The Cursed Bargain
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.
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.
The Warehouse Inspection
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.
Confrontation at the Broken Mast
Read Aloud
The Broken Mast is a ship run aground and converted into a safe house—half-submerged in the harbor, accessible only by a creaking gangway. Inside the converted cabin, Mira waits with two armed guards, but her posture is defensive. She's pale, and when she sees you, her expression hardens. Before anyone can speak, a figure emerges from the shadows: Corvus, a rival information broker with a scar running from his eye to his jaw. He's flanked by three more cutthroats, and his crossbow is leveled at Mira's chest. "The artifact," he hisses. "Your payment for Talvyn, Blackwater. Or I report you both to the Watch. They're already sniffing around. The cursed thing draws attention like a beacon."
Description
The Broken Mast is a half-buried shipwreck in Darkstar's harbor, used as a neutral meeting ground for shady dealings. The cabin is cramped, with low ceilings, rusted metal, and water seeping through cracks. Mira brought two guards (thugs) for protection, but Corvus has ambushed her with superior numbers. Corvus is a rival broker who has learned that Mira intended to acquire the cursed artifact—a valuable commodity in Darkstar's underworld. He believes the artifact caused Talvyn's death (accidentally or intentionally) and plans to blackmail Mira, taking the artifact for himself and selling it to a third party (a Shadowfell cult). The encounter is tense but not immediately violent—Corvus is confident but not reckless. He'll negotiate, threaten, and attempt to turn the party's arrival to his advantage. Mira will try to signal to the party that Corvus is lying about his knowledge of the artifact. The guards present (Mira's two thugs and Corvus's three cutthroats) are ordinary combatants but will only fight if negotiations fail catastrophically.
DM Notes
This is a social encounter with combat potential. The party should have multiple options: (1) Negotiate with Corvus (Insight DC 14 to detect his bluff about reporting to the Watch; Persuasion DC 15 to convince him the artifact is more trouble than it's worth); (2) Intimidate him (Intimidation DC 13, advantage if the Fighter takes point); (3) Betray Mira and side with Corvus (which will lock them out of information about the pirate ship); (4) Fight. If combat erupts, use the Thugs stat block for Mira's guards and Corvus's cutthroats. Corvus himself is a Spy (CR 1) with the following modifications: he has 35 HP (increased from 27), AC 14 (leather armor), and wears a poisoned dagger that deals an additional 3 (1d6) poison damage on a hit. The cramped cabin imposes disadvantage on ranged attacks and initiative rolls. If Corvus is captured or kills (bloodied), Mira will confirm that Corvus was working with a Shadowfell cult called the Pale Circle, which is hunting for dark artifacts to open portals between planes. This will be a crucial hook for future sessions.
The Truth of the Artifact
Read Aloud
Once Corvus is dealt with—captured, fled, or dead—Mira breathes for what seems like the first time in hours. She orders her guards to secure the cabin door and seal the exits, then turns to you with grave intensity. "That artifact," she says, nodding to the oilcloth bundle, "is older and darker than you know. I hired Talvyn to track its origins, to confirm what a Shadowfell informant told me. It's called the Bonelord's Idol—a focus for a curse that binds the spirit of a dead dragonborn warlord. It draws necromantic energy like a lodestone. Talvyn found documents linking it to your target: Captain Meredith Vex of the pirate vessel Crimson Wake. She sails for the Shattered Isles, hunting for more artifacts like this one. But someone—I believe the Pale Circle—learned what Talvyn discovered. They sent something to silence him." She spreads a weathered map across the table. "I'll honor our bargain. The Crimson Wake operates out of a hidden cove on the Shattered Isles, thirty leagues south-southwest. But if you're going after Vex, know this: she's not alone. The Pale Circle is already hunting her. And if they obtain all the artifacts in her collection, they'll have enough power to tear open the Veil between worlds."
Description
This scene is the information delivery and revelation. Mira reveals crucial lore: (1) The Bonelord's Idol is a cursed artifact of significant power; (2) Captain Meredith Vex is a pirate collecting similar artifacts; (3) The Pale Circle, a Shadowfell cult, is actively hunting these artifacts; (4) Talvyn's death was sanctioned by the Pale Circle to prevent the party from obtaining the information. Mira provides a map with coordinates and a description of the Crimson Wake (a fast two-masted galleon with red sails and black rigging). She also offers a secondary bargain: if the party recovers any artifacts the Pale Circle steals, she'll pay handsomely. The cabin is now secure, and the party can catch their breath. Mira's two guards will leave them alone, standing watch outside.
DM Notes
This is exposition and setup for future sessions, but it should feel earned through player agency and combat/negotiation success. If the party asks specific questions, answer them: (1) DC 13 Arcana or History to learn that a Bonelord is an ancient dragonborn curse-keeper; (2) DC 14 Insight to determine that Mira is being truthful; (3) DC 15 Investigation to notice that Mira's information is incomplete—she's holding back something about the Pale Circle's true goals. The map is accurate but lacks detail about the island's layout; the party will need to scout or gather additional intelligence before a full assault. Offer the party a chance to ask about Captain Vex's reputation, the Crimson Wake's crew size, and the location of the Pale Circle's base. Mira can provide vague answers to the first two (Vex is ruthless and skilled; the Crimson Wake has a crew of 20-30 sailors) but claims ignorance about the cult's headquarters. The scene should end with the party in possession of actionable intelligence, their original goal achieved, but with a larger conspiracy revealed.
The Investigator's Questions
Read Aloud
As you emerge from the Broken Mast onto the creaking gangway, Investigator Kess is waiting on the dock with three constables and an air of grim certainty. She doesn't draw a weapon, but her hand rests on her sword hilt. "I've been tracking the movements of known associates of Mira Blackwater all evening," she says coolly. "Including you. I found evidence linking the artifact you're carrying to the death of Talvyn Corve—magical residue at the warehouse that matches the aura your package is emitting. I have two choices: arrest you as accomplices to murder, or listen to your account of what happened inside that ship." She steps closer, eyes narrowing. "Make it good."
Description
Investigator Kess Thorne is a human woman in her early forties, with steel-gray eyes and the bearing of someone who has made hard choices. She's stationed at the Darkstar Constabulary as a murder investigator and has developed a reputation for integrity—she pursues the truth, regardless of faction allegiances. She's genuinely conflicted about the party: their involvement could implicate them in Corve's death, or it could exonerate Mira and expose the true killers. Kess has not yet realized that an external force (the Pale Circle) is responsible; she's investigating from a motive-and-opportunity angle. The constables with her are ordinary guards who will follow her lead. If the party tries to flee, Kess will pursue but won't use lethal force on unarmed adventurers. If they fight, combat will ensue.
DM Notes
This is the final social encounter and a chance for the party to influence the investigation. Kess is susceptible to evidence and reasoning: (1) A successful DC 15 Persuasion check with solid explanations will convince her to investigate the Pale Circle angle; (2) A DC 13 Insight check allows the party to realize she genuinely wants to solve the case and isn't corrupt; (3) A successful Deception check (DC 16) might convince her they're not involved, but if she later discovers they lied, consequences will follow; (4) The party can offer to work with her, sharing information about the Pale Circle in exchange for immunity. This option should be attractive—Kess can provide official support, resources, and information about cult activity in Darkstar. If the party hides or destroys evidence, she'll become suspicious (disadvantage on Persuasion checks). The scene should conclude with Kess either becoming an ally, a neutral observer, or a low-level adversary. If the party leaves with Kess's blessing, award them inspiration (or equivalent) for smart negotiation.
Mira Blackwater
Half-Orc · Information Broker, Employer
Investigator Kess Thorne
Human · Law Enforcement, Potential Ally
Corvus the Scarred
Human · Antagonist, Rival Broker
The Broken Mast Ambush
mediumMonsters
Tactics
Corvus opens with a threat and crossbow leveled at Mira, attempting to intimidate the party into surrender. If negotiations fail, he opens fire on the highest-AC target (likely the Fighter) and uses Cunning Action to disengage and move to flanking positions. His three thugs spread out and attack with longswords and hand axes, focusing on isolated party members. Corvus uses his Sneak Attack when allies are adjacent to enemies or when he has advantage from higher ground (the cabin's raised platform). If reduced below half HP, Corvus attempts to grab Mira as a hostage or flee through the cabin's back door (which leads to a cramped storage area and a hidden exit to the harbor). The thugs are expendable to him and will fight to the death if cornered, but Corvus prioritizes survival.
Terrain
The Broken Mast's cabin is cramped (20 ft. x 25 ft.) with low ceilings (8 ft.), exposed beams creating half cover, and water seeping through cracks in the floor (no special effect, but atmospheric). The gangway outside is narrow (5 ft. wide) with unstable railings (climbing or falling requires a DC 12 Acrobatics check). A raised platform at the cabin's stern provides high ground. Mira's two guards are positioned near the cabin entrance, effectively trapping the party unless they fight through or find the back exit.
Cursed Summoning at the Warehouse (Optional Encounter)
hardMonsters
Tactics
This encounter occurs only if the party returns to the warehouse during scene 2 or lingers there after investigation, triggering the artifact's curse. The Shadow Drake is a spectral, serpentine creature—not fully corporeal—drawn by the Bonelord's Idol's necrotic aura. It materializes from the frost-covered corner and immediately attacks the party member nearest the artifact. The drake cannot be harmed by nonmagical weapons and has resistance to cold and necrotic damage. It uses hit-and-run tactics, diving through walls and reappearing to strike. Its primary tactic is to capture or kill the party member holding the artifact, driven by an instinctive hunger to reclaim its connection to its curse-bound master. The drake's roar echoes unnaturally, causing a DC 13 Wisdom saving throw or the party becomes frightened until the end of their next turn. If the party retreats outside the warehouse or destroys the artifact, the drake dissipates into shadow and smoke, returning to dormancy.
Terrain
The warehouse is a three-story structure with wooden support beams, multiple crates and stacked goods providing half cover, and the frost-covered eastern corner where the drake emerges. The constables present (two ordinary guards) are positioned at the entrance and will not engage the supernatural threat—they may even flee, leaving the party alone. The drake can move through solid matter (the warehouse walls) as if they were difficult terrain, giving it mobility advantages. High ceilings (20+ ft.) allow for aerial movement.
Treasure & Rewards
A weathered parchment map provided by Mira, marking the coordinates of a hidden cove on the Shattered Isles where Captain Vex's ship operates. The map includes notes on tidal patterns and the location of a guard post. No monetary value, but essential for the next adventure.
Recovered from Corvus's body (if defeated), this ring bears the insignia of the Pale Circle—a crescent moon beneath a five-pointed star. The ring is made of silver inlaid with dark enamel. When the wearer holds the Bonelord's Idol, they gain advantage on saving throws against necrotic damage for 1 hour. Value: 250 GP. It also serves as a key to certain Pale Circle facilities and lairs.
Corvus's weapon, a wickedly sharp dagger coated with a shadow poison. When used to make a weapon attack, the target must make a DC 13 Constitution saving throw or take an additional 7 (2d6) poison damage. The poison loses potency after 10 uses. Value: 400 GP to the right buyer; 50 GP to a fence.
Mira promises the party a significant debt in her favor. If they return with artifacts stolen by the Pale Circle, she'll pay 500 GP per artifact and provide any information from her network. This is a narrative reward, not an item, but it opens doors in future sessions.
Mira reveals that the Pale Circle is led by a figure known as the Void Caller, who operates from a hidden monastery in the Shattered Peaks, east of the Shattered Isles. The cult seeks to open a permanent rift between the material world and the Shadowfell. She estimates the cult has 15-20 operatives in Darkstar alone and likely 50+ across the region. This information is invaluable but unverified.
Story Hooks
The party now possesses critical intelligence: Captain Vex's location and the existence of a larger conspiracy involving the Pale Circle. Their next adventure should involve traveling to the Shattered Isles to locate the Crimson Wake, potentially confronting Vex (who may be an ally or rival depending on how the party approaches her), and uncovering the extent of the Pale Circle's artifact collection. The Cornelian Signet Ring serves as a key to deeper investigations into the cult's operations. Additionally, if Investigator Kess becomes an ally, she can provide support from Darkstar, including warnings if Pale Circle agents return to the city and resources for future missions.
Conclusion
Wrap Up
The party successfully navigates the intrigue of Darkstar's underworld, obtaining the information they sought regarding Captain Vex's location and the Crimson Wake. Whether through combat, negotiation, or a combination, they overcome Corvus and gain Mira's trust and information. If they handled Investigator Kess well, she becomes an ally and contacts them as they prepare to depart Darkstar, offering constabulary resources and a warning: the Pale Circle has been active in Darkstar for at least six months, and more agents may be arriving soon. The party prepares to set sail for the Shattered Isles, armed with a map and the knowledge that a larger supernatural threat looms beyond the scope of their original mission.
Cliffhanger
As the party prepares to leave Darkstar or spends the night at a safe house, Mira's messenger arrives in a panic. The Pale Circle has burned the safe house where Mira kept her research on the Bonelord's Idol and the Crimson Wake. Two people are dead, including a scribe who kept records of every artifact Vex has collected. Before departing, Mira receives a message: a black raven bearing a silver seal lands on her windowsill. Inside the seal is a single sentence written in blood: "The Void Caller knows what you have done. Return what is ours, or watch your city burn."
Next Session Hooks
- Journey to the Shattered Isles to locate the Crimson Wake and confront Captain Vex about her artifact collection and intentions—is she a victim of the Pale Circle or a willing participant?
- Investigate the Pale Circle's operations more deeply, potentially uncovering their true agenda and the identity of the Void Caller—the cult's enigmatic leader.
- The party learns that other adventuring parties or factions are also hunting the artifacts, creating a race against time to prevent the Pale Circle from assembling all the pieces needed to breach the Veil between worlds.
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