TEXT: 7th Sea Online Resource
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  For the Sake of Change
  NOM Adventure 2
  Adventure Overview
  Part One begins with a hurried chase through the
  streets of Cardican, a port city on Avalon's south-
  western shore in Camlann County. The Heroes are
  after a thief who has snatched a Syrneth sphere away
  from their companion, an Explorer scholar named
  Theodore Lipton. This adventure works best if one of
  the Heroes is an Explorer or has ties to the Explorer's
  Society. However, Theodore Lipton could just as
  easily be a family member or friend of one of the
  Heroes.
  Part Two involves studying the
  strange relic and discovering that
  another artefact from the same dig
  site may unlock the first one's
  secrets. The only problem is that this
  companion piece is now part of the
  Duke Mayor's collection...
  Part Three has the Heroes visiting the Duke
  Mayor's estate where a party is taking place. There
  are several options on how to obtain the piece from
  the Duke Mayor.
  Part Four occurs once the Heroes bring both the first
  artefact and its companion piece together. A dramatic
  encounter takes place and dark secrets are revealed.
  Scene 1 : Streets of Cardican
  Begin by explaining that the Heroes have been
  casually strolling through the streets of Cardican with
  the Explorer, Theodore Lipton. They have just
  finished lunch and are returning to Theodore's home
  when a black shape blurs past them, jerking a
  metallic, sphere-shaped artefact from Theodore's
  grasp. The Heroes must now chase the thief through
  the city streets.
  This hectic pursuit is designed to draw the Heroes
  right into the adventure. Use the chase rules on pages
  169-172 of the Game Masters' Guide. Make sure to
  describe the over the top chaos involved. The thief, a
  cur named Edward Standish, knocks over produce
  carts, pushes women and children
  out of his way, and uses a variety
  of other nasty tactics to put
  distance between himself and the
  Heroes.
  The Heroes catch up with Edward
  as he ducks into a dark alley. just
  as they think they have finally
  caught him, the alley fills with large,
  unsavoury looking characters. These Brutes are
  in cahoots with Edward and were told to meet him
  here. Unless the Heroes were specifically on guard
  for such an event, give the Brutes a Free Raise to
  ambush them. There is one Brute Squad for every two
  Heroes (rounded up), with the following traits: Threat
  Rating 3, Small Weapons (knives, bottles, fists), TN
  20, +1 Ambush. Chances are, Edward manages to
  escape the alley. If the Heroes block his retreat, he
  will fight until he is unconscious. When taken to the
  proper authorities, he will simply escape from jail.
  The important thing is that the artefact falls from his
  digger's coat for the Heroes to recover. Once
  
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  Edward's escapes or is captured, the Brutes left
  standing make a run for it.
  When the Heroes pick up the sphere, it collapses in
  upon itself, Mists a few times, and alters itself into a
  new shape: a perfect pyramid with razor sharp edges.
  A triangular hole appears in one of the facets. As the
  Heroes examine the pyramid closer, Theodore comes
  panting around the corner with three members of the
  city guard. The guards remove any fallen bad guys
  and briefly question the Heroes.
  After seeing such a radical change in the artefact,
  Theodore wants to know which Hero picked it up and
  what he did to alter it. After he is satisfied the Hero
  has no idea, he concludes that the impact on the
  ground must have sparked the transformation. He
  then insists that they all return to his house and
  examine it further.
  Scene 2 : Research Time
  The Heroes accompany Theodore back to his home, a
  small cottage just out of town. His beautiful young
  assistant, Isabella Peruva, is practising her fencing
  routine under an apple tree when they arrive.
  The wine cellar has been converted into a library /
  workshop and is littered with books, tablets, tools,
  and other odds and ends. Theodore clears all of the
  work off the wooden table in the centre of the room
  and gives the artefact a close inspection. Some of the
  Heroes will be allowed to participate, others are told
  to comb through field journals and sketches with
  Isabella. This scene is designed to let Heroes use their
  research skills and problem solving abilities, giving
  the more cerebral members of the group a chance to
  shine. The cellar is a complete disaster area, and some
  comic moments can be had with falling books,
  scattering papers, and the like. Isabella is the very
  model of efficiency, while Theodore is almost like a
  mad scientist in his methods.
  Make sure the target numbers for all research rolls are
  challenging but not impossible - in the 15-25 range,
  depending on how skilled the Heroes are. If they fail,
  have them find some arbitrary fact and then be
  ridiculed by Isabella for thinking such a thing was
  important. After some trial and error, the party
  discovers that the hole in the artefact is actually some
  kind of lock. When anything is stuck in the hole, it
  receives a painful shock of blue electricity (1k1).
  Looking through the field notes reveals the piece was
  uncovered at a Setine dig in Vodacce. It was simply
  noted as "metal sphere," and the accompanying
  sketch confirms it as the same artefact. The list of
  other items found at the dig are rather mundane (a
  few hollow bones, a broken Ether compass, random
  metal fragments), but one stands out among the rest.
  The notes describe it as a "miniature sundial," a black
  metal disk with a small pyramid rising out of its
  centre. Comparing measurements, this pyramid
  would fit perfectly in the triangle slot of the
  transformed artefact. Theodore immediately begins to
  write a letter to the Explorer House in Carleon, where
  most of the artefacts from the dig were sent to be
  catalogued. A sharp Hero (or Isabella, if no one
  makes the roll) notices a hastily scribbled note that
  the disk did not go off with the other artefacts. It went
  to the Duke Mayor of Cardican, Mark Garloise, as a
  token of appreciation for his financial backing of the
  expedition.
  Theodore remembers that Mark is having a gala ball
  this very evening which should provide the perfect
  opportunity to retrieve the artefact.
  
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  Scene 3 : Having a Ball
  After a bit of searching, Theodore finds his invitation
  to the party, which he gladly gives to the Heroes. He
  will not accompany them, saying he wants to prepare
  the first artefact for their return. Isabella, however,
  will go along if invited.
  The gala is Duke Mark Garloise's engagement
  celebration for his only sister's daughter; a rather
  plain and portly woman named Sybil Wilder. She is
  to wed Cedric Riche du Paroisse, the third son of the
  Marquis du Paroisse. The Duke's family has a long
  history of hating everything Montaigne so Mark is
  less than thrilled with the union. Only after much
  pleading from his sister and out of respect for Lord
  Wilder did he break down and host the event.
  Sybil is extremely excited, a bouncing blushing bride.
  She is always smiling and flittering about, chatting
  with all of the guests, including ones she does not
  know. Her fiancé Cedric, on the other hand, doesn't
  seem to care one way or another. He is incredibly
  dispassionate about everything, the stereotypical
  bored fop. Careful observers notice that he and his
  betrothed do not exchange a word or glance for the
  entire evening, though not from the latter's lack of
  trying.
  If the Heroes attend the party, this is the perfect time
  to drop gossip, rumours, and clues about what else is
  going on in Theah. Feel free to create a few
  interesting side events if you wish. Some examples
  include a Hero coming into possession of a lurid love
  letter by mistake, an intoxicated swordsman
  demanding satisfaction over a real or imagined slight,
  or taking part in a witty poetry contest.
  Particularly assertive Heroes may simply ask Mark
  for the artefact. His answer will vary depending when
  the query is made. Early on, he refuses, saying that a
  party is no place to discuss business and adding that,
  since he paid for the silly expedition, the piece is
  rightfully his. The gala has obviously put him into a
  foul mood. Later in the night, after he has been
  "celebrating" for a while, he will consent to let the
  Heroes borrow it if asked. Of course, he first wants a
  detailed story as to why they need it, a dance with any
  female Heroes, and a host of any other good natured
  requests. Heroes could quickly become a source of
  cheap (and possibly very amusing) entertainment.
  Sneaky Heroes may want to swipe the artefact. Even
  though he has a room filled with rare and exotic
  exhibits (Syrneth and otherwise), Mark is using the
  artefact as a paperweight on the desk in his study.
  The exhibit room is a great red herring and the actual
  location will only be found, most likely, by accident.
  Perhaps a Hero with the Lecherous Hubris uses the
  study for a liaison or a Hero with the Fortunate Virtue
  just happens to be rifling through correspondence in
  Mark's desk. In the unlikely event that Heroes try to
  take the artefact by force (or if they are very careless
  and are caught snooping around in places they do not
  belong), the house guard is ready for a fight. They
  have the following traits: Threat Rating 3, Medium
  Weapons (Rapiers), Firearms (Pistols), TN 20. The
  Heroes need to leave with the artefact and return it to
  Theodore for the adventure to continue.
  Scene 4 : Secrets Revealed
  After the Heroes return the artefact to Theodore, he
  and Isabella begin the arduous process of preparing to
  use it. After almost three hours of preparation,
  Theodore is finally ready to see if the new artefact
  will unlock the pyramid. Slowly, dramatically, he
  holds the two up and gently slides them together.
  
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  Nothing happens. Taking a deep breath, he wiggles
  them. Nothing happens. Carefully, he turns the disk in
  a counter-clockwise direction. Something happens.
  The pyramid begins to vibrate and grow hot. Yelping
  from the burn, Theodore wisely sets it on the table.
  An odd tingling sensation travels around the room,
  like the feeling right before a lightning strike.
  Without further warning, the razor-sharp sides of the
  pyramid fall open and illuminate the cellar in a soft,
  bluish light. Another pyramid stands inside the
  opened artefact, but this one is crystal clear and seems
  to contain some kind of thick, milky liquid. Warning
  everyone to stand back, Theodore attempts to touch
  it. He receives a powerful bolt of blue electricity that
  sends him flying backwards into a
  bookcase. He will be unconscious for the
  rest of the adventure.
  A rush of warm air, the smell of
  fresh blood, and a horrible
  ripping sound announces the Porte arrival of Cedric,
  who has apparently blooded the disk. He brings
  Edward Standish through the portal with him for
  protection. Cedric is wearing peculiar, metallic
  devices (clearly of Setine origin) on every finger of
  his left hand. Seconds later, the cellar door is smashed
  down by a number of Brute Squads equal to the
  number of Heroes, plus one more for Isabella. These
  are some of the same guys the Heroes encountered in
  the alley, and they have brought along friends to settle
  the score. They have the same traits as before, but
  carry swords this time (Medium Weapons).
  If the Heroes activate Cedric's Talkative Flaw, he will
  proceed to tell them his life's story and how he came
  to know of the strange artefact. If the Heroes do not
  activate the Flaw, he thanks them for their hard work,
  picks up the clear pyramid with his left hand, and
  prepares to open another portal to make his exit.
  Edward and the Brutes attempt to hold off anyone that
  tries to stop him.
  The cellar is an interesting place for a fight.
  Improvised weapons can be made out of burning
  candles, table legs, books, even the remains of the
  pyramid and disk. Chances are at least one of the
  Heroes will make it to Cedric before he completes his
  magic (this is highly recommended). At this point, the
  Montaigne draws his sword and tries to fight his way
  out of the house. Edward and the others follow his
  lead, causing large amounts of collateral damage in
  their wake. At a properly dramatic moment during the
  fight, Cedric decides to shift the odds more
  in his favour. He twists the top off of
  the pyramid, drinks it dry, and
  promptly collapses to the ground,
  clutching his throat. If a sadistic Hero
  decides to finish him off in this time of
  weakness, let him try (but remind him that this is not
  a very Heroic thing to do).
  The round after Cedric takes his drink, he leaps to his
  feet. He is now incredibly robust and healthy, almost
  glowing. His muscles grow larger and more powerful
  by the second, bulging and ripping through his
  clothing. His teeth become longer and sharper as
  well. In short, Cedric has changed into a powerhouse
  of primal strength, a fact which he is happy to
  demonstrate by tossing around both the Heroes and
  any of his own lackeys that are still around. As he
  points out with a rabid growl, a god needs no mortal
  friends or witnesses.
  In addition to the changes in Cedric's stats, he is now
  impervious to normal weapons. He takes the damage
  as usual, but will succeed in every Wound Cheek he
  
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  makes. Heroes do have an option for shortening his
  lifespan, however. All four sides of the original
  pyramid, can be used as sharp, improvised weapons.
  Each time Cedric is successfully struck by one of
  these pieces, he takes one Dramatic Wound. This can
  be alluded to in several ways, from mentioning of
  how knifelike the edges look, to having Cedric seem
  uncomfortable around the pieces. If your players fail
  to get your hints, you can have Isabella strike him
  with the first piece. They will catch on when they see
  Cedric's pain.
  When Cedric has taken 5 Dramatic Wounds, he
  attempts to flee on foot, taking the disk with him. On
  foot, he is much faster than the Heroes. If he can get
  past them and make it outside, then he escapes with
  ease. If the Heroes manage to kill him, he will
  combust in a pillar of fantastic blue flame.
  Once the smoke clears the Heroes will literally have a
  lot of cleaning up to do. Theodore's house is a ruin
  and filled with bodies, something the Sheriff of
  Camlann will have questions about. Sybil Wilder's
  fiancé is either gone, or a pile of foul smelling ash
  (Duke Garloise secretly thanks the Heroes for that
  one), and she will be quite upset. Then there is the
  fact that a powerful Syrneth artefact has been snuffed
  out of existence. The Explorer's Society will not be
  pleased and some members will raise the troubling
  question of whether the artefact was truly unique.
  Important NPCs
  Cedric Riche du Paroisse
  Brawn 1 [ 6 ], Finesse 3, Wits 3, Resolve 3 [ 5 ], Panache 3
  Arcana: Talkative
  Advantages: Avalon (R/W), Montaigne (R/W), Thean (R/
  W), Left-handed, Noble, Small
  Archaeologist: Syrneth Lore 5,Artefact Evaluation 5
  Courtier: Dancing 1, Etiquette 5, Fashion 5, Oratory 1
  Scholar: History 5, Mathematics 2, Philosophy 2, Research
  3, Occult 4
  Fencing: Attack (Fencing) 4, Parry (Fencing) 5
  [ Dirty Fighting: Attack (Dirty Fighting) 3, Attack
  (Improvised Weapon) 3 ]
  [ Wrestling: Grapple 4, Bear Hug 3 ]
  Porte (Master): Attunement 5, Bring 5, Blooding 5, Catch
  5, Pocket 5, Walk 5
  Note - The numbers and skills in brackets reflect Cedric's
  change
  Cedric is a fop: painfully thin, effete, and covered
  from scrawny neck to heeled shoes with ruffles,
  velvet, and lace. He speaks with a practised lisp and
  constantly takes sniffs out of a little tin box he carries
  with him. When one looks in his eyes, however, all
  previous perceptions change. They are dark and cruel,
  windows to an almost tangible rage. They make
  people nervous.
  Cedric became fascinated with the work of the
  Explorer's Society early on. As he grew older, he
  secretly began to give donations to the Chapter House
  in Charouse. In return, he was allowed to read
  selected archives about recently discovered artefacts.
  He eventually developed a friendly rapport with a few
  of the field scholars, which led to a moment that
  would shape the course of his life. In gratitude for his
  contributions, Cedric received four metallic cylinders
  that were found in Vodacce (the very ones he is
  
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  wearing when he arrives in Theodore's cellar). These
  cylinders closely resemble the fingers of a glove, so
  he decided to try them on. That night, and every night
  since, he dreamt of a strange metal artefact of many
  shapes: sometimes a sphere, sometimes a pyramid.
  No matter its guise, it always contained the same
  prize: liquid Ether. The dreams showed the power
  that Ether held and how it could be harnessed and
  used.
  Cedric's father, the Marquis du Paroisse, laughed in
  his face when Cedric asked for money to fund a dig in
  Vodacce. However, Lord Edgar Wilder of Avalon, a
  business contact, was looking to marry off his
  daughters, starting with the oldest and largest, Sybil.
  Cedric was ordered to begin correspondence with
  Lord Wilder immediately with the intent of
  matrimony. With their children married, the Marquis
  knew he would be able to increase his exports to the
  Triple Kingdoms.
  Through his letters, Cedric learned that Lord Wilder's
  brother-in-law, Duke Garloise, actively supported the
  Explorer's Society. After weeks of elegant writing,
  concealing his true motive under the promise of
  marrying Sybil, Cedric managed to have Lord Wilder
  convince the Duke to sponsor the Vodacce
  expedition. Dizzy with his own cunning, he agreed to
  wed Sybil. It would give him the perfect reason to be
  in Avalon when the Explorer ship returned with his
  artefact. Upon hearing the news, the Marquis took
  Cedric and his rowdy brothers to Charouse for a week
  of non-stop merry-making. The delicate Cedric was
  not up to the challenge and wound up sick and
  bedridden for almost six months. By the time he
  finally made it to Avalon, the Explorers had already
  returned with the sphere and given it to a local
  Society scholar, Theodore Lipton, to study.
  Cedric was both devastated and furious, immediately
  planning ways to steal the artefact for himself. A
  dream revealed that Duke Garlois's disk was the key
  to unlocking the sphere's secrets, so he blooded it for
  easy retrieval at a later date. He then hired Edward
  Standish to steal the sphere...
  Edward Standish
  Brawn 4, Finesse 3, Wits 2, Resolve 4, Panache 3
  Advantages: Avalon (R/W), Montaigne, Toughness
  Hunter: Stealth 5, Survival 3, Tracking 4
  Athlete: Climbing 3, Footwork 4, Sprinting 4, Throwing 4,
  Leaping 4, Lifting 5, Swinging 3
  Dirty Fighting: Attack (Dirty Fighting) 4, Attack
  (Improvised Weapon) 3, Parry (Improvised Weapon) 3,
  Throat Strike 3
  Fencing: Attack (Fencing) 5, Parry (Fencing) 5
  Born in the slums, Edward dreams of one day being
  as rich as the nobles he sees riding around in fancy
  carriages. In the meantime, he specialises in dirty
  work, doing anything for a price. Robbery,
  kidnapping, arson, even murder are his stock and
  trade. He is Cardican's one-stop connection to the
  darker side of human nature.
  Theodore Lipton
  Brawn 2, Finesse 2, Wits 5, Resolve 3, Panache 2
  Arcana: Creative
  Advantages: Avalon (R/W), Montaigne (R/W), Thean (R/
  W), Explorer's Society, University, Keen Senses
  Archaeologist: Occult 4, Research 5, Society Lore 3,
  Syrneth Lore 5, Artefact Evaluation 5
  Artist: Drawing 3 Merchant: Scribe 3, Appraising 4
  Scholar: History 4, Mathematics 4, Philosophy 2, Research
  5, Natural Philosophy 4
  Theodore is a kindly old gentleman with thick
  glasses, a thick moustache, and a thick middle. A
  
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  scholar for the Explorer's society with a seemingly
  limitless quantity of patience, he often receives
  artefacts to study after everyone else has given up on
  them. This is why he is in possession of the Setine
  sphere at the beginning of the adventure. His
  carefully documented methods of trial and error are
  occasionally unconventional but regularly lead to
  breakthroughs. His motto is, "You never know until
  you try."
  Isabella Peruva de Altimira
  Brawn 2, Finesse 3, Wits 4, Resolve 3, Panache 3
  Arcana: Intuitive
  Advantages: Castille (R/W), Avalon (R/W), Crescent (R/
  W), Eisen (R/W), Montaigne (R/W), Thean (R/W), Vendel
  (R/W), Vodacce (R/W), Ussura (R/W), Appearance
  (Stunning), Castillian Education, Explorer's Society,
  Linguist
  Archaeologist: Occult 3, Research 4, Society Lore 2,
  Syrneth Lore 2, Artefact Evaluation 3
  Artist: Drawing 4
  Courtier: Dancing 4, Etiquette 3, Fashion 2, Oratory 2,
  Seduction 4 Scholar: History 3, Mathematics 3, Philosophy
  2, Research 4
  Spy: Shadowing 1, Stealth 3
  Fencing: Attack (Fencing) 5, Parry (Fencing) 3
  Isabella is a charismatic and witty delight, with a
  tongue as quick as the sword her father insisted she
  learn how to use. She tends to be very frank and
  honest, with little patience for fools or incompetents.
  She travelled to Avalon to perfect her skill with the
  language, but Montaigne invaded Castille while she
  was away, leaving her home destroyed and her family
  dead. Having nothing to return to, she threw herself
  into scholarly work and caught the attention of
  Theodore Lipton as a talented linguist. She works for
  the Explorer's Society now, providing translations
  when needed and assisting Theodore with his
  research.
  7th Sea and all related marks are © and ™ Alderac Entertainment Group Inc. All Rights Reserved.
  Format and layout by Mark Stanton Woodward © 2004
  Original material written by Les Simpson
  Official Alderac 7th Sea Site - http://www.swashbucklingadv.com/
  
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