TEXT: TM
  TM
  
  7th Sea, Avalon, Castille, Eisen, Inismore, Highland Marches, Montaigne, Ussura, Vodacce, Vendel, Vestenmannavnjar, Knights of the Rose and Cross, Invisible College, Rilasciare, Novus Ordum Mundi,
  Vaticine Church of the Prophets, Explorer’s Society, die Kreuzritter, El Vago and all other related marks are © and ™ 2001 by Alderac Entertainment Group, Inc. All rights reserved.
  Mightier Than the Sword
  Being a pair of tales presented for the edification and amusement of 7th Sea players
  “The Music of the Spheres” Written by Cris Dornaus with Eric Vaubel
  “The Golden Head of Korlak ur-Nagath” Written by Lee Garvin
  Additional Material: Kevin Wilson 
  Art Direction: jim pinto 
  Cover and Interior Artwork: Cris Dornaus 
  Map: Jennifer Wick 
  Design and Layout: Steve Hough, Brendon Goodyear 
  Cover Design: Cris Dornaus, Brendon Goodyear 
  Line Developer: Rob Vaux 
  Editing: Rob Vaux
  TM
  
  7th Sea
  2
  The Music of the Spheres  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 
  Part One: To the Rescue!  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 
  Part Two: Come Join the Masquerade  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 
  Part Three: Down in the Underground  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 
  …And They Lived Happily Ever After?  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  The Golden Head of Korlak ur-Nagath  . . . . . . . . . . . 24 
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 
  Part One: Lunatics and Bad Fiction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 
  Part Two: Off to the Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 
  Part Three: Home Again, Home Again…  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 
  The Competition  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Table of Contents
  
  The Music of the Spheres
  3
  The Music of the
  Spheres
  Lo! ’tis a gala night 
  Within the lonesome latter years!
  An angel throng, bewinged, bedight
  In veils, and drowned in tears, 
  Sit in a theatre, to see 
  A play of hopes and fears, 
  While the orchestra breathes fitfully
  The music of the spheres. 
  — from The Conqueror Worm 
  by Edgar Allan Poe
  Introduction
  Music of the Spheres is designed to include several different
  “flavors” of adventure — mystery, intrigue, politics,
  exploration, and combat. Heroes will have the opportunity
  to rescue innocent passengers from road bandits, solve a
  missing persons case, venture into the Syrneth sewers of
  Charouse, fight a creature whose evil has kept it imprisoned
  for millennia, rescue a very special damsel in distress and
  make the Emperor of Montaigne extremely happy… or, if
  they fail in their endeavors, extremely upset.
  As usual, a balanced party would be ideal for this
  adventure. Those with Montaigne connections or courtier
  skills will have a chance to use them at l’Empereur’s royal
  court. Characters skilled at combat will be handy as well,
  when the party faces villains and monsters. At least one
  Hero should speak Montaigne, and preferably read it as
  well. Heroes with knowledge of the sewers and musical lore
  will also have an advantage, but these skills are not
  necessary.
  The monster encountered at the end of the adventure can
  easily be modified to suit the skills of the party, but it should
  be strong enough to give them a challenge worthy of their
  abilities. Optional dangers have also been included that the
  GM can throw in if he or she wishes. The Montaigne
  sourcebook contains more information about Charouse,
  1’Empereur, the Syrneth undergrounds, and sewer hunters,
  but is not necessary to run this adventure.
  Music is a central theme in this adventure, so you may want
  to play certain pieces during the game. Selections from the
  17th and 18th century are ideal. Harpsichord music is a
  good way of conjuring up the atmosphere of the Royal
  Court. A fast-paced violin sonata will add a lot to the fight
  scene with the sewer hunters, as will most classically-based
  movie soundtracks. 
  Charouse: City of the Arts
  This adventure takes place in the Montaigne capital,
  Charouse. Designed to be a paradise for the wealthy elite,
  the city stands as a wonderland of elegant architecture,
  exclusive shops, and entertainment of every type. It is also
  known for its sewers — Petite Charouse — which contain
  mysterious passages that existed long before the rise of
  man. Unknown dangers haunt these dank tunnels, and
  tribes of sewer hunters lurk in the subterranean mazes,
  scavenging for their lives in a savage society all their own.
  The nobility of Charouse enjoy a life of luxury and leisure.
  Friends of l’Empereur spend their time playing games,
  throwing lavish parties, and engaging in their uniquely
  Montaigne brand of courtly intrigue. They enthusiastically
  support the arts, enjoying theatre, opera, and a new
  sensation called “ballet,” as well as sponsoring galleries of
  fine painting and sculpture. For more information on
  Charouse, refer to the Montaigne sourcebook. 
  The Prodigy of Prevoye
  The latest sensation at l’Empereur’s court is a young woman
  by the name of Madelene Prevoye. The 16-year old
  
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  daughter of a middle-class music teacher, Madelene showed
  exceptional musical promise from her earliest days. Her
  father, Alfonse Prevoye, a widower since Madelene’s
  mother died of fever ten years ago, delightedly encouraged
  her talents and she has made stunning accomplishments in
  her field. She is skilled at playing the violin, harpsichord,
  flute, and Castillian guitar, and has composed an impressive
  portfolio of concertos, symphonies, waltzes, and operas. Her
  music has been lauded by critics as “sent from heaven,” and
  she is regarded as an almost saintly prodigy, possessing
  talent far beyond normal musicians. Many consider her
  second only to the Eisen prodigy Wolffrond von Hazel in
  sheer musical talent.
  Madelene’s appearance and personality have also helped to
  engender this reputation. She is lovely in countenance —-
  slender with delicate hands and a halo of blonde hair. She
  is always humble about her talent in public, but realizes she
  has a unique gift and drives herself mercilessly to use it well.
  She is soft-spoken and charming in most social situations,
  but can become passionate and obsessive when the
  conversation turns to her art. When composing her music,
  she goes into a state of almost trance-like concentration, and
  does not like to be disturbed when “the muse flows.”
  When l’Empereur heard of the young lady’s talents, he sent
  an invitation for Madelene and her father to visit Château
  du Soleil. He commissioned her to write an opera in honor
  of himself (and Montaigne), and to entertain the court at
  her leisure. When the adventure begins, she has been
  residing at Château du Soleil for two weeks. The royal
  family and attending nobility dote upon her to no end and
  listen breathlessly when she plays. For the moment, it
  seems, she has all of Montaigne in the palm of her hand.
  Enamored of his talented guest, l’Empereur has arranged a
  masquerade ball at Château du Soleil in honor of her.
  Guests are to wear their most fantastic and outrageous
  costumes — masks and all — and Madelene is to play
  selections from her opera for the first time in front of an
  audience. The ball is the talk of Charouse, and the upper
  class is in a fit of excitement over the event. 
  Part One: To the
  Rescue!
  The opening is designed to set the scene, make important
  introductions and get the Heroes involved in the adventure.
  It takes place on a country road outside of Charouse; the
  GM should determine exactly how and why the party is
  there. There are limitless motivations for visiting the capital
  city of Montaigne. A few examples are provided below:
  • The Heroes are heading to Charouse to sell valuable
  goods from a previous adventure.
  • The Heroes are diplomats or foreign emissaries, coming
  to pay respects to l’Empereur. 
  • The Heroes are servants, dispatched to Charouse to
  procure supplies.
  Empereur Leon Alexandre du
  Montaigne XIV
  Villain
  Brawn 2, Finesse 2, Wits 6, Resolve 5, Panache 2
  Reputation: –115 
  Arcana: Hedonistic 
  Advantages: Montaigne (R/W), Théan (R/W), Montaigne
  Accent (South), Noble, Servants (as many as needed) 
  Courtier: All Knacks at 5 
  Scholar: History 4, Law 4, Mathematics 2, Philosophy 3,
  Research 2, Theology 2 
  Firearms: Attack (Firearms) 4 
  Hunter: Stealth 3, Tacking 3, Trail Signs 3 
  Rider: Mounting 2, Riding 3 
  Porté (Apprentice): Attunement 3, Blooding 3, Bring 4,
  Pocket 3
  More information on l’Empereur can be found in the
  Montaigne sourcebook.
  
  The Music of the Spheres
  5
  • The Heroes are soldiers or musketeers, assigned to patrol
  the roads around the capital.
  • One of the Heroes belongs to a secret society, and must
  make contact with a fellow member in Charouse (perhaps
  even at l’Empereur’s party).
  Whatever the reason, whether the party is dispersed or
  together, the journey is a pleasant one. The countryside
  around Charouse is green and inviting, and the sun shines
  cheerfully in a bright blue sky. 
  As the party approaches Charouse, they notice a
  commotion on the road ahead of them. A coach
  emblazoned with the colors of the Montaigne family has
  been surrounded by a gang of bandits (the number of
  ruffians can be adjusted to give the party a good fight, but
  one the Heroes should win with some style). The bandits
  speak with a rural Montaigne accent and wear rough
  clothes with scarves tied around their faces to avoid
  recognition. Two of them ride lean horses, and the coach’s
  team has been cut loose from their yoke (the four horses
  haven’t wandered far, and can be seen grazing in the fields
  nearby). 
  The bandits are armed with a variety of weapons, from
  simple farming tools to stolen pistols and swords. The
  frightened, elderly coachman grovels on his knees next to
  the coach, guarded by one of the bandits. The rest of the
  brigands have formed a close circle around the coach and
  are arguing harshly with its passengers, demanding that 
  they surrender all the money, valuables and weapons 
  they possess. From inside the coach comes a frightened
  female cry.
  Any Heroes worth their salt will jump at this chance to
  defend innocent (and possibly important) people from such
  villainy. The GM can make the fight as quick or as drawn
  out he likes. If the combat needs some spice, have the
  bandits leap onto the coach or drag the passengers out as
  hostages. Once the fight starts, the man guarding the
  coachman shoves him sprawling into the dirt, and the old
  servant will crawl to the safety of a nearby tree.
  
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  There are three passengers inside the coach; Madelene
  Prevoye, her father, Alfonse, and a nobleman named
  Donadieu Deneuve du Surlign. Ideally, all of them
  (including the coachman), should survive. The bandits are
  not as cruel as they seem, and will hesitate to spill the
  passenger’s blood. They don’t really want to be murderers,
  only thieves (most convicted murderers in Montaigne face
  the hangman’s noose, while robbers are merely
  imprisoned). If the fight turns against them, they will
  attempt to escape.
  Once the bandits have been chased off or subdued,
  Donadieu praises the Heroes heartily for their bravery.
  Alfonse will be tearfully grateful for the protection of his
  beloved daughter, and Madelene will be unabashedly
  impressed by their derring-do. Donadieu suggests that the
  party accompany them back to Château du Soleil, where
  Madelene and Alfonse are staying as special guests of the
  Emperor himself. He intimates that the King will be quite
  appreciative — Madelene has become a favorite of his — and
  may even reward the Heroes. Madelene asks them to attend
  a masquerade ball being held in her honor in two days, and
  her father heartily agrees. Donadieu assures the Heroes that
  they may stay at Château du Soleil until the event if they so
  desire, as a reward for their heroics. Alternately, they can
  find ample accommodations in Charouse.
  Wherever they choose to stay, Donadieu provides them
  with a letter of recommendation that ensures entry to
  Château du Soleil as honored guests. News of their daring
  rescue of Madelene and her escorts will circulate rapidly
  through the court, and the Heroes will subsequently be
  treated with respect and admiration. You may even wish to
  have l’Empereur summon them to a private audience,
  where he personally thanks them for their selfless
  preservation of his adored guest (oh, and her father and the
  court composer). He will offer them the use of the Château
  and its staff for as long as they wish, but makes no other
  offers of compensation.
  Until the Ball
  At this point, you may choose to skip ahead two days to the
  night of the ball. Or you could make the two days at
  Château du Soleil an adventure in itself. This is a perfect
  opportunity for the Heroes to hobnob with the elite of
  Montaigne society, gain allies (and make enemies), play
  games, and enjoy the finest that the Royal Court has to
  offer. Some suggestions to fill this time are listed below.
  More ideas of how the Montaigne entertain themselves and
  details about important people can be found in the
  Montaigne sourcebook.
  Things to Do at Château du Soleil
  • Play tennis, cards, gambling games, and trade stories.
  Bandit Leader
  Henchman
  TN to be hit: 25 
  Brawn 3, Finesse 3, Wits 2, Resolve 3, Panache 2 
  Attack Roll: 6k3 
  Damage: 2k2 (Rapier), 4k3 (Pistol)
  Skills: Dirty Fighting 2, Footwork 3, Rider 3, Attack
  (Fencing) 3, Attack (Pistol) 2 
  The leader carries a pistol and a rapier, and is mounted
  when the scene begins.
  Bandits
  Henchmen
  TN to be hit: 10-15 
  Brawn 3, Finesse 2, Wits 1, Resolve 1, Panache 1 
  Attack Roll: 5k2 
  Damage 3k1 
  Skills: Attack (Dirty Fighting, Firearms, Heavy Weapon
  or Knife) 2, Footwork 2
  Brutes
  Threat Rating: 2 
  Usual Weapons: Clubs and swords (Medium)
  TN to be hit: 15 
  Attack (Appropriate Weapon) 1, Sprinting 1
  
  The Music of the Spheres
  7
  • Chat with some of the most notable people in Théah.
  L’Empereur’s court overflows with important nobles,
  foreign diplomats, and famous personages from all
  Nations. The Players’ Guide, GMs’ Guide and Montaigne
  sourcebook have ample NPCs to populate the court, or
  you can introduce some of your own NPCs. Perhaps an
  old flame of one of the Heroes is present, or a dangerous
  rival shows up. Almost anyone with noble bearing (and a
  few without) can justifiably be found within Château du
  Soleil. 
  • Attend the theatre, opera, or ballet, or visit galleries of
  fine art.
  • Shop in the upscale merchant district.
  • Visit the many classy restaurants, taverns, and Jenny
  Houses (or the many less-than-classy restaurants, taverns,
  and Jenny Houses).
  • Participate in a friendly (or even unfriendly) duel.
  • Assemble costumes for the ball (see Part 2).
  What People are Talking About
  The list below is a summary of the topics du jour in
  Charouse. More can be added if you wish. Details on many
  of these issues can be found in the Players’ Guide, GMs’
  Guide, and Montaigne sourcebook.
  • Le Petit Charouse — the mysterious Syrneth sewers beneath
  the city and the growing problems with sewer hunters.
  • The unpleasant peasantry and preposterous rumors of an
  uprising.
  • The War in Castille, and General Orduño’s audacious
  assault against the Montaigne blockade.
  • Montegue’s foray into Ussura.
  • Flattering anecdotes about l’Empereur and his kin.
  • Excitement and adoring words about Madelene and her
  music.
  • The issue of Church vs. Sorcery.
  • The latest exploits of the Musketeers, or the local Knights
  of the Rose and Cross.
  • The economic impact of the Vendel Merchant’s Guild.
  • The Heroes and their rescue of Madelene and her escort.
  • A recent circulation of revolutionary literature.
  The Heroes also have a chance to get more familiar with
  Madelene. They will find her charming and pleasant,
  though she spends most of her time locked in her chambers
  working on the opera commissioned by l’Empereur. She
  carries a strange box with her at all times, usually tucked
  into a velvet purse. For more on this, see page 11. She
  should inspire loyalty and fondness in the Heroes — there is
  not much to dislike about her.
  If you like, Madelene might develop a mild crush on one of
  the Heroes. She is at the appropriate age for such
  infatuation, and the Heroes’ earlier rescue affected her quite
  Alfonse Prevoye 
  Hero
  Brawn 2, Finesse 2, Wits 2, Resolve 3, Panache 3
  Reputation: 20 
  Advantages: Wealthy Patron (l’Empereur), Small 
  Artist: Composer 2, Musician (violin, guitar, harpsichord,
  flute) 2, Teacher 4
  Alfonse is a short, slight man of 45, with graying hair and
  a nervous smile. He is a pleasant man, very excited about
  attending court and thrilled to see his daughter adulated
  by the nobility. He acts in a mild and obsequious manner
  to the nobles, and regards the Heroes as personal
  champions (after they have saved him from the bandits,
  of course). He has a habit of becoming very emotional
  when things are going especially well, or especially
  poorly. He dotes on Madelene constantly: fussing over
  her, reminding her to be on her best behavior, and
  stressing the importance of this visit to her career. His
  long experience as a teacher comes out when he is
  around young people. In such a situation, he appears
  more at ease and takes on the tone of a wise and gentle
  mentor.
  
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  deeply. She might flirt subtly and pay special attention to a
  kind and charming Hero, or an especially handsome
  member of the party. This would add a more personal note
  to the adventure, and give the player an opportunity to role-
  play a romance, or find a way to gently rebuke her interest.
  It could even develop into a more serious relationship that
  could reverberate throughout the entire campaign. 
  Part Two: Come Join
  the Masquerade
  The night of the masquerade ball, Charouse buzzes with
  anticipation. Guests decked out in lavish costumes and
  exotic masks arrive at Château du Soleil in gilded coaches.
  An orchestra plays in the main ballroom, which is
  decorated like a fantastic scene from ancient mythology.
  Old Republic columns line the ballroom, festooned with
  grapevines and flowering plants. Gauzy drapes of
  transparent fabric hang from the lavishly gilded ceiling.
  Couches swathed in rich velvet line the walls. A huge
  banquet table is laden with all manner of exotic and artfully
  presented delicacies, and fine wine flows in sparkling
  cascades from ornate serving fountains.
  It is standard policy for guests to leave their weapons at
  home or at the door, and attendants at the entrance will
  stow them safely in an antechamber. L’Empereur has many
  enemies and death threats are an almost daily occurrence at
  the palace. However, this is a costume ball, and weapons
  can possibly be concealed beneath a bulky or voluminous
  outfit. The attendants will not argue if guests insist that a
  sheathed sword is a part of their costume, but ask them to
  tie a ribbon around the hilt as a formality.
  The Heroes should decide beforehand what costumes they
  are wearing, and what accessories and weapons they carry.
  Most guests are imitating l’Empereur and adopting a classical
  Donadieu Deneuve du Surlign
  Hero
  Brawn 3, Finesse 3, Wits 3, Resolve 3, Panache 3
  Reputation: 40 
  Advantages: Noble, Connections (numerous members of
  the Montaigne court), Patron (L'Empereur)
  Courtier: Dancing 3, Etiquette 4, Fashion 4, Oratory 4,
  Mooch 3, Sincerity 4 
  Artist: Composer 4, Musician (violin, harpsichord, flute)
  3, Singing 3 
  Fencing: Attack 3, Parry 3
  Donadieu is the current court composer at Château du
  Soleil, and serves as Madelene’s guide and coordinator
  during her visit, as well as acting as Master of Ceremonies
  for the masquerade ball. While Madelene is at Château
  du Soleil, he is committed to her completely.
  He is struggling with conflicting emotions about
  Madelene. On one hand, he admires her talent and
  dedication, and can’t help but like her personality. On the
  other hand, her skills make his pale in comparison, and
  he worries about losing his hard-won position. 
  He considers his position as l’Empereur’s favored
  musician a valuable opportunity to do what he loves —
  make and perform music — in an environment that
  appreciates and craves it. He fears that he would not
  excel in any other role, and takes his duties very seriously,
  for his own sake as much as the court’s. Secretly, he finds
  Leon’s fickle nature and imperious ways distasteful, but
  never lets these thoughts show. He is always obsequious
  and polite to a fault around l’Empereur, and will do
  whatever he can to keep the man content, and his
  position intact.
  Donadieu is an elegant man in his late forties. His hair is
  starting to go gray, but he usually wears a powdered wig
  to cover it. He is meticulous about his appearance and
  always keeps pace with courtly fashion. He has a deep,
  melodious voice and a smooth, courtly manner.
  
  The Music of the Spheres
  9
  motif, but some brave souls wear alternate costumes to
  provide a little variety. Montaigne fashion allows for a broad
  range of choices — costumes representing animals, historical
  or mythical figures, even mockeries of exotic foreign dress
  are acceptable. If the Heroes choose something too
  outrageous or constricting, it may prove a hindrance — let
  them pay the consequences. Some guests simply dress in
  their most fabulous gowns and coats, with masks and veils
  adorned with jewels and feathers. 
  Crowds of spectacularly attired guests wander about the
  ballroom, chatting, drinking, eating and dancing. As the
  evening goes on, those enjoying the wine may begin to get
  a bit livelier. All manner of gossip runs throughout the
  crowds, providing an opportunity for the GM to throw in a
  few red herrings to intrigue them. Feel free to role-play the
  Heroes through any verbal encounters you wish; the ball
  provides an excellent opportunity to lay threads for future
  adventures. If you want to throw in a little action here, you
  might have a drunken guest insult one of the Heroes, or
  somehow take offense and challenge them. Montaigne
  nobility are a proud and haughty lot, and an argument gone
  wrong could lead to an unruly scuffle, especially if the wine
  has been flowing.
  Everyone is talking about Madelene, usually gushing praise.
  Several courtiers will approach the Heroes, asking for
  details on their rescue attempt and wondering “how well”
  they know Madelene. A few jealous hangers-on whisper
  remarks about how she locks herself away in her chambers
  for hours, obsessing over her music. One or two may
  mention the curious “music box” she carries with her (see
  boxed text). 
  L’Empereur makes the rounds dressed in an elaborate blue
  and gold toga with an ivy wreath atop his powdered wig; his
  golden mask is the grinning face of Bacchu, ancient god of
  wine and revelry. When the Heroes arrive, he has Madelene
  on his arm, attired in a stunning gown of white feathers, a
  delicate silver swan mask and a pair of white-feathered
  wings. He introduces her proudly to select guests, and
  announces that she will perform her new music at 9 o’clock
  (still a few hours away). They eventually disappear into the
  
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  crowd. The Heroes will see no sign of Madelene at the ball
  for the rest of the evening.
  Whatever happens, make sure the Heroes are on hand for
  Madelene’s performance.
  Presenting Madelene Prevoye…
  As 9 o’clock grows near, the
  crowd gathers around the
  orchestra, anxiously awaiting
  young Madelene's performance.
  The room is already packed
  with 
  spectators 
  when 
  the
  Heroes arrive, but there is an
  open space near the curtain to
  the right of the orchestra.
  The 
  musicians 
  tune 
  up,
  l’Empereur takes his throne to
  the left of the orchestra to listen,
  and Donadieu Deneuve du
  Surlign makes a flourishing
  introduction… 
  and 
  nothing
  happens.
  Hushed whispers run through 
  the throng and Leon glances 
  about, curious but not yet
  alarmed. Donadieu disappears 
  behind the curtain near the
  Heroes, and the conversation 
  below (in Montaigne), can be
  overheard by keen ears (GM’s
  discretion). 
  Heroes 
  may
  recognize the other voice as
  belonging to Madelene’s father, Alfonse:
  Donadieu: “Where is she? l’Empereur is waiting! The
  guests…”
  Alfonse (alarmed): “I do not know! I have not seen her for
  over an hour! She was supposed to be here a half-hour
  before the performance and she has not arrived!”
  Donadieu: “Have you checked her chambers?”
  Alfonse: “Yes! She is not there! I don't know what could have
  happened to her… this is not like her at all! She takes these
  things very seriously, you know.”
  Donadieu: “We must find her! L’Empereur will be most
  upset!”
  Alfonse: “L’Empereur? Forgive me, Monsieur, but my
  daughter is missing!”
  Donadieu reappears through
  the curtain a moment later, a
  false smile on his face. He cues
  the orchestra to play something
  to appease the crowd, then he
  approaches Leon. Bowing and
  toadying, he explains that
  Madelene had been delayed
  and that every effort is being
  made to correct the situation.
  The Heroes will not be able to
  hear their conversation, but it
  should be fairly clear what
  Donadieu is saying.
  If the Heroes decide to act now,
  they find Alfonse Prevoye
  behind the curtain, wringing his
  hands in distress. He is sure
  something has gone afoul;
  Madelene 
  would 
  never
  purposely delay a performance
  — much less one before the
  King! He fears for his daughter,
  but cannot think of anyone who
  would have any reason to do her harm. Perhaps she has met
  with some unfortunate accident?
  If the Heroes wait to see what happens, they stand among
  the fidgeting crowd as the orchestra plays. L’Empereur looks
  slightly annoyed, and the Donadieu is frantically attempting
  to sooth him. He goes back to the curtain and finds that
  nothing has changed, and Alfonse only grows more frantic
  The Music Box
  Over the last week, Madelene has been seen
  carrying a small box with her. It is about the size of
  a deck of cards and has curious designs etched on
  it. On top is a large faceted gem of glass-like
  material, set into it like a gaudy jewel. Strange
  markings are etched onto the surface. Madelene
  claims it is a music box, but no one has heard it
  playing music, and she will let no one touch it. She
  is also reluctant to talk about it, or where it came
  from. All she told her father was that it was a gift
  from an admirer. 
  
  The Music of the Spheres
  11
  as each minute passes. After listening to his frightened
  suspicions, he decides that a search is in order. At this point,
  Donadieu notices the Heroes in the crowd and motions
  them over to assist in this alarming and embarrassing plight.
  Where is Madelene?
  What exactly happened to Madelene, and where is she
  now?
  About a week before the ball, a man approached her at a
  theatre performance she was attending. He told her his
  name was Paul Etalon du Toille and gave her a peculiar box
  that he said belonged to his grandfather. When held, it
  emits a strange sort of distorted music in the holder’s mind
  — painful and disorienting, but somehow seductively
  beautiful (for more information on the box, see The Music
  Box, page 10). 
  Paul told Madelene that his grandfather was a composer
  like herself, and that the music it emitted was his last work
  — a sonata written in honor of his daughter, Paul’s mother.
  But his grandfather had inadvertently angered a disguised
  Sidhe and the creature had cursed him, erasing all memory
  of his composition from his mind and trapping the music in
  the box, where it became warped and scrambled. His
  grandfather passed away not long after; the entrapment of
  his greatest work, and his inability to reproduce it caused
  him such distress that he fell ill with despair. 
  Now, Paul claimed, his mother was dying, and she had
  never been able to hear the music clearly. He heard stories
  Madelene’s incredible musical gift and hoped that she could
  break the spell. Musically talented people often heard the
  music more clearly. His fondest wish was for her to write the
  piece down and perform it for his mother before she dies. 
  He left the box with Madelene and said he would return in
  ten days to mark her progress. He promised her a monetary
  reward for her services, and his eternal gratitude. His offer
  of compensation was unnecessary — she had already
  become enchanted with the box, and agreed to the
  challenge. As the days passed she grew more and more
  obsessed with the box and its music, which teased her with
  moments of heartbreaking clarity among the warbled notes.
  She eschewed the Emperor’s commission and worked
  instead on writing down the music in the box. Along with
  the music in her head, she began to feel drawn toward some
  mysterious location nearby, deep in the earth. She had
  dreams and visions of a door with strange designs on it,
  similar to the marks on the music box. She had heard of the
  famous Syrneth sewers and believed that the call came from
  below the city. 
  Even the Emperor’s ball in her honor could not keep her
  from her compulsive task. She slipped away from the
  festivities to work on her “translation” of the box’s music.
  Her father found her there and told her she must return to
  the ball soon, then left her alone. She ignored his request;
  the siren call of the music box and the Door were more
  alluring than ever. At last, she finished her transcription.
  The final note of the imprisoned music was hastily written
  down, and she suddenly felt an undeniable urge to find the
  Door in her dreams. Somehow, she knew the music was
  meant be played in front of it.
  Madelene Prevoye 
  Hero
  Brawn 2, Finesse 3, Wits 2, Resolve 2, Panache 3
  Reputation: 60 
  Advantages: Appearance (Above Average), Wealthy
  Patron (l’Empereur), Small 
  Artist: Composer 6, Musician (violin, guitar, harpsichord,
  flute) 5, Singing 5
  Image: Madelene is petite young woman of 16, with a
  sweet, pretty face, sea foam green eyes and wavy light
  blonde hair. She is often described as “angelic”. Her
  hands and fingers are delicate and graceful and when she
  holds a musical instrument, viewers get the impression
  that it becomes an extension of her. She is generally soft
  spoken, charming and humble about her gifts. She always
  acts politely around guests and admirers, but when she is
  working, she tends to withdraw into a trance of
  concentration and can become impatient if interrupted. 
  
  7th Sea
  12
  Caught up in the spell of the box, she gathered her music
  sheets (knocking over an ink bottle on her desk in the
  process), took her violin case, and ordered the coachman
  who had been placed at her disposal to drive her into the
  city. She followed the call in her mind, directing the
  coachman into the Theatre District. There, she spotted a
  sewer entrance and squeezed her way in, ignoring the
  coachman’s feeble protests. She pursued the insistent call of
  the Door through the passageways under Charouse,
  heedless of the danger surrounding her. 
  Halfway to her mysterious destination she encountered a
  group of hostile sewer dwellers, belonging to a tribe known
  as the People of Pegre. They regarded the Door as a part
  of their territory. Before she came to any harm, though, one
  of them recognized her — and Madelene recognized him as
  well. He was Paul Etalon du Toille, the man who brought
  her the music box a week before. But Paul was not what he
  formerly seemed. His fine noble clothing had been replaced
  with dirty rags, and his friends referred to him as Renard,
  the Fox — one of the senior members of the People of
  Pegre.
  The box is not the product of a Sidhe curse, but a Syrneth
  artifact that the tribe found near what they called the Room
  of Spheres. Their leader, the Ragged King, had reckoned
  that the box held some sort of musical key to the door there
  — and that beyond the door lay an ancient treasure that they
  could use to prepare themselves for an attack on the hated
  world Above. They concocted Renard’s identity of Paul
  Etalon du Toille in order to persuade Madelene to help
  them decipher the secret of the key box. Once she has done
  her part they plan kill her, so she cannot reveal their plans.
  They had not expected her to show up in the sewers,
  however. She was nearly frantic to get to the door — its call
  eclipsed all other concerns. Renard lead her to the Room
  of Spheres, and she stared in wonder at her visions come to
  life. She knew she must play the box’s music in the room,
  to open the door and release whatever lay beyond it. She
  took her violin in hand and began to play.
  She will be in the midst of her performance when the
  Heroes come upon her and the People of Pegre in the
  sewers (see page 19).
  The Needle in the Haystack
  How the Heroes go about their search for Madelene is up
  to them, but Donadieu emphatically stresses that l’Empereur
  and his guests should not be alarmed or disturbed if at all
  possible. The King has a terrible temper, and the
  interruption of one of his royal events would surely have
  dire consequences for all involved. If any harm came to
  Madelene, he would be furious.
  It would be wise for the Heroes to bring Alfonse along
  during their search of the grounds, for he will be able to
  identify if anything is amiss.
  Alfonse Prevoye
  
  The Music of the Spheres
  13
  Available clues are listed below. The GM should role-play
  those involving NPCs, and allow the Heroes to glean clues
  based on the questions they ask.
  What Alfonse Knows
  Madelene’s father knows that the girl has been acting
  strangely over the last week. She appeared nervous and
  distracted and spent an unusual amount of time locked in
  her study, obsessively working on her composition for Leon.
  He assumes the pressure of working for such an important
  patron caused her anxious state. She hadn’t been sleeping
  well either, often staying up all night experimenting with her
  violin and scribbling down notes. She seemed unusually
  concerned about the composition, and wouldn’t even show
  him what she’d written. 
  If asked about the music box, he explains that her behavior
  regarding that has been strange as well. She claimed it was
  a gift from an admirer. He was wary of the box, for it
  appeared like none he had ever seen. He thinks it may be
  some sort of artifact, like those trinkets the Explorer’s
  Society is always fiddling with. When he held it, he heard
  strange music in his head — an unpleasant, distorted sound
  that disturbed him. But Madelene seemed enamored of it,
  and took to carrying it with her wherever she went.
  He noticed her missing from the ball about an hour and a
  half ago. He found her in her chambers, furiously scribbling
  away at her music sheets. She seemed quite frantic, and said
  she was just putting some finishing touches on the piece she
  would play this evening. She adamantly kept the music
  sheets from his view. Knowing her perfectionist nature and
  her apparent nervousness about the performance, he left
  her to work, admonishing her to return to the ball as soon
  as she could. This event was in her honor, and it wouldn’t
  do to be anti-social.
  When she did not show up a half-hour before her
  performance, he went to her chambers to look for her but
  she was no longer there. He did not bother to search the
  place carefully once he saw she wasn’t present.
  The Ballroom
  There is not much of use to be found in the ballroom. No
  matter how thoroughly they search, the Heroes can find no
  sign of the feathered dress, the swan mask, or Madelene.
  Questioned guests report seeing her earlier, but none of
  them have seen her for the last hour or so. If they
  interrogate the servants, one butler had spotted her about
  45 minutes ago, in the hall leading from her chambers to
  the main foyer. She was wearing a cloak over her feathered
  gown and carried a sheaf of papers and her violin case. She
  was heading towards the palace’s main entrance, so he
  politely directed her back to the ballroom. She thanked him
  and continued on her original course. It was not his place
  to question a guest of l’Empereur, so he returned to his
  duties and has not seen her since.
  None of the other servants knows anything worth reporting.
  Donadieu Denuve du Surlign
  
  7th Sea
  14
  Madelene’s Chambers
  Madelene and her father have been staying in a suite of
  rooms in the south wing. The suite includes two bedrooms,
  a main foyer and a music room. Alfonse tells them that she
  spent most of her time locked in the music room,
  composing. 
  Upon 
  examination, 
  Madelene’s 
  bedroom 
  seems
  undisturbed — the bed is made and everything appears to
  be in order. The door of the wardrobe stands ajar, however,
  and her cloak is missing. Alfonse’s room also appears
  normal.
  The floor of the main foyer contains a few white feathers,
  identical to those from Madelene’s costume. More feathers
  can be found in the music room, as well as Madelene’s swan
  mask, lying on the desk. The music sheets she had been
  working on are missing, and a bottle of ink has been
  overturned. The ink has mostly dried, except for a couple
  of heavier puddles. A quill lies nearby, filled with dried ink,
  its tip mangled. This upsets Alfonse, for Madelene has
  always been fastidious about her materials. He fears she
  may have been abducted. 
  The music sheets cannot be found in the room, nor can the
  music box. Alfonse assumes she has it with her.
  Her violin case is missing from its usual place.
  Main Entrance of Château du Soleil
  About a dozen coachmen and attendants stand at the main
  entrance of the Château, with numerous coaches lined up
  along the lane. The vehicles include two royal coaches and
  several private coaches belonging to guests, as well as a
  large number of public “taxis” waiting to take inebriated
  dignitaries home. 
  More white feathers can be found on the ground here.
  If asked, many of the attendants saw Madelene get into the
  third Royal Coach and order the driver to leave. They
  drove out through the main gate. The attendants don’t
  know where they went, and thought it odd that she would
  leaving, but knew better than to question an esteemed guest
  of the King. She was wearing a cloak over her swan gown
  and carried a sheaf of papers and her violin case. 
  The Royal Coach is identical to the one they rescued from
  the bandits earlier, and will be easily recognized. Several
  witnesses along its route have noted it, and can direct the
  Heroes along its path. They eventually find the coach in the
  Theatre District, near one of the sewer entrances
  Theatre District 
  The coach is parked near one of the entrances to the
  sewers. The old coachman sits there, looking befuddled.
  The Heroes recognize him from the bandit attack two days
  ago. When they arrive he seems both relieved and
  frightened. He fears that something has gone wrong, and
  that he will get into trouble for it, but hopes the Heroes can
  help him keep Madelene from harm.
  He tells the Heroes that Madelene ordered him to leave
  Château du Soleil, but didn’t give him a specific destination.
  As they went, she directed their course. She seemed
  Madelene Prevoye
  
  The Music of the Spheres
  15
  agitated and excited about something. When they got to the
  Theatre District, she spotted the sewer entrance and asked
  him if it lead to the passages under Charouse. He told her
  it did, but that it was locked to all but the King’s Musketeers
  and the occasional sewer cleaner. She nodded, thanked him
  and hopped out of the coach, carrying her violin case.
  He called after her, but she ran to the sewer gate, and
  managed to squeeze through the bars and disappear into
  the catacombs. He didn’t know what to do, but did not wish
  to leave l’Empereur’s guest — so he opted to wait with the
  coach in hopes she’d return.
  If the Heroes search the coach they will find the sheaf of
  music. Heroes with musical training (or Alfonse if you’re
  feeling generous) will note (Wits + Composition check, TN
  10) that the melody is very odd — not at all like traditional
  music, but alien and haunting. Alfonse says it reminds him
  of the horrid song from the music box. He is quite
  flabbergasted it — the apparent product of all her hard work
  — and fears the King’s anger and criticism at hearing such
  a piece.
  There is no doubt that the music is written in Madelene’s
  hand.
  The Music Sheets
  The notations on the music look hastily written, and grow
  increasingly haphazard throughout the piece. It should be
  clear to the Heroes that Madelene was growing more and
  more manic as she worked on the composition. Series of
  notes have been scribbled out, and slightly altered versions
  written further down. The last line was re-worked several
  times, each successive scrawl becoming more urgent. The
  final line of notes is underlined emphatically several times. 
  There are also notes in the margins — scribbled and difficult
  to read, but a Hero fluent in Montaigne should be able to
  make them out:
  “…getting clearer…”
  “…it’s calling to me…”
  “…echoes from below…”
  “It sings with me… I cannot deny it.”
  “I must find the Door.”
  At the bottom of the last page is a sketch. It looks like some
  kind of door with strange glyphs etched upon it, and a circle
  of gems at the center. Explorer Heroes or those familiar
  with Syrneth research may recognize the markings as
  Syrneth. Alfonse says it resembles the designs on her music
  box.
  Another note has been scribbled next to the sketch:
  “The dream grows more vivid each time…”
  Sewer Entrance
  A few scraps of delicate fabric from Madelene’s gown cling
  to the wrought iron bars of the gate and several white
  feathers are scattered nearby. The space between the bars is
  about a foot wide—- just wide enough for a slender girl to
  slip through. The Heroes must find another way into the
  sewers if they cannot get through the bars. They may be
  able to summon someone with a key, pick the lock, or force
  the gate. Allow them to come up with their own solutions.
  The bars require a simple Brawn check of TN 30 to bend.
  Reduce the TN by five for every additional Hero assisting
  in the effort. Destructive options will cause the coachman
  dismay, but he will not try to stop them.
  Alfonse is wary of venturing into the sewers, and will choose
  to wait with the coachman, unless otherwise persuaded. He
  pleads with the Heroes to bring his daughter back safely.
  
  7th Sea
  16
  Part Three: Down in
  the Underground
  The Charouse sewers have no lighting system — the Heroes
  must bring some sort of light source to see here. Lamps can
  be found along the nearby streets, but removing them
  involves more vandalism and may draw the attention of the
  Musketeers. The exact layout of the sewers is up to the GM,
  but the Heroes should have to follow Madelene’s trail
  through several twists and turns before the sound of her
  violin leads them to the People of Pegre (see below). The
  dangers of the journey is up to the GM; we have included
  several optional challenges below.
  Once they get into the sewers, Madelene’s trail is not hard
  to follow. A channel of filthy water runs down the center of
  the passage, and the whole place is damp and dirty. Her
  footprints are easily seen in the muck, and she has left a
  sporadic trail of feathers leading into the darkness. 
  Dangers of Petit Charouse
  There are many dangers in the sewers, and if the GM
  wishes, he or she can throw in some of the creatures and
  challenges below. 
  Traps
  The Heroes are approaching the territory of the People of
  Pegre, who don’t take kindly to uninvited visitors. The
  sewer dwellers have riddled the passages surrounding the
  Room of Spheres with haphazard traps designed to keep
  trespassers out and alert the residents to intruders. Most of
  them have safety features, so that “authorized” persons can
  bypass them without injury. They are usually made from
  found objects and make good use of the features of the
  sewers themselves. Below are a few examples. Feel free to
  design more as you see fit. Keep in mind, however, that
  Madelene has passed before the Heroes, so all traps should
  have a plausible way for her to pass them unharmed.
  Drag Lines 
  This trap consists of length or two of looped rope laid across
  the passage, trailing into a nearby sewage channel. If
  someone steps on the rope, it triggers a spring mechanism
  hidden in the water. The victim’s foot is caught in the rope,
  which drags him or her swiftly into the fetid water. The
  sewer channels are normally no deeper than 4 feet, and the
  victim will not usually be harmed. The victim must untangle
  himself from the rope (requiring a simple Finesse Check at
  TN 10) and climb out of the water. Until he changes his
  clothes and bathes, he smells of putrid sewage. Sewer
  hunters familiar with the area know enough to avoid
  stepping on these.
  Pivot Bridge 
  At one point the floor of the passage ends abruptly at the
  edge of a sinkhole about five feet across. More of
  Madelene’s feathers lie on the other side. A rickety
  makeshift bridge made of old wooden planks appears to be
  fastened to the far edge of the gap with a bolt that serves as
  a pivot. It has swung halfway over the gap, but must be
  pulled all the way across for them to pass. A grappling hook
  or similar tool could be used, requiring a simple Finesse
  check at TN 15. Once they have a hold of the bridge, it
  swings over quite easily. Even with the bridge is in place, the
  crossing is treacherous, and the gap below is quite deep.
  The bridge swings loosely on its pivot, and sways
  dangerously as they cross. Nasty GMs may want to require
  another Finesse check. Failure means that the Hero has
  slipped and now dangles precariously above the precipice
  (requiring a Brawn check — and possibly another Finesse
  check — from his friends to pull him up).
  Alarms 
  The People of Pegre have placed several alarm mechanisms
  through their territory to alert them of unwanted visitors.
  Some of these are very simple and obvious — a tangle of
  bells blocking the path, or trip wires that knock over
  teetering piles of noisy debris. Others are more subtle —
  
  The Music of the Spheres
  17
  floor tiles or switches disguised as random clutter that
  trigger hidden bells or balanced stones. 
  If the Heroes set off any of these alarms, they may
  encounter a few sewer hunter Brutes (see page 19) before
  reaching the Room of Spheres (see page 19).
  Creatures
  Black Wolf (Villain)
  TN: 20 (see special abilities as well)
  Brawn 4 
  Finesse 3 
  Resolve 3 
  Wits 2 
  Panache 3 
  Attack Roll: 5k3 (Bite)
  Damage Roll: 4k2 (Bite)
  Skills: Ambush 5, Footwork 3 Tracking 4 
  Image: A shaggy, dirty wolf with black fur. Their eyes glow
  with an unnatural light.
  Special Abilities: Limited Porté abilities: add +10 to its roll
  when using Ambush. It may spend 1 Action at any time
  (ignoring the Interrupt Action Rules) to automatically make
  a successful Active Defense against any Attack Roll that is
  not more than 20 times its Defense Knack Rank (e.g., if their
  Defense Knack is 4, it can Defend against an Attack Roll of
  up to 80). Unless an opponent takes some sort of
  precaution, such as backing up against a wall, the wolf will
  always try to attack from the rear.
  The Black Wolf can teleport at will; no Blooded object is
  needed. When attacking, it prefers to leap out of nowhere
  using their Porté ability, and go for the neck. It is adept at
  avoiding missiles hurled or fired at it, blinking out of sight
  in an instant. 
  Black Wolves are rare in the sewers, especially in an area
  actively patrolled by the People of Pegre. But the occasional
  solitary wolf still wanders through, looking for lunch. More
  background info on Black Wolves can be found in the
  Montaigne sourcebook, pages 113–114.
  Sewer Spiders (Brutes)
  Threat Rating: 1 
  TN: 15 
  Usual Weapons: venomous bite (see below)
  Image: These arachnids, about the size of a fist, lurk in the
  dank shadows of the sewers and feed mainly on rats. They
  The Ragged King 
  Villain
  Brawn 4, Finesse 3, Wits 4, Resolve 4, Panache 4
  Advantages: Toughness, Montaigne 
  Background: Hunted 
  Arcana: Commanding 
  Hunter: Fishing 3, Stealth 4, Survival 4, Tracking 3, Trail
  signs 3, Traps 4, Ambush 4 
  Streetwise: Socializing 2, Street Navigation 3, Scrounging 3
  Dirty Fighting:
  Attack (Dirty Fighting) 4, Attack
  (Improvised Weapon) 3, Eye-gouge, Kick, Parry
  (Improvised Weapon) 3 
  Heavy Weapon: Attack (Heavy Weapon) 4, Parry (Heavy
  Weapon) 4 
  Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 3
  The Ragged King carries a heavy staff with nails and
  shards of glass driven into it (Heavy Weapon) and a brace
  of 4 throwing knives, which are old, but kept in good
  condition.
  The Ragged King is a tough opponent, but will hang
  back and send his followers into the fray before becoming
  personally involved. The People of Pegre jump at his
  command without question, and will die fighting for him.
  If the fight starts turning against his side, he will jump into
  the fray, battling with a brutal ferocity. If he is wounded
  and can make an escape, he will — after all, survival is the
  marrow of his philosophy.
  His age is difficult to surmise through the dirt and grime,
  but he is most likely over thirty years old. He dresses in
  layers of filthy rags, with a grizzled beard and blazing
  eyes. His long hair hangs in tangled masses over his
  shoulders and his voice is powerful and deep.
  
  7th Sea
  18
  cling to the ceiling and corners, making bulging cobweb
  nests in which they store their paralyzed prey.
  Special Abilities: While they don’t usually attack humans,
  they react violently if their nests are disturbed, and may
  drop down from above to deliver painful bites that inject a
  mild poison. The venom numbs a two-foot area surrounding
  the bite for a duration of 3 turns. If a spider bites a limb,
  the Hero’s Finesse and Brawn are considered 3 below
  normal (minimum 0) whenever that limb must be used. The
  effect lasts for three turns when the poison wears off. If the
  bite is on the head or neck, the Hero will be disoriented
  and get a headache, and their Wits suffer a –3 penalty
  (minimum 0) until the poison wears off. If the bite is on the
  torso, they will be wracked with painful convulsions and
  their Brawn will be at –3 (minimum 0) until the poison
  wears off.
  Once these threats have been disposed of, the party may
  continue along the trail. Eventually (whenever the GM
  decides they’ve had enough distractions), they will hear the
  distant strains of a violin up ahead. The melody is strange
  and haunting, and Heroes who can read music will
  recognize it as the melody written on the music sheets. It is
  being played with a frenzied intensity. 
  As they continue along the path, sharp-eared Heroes (Wits
  check, TN 20) may notice sounds from ahead and behind
  that could be stealthy footsteps. Lights are soon visible
  ahead, where the music is coming from. As they round the
  last corner, several figures step out of the shadows,
  surrounding the Heroes.
  “None Shall Pass!”
  When the Heroes round the corner, they can see that the
  passage widens into a larger room. The architecture of the
  passage is different from most of the sewer ways — the
  Syrneth architecture taking on a grander feel. At the far end
  of the room is a large archway, its stone door shoved aside
  and cracked. Beyond this doorway they can see into the
  Room of Spheres (see below). They can see Madelene
  inside the room, along with a few ragged-looking men, who
  are standing awestruck as she plays her violin. 
  Between the Heroes and the Room of Spheres is an
  unfriendly welcome party.
  The number of sewer hunters who ambush the party can be
  adjusted according to the party’s capabilities. Most of them
  will be Brutes, and easily dispatched. The sewer hunters are
  dressed in filthy rags and wield battered weapons scrounged
  and made from whatever they found. They will fiercely
  attack the party, trying to keep them from entering the
  Room of Spheres. Most are disposable, but at least one —
  Renard (a.k.a. Paul Etalon du Toille) or the Ragged King —
  should be left alive if the Heroes want to get the whole story
  behind Madelene’s disappearance from the ball.
  Three of the sewer hunters are in the room with Madelene.
  The rest can be adjusted to make a fitting challenge for the
  Heroes.
  The Ragged King
  
  The Music of the Spheres
  19
  The People of Pegre
  One of the largest and most powerful tribes of sewer
  hunters, the People of Pegre dwell beneath Charouse, ruled
  by a mad king and living by a savage code of ethics that
  places survival and loyalty above all moral standards. They
  harbor a deep resentment for those who live Above, and
  seek to do them mischief whenever they can. However, they
  have few resources with which to implement any lasting
  damage. They regard the suspected treasure trove locked
  behind the door in the Room of Spheres as a means to
  further this cause. With the funds beyond the door, they
  hope to procure weapons and supplies to arm themselves
  for a violent uprising.
  “Pegre” is the Montaigne word for the Underworld of
  ancient Republic myth. They consider their society, brutal
  as it is, superior to the pampered, deceit-filled way of life
  Above. They have a “survival of the fittest” philosophy, and
  see the money-driven society of Montaigne as a flawed
  system that enables the weak and unworthy to hold
  undeserved power. 
  The undisputed leader of this tribe is a menacing figure
  known as the Ragged King. Dressed in layers of filthy rags,
  with a grizzled beard and blazing eyes, he is a paranoid,
  charismatic fanatic whose passionate speeches and merciless
  displays unyielding of authority have made him the most
  feared and respected man under Charouse.
  No one’s sure how old he is, what his real name is, or where
  he came from, but no one questions his edicts or
  philosophy. He preaches self-preservation and the value of
  strength and skill. Those who have nothing to offer, and
  who cannot fend for themselves are callously cast out of the
  tribe’s territory, or executed in barbaric public rituals. His
  followers respectfully refer to him as “Your Lowness”.
  Behind his mad raving and quiet brooding lies a mind filled
  with warped genius. He is a keen plotter and a flexible
  survivalist. The plan to deceive Madelene into aiding their
  entry into the trove was his idea, and none of his minions
  dared suggest an alternative.
  The Room of Spheres
  This room, built by the original Syrneth designers of the
  subterranean labyrinth, is a large circular chamber with two
  doors. One is a large arched entryway; its stone door
  shoved aside and cracked by the sewer hunters. The other
  door is a massive stone slab firmly entrenched in the rock
  walls. The archway has strange glyphs etched upon it and
  glittering gems inlaid in a circular pattern at the center. The
  Heroes may recognize it from the sketch on Madelene’s
  music sheets. Chisel marks mar the stone around the gems,
  but apparently any past attempts to pry them out failed.
  The domed ceiling stands about twenty-five feet high at its
  apex. In the center of the room is a sort of pedestal. A large
  globe rests in a shallow depression upon it, spinning rapidly.
  No visible means of propulsion is apparent, and efforts to
  stop its spinning will automatically fail. The globe is a dark,
  transparent purple, and flashes of light pulse at its center at
  a rate of one pulse per 40 seconds. When Madelene begins
  People of Pegre
  The number and composition of the gang of sewer
  hunters can be adjusted to the strength of the party. We
  suggest one Henchman per 3 Brutes, and they should
  collectively outnumber the Heroes 2 to 1.
  Brutes
  Threat Rating: 2 
  Usual weapons:
  Medium (broken and improvised
  weapons, clubs)
  TN 15 
  Skills: Attack (Dirty Fighting) 2, Footwork 2
  Henchmen
  TN 20 
  Brawn 3, Finesse 1, Wits 2, Resolve 2, Panache 2
  Attack Roll: 5k2 
  Damage: 3k1 
  Skills: Attack (Dirty Fighting) 2, Footwork 2
  
  7th Sea
  20
  to play, the flashing quickens, and eventually meshes with
  the sound, pulsing in rhythm to the music.
  The Portal Yawns
  Madelene plays frantically as the Heroes fight the
  sewer hunters. Once one or more of the Heroes fights
  their way into the room, something begins to change.
  The globe in the center of the room begins to 
  pulse rapidly, its color changing from 
  purple to red. A deep rumbling sound 
  makes the stone walls tremble and bits 
  of rock and dust waft down from 
  above. Madelene continues playing, 
  so absorbed up in her music that she 
  doesn’t seem to notice. 
  The gems on the door light up,
  and begin flashing in a pattern,
  pulsing to the sounds of the violin.
  The sewer hunters in the room
  look 
  toward 
  the 
  door,
  expressions of rapt anticipation
  on their grimy faces. A puff of
  dust bursts from the seams
  around the door, and it slowly
  begins to swing outward.
  Seeing that the door is opening, and
  having orders to kill Madelene once she
  has accomplished her task, one of the
  sewer hunters in the room draws a rusty
  dagger from his belt and crosses in
  front 
  of 
  the 
  Door 
  towards
  Madelene. Nearby Heroes may
  attempt to stop him — but
  something else gets to him first.
  A massive, skeletal claw reaches
  from the darkness beyond the
  Door, grabbing the sewer
  hunter 
  with 
  an 
  audible
  crunch 
  of 
  bones, 
  and
  throwing him against the far
  wall. 
  The 
  man’s 
  choking
  scream startles Madelene from her reverie. She drops her
  violin, looking up to see a nightmare in flesh
  emerging from behind the stone slab. With a
  gasping cry, she swoons, falling to the floor
  unconscious, her violin slipping from her
  fingers.
  The creature lumbers into the Room of
  Spheres, stretching up to full height. It is
  nearly twice as tall as a full-grown man. It
  looks from side to side, its glowing eyes
  blinking in confusion.
  Then 
  it 
  seems 
  to
  recognize where it is,
  and opens its mouth
  in a silent scream. 
  As the Heroes and
  their foes look on, the
  monster flies into a
  blind rage, attempting
  to kill anything in its
  path. It will focus first on
  the remaining sewer hunters,
  which gives the Heroes a short
  window of opportunity to get
  Madelene to safety. Unless it is
  stopped, however the beast will
  continue its rampage through
  the sewers and eventually
  up into the city above.
  The Caged Beast
  The creature that emerges
  from the doorway is a
  terrifying skeletal thing 
  with long creaking limbs
  wrapped in sagging, shriveled
  skin. It resembles an ape, stretched
  out and mummified, its hands great long-fingered talons. Its
  face is a hideous skull with shrunken flesh clinging to the
  bone like ancient parchment. Its eyes glow like fanned
  
  The Music of the Spheres
  21
  embers, and its breath reeks of decay and the rot of eons.
  The creature’s mouth stretches wide in fury, but only a
  labored hissing sound emerges. Clasped around its neck is
  a strange sort of collar, with several glowing gems imbedded
  in it and a circular depression at the back.
  Unbeknownst to anyone involved (or indeed any human on
  Théah), this creature is the last living member of an ancient
  race who built the Syrneth sewers in ages past. A fanatical
  villain who played an instrumental role in the downfall of its
  civilization, it was imprisoned by its own people within the
  locked chamber. They designed the prison to hold it for all
  eternity, never letting die, but slowly rotting in its dark,
  soundless confinement. The collar around its neck is a
  silencing device, preventing it from making any
  vocalizations. 
  The once criminally brilliant mind has fallen prey to the
  terrible madness of countless millennia of silent isolation
  with only its own twisted thoughts to entertain it. What
  rational abilities it once possessed have withered to blind,
  pain-filled rage. It is still physically strong, and its strength is
  aided by its seething hatred. Its only thought is of slaughter
  and revenge -— on whoever happens to be in its path. 
  The sound of Madelene’s violin, however, is the one thing
  that can break through its shell of wrath. The notes — a form
  of the race’s ancient language- are distracting, even soothing
  after its interminable, soundless confinement. If she begins
  playing again, it will pause at the sound of the music, its
  head tipping to the side as it listens to the alien melodies.
  For several minutes it will be entranced by the notes, then,
  as it recognizes the tune as the key to the very prison it so
  loathed, it will begin to rage anew, its anger focusing on the
  source of the taunting message — Madelene and her violin.
  Protecting her is vital if the Heroes want to remain in
  l’Empereur’s good graces. The creature must be killed or
  somehow incapacitated to prevent it from reaching the
  surface and wreaking havoc on the Sun King’s precious city.
  Solving the Puzzle
  Presumably, the Heroes will be able to keep Madelene safe,
  and hopefully destroy the creature before it causes any
  more harm. If they save the girl, but are unable to kill the
  beast, it goes staggering off into the catacombs. 
  If the party manages to keep Madelene safe, she will tell the
  authorities about how Paul Etalon du Toille approached her
  with the box, how its strange song enchanted her and how
  she left the ball in search of the door. She seems quite
  shaken, and feels as if she has just awakened from a twisted
  dream. There is a tearful embrace when she is reunited with
  her father, and he expresses humble gratitude for all the
  Heroes have done.
  If the Ragged King and/or Renard have managed to
  survive, they can be arrested and questioned. If the party is
  up to it, the GM can make hunting down these men
  through the sewers another adventure in itself. Both Renard
  and the Ragged King make excellent recurring villains, and
  can be used as future foils for your party if you wish. 
  On the other hand, if the party is exhausted and you’re
  ready to wrap up the adventure, they may discover the pair
  The Caged Beast 
  Villain
  Points: 200 
  TN 20 
  Brawn 5, Finesse 3, Wits 1, Resolve 4, Panache 4
  Advantages: Toughness 
  Attack Roll: 5k3 (Claws) 5k2 (Grapple)
  Damage: 3k3 (Claws), 3k3 (Grapple)
  Skills: Footwork 3, Claws 4, Grapple 3 
  Note: Stats can be adjusted to reflect the strengths of 
  the party.
  The creature stands about 9 feet tall, and is hideous to
  behold. It reeks of decay and its muscles creak and
  stretch like old leather. It attacks with blind fury, and has
  no particular plan in mind other than killing anything in
  its path. It will strike out with its claws, or attempt to grab
  an opponent and crush them, then throw them aside. 
  
  7th Sea
  22
  lying nearby, wounded from the battle and unable to flee
  into the safety of the labyrinth. Renard is angry and
  disillusioned with the outcome of this endeavor, and will be
  blunt and surly. But he has no wish to die, and answers
  questions when threatened. He confesses that he had been
  sent by the Ragged King to seek Madelene’s aid with
  opening the Door. He explains that the story of the Sidhe
  curse was a fabrication designed to manipulate her, and that
  the Ragged King had believed the Door hid an ancient
  treasure. He admits that they had planned to kill Madelene
  after she had done her part. 
  The Ragged King will be less straightforward. He is in a
  state of rage as they arrest him. He has always regarded
  those from the world Above as inferior beings, and yet his
  philosophy of “survival of the fittest” indicates that the
  successful Heroes are superior. His pride has suffered a
  terrible blow, his plans ruined, his treasure a fleeting dream
  and his tribe reduced considerably. He will be as
  uncooperative as possible, and may try to escape a few
  times or harm his captors. Eventually, however, he sinks into
  apathetic despair and tells the Heroes about his plans to
  launch a raid on the city above with the funds from the
  treasure he hoped to find behind the Door.
  Both will be found guilty of treason and attempted murder.
  Their delivery to l’Empereur will earn high marks, as the
  King’s disdain for the sewer-dwellers is well known. 
  …And They Lived
  Happily Ever After?
  When they get back to Château du Soleil, many of the
  guests have gone home. Some are still around, however,
  waiting to see if Madelene ever turns up. 
  While they were away, Donadieu tried to keep the King and
  guests occupied for as long as he could, but eventually Leon
  The Collar and the Key
  The collar on the beast was a protective measure taken
  by its captors to prevent it from speaking and making
  noise. The music heard from the box was a recording of
  a verbal command that unlocked the prison. The jailers
  did not want to take a chance on the prisoner using its
  voice to escape.
  The collar is locked around the beast’s neck, but the key
  to open it is nearby. (Show the players the illustrations of
  the music box on page 10.) The panel at the back of the
  collar bears etchings and an indentation that coincide
  exactly with the marks on the box and the gem on the
  top of it. A simple Wits check (TN 15) confirms this. If
  the gem is fitted into the depression on the back of the
  collar, the lock will spring open and the collar can be
  removed from the beast’s neck. Once unlocked, the gems
  set in the collar will go dark.
  If someone places the collar around their neck, it will
  automatically snap shut and can only be removed by
  unlocking it with the box. The gems will begin to glow
  again once it is fastened. Within a few seconds, the wearer
  will feel a dull numbing in their throat can no longer
  make any sounds beyond exhalations, hisses and coughs.
  The wearer will remain effectively mute until the collar is
  removed.
  (Note that while this device could easily silence a captive,
  or even keep someone from revealing a secret, the captive
  can still sign and gesture, and write, if literate.)
  
  The Music of the Spheres
  23
  demanded to know what was going on. When l’Empereur
  discovered that Madelene was missing, he dispatched his
  guards to sweep the city. The Heroes will run into one of
  the search parties as they emerge from the sewers.
  Alfonse and the waiting coachman have told the guards
  what they know. If Madelene is brought out alive and well,
  there will be much rejoicing and praise for the party. If she
  is brought out badly wounded, they are less jubilant, but
  grateful for her return. If she has been killed, they will be
  distraught, and fearful of Leon’s reaction.
  If they’ve detained Renard, the guards will be very pleased:
  he has a long criminal record and has managed to elude
  capture until now. They express their delight at the prospect
  of questioning him about the sewer dwellers’ secrets.
  If they’ve arrested the Ragged King, the guards will be even
  more excited. With their leader gone, the People of Pegre
  are likely to split up and become less of a threat. They
  mention that the “True King” will no doubt take express
  pleasure in torturing and executing this mockery of a King.
  If the Heroes have managed to kill the Caged Beast, its
  body will cause astonished and disgusted gasps. The guards
  will express relief that the thing never made it to the surface.
  Leon will subsequently order the Room of the Spheres to
  be destroyed, eliminating whatever secrets lies within. There
  could be interesting complications if a member of the
  Explorer’s Society (possibly one of the Heroes) finds out
  about the creature, the collar and the Room of Spheres.
  If the party was unable to keep the creature from reaching
  the surface, it will eventually emerge elsewhere in the city.
  It goes on a terrible rampage, killing many innocent
  civilians before the Musketeers finally destroy it. If you wish,
  the Heroes may take part in the fight, which helps erase
  their failure to stop it earlier.
  If the creature has been incapacitated, but is still alive, there
  will be much discussion about what to do with it. Some wish
  to study it as a unique biological specimen. Others want to
  destroy it before it can break free again. A few even wish to
  transport it to L’Il du Bête (see Montaigne, page 31 and the
  adventure Scoundrel’s Folly) where the idle rich can hunt it
  for their amusement. Regardless of what the Montaigne
  decide to do with it, it soon withers and die. Without the
  sealed atmosphere of the Domae prison to preserve it, it
  begins to weaken and decay, and will perish in a matter of
  days.
  Successful Heroes should be rewarded with an appropriate
  amount of experience points. 
  Renard (Paul Étalon du Toille)
  Villain
  Brawn 3, Finesse 4, Wits 3, Resolve 3, Panache 3
  Advantages: Montaigne 
  Background: Hunted 
  Arcana: Proud 
  Hunter: Fishing 3, Stealth 4, Survival 3, Tracking 3, Trail
  signs 3, Traps 3, Ambush 3 
  Spy: Shadowing 3, Stealth 3, Conceal 2, Sincerity 3,
  Disguise 4 
  Streetwise: Socializing 2, Street Navigation 3, Scrounging 3
  Athlete: Climbing 2, Footwork 3, Sprinting 2, Throwing 2
  Dirty Fighting: Attack (Dirty Fighting) 4, Attack
  (Improvised Weapon) 3, Eye-gouge 2, Kick 2, Parry
  (Improvised Weapon) 3 
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3 
  Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 3
  Renard carries a battered rapier and a rusty dagger
  Renard is an adequate swordsman, and fights with a bit
  more style than the rest of the sewer hunters. However,
  he has no qualms about using dishonorable means to win
  a fight. He, too, would rather escape alive than fight to
  the death, and will attempt to flee if things look dire.
  Renard has an athletic build and a handsome face under
  the layers of dirt. He wears a ragged shirt and britches,
  with homemade sandals on his feet. His hair is shoulder
  length and pulled back in a greasy ponytail.
  
  The Golden Head of
  Korlak ur-Nagath
  The battered ship limped into the bay.
  The crew, each a hero in his way, 
  Bore the scars of blade and storm and beast.
  Tanthus longed for his home in the east.
  The Island of Nagath was quite grand, 
  And they had despaired of reaching land.
  Astride the bay stood a man of gold, 
  In one great hand, a horse he could hold.
  Carved on the pedestals was the name: 
  Korlak ur-Nagath, King of Great Fame.
  The boat put in at the empty port, 
  And the crew searched through the haunted fort. 
  — from the Tanthusiad by Gurlan (Avalon translation, 
  by Sir Ronald Trace, 1545)
  Introduction
  This is how most of Théah (the educated ones at least)
  know about the legend of Korlak ur-Nagath (or at least his
  statue). The Tanthusiad is one of the most important pieces
  of literature in the world — a classical Numan epic
  recounting the twenty-five year voyage of General
  Thanthus, who struggled to find his way home after an
  Avalon storm blew he and his shipmates off course. It has
  been the subject of countless plays: the greatest playwrights
  of l’Empereur’s court have expanded on their favorite
  adventure from the epic poem. Vaticine scholars have
  written countless books, analyzing and dissecting Gurlan’s
  most famous work, while countless Montaigne dinner
  parties have been ruined by pretentious fops quoting from
  it endlessly. 
  Like all good legends, the Tanthusiad has a factual basis.
  There really was a general of the Old Republic named
  Tanthus. He belonged to the occupation army on Avalon
  until the Sidhe spirited the islands away in 573 AUC. He
  and his men managed to escape in a small fleet of ships,
  and his ship was quickly separated from the rest of the fleet
  by a freak storm. Blown off course and hopelessly lost; it
  did, indeed, take him twenty-five years to return home.
  Most scholars believe that he and his crew did indeed have
  many harrowing adventures, encountering creatures and
  foreign lands and mysteries throughout their journey. In
  fact, history attributes the first known encounter with the
  monstrous Sea Queen with Tanthus and his crew.
  In spite of that, many adventures in that epic poem
  probably came solely from Gurlan’s imagination (for
  example, Tanthus’s encounter with a committee of sharks is
  a thinly disguised political satire of the Imperial Senate).
  Thus, most of the stories were dismissed as the fancies of a
  brilliant poet and storyteller.
  The tale of Korlak ur-Nagath, in particular, doesn’t hold up
  to scrutiny at first glance. The narrative places the island of
  Nagath in a stretch of the Trade Sea that has since borne a
  staggering amount of traffic, yet there no one has found any
  trace of an island that would support a city like Nagath.
  Scholars scoff at the idea of a ninety-foot tall statue of solid
  gold; such an artifact would quickly collapse under its own
  weight. Others quickly point out that the Syrneth were
  capable of seemingly impossible feats of engineering, but
  the Syrneth never created anything in human form, and
  seemed to shun representational work of any kind.
  Fifty years ago, however, during a sea battle, a Castillian
  sailor made a startling discovery. Under the water, he saw
  the ruins of a great city, matching the descriptions of Nagath
  almost exactly. Scholars and explorers investigated the site
  with ships and divers and soon came to the conclusion that
  that city of Nagath, as described in the Tanthusiad, did
  indeed lie beneath the waves. The island had sunken before
  the fall of Numa as a result of a volcanic eruption. Even the
  existence of the statue seemed plausible. Two pedestals
  marked what was once a narrow inlet to the island’s bay,
  spaced far apart enough for a ninety-foot tall statue to stand.
  Unfortunately, no trace of the statue itself was ever found.
  7th Sea
  24
  
  The Golden Head
  25
  Stories quickly surface regarding the statue and many other
  items from the Tanthusiad. Scoundrels and rogues have
  made small fortunes selling maps to Trogel, the Island of
  Talking Beasts (and large fortunes selling maps to Listruta,
  the Island of Willing Maidens). Charlatans have produced
  countless fakes of the masks of the Hornet Men, and one
  enterprising mountebank has built an entire industry
  around buying and selling the fangs of the Serpent of
  Tryphus. 
  The great statue of Korlak ur-Nagath, though, is the most
  sought-after prize of them all. Many members of the
  Explorers’ Society have dedicated themselves to follow any
  leads, no matter how flimsy, on the statue’s whereabouts.
  Many pirates, as well, would literally kill for a chance at
  such a treasure.
  Twenty years ago a pair of scoundrels inadvertently found
  a big piece of the puzzle. A Montaigne merchant ship, the
  Suzette’s Promise, was sailing among the islands of the
  Midnight Archipelago. Venturing far south, hoping to find
  new markets for their merchant captain, the ill-fated crew
  ran afoul of the savage Kiri-Rapu, a tribe native to an
  uncharted island south of the Archipelago. 
  The Kiri-Rapu outnumbered the crew nearly twenty to one,
  and quickly overwhelmed them. They took the survivors
  captive and, over the next several weeks, mercilessly
  slaughtered them, a few at time, to appease the Kiri-Rapu’s
  brutal god — a god embodied by a nine-foot tall statue of a
  giant head, apparently made of gold.
  Six of the sailors eventually escaped, making their way back
  to the Suzette’s Promise and setting out desperately for
  civilization. Four of the escapees succumbed to their injuries
  before they made it back to civilization. The final two
  survivors, Paul de Stwallaque and Jacques Campion,
  eventually arrived on Montaigne soil, and vowed to each
  other that they would return one day to claim the golden
  head together.
  Campion, naturally, took the first opportunity to cut his
  shipmate out of the deal. When de Stwallaque went home
  to see his wife and son, Campion attempted to steal a small
  boat — one that he could man himself — to return to the
  
  island on his own (he hadn’t thought it out very far). He was
  quickly caught, and thrown into prison.
  De Stwallaque, in the meantime, made other arrangements
  to insure that he would be able to get his hands on the head
  someday. It has been twenty years. Jacques Campion was
  released from prison a week ago, and he is dying.
  The Structure
  Like most 7th Sea adventures, The Golden Head of Korlak
  ur-Nagath consists of a few set points (scenes and elements
  necessary for the plot) and several changing elements
  (scenes that can be added or deleted in accordance with the
  Game Master’s personal preference and relative strength of
  the party).
  The organization of the changing elements for this this
  adventure differs from most, however. The Golden Head of
  Korlak ur-Nagath is a race for a treasure, and like all great
  treasure hunts, the prize itself matter less than the chase. In
  “The Competition,” several different treasure hunters are
  presented, as well a scene featuring each of them. This way,
  the GM can decide which competitors to include; whether
  the heroes have to contend with one dogged rival turning
  up at every step of the way, or a dozen gold-hungry lunatics
  constantly getting underfoot and causing trouble.
  In order to use this adventure, the GM should read through
  it entirely at least once and then choose which (if any)
  competitors he wishes to challenge the players. The Golden
  Head is intended as a light-hearted romp, a break from an
  otherwise serious campaign. If you prefer, however, you can
  easily leave the comedic elements out and play it as a down-
  and-dirty treasure hunt.
  For a short adventure, leave all of the competition out and
  simply play the set points. This will make the story very
  focused and fast-paced, sacrificing a bit of dramatic depth.
  For a “standard” length adventure, add in two or three
  competitors and have them all cross the Heroes’ path (or
  alternately, have one competitor crossing their path several
  times, adjusting other hooks as necessary). This will make
  the story equivalent to a typical Hollywood adventure
  movie in depth and tone.
  For a longer adventure, toss in all of the competition and
  have them cross and double-cross the heroes and each other
  at least once each. This should have the effect of a grand
  Hollywood epic, with a lot of laughs and chills all around.
  Finally, you could bring in all of the competitors and use
  every suggested encounter and perhaps even a few of your
  own creation. This would turn “The Golden Head” into a
  sort of mini-campaign, allowing you to occasionally insert
  another adventure, taking a break from the overall plot,
  before finally finishing this one. This would create
  something like an entire season of a light-hearted adventure
  television show.
  Find the style that best fits your campaign, and make it 
  your own.
  Story Overview
  The story begins with the Heroes receiving a letter from
  someone named Jacques Campion. Apparently, he has
  heard of their exploits and wishes to make a proposition.
  Arriving at the meeting place, they meet a wild-eyed
  drunken old man (Campion) who tells the Heroes of a
  fabulous nine foot tall golden head that he saw once on a
  remote island. He tells them of the fate the rest of his
  shipmates met on that island, and of his and Paul de
  Stwallaque’s escape. He announces that he is ready to go
  after the treasure now that he has been released from
  prison, and he wants them to help. Then he promptly drops
  dead.
  Educated Heroes recognize that the head may, indeed, be
  that of the fabled statue of Korlak ur-Nagath from the
  Tanthusiad. Uneducated Heroes will simply recognize a
  huge hunk of gold. Following up on the only lead they have,
  the Heroes track down Paul de Stwallaque, only to discover
  that he died a few months ago. Investigation reveals that de
  Stwallaque — a prominent author — hid the route to the
  island in a series of books he wrote. The Heroes must wade
  though eleven volumes of very bad writing to find the clues,
  7th Sea
  26
  
  The Golden Head
  27
  and then track down the only copy of the final, unpublished
  book.
  Once they have figured out the route and location, they can
  set sail. Unless they make other arrangements, the only ship
  available to them is a pirate vessel of dubious reputation;
  the Grinning Pelican.
  The island is fairly easy to find using the clues, and the
  heroes can reach it fairly quickly if unopposed… but where’s
  the fun in that? A few clashes with their fellow treasure
  hunters serves to delay and distract them, but they
  eventually reach the island.
  At this point, the players must deal with the Kiri-Rapu, the
  savage and unfriendly natives of the island, who don’t take
  kindly to strangers trying to steal their god. The Heroes can
  handle the Kiri-Rapu in a number of ways; through trickery,
  violence, or diplomacy.
  Once the Heroes have the Head, they can then return with
  it to their ship — only to find themselves double-crossed.
  Guy de Stwallaque, the disinherited son of Paul de
  Stwallaque, has been on board the whole time, posing as a
  member of the crew. While the party secured the Head, he
  managed to convince (bribe) the crew to mutiny. The
  Heroes are left adrift in a long boat, hundreds miles from
  civilization and much too close to the Kiri-Rapu.
  How they get out of this mess is largely up to the players.
  They can try to catch up to the Pelican in a borrowed
  outrigger canoe; or, if they are present, they can use one or
  more of their rival treasure hunters against each other. Porté
  sorcerers, of course have a built-in solution.
  By this time, the story becomes a frantic game of “button,
  button, who’s got the nine-foot golden head.” Much of the
  action takes place here, depending on the style you wish to
  
  play (see The Structure, above). In the end, the Heroes will
  probably lose the Head in a cinematically appropriate
  manner (although successfully claiming it isn’t out of the
  question either). Of course, it’s not the having that’s
  important; it’s the getting.
  Part One: Lunatics 
  and Bad Fiction
  As the curtain rises, the Heroes receive a letter from a man
  they’ve never heard of: Jacques Campion. He claims to
  have heard of their exploits (from a former cellmate, though
  he doesn’t say so; possibly a character the Heroes have
  encountered before) and wishes to make them a
  proposition. He says he will await them at the White Horse
  Tavern in the port city of Buche in Montaigne; he also
  provides the dates he will be there, giving the Heroes plenty
  of time to get to Buche. 
  The White Horse is a fairly seedy bar located near the
  docks. Once the Heroes arrive allow them to take in the
  surroundings, flirt with the tavern wenches, meet some of
  the NPCs (anyone pursuing the treasure should be in the
  tavern), and so on. At some point in the evening, when one
  of the Heroes approaches the bar, he notices an old man
  giving him a strange look. A violent coughing fit breaks his
  stare, forcing him to lean over the bar as he struggles to
  control himself. While nearly any attention will be
  appreciated, the only thing that will give the old man any
  solace is a generous glass of brandy. Once the coughs
  subside, he introduces himself as Jacques Campion. He will
  speak to the Hero in a loud voice (he is partially deaf). Read
  or paraphrase the following:
  “Merci, monsieur, merci. I knew you were the ones to help me. It
  has been so long since anyone has showed be any sort of
  kindness. Precisely twenty years in fact!” He grins weakly you,
  “I got out just last week, you see. I am certain they thought I
  would die in that place, like so many others did; but none of
  them had as strong a reason to keep living as I did!” He looks
  around furtively; he doesn’t seem to notice that everyone in the
  tavern can hear every word he is saying. “I saw it! It has been
  two decades, but the image is burned into my mind. It was the
  most beautiful thing I have ever seen. The eyes alone as big as
  cannonballs! Gold! Solid gold! It stood at least nine feet tall,
  and nearly as wide. Those savages had no idea what they had,
  I am sure of it. I tried to steal a boat. I wanted to betray my good
  friend Paul, and I tried to steal a boat. But Theus punishes
  betrayal more harshly than any other sin, and I was caught.” He
  begins to sink his shoulders and droop his head down, “My own
  greed was my undoing. But I…” he seems lost in thought.
  He is obviously drunk and possibly confused. Let the
  players ask whatever questions they care to and he will
  shake himself out of his funk. After a few minutes to
  organize his thoughts, he tells his story, either all at once, or
  by answering questions.
  “I was a sailor on the merchant ship Suzettes’ Promise. We
  were trading among the islands of the Midnight Archipelago.
  The captain had heard rumors of an island to the south, past a
  maze of reefs, sandbars and shallows. He had some idea of how
  to navigate the maze, based on those same stories. It turned out
  he was right, because we found our way to a new group of
  islands, whose natives had never seen Théans before. He thought
  to establish new trade routes with the islanders, but he never had
  a chance to ask them about it. They fell on us as soon as we
  reached the jungle. We must have killed dozens of them, but they
  had a whole army against one ship’s crew. Those of us who
  survived the attack were taken prisoner. They kept us in a pit like
  animals. They fed us through a grate, just enough to keep us
  alive; they wanted live sacrifices, you see.
  “Every few days, they would take a handful of us out of the pit
  and we would never see them again. One day, after they took a
  group of my shipmates, I gathered the courage to stand on another
  man’s shoulders and poke my head through the bars over the pit.
  I saw one of the savages — he must have been the chief or the
  witch doctor or something — standing on the head, yelling and
  pointing at my crewmates. They knelt in front of him, all in a
  row; men with spears were standing behind them. All of sudden,
  the chief shouted one word, and they plunged the spears down,
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  The Golden Head
  29
  into my crewmates’ backs. At that moment, I knew that I had to
  escape.
  “Young Jules, the cabin boy, was thin enough by then to squeeze
  through the bars in the darkest part of the night. He was able to
  lift the grate just a little, enough for another man to get through,
  and he lifted it the rest of the way off. We all climbed out and
  replaced the grate, and saw five natives standing in the open,
  staring at us.
  “All that time in the pit, our fear had turned us into animals.
  We fell on those people like a pack of dogs. I still have
  nightmares about it — they were unarmed villagers. After we
  killed them, we stole a few weapons and some food and ran for
  the beach.
  “They discovered the bodies very quickly and sent warriors after
  us through the jungle. I do not know just how many of us escaped
  that night, but only six made it to the shore. The others were re-
  captured or killed in the chase.
  “We stole one of their outrigger canoes and paddled out to the
  ship still anchored in the island’s bay. The islanders had left her
  alone, thank Theus, and we weighed anchor and set sail with
  the smallest skeleton crew I have ever seen.
  “We soon found that the food we stole spoiled very quickly, and
  four of the men were badly wounded. They didn’t last a week.
  In the end, it was just me and Paul de Stwallaque who limped
  into that harbor. We were so excited to see civilization that we
  lowered a boat and rowed in as fast as we could, without
  securing the ship, dropping anchor, or anything. While we found
  a doctor to tend to our wounds, someone else rowed out to the
  Suzette’s Promise and claimed her as salvage. They were a
  bunch of thieves and rapscallions there, and the sailor’s court
  ruled we had abandoned her.
  “So, Paul and I were destitute when we finally reached home.
  We told no one else about the head. We made a vow that,
  together, we would one day return to claim the Golden Head. He
  went to his home to see his wife and son, whom he had been
  away from for over a year, and I returned to my home here, in
  this very town.
  “Legion himself must have whispered in my ear, because the next
  day I decided I would go back myself and steal the head, and I
  would be richer than l’Empereur! I went to the docks and found
  a boat that I thought could carry me the whole way, and I tried
  to steal it.
  “I was caught immediately, and they threw me in prison for
  twenty years. Paul refused to ever visit me or answer my letters,
  and rightfully so. But now I am out, and I want you to help me
  claim the golden head. When we have it, I will go to Paul with
  his share and beg his forgiveness. Split two ways — even split a
  hundred ways — it will make us as rich as lords!” At this point,
  at the height of his excitement and agitation, he stands up and
  nearly shouts these last words. Then his hand clutches his chest,
  his knees buckle, and his other hand grabs [point to nearest
  Hero] your shirt. “Paul knows! He knows the way!” He coughs
  once, and then falls over, dead.
  Let the players role-play the conversation — and the period
  which follows — however they wish. Very shortly, however,
  it becomes clear that everyone else in the tavern heard
  Campion’s story. The naked greed in the eyes around them
  is enough to frighten a Vendel. Several patrons suddenly
  remember pressing engagements and slip out. One or two
  of the greedier opposition may take this opportunity to thin
  out the competition by sandbagging the Heroes. Check the
  descriptions to see if such an act is appropriate for the foes
  you have chosen.
  Once the party has dealt with any possible skull-duggery,
  they need to plan their next move which presumably
  includes mounting an expedition to find the golden head.
  A successful History knack roll against a TN of 15 or a Wits
  roll against a TN of 20 allows a Hero to connect the head
  in Jacques’ story to the legendary statue of Korlak ur-
  Nagath. Heroes with connections to the Explorers’ Society
  will recall the site of the submerged city of Nagath. Of
  course, any Heroes who can read have been exposed to
  Gurlan’s Tanthusiad an can identify the head from that.
  Allow all the Heroes to make a Wits roll versus a TN of 15
  (10 for Montaigne characters). Success allows the character
  to recognize the name of Paul de Stwallaque, the author of
  several novels called “The Remy Thoreau Adventures.”
  This notorious series of books has been blasted by every
  reputable critic throughout Montaigne and abroad; the
  
  plots are painfully transparent, the characters wholly
  unbelievable, the research non-existent, and the dialogue
  atrocious. The Vaticine Church has declared the books
  pornographic for their frequent and lurid depictions of love-
  making, anti-Vaticine for their depiction of the clergy, and
  immoral for the questionable activities of the so-called
  “hero.” They excommunicated Paul de Stwallaque several
  years ago when he refused to stop writing. Naturally, his
  books are the most popular novels to reach the Montaigne
  nobility in some time.
  A simple trip to a bookstore or printshop reveals that there
  are eleven books in the series, all available for cheap
  purchase. What’s more, the publishers, Henried and Sons,
  is located right there in Buche.
  What If They Don’t Want The Head?
  If your Heroes are not typical treasure hungry types, there
  are still plenty of ways to lure them into the story.
  Members of the Explorer’s Society would be very excited
  about retrieving such a famous artifact, and may contract
  the Heroes to recover it for them.
  Agents of nearly any government will recognize the
  resource the head would represent, and show considerable
  interest in securing it. They might commission Musketeers,
  Knights of Elaine, or other “loyal” Heroes to recover it.
  Heroes with a Nemesis or Rival could hear that their foe
  seeks the head, and the Hero may wish to either oppose
  them, either as a chance to confront his opponent, or simply
  out of spite.
  The Investigation
  Allow the party to take whatever path they think best, using
  the information presented here as a guide. If the action
  seems to slow down, feel free to toss one of the competitors
  at them to liven things up.
  Henried and Sons Publishers
  A trip to the publisher’s headquarters reveals a somewhat
  dingy building in the slaughterhouse district of the city. It’s
  the only place where the smell of wood pulp is not
  considered offensive.
  The building opens into a large central space, with a pair of
  small and cluttered desks near the front door, four printing
  presses working constantly, and a large open area serving as
  a warehouse with bundles of books stacked on wooden
  pallets. Four boys, ranging in age from ten to nineteen, work
  the presses, while a pretty girl of about sixteen sits hunched
  at one of the desks. She doesn’t bother to look up when the
  Heroes enter. A lean middle-aged man (Charles Henried)
  stomps from press to press, pulling sheets off at random and
  inspecting them. Sometimes he nods and places the page
  back where he got it; other times he reaches over and cuffs
  the boy at the press behind the ear and points to some
  apparent error. The din is incredible.
  If anyone tries to get the man’s attention, they will fail. He
  is just too absorbed in his work. The moment any male
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  Guy de Stwallaque
  
  The Golden Head
  31
  character attempts to speak to the girl, however, he springs
  from wherever he is (vaulting over piles of books if
  necessary) and makes a bee-line to interpose himself
  between them. Henried assumes that the Hero is just one of
  the many suitors after his daughter, Constance. Constance
  has reached a suitable age and the publishing house has
  enjoyed tremendous success of late, meaning that the gold-
  diggers have been coming out of the woodwork. He
  violently opposes any money hungry ne’er-do-well or
  bankrupt noble marrying Constance for his money,
  although welcomes the attentions of any clearly well-to-do
  gentleman of substance — as long as he is not too old or too
  young or Inish or Castillian or Vodacce or Vendel or
  Highlander or Avalon or Ussuran or Eisen or Tibesti or
  military or clergy or lawyer or sailor or farmer or teamster
  or sorcerer or actor or singer, and most importantly, not a
  writer.
  The GM can make this scene as simple or complicated as
  he wishes, as long as it is amusing. After any ruffled feathers
  have been smoothed (or courtship arranged), Henried
  happily speaks to the Heroes about Paul de Stwallaque.
  He tells them that de Stwallaque was a personal friend of
  his and had been pestering him for years to publish a book
  he had written, called The Soldier’s Indiscretion. The book
  was utter tripe of the worst kind, and Charles knew that it
  would get him in trouble with the church, so he turned him
  down. Repeatedly. Then, one night seven years ago, the two
  friends were playing cards and the stakes got insanely high.
  Paul won the game, and Charles paid off his terms; he
  published the book. Despite universally bad reviews and
  threats of excommunication, it sold through the roof, and
  made both men a lot of money. De Stwallaque began
  writing more novels, each one worse than the last, and
  Henried gritted his teeth and began publishing them. The
  eleventh book came out last year, and the twelfth was
  forthcoming until de Stwallaque passed away two months
  ago. De Stwallaque always said that he intended to publish
  twelve and no more; “A pity” Henried muses, “that he never
  completed his final piece.” Though sad to see his old friend
  gone, Henried secretly rejoices that he does not have to
  publish such awful pandering trash anymore.
  If anyone asks him about the golden head, Henried tells
  them (truthfully) that Paul never mentioned it. He spoke
  occasionally of his ordeal, of course, but he always left out
  the head. Questions about de Stwallaque himself prove a bit
  more fruitful. He had a wife who passed away five years
  ago, and a son, Guy, who used to play with his oldest boy.
  Young Guy and Paul grew apart as the years went by, and
  Guy was constantly in trouble with the law. In fact, he went
  to prison a few years back for a confidence scam.
  De Stwallaque lived in a fairly nice farm about five miles
  outside of town, bought with the earnings from his books.
  He left it to his housekeeper, who served as his constant
  companion in his later years.
  De Stwallaque’s Home
  There are a couple ways the heroes can learn the location
  of de Stwallaque’s home. They can get the address from
  Charles Henried (above), or they can ask around about the
  author himself. Many of the locals know where he lived, and
  his fame has spread throughout the town.
  The house and farm around it are fairly well-kept, and run
  by Margaret Ergot, the elderly former housekeeper and now
  lady of the house. She decided not to let the rest of the staff
  (three people) go after de Stwallaque’s death, and currently
  toys with the idea of turning the place into an inn or an
  artists’ retreat. Margaret thought the world of “Master Paul,”
  and apparently he shared some of that affection. Theirs was
  not a romantic relationship (though it had been, once, years
  ago), but merely a close friendship. She blushes to mention
  that the author based one of his heroines on her.
  If asked about the golden head, Margaret says she knows
  nothing. But after a moment she remembers something de
  Stwallaque used to say. He said that he had hidden
  something of great value in his books, in the hope that his
  son, Guy, would someday be worthy of it.
  If asked about Guy, Margaret sadly shakes her head,
  lamenting that “some children are just bad seeds.” She had
  hoped that father and son would patch things up eventually,
  but alas, time ran out. The last time the boy saw his father,
  
  7th Sea
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  they got into an argument about something and Guy
  stormed out. Paul changed his will shortly thereafter.
  If asked about the books, Margaret says she has read one or
  two of them, but prefers not to, since Master Paul — for all
  his virtues — wrote some pretty unseemly things (she has
  actually read and re-read all but the twelfth book). If the
  heroes are exceptionally nice and polite, or express an
  interest in Master Paul’s work, Margaret will show them his
  study, where he did most of his writing. A Wits roll of 20 or
  more will allow a character to notice a bundle of papers half
  hidden under a large map of Théah.
  Right about now would be a good time to toss some of the
  opposition at the party. (If they fail to notice the bundle,
  have it dislodge and scatter across the study during the
  ruckus; they can have fun retrieving it later.) 
  After the ruckus has cleared, Margaret will gladly let the
  Heroes read the bundle of papers, which turns out to be a
  manuscript of de Stwallaque’s final novel, titled Remy’s
  Reward. Margaret insists that she keep the book, as she
  intends to take it to Henried and Sons, but she will allow the
  Heroes to read it provided they remain in the house while
  doing so. If, during the struggle, the book is stolen, Margaret
  will be distraught, and will beg the party to get it back. The
  GM may spin this out into another branch of the adventure
  if he or she wishes.
  The Books
  Bright players should realize they are being hit over the
  head with these books. Unfortunately, that would be just
  about the only way to get any enjoyment out of them. De
  Stwallaque hid the route to the Kiri-Rapu’s island in the
  books (see below), so the only way to find it is to actually sit
  down and read them. Few Syrneth ruins hold such horrors
  as the prose of The Remy Thoreau Adventures.
  There are twelve books in the series including Remy’s
  Reward. Each one takes about half a day to read if the Hero
  does nothing else. For each book begun, have the reader
  make a Wits roll. If the result is a 10 or more, they recognize
  the books as complete trash. If they roll under a 10, then the
  Hero actually enjoys the novel (lucky them). If the Wits roll
  comes up with three or more ones, then the Hero becomes
  convinced that the book is a work of genius!
  All characters who made the Wits roll of 10 or more must
  then make a Resolve roll against a TN of 15. A failure
  means that the Hero just can’t take it anymore, and refuses
  to read that particular book any further. Slogging through
  the entire series is a heroic undertaking. De Stwallaque’s
  characters resemble wooden cut-outs, the action is
  implausible and hackneyed, and the plots are merely
  excuses for the female characters to remove their clothing.
  Any character with a military background will be
  enormously irritated by the fact that, although the hero of
  the series is a soldier, the descriptions of military activities
  and procedures seem to be written by someone who rode
  past an army camp once at high speed (a fairly accurate
  description). Any task this arduous should have a reward,
  right? Well here it is: for each book a Hero completes, allow
  them a Wits roll against a TN of 20. Each success and raise
  on this roll (no need to call for raises) allows the Hero to
  realize one of the following facts:
  
  The Golden Head
  33
  1. Certain phrases seem out of place. Throughout the series,
  de Stwallaque refers to the Ussuran city of Sousdal, where
  the hero begins his journeys, as “The San Augustin of the
  East.” This makes absolutely no sense.
  2. The hero, Remy Thoreau, travels quite a lot, never going
  to the same place twice.
  3. None of the places Remy visits are fictional. All of the
  cities, towns and villages he visits actually exist. Some are so
  small as to only appear on the most detailed maps.
  4. Some of the settlements Remy visits have been
  abandoned or deserted for years — centuries in one case —
  but the narrative cheerfully overlooks this and continues
  with the story (it doesn’t seem to matter much; every city in
  de Stwallaque’s novels resembles every other city).
  5. De Stwallaque gives unusually precise directions for
  Remy’s travels: south south-west for three days, etc., yet he
  curiously omits landmarks.
  6. If one were to take the first initial of every woman that
  Remy has romances with, they spell out the following
  message: 
  “WEAREAMAPTOTHEGOLDENHEADOFKORLAKUR
  NAGATH,”
  There are a lot of women.
  Let the Heroes take all of this information in and see if they
  can figure it out. If they have trouble, give them a few more
  hints. If the Heroes have access to Explorer’s Society maps
  or perhaps university maps, then they can chart Remy’s
  path through the novels with precision. If they then trace
  that route on a piece of thin paper, and replace the starting
  point with San Augustin instead of Sousdal, the result is a
  route through the southern part of the Trade Sea, ending in
  an an uncharted stretch of ocean somewhere south of the
  Midnight Archipelago.
  With this last bit of information, the Heroes can set off on
  their own expedition. Don’t worry; they won’t be lonely.
  Part Two: Off to 
  the Island
  Here the chase begins. The other treasure hunters will be
  following the party relentlessly; some will be stealthy, some
  will be blatant, and some may even be friendly. In fact,
  unless one of the Heroes has a ship, they may wish to join
  forces with one of them. Barring that, they will need to hire
  a ship.
  Buche is a busy port, and there are plenty of ships in the
  harbor. Unfortunately, most of those are slated for trade or
  military missions. The only ship available is the Grinning
  Pelican, a fast cutter capable of carrying a lot of cargo —
  very important on this kind of trip. The Captain, an Avalon
  named Thomas Raine, does his best to stay out of politics.
  He will gladly put his ship at the Heroes’ service with one
  condition; he wants two equal shares of the treasure — one
  for him, and one for his crew. It’s no good trying to tell him
  there is no treasure: since Campion’s dying performance,
  the golden head has become the worst-kept secret in Buche.
  Raine allows the heroes one denial, and then he tells them
  he knows, and suggest they come clean. Each time they
  deny after that, he increases the number of shares he wants
  by one. Hopefully the party will get the message before they
  have to actually pay for passage.
  Whether the party charters the Grinning Pelican, joins forces
  with another treasure hunter, or has their own ship, they will
  need to take on some new crew in Buche. This is nothing
  unusual — nearly every ship adds crewmen when a new
  voyage begins (to replace men who were lost, who retired
  or deserted, or perhaps fell ill). Plus, it becomes very
  important to the plot of Point Three.
  Once they have a ship, they need a way to get the head on
  board. Luckily, Gerard Reale, a local inventor with ties to
  the Explorer’s Society, has heard about the head, and wants
  to test one of his new inventions on it — a heavy cargo crane
  that can be mounted on board a ship. The crane has two
  
  7th Sea
  34
  massive arms, made of iron. A complicated system of gears
  and winches reduces the necessary strength to lift any object
  by a factor of ten. In other words, a 200 pound object would
  only require 20 pounds of effort applied to the crane’s
  handles. Whether it can take the incredible weight of a nine-
  foot head made of solid gold has yet to be proven. Reale
  will gladly attach his crane to the Grinning Pelican (or
  another ship) provided that he has the opportunity to study
  the head for the Society. 
  Raine initially resists to the idea of attaching the incredibly
  bulky and bizarre-looking crane to the deck of his ship, but
  can be made to see reason, especially once someone asks
  him how he intends to load the head.
  As they set out, the Heroes will notice several other ships
  leaving at the same time, seeming to follow them.
  The route from the books starts in San Augustin, but some
  may not wish to use that port, given that it is in Castillian
  hands. It takes a Navigation roll against a TN of 15 to plot
  a course from Buche to the same spot as the one indicated
  by the route. However they begin, make sure they’ve got
  plenty of company for the trip.
  The Straits of Blood
  One of the first navigation points takes the Heroes’ ship
  (and the veritable flotilla of ships following them) very close
  to the Straits of Blood (see The Pirate Nations sourcebook;
  an overview is provided below). Captain Raine happens to
  know the secret to reaching the island safely. He’s not a
  pirate, but he has several friends who may be. He will
  suggest that they put in at the infamous pirate port to re-
  supply and make repairs, especially if they have had any
  fights along the first leg of the trip. If the ship has taken
  damage, Raine will insist, and nothing the Heroes can say
  will change his mind.
  Lying 600 miles to the southeast of Buché, the Straits of
  Blood are a small chain of islands surrounded by some of
  the deadliest waters around. The waters are swimming with
  sharks and far deadlier creatures, and the islands are almost
  completely encircled with a jagged reef. There’s only one
  break large enough for a ship to enter, and it’s only
  navigable by night, thanks to the Bloody Lighthouse 
  (see below).
  Pirates of all nationalities and affiliations make port here to
  relax and spend their plunder. It also serves as a neutral
  meeting place for pirate Captains who wish to discuss
  treaties and alliances. Anyone who draws a weapon here is
  immediately set upon by everyone, put back on their ship,
  and banned from the Straits of Blood forever. As this is one
  of the few places a pirate can relax in safety, anyone who
  gets his crewmates banned from this port can expect an
  early retirement on a deserted island.
  The Bloody Lighthouse 
  Standing three stories high, the lighthouse is made from
  wood chopped from the nearby jungles. It has two lamps
  atop it, one of which is tinted red. The normal lamp is
  visible in all directions, but the red lamp is shuttered so that
  only ships directly in line with the safe break in the reef can
  see it. Ships who see the white light circle the island until
  they see the red light, then sail directly towards it (Wits +
  Piloting at a TN of 15) until they reach port in Bilgewater.
  Two capable guards watch the lighthouse to make sure the
  lights don’t go out or get moved.
  Bilgewater 
  Bilgewater is the larger of the two towns in the Straits. It
  serves as the main port and place of entertainment.
  Residents and pirates who want a quiet rest have to go to
  Tumbledown. They certainly won’t find any peace in this
  town, which is filled with drunken singing and yelling until
  well into the morning. The residents use the morning hours,
  when most of the pirates are passed out, to restock their
  food stores, relax, or get some sleep themselves.
  The main part of town is mostly taverns, gambling dens,
  and houses of ill repute. There are a few communal
  storehouses behind them in addition to a shipwright and a
  large Meeting Hall. To the east of the town is a thick jungle
  known as Caruther’s Last Home. Caruther was a well-liked
  pirate who frequented Bilgewater, and sported a shiny hook
  on his right arm. One night he had a bit too much to drink
  and wandered out into the jungle, unnoticed by his friends.
  
  The Golden Head
  35
  They found his pistols, his hook, and his skeleton, but the
  rest of him had been eaten. Since then, the pirates have
  avoided the jungle, especially at night.
  Tumbledown
  Less rowdy and dangerous than Bilgewater, Tumbledown
  mostly consists of the homes of pirate Captains who
  frequent the Straits. There is one quiet tavern, but crewmen
  are not allowed inside.
  As for the jungle surrounding the town, it seems perfectly
  safe. There are no large predators on the island, and no one
  has ever disappeared while walking along its picturesque
  paths.
  This will be a very dangerous time for the party. Thugs from
  the opposition will be prowling the alleys, hoping to get the
  route out of them by force or trickery. More stealthy threats
  can appear in the form of thieves sneaking onboard the ship
  trying to find the route, or even sabotaging the Grinning
  Pelican. And, of course, with all the different ships coming
  into the port, and the crews walking the streets, the golden
  head will remain a secret for exactly ten minutes. Even
  more treasure hunters can join the chase here.
  After the Heroes have gotten into as much trouble as you
  want, they can begin the next leg of the trip.
  South of the Straits, the Grinning Pelican spends the next
  few weeks sailing past the Midnight Archipelago, then
  through the maze of reefs and shoals that guard the island
  of the Kiri-Rapu. The maze is the most dangerous portion
  of the trip, and requiring three Sailing Through Reefs
  checks as seen on page 104 of The Pirate Nations
  sourcebook. 
  For those who do not have The Pirate Nations, the rules are
  as follows: for each check, the ship’s Lookout makes a
  Perception check (TN 20) to see if he or she spots the reef.
  If not, the pilot makes a Perception check (TN 30) to spot it
  at the last minute. If both rolls fail, the ship runs aground,
  suffering a number of Critical Hits equal to the ship’s Draft
  minus 3 (minimum 1).
  Any ship attempting to sail through the maze without the
  proper route must make ten checks, unless they are close
  enough to follow directly, which will require Pilot checks.
  The Island of the Kiri-Rapu
  As the Grinning Pelican reaches the final point of the route,
  the lookout gives the shout “Land Ho!” At first glance, it
  appears to be a tropical paradise. Wise characters will
  remember Campion’s tale, however, and be on the lookout
  for the savages he spoke of. 
  Allow the party to make whatever plans they wish, whether
  they wish to storm the island, sneak ashore, or approach
  with signs of friendship. Captain Raine will go along with
  nearly any plan, and accompany the Heroes ashore. If they
  want greater numbers, he will order twenty of his men
  The Straits of Blood
  
  ashore as well. If the Heroes have come on their own ship,
  they may disperse their crew as they wish.
  When they set foot on the island, the Heroes soon find an
  obvious trail through the jungle that leads almost directly to
  the native village. Whether they use the trail or not, they
  will be watched the moment they step into the jungle.
  The Kiri-Rapu wait until the invaders reach a good ambush
  position, and strike there. The attack comes without
  warning and in three waves. First, six blowgunners, hidden
  expertly in the trees, shoot sleep darts (the equivalent of
  Knock-out Drops; see page 185 of the GMs’ Guide) at any
  obvious leaders (though NPCs in the party should fall first).
  Then, spearmen, two for each member of the landing 
  party, will step out of cover and make menacing gestures,
  attempting to intimidate those still standing into
  surrendering. Finally, six archers, remaining in cover, will
  shoot anyone who still resists. If this does not convince the
  landing party to cooperate, the Kiri-Rapu will simply attack.
  If the party defeats the ambush, the survivors will run back
  to the village with the news. If they fail, go to Captured!
  below.
  A victorious party marching through the jungle will have
  no more contact with the Kiri-Rapu until they reach the
  village, about five miles inland, at the source of a river that
  runs out to the sea. The village itself is a tightly packed
  affair, with grass huts of varying sizes situated in a series of
  interlocking circles. As soon as they pass the outer
  perimeter, the Heroes will see the object of their search.
  The Golden Head of Korlak ur-Nagath sits on a stone
  pedestal in the center of the village, gleaming brightly. A
  stone altar lies in front of it, and it appears to be piled high
  with offerings of food.
  The inhabitants of the village scatter as the Heroes
  approach. Women and children are swept out of sight, while
  warriors set up defensive positions at the biggest hut in each
  circle, and around the head. If the party ignore the huts, the
  warriors will not molest them. The moment they approach
  one of the huts, the warriors begin making threatening
  gestures. If they persist, the warriors attack.
  When they reach they reach the center of the village, a man
  clad in a loincloth, feathers, and beads climbs up on top of
  the head. He begins speaking in a self-important tone.
  Unfortunately, no one in the party speaks Kiri-Rapu, so his
  words will be just so much gibberish. During his speech, he
  makes repeated pointing gestures toward the Heroes and
  the horizon.
  After he has spoken in this manner for a while, the Heroes
  suddenly hear a voice in their heads, speaking in their
  native languages.
  “Heed the words of Traggulna, chief of the Kiri-Rapu, and
  my servant. You are commanded to return from whence
  you came and never to set foot on our land again. You will
  each leave a tribute for me in recognition of my generosity.
  You fought bravely, and only to defend yourselves, so you
  will not be held responsible for the warriors you have
  harmed. Do not test the bounds of my mercy by daring to
  question me; I will speak no more to you.”
  See how your players wish to handle the situation. If they
  decide to follow the voice’s advice and leave, that makes for
  a pretty boring end. Don’t worry though; if the Heroes
  don’t get the head, there are plenty of others who don’t
  want to follow the advice of a disembodied voice; so the
  adventure can continue with a few adjustments.
  Figuring out how to get the head and how to transport it to
  their ship is part of the challenge here, as well as keeping it
  out of the hands of the opposition.
  There are far too many possible courses of action the
  Heroes can take to handle them all here; the most likely
  options are covered below.
  Combat
  If the heroes decide to simply wage war on the Kiri-Rapu,
  make them aware that there are hundreds of the natives,
  and only a few of them. Enterprising Heroes may suggest
  that they contact the other treasure hunters and join forces
  for a massed assault. By all means, allow them to do so; with
  the proper role-playing, of course. Allow the Heroes to
  negotiate however they see fit. The likelihood that any of
  the competition will agree to this plan is actually pretty high;
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  The Golden Head
  37
  after all, how can they steal the head from the Heroes if the
  Heroes don’t have it? A pitched battle between the natives
  and a coalition of several competitors will provide excellent
  opportunities for action and betrayal.
  In order to give the Heroes a chance to actually win the
  battle, the forces of the Kiri-Rapu should be scaled, based
  on the forces the Heroes can bring to bear. If they can
  muster the crews of up to three ships (including themselves)
  there will be 10 Warriors and 1 Hunter for each member of
  the makeshift army. If there are between 4 and 5 crews
  involved, the Kiri-Rapu should have 10 Warriors and 1
  Hunter for every 2 members. If there are 6 or more crews,
  use the mass combat rules on pg. 176 of the Game Masters’
  Guide.
  Traggulna, acting as both the quartermaster and the general
  of the natives, receives four free raises to use during the
  battle in addition to any he might gain as a result of his Wits
  + Logistics and Wits + Incitation rolls before the start of the
  battle. The Heroes and the leaders of each faction of
  treasure hunters need to determine who will be the acting
  “general” of this ragtag army. Because no one really trusts
  each other, only characters from the general’s own faction
  can act as subcommanders and add their Rank in
  Leadership to the general’s Strategy roll.
  Because they are fighting for their home, and to protect
  their god, the Kiri-Rapu will not back down until the
  Heroes’ forces have won four Tide of Battle rolls in a row,
  instead of three.
  If the Heroes lose, they must come up with another plan.
  After everyone retreats back to their ships to lick their
  wounds, no one will even consider joining forces again
  without a battalion of Eisen marines to back them up.
  If they win, then their problems have just begun. Even if the
  treasure hunters all agree in public to divide up the head
  (whether literally or after it is sold), some of them will not
  
  be satisfied with this arrangement. Count on all of the
  Villains and Buffoons to try to “enlarge their shares” using
  some dastardly means of betrayal when the time is right.
  Diplomacy
  This approach has one or two big obstacles. For one thing,
  none of the Kiri-Rapu knows how to speak any Théan
  language, and unless they have a seriously unusual
  background, none of the Heroes can speak Kiri-Rapu. For
  another, the Kiri-Rapu are extremely xenophobic, and
  difficult to negotiate with, even if the language barrier is
  overcome. Negotiations carried out entirely in pantomime
  have great potential for comedy. Play up any potential
  misunderstandings for maximum effect.
  Kiri-Rapu tradition forbids the head (the representation of
  their god) to be removed from its pedestal, except by the
  chief or his kin. However, the chief, Traggulna, has a
  daughter, Rissa, who has recently come of age. If a hero
  takes Rissa as a bride, Traggulna is willing to consider
  turning the head over to his son-in-law, provided certain
  other conditions are met. Firstly, Rissa must actually like her
  suitor (she prefers quiet, intelligent men; without knowing
  what a book is, she prefers “bookish” types). Of course, any
  hero with the Star Crossed background will simply fall
  madly in love with the beautiful exotic princess. This can
  become wonderfully complicated if one of the competitors
  gets the same idea.
  Once Rissa has chosen her groom-to-be, Traggulna will
  demand a bride-price. In the currency of the island, gold
  has no value. A reasonable approximation of Rissa’s bride-
  price is twenty pigs. Very few ships have that kind of
  livestock to spare, so the Heroes must somehow round up
  some of the wild pigs that roam the island. If any Heroes
  have brought their horses along, Traggulna will be
  completely taken with these strange and noble beasts. A
  mated pair would buy Rissa’s hand and greatly impress the
  7th Sea
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  The Golden Head
  39
  chief. Finally, any obviously magical artifact can be
  considered a reasonable token of the Hero’s intent, no
  matter what the object does.
  With an army of rival treasure hunters anchored off shore
  or wandering in the jungle, any courtship will have to be
  brief. Read through the character descriptions for Rissa and
  Traggulna and role-play the situation until it is resolved or
  ceases to be fun.
  This would be an ideal time for one of the competitors to
  make a move.
  If all goes well (or if any messes are cleared up quickly
  enough), the wedding takes place the next day, with a
  sumptuous feast held the night before.
  During the ceremony, every unmarried woman in
  attendance (including Heroes) must line up in front of the
  groom and kiss him passionately, in order to test his resolve
  and show him what he is giving up. This would be a perfect
  time to play up any unresolved romantic subplots with other
  members of the party. After this, an emaciated priest stands
  in front of the bride and groom, gesticulating wildly and
  speaking a lot in his native tongue. He points to the groom
  a few times, and then to the horizon, and then to a roaring
  bonfire. 
  If the wedding goes off smoothly, the Kiri-Rapu will load
  the golden head onto the bridal canoe, on the bank of the
  river near the village. Both bride and groom are expected
  to paddle this enormous outrigger down the river and out
  to sea. Normally the newlyweds would be expected to travel
  just over the horizon, and to then return, symbolizing the
  journey they must take together. This time, however, have
  have another ship waiting for them.
  Trickery
  The method of choice for many adventurers is, of course,
  trickery. Just how they go about it is entirely up to them, of
  course, but a couple of suggestions and hints are provided
  here to help figure the outcome of such attempts.
  Sneaking the head out in the middle of the night is just
  unlikely: no matter how talented a thief you are, you can’t
  put a nine-foot tall golden head in your pocket and just stroll
  away. Heroes determined to try this will need to make sure
  they can move the immense weight as well as provide a
  distraction to get the attention of the entire tribe elsewhere.
  Getting the Kiri-Rapu to simply hand the head over to
  them, on the other hand, is unexpectedly easy.
  If the party places guards, in order to gather information,
  one of them sees something very unusual. The chief,
  Traggulna, stands in front of the head for a little while, then
  bows and walks away. After a few minutes, when no one
  else seems to be around, a skinny old man emerges from a
  nearby bush, walks up to the head, and tweaks something
  in its nose (see The Secrets of the Golden Head, below).
  This is Dujga, the priest. He has been using the head’s
  power to secretly guide the tribe for decades, just as his
  father before him and his father before him, for time out of
  mind. Dujga steps casually over to the offering table and
  takes the choicest pieces of fruit; it wouldn’t do to have an
  unappreciative god, after all. He then slinks off to his hut on
  the outskirts of the village.
  If the heroes follow him, they will see that he lives alone,
  and has no nearby neighbors. They will probably realize at
  this point that the voice they heard in their heads was
  Dujga’s. Unfortunately, he has no knowledge of any Théan
  language, the heroes may be baffled again. Dujga responds
  very well to threats of violence, and even better to bribes of
  technological artifacts. He will show the secret of the head
  in return for anything and everything the heroes are
  carrying that is “high-tech.” This includes gunpowder
  weapons, telescopes, compasses, anything clockwork,
  musical instruments, and any Syrneth artifacts.
  So what does one do with the ability to speak telepathically
  to anyone you can see? That’s up to the players. The
  obvious choice is to tell the Kiri-Rapu to give the head to
  the strangers and let them take you away. This has lots of
  opportunity for laughs and abuse, so try to balance the
  reactions and consequences to best fit the tone you wish to
  present.
  If ordered by the head itself to give it to the strangers, the
  Kiri-Rapu will load the head onto a dangerously
  
  overburdened cart (there is one on board the Grinning
  Pelican, or industrious characters may try to build one on
  the island) or onto log rollers. The logs can easily take the
  weight, but they are very slow, and will be difficult to
  defend in the event of an attack by one of the rival hunters.
  Captain Raine will ferry the rest of his men back to the ship
  before trying to take the head, since its incredible weight
  will reduce the number of people who can be carried. This
  way, there is just him, the Heroes, and the head in the
  longboat at the beginning of Point Three.
  Captured!
  If the Heroes find themselves at the Kiri-Rapu’s mercy, they
  will be tossed unceremoniously into a twelve-foot deep pit
  with a grate of hard wooden bars over the top. If any
  treasure hunters beat them to the island, the party will
  discover their survivors in the pit.
  The pit consists of hard-packed earth, and contains a few
  scattered remains of previous captives. Allow the party to
  make any escape attempts they wish, keeping in mind that
  the Kiri-Rapu learned from Campion’s escape twenty years
  ago; large stone blocks, each weighing four hundred pounds
  hold the grating down on the corners. In addition, a brute
  squad of four Warriors guards it day and night.
  The Secrets of the Golden Head
  For anyone in doubt, the Head is, indeed, part of the
  legendary statue of Korlak ur-Nagath. It is made of gold, but
  it is not solid. The statue was a gift to the people of Nagath
  from mysterious allies, possibly the Syrneth, whom they had
  aided against some foe. The builders inserted a Syrneth
  devices into the nose, to be used as a public speaking
  system. When used in conjunction with a second device —
  currently serving as Dujga’s staff — a speaker can
  communicate with any being seen through the statue’s eyes.
  The second device is touched, and the controller hears, “To
  whom shall you speak?” He can speak directly into the
  minds of any being seen through the statue’s eyes. This
  speech manifests in the target’s native language. The
  controller can choose to use this effect selectively, only
  speaking to those he wishes.
  For some reason, the Head only seems to work when it is
  on a base made of stone. So it will not work on board a
  ship.
  Part Three: Home 
  Again, Home Again…
  As the Heroes row or paddle their way to the Grinning
  Pelican, a couple of things may be happening. If they won
  the Head by combat or trickery, the Kiri-Rapu decide they
  want it back (Dujga rats them out if they bribed or
  threatened him). If this is the case, Three huge war-canoes,
  loaded down with warriors, begin trailing the Heroes
  longboat. They keep a safe distance, but it is clear they are
  trying to work up the courage to attack.
  When the party reaches the ship, Captain Raines calls up to
  Gerard Reale, the Explorers’ Society Inventor, to lower the
  net for the crane. A massive net, made of chains, lowers to
  the longboat. (The Heroes have been shown how to fasten
  it, so they have no problem doing so).
  The Head is then slowly winched upwards, with the two
  crane arms groaning and bending dangerously, and the
  sound of many men on deck straining to work the wheels
  of the machine. After it is halfway up, it stops.
  The boarding ladders and ropes are suddenly pulled up
  and out of sight. Over the railing of the ship appear the
  barrels of muskets, followed by the arms and faces of a
  mutinous crew. Another face joins the rest; a weaselly
  looking face with a very pleased with himself smirk on his
  face. Astute characters recognize him as one of the new
  crewmembers they took on in Buche. In fact, this one seems
  to have spent an awful lot of time hanging over the rail and
  malingering. Otherwise, he left no impression whatsoever.
  7th Sea
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  The Golden Head
  41
  “Greetings, my friends,” he calls down to them. “I very
  much appreciate returning to me what is rightfully mine.
  My father was supposed to have given me the secret, but
  instead he saw fit to entrust it to strangers; any fool who
  read his disgusting books.” This is, indeed, Guy de
  Stwallaque, son of Paul. “He did not know that I would be
  sent to the same prison as his old shipmate, that I would
  befriend Campion while there, and learn of the Head from
  him. Campion never knew who I was, which suited me fine.
  My father disowned me, but I know that Head is mine by
  right. And your crew here has seen my side of things as
  well. We’ll be taking the Head and this ship, if you don’t
  mind." With that, the winch begins working again, and the
  Head is slowly pulled up and onto deck.
  As soon as the Head is secure, the Grinning Pelican begins
  to set sail, and will quickly outdistance the longboat. If one
  of the Heroes married Rissa, the bridal canoe has a sail that
  can be used. The canoe is almost as fast and more
  maneuverable than the ship.
  We seriously doubt that the party will allow Guy to get 
  that far.
  The Heroes may decide to storm the ship while they are still
  next to her. If that is the case, there are three Brutes for each
  member of the party, including NPCs. The Brutes are all
  armed with muskets and belaying pins or cudgels. Guy de
  Stwallaque is detailed in the NPC section.
  Alternately, they may decide to let them go for now and try
  to catch up in an outrigger canoe if they have one or decide
  to take one. This will be quite possible once the Grinning
  Pelican reaches the reefs, since the canoe can simply sail
  right over most of them. When they catch up, the mutineers
  will be ready, though, and will have one additional pistol for
  half the men.
  Finally, they may decide to use one of the competitors’
  ships. This can be done through combat, diplomacy, or
  trickery as well. Any ship captain who doesn’t try to kill
  them outright will demand an equal share of the head (for
  now). Stats for the Grinning Pelican and the competitors’
  vessels can be found below. If you need any added
  excitement, have one of the competitors attack just as the
  Heroes are in a pitched battle to retake the ship.
  Waging a sea battle without sending the Head to the bottom
  of the ocean is the goal here. Unfortunately, that won’t be
  easy. The Head is precariously balanced and any damage
  to the crane (GM’s discretion) will cause it to topple.
  Generous GMs will allow it to fall over the side, damaging
  the railing and deck, but still leaving the ship seaworthy.
  Otherwise, it falls right thought the deck, holing the bottom
  and causing the ship to sink (it takes a number of actions
  equal to 20 — Hull for the ship to sink). In any case, unless
  the GM truly wants his players to reap unfathomable riches,
  the head goes straight to the bottom, beyond the reach of
  any salvage operations. 
  If and when the Heroes do take back the ship, they find that
  the mutiny was only part of the crew; the rest (including
  Raines, Reale, or any loyal NPCs) are locked in the hold.
  GMs should allow the Heroes a chance to rescue them if
  the ship is sinking.
  Conclusion
  Presumably, the Head goes straight to the bottom, the
  Heroes should have an easy time returning to port; the
  competitors will no longer bother them, and the despondent
  Guy (assuming he survives) will give them no further
  trouble. If they’ve lost their ship, a kind-hearted competitor
  (probably Molly Makepeace) can be persuaded to give
  them a lift. (Alternately, they could bargain or fight their
  way onto a less-friendly competitor’s ship, providing an
  sharp coda to the proceedings.) The despondent Heroes
  arrive back in Buche with nothing to show for their troubles
  but a wild story.
  Luckily for them, wild stories can sometimes translate into
  money. Once he hears the tale (from a competitor if the
  Heroes don’t think to tell him), Charles Henried contacts
  the Heroes and asks them to write it up as a book. He’ll pay
  them a generous stipend (GM’s discretion, but somewhere
  between 500 and 1,000 Guilders is recommended) and even
  hires a ghost writer for them if they aren’t creatively
  
  inclined. The book ends up selling quite well (although not
  as well as Guy de Stwallaque’s), and the GM may want to
  allow the Heroes to collect royalty fees (50–100 G a year) in
  exchange for all their hard work. In addition to the money
  and any experience they receive, the book allows them to
  gain 10 points in Reputation apiece. Their names become
  fairly renowned in the right circles.
  In the unlikely event that they manage to secure the head,
  they’ll have to fight off their competitors all the way back to
  Montaigne. You can make the running battle as simple or
  drawn out as you wish, but any competitors who haven’t
  made an appearance should definitely do so now. Once the
  Heroes finally arrive back home, they find their troubles have
  just begun. The local government (probably Montaigne, but
  any port will have the same reaction) wants to charge an
  exorbitant tax for “unloading fees” — far more than the
  Heroes can afford. Heroes who go ashore will find the prices
  for normal goods raised to ridiculous rates — since they’re
  rich now, they can clearly afford it. Tax collectors emerge out
  of the woodwork, claiming that the Heroes are responsible
  for numerous levies and fees. Things grow even more
  complicated when the Explorer’s Society demand possession
  of the head “for scientific purposes.” As a final blow, a group
  of Vodacce nobles claiming to be the descendants of the
  Head’s original owners arrive and lay claim to it. The
  harbormaster seizes the ship and the Head “for safe keeping,”
  while the various sides sort out to whom the artifacts belongs.
  It’s a good bet that it will take some time to sort out who
  actually owns the Head. Years. Decades. The Heroes can
  avoid the problem by simply relinquishing their claim to the
  head. If they don’t — if they want to fight for control in the
  courts — gouge them for all they’re worth. Any attempts to
  run off with the head will prove fruitless. They’ll find a
  similar reaction in nearly every civilized port they visit.
  The Competition
  Here is a pool of characters and groups for you to use to
  oppose the player’s efforts in this adventure. The
  competitors come in three basic types: Rivals, Buffoons, and
  Villains. Each type has a list of NPC competitors (with
  generic stats and a brief overview of their respective vessel),
  plus a trio of encounter seeds to toss into the adventure.
  The encounters are intended to match their respective type,
  but they can be shifted around quite easily if you wish to
  give one competitor more prominence or limit the number
  chasing the Heroes. As we’ve said before, use the ones you
  want, disregard the ones you don’t. 
  Stats for the ships can be found of pages 198–199 of the 7th
  Sea Players’ Guide. GMs should feel free to modify them
  further if they wish.
  The Rivals
  These are people who are, for the most part, all right. They
  are friendly and engaging, they never resort to dirty tricks,
  and they lend a hand to those who need one. If the Heroes
  must loose out to someone, they probably don’t mind so
  much if it is one of these.
  Molly Makepeace: Hero
  Molly is a member of Avalon’s Sea Dogs. While not as
  famous as some of her compatriots, she is ambitious. When
  she sets her mind on something, she fights like a terrier until
  she wins (usually by tiring out the opposition). She sees the
  Heroes as worthy competitors to test her skills against and
  treats the contest as a race in the purest sense of the word.
  Ship: The Queen’s Rascal (10 Point Pirate Sloop)
  Raul Cabroni: Scoundrel
  Raul is in charge of the Explorer’s Society’s official
  expedition to find the Golden Head of Korlak ur-Nagath. He
  is an amiable Vodacce scholar, much more at home traipsing
  about in a deserted ruin than trying to keep his balance on
  the deck of a sailing ship. He jumped at the chance when he
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  The Golden Head
  43
  heard the story about the head, however; no amount of
  seasickness could deter him from a find like that! Ship: The
  Courtesan’s Smile (15 Point Merchant Pinnace)
  Captain Morgan Feder: Hero
  Astute readers will recognize Captain Feder from The Pirate
  Nations (page 19). He has been retired for some time now,
  and has started to feel restless. When he heard about the
  Golden Head, he decided that it would be the ideal treasure
  hunt to get it out of his system. Plus, if he can succeed, well
  that would be a wonderful story to be able to tell over at
  the Captain’s Hat. So he has pulled together a crew of men
  he trusts and hastily manned a small sloop christened
  Veronica’s Glare, after the look his wife gave him when he
  announced his intention. Morgan treats this treasure hunt as
  a lark. He’s even brought his dog, Red, along with him. He
  will laugh, joke, and trade stories with the heroes when they
  run into each other. Ship: The Veronica’s Glare (15 Point
  Pirate Schooner)
  Generic Rival Stats
  Brawn 2, Finesse 3, Wits 3, Resolve 2, Panache 3
  Reputation: 23 
  Advantages: Native Language (R/W), Montaigne (R/W),
  Keen Senses, Scoundrel 
  Captain: Strategy 2, Tactics 3, Cartography 3, Diplomacy 1,
  Gunnery 2, Incitation 2, Leadership 3 
  Courtier: Dancing 2, Diplomacy 2, Gaming 3, Fashion 1,
  Oratory 3, Scheming 3, Sincerity 3 
  Sailor: Balance 3, Climbing 3, Knotwork 3, Navigation 4,
  Piloting 3, Rigging 2 
  Fencing: Attack (Fencing) 4, Parry (Fencing) 3 
  Firearms: Attack (Firearms) 2, Reload (Firearms) 1 
  Knife: Attack (Knife) 2, Parry (Knife) 1, Throw (Knife) 1
  Swordsman School matching Rival’s home country. Rank 3 in
  all appropriate Knacks (including Skills not listed above).
  Encounters
  1. This encounter takes place as the Grinning Pelican is
  leaving the Straits of Blood. The repair work and re-supply
  finished, the captain orders the crew to weigh anchor. No
  matter how hard they try, they cannot budge the chain. As
  
  they are trying to force it, the competitor’s ship slides past.
  The competitor jovially calls, “I guess a horse that big would
  have to have a really big stone in its shoe.”
  The only two ways to free the ship are to abandon the
  anchor (which the captain does not want to do), or send
  someone down into the water to investigate. If none of the
  Heroes volunteer, a crewman will. What he sees while down
  there is that the anchor has been wedged into a rock
  crevice, rendering it immobile until a character makes a
  successful Strength roll against a TN of 25.
  A day or two later, while the Grinning Pelican and several
  others are anchored for the night just off the shore of a small
  island, the competitor rows a boat over to the party’s ship
  and hails them, “Ahoy, the Grinning Pelican! I bring a peace
  offering and some pleasant company.” He waves a bottle of
  wine at anyone looking down.
  If the party accepts the peace offering, he or she applauds
  them for being a good sport and whiles away the wee hours
  with them, drinking and laughing. He or she will spend the
  rest of the treasure hunt hurling good-natured jibes at them,
  and doing his best to beat them, fair and square. If, on the
  other hand, the Heroes execute a clever retaliatory prank,
  the competitor gains a new respect for them, and will go out
  of his or her way to help them if it doesn’t look like he or
  she has a chance himself (but he won’t tell them that).
  If they are bad sports and start making threats, then the
  competitor will do his best to stay on the opposite side of
  any lagoon, island, etc., they go to. He doesn’t want to waste
  what should be a good time with sourpusses.
  2) If the party runs into more trouble with the Kiri Rapu
  than it appears they can handle, a competitor shows up with
  a bit of assistance. This aid will be either a salvo of cannon
  fire from his ship aimed at natives on the beach, himself and
  a brute squad with muskets to assist in the jungle fight, or
  the competitor’s ship will impose itself between the heroes
  and a pursuing canoe.
  3) If, after the head has been retrieved, the Heroes lose
  control of their ship and do not gain it back immediately,
  the competitor will attack the Grinning Pelican and board it
  while the characters are gone. If successful, he sees himself
  as the new master of the ship. When the Heroes return to
  reclaim their ship, he offers to sell it back to them and hire
  them to ferry “his cargo” (the head) to the mainland. The
  fee he will pay is ownership of the Grinning Pelican and a
  nice bonus on top of that. It is entirely up to the players to
  decide how they wish to handle this (and keep in mind that
  the competitor will have quite a headache waiting for him
  or her when they attempt to unload it).
  The Buffoons
  No race-for-the-treasure adventure would be complete
  without someone to get underfoot and gum up the works
  for both Heroes and Villains. The Buffoons may be good;
  they may be evil. Unfortunately, they are so incompetent or
  unlucky that few will ever know or care which side they
  come down on. These people are the comic relief.
  Deiter and Franz Grubner: Scoundrels
  This pair of Eisen brothers have one very clear goal. To find
  the head, claim it, and melt it down into gold bars for
  transport. They have no interest in the artifact’s history or
  its artistic merit. They just want to convert it into easily
  portable cash. They’re not quite bright enough to realize
  that “easily portable” has no business appearing in the same
  sentence as the golden head. Ship: Der Blunderbuss (10 Point
  Merchant Snow)
  Claude de Martise: Scoundrel
  To call Claude de Martise a pirate is a little unfair. He could
  possibly be called an attempted pirate. He has never
  actually taken part in a successful raid of any kind. But he’s
  trying… he really is. And he’s going to prove how dangerous
  he can be. Really.Ship: The Rake of Charouse (10 Point
  Naval Frigate)
  Generic Buffoon Stats
  Brawn 3, Finesse 2, Wits 2, Resolve 4, Panache 2
  Reputation: –15 
  Arcana: Misfortunate 
  Advantages: Native Language (R/W), Montaigne
  7th Sea
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  The Golden Head
  45
  Captain: Strategy 2, Tactics 2, Cartography 3, Gunnery 3,
  Incitation 2 
  Criminal: Ambush 1, Cheating 1, Gambling 1, Shadowing 3,
  Stealth 4 
  Sailor: Balance 3, Climbing 3, Knotwork 3, Navigation 1,
  Piloting 3, Rigging 2 
  Fencing: Attack (Fencing) 2, Parry (Fencing) 2 
  Firearms: Attack (Firearms) 2, Reload (Firearms) 1 
  Knife: Attack (Knife) 2, Parry (Knife) 1, Throw (Knife) 1
  Swordsman School matching Buffoon’s home country. Rank 2 in
  all appropriate Knacks (including Skills not listed above).
  Encounters
  1) The Heroes awaken one evening to a terrible keening
  that experienced sailors recognize as the sound of sirens.
  Stumbling on deck, they find the competitor(s) and one or
  more compatriots sitting in a rowboat with several chum
  buckets. Apparently, they had been lacing the waters
  around the Grinning Pelican with chum in an effort to attract
  sirens. Unfortunately, they did the job a little too well: a
  small school of the grinning monstrosities have surrounded
  the rowboat and are attempting to drag the competitors into
  the water (the hapless men are fighting them off with the
  oars). Merciful Heroes will help disperse the sirens (they will
  flee after one is killed). Otherwise, they can leave the
  competitors there to fight it out alone (they eventually beat
  back the sirens, and their future encounters with the Heroes
  will be decidedly nasty). Heroes who ignore the
  competitors’ plight will suffer a loss of 10 Reputation points
  apiece (Thomas Raine doesn’t approve of such barbaric
  behavior).
  2) As the Heroes are negotiating with the island natives, a
  colossal figure, engulfed in flames, emerges out of the
  woods. It states in a loud and imposing voice that it is the
  God of the Golden Head, and that everyone should flee
  before its terrible wrath. The natives all look concerned and
  a few even edge slowly away until the booming words
  suddenly change into cries of pain.
  The figure is one of the competitors, who has fashioned a
  crude costume out of local flora, and is attempting to
  masquerade as a vengeful god. In order to disguise the
  costume’s flimsy nature, he has decided to ignite it — the
  plant matter is dead and burns quite well with a little oil.
  The plan works just fine… until the flames eat through the
  costume and reach the man beneath. He immediately
  suffers a Dramatic Wound and must be put out by the
  Heroes, or else he is soon completely immolated. (The
  Heroes should be encouraged to assist; if not, he survives
  the mishap, but is dreadfully burned and will require
  medical attention.) The chief will want to sacrifice the
  competitor as punishment for his sacrilege, but (assuming
  the Heroes don’t help) he whines and pleads so much that
  the tribesmen ultimately let him go. The gods don’t want
  crybaby sacrifices.
  3) The Heroes stop to replenish their supplies on a tropical
  island; luscious exotic fruit, purple in color, hangs from the
  many trees along the shoreline. The Heroes gather them
  and load them onto their ship, only to be surprised by the
  competitor and his men, who emerge from the woods with
  loaded muskets. They should completely get the drop on
  the Heroes, who they thank for “restocking our galley.”
  They then set out in the Heroes’ boat, leaving them
  (temporarily) marooned. Canny players will realize,
  however, that the competitors must have arrived on the
  island somewhere, and a short search soon turns up a
  second longboat, cut free and adrift in the surf. It requires
  a Brawn + Swimming check (TN 15) to reach the boat and
  return it to shore.
  The next day, the Grinning Pelican spots the competitors
  ship in the distance. As they approach, they can see that
  something is wrong; the sails droop unevenly and the ship
  lists to port slightly. As they draw near, they see the crew of
  the vessel spread out all over the deck. They seem
  dangerously intoxicated — they laugh uproariously, lurch
  from side to side, and one poor gentleman with a drawn
  cutlass claims to have cornered a pink leviathan in the ship’s
  hold. When the ship passes, one of the competitors leans
  over the railing and vomits a purple liquid over the side: it
  should be clear that the fruit they stole has had a
  debilitating effect on the competitors; they obviously did the
  Heroes a favor. 
  
  If the GM wishes to add an element of danger to the
  scenario, have the drunken crew start firing off cannons as
  the Heroes approach. They probably won’t cause much
  damage, but it may take deft sailing to escape unscathed.
  The Villains
  These are the dastardliest foes the party will face. They are
  ruthless, relentless, and just plain evil. Not satisfied with
  simply winning the prize, they will want to kill all the
  witnesses as well.
  Venji Tookman
  Tookman embodies all of the worst of the Vendel: greedy,
  cruel, ruthless, and calculatedly evil. And he lists those as
  his virtues. He has mastered the art of the pleasant facade
  and can talk a priest out of his vows before anyone realizes
  what an awful man he truly is. Ship: The Gleaming Coin (15
  Point Smuggler’s Fluent).
  Bishop Stiletto
  No one knows who the mysterious Castillian pirate called
  Bishop Stiletto is. Some say he is a disgraced clergyman,
  reveling in every sin he can encounter. Others say he is an
  agent of a dark and shadowy organization, carrying out
  horrifying missions in the name of diabolic cause. Ship: The
  Bloodsport (20 Point Pirate Barkentine)
  Generic Villain Stats
  Brawn 2, Finesse 4, Wits 4, Resolve 3, Panache 2
  Reputation: –35 
  Arcana: Ruthless 
  Advantages: Native Language (R/W), Montaigne 
  Captain: Strategy 3, Tactics 3, Cartography 2, Diplomacy 2,
  Gunnery 1, Incitation 3, Leadership 3 
  Criminal: Ambush 3, Cheating 4, Gambling 3, Pickpocket 2,
  Shadowing 3, Stealth 3 
  Sailor: Balance 3, Climbing 3, Knotwork 1, Navigation 3,
  Piloting 3, Rigging 2 
  Spy: Bribery 3, Conceal 2, Shadowing 3, Sincerity 4, Stealth 3
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3 
  Firearms: Attack (Firearms) 3, Reload (Firearms) 1
  Knife: Attack (Knife) 2, Parry (Knife) 1 
  Swordsman School matching Buffoon’s home country. Rank 3 in
  all appropriate Knacks (including Skills not listed above), with
  one Knack at Rank 4.
  Encounters
  1) As the Heroes lay anchor for the evening, the competitor
  and a small band of crewmen scull over to their ship and
  attempt to sabotage it. They cut ropes, slash sailcloth, and
  bore holes in the hull below the waterline. They manage to
  make it on board without being spotted. If one of the Heroes
  is on watch, he can detect them with a Wits check at TN 15.
  Otherwise, an NPC on watch spots them, but not until they
  manage to inflict one Critical Hit on the vessel. When
  spotted, the competitor and his men will try to make it to the
  boat (the Villain can swing cinematically from a rope or
  make some other suitably flashy exit) and scull away.  
  2) While staying at the Straits of Blood, the competitor
  approaches them and offers a friendly game of chance —
  cards, darts, mumblety-peg, or whatever’s appropriate. The
  Villain cheats (quite well) and as the game continues, it
  draws more and more attention from the scum surrounding
  them. The stakes grow larger and larger until the competitor
  wagers his ship against the Heroes. If they back down, he
  accuses them of cowardice and orders his men to attack —
  which starts a colossal brawl. If they accept his terms, he
  wins handily (though they may detect his cheating with Wits
  + Gambling, TN 20) and insists that they pay up. Failure to
  do so also starts a brawl (the residents of the Straits don’t
  need much of an excuse). The Heroes will have to fight
  their way free, and perhaps engage the competitor in a bit
  of swordplay before bolting for their ship.
  3) The Heroes arrive on the island, only to find that the
  competitor has arrived before them — and has already
  bargained for the head! He has convinced them that the
  head is going to bring a terrible curse upon them, and
  offers to “take it off their hands.” The Heroes will not only
  have to convince the tribesmen that the competitor doesn’t
  have their best interests at heart, but persuade them to turn
  the head over to them instead! Alternately, the Heroes can
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  46
  
  The Golden Head
  47
  just wait for the competitor to get the head out to sea, then
  steal it from him before he reaches his ship.
  Other NPCs
  Captain Thomas Raine: Hero
  Raine is a simple, straightforward captain who believes in
  honesty and hard work. He’s been around a bit, however,
  and knows better than to trust charlatans. He maintains a
  courteous demeanor at all times, but grows curt when he
  believes he’s being duped. He signed on for the mission
  because he believes the golden head will make him rich,
  but also because he hopes the Sidhe will take notice of his
  exploits and perhaps improve his middling Glamour
  abilities.
  Brawn 2, Finesse 2, Wits 3, Resolve 2, Panache 4
  Reputation: 23 
  Advantages: Avalon (R/W), Montaigne (R/W)
  Captain: Strategy 3, Tactics 3, Cartography 3, Diplomacy 3,
  Gunnery 2, Incitation 2, Leadership 3, Logistics 2 
  Sailor: Balance 3, Climbing 3, Knotwork 4, Navigation 3,
  Piloting 4, Rigging 2 
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3 
  Firearms: Attack (Firearms) 3, Reload (Firearms) 1 
  Knife: Attack (Knife) 2, Parry (Knife) 1, Throw (Knife) 2
  Glamour (Apprentice): Robin Goodfellow 1, Jack 1, St.
  Rogers 2
  The Grinning Pelican (schooner)
  Brawn 3, Finesse 4, Resolve 3, Wits 3, Panache 3
  Modifications: Wide Rudder 
  Flaws: Undergunned 
  Draft 3, Crew 4, Cargo 3, Reputation 10
  Guy de Stwallaque: Villain
  Guy is a cad, a self-interested ne’r-do-well who steals money
  because it’s easier than making it. He heard about the
  golden head, and feels that it’s his rightful property —
  especially since his father denied him an inheritance! He is
  skilled in numerous confidence games and can lie as well as
  any man alive: which allows him to slip onboard the
  Heroes’ ship easy as pie.
  Brawn 3, Finesse 2, Wits 4, Resolve 3, Panache 4
  Reputation: –29 
  Advantages: Avalon (R/W), Montaigne (R/W), Combat
  Reflexes, Left-Handed 
  Criminal: Gambling 2, Lockpicking 2, Quack 4, Scrounging
  3, Shadowing 2, Stealth 3 
  Sailor: Balance 2, Climbing 3, Knotwork 2, Navigation 3,
  Piloting 2, Rigging 2 
  Spy: Bribery 2, Conceal 3, Shadowing 2, Sincerity 4, Stealth 3
  Fencing: Attack (Fencing) 4, Parry (Fencing) 3 
  Firearms: Attack (Firearms) 2, Reload (Firearms) 2 
  Knife: Attack (Knife) 2, Parry (Knife) 1, Throw (Knife) 2
  Valroux (Apprentice): Double Parry (Fencing/Knife) 3, Feint
  (Fencing) 2, Tagging (Fencing) 3, Exploit Weakness
  (Valroux) 3
  Geard Reale: Hero
  Geard spends most of his time designing and perfecting
  equipment for use by the Explorer’s Society. He’s been out
  on a few missions, but nothing too dangerous; he prefers
  low-risk activities to test out his inventions on. The golden
  head provides a perfect opportunity to test out his new
  winch, as well as the potential to secure his reputation in the
  Society.
  Brawn 2, Finesse 4, Wits 3, Resolve 2, Panache 2
  Reputation: 13 
  Advantages: Avalon (R/W), Eisen (R/W) Montaigne (R/W),
  Membership: Explorer’s Society, University 
  Courtier: Dancing 1, Etiquette 2, Fashion 1, Mooch 2,
  Oratory 2 
  Professor: Oratory 2, Research 3, Writing 1, Tinker 4
  Scholar: Astronomy 2, History 3, Law 2, Math 3, Natural
  Philosophy 4, Philosophy 3, Research 3 
  Firearms: Attack (Firearms) 2 
  Knife: Attack (Knife) 2, Parry (Knife) 1
  Chief Traggulna: Villain
  Like most men in power, Chief Traggulna devotes a great
  deal of his time to maintaining his position. He feels he has
  instilled the proper amount of awe and respect into his tribe,
  
  but since his daughter came of age, he worries that his
  authority may be slipping. Whoever marries her will
  become the heir to his throne, and may siphon much of his
  power away from him. He consults the head quite often, but
  never receives the replies he wants. When the Heroes
  arrive, he concerns himself mostly with impressing them
  with his power, and bargaining from a position of strength.
  Brawn 4, Finesse 2, Wits 2, Resolve 2, Panache 2
  Reputation: –34 
  Advantages: Noble (Special), Servants (Several)
  Arcana: Overconfident 
  Hunter: Ambush 3, Fishing 3, Stealth 2, Survival 3, Tracking
  4 
  Athlete: Climbing 3, Footwork 2, Leaping 2, Rolling 1,
  Sprinting 2, Swimming 4, Throwing 3 
  Commander: Ambush 3, Incitation 2, Leadership 2, Strategy
  3, Tactics 2 
  Knife: Attack (Knife) 2, Parry (Knife) 1 
  Polearm: Attack (Polearm) 2, Parry (Polearm) 2
  Dujga: Villain
  The power behind the throne, Dujga has been the village
  priest for nearly fifty years. He learned the secret of the
  head from his predecessor, who learned it from his
  predecessor, and so on. He managed to dupe Traggulna’s
  father through use of the head, and hasn’t had any trouble
  pulling the same trick on Traggulna. He doesn’t have a
  successor; frankly, he can’t be bothered to worry what
  happens after he dies. He realizes that the Heroes represent
  a potential threat to his position, and will take whatever
  steps are necessary to get them out of the picture — either
  by bribing them or eliminating them.
  Brawn 1, Finesse 2, Wits 4, Resolve 2, Panache 3
  Reputation: –7 
  Advantages: Ordained (Special), Scoundrel, Syrneth Artifact.
  Arcana: Deceitful 
  Hunter: Ambush 4, Fishing 2, Stealth 2, Survival 3, Tracking
  2 
  Priest: Diplomacy 2, Mooch 4, Oratory 3, Philosophy 2,
  Writing 1 
  Spy: Shadowing 1, Sincerity 4, Stealth 2 
  Knife: Attack (Knife) 2, Parry (Knife) 1
  Rissa: Hero
  Like all young women, Rissa is entranced by new things,
  and the Heroes represent a wonderful opportunity for her.
  None of the boys in the village take her fancy (she’s known
  them since they were all infants), and while she has little
  desire to leave her home, the prospect of a dashing stranger
  sweeping her off her feet may be too much to resist. She has
  a regal bearing befitting a chieftain’s daughter, and expects
  to receive proper deference from those she meets.
  Brawn 2, Finesse 3, Wits 4, Resolve 2, Panache 3
  Reputation: 17 
  Advantages: Appearance (Above Average), Noble (special)
  Arcana: Star-Crossed 
  Hunter: Ambush 2, Fishing 3, Stealth 4, Survival 3, Tracking
  2 
  Athlete: Climbing 4, Footwork 2, Sprinting 4, Swimming 4,
  Throwing 1 
  Commander: Ambush 2, Leadership 2, Strategy 1, Tactics 1
  Knife: Attack (Knife) 2, Parry (Knife) 1
  Generic Sailors: Brutes
  Threat Rating: 2 
  Usual Weapons: Cutlasses, Pistols 
  TN to be Hit: 15 (20 on ship)
  Skills: Attack (Fencing) 2, Attack (Firearms) 2, Balance 2
  Kiri-Rapu Warriors: Brutes
  Threat Rating: 2 
  Usual Weapons: Spears or Blowguns 
  TN to be Hit: 15 
  Skills: Attack (Polearm or Blowgun) 2, Stealth 2
  Kiri Rapu Hunters: Henchmen
  TN 20 
  Brawn 3, Finesse 1, Wits 2, Resolve 2, Panache 2
  Attack Roll: 5k2 
  Damage: 3k2 or 2k1 plus poison 
  Skills: Attack (Polearm or Blowgun) 2, Stealth 3
  7th Sea
  48
  
  TM
  A Pair of Adventures That Prove 
  Just How Dangerous The Pen Can Be
  Every swashbuckler has a fine blade to depend on, but wise men know of 
  far deadlier weapons — those written on parchment with quills of ink. Writing can unleash
  floodgates of emotion, start a revolution, or inspire a nation to feats undreamed of. In the
  two adventures contained in these pages, they can do much, much more.
  In “Music of the Spheres”, Charouse is alive with excitement about l’Empereur’s latest
  protégé — a young musical phenomenon who has charmed the Montaigne nobility 
  with her grace and talent. A lavish masquerade ball is thrown to honor her, but something
  goes badly astray… and danger waits for the band of Heroes who seek to put things right.
  Unknown perils lurk beneath the gilded surface of the Sun King’s golden city, 
  a mysterious artifact hold dark secrets within its haunting melody, and an ancient evil 
  must be vanquished to rescue a very special damsel in distress. Can your Heroes save the
  day and avoid the wrath of the most powerful man in Théah?
  In “The Golden Head of Korlak ur-Nagath,” the danger comes from a much baser source
  — the tawdry novels of an overblown hack. But within his clichéd romances lurks a map 
  to a fabulous treasure. It’s over nine feet tall. It’s made of solid gold. It may just be the
  most valuable artifact in all of Théah. And your Heroes know where it is. 
  Unfortunately, so does the most wretched collection of rogues, scoundrels, and villains
  ever to sail the seas. The question is not only whether you can get to it first, but how
  you’re going to to keep it. In a raucous race like this one, nothing is taken for granted.
  Mightier Than the Sword contains two complete adventures for the 7th Sea role-playing
  game, complete with detailed NPCs and optional challenges to be inserted as desired. It
  requires the 7th Sea Players’ Guide and GMs’ Guide for play. Copies of the Montaigne and
  Pirate Nations sourcebooks are recommended, but not required.
  $11.95 M.S.R.P.
  AEG 7106
  
SOURCE: textdata/thevault/7th Sea [multi]/official adventures - mightier than the sword.pdf