatred (High Elves), Night Vision, Weapon +7 Trappings: 2 Hand Weapons, Leather or Mail
Optional: Armour 3, Frenzy, Ranged +9 (60), Armour, Weapon (Any Ranged)
Spellcaster (Any), Stealthy

Corsair
Reaver Captain A corsair combines prowess as a sailor with a fighter’s skill and
The captains of raiding ships are accomplished warriors in courage. They lead boarding actions and fight in raiding parties
their own right. They dominate their crew through fear and on shore. Dark Elf corsairs are notorious for their cruelty.
the promise of plunder and glory. Whether on land or at sea, Human corsairs come from all maritime cultures, from the
a reaver captain must prove their prowess or risk mutiny from Old World, Araby, Sartosa, or further afield, often armed with
their dangerous crew. weapons characteristic of their native land. On ships, they man
the cannon or bolt throwers during a sea battle.
REAVER CAPTAIN
M WS BS S T I Ag Dex Int WP Fel W CORSAIR
+20 +20 +10 +10 +20 +20 +10 +10 +20 +20 M WS BS S T I Ag Dex Int WP Fel W
Skills: Athletics +15, Climb +5, Cool +15, Dodge
+10 +5 +5 +5 +10 +5 +5 +5 +5
+10, Endurance +10, Intimidate +15, Intuition +15,
Language (Any) +20, Leadership +15, Melee (Any Skills: Athletics +5, Climb +5, Cool +10, Dodge +10,
two) +15, Navigation +10, Perception +15, Ranged Melee (Basic) +10, Navigation +5, Ranged (Any) +10,
(Any) +15, Row +10, Sail +15, Swim +10 Row +5, Sail +5, Swim +5
Talents: Catfall, Combat Reflexes, Dual Wielder, Talents: Dual Wielder, In-fighter, Sea Legs
Furious Assault, In-fighter, Inspiring, Menacing, Pilot, Trappings: 2 Hand Weapons, Leather or Mail
Public Speaking, Read/Write, Sea Legs, Strong Swimmer Armour, Weapon (Any Ranged)
Trappings: 2 Hand Weapons, Leather or Mail
Armour, Weapon (Any Ranged)

SEA DRAGON CLOAKS


Dark Elf corsairs wear cloaks fashioned from the hide of a sea dragon.
These mark their status and offer protection from the elements and from
hostile attacks. You can equip Druchii Reaver Captains, Chief Mates,
and Corsairs with a Sea Dragon Cloak — providing an additional 2 AP
to the Body Hit Location, with the Partial Flaw. Wearers must treat
their cloak regularly with a special slime of reptilian origin — if not
slathered, it begins to disintegrate, a process that takes one week. A fresh
application of slime restores the cloak to normal.

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Ship’s Crew Beastmaster
These are disreputable sailors who lack the combat skills of the Raiding parties may include animal handlers, who goad their
corsairs, although they can handle themselves in a boarding beasts to hunt and drag down victims on the shore. Dark Elf
action. These sailors are treacherous swabs and scurvy ne’er-do- beastmasters are renowned for the monstrous beasts they
wells, who resent their measly share of the plunder and remain control, such as Hydras or Karybdis. Lowlier Druchii train
loyal mainly through fear of the captain and the corsairs. packs of warhounds and take depraved pleasure from setting
them on captives. Norse beastmasters breed slavering wolves,
hungry for flesh, and there are tales of Arabyan pirates training
SHIP’S CREW vicious apes to fight on their behalf.

M WS BS S T I Ag Dex Int WP Fel W


BEASTMASTER
5 40 40 30 30 50 40 40 40 40 30 13
Traits: Climb +5, Consume Alcohol +5, Dodge +5, M WS BS S T I Ag Dex Int WP Fel W
Endurance +5, Navigation +5, Perform (Singing or +5 +10 +5 +5 +5 +5
Storytelling) +5, Play (Any) +5, Row +5, Melee (Basic) Skills: Animal Care +10, Animal Training +15, Charm
+5, Sail +10, Swim +10 Animal +15, Cool +5, Drive +10, Intimidate +5, Melee
Talents: Old Salt, Pilot, Sea Legs, Strong Swimmer (Basic) +10, Ranged (Entangling) +10, Ride +15,
Trappings: Bucket, Knife, Rope Track +10
Talents: Animal Affinity, Crack the Whip, Read/Write
Trappings: Crop or Whip, Net
Oarsman
Oared galleys and longships are common amongst reavers.
Reaver captains usually force their thralls or captives to row,
chained to benches, spurred on by the relentless beat of a drum Druchii Sorceress
and fear of the lash. . The sisters of the Dark Covenant are sorceresses who wield
some of the most powerful magic in the world. They are
OARSMAN influential within Dark Elf society — should they choose to
travel abroad with corsairs to further their ambitions, few dare
M WS BS S T I Ag Dex Int WP Fel W refuse them passage.
+10 +5 +5
Skills: Cool +5, Dodge +5, Endurance +15, Row +20 DRUCHII SORCERESS
Talents: Old Salt, Sea Legs, Stone Soup, Strong Back M WS BS S T I Ag Dex Int WP Fel W
Trappings: Chains, Ragged Garments +5 +10 +5 +5 +20 +20 +10
Skills: Channelling +20, Cool +20, Dodge +20,
Intimidate +15, Intuition +20, Language (Magick)
Lookout +20, Leadership +10, Lore (Dark Magic +20, Magic
+20), Melee (Basic) +10, Perception +15
Eagle-eyed crewmen act as lookouts, scouring the sea for
prey from the crow’s nest or forging ahead as scouts onshore. Talents: Aethyric Attunement (Any), Arcane Magic
They are nimble and observant, adept at avoiding fights with (Any), Attractive, Instinctive Diction, Petty Magic,
their fellow reavers. Dark Elf lookouts range ahead of raiding Read/Write, Second Sight, Sixth Sense
parties to uncover possible resistance. Amongst Human reavers, Trappings: Diadem, Hand Weapon, Robes
lookouts are typically the youngest amongst the crew.and fear Spells: Choose 5 spells from the Petty Magic list and
of the lash. . 7 taken from any combination of spells from Colour
Magic Lore, the Lore of Witchcraft, or Lore of Dark
Magic (see page 8)
LOOKOUT
M WS BS S T I Ag Dex Int WP Fel W
+10 +5 +5
Skills: Skills: Climb +10, Dodge +10, Perception +15,
Ranged (Any) +5, Sail +10, Stealth (Rural) +5, Swim +10
Talents: Flee!, Old Salt, Sea Legs
Trappings: Knife, Weapon (Any Ranged)

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THE LORE OF DARK MAGIC

The sorceresses of the Dark Covenant are a dark mirror Any target who takes damage from a Lore of Dark Magic
of Asur spellcasters. They too have mastered the Winds of spell experiences the sorceress’s vicious spite. In addition
Magic, yet their sorcery has no restraint. They weave spells to Overcasting, any success with 3+ SL over the CN
from pure dark energy, with greater finesse than Human inflicts 2 x SL additional hits to the Body Hit Location
dabblers in the arcane. with Damage equal to the base CN of the spell that
ignores Armour Points.
The following spells provide a taste of the Lore of Dark
Magic — a complete list will follow in future supplements.
These examples are chiefly combat spells, but Dark Magic
encompasses much more than overt violence.

ARNZIPAL’S BLACK HORROR SHROUD OF DESPAIR


CN: 13 CN: 8
Range: Willpower yards (or Random Vortex) Range: Willpower yards
Target: AoE (Willpower Bonus yards) Target: AoE (Willpower Bonus yards)
Duration: Willpower Bonus Rounds Duration: Willpower Bonus Rounds

The sorceress tears the veil between reality and the The sorceress gestures with elaborate movements to
Aethyr, and a black cloud of roiling energy sweeps bring a pall of gloom to engulf her enemies. Suffocating
across the land, trailing slimy tentacles that drag darkness suffuses all targets within the Area of Effect,
unfortunate victims to an unknown fate. All who fall sapping their will and energy. They suffer from 1 Fatigued
within the Area of Effect must take a Difficult (–10) Condition for every SL from the casting roll and unless
Strength Test or suffer 3 Wounds. Those who Fumble they pass a Challenging (–0) Cool Test, they gain a
the Strength Test must spend a Fate Point or are Broken Condition.
dragged into the Aethyr, which costs them their lives.
The vortex moves 1d10 + 5 yards in a random direction
each Turn — use the random vortex rules from Winds WORD OF PAIN
of Magic pages 20–21 if available, otherwise determine CN: 7
the direction randomly as you see fit. Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Willpower Bonus Rounds
DOOMBOLT
CN: 7 As the sorceress utters a forbidden name, the bodies of
Range: Willpower yards her enemies bend and buckle, wracked with waves of
Target: 1 agony. Targets within the Area of Effect must pass a
Duration: Instant Difficult (–10) Cool Test, subtracting any SL from the
casting roll to the result. If they fail, reduce all Melee or
The sorceress invokes the name of an otherworldly Ranged Tests they make by the same SL.
beast and unleashes its blasphemous energy as a bolt
of pure darkness. This is a magic missile with Damage
+8, increased by +4 if the caster passes an optional
Hard (–20) Language (Magick) Test. Failure in this
additional Test causes a roll on the Major Miscast
Table.

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THE CREW OF Disposition
THE RAPTOR’S TALON The Raptor’s Talon sails with a crew of 41 Dark Elves and 30
galley slaves.

Captain Flariel and his crew sail on the Druchii ravenship, 00 Captain Flariel commands the vessel, assisted by his
the Raptor’s Talon, one of many vessels in Fleetmaster Duriath second-in-command Medus Hackwind (Chief Mate
Helbane’s fleet. Helbane rules over his maritime command from template) The crew respect Flariel — as long as he brings
the Temple of Spite, an ancient black ark sheared from the coast them plunder and adventure. Loyalty amongst Dark
of Ulthuan at the culmination of the Sundering. An encounter Elves is only ever conditional, and Flariel and Hackwind
with the Raptor’s Talon is a challenge for seaborne adventurers, must remain alert for signs of mutiny.
although it pales in comparison to the towering menace of
Helbane’s Black Ark. 00 Though sorceress Rakaria has no formal position in the
ship’s hierarchy, her position in the Dark Covenant makes
The Temple of Spite is a floating citadel, sailing the oceans through her a privileged guest and honorary officer. She stays in
terrible sorceries. Its vast stone bulk plays host to a whole army her cabin or surveys the coastline when the Raptor’s Talon
of Dark Elves and creatures of the deep, tamed to fight for sails close to shore. Rakaria is assigned Khana from the
Helbane and pull doomreaver ships under his command. The ship’s crew as a servant. The sailor hopes to secure the
fleetmaster rules over a council of corsair captains, sorceresses, sorceress’s patronage and enter into permanent service.
and dreadlords, who in turn command his fleet and legions.
Each council member is free to reave and sail the seas as they 00 20 Corsairs. These raiders plunder and pillage under
see fit — until Helbane brings them to heel. They are fierce Flariel’s command. They lead boarding actions and
rivals who seek to outdo one another in despoiling Human raiding parties, taking spoils and captives back to the ship.
settlements, seizing captives, and persecuting the Asur. Their leader is Khilandra Darkthorn (Corsair template
+ Champion Creature Trait), known for her inventive
Captain Flariel secured his place on the council through daring cruelties.
success at the Battle of Deloth’s Shoals, where he sank three
eagleships from the High Elf fleet. In recent years, the Raptor’s 00 15 Ship’s Crew and 2 eagle-eyed Lookouts. Dark Elf
Talon has preyed on shipping and settlements around the Sea seamen are lower in status than corsairs. Each sailor serves
of Claws, from Lyonesse to Kislev, the Norscan coast and west many functions on board to keep the ship running —
to the mist-shrouded isle of Albion. Flariel is devious and they pilot the ship, cook, serve Flariel and his officers, and
independent, chafing under the command of Duriath Helbane. effect repairs. The sailors are less enamoured of Captain
The fleetmaster plans to attack the High Elf outpost of Tor Flariel than the corsairs, and take out their resentment
Elithis, hoping to sack the settlement and build a fortress on on the captives.
its ruins. Captain Flariel has no interest in this endeavour and
seeks a way to leave Helbane’s control. 00 Beastmaster Corvian is overseer of the captives (Oarsman
template). These wretched souls man the oars and provide
He may have found an opportunity. The sorceress Rakaria cruel sport for the Druchii crew. Amongst their number
joined the Raptor’s Talon to search for Asur ruins and artefacts are Humans from Bretonnia, the Wasteland, the Empire,
along the Old World coast. Flariel hopes, with patronage from Norsca, and even Albion. A band of four Dwarf captives
Ghrond, he may be able to leave Helbane’s fleet. That said, nurse their grievances with stoic resolve.
relations between the captain and the sorceress are far from
harmonious.

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The Raptor’s Talon


Flariel’s vessel is a ravenship. These are the most common war- The Raptor’s Talon mounts two batteries of Reapers on either
ships in Druchii fleets and the Raptor’s Talon is typical of its class. side. These are ballistae which fire multiple bolts in swift
The hull is carved with graceful lines and protruding spikes, with succession. Use the profile on page 100 of Sea of Claws and
timbers painted as black as the sails. At the prow, twin figure- add the Salvo (6) Quality.
heads represent Sea Dragons, while spiked crenellations protect
the aftcastle. The two masts fly Flariel’s heraldry (a fanged mouth
with crossed hooks), the home port of Karond Kar (a dagger-
wielding harpy), and the personal insignia of Duriath Helbane (a
serpentine Helldrake).

Ship name Crew Sail M (C) Oar M (C) Man Size T W Carries Traits and Upgrades

Ravenship 65 10 (18) 4 (30) +1 SL 50 75 180 350 Armoured, Flying Jib

Flariel is smart enough to raid only targets he can defeat — if


Uniform numbers and superior Dark Elf tactics make victory unlikely,
Corsairs wear cloaks fashioned from Sea Dragon hide, with he withdraws. During an assault, rather than overwhelming
mufflers and thick clothes to keep out the freezing sea winds. numbers, the Elves make use of their speed and agility to surprise
Flariel’s Reavers favour deep marine green and grey fabrics. and outmanoeuvre their enemies. Once an opponent’s fighters
Each corsair wields cutlasses, punch daggers, and repeating hand are dead or suppressed, Corvian rounds up survivors and escorts
crossbows. them by boat to the Raptor’s Talon.

At sea, the Raptor’s Talon attacks vulnerable shipping with the


Shield Design same principles — stealth and speed. Rakaria may summon a
Corsairs are agile fighters who engage in boarding actions and sea mist to conceal the ship’s approach, before the helmsman
swift assaults. They carry two weapons rather than a shield. sweeps the Druchii vessel into close quarters, while the crew rake
the enemy with reaper fire. On closing, Captain Flariel orders
the grappling hooks and boarding ramp deployed, allowing the
Battlecry corsairs to board the enemy vessel and kill all they find. If the
Flariel’s Reavers do not cry out in battle, preferring to hiss other ship receives the attack with cannon fire, the Raptor’s Talon
prayers to Khaine and Mathlann as they close with the enemy. sweeps away to escape before pouncing once again from the mist.

Tactics
Flariel’s Reavers employ stealth and darkness when attacking SPLINTER BY SPLINTER
adversaries. They use their Night Vision as an advantage over
Humans and relish the fear they cause by slipping swiftly from Drok Greyhammer does not complain about his situation,
the gloom towards their prey. not even to his fellow Dwarf captives. He rows, he eats
his meagre rations, and he snatches sleep whenever he can.
When attacking a coastal settlement, Captain Flariel deploys a Despair has given Drok complete focus on one activity —
scouting force to explore the lie of the land. This includes several scraping a hole in the hold of the Raptor’s Talon to take
corsairs accompanying the most perceptive sailors from the crew. himself and all others on board to a watery grave. Each day,
They ascertain the best routes for attack and opportunistically kill he reaches below his bench and scratches a few splinters
anyone they encounter, providing it doesn’t alert the populace. away with the handle of a broken spoon that he keeps
When Flariel feels bored or capricious, he joins the scouting hidden underneath his bench. It has taken years, and now
party himself. the wood is weakening. If the other captives discover Drok’s
obsession, will they help, or tell Corvian in order to save
their own lives?

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Captain Aheth Flariel AHETH FLARIEL — DARK ELF REAVER CAPTAIN


Flariel is commander of the Raptor’s Talon and a rising star in
the ever-shifting hierarchy of Duriath Helbane’s council. He M WS BS S T I Ag Dex Int WP Fel W
cuts a dashing figure, with sweeping black locks blowing in the 5 65 60 40 40 75 65 50 50 60 50 18
sea breeze and a devilish grin on his face. Traits: Armour 3 (7), Hatred (High Elves), Night
Vision, Ranged (Crossbow Pistol) +7 (10), Stealthy,
Flariel is a daredevil. He craves excitement and amusement Weapon (Sword) +8
borne of cruelty. He will not suffer boredom — if he did not co Skills: Athletics 80, Climb 45, Cool 75, Dodge 75,
mmand a ravenship, he would descend into a life of carousing Endurance 50, Intimidate 55, Intuition 90, Language
and debauchery. He channels his desire for excitement into (Reikspiel) 70, Leadership 65, Melee (Basic) 80,
swashbuckling. Navigation 85, Perception 90, Ranged (Crossbow) 75,
Row 50, Sail 80, Swim 50
Duriath Helbane grants the irrepressible Flariel greater freedom Talents: Catfall, Combat Reflexes, Dual Wielder,
than the other captains and dreadlords under his command, Furious Assault, In-fighter, Inspiring, Menacing,
because he’s proven to be an inventive raider and killed several Pilot, Public Speaking, Read/Write, Sea Legs, Strong
rivals in entertaining duels. Flariel wants to leave Helbane’s Swimmer
service, and news of the fleetmaster’s plan to sack Tor Elithis Trappings: Crossbow Pistol, Dagger, Mail Coat, Sea
has made this more pressing. Dragon Cloak, Sword

Captain Flariel enjoys taunting others and playing with their


emotions, before inflicting horrible cruelties or unsettling KNIVES FOR FLARIEL
them with unexpected mercy. Flariel finds Rakaria’s imperious
presence both annoying and alluring. Corvian’s dour viciousness One of the Raptor’s Talon sailors is an assassin in disguise. Ezron
clashes with his need for amusement and he trusts the Nightstrider was hired by Captain Qulla, a rival on Helbane’s fleet
beastmaster even less than most Druchii. council. Flariel’s reputation is an obstacle to her ambitions and it
is far easier to remove him than arrange an alliance. Ezron aims
to stay close to Flariel whenever he goes ashore, observing his
movements and looking for the right moment to strike. Should the
Characters meet Flariel, there’s a good chance Ezron is there too…

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RAKARIA DRAN — DARK ELF SORCERESS


M WS BS S T I Ag Dex Int WP Fel W
5 45 40 30 30 60 45 45 60 65 40 15
Traits: Hatred (High Elves), Night Vision, Spellcaster
(Petty, Dark Magic, Shadows), Stealthy, Weapon +7
Skills: Channelling 85, Cool +90, Dodge 65,
Sorceress Rakaria Dran Intimidate 45, Intuition 90, Language (Magick 90,
The Dark Convent are the sisterhood of Druchii sorceresses, Reikspiel @@), Leadership 50, Lore (Magic 80, Dark
ruled over by Morathi from her city of Ghrond. The society is Magic 80), Melee (Basic) 50, Perception 75
rife with intrigue and power struggles, encouraged by the Hag Talents: Aethyric Attunement, Arcane Magic,
Queen, who prefers her acolytes to fight amongst themselves to Attractive, Instinctive Diction, Magic Sense, Petty
prove their ambition and mettle. After several hundred years, Magic, Read/Write, Schemer, Second Sight, Sixth
Rakaria Dran grew weary of the constant murderous rivalries Sense
amongst her ‘sisters’. She chose to escape Ghrond for a time, Trappings: Elaborate Diadem, Robes, Sword, Warm
joining the Raptor’s Talon under the patronage of Duriath Furs
Helbane. Petty: Bearings, Dazzle, Magic Flame, Sly Hands,
Sounds
Rakaria is a dark-haired Elf of striking, albeit harsh, appearance. Arcane: Aethyric Armour (Shadows), Chain Attack
She wears the elaborate headpiece and attire of a Sorceress to (Dark Magic or Shadows), Entangle (Dark magic or
remind the crew of her station. She chooses to remain aloof Shadows), Ward (Shadows)
and exchanges little more than words of command with any Elf
Lore of Shadows: Illusion (often used to conjure
other than Flariel, Beastmaster Corvian, and her servant Khana. ‘mists’ - though if you have Lustria it may be better to
use Shroud of Fog, page 81)
Life away from Ghrond suits Rakaria, though the Dark
Lore of Dark Magic: Doombolt, Shroud of Despair
Convent’s reach is long and she knows she must return some
day. She plans to return with relics from Elven colonies from
before the Sundering, ideally items of significance to the Witch
King himself. To this end, she seeks the sunken city of Athel
Toralien, Malekith’s former capital that was destroyed by the A DEAL WITH A DRUCHII
Dwarfs during the War of the Beard. Claud Borgis of Ferlangen is a pedlar who travels between towns in
Ostland and the northern Empire. He pays excellent prices for Elven
Rakaria offers support to Flariel in public, reassuring his crew relics, providing they are genuine (he has a sharp eye) and the seller
that they all have much to gain if only they pull together and describes where they acquired it, in strict confidence. Claud recently
cooperate. However, she is privately riven with feelings of came to the attention of Naradryn Frostweald, an Eonir dealer in
mistrust. Each of them assumes the other plots against them — Elven artefacts, who suspects there is something behind the pedlar’s
which is basically true. She fears the intrigues of Ghrond will newfound wealth and enthusiasm for relics. Frostweald is correct —
pursue her, and believes (wrongly) that Corvian works on behalf Borgis met with Rakaria Dran on a windswept shore two years ago.
of another sorceress to take anything she discovers in the Old She spared his life on the understanding that he finds artefacts for
World and leave her dead. the sorceress in exchange for plentiful gold.

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Beastmaster Corvian Sabeth CORVIAN SABETH — DARK ELF BEASTMASTER


Corvian is the sadistic master of hounds and overseer of
captives on the Raptor’s Talon. They keep a pack of vicious M WS BS S T I Ag Dex Int WP Fel W
Elven warhounds to hunt prey on land and keep the oarsmen 5 45 50 30 30 55 45 40 45 45 30 13
terrified on board the ship. Traits: Armour 3 (6), Hatred (High Elves), Night
Vision, Ranged (Whip) +5 (6), Weapon +6
Whelpmasters are the lowest ranking beastmasters amongst
Skills: Animal Care 55, Animal Training 60, Charm
Dark Elves, not deemed ready to control monstrous beasts such Animal 60, Cool 50, Drive 55, Intimidate 35, Melee
as Hydra. Corvian blames others for their lowly position, and (Basic) 55. Ranged (Entangling) 60, Ride 60, Track 65
takes out the frustration on captives. While Flariel’s cruelty is
Talents: Animal Affinity, Crack the Whip, Read/Write
playful and Rakaria is indifferent to suffering, Corvian actively
enjoys hurting others. Trappings: Knife, Mail Shirt, Necklace with Rune of
Khaine, Net, Whip
Corvian carries a whip and wears the ornate, light armour
typical of a beastmaster. Around their neck hangs the sigil of
Khaine — Corvian is especially devoted to the Lord of Murder
and Anath Raema, Goddess of the Savage Hunt. When they WARHOUNDS
are not inflicting pain on the helpless, Corvian composes dour Dark Elves cultivate a vicious breed of black-furred dogs, cowed into
verse in praise of these favoured gods. Flariel’s frivolity and submission by the brutality of their handlers. Corvian has a pack
Rakaria’s aloof disinterest enrage Corvian. If Flariel were gone, of four dogs. Use the Dog profile from page 315 of the WFRP
Corvian could seize control of the Raptor’s Talon and use this Core Rulebook and add the following Traits: Size (Average), Tracker,
as leverage to rise in the ranks of the beastmasters, perhaps even Trained (Broken, Guard, War)
take command of one of the fleet’s Helldrakes.

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Cynwra
Two years ago, Cynwra of the Alwan clan lived an uneventful CYNWRA — HUMAN OARSWOMAN
existence in the region of Albion known as Morien. She toiled M WS BS S T I Ag Dex Int WP Fel W
as a shepherdess, showed respect to the land, and negotiated
4 30 30 40 35 30 30 30 30 30 35 13
the hardships of life on the remote, rain-lashed isle. One
day, she trudged from the hills into her village with her flock Traits: Prejudice (Elves), Weapon +6
and stumbled upon a vision of horror. The clan’s warriors lay Skills: Cool 35, Dodge 35, Endurance 50, Row 60
slaughtered in the mud, while her kinsfolk huddled, chained Talents: Old Salt, Sea Legs, Stone Soup, Strong Back
together, overseen by a lithe figure taunting them with a pack Trappings: Chains, Crude Shiv (hidden under bench),
of savage hounds. Ragged Garments

Cynwra is a captive on the Raptor’s Talon, condemned to man


the oars in the galley. The trials of servitude have taken their
toll on her body, yet her mind remains resolute and her spirit
unbroken. She takes solace in the teachings of the Truthsayers
of her homeland, who taught her that the Seven Gods of Light
will always strive to repel the darkness. As her fellow villagers
succumbed to the viciousness of Corvian, she became steely in
her loathing for the Druchii. Over time, she forged bonds with
the other captives and schemes in whispers to lead an uprising
against her cruel captors. All she needs is the right opportunity.

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If the Characters attack, Rakaria engages them with magic as
ENCOUNTERS WITH the corsairs charge in firing their crossbow pistols. If matters
FLARIEL’S REAVERS become desperate, they will retreat to the Raptor’s Talon under
cover of an Illusion spell.

Encounters with Captain Flariel and his Elves need not descend If the Characters offer advice or try to make a bargain, Rakaria
into a fight, though violence lurks beneath the surface. If the assents, providing it leads to an Elven site. The nature of this site
Characters are at sea, taking on the whole crew of the Raptor’s is up to the GM to determine — it could be a crumbling tower
Talon is a serious challenge — though with resourceful thinking deep in the forest, the foundations of a shore fort projecting
and sufficient firepower, they may triumph. On land, the from sand dunes, or a line of monoliths, overgrown with moss.
party will likely encounter smaller groups of Flariel’s Reavers,
opening up possibilities for social interaction and even alliance The site is occupied by a band of Beastmen (or similar) who
— although this will be temporary and almost inevitably end outnumber Rakaria and her entourage. The sorceress offers to
in treachery. If High Elves are present, the likelihood of a non- increase payment by 5 GCs if the party help clear the ruin. If
violent encounter is very small, as captured Asur command a Rakaria secures the site, she has no further use for the party and
high price back in Naggaroth. would rather they didn’t communicate the encounter to others.
At the climax of any battle, she attempts to turn the tables on
Alternatively, the party could be captured by the Reavers and the party and wipe them out along with the Beastmen.
forced to become oarsmen. An encounter with Cynwra and the
other captives could lead to an adventure in which they plot This encounter should not be too difficult for most parties, as
to overcome their cruel masters before they are shipped to they should outnumber Rakaria and her group. However —
Naggaroth. they need to have their wits about them, as a Dark Elf sorceress
is far more cunning than your average adversary.

The Relic Hunters Rakaria’s party consists of:


Easy Encounter 00 Rakaria Dran.
This event can happen in any coastal location, particularly places
00 Two Dark Elf Corsairs, armed with crossbow pistols and
with ancient Elven ruins or legends of sunken settlements.
two swords.
Rakaria leads a small party searching for an Elven site she
believes is somewhere hereabouts. The group keep a low profile, 00 Khana, Dark Elf Crew, armed with a sword. She will stay
although they will meet the locals with violence if necessary. close to Rakaria in the event of a fight.

Rakaria ventures forth at twilight, using Night Vision to make


stealth easier. They scout the land, with Rakaria invoking
minor magical cantrips to ascertain their position and identify
recognisable landmarks from the ancient Elven texts.

If the party meet Rakaria’s expedition, the sorceress is too


intelligent to default to violence — she needs information to
navigate these strange shores. While her corsair guards move
into a defensive position, Rakaria gestures for them to stand
down and issues a curt instruction to them in the Druhir dialect
of Elthárin.

If the party look particularly weak or include any High Elf


Characters, she tries to capture them, hoping to interrogate
them for the whereabouts of the Elven ruins. Otherwise, she
attempts to parley. Rakaria hails the party in heavily-accented
Reikspiel (or the local language) and asks whether they know
of any landmarks hereabouts, specifically those built by ‘her
kinfolk’. In exchange, she can offer them payment — a pouch of
25 gold coins from diverse nations of the Known World.

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Games On Deck
Medium Encounter competition between his crew and the Characters. If they win
If the Characters are at sea or at anchor in a remote location, two out of three games, he will leave everyone unharmed. If
you can challenge the party with this encounter, which involves they lose, the Reavers will sacrifice half the crew to Mathlann
a boarding action demonstrating the fickle temperament of and the remainder must serve in Naggaroth until they die.
Flariel and his corsairs. It is only suitable for Characters in ships Flariel proposes three contests:
smaller or similar size to the Raptor’s Talon.
00 A duel between one of the corsairs and the party’s
chosen champion. This is a single combat within a
The Raptor’s Talon can close extremely quickly with enemy chalk circle drawn on the deck. The winner is whoever
vessels, preferring to sweep in under cover of night, using kills or incapacitates the opposition. If the corsair loses
Rakaria’s Illusion spell to conjure a ‘sea mist’ to conceal the and survives, Flariel cuts their throat. He cordially
approach. congratulates the winner.
00 A contest of agility. Two nominated contenders must
If all goes to plan, the Druchii ship moves in with disarming climb the main mast on the Characters’ ship and place a
swiftness. She emerges from the mist alongside the Characters’ scrap of coloured cloth at the top. Flariel nominates one
vessel, as two Ship’s Crew fire reapers to clear the decks of of his Lookouts to compete with whoever the Characters
defenders. Captain Flariel leads a boarding party with 10 choose. Use the rules on page 165 of the WFRP Core
corsairs, firing crossbow pistols before engaging with their Rulebook to determine who ascends fastest; whoever
swords. Should they eliminate or incapacitate resistance, the climbs 30 yards first wins. Combat at altitude is not
Dark Elves do not slaughter all on board — Flariel is in the against the rules…
mood for entertainment tonight, so he demands an audience 00 A contest of artistry. Flariel states his kind are cultured
with the ship’s captain. folk, who enjoy the finer arts. The Characters’ contender
must put on a performance — playing an instrument or
Captain Flariel wishes to toy with his prey. He proposes a “performing an act from one of those Tarradasch dramas
we’ve heard so much about”. However, the Corsairs insist
on the use of grisly props for the performance, such as real
blood, a costume of flayed skin, or a musical instrument
made from a skull and bones. Flariel selects one of his
sailors (Ship’s Crew), who plays a mournful dirge on a
conch shell wrapped in tatters of skin and sinew. This
is an Opposed Perform/Play Test — with the winner
judged by Flariel. He will concede if his contender loses,
informing everyone that only a barbarian would cheat at
such a contest.

If the Characters propose alternative contests, Flariel assents


if he believes victory is possible. While the games distract
everyone, a Dark Elf Lookout sneaks below decks to drop a
vial of Mandrake Root extract (see page 306 of the WFRP
Core Rulebook) into the ship’s fresh water barrels — insurance
should Flariel’s crew lose the competition. Characters should
have a chance to see this if they are vigilant.

If the crew of the Raptor’s Talon triumph, they attempt to take


the crew prisoner, kill half, and steal all valuables. If they lose,
they graciously return to the Raptor’s Talon, intending to return
once the Mandrake Root takes effect.

The boarding party consists of:


00 Captain Flariel.
00 12 Dark Elf Corsairs.
00 2 Corsairs providing supporting fire from reapers aboard
the Raptor’s Talon.

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attempt a military response (from within or outside the village),
Coastal Raid they could muster the scrappy militia and organise retaliation
Hard Encounter against the less numerous but more adept Dark Elves. (GMs
In this scenario, Flariel’s Reavers launch a full-scale attack on with access to Archives of the Empire Volume II may make
an unsuspecting Human village on the coast of the Empire or use of the Mass Combat rules to run a battle against them.)
Bretonnia. They intend to torment the villagers for a time, steal However, there are more cunning options…
any valuables, capture the population, then take them back to
the Temple of Spite, delighting in inflicting terror and mayhem Captain Flariel’s insistence on drawing out the siege enrages
on a pathetic lesser species. Corvian and several of the sailors, who hunger for slaughter. If
they can find a means to destroy Flariel, they will try. Rakaria
Captain Flariel chooses targets carefully. The Dark Elves will joined the raid, though as time drags on, she loses interest and
not attack a village with a population larger than 75, substantial may return to the ship or use the opportunity to kill Corvian.
defences, or a heavy military presence. After laying anchor in a
nearby bay, the Druchii row boats to the shore at sunset, with Back on the Raptor’s Talon, Flariel recklessly left only seven
lookouts leading the way to scout the village’s defences. As night sailors and Medus Hackwind to defend the vessel and oversee
falls, the corsairs and several sailors creep towards the village the captives. Stealthy Characters could row out to the vessel and
and kill anyone outside the stockade (or equivalent). They use free the oarsmen, who will rally under Cynwra’s leadership to
crossbows to pick off any conspicuous guards, then Flariel calls wreak revenge on their Druchii persecutors.
out that he and his crew will raze the village and kill any who
resist capture. Several miles from the village stands a coastal beacon. If the
Characters light it, they attract the attention of a passing
The Reavers delay their assault to savour the terror of the Empire Wolfship, loaded with marines and a contingent of
Humans within. The corsairs and sailors surround the walls, Sons of Manann templars.
with Rakaria, Corvian, and Flariel roughly equally distant from
one another around the perimeter. Anyone attempting to leave The raiding force consists of:
will be killed or captured. Anyone attempting to enter meets a
00 Captain Flariel accompanied by 8 Corsairs and 1 Lookout.
more horrific fate … at daybreak, a cart crashes into the village
00 Rakaria accompanied by 6 Corsairs and 5 Ship’s Crew.
driven by the few remaining wretched survivors of a group who
attempted to break out of the village a few days earlier. With 00 Corvian with their 4 hounds, 6 Corsairs, 3 Ship’s Crew,
each passing hour, the Dark Elves engineer more terrifying and 1 Lookout.
spectacles to intimidate the villagers into surrender. Remaining on board the Raptor’s Talon are:
00 Medus Hackwind (Chief Mate) and 7 Ship’s Crew.
Characters can help the villagers in several ways. If they want to
00 30 captive Oarsmen.

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SEA RAIDER TRAITS AND TALENTS SUMMARY


DARK ELF SHIP’S CREW
Hatred (High Elves): The Character must make a Cool Test on Old Salt: The Character ignores negative modifiers to Tests
encountering High Elves. If failed, they are subject to Hatred. at sea derived from poor conditions and counts as two seamen
At the end of every subsequent round, they can make a Cool when calculating the minimum crew of a sea-going vessel.
Test to bring the Hatred to an end. Whilst subject to Hatred
the Character must try to destroy the target by the fastest and Pilot: If the Character fails a Test to pass through dangerous
most deadly means, and benefits from +1 SL to all combat waters, they may reverse the result if it scores a success but may
Tests against the target and is immune to Fear and Intimidate not score more than +1 SL if they do so.
caused by the target.
Sea Legs: Under normal conditions, the Character never Tests
Night Vision: Provided there is a dim source of illumination to see if they become seasick. Under abnormal conditions the
the Character can see 20 yards in darkness, or they may see Character ignores penalties to Tests to avoid sea sickness.
20 yards further than a Character with an illumination source
would normally see. Strong Swimmer: The Character adds 1 to their Toughness
Bonus for the purpose of holding their breath.
DRUCHII SORCERESS
Aethyric Attunement: The Character does not suffer a Miscast CORSAIR
if they roll a double on a successful Casting Test. Dual Wielder: When armed with two weapons the Character
may attack with both. They first roll to hit with the weapon in
Arcane Magic: The Character may access Arcane Magic Spells. their primary hand. If they hit retain the dice from the roll to
hit and work out Damage as normal. Reverse the score on the
Attractive: If the Character successfully uses Charm they may dice to see if they hit an available opponent with the weapon in
use scored SL, or swap them with the number on the units die. their secondary hand. This second attack is modified by the off-
hand penalty (-20) unless the Character has the Ambidextrous
Instinctive Diction: The Character does not suffer a Miscast Talent. If the first to hit roll scores a Critical do not reverse the
if they roll a double on a successful Language (Magick) Test. dice from the to hit roll, but instead use the score rolled on the
Critical Hit table as the score for the attack with the secondary
Petty Magic: The Character may access Petty Magic Spells. hand. When using this Talent, all defensive rolls suffer a penalty
of -10 until the start of the next turn, and a Character does not
Read/Write: The Character may read and write. gain Advantage unless both attacks hit.

Second Sight: The Character can perceive the Winds of Magic. In-fighter: The Character suffers no penalties for fighting an
opponent with a longer weapon. If using the rules for in-
Sixth Sense: The Character may make an Intuition Test to fighting on page 297 of the Warhammer Fantasy Roleplay Core
receive a warning feeling if they are about to walk into danger. Rulebook the Character gains a bonus of +10 to hit.
They may ignore Surprise if the pass an Intuition Test.
Sea Legs: Under normal conditions, the Character never Tests
to see if they become seasick. Under abnormal conditions the
OARSMAN Character ignores penalties to Tests to avoid sea sickness.
Old Salt: The Character ignores negative modifiers to Tests
at sea derived from poor conditions and counts as two seamen
when calculating the minimum crew of a sea-going vessel. LOOKOUT
Sea Legs: Under normal conditions, the Character never Tests Flee!: The Character’s Movement is 1 higher when Fleeing.
to see if they become seasick. Under abnormal conditions the Old Salt: The Character ignores negative modifiers to Tests
Character ignores penalties to Tests to avoid sea sickness. at sea derived from poor conditions and counts as two seamen
Stone Soup: The Character can subsist on half the food when calculating the minimum crew of a sea-going vessel.
required, and tests for Starvation every 3 days, not 2. Sea Legs: Under normal conditions, the Character never Tests
Strong Back: The Character adds +1 SL to Opposed Strength to see if they become seasick. Under abnormal conditions the
Tests and may carry 1 extra point of Encumbrance. Character ignores penalties to Tests to avoid sea sickness.

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CHIEF MATE REAVER CAPTAIN


Dual Wielder: When armed with two weapons the Character Catfall: If the Character falls, they may take an Athletics Test.
may attack with both. They first roll to hit with the weapon in For every +1 SL scored on the Test they count as falling 1 less
their primary hand. If they hit retain the dice from the roll to yard for the purpose of taking Damage.
hit and work out Damage as normal. Reverse the score on the
dice to see if they hit an available opponent with the weapon in Combat Reflexes: The Character adds 10 to their Initiative for
their secondary hand. This second attack is modified by the off- the purposes of determining Combat Initiative.
hand penalty (-20) unless the Character has the Ambidextrous
Talent. If the first to hit roll scores a Critical do not reverse the Dual Wielder: When armed with two weapons the Character
dice from the to hit roll, but instead use the score rolled on the may attack with both. They first roll to hit with the weapon in
Critical Hit table as the score for the attack with the secondary their primary hand. If they hit retain the dice from the roll to
hand. When using this Talent, all defensive rolls suffer a penalty hit and work out Damage as normal. Reverse the score on the
of -10 until the start of the next turn, and a Character does not dice to see if they hit an available opponent with the weapon in
gain Advantage unless both attacks hit. their secondary hand. This second attack is modified by the off-
hand penalty (-20) unless the Character has the Ambidextrous
Furious Assault: Once per round, if the Character hit their Talent. If the first to hit roll scores a Critical do not reverse the
opponent in combat, they may spend an Advantage or their dice from the to hit roll, but instead use the score rolled on the
Move to make an extra attack. Critical Hit table as the score for the attack with the secondary
hand. When using this Talent, all defensive rolls suffer a penalty
In-fighter: The Character suffers no penalties for fighting an of -10 until the start of the next turn, and a Character does not
opponent with a longer weapon. If using the rules for in- gain Advantage unless both attacks hit.
fighting on page 297 of the Warhammer Fantasy Roleplay Core
Rulebook the Character gains a bonus of +10 to hit. Furious Assault: Once per round, if the Character hits their
opponent in combat, they may spend an Advantage or their
Menacing: The Character gains +1 SL when using Intimidate. Move to make an extra attack.

Pilot: If the Character fails a Test to pass through dangerous Inspiring: The Captain can influence 5 times the normal number
waters, they may reverse the result if it scores a success but may of people when using the Leadership Skill when at war.
not score more than +1 SL if they do so.
In-fighter: The Character suffers no penalties for fighting an
Public Speaker: The Character can influence 5 times the normal opponent with a longer weapon. If using the rules for in-
number of people when using the Charm Skill when public fighting on page 297 of the Warhammer Fantasy Roleplay Core
speaking. Rulebook the Character gains a bonus of +10 to hit.

Read/Write: The Character may read and write. Menacing: The Character gains +1 SL when using Intimidate.

Sea Legs: Under normal conditions, the Character never Tests Pilot: If the Character fails a Test to pass through dangerous
to see if they become seasick. Under abnormal conditions the waters, they may reverse the result if it scores a success but may
Character ignores penalties to Tests to avoid sea sickness. not score more than +1 SL if they do so.

Strong Swimmer: The Character adds 1 to their Toughness Public Speaker: The Character can influence 5 times the normal
Bonus for the purpose of holding their breath. number of people when using the Charm Skill when public
speaking.
BEASTMASTER Read/Write: The Character may read and write.
Animal Affinity: Creatures with the Bestial Trait are calm in the
presence of the Character unless they have reason not to be. Sea Legs: Under normal conditions, the Character never Tests
Crack the Whip: If an animal the Character controls is fleeing to see if they become seasick. Under abnormal conditions the
or running it gains +1 Movement if the Character uses a whip. Character ignores penalties to Tests to avoid sea sickness.
Read/Write: The Character may read and write.
Strong Swimmer: The Character adds 1 to their Toughness
Bonus for the purpose of holding their breath.

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0 T H E C O R S A I R S O F C A P TA I N F L A R I E L

EXPLORE THE GREAT PORT CAPITAL


OF A RESURGENT NORDLAND

Newly independent, the province of Nordland seeks to stand proud and challenge the
navel supremacy of Marienburg. This guide describes the capital city of Salzenmund, its
ambitious new rulers, and the Chaos that lurks within its steep and winding streets.
Find out more about the full range of exciting Warhammer Fantasy Roleplay games on
WWW.CUBICLE7GAMES.COM

20
T H E C O R S A I R S O F C A P TA I N F L A R I E L
0

REVISIT OLD ENEMIES AND


MAKE SOME NEW ONES

GMs will enjoy challenging players of Warhammer Fantasy Rolpelay with this selection of
scenarios set in and around the Reikland city of Ubersreik. This collection can be played
as short one-off adventures or combined into a lengthier intrigue.
Find out more about the full range of exciting Warhammer Fantasy Roleplay games on
WWW.CUBICLE7GAMES.COM

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