Back to Gallery

The Cursed Bargain

Darkstarmystery Lv. 5 · 4 players

The Cursed Bargain

The party returns to Darkstar with a cursed artifact, intending to trade it for critical information about a pirate ship's location from a shadowy information broker. However, the artifact's curse attracts unwanted attention, and the exchange becomes entangled with a murder investigation, forcing the adventurers to navigate rival factions, uncover deception, and determine whether their broker can be trusted.

intriguemysterydeception

Read Aloud

The Scarlet Anchor tavern rises before you like a wound in Darkstar's shadowed streets—its weathered crimson sign creaking in the salt-laden wind. Inside, the air is thick with pipe smoke and whispered deals. Your contact, Mira Blackwater, sits in the corner booth beneath a cracked mirror, her scarred fingers tracing the rim of an empty wine glass. As you approach with the cursed artifact wrapped in oilcloth, a sudden chill emanates from the package—customers nearest the bar glance over with unease. Mira's eyes narrow, and she gestures you closer. But before you can speak, the tavern door slams open. City Watch constables, at least three of them, flood inside with purpose. The one in front bears the silver badge of an investigator.

Description

The Scarlet Anchor is a working-class tavern and illegal information exchange in Darkstar's lower docks. Mira Blackwater, a half-orc fence and information broker, operates from the corner booth. The tavern's interior features exposed beams, a long bar running the north wall, rickety tables, and a back exit leading to an alley. The cursed artifact (a carved bone idol) radiates palpable cold and malice. The arrival of the Watch signals that someone has died—likely someone connected to Mira's network. The constables are led by Investigator Kess, a sharp-eyed human woman investigating a murder at a nearby warehouse. She's received a tip that Mira may be involved or possess information. The artifact's curse has coincidentally drawn suspicion: dock workers report seeing a "ghostly chill" near the warehouse where the victim was found, matching descriptions of supernatural activity.

DM Notes

Allow the party to attempt a DC 14 Insight check to read Mira's reaction—she's genuinely frightened, not guilty. The Watch arrival is not her doing. If the party tries to hide the artifact, a DC 16 Sleight of Hand check keeps it concealed during the initial search. Investigator Kess is thorough but not corrupt; she's looking for a motive or connection. The party can bluff their way out (DC 13 Deception), offer to help with the investigation (which she'll accept suspiciously), or attempt to leave quickly (requiring a DEX save DC 12 to slip past without being stopped). If they engage with Kess, she'll mention the victim: Talvyn Corve, a dockmaster, found dead in the warehouse with claw marks and frost on his body—details that match curses associated with dark artifacts. Mira will signal that she'll meet them later if they can get clear.

Read Aloud

You push through the warning cordon and enter the warehouse where Talvyn Corve's body was discovered. The smell hits first—death and something else, something like burned flesh mixed with winter air. Pooled blood, long since dark and congealed, marks the spot where the dockmaster fell. But it's the walls that arrest your attention: deep gouges, some six feet up, form a pattern that speaks of desperate thrashing. Frost still clings to the eastern corner of the warehouse, impossibly thick despite the warm coastal climate. And there, barely visible beneath a toppled crate, you spot something: a single scale, iridescent black, about the size of your palm, radiating a faint, sickly cold.

Description

The warehouse is a three-story structure near the docks, used primarily for storing imported goods. The body has been removed, but the crime scene remains unsealed. The victim, Talvyn Corve, was a dockmaster with connections to Mira Blackwater—he handled shipments and knew routes, making him valuable to the information network. The key evidence includes: claw marks (suggesting a beast or cursed creature), frost damage (suggesting necrotic or cold magic), and the abandoned black scale. The scale is not immediately recognizable as belonging to any natural creature—it's actually a fragment of a shadow drake or cursed creature drawn to the artifact's dark power. The party can make the following checks: DC 13 Investigation to map the claw marks and determine they were made by something with four limbs and supernatural strength; DC 14 Arcana to recognize the scale as connected to dark magic or necromancy; DC 15 Survival to note that the frost is unnatural and impossibly fresh. The constables present (two ordinary guards) will not interfere if the party seems to be helping the investigation, but will stop them from removing evidence. Investigator Kess is not present—she's investigating other leads.

DM Notes

This scene serves as an environmental puzzle and clue-gathering opportunity. The party should realize that the cursed artifact they carry may have attracted or summoned the creature that killed Corve. This creates tension: they need to complete the exchange with Mira, but the artifact is actively dangerous. If a party member touches the scale, they must make a DC 12 Constitution saving throw or take 3 (1d6) necrotic damage and feel a compulsion to move toward the artifact (as if drawn to it). Encourage lateral thinking: the Artificer might attempt to identify the scale's properties; the Rogue might search for additional clues around the perimeter; the Cleric might sense that a necromantic curse is at work here. A successful DC 14 Insight check allows the party to deduce that Talvyn was likely killed to prevent him from revealing something—possibly the connection between Mira's network and the cursed artifact.