TEXT: TM
  TM
  
  To use this companion, a Dungeon Master also needs the Player’s Handbook,™ and the DUNGEON MASTER’S Guide.™ 
  A player needs only the Player’s Handbook.™ 
  The Player’s Handbook™ and the DUNGEON MASTER’S Guide™ published by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc.
  Swashbuckling Adventures and Rapiers Edge are ™ and © 2004 by Alderac Entertainment Group, Inc. All rights reserved.
  ISBN 1-59472-012-6
  Visit our website at www.7thsea.com or www.swashbucklingadv.com
  TM
  Writing:
  DANA DEVRIES
  PATRICK PARRISH
  JENNIFER AND MARK BAUGHMAN,
  NANCY BERMAN, NOAH DUDLEY, 
  SAUL DUDLEY, JARAD FENNELL, 
  MARTIN HALL, ANDREW PEREGRINE, 
  DAVE REEVES, JIM SILVERSTEIN, 
  LES SIMPSON, ROB VAUX,
  FLOYD WESEL, ROB WIELAND, 
  MARK STANTON WOODWARD
  Editing:
  NANCY BERMAN
  SHARON COHEN
  Creative Director: 
  MARK JELFO
  Art Director: 
  JIM PINTO
  Graphic Designer:
  STEVE HOUGH
  Cover Artist:
  LLYN HUNTER
  Cover Designer:
  STEVE HOUGH
  Interior Artists: 
  ILYA ASTRAKHAN
  JONATHAN HUNT
  KEVIN WASDEN
  Typesetter: 
  STEVE HOUGH
  Brand Manager: 
  NANCY BERMAN
  Brand Managers Emeritus: 
  ROB VAUX
  ERIK YAPLE
  Chief Executive Officer: 
  JOHN ZINSER
  Chief of Operations: 
  MAUREEN YATES
  Production Manager: 
  MARY VALLES
  Special Thanks:
  ANDREW: TO LEISURE GAMES, NORTH LONDON'S FINEST GAMES STORE (AND
  ALL WHO SAIL IN HER): THEY DESERVE A SHAMELESS PLUG FOR ALL THE
  DISCOUNTS I’VE HAD OVER THE YEARS!
  BILL: TO MY FATHER, FOR ALL THE BEDTIME STORIES AND A WONDERFUL IMAG-
  INATION.
  DANA: TO THE OLD GUARD: ROGER, ISAAC, AND ROBERT AND THE NEW GUARD:
  DAVID, LOIS, AND ORSON. IMAGINATION IS THE WIND WITHIN MY SAILS AND
  HONOR IS THE SWORD IN MY HAND. 
  DAVE: THANK YOU TO MY FAMILY AND FRIENDS WHO DO NOT PLAY BUT MAKE LIFE
  INTERESTING. THE NOVUS GROUP, THE MILLENNIAL ARMY, REVENANT’S
  7TH.COM, THE EVIL GMS WIVES CLUB, AND THE FOLLOWING INDIVIDUALS: JIM
  SMITH, THWAK, JIMBEAUX, FLOYD WESEL, JEREMY TAYLOR, CASEY SMITH, ART
  BAKER, ROGER AND CONNIE BECHTEL, DANA DEVRIES, CHRISTIAN MACLEOD,
  SIMON WRAY, JIM WILBUR, JESSIE COLLINS, NANCY BERMAN, KATIE, MIKE,
  AMANDA, DEVIN, GEORGE, AND THOSE WHO PAID HARD-EARNED CASH TO BUY
  THIS BOOK. 
  FLOYD: FOR JEFF. MISSED THESE 26 YEARS. I STILL HOLD DESPERATELY TIGHT TO
  THE LOVE OF ADVENTURE AND FANTASY YOU GAVE ME AS A CHILD, BROTHER MINE,
  THANK YOU.
  JENNIFER: TO NANCY B., WHO GAVE ME THE CHANCE, AND THE CREW OF THE
  DAWN RANGER, WHO NEVER LOST FAITH. 
  JIM: SPECIAL THANKS TO MY PARENTS FOR STICKING WITH ME, AND TO ELLIS,
  WHO KNOWS THAT ZORRO IS STILL COOL. AND TO SHARD. VAYA CON DIOS
  LES: TO STELLA KEMPER, “FERRET” KEMPER, ISAAC ROBERTS, ZAC HECKMANN,
  JUAN DOMINGUEZ, WILLIAM BOYLE, NATHAN ARGALL, AND MATHEW
  CALHOUN. YOU MAKE THE ENRICHMENT PROGRAM AN ADVENTURE.
  MARK B: TO JOHN S., BUCKLING HIS SWASH FOREVERMORE.
  MARK W: TO DARREN AND NEVGUN.
  MARTIN: TO IAIN AND CLAIRE — THE FUTURE IS YOURS.
  NOAH: MY THANKS TO MY SON, SAUL
  PATRICK: MOM — FOR ALWAYS BELIEVING IN ME, EVEN WHEN I DIDN'T. THANKS.
  ROB W: TO TOM, FOR BEING THE VOICE OF EISEN SINCE I PICKED UP THE ORIGI-
  NAL RULES. “COME ALONG WITH ZE BLACK RIDER...”
  SAUL: MY THANKS TO MY FATHER, NOAH
  VICKI: SPECIAL THANKS TO MY HUSBAND CURT FOR HIS LOVE AND SUPPORT
  NANCY: THANKS TO ALL THE GMS, BOUNTY HUNTERS, AND PLAYERS, AND TO THE
  PARTICIPANTS ON 7TH SEA-RPG AND 7TH SEA-GM LISTS, AND ALL THE WEBSITES
  (ESPECIALLY REVENANTS, KESTREL’S 7TH SEA GATEWAY, THE TEMPLE OF THE
  ROSE + CROSS, AND IAN AND LEAM BOTH) FOR YOUR CONTINUED PARTICIPATION
  IN THE BUILDING OF THÉAH. HUGE THANKS TO THE MEMBERS OF THE NOVUS
  GROUP WHO PUT UP WITH ME ON A DAILY BASIS. MY HEARTFELT THANKS TO
  MARLENE WILLAUER FOR ANSWERING ALL THE QUESTIONS ABOUT SPANISH,
  TANISHA JOHNSON FOR HER HELP, MARY VALLES FOR HER ENDURING PATIENCE,
  ROB VAUX FOR HIS CONTINUED INSPIRATION, AND MOST OF ALL, A 21-GUN
  SALUTE TO OUR MOST ENTHUSIASTIC PATRON, JOHN ZINSER.
  ™
  TM
  
  Walking the Rapier’s Edge. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Chapter One: Live Action Role-playing . . . . . . . . . . . . . . . 5
  Resolving Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  The Simple Text. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Note on Target Numbers. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  The Opposed Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Opposed Tests and Ties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Drama Points in Tests. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Drama Recovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Character Statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Drama Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Character Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Hubrises. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Virtues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Sorcery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Combat Ties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Ranged Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Swordsman Schools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Experience in the Live System. . . . . . . . . . . . . . . . . . . . . . . . 12
  Notes From the Design Team . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Giovanni Villanova’s Grand Ball . . . . . . . . . . . . . . . . . . . . . . 13
  The Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Hard Point: The Death of Lord Baltrusól. . . . . . . . . . . . 13
  Secret Societies – Secret Agendas . . . . . . . . . . . . . . . . . . 14
  Props . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Cast of Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Individual Character Bios . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Chapter Two: Adventures. . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  The Tower of Faith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Act 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Act 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Act 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Act 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Epilogue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  NPCs and Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  Four ‘n Twenty Black Birds . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  NPCs and Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
  Fischler’s Rescue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Act 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Act 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Act 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
  Act 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  Act 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Act 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Act 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Act 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Monsters and NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Adventure in Puerto Grande. . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Act 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Opera House Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Act 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
  NPCs and Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
  Chapter Three: Plot Seeds and Adventure Hooks. . . . 99
  Introduction to the World of 7th Sea. . . . . . . . . . . . . . . . . . 99
  Avalon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
  The Highland Marches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
  Inismore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
  Bryn Bresail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
  Cabora and the Mirror Sea . . . . . . . . . . . . . . . . . . . . . . . . . . 109
  Castille. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
  Cathay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
  Crescent Empire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
  Eisen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
  Midnight Archipelago/Pirate Nations . . . . . . . . . . . . . . . 117
  Montaigne – Pre-Revolution . . . . . . . . . . . . . . . . . . . . . . . . 119
  Post Revolutionary Montaigne . . . . . . . . . . . . . . . . . . . . . . 120
  Ussura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
  Vendel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
  Vestenmannavnjar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
  Vodacce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
  Invisible Collage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
  Rilasciare. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
  The Rose and Cross . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
  Die Kreuzritter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
  Los Vagos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
  Sophia’s Daughters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
  The Vaticine Church. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
  The Objectionist Church. . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
  Chapter Four: Where do we go from here? . . . . . . . . . 135
  1670 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
  1671 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
  1672 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
  1673 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
  1674–75. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
  1675 to the Future . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
  CONTENTS
  2
  Contents
  
  INTRODUCTION
  3
  “Come with me.”
  He hesitated because the feminine voice spoke with a Montaigne
  accent. 
  “Who are you?” he asked.
  “A friend of El Vago,” she replied. “Come quickly. If the guards
  notice the light, we are undone.”
  That was all the assurance he needed. She handed him the
  lantern and he preceded her down the crude ladder. She pulled the
  dirt-covered trap door back into position. “No offense, Don Roberto,”
  she said as she took the light back, “but what were you doing on the
  road to Barcino? It is heavily patrolled.”
  “Looking for El Vago,” he replied. 
  She paused. “Why?”
  “The Inquisition has my brother Ernesto” he said. “They are
  taking him to Cardinal Verdugo in the Vaticine City.”
  “Why does Verdugo want him?” she asked.
  “The Inquisition is convinced that he knows the identity of El
  Vago.”
  She paused for a moment and then quickened her pace. “When
  did they leave?” she asked. 
  “They were still at my home when I rode off. Some of my people set
  fire to their carriage so they were looking for an alternate means of
  transportation. I’m certain it slowed them down but I doubt it
  stopped them. Even amongst my people, they have found allies.”
  She stopped and lowered the lantern. “So perhaps a very fast horse
  could catch them still?”
  “Perhaps, but I have no horse, Señora, and I am not a good enough
  rider to catch up to them. Even if we did catch them, what could the
  two of us do?”
  “You are right,” she said, as she started down the passage again. “I
  will leave you somewhere safe in Barcino. They will get you out of the
  city.”
  “I thank you, Señora. I only wish I could have helped Ernesto.”
  “Don’t worry, Don Roberto. El Vago will rescue your brother. I
  swear it.”
  * * *
  Ernesto tested the bonds again even though they had held fast every
  other time that he had tested them. The Inquisitor who sat across
  from him smiled. “I don’t know why you struggle,” he said. “There
  will be no rescue.”
  His captor leaned back with obviously enjoyment at Ernesto’s frus-
  tration. “Your brother has been captured by the Montaigne and those
  who burned our carriage will be caught. They have succeeded only in
  making your trip to Vaticine City less comfortable. You should be
  thankful that Theus has not chosen to bless us with rain.”
  Ernesto cringed as the open wagon bounced over a rut in the road.
  He should never have sent Roberto to Barcino. With him in the
  hands of the Montaigne military, there would be no one to protect
  their people. He glanced over his shoulder for the rescue he knew
  would not come. Perhaps El Vago would be able to save Roberto. 
  “Blessed Theus,” he prayed silently. “Save my brother so that our
  people are not without hope. And please let Verdugo’s arrogance pre-
  vent him from believing that a Montaigne woman could wear the
  mask of El Vago.”
  Suddenly a riderless horse burst from the trees and ran past the
  wagon. Ernesto turned to the front to see the two lead riders, whose
  attention had been caught by the noise, unhorsed by a rope strung
  across the road. 
  “Stop!” the Inquisitor shouted.
  The driver pulled the wagon to a halt as the Inquisitor stood and
  drew a pair of pistols. “Who dares interfere with the chosen of
  Theus?”
  Walking the 
  Rapier’s Edge
  “Thank you, Madame,” the lieutenant said as he plucked the wine-
  glass from the silver tray.
  The Montaigne lady blushed slightly and nodded to him. She was
  a pretty young widow who had pledged her late husband’s home and
  resources to aid in the struggle against Castille. Barcino was a perfect
  place for the officers to relax and discuss strategy away from the ears
  of Castillian spies.
  “My dear Fleurette,” one of the other officers said. “Don’t you have
  servants to do this? Your devotion to our cause is admirable but a
  noble lady like you should not be serving.”
  She smiled as she averted her eyes from the other officers’ gaze.
  “My servants are mainly Castillian,” she replied softly. “Although
  they are quite well-suited for this work, I did not think that it was
  worth what they might overhear to send them.”
  “Ah, as intelligent as she is beautiful,” the captain said. “Didn’t I
  tell you, gentlemen? A true lady of Montaigne.”
  “And one of the few who has not lost her head,” smirked one of the
  others.
  That brought chuckles from around the room and the lady looked
  away. The lieutenant thought the joke in poor taste with their host-
  ess present. “Thank you again for your hospitality,” he said quietly. 
  She looked up and he finally noticed her eyes. They were sapphire
  blue. “It is my duty, Lieutenant,” she said. “I am and always will be
  true to those to whom I have pledged my loyalty.”
  There was more to that statement than appeared on the surface, he
  thought, but the conviction in her eyes was very real. With the Revo-
  lution taking its toll on the nobility, it was not unreasonable for him
  to think about courting her. He took her gloved hand and put it to his
  lips. “Your loyalty is admirable, Madame,” he said.
  Her response was interrupted by a hasty knock at the door. With-
  out thinking, the lieutenant put himself between potential danger
  and the lady.
  “Captain,” cried the corporal who barged into the room, “We have
  captured one of the local leaders! What shall we do with him?”
  The captain rubbed his chin thoughtfully. “Well, that depends on
  whether we have a safe place to hold him.”
  “Madame,” the lieutenant said. “Is your cellar available?”
  “Oui,” she replied. “It may have some things in it but nothing that
  could not be removed.”
  “Excellent idea,” the captain said. “Corporal, follow the lady and
  she’ll show you where to take him. We’ll deal with him after this
  evening’s party.”
  The lieutenant stepped aside, but caught the lady’s hand gently.
  “You will be attending, will you not?” he asked.
  She smiled, and blushed slightly. “Of course, Lieutenant.”
  Her eyes lingered on his as he let her go.
  * * *
  Don Roberto paced the dirt floor and swore. It had been foolish of
  him to come to Barcino. Had the need not been so great, he would
  never have risked being captured by the Montaigne patrol. But only
  El Vago could save his brother and he had been told that there was
  someone in Barcino who could help him find the legendary bandit.
  They could have at least given him some light, he sighed. The root
  cellar had no windows and the only reason he knew his location was
  because of the smell. He heard a noise and glanced around in the
  vain hope of seeing anything. A seam of light appeared on the floor
  and grew as part of the floor rose up and moved aside, revealing a
  figure in black with a lantern. 
  
  INTRODUCTION
  4
  Rosario chuckled, “I am most certain that Theus appreciates your
  suffering.”
  “Well, I hope Theus has given just punishment to the villain who
  invented the corset.”
  She craned her head to look at Rosario. “Why did you accept the
  lieutenant’s invitation for me?” she asked.
  “He is a member of the military council here,” Rosario replied, as
  she tucked the laces into the corset. “It is likely he will have much
  conversation with the other members at the ball.”
  The lady smiled. “Ah, and such conversation may yield more
  information on the plans for the navy. Excellent thinking, ma chere
  amie.”
  “That is why I am your servant, Madame.”
  The lady turned and put a hand on Rosario’s shoulder. “You are
  my servant only for this charade. You are my friend first and fore-
  most.”
  “Yes, Madame,” Rosario replied with a smile as she bobbed a 
  curtsy.
  The Castillian helped the Montaigne noble into her dress and was
  much more merciful with the lacings. 
  When her toilette was complete, the elegantly attired widow
  nodded to her “maid.” 
  “And without you I would never be able to ride to the rescue
  during the day and still be impeccably dressed in time for dinner.”
  Introduction
  Players always ask for adventures of all sizes and shapes so it
  seemed like a good time to dig some gaming gems out of the
  mines of Théah. There’s nothing better than seeing (and hear-
  ing) a table of 7th Sea™ players bring a convention room to a
  halt with their exuberant swashbuckling antics!
  Chapter One presents a rule systems for running a 7th Sea™
  LARP (live action role-playing) game. We included the basic
  story for Giovanni Villanova’s Grand Ball, a LARP run at Ori-
  gins and Gencon-SoCal 2003, along with sample character
  sketches so that GMs can get an idea of how to interweave
  stories to make interactions more convoluted. This system,
  based on the original Roll & Keep rules, has been designed to
  support the pacing of a live-action game. This is not the only
  system you can use for a 7th Sea™ LARP but it conveniently
  requires a minimum of hard-copy support. There are other
  LARP systems currently in use for 7th Sea™ and you are
  encouraged to participate in them if you wish.
  Chapter Two contains four full role-playing adventures,
  some of which have been run at conventions and some of
  which are brand-new. “The Tower of Faith” ties in directly
  with the advancement of the Théan timeline. 
  Chapter Three is full of plot hooks and adventure seeds
  that will take players across the world. (We have also accom-
  modated those who play on both sides of the Montaigne Rev-
  olution.) Some are serious, some are dangerous, and some are
  just plan silly but all call for the kind of swashbuckling action
  that is the hallmark of this game. 
  Chapter Four presents an overview of new information
  that brings the timeline up to 1675 and the world to the brink
  of madness on more than one front. For those who follow a
  timeline-based game, this section is designed to provide
  plenty of excitement and a lot of danger. 
  As always, feel free adjust the material to suit your needs.
  The world of 7th Sea™ exists because your characters bring it
  to life!
  Ernesto struggled again with his bonds as the two rear guards
  urged their mounts forward. He hated the idea of having to watch
  his own rescue as a helpless bystander.
  A cloaked figure dropped from the trees onto one of the mounted
  guards and knocked him from the saddle. It then leaped from that
  horse to the next and unseated the other one. The Inquisitor swore as
  the hood fell aside to reveal the grinning white mask of El Vago. He
  cocked his pistols and leveled one at the vagabond. Ernesto seized the
  opportunity and threw himself at the Inquisitor’s knees just as the
  man fired. The shot went wild and the Inquisitor tumbled back into
  the bed of the wagon. “How dare you!” he demanded as he regained
  his stance and struck Ernesto. “You will die for your heresy!”
  “I am ready to meet Theus,” Ernesto said. “Are you?”
  As El Vago vaulted onto the wagon, the Inquisitor found his
  weapon and fired. Ernesto cringed — even a child could have hit a
  target so close, but the shot did not appear to injure the man in the
  mask who positioned himself between Ernesto and the Inquisitor. 
  “Go!” Ernesto did not have time to react to the voice — high and
  feminine — as he felt his bonds release. Although he was loath to
  leave his rescuer alone, he was weaponless so there was not much he
  could do to assist her. He leapt onto one of the riderless horses and
  pulled himself into the saddle, then looked back at the two figures
  who faced each other in bed of the wagon.
  The Inquisitor drew a sword. “I shall be only too happy to bring in
  the greater prize,” he sneered.
  El Vago gave the Inquisitor a silent salute, but before she could go
  en garde, her foe lashed out with his blade, which cut her gloved
  hand and sent the weapon spinning out of her grip. 
  “Yield, heretic!” the Inquisitor demanded as he advanced.
  Ernesto tried to grab for a weapon even though he knew there was
  no way he could get it to her in time. The swordswoman parried the
  Inquisitor’s blade with a flash of steel from her left hand and drove
  him back with a series of precise dagger strikes which the Inquisitor
  parried frantically until he toppled backward off the wagon.
  Ernesto slid off the horse and knocked the stunned Inquisitor
  unconscious. He then offered El Vago her sword, hilt first. 
  “Merci,” she whispered, as she slid the blade back into its scabbard.
  “I have something for you, as well.”
  She drew a sealed envelope out of her jacket. “This needs to get to
  Don Andres Aldana as quickly as possible.”
  He took the envelope and tucked it safely away. “Gracias, Señora.”
  She whistled and a black mare trotted from the trees to her. With
  a quick salute to Ernesto, she mounted her horse and sped off. 
  * * *
  Rosario gently snipped the linen thread. “It is a good thing that
  gloves are still in fashion here, Madame,” she said.
  She examined the wound on her mistress’s hand to make certain
  she had not missed anything. The cut had not been deep but without
  stitching, the scar it left would be difficult to explain. “Thank Theus
  I was able to save both Ernesto and Roberto,” her mistress said. 
  “And the information on the Montaigne warships?”
  “Given directly to Ernesto. I hope they will be in Don Andres’
  hands soon.”
  Rosario gave a relieved sigh and put her medical tools away.
  “Castille owes you a great debt, Madame.” The maid began to lace up
  her lady’s corset. “The lieutenant has asked to escort you this evening.
  He will be sending a carriage.”
  The lady winced as the corset tightened. “The lieutenant?”
  Rosario pulled harder. “Yes. From the gossip I’ve heard, he was
  quite taken with you.”
  “This,” the lady gasped as the corset tightened again. “is why I
  would rather fight Inquisitors than go to balls.”
  
  Karlina Loggerheim turned to find Captain Zedeña standing
  behind her. She had no idea how he had managed to sneak into
  the ball, let alone find her in the crowd, but one thing was certain
  — he was looking for revenge. Karlina thought about the dagger
  strapped to her leg under her gown but it probably wouldn’t be
  enough to dissuade the Castillian. She looked around the room,
  anxiously hoping to find anyone who might help her.
  Moments like the above scene happen all the time in role-
  playing games. When done well, they build tension for the
  players and provide entertainment for the entire group.
  Now imagine for a moment if that scene was actually hap-
  pening before your eyes. Consider actually crossing the
  room to confront the scoundrel Captain Zedeña instead of
  simply stating the action from the comfort of a chair. This is
  the appeal of a “live system” 7th Sea™ game; with its focus on
  human characters and courtly intrigue, it is an ideal setting
  for live action play.
  Game Masters (GMs) and players interested in running 
  a live system game need to understand that a different set 
  of obstacles crops up here than in a table-top game. The first
  is time. Live adventures need to run as close to “real time” as
  possible. Taking time to “negotiate” (whine, wheedle, cajole)
  or otherwise convince the GM to see things your way
  breaks the fiction of the live game, so the following rules
  were designed to streamline the resolution system from a
  series of dice rolls to a single check wherever possible. 
  A second obstacle is location and attendance. While it is
  relatively easy to find an agreeable time and location for a
  small group to gather around a table, scheduling larger
  groups can be quite a task. GMs need to scout potential loca-
  tions and check with management of those sites before run-
  ning games to assure that they will be welcome to proceed,
  and comply with any local rules or restrictions, especially as
  noted below.
  A third obstacle involves players’ desires to carry
  weaponry. While there are certainly many players who have
  received training in their use, most have not. It only takes
  one would-be hero to cause an accident and harm some-
  one… as well as denying access to that site for the group
  and others like it. Added to that are restrictions in large
  venues for most kinds of weaponry, due to the current
  world situation and the threat of terrorism. We recommend
  that GMs forbid the use of weaponry during a live system
  game, or to act out combat with realistic weapons. 
  That said, there are specific situations in which this can
  be ameliorated. One is if the game is played on private
  premises; however, even then, the risk of physical damage
  due to lack of proper training and/or precautions must not
  be underestimated. Another is at smaller conventions
  where weapons are permitted, although most bladed
  weapons must be peace-bonded (i.e., tied to their sheaths or
  otherwise rendered in capable of being drawn). The third is
  the inclusion of a weapons and combat demonstration by a
  historical re-enactment group which, while not hands-on
  for the players, gives a nice example of what happens
  during game combat. If soft weapons are permitted, these
  can be used — which are not particularly authentic, but do
  give players the thrill of “nerfing” their opponent and
  watching them drop to the ground.
  The 7th Sea™ live system operates as a variant of the origi-
  nal Roll and Keep mechanics. Details have been trimmed to
  speed play, focus the players on direct interaction, and avoid
  a dependence on statistics over personality. It would be
  Live
  action
  roleplaying
  Chapter One:
  Live Action Role-Playing
  for 7th Sea
  5
  
  CHAPTER
  1
  Live
  action
  roleplaying
  6
  The Simple Test
  Players make a Simple Test to complete swashbuckling
  actions like making amazing leaps from the balcony to the
  chandelier. While an integral part of swashbuckling play,
  doing this sort of thing in a public venue is not a good idea.
  Instead, the GM assigns a TN to achieve the desired action.
  The player adds the appropriate Trait + 1 Skill + any special
  bonuses and checks the total against the TN. Reaching or
  exceeding the TN results in success. Simple Tests work for
  physical actions, knowledge checks, activating certain 
  sorcery abilities, and any other action that cannot be directly
  opposed by another character active in the game. Simple
  Tests are also used for learning from the GM about informa-
  tion the character may know or need to obtain. 
  Note on Target Numbers
  After reviewing the changes in Character Statistics, it will be
  obvious that live system characters cannot possibly reach
  “normal” TNs without adding rolled dice. GMs should adjust
  TNs for live-action by dividing the standard TN by 5 (i.e., a
  standard TN 15 becomes TN 3.) Unless noted elsewhere, this
  is the default method for adjusting TNs for all live system
  checks. 
  impossible to compress alterations to every skill, advantage,
  and ability that have been created for this game in the space
  of this sourcebook. Instead, the focus is on how to resolve
  actions using the new system, the basics of building or con-
  verting characters to the live system, how to deal with sorcery
  and special advantages, and a few tips for those looking to
  extend a live game into an ongoing campaign.
  Resolving Actions 
  Unlike traditional table-top games, the live system does not
  require dice. A live setting often does not provide a conve-
  nient location for the rolling dice and for those in costume
  (especially women), pockets to store dice can be scarce.
  Instead, the live system uses Drama Points that augment abil-
  ity scores to reach lower Target Numbers than those found in
  the regular system. Tests are made in two forms: Simple Tests
  against a GM-assigned TN and Opposed Tests, which are 
  basically player vs. player abilities checks. Unlike the regular
  system, the live system does not use a Kept/Unkept format
  for Tests. When players make a Test, they keep both their
  numbers for Trait and Skill.
  
  CHAPTER
  1
  Live
  action
  roleplaying
  7
  A Simple Test Example
  Mercutio, Lord’s Hand of Prince Villanova, has been charged
  with protecting the Prince during the Grand Ball. 
  “Do I notice anyone who seems dangerous or suspicious?”
  [Note: in a live game, players are encouraged to use 1st person
  (“I”) rather than 3rd person (“he” or “she”). GMs should
  respond to such questions in the 2nd person (“you”) to help
  players get into character.]
  The GM asks for a Simple Wits Test against TN 4. Mercutio
  checks his statistics and asks if his Spy skill could aid this
  check. The GM confirms that the Spy skill would indeed be
  useful in this case. Mercutio adds his Wits 2 to his Spy rank of
  2 for a total of 4. The GM says, “Yes, you noticed a man named
  Fortunato who has caused problems in the past. He seems to
  be lurking near that [pointing to it] door.”
  The Opposed Test  
  Opposed Tests are used when two characters (PC or NPC) are
  actively working against one another to achieve a result. This
  occurs most commonly in situations that involve combat and
  social actions like seduction. In an Opposed Test, players add
  their appropriate Trait + 1 Skill + any bonus advantages and
  compare the result. The player with the highest total is suc-
  cessful in the attempt against the other player. 
  In the Opposed Test, the individual who caused the need
  for a Test is the Acting Player. The actual task is irrelevant to
  this designation; he could be attacking, attempting to mooch
  a meal from the target, or challenging someone to a duel. 
  The Target is the Defending Player. The Defending Player
  may be avoiding a saber attack or simply trying to tell
  whether the Acting Player is cheating in a card game. When
  the players determine their actions, the Acting Player must
  declare which skill, if any, he is using first. The Acting Player
  also declares his point total to the Defending Player first.
  While an Opposed Test can occur without adjudication, it is
  often wise to have a GM present.
  This can be achieved in several ways other than calling out
  “GM here!” Players can be given a colored card that they hold
  up when they need a GM or perhaps silk scarves that they
  wave about to attract the GM’s attention. Whatever method
  you choose, try to keep it from breaking other players’ 
  concentration.
  Opposed Tests and Ties
  Fortune favors the bold in 7th Sea™ and this is true in a live
  system game as well. In an Opposed Test the Acting Player
  wins any ties. If no definitive Acting Player can be 
  determined (as in the case where two characters are 
  gambling) all ties are considered break-even situations with
  no clear winner. In the event of a duel, the challenging 
  character wins all ties. 
  Drama Points in Tests
  Because every so often the little guy wins, it would not be fair
  to simply leave Tests to be resolved by just totaling statistics.
  Players also have Drama Points to spend to add on these Tests.
  (Details about how the player gains Drama Points are pre-
  sented below.) After a player has added up his Trait (and pos-
  sibly a skill), he may still be short of a TN for a Simple Test. 
  At this point, the player may opt to spend one or more Drama
  Points to reach his TN and succeed. During an Opposed Test,
  the players may also opt to spend Drama Points to adjust
  totals after their numbers have been added up. After learning
  their own total and their opponent’s total each player
  involved in an Opposed challenge may simultaneously bid a
  secret number of Drama Points to win the Test. Only one bid
  of Drama Points is made for each Test.
  Drama Recovery
  After the Test is resolved, the winner’s Drama Points are gone,
  just as they are in the regular game. GMs may award a Drama
  Point for particularly amazing actions. In addition, the loser
  of an Opposed Test recovers all of the Drama Points he spent
  on the Text –1. This happens because in a cinematic style
  event, those heroes who fail early always have a little reserve
  of luck later. In the event of combat, the loser recovers Drama
  Points after damage is assessed. 
  An Opposed Test Example
  Fortunato is attending a Grand Ball at Prince Villanova’s
  estate. He has a long-standing disagreement with the Prince
  over a past incident and is looking to attack him and exact
  revenge for his family. Unfortunately, Mercutio has been very
  alert in his duty to protect the Prince. The GM has told Fortu-
  nato that he will need to find a way to distract or sneak past
  Mercutio if he wishes to attack the Prince. Fortunato asks to
  use his Criminal skill to sneak past the guard. The GM
  informs him that this will be a Wits Test. Fortunato adds his
  Wits 1 with his Criminal rank 2 for a total of 3. 
  The GM, having recently dealt with Mercutio’s Simple Test,
  knows his Wits and Spy total is a 4. He informs Fortunato that
  he is currently behind in his Opposed Test by 1 point and
  leaves him to consider how many Drama Points he wants to
  spend. The GM now informs Mercutio that he is being acted
  upon and leading the Opposed Test by 1. Mercutio, worried
  about his chances, bids 2 Drama Points to make his total bid 6.
  The GM returns to Fortunato who, unaware of Mercutio’s bid,
  has also decided to bid 2 Drama Points for a total of 5. Fortu-
  nato fails the Test but keeps one of his bid Drama Points. Mer-
  cutio loses both bid points but is aware that Fortunato is
  about to try something… 
  Character Statistics
  Statistics separate role-playing from acting. Without scripts,
  numbers help players and GMs determine who is successful
  and who has failed in a variety of actions. All characters in the
  live system receive statistics for the standard five traits from
  the original Roll and Keep system, as well as Advantages,
  Skills, Backgrounds, and Arcana as needed. Instead of using
  ranks 1–6, live system characters use ranks 1–4. 
  Table 1:1 Conversion Table
  Roll & Keep Stats
  Live System Stats
  1–2
  1
  3–4
  2
  5
  3
  6–7
  4
  
  CHAPTER
  1
  Live
  action
  roleplaying
  8
  Swordsman Schools and Sorcery convert to mastery levels
  (1–3). Skills and Knacks work a little differently. Knacks tend
  to be an unnecessary hurdle when dealing with a live action
  environment. Instead, it is assumed that any Skill includes all
  of its assigned Knacks, per the source material. Traits work
  the same way as they do in the tabletop game. Skills and Traits
  range from Level 1 to 3. Players who want to convert estab-
  lished characters can generate the Skill rank for a live action
  game by averaging learned Knacks and applying the total to
  the chart. 
  Generating new characters for a live system game can be
  done using the standard 100 Hero Point method and applying
  new costs for Traits and Knacks. Any characters created for
  live system games should be limited at character generation
  to rank 2 or lower. See Table 1:2 Live System Advancement Costs
  below.
  Drama Points
  Drama Points are the currency of the live system. In the
  course of a game, players will spend Drama Points to contend
  against one another, reach Target Numbers assigned by GMs,
  and generally bail out of near certain doom. Each player is
  issued a number of Drama Points at the beginning of each ses-
  sion. These points can be spent to augment an Opposed Test;
  activate certain Abilities, Arcana, Sorcery, and Advantages, or
  to gain information from the GMs. 
  Beginning Drama Points are equal to the character’s lowest
  Trait + Reputation Dice + 2. Thus, each starting character will
  begin with a minimum of 3 points to spend. Characters can
  earn additional Drama Points in the same way Drama Dice are
  earned in the original 7th Sea™ system. To represent Drama
  Points, GMs may simply list them on the character sheet and
  allow the players to bid with extended fingers, use small
  stickers that can be collected and destroyed as used, or some
  other prop that is readily available in large amounts like plas-
  tic “treasure” coins that can be found at most party supply
  stores. These add a currency feel to the transaction and are
  less cumbersome to carry than dice.
  Character Advantages 
  Advantages in the live system act as they normally would
  with the following alterations. Any Advantage offering the
  addition of Unkept dice or a Free Raise adds 1 point to any
  Opposed Test total where appropriate for use, while Advan-
  tages offering Kept dice add 2 points. Academy, Castillian
  Education, or University halve the cost to purchase certain
  Skills to 5. Dracheneisen reduces all damage taken by one
  point. Faith, as always, functions at the GM’s discretion.
  Hubrises
  Hubrises function as listed in the 7th Sea Player’s Guide™ and
  Game Master’s Guide™ except for the following: 
  Inattentive characters suffer a –1 to checks when activated
  by a GM. 
  Indecisive characters do not win ties during Tests when acti-
  vated. 
  Unlucky characters may be activated to retest a successful
  Test. 
  The GM may activate a character Hubris directly for 1
  Drama Point and by another Player with knowledge of the
  hubris for 2 Drama Points. The character’s Player may refuse
  the activation of the Hubris for 1 Drama Point regardless of
  who activated it. 
  Virtues 
  Virtues also function as described with the following
  changes. All Virtues offering a raise or Unkept die add 1 to a
  total for each raise or die offered. All Virtues offering a Kept
  die add 2 to a total for each die offered. 
  Exemplary allows for the use of a Skill for one Test instead of
  a Knack, as would occur in the tabletop game. 
  Focused switches the entire rank of two Traits for one scene. 
  Fortunate allows one retest. 
  Victorious adds 1 point of damage. 
  Willful prevents the use of Drama Points in combat by the
  opponent for one Opposed Test. 
  Worldly adds the use of one skill until the end of the scene.
  Players may activate Virtues as normally described. 
  Sorcery
  Sorcery in a live action game requires a large suspension of
  disbelief as well as a series of signals to represent the action
  being taken for visible activity. The following abbreviated ver-
  sions of Sorcery allow for players to deal with supernatural
  talents. The ground rules for sorcery follow the standard rules
  of the original 7th Sea™ system for Half, Full, and Twice-
  Blooded sorcerers concerning limits of Adept level or Rank 1
  for less than full sorcery. Additionally, any ability that refers
  to augmenting a Knack instead augments or affects a Skill.
  Glamour (Avalon)
  Those who tap into the power of legends do so at the cost of 1
  Drama Point. Apprentice users start the game with the knowl-
  edge of two Legends and earn an additional Legend for every
  rank gained. The blessings listed in the Player’s Guide™ do not
  apply in this system, although a GM should feel free to work
  them in, if it meets the needs of this group. Glamour users do,
  however, gain Glamour points equal to double their lowest
  Trait that may be used to activate Glamour abilities.
  Table 1:2 Live System Advancement Costs
  Statistic
  Rank 1
  Rank 2
  Rank 3
  Rank 4
  Cost to Purchase
  Cost to Advance
  Trait
  1–2
  3–4
  5
  6–7
  16 pts.
  35 pts.
  Sorcery
  Apprentice
  Adept
  Master
  –
  40 pts.
  30 pts.
  Swordsman
  Apprentice
  Adept
  Master
  Grand Master
  30 pts.
  30 pts.
  Skill
  Avg. 1–2
  Avg. 3–4
  Avg. 5
  –
  10 pts.
  20 pts.
  
  CHAPTER
  1
  Live
  action
  roleplaying
  9
  The list below represents a sample of how Glamour Knacks
  have been adjusted for this system:
  The Horned Hunter: Adds your rank in Glamour to Brawn
  when activated. All regular restrictions on this effect apply. 
  Robin Goodfellow: Removes range penalties for any attack
  made with a bow at Apprentice level, deals an extra level of
  damage for Adepts, and adds 3 to the Master’s TN to hit a
  target. 
  Mad Jack O’Bannon: Adept level ability grants 3 forms at
  rank two and gains the other two forms when Master level is
  reached. Players using Jack should describe their character’s
  appearance to those with whom they interact with during the
  game. 
  The Green Man: Grants the ability to donate a Drama Point
  to another player at  Apprentice level. The healing effects of
  the Adept and Master level remove one level of wounds from
  the recipient of this donation. 
  Thomas: Functions as described in the source material with
  the payment of a Drama Point. 
  Lærdom (Vestenmannavnjar)
  Skjæren gain the use of 4 Runes at character creation. Addi-
  tional Runes may be learned for 10 experience points (XP)
  each. A Lærdom practitioner Invokes Runes against TN 5,
  Inscribes Runes against TN 7, and Becomes a Rune against a
  TN 10. (Note Becoming a Rune is not the same as becoming a
  Living Rune. Those people are described in Vendel-Vesten™
  and in Chapter 4 of this book.) While an inscribed item
  should be apparent enough to players, the user should show it
  when activating its power. (This is a prop that the GM should
  provide. Another way to play this is for skjæren who have
  Become a Rune to represent use of their Rune by tracing a
  circle over their chest with the index finger.) Skjæren Invok-
  ing Runes trace Rune shapes in the air in front of them with
  their fingers to represent invoking actions.
  The list below represents a sample of how Laerdom Knacks
  have been adjusted for this system:
  Rune effects: Any Rune that grants a raise or adds dice in the
  tabletop system confers an additional 1 point for every die or
  raise granted for the listed amount of time. Variable durations
  are increased for every point beyond the TN the skjæren suc-
  ceeded on a Resolve + Lærdom check. 
  Storsæd: Allows the skjæren to retain his spent Drama
  Point(s) after a successful Test and distribute it/them as noted
  in the description. 
  Kyndighet: Allows the skjæren to attempt a retest for an
  Opposed Test in combat. (Note that this is an exception to the
  standard “no re-take” rule for combat.) 
  Fjell: Removes one level of wounds when used. 
  Herje: Subtracts the user’s rank in Lærdom from the target’s
  next Test. 
  Villskap: Enables the caster to attack at a rank equal to
  Resolve + Lærdom and deals damage equal to the skjæren’s
  rank in Lærdom. 
  Porté (Montaigne)
  Those with a talent for tearing holes in the fabric of reality
  gain the use of all Knacks when this sorcery is purchased.
  Portal Sickness, however, is standardized to 3 minutes of real
  time (despite the accuracy of dedicated role-playing, any
  retching the player wishes to portray should be kept to taste-
  ful understatement if at all possible). All effects of Porté are
  made with a Resolve + Porté Test against TN 5. All regular
  limits apply to the use of Walk, Bring, and Blooding. Attune-
  ment is separated by 1 mile, 3 miles, and 10 miles respectively
  for increasing ranks in Porté.
  Because Porté involves the use of the hands, players can
  demonstrate what they are doing as follows:
  Using Porté to move or recover an item: The player should
  extend his arm straight up and flex the hand while grasping
  the elbow with the other hand. 
  Walking: The player should interlock the fingers of each
  hand and turn the palms out from the body raising the hands
  in front of the user’s face. If it is not impractical, the player
  should then place his hands over his eyes when navigating
  through the “space” he has entered. (Obviously, he can open
  his fingers wide enough so he doesn’t crash into anyone.)
  Walking with others can be done using the same action as
  above, with each passenger first linking arms to form a chain
  and then covering his or her eyes with the other hand.
  Remember that they must remain in physical contact with
  each other and they must keep their eyes “closed.”
  Players who are “lost” inside the rent should be encouraged
  to role-play the pain and terror, although screaming should
  be kept to a minimum unless the game is occurring in some-
  one’s home where such noise will not bring hotel security at a
  run. There is no way to retrieve the character from this place,
  so the player must leave the game. If there is time and extra
  characters are available, he should be encouraged to re-enter
  the game as someone new.
  Pyeryem (Ussura)
  Shapeshifters provide delightful role-playing opportunity in
  a live setting. Pyeryem users begin with 1 or 2 spirit skins at
  the GM’s discretion and gain a new spirit skin with each rank
  of Pyeryem gained. All transformations are made by spend-
  ing a Drama Point to activate and then making a Resolve +
  Pyeryem Test. Cat, Goshawk, Mouse, Otter, Owl, Rabbit, and
  Red Fox Test against a TN 3. Kodiak Bear, Snow Leopard, and
  Wolf Test against a TN 5. Regardless of the skin chosen, the
  player should make an effort to represent the animal by
  acting out the flapping of wings or miming the ears or fangs
  of the animal into which they have transformed. (The GM
  might also wish to provide masks.)
  Boons add bonuses to Tests. All attack bonuses offer +1
  damage. Armor increases the shapeshifter’s combat Opposed
  Test total by +1. Any Boon offering a bonus of raises or addi-
  tional dice, regardless of the number in the tabletop system,
  grants a +1 to the appropriate Test.
  It should be noted that a character who turns into a large
  animal not normally encountered indoors will have to deal
  with the reaction of the other characters, which may include
  a panicked attempt to shoot or harm the animal.
  Sorte (Vodacce)
  Fate Witches operating in a live setting present a basic prob-
  lem for the GM. Often, the player cannot be asked directly
  about links to various other players in larger games as they are
  unaware of just who is or is not tied to the character. The GM
  will be required to arbitrate exactly what the Strega can and
  cannot perceive or affect. Any player wishing to portray the
  operation of Sorte powers should either draw cards from a
  tarot deck prop or mime the action should such a deck not be
  available. 
  
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  Apprentice Strega have the ability to sense the strands by
  making a Resolve + Sorte Test against TN 4. It is recom-
  mended that a GM step aside with the target player at this
  point and review the character sheet or ask the player about
  the character’s connections in the game. After reviewing the
  information, the GM can then return to the Strega and reveal
  what was discovered.
  Adept Strega gain the ability to tug strands, thereby grant-
  ing Blessings or Curses. When attempting this, the Strega
  must make a Resolve + Sorte check against TN 5. If success-
  ful, the Strega may grant an extra Drama Point that the target
  can spend on Tests made for the appropriate strand. An adept
  may also grant an additional Drama Point for every 2 points
  she exceeds TN 5. 
  Master Strega have the ability to create and destroy strands.
  This is a very subjective ability and should be left to the GM
  to determine just how the effect will play out during the
  game. The attempt to create or destroy strands is TN 8. 
  A note on Fate Lashes: As the live system has no exploding
  dice, it is entirely the GM’s option to introduce damage to a
  Strega for fate lashes whenever it feels appropriate for the
  story or the result of the attempt warrants such action. Lashes
  deal one level of damage when they occur. 
  Unless the player is very familiar with Fate Witches, the
  GM should include a one-page explanation with detailed
  information to help the player with her character.
  There are many other sorceries and shamanistic practices
  in Théah which could not be addressed here due to space 
  limitations. The material above is sufficient to enable this
  particular scenario to proceed as designed.
  Combat
  Combat is a major part of 7th Sea.™ Swordsmen, Knights, 
  and brash youths with inherited rapiers can be found at every
  turn. The big duel is a major turning point of many adventures.
  It is entertaining to watch two gentlemen with skills honed to
  perfection cross blades. Unfortunately, the same is not true for
  two players issuing verbal descriptions and marking off Drama
  Points. Tracking complex combat in role-playing games just
  cannot be done in real time. 
  While 7th Sea™ offers a rich tabletop method for settling
  fights, expecting a large group to wait for a GM to resolve
  swordplay with dice rolls is not conducive to a live game.
  Players are encouraged to act out the motions of a fight
  should they desire (and within the parameters of safety), but
  the actual combat is resolved with one Opposed Test. Players
  involved in combat are considered to be both attacking and
  defending during this Test. 
  Combat Tests add Finesse + Wits + 1 combat skill + any
  other granted bonuses. This is the only Test in the live system
  that adds two traits. Once totals are reached, players may then
  select to bid Drama Points in the same manner as any other
  Test. The winner of a combat check then decides if he is 
  dealing damage.
  Combat Ties 
  The attacker (challenger in the event of a fair duel) wins ties
  in combat; however, the winner also suffers a single wound. 
  Ranged Attacks
  Ranged attacks are not contested rolls. The player who is
  shooting or throwing makes a Simple Test against a TN of the
  target’s Wits × 2. This TN is given a +1 for every 10 paces
  between the shooter and the Target. The shooter will count
  paces. If the target feels that the shooter has taken extremely
  large and or generally silly extremes in his paces he may ask
  that a GM re-step the paces for a new pace total. The GM has
  final say in pace count. (Note: in a duel at 10 paces, each player
  has taken 10 paces, making the range 20 paces for each.)
  Damage 
  When characters are injured in combat, they take damage.
  Thrown weapons deal 1 wound. Bows and crossbows inflict 2
  wounds. Firearm damage is 3 wounds. Damage from hand to
  hand combat uses the following formula: 
  The Winner’s Brawn — the Loser’s Brawn (minimum 1
  wound) + any Damage Bonuses from abilities. 
  Players and GMs should be careful to subtract the Loser’s
  Brawn before adding the Damage bonuses for various abili-
  ties. For every 5 points by which a combat is won, the victor
  may add one wound to the total.
  Wounds
  Characters get hurt during games; it’s part of the job when
  you are a hero. With augmented Traits, it is not fair to limit
  players to 2, 4, and 6 dramatic wounds. Instead, characters in
  the Live system suffer damage in the following order. Note:
  all wounds are cumulative. For example, suffering two ranks
  of wounds followed by an action that results in three ranks 
  of Wounds places you at the fifth Wound. 
  First Wound: Flesh Wound with no further effect. 
  Second Wound: Nagging injury, All Skills are halved round-
  ing down. 
  Third Wound: Crippled, character loses use of skill points
  until treated. 
  Fourth Wound: Dramatic, character loses 1 rank of Resolve.
  Fifth Wound: Character continues to lose ranks of Resolve.
  At zero, the character is unconscious and will remain so for 15
  minutes of game time unless someone successfully uses 
  a medical skill, which reduces it to five minutes. The TN 
  is number of wounds to be healed + 1.
  Note: Spending a Drama Point keeps the character con-
  scious until he or she is wounded again or healed, but does
  not remove wounds.
  Combat Example
  Mercutio and Fortunato are ready to square off after Fortu-
  nato attacks the guard. Fortunato is the Acting player again so
  he declares that he will be using his Fencing 2 skill along
  with his Finesse 2 and Wits 1 for a total of 5. Mercutio is up to
  the task and declares proudly that his Fencing 1 skill, Finesse
  2, and Wits 2 places him at a total of 5. Each player now con-
  siders how many Drama Points to spend and place them to
  bid. In this case, it is a good idea for each player to write the
  number on a scrap of paper and give it to the GM.
  While the bid happens simultaneously, the GM asks for
  Mercutio’s first. Mercutio, desperate to not fail his Prince has
  bid his remaining two Drama Points for a total of 7. Fortunato
  has bid 2 fearing a future need for a point and also has a total
  
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  of 7. Fortunato wins the fight but suffers 1 wound. Mercutio
  and Fortunato happen to have identical Brawns at rank 1 and
  there are no other special factors, so Mercutio suffers a
  wound as well. Fortunato is now clear to attempt to attack
  Prince Villanova if he still feels brave enough to do so.
  Tabletop vs. Live Action 
  Combat “Rounds”
  Normally, in a tabletop game, combat continues for 10
  rounds, with character participation determined by Initiative
  (and physical condition.) However, in a live action game, 
  if players were to conduct combat in this manner, it would
  take all night. Therefore, combat is considered somewhat
  cumulative. Referring back to the previous example, if Mer-
  cutio wishes to attack Fortunato while Fortunato is walking
  towards Villanova, he may do so. However, players should not
  be permitted to continue combat simply because they didn’t
  like the way the previous fight ended. The GM needs to keep
  a firm hand on this aspect of the game and permit continued
  combat only if it is appropriate to the overall action.
  Brute Squads
  Brute Squads may be operated by the GM or played by a
  group of players. Brutes carry a single rating rank used for all
  Tests and add 1 to the total for every two members in the
  squad. Damage to brutes remove one member of the squad for
  every wound dealt +1. Brutes are considered to have Brawn
  ranks of 1 for damage resolution. 
  Special Martial Skill Effects
  Most martial skills grant the player no ability beyond using the
  weapons involved without penalty. Any attempt to use
  weapons with the offhand, for example, still results in a –1 to
  Combat Tests. However, certain Skills are useful for other
  effects. 
  Buckler grants a +1 to Combat Tests if you are the defender. 
  Dirty Fighting deals one rank of wound even if you lose. 
  Panzerhand, Pugilism, and Wrestling offer the user the
  option of knocking the loser of a combat out for 15 minutes
  of game time instead of dealing damage. 
  Note: Damage dealt by Pugilism and Wrestling is erased after
  15 minutes of game time unless the character is unconscious.
  Swordsman Schools
  With the streamlined combat rules; certain abilities no longer
  seem to come into direct play, notably Swordsman Knacks.
  While Tagging, Lunge, and other Knacks may not directly affect
  combat, they are assumed to make up a portion of the combat in
  a manner that offsets one another. Swordsmen still gain advan-
  tages with every level of Mastery. Apprentice and Journeymen
  advantages have been standardized for convenience. 
  Exploit Weakness: Any player who is facing an opponent
  actively using a Swordsman school in which they have ranks
  may deduct their rank in that school from the opponent’s
  combat total regardless of whether they are using the school.
  (A fencer using just his fencing skill but with 2 ranks of
  Aldana may reduce a defender’s total by 2 if the defender
  declared he was using Aldana in the combat).
  Apprentice Swordsmen: Suffer no penalty for use of weapons
  associated with their school regardless of off-hand or single-
  hand use. Additionally all Apprentice Swordsmen gain a +1 to
  Combat Tests. 
  Journeymen Swordsmen: Gain the ability to deal +1 damage
  when they win a combat. They deal a single wound to charac-
  ters not using a Swordsman school if they lose combat as well.
  Master Swordsmen: With over 60 Swordsman schools avail-
  able, space prohibits including Mastery advantages for every
  school in this listing. Yet any character willing to devote the
  effort and points to reach the Master level deserves a unique
  ability. Schools from the Player’s Guide™ and a few popular
  favorites follow.
  Aldana masters gain additional Drama Points equal to their
  Wits at the start of every game. 
  Ambrogia masters reduce their opponents Combat Test
  Number by 2.
  Bernoulli masters may demand a retest of the Combat Test
  before damage has been assessed.
  Bogatyr masters gain a fear rating at rank 1. 
  Finnegan masters reduce any wounds taken by 2 (mini-
  mum 1).
  Donovan masters may spend a Drama Point to deal wounds
  equal to what they receive in combat. 
  Eisenfaust masters may opt to either break the opponent’s
  weapon or deal an extra 2 wound ranks.
  Gallegos masters gain +2 to their Combat Test number. 
  Leegstra masters no longer deduct the loser’s Brawn when
  totaling wounds.
  MacDonald masters may voluntarily reduce their Combat
  Test total to add the same number of wounds. 
  Soldano masters lose only 1 Drama Point when they win
  Combat Tests rather than lose all points bid.
  Valroux masters gain +1 Panache. 
  Villanova masters may take a wound to deal 2 additional
  wounds.
  An Unfortunate Example
  Fortunato has decided to attack Prince Villanova. He declares
  he will attack with Ambrogia Swordsman 2 + Finesse 2 + Wits
  1 and add his Apprentice bonus for a combat total of 6. The
  Prince responds by declaring that he is defending with his
  Villanova Swordsman 3 Skill + Finesse 3+ Wits 2 along with
  his Apprentice bonus of 1 for a total of 9. Then the Prince
  declares that he will exploit Fortunato with his Ambrogia
  rank of 3 as well, taking Fortunato’s total down to 3. When
  Drama Points are declared, Fortunato bids his remaining 2
  Drama Points hoping to avoid adding wounds. His total is 5.
  Villanova needs to enforce his influence and bids 1 Drama
  Point so that he now has a total of 10. 
  Having lost, Fortunato deals no damage to the Prince. Vil-
  lanova has a Brawn 2 and deals 1 wound +1 for his Swords-
  man Journeyman rank +1 for a difference of 5. Villanova’s
  Master rank allows him to take a wound to add 2 more
  wounds for a total of 5 wounds. With the wound taken from
  his earlier fight, Fortunato has now lost his use of skills
  entirely, as well as his two ranks of Resolve, and now needs to
  spend Drama Points to stay conscious. Unfortunately, the
  Vodacce is out of Drama Points, and therefore at the Prince’s
  mercy as he lies on the floor. 
  
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  Experience in 
  the Live System
  Players participating in a live system campaign will want to
  improve their characters as in any role-playing game. Players
  receive one experience point just for showing up and playing
  for the evening. In addition, they should receive a second
  point for participating in a theme-appropriate outfit. (What is
  appropriate is subject to the GM’s ruling.) Additional experi-
  ence points (XP) are earned at the same level and rate as the
  Roll and Keep system for accomplishing tasks and resolving
  Backgrounds. At no time do Drama Points convert to XP.
  Costs to improve Skills, Traits, and other abilities have been
  adjusted to use the standard experience system for the live
  system.
  Notes From 
  the Design Team
  The above rules were written to accommodate a live action
  game with 40 or more players in a setting with multiple GMs,
  in a one-time event that uses sorcery and combat found in
  Western Théah. With the large numbers, certain details can
  be amended for convenience or fairness. With smaller
  groups, a GM may very well wish to extend Skills to include
  individual Knacks or even return combat to a more compli-
  cated style. Those are decisions that any GM is free to make
  for his or her individual game. GMs who have not had the
  experience of dealing with large groups may be overwhelmed
  at the concept of handling such numbers as well. We recom-
  mend following a few simple tips.
  Prepare in advance. Pre-generating characters is a lot of
  work but allows you to know the details of every character.
  Take time to review the plotline and rules in advance with
  your assistant GMs.
  There can never be too many assistant GMs. You need
  people to handle multiple events going on in the room. You
  also need people to play the NPCs who may arrive on the
  scene. 
  Leave the glory for the players. A high-profile NPC (like
  Giovanni Villanova) can easily dominate a game. GMs must
  exercise caution to keep the result of events in the hands of
  the players and use the NPCs to advance the plot as needed.
  Don’t over-plan. As a GM, you know how players at a table-
  top game can wreak havoc with your storyline. With a large
  number of players in a live action game — not all of whom
  are under your watchful eye at all times — the results can
  spin out of control. If you set up too many goals for each
  player in the live action game, nothing gets accomplished.
  Limit the storyline to one or two goals per character and have
  them working in groups. 
  Stay in motion! This is essential for the GM and his staff. If
  you stand still, a cluster will form around you and players will
  stop interacting with each other (and stop role-playing) to
  assail you with questions. 
  When asked if a player can or cannot do something, always
  allow the attempt and adjust the TN accordingly.
  When in doubt about the result of an action, ask yourself
  what would be the most entertaining result for the players.
  A Few Rules 
  for All Involved
  The following rules should be in effect throughout the game;
  some are for fun, some are for safety. 
  Physical safety of the players is first priority. No one should
  ever physically strike, attack or threaten another player. This
  is a game, not a fight.
  Live system 7th Sea™ games do not require actual weapons.
  Many public venues forbid them. If the game is being held in
  a place that allows them, it is still a good idea to restrict them
  to plastic or soft materials to decrease the potential for physi-
  cal harm. 
  Contact between players should be done tastefully and
  within the limits of acceptable social interaction. Every
  player has the right to refuse physical contact for any reason.
  Character actions do not reflect player actions. While
  seduction and game-related threats are a part of 7th Sea™ char-
  acter life, this happens between characters and should not
  extend to the player. If a player expresses discomfort with
  another player’s “attentions,” address the issue immediately
  by taking the aggressive player aside and asking him or her to
  tone it down. 
  Unless the instructions in a character’s write-up indicate
  that killing or some reputation-destroying action is required,
  such in-game behavior is not acceptable and should be dealt
  with immediately.
  If a player’s mood, mental state, or level of sobriety is such
  that he or she will be more of a distraction than a contribut-
  ing participant, encourage them to either sit out the game or
  withdraw. Because LARPs tend to occur in the evening, GMs
  should be alert to the players’ general state of inebriation.
  Likewise, as a courtesy to fellow players, participants
  should be encouraged to ensure that their general physical
  and dental hygiene is conducive to social interaction.
  When a Test is resolved, a second Test against the same
  target to yield a better result is not permitted. Follow-up Tests
  may occur the way another round of combat would, but
  “rerolls” are not permitted.
  The point of the game is to have fun. If anything presented
  in this system fails to allow the players as a group to enjoy
  themselves, please alter it for your group. Enjoy yourselves
  and have a great session!
  Bombs
  While the Rilasciare are inordinately fond of bombs, hotel
  security is not. If you are including a bomb in your scenario,
  add a note on everyone’s character sheet that they should use
  alternate words like “device” or some other euphemism.
  Shouting “Bomb!” (or “Fire!”) could result in the game being
  shut down quickly and the possibility of losing access to that
  site in the future.
  Denouement
  End the game at 1 minute times the number of players before
  you must vacate the are so that everyone can gather and give
  a 45-second “synopsis” of who they are and what their mission
  was. It is always amazing, and enjoyable, to see the stunned
  looks on other players’ faces when they realized that the
  person they were flirting with was actually sent to relieve
  them of their precious goods!
  
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  Prizes
  The GMs may wish to give prizes for the best role-playing,
  the funniest action, etc. You may also want to ask players to
  cast a ballot (index cards work very well) for the person they
  thought was the best role-player. Prizes can be anything from
  a “scroll” commemorating the event to a little trophy, a
  sourcebook, or a really great prop (like a deck of tarot cards or
  a good piece of costume jewelry.)
  Giovanni Villanova’s
  Grand Ball
  GMs running this LARP adventure will discover that the
  event operates better as they increase the number of assistant
  GMs. As more players are added, the use of additional GMs
  will permit the lead GM to focus on the overall plotline. 
  The Grand Ball has a series of intertwined plot threads to
  entertain the players for the evening. It is also recommended
  that one assistant be assigned the sole task of playing 
  Villanova for the evening. The Prince will be sought out by
  many of the players and needs to be aware of the ramifications
  of his actions; this player also needs to be experienced enough
  to turn the focus back onto the player and away from himself. 
  An assistant GM also needs to assume the brief role of Lord
  Baltusrol before his demise this evening. Other GMs can split
  duty by dividing the play area or working
  with specific secret societies. If at all 
  possible, a minimum of three assistant
  GMs should be employed
  for this event.
  The Story 
  Tonight’s intrigue features an event that Giovanni Villanova
  both anticipates and dreads: hosting the annual grand ball at
  his Dionna estate. The evening traditionally gives the Prince
  an opportunity to twist the plots of his rivals, reward a few
  loyal agents, and reinforce his image as the most powerful
  man in Vodacce. Several invited guests have reasons to
  approach the Prince about various needs. Additionally, there
  are a number of party crashers who have a great desire to
  appear to fit in, for they know well what the Lord’s Hands do
  to those without invitations.
  The Grand Ball begins with a single hard point, then allows
  the players to make their way around the event to resolve
  their personal soft point goals for the night. The following
  plot points were designed for approximately 60 players but
  can run well for many more if needed and be trimmed for
  fewer players easily. Plots are divided into the interests of the
  various secret societies of Théah and other independent 
  factions. The GM and assistant GMs should take the time 
  to personalize these for the individual characters while 
  trimming events and goals for fewer players. 
  Hard Point: The Death 
  of Lord Baltrusól
  Lord Baltrusól is a Castillian Don burdened with the misfor-
  tune of being well traveled. Through the sheer coincidence of
  bad timing, Baltrusól has witnessed the kidnapping of Prince
  Javier, Remy du Montaigne disposing of Cardinal d’Arge-
  neau, and the suicide of the Imperator. He is certain that var-
  ious agents are after him to assure that he will never reveal
  what he knows. In desperation, he has turned to Prince Vil-
  lanova for sanctuary. The Vodacce Prince is the one man in
  power whom he has never actually witnessed committing a
  crime. Villanova is naturally suspicious of the man he
  assumes to be part of a powerful group of Théan do-gooders,
  and has ordered his men to poison Don Baltrusól at the first
  opportunity, then find a convenient enemy to take the blame
  before the ball ends. (As noted above, it is highly recom-
  mended Lord Baltrusól be played by an assistant GM
  who can then interpret rules after his “death” and offer
  information to investigators about his remains.)
  Despite the efforts of the players, Lord Bal-
  trusól will die just after an early conversation
  with Prince Villanova, leaving behind the mys-
  tery of what he knew and who actually killed
  him. Agents from every society have reason to
  question Baltrusól, and solving his murder
  should be a priority for the players. With applica-
  tion of the right questions and skills, players
  should be able to discern the method of murder (poi-
  soning), which type of poison was used (Carmock root)
  and how it was applied (slipped into his drink). To avoid
  giving a player pre-game knowledge, the identity of the
  actual murderer is left to the GM’s discretion, to be deter-
  mined the day of the event (Villanova, of course, is far too
  clever to do the dirty work himself). 
  
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  Secret Societies – 
  Secret Agendas
  The goals of the players include objectives for the Secret 
  Societies and a handful of independent factions. It is not 
  necessary for every member of every Society to pursue all of
  these goals but every member should have a specific interest
  in at least one of these events. Some characters may not know
  the names of their allies and may need to first make contact
  during the course of the Grand Ball. 
  The Rilasciare
  Dionna is the home of a very active cell of the Freemen’s
  League. Every year, the League sets its sights on a member of
  the Villanova bureaucracy to ridicule and hopefully prove unfit
  for leadership. Villanova’s pride has been helpful since he
  rarely forgives the targets for allowing someone to ridicule
  them. This year, several members of the League have found a
  method to gain entry into the ball and attempt the biggest
  prank in their history against the most dangerous target alive.
  When Valentina Villanova and Juliette escaped Dionna last
  year, the Freemen noticed a flaw developing in the Prince’s
  agendas: his obsession with finding his wife and courtesan
  caused him to ignore small details at home. In addition, the
  Prince has lost trust in his still-loyal servants, save a few key
  staff members. This has opened an opportunity to infiltrate his
  inner circle and attempt to plant an imposter in the Grand Ball.
  It has taken nine months of planning and the co-operation of
  several cells across Théah but the Freemen are ready to try.
  The Freemen have made contact with a daring Glamour
  mage who has agreed to assist in their plan by creating 
  a series of wards around a man to make him believe he is 
  Giovanni Villanova. The agent of choice recently joined the
  Rilasciare and was suspected of possibly serving as an agent
  of either Elaine’s Knights or the Vendel Guilds. He was to be
  executed but this event offered an opportunity to see just
  how loyal the man was. The wards should fool even the 
  scrying of a Fate Witch if needed. 
  A more dangerous method has been applied with the
  second double. He is an actor from Avalon looking to prove
  his talent by posing as the Prince. The actor has fallen in love
  with the tenets of the Rilasciare and acts as if he truly believes
  in their cause. Through sheer luck, the Rilasciare have also
  stumbled on a dull-witted, stubborn Vodacce man who coin-
  cidentally looks identical to Giovanni Villanova. The man was
  just dull enough to be manipulated into place and convinced
  that it would be incredibly amusing to pose as Villanova for
  the evening. If things go well, the Rilasciare could even use
  one of them as a more “permanent” replacement. 
  Additionally, an agent of the Rilasciare in attendance has
  found on a few pages of an old notebook. He managed to
  duplicate the pages and assumes there is a market for them.
  Selling the forgeries, or even the originals, could garner a
  nice cash bonus for the cell. Keeping the pages could stop
  another faction from something as well. No matter what or
  how the Rilasciare choose to use the items, they make a 
  wonderful bargaining chip for the cell.
  Finally, word has reached the Freemen that a Castillian
  nobleman named Baltrusól is rumored to be in attendance
  tonight. He may have been involved in the abduction of
  Prince Javier, a friend to the Rilasciare. If possible, the
  Freemen have been asked to abduct the nobleman and find
  out what happened to the Castillian prince.
  Sophia’s Daughters
  The Daughters have several tasks to accomplish before the
  night is out. Many are important; a few are just acts of oppor-
  tunity. The society is also dealing with another problem as its
  attendees have never met one another before and have no
  idea about each other’s identities. 
  The first objective is also one of the more common prob-
  lems the Daughters deal with. Since the escape of Valentina
  Villanova, the Prince has retained a distant cousin named
  Carla to handle his Sorte needs. Unfortunately, Carla lacks
  the skill and talent that his wife Valentina wielded, which
  leads Villanova to treat her with a decided lack of respect. The
  Daughters are concerned that if anything embarrassing were
  to happen to the Prince, he would blame Carla for her failure
  to prevent it. She can be reached through a contact named
  Annabella who is trying to plan an escape at an appropriate
  opportunity near the end of the evening. 
  The Daughters also have an eye out for a Syrneth artifact of
  vast power known as the “Eye of the Wind.” It is a Domae
  stone set into a piece of jewelry and recently stolen from
  agents of the Daughters. A scoria has foreseen that it will
  resurface at tonight’s event so the Daughters need to be 
  prepared to recover it through theft, negotiation, or good 
  old-fashioned socialization. They do not know what it does 
  or how to activate it, but each agent has a solid enough
  description to recognize the item on sight. 
  The Order is monitoring Lord Baltrusól so that they can
  watch those around him. Powerful members in the Order are
  aware that his mere presence often causes catastrophe so they
  wish to see if he is the cause or simply drawn to these events. 
  Finally, the Daughters have an agent in the Invisible 
  College to help identify the authenticity of a Franzini 
  notebook they hope to purchase. This notebook contains a
  specific page of information that the Daughters would prefer
  did not reach the College. They have made a special effort to
  create a duplicate journal that lacks this key page in hopes of
  switching the document. 
  Invisible College
  The Invisible College has one official mission for the
  evening: find the person selling Franzini’s notebooks. 
  A fellow member in Kirk has begun research on a new
  method of ship propulsion involving Domae stones but
  needs to review parts of Franzini’s inventions for a manner of
  application. The plans could reduce his research by a decade
  or more. The current owner has sent a very vague message
  through his friend, Lord Baltrusól, suggesting the availability
  of the item merely on the virtues of obtaining scientific 
  illustrations. The noble has ties to Cardinal Esteban Verdugo,
  so it could be dangerous to even approach the man: the whole
  invitation could be an Inquisition trap. The nobleman seems
  to have no idea about the particular applications so an over-
  eager group of negotiators might drive the price to an 
  overwhelming limit. 
  The larger problem will be identifying the noble owner
  after Baltrusól’s death without drawing the attention of all the
  other guests. Many people would have an interest in a
  Franzini notebook and Villanova would love to own a fleet of
  ships that could move without use of oars or sails. If anyone
  outside the College got word of what they are looking for, it
  could be disastrous. On a related issue, there is also a powerful
  Domae stone at the ball tonight called the “Eye of the Wind.”
  It would give the scientists in Kirk the item they need to 
  perform their research if it could be recovered.
  
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  Another big problem is that certain members of the Order
  are not interested in the success of the mission. Ramon
  Batista is actually an agent of the Rilasciare who has infil-
  trated the College and does not want the scientists to succeed
  tonight. He is interested in watching the College throw its
  money away and possibly even in embarrassing the members
  in attendance tonight in a very public way just for his 
  personal amusement. Another agent serves the Sophia’s
  Daughters and is intent on switching the Franzini notebook
  with a forgery.
  The Rose and Cross
  The Knights of the Rose and Cross are looking for a little bit
  of recognition in Vodacce. It has become apparent that the
  Order needs a publicly-acknowledged chapterhouse in that
  country. Negotiations with Prince Lucani were going well
  until his recent assassination. Prince Bernoulli refuses to
  work with the group due to their ties to Kirk, and Prince
  Mondavi is a less than desirable choice after his orchestration
  of the Lucani’s assassination. This has left the Order in the
  unenviable position of dealing with either Prince Falisci or
  Prince Villanova. 
  Tonight offers an opportunity to encourage Villanova to
  support a chapterhouse on the mainland of Vodacce. The
  Order’s representatives are to negotiate with the Prince,
  should they gain his ear for a moment, about allowing the
  Knights to build a home in his territory. Under no circum-
  stances are they to offer him patronage, accept any gifts from
  the man, or incur any debt to the Prince. He is dangerous
  enough without being owed any special favors.
  The Knights are also looking for an agent who has been
  missing beyond a reasonable amount of time. He was work-
  ing as a spy within the Rilasciare but failed to check in several
  times over the last month. While the Order does not wish to
  endanger him by blowing his cover, it would be useful to
  make quiet contact with the agent and offer assistance as well
  as returning any information to his superiors. 
  As always, the Rose and Cross has a few patrons in atten-
  dance as well. It goes without saying that their safety, as well as
  that of all the guests, will be the responsibility of the Knights
  in attendance. This includes a patron named Lord Baltrusól.
  After his death, the Rose and Cross should be seriously
  involved in the investigation into his murder. Depending on
  the actions of those agents working directly for Villanova, the
  results of their investigation could lead in many directions.
  The Explorer’s Society
  The Explorers have a couple of important tasks to complete
  before the night ends. Foremost is the negotiation for the
  release of two members whom Villanova is holding for “sus-
  picious activity.” When Geoffrey Selby and Jelena refused to
  present the entirety of their findings to the Prince, he had
  them arrested. This suggests there may be a Villanova spy in
  the midst of the Explorer contingent. Nonetheless, the two
  members are far too important to leave to rot in a prison cell
  on Dionna. Lord Baltrusól was in attendance as a guest of the
  Explorer’s and was supposed to approach the Prince about the
  prisoners' release. His death will leave the rest of the team
  with many questions.
  The second mission for the group is to acquire a trinket
  from Villanova that serves as a key in the Aviary. This Thalusai
  key will open a recently discovered portal that the Prince’s
  diggers somehow overlooked. The society has fashioned a
  faux version to switch with the real item, which the Prince
  carries on his person, if such a swap could be made without
  detection. The problem is that if Villanova realizes he has
  something the Explorers want, he will want to know why
  they want it so badly. Once he does, he will simply deny all
  Explorer access to the Aviary while his men loot the new area.
  Unfortunately, some eager cutpurse has stolen the copy at the
  party. Now the Explorers need to find the copy or figure out
  some other way to steal the item from their host of the
  evening.
  If any member of the Explorers overhears a discussion
  about the “Eye of the Wind,” it will be easy to figure out that
  this is the missing key to a series of items the Society has
  already acquired. While not a primary mission for the night it
  can easily become a mission of opportunity. 
  Die Kreuzritter
  As usual, the members of die Kreuzritter are on a mission 
  of life and death. A trail of rumors has followed several nobles
  from various nations who fled Montaigne in the wake of the
  Revolution… rumors of safety purchased with a most 
  foul and blasphemous currency — the preserved heart of
  Cardinal d’Argeneau! 
  While Villanova is a devout Vaticine, his reputation for cru-
  elty and his public disgust for the Cardinal of an excommuni-
  cated nation has fueled these rumors to be valid enough to
  investigate. Witnesses have even recently described a heart
  resting in a jar on a shelf in Villanova’s throne room. Needless
  to say, die Kreuzritter would love to find a witness to the
  murder of the Cardinal, such as Lord Baltrusól. Any person
  who could bring a heart to Vodacce would fit the bill quite
  nicely as well. Those involved are rumored to be wearing
  cameos given to them by Empereur Léon himself in gratitude
  for killing the Cardinal. 
  The appearance of the Thalusai key has equally perplexed
  the Black Crosses. They knew about the locked entrance in
  the Aviary and had helped hide it from Villanova’s diggers,
  executing the two who stumbled on it before word got out.
  There had been no evidence that the key had ever been on
  site. Discovery that the Explorers have found the key, realized
  its use, and are actively seeking it from Villanova does not
  bode well for mankind. The Order would prefer to steal the
  key for themselves and toss it into a very deep, dark, bottom-
  less hole. 
  While the Eye of the Wind looks to be a very impressive
  artifact, the Knights know nothing about it. If they discover
  its presence, capturing it would be nice but it is not on the 
  “to do” list for the evening. 
  The Pirates
  A pair of pirate factions are at work tonight. The pirates of the
  ship known as the Blood Wind are central to many events
  tonight. first mate Karlina Loggerheim has stolen an item
  from her captain she hopes to sell at the grand ball: a Syrneth
  artifact known as “The Eye of the Wind.” She figures she can
  then retire to the life of moneyed gentry instead of wasting
  her years on the high seas. Her captain, Juan Zedeña, has other
  ideas and chased Karlina to the Grand Ball to recover the item
  and sell it himself. Juan owes Karlina his life many times over,
  so he cannot bring himself to kill her for it and would be
  happy to cut her in for a share if she truly wants to retire. 
  There is a surprise in store for Juan tonight as well. His
  sister, whom he believes dead, is in attendance as an agent of
  die Kreuzritter. Naturally, if he recognizes her, she may be
  forced to send him to an unpleasant end. 
  
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  Captain Rawleigh’s crew sails for the Brotherhood of the
  Coast — acting under the orders of Allende to capture
  Zedeña if possible, steal his trinket if not, and generally ruin
  the day of the crew of the Blood Wind who have been a thorn
  in the side of the Brotherhood for the past few months. Addi-
  tionally, Allende has asked Rawleigh to keep an eye out for 
  a man calling himself Ramon Batista. All the Captain knows
  is that the Brotherhood of the Coast owes the man a favor. 
  The Rest
  The other guests are involved in a tangled web of intrigue,
  plotting, mistaken (or stolen) identity, romance, commerce
  — everything one expects in a swashbuckling world like
  Théah.
  Props
  This event requires a small number of items to add to the 
  festivities. If possible, physical props can be procured from
  costume jewelry and small bits of decorative flotsam that
  tend to gather about one’s home. If this is not possible or awk-
  ward for your location, simple note cards featuring written
  descriptions are the easiest option.
  Poisons
  Various characters operating with the Rilasciare, Sophia’s
  Daughters, Lord’s Hand, and Die Kreuzritter should be issued
  poison vials of three types. 
  Carmock Root (Resolve Check 4) will incapacitate a player
  for a half-hour of play time if ingested. (Lord Baltrusól died
  from a concentrated form of this poison in his beverage.)  
  The Extract (Resolve Check 5) renders a person uncon-
  scious (out of gameplay) for fifteen minutes real time. This
  item was issued to the member of the Invisible College seek-
  ing sorcerous blood. 
  Dr. Kish’s Remedy (Resolve Check 3) This syrup has an
  identical effect to Carmock Root but has been purchased
  with the belief it will kill instantly. A character of the GM’s
  choice has bought this with the intent of killing Prince 
  Villanova. 
  The Eye of the Wind
  Carried by Karlina Loggerheim, the eye is a Domae Stone set
  into a necklace. Its actual powers require the owner to be in
  constant contact for a lunar cycle to attune to it. No one will
  have the time to do so during this ball. Nonetheless, it is an
  allegedly powerful Syrneth item that many men would kill to
  gain or hide.
  The Thalusai Key and the Forgery
  The Thalusai Key opens a portal in the Aviary dig outside of
  Dionna. The original is in the Prince’s possession. The
  Explorer’s Society created a duplicate forgery to attempt to
  replace it if they are unable to successfully negotiate with the
  Prince.
  Franzini’s Notebook and Forgery
  Written hundreds of years ago, this scientific sketchbook
  contains a variety of scientific and artistic renderings that 
  fascinate scientists and hold dark secrets of lost knowledge.
  The original is with Lord Pavillion d’Aur. The forgery is in the
  hands of a Sophia’s Daughter member posing as a member of
  the Invisible College. 
  Six Loose “Art” Pages
  A few light-fingered guests have gotten their hands on some
  pages of the Franzini Notebook. At least one member of the
  Rilasciare has two of the pages and has worked feverishly on
  creating a pair of quick but good forgeries. 
  
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  Letters of Credit
  Every Society has one patron member in attendance who has
  brought along a Letter of Credit good for around 10,000 sena-
  tors to negotiate purchases, release prisoners, or buy off wit-
  nesses. (It never hurts to have money.) Groups attending the
  ball with the intent of purchasing an item may have brought
  along more at the GM’s discretion. Note: the equivalent in
  guilders is 1 senator = 1/3 Guilder, but because the event occurs
  in Vodacce, anyone flashing Guilders around had better be
  ready to answer to the Prince.
  Miscellaneous
  GMs are encouraged to include as many other props as they
  wish, within the constraints of their budget and time. 
  Character “Bios”
  Note: When preparing hard-copy character sheets for a
  LARP, it is customary to include the stats, a general back-
  ground about the situation as it relates to the character,
  specifics about the character, and a reminder about his or her
  mission. There will be some repetition in the background sec-
  tion because several characters may know the same informa-
  tion, especially if they belong to the same Secret Society. 
  Some GMs staple the pages together and give them out at
  random as players show up, while others ask players what
  type or nationality they prefer, and may make a more elabo-
  rate presentation of the material in folders or large envelopes.
  In any event, information should be presented in a very
  simple and legible format so that the player understands
  enough about the character to jump right into play.
  The bios presented below include stats for this particular
  LARP system. A GM may wish to use a different system for
  the LARP or may use these characters and the storyline for a
  regular tabletop game in the original 7th Sea™ system, the 
  d20 System,™ or some other system used for swashbuckling
  gaming. You can add or remove characters as needed, depend-
  ing on the number of players or preference for certain Soci-
  eties. Please note that this LARP system is presented as an example
  of a tested system and should not be construed as the sole or “official”
  system for such games. 
  Cast of Characters
  EXPLORER’S SOCIETY
  Adrian MacElvie (Highland Marches)
  Paulina diMarco (Vodacce)
  Eduardo Caruso (Vodacce)
  Otto Leibwächter (Eisen)
  Denis du Chenne de Gloyure (Montaigne)
  Reinhardt Krugerannd (Eisen)
  RILASCIARE
  Beatrice Conoti (Vodacce)
  Maximilian Robynson (Avalon)
  Erman Wörrse (Eisen)
  Cagliari (Vodacce)
  Fortunato Renallo (Vodacce)
  Eva Grüber (Eisen)
  Raphael Castiglioni (Vodacce)
  Ramon Batista (Castille)
  ROSE AND CROSS
  Everrel Morrisey (Avalon)
  Mystral d’Abaer du Crieux (Montaigne)
  Gatien Cuvere (Vendel)
  Gavril Androsov (Ussura)
  Dieter Wolfsberger (Eisen)
  Searen Renquist (Vendel)
  INVISIBLE COLLEGE
  Antonio Messucci (Vodacce)
  Vito Messucci (Vodacce)
  Elena Morinova (Ussura)
  Hans Peteirzen (Vendel)
  Elise du Pannenoir
  DIE KREUZRITTER
  Albrecht von Schultheis (Eisen)
  Kevin O’Halligan (Inish)
  Maria Dominguez (Castille)
  Ferenzo Lota (Vodacce)
  Gunther Kunze (Eisen)
  SOPHIA’S DAUGHTERS
  Sabrina (Vodacce)
  Wilhelmina Tobler (Eisen)
  Delizia Silvestri della Lucani (Vodacce)
  Leita Kordekova (Ussura)
  Françoise du Paix (Montaigne)
  Annabella Cacace (Vodacce)
  PIRATES
  Juan Zedeña (Castille) – Blood Wind
  Egers (Vendel) – Blood Wind
  Lockheart (Avalon) – Blood Wind
  Karlina Loggerheim (Eisen) – Blood Wind
  Wynn Rawleigh (Avalon) – Merry Widow
  Robin Hoyne (Avalon) – Merry Widow
  Cincos de Verro (Avalon) – Merry Widow
  VILLANOVA’S HOUSEHOLD
  Leonardo Mancuso (Vodacce)
  Arrigo Scaramond (Vodacce)
  Fredo (Vodacce)
  Carla Lucini della Villanova (Vodacce)
  Giovanni Villanova (Vodacce)
  MISCELLANEOUS (UNALIGNED)
  Laurent Pavillion d’Aur (Montaigne)
  Pol Kish (Vendel)
  Nicolo Vitale (Vodacce)
  Nikolas “Nikita” Vulcovic (Ussura)
  Magdelena Baltassari (Vodacce)
  Harald Jorvus (Vendel)
  Camille Valroux du Martise (Montaigne)
  Prosper Valroux du Martise (Montaigne)
  
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  Individual Character Bios
  Adrian MacElvie
  Nationality: Avalon/Highland Marches
  Secret Society: Explorer’s Society
  Traits: Brawn 2, Finesse 1, Wits 3, Resolve 1, Panache 2
  Skills: Scholar 2, Spy 2, Syrneth Lore 3
  Combat: Fencing 1
  Languages: Avalon (R/W), Castillian (R/W), Montaigne 
  (R/W), Théan (R/W), Vendel, Vodacce
  BACKGROUND
  Not long ago, a series of tunnels were found on Villanova’s
  land and the Society was allowed to study them but only after
  the Prince’s men had been through them. Fortunately, they
  overlooked a locked hatch of Thalusai design that leads some-
  where as yet unexplored.
  A member of the Explorer’s Society for almost 10 years, you
  are here in an official capacity. Villanova holds two members
  of your organization captive, probably as leverage to gain
  information about any new discoveries within the Aviary
  excavation. You need to keep the recent discovery of a new
  hatch from him and rescue your fellow members if you
  cannot negotiate their release. 
  Additionally, Villanova is allegedly in possession of an 
  artifact (a key perhaps) that will open the hatch although he
  is unaware of its use. The item is rumored to be with him at all
  times because he cannot ensure its safety out of his sight. 
  If at all possible, you must recover this artifact as well. You are
  relatively certain that it’s at the party somewhere, possibly
  being worn as jewelry. You brought what you believe is a
  viable fake copy of the key, which you hoped to switch with
  the real item, but it vanished from your pocket just after you
  arrived. 
  MISSION
  Free your compatriots and find the missing copy of the key,
  swap it with the real key, and make a quiet exit from the party.
  If you fail, you may end up alongside your fellow captives…
  or worse.
  Paulina diMarco
  Nationality: Vodacce
  Secret Society: Explorer’s Society
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 1, Panache 2
  Skills: Courtier 2, Criminal 1, Doctor 1
  Combat: Fencing 2
  Languages: Avalon (R/W), Théan (R/W), Vodacce
  Item: Cameo
  BACKGROUND
  Not long ago, a series of tunnels were found on Villanova
  lands and the Society was allowed to study them but only
  after the Prince’s men had been through them. Fortunately,
  they overlooked a locked hatch of Thalusai design that leads
  somewhere as yet unexplored.
  You and your fellow Explorers were reluctant to accept the
  Prince’s invitation to attend the annual Grand Ball because
  Villanova holds two members of your organization captive,
  probably as leverage to gain information about any new 
  discoveries within the Aviary excavation. You need to keep
  the recent discovery of a new hatch from him and rescue your
  fellow members if you cannot negotiate their release.
  Additionally, Villanova is allegedly in possession of an 
  artifact (a key perhaps) that will open the hatch although he
  is unaware of its use. The item is rumored to be with him at all
  times because he cannot ensure its safety out of his sight. 
  If at all possible, you must recover this artifact as well. You are
  relatively certain that it’s at the party somewhere, possibly
  being worn as jewelry. You brought what you believe is a
  viable fake copy of the key, which you hoped to switch with
  the real item, but it vanished from your pocket just after you
  arrived. A member of the Explorer’s Society for just over five
  years, you are here as Adrian MacElvie’s assistant. He is look-
  ing for a Thalusai key to open the portal in the Aviary, but you
  are also here for a more personal reason. You are in love with
  Geoffrey Selby, one of the Explorers whom Villanova is hold-
  ing hostage. 
  Before you parted, he gave you a cameo he received from
  Empereur Léon himself to remember your time together in
  Charouse before the Revolution. You understand the impor-
  tance of recovering the key, but it’s more important to you
  that Geoffrey is out of Villanova’s hands. If it meant selling
  out your friends, you will probably hesitate, but almost any-
  thing else is fair game if it means rescuing your true love. You
  know Adrian would not approve of such behavior, which is
  why you do not intend to share your plans with him.
  MISSION
  Free your compatriots (especially your lover Geoffrey), find
  the missing copy of the key, swap it with the real key, and
  make a quiet exit from the party. If you fail, you may end up
  alongside your fellow captives… or worse.
  Eduardo Caruso
  Nationality: Vodacce
  Secret Society: Explorer’s Society
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 2, Panache 1
  Skills: Criminal 2, Spy 2, Servant 3
  Combat: Knife 2
  Languages: Castillian, Eisen (R/W), Teodoran (R/W), 
  Vodacce (R/W)
  BACKGROUND
  Not long ago, a series of tunnels were found on Villanova
  lands and the Society was allowed to study them but only
  after the Prince’s men had been through them. Fortunately,
  they overlooked a locked hatch of Thalusai design that leads
  somewhere as yet unexplored.
  You and your fellow Explorers were reluctant to accept the
  Prince’s invitation to attend the annual Grand Ball because
  Villanova holds two members of your organization captive,
  probably as leverage to gain information about any new 
  discoveries within the Aviary excavation. You need to keep
  the recent discovery of a new hatch from him and rescue your
  fellow members if you cannot negotiate their release.
  Additionally, Villanova is allegedly in possession of an 
  artifact (a key perhaps) that will open the hatch although he
  is unaware of its use. The item is rumored to be with him at all
  times because he cannot ensure its safety out of his sight. 
  If at all possible, you must recover this artifact as well. You are
  relatively certain that it’s at the party somewhere, possibly
  being worn as jewelry. You brought what you believe is a
  viable fake copy of the key, which you hoped to switch with
  the real item, but it vanished from your pocket just after you
  arrived.
  
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  A member of the Explorer’s Society for two years, you are
  actually less of a member and more of … well … a spy. You
  work for Prince Villanova and report anything interesting
  through an intermediary named Sorscha. You know that
  tonight’s party will be an excellent opportunity to gather
  information but you should not, under any circumstances,
  reveal yourself as a member of the society. Too much effort
  was made to place you within the Explorers and you would
  not want Prince Villanova to be displeased with your work. 
  MISSION
  Find out as much as you can about what the Explorer’s Soci-
  ety is doing with the Aviary — and anything else you can
  learn — without being revealed as the Prince’s spy.
  Otto Leibwächter
  Nationality: Eisen
  Secret Society: Explorer’s Society
  Traits: Brawn 3, Finesse 3, Wits 1, Resolve 3, Panache 1
  Skills: Bodyguard 3, Servant 3, Wrestling 2
  Combat: Heavy Weapons 2
  Languages: Eisen, Vodacce, Ussuran
  BACKGROUND
  Not long ago, a series of tunnels were found on Villanova
  lands and the Society was allowed to study them but only
  after the Prince’s men had been through them. Fortunately,
  they overlooked a locked hatch of Thalusai design that leads
  somewhere as yet unexplored.
  You and your fellow Explorers were reluctant to accept the
  Prince’s invitation to attend the annual Grand Ball because
  Villanova holds two members of your organization captive,
  probably as leverage to gain information about any new 
  discoveries within the Aviary excavation. You need to keep
  the recent discovery of a new hatch from him and rescue your
  fellow members if you cannot negotiate their release.
  Additionally, Villanova is allegedly in possession of an 
  artifact (a key perhaps) that will open the hatch although he
  is unaware of its use. The item is rumored to be with him at all
  times because he cannot insure its safety out of his sight. 
  If at all possible, you must recover this artifact as well. You are
  relatively certain that it’s at the party somewhere, possibly
  being worn as jewelry. You brought what you believe is a
  viable fake copy of the key, which you hoped to switch with
  the real item, but it vanished from your pocket just after you
  arrived
  You were working as a servant for a Vodacce family that
  decided to use you as entertainment in their despicable blood
  sports. You managed to survive and even win on occasion.
  When the family fell into financial ruin, you were left with-
  out a home or immediate job opportunities, but a lot of
  combat training. The local Swordsman’s Guild declared you
  too “undisciplined” to train. Eventually, you met Adrian
  MacElvie who recruited you to serve as his shield man. Your
  duty is to protect your fellow Explorers from harm, plain and
  simple. If that means giving up your life, you are prepared to
  do so but only if things get so far out of hand there is no other
  solution. After all, it would be nice to get a chance to see your
  homeland again. 
  You trust your boss, Adrian, but have a soft spot in your
  heart for Paulina diMarco. You want her to be happy even if it
  means saving that pathetic weakling Geoffrey Selby from 
  Villanova’s clutches.
  MISSION
  Protect the members of the Explorers’ Society attending 
  Villanova’s party, especially Paulina. Try to avoid getting into 
  a fight.
  Denis du Chenne de Gloyure
  Nationality: Montaigne
  Secret Society: Explorer’s Society
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 2, Panache 3
  Skills: Archaeologist 2, Courtier 3, Spy 1
  Combat: Swordsman (Valroux) 2
  Languages: Avalon, Eisen (R/W), Montaigne (R/W), Vendel, 
  Vodacce 
  Item: A vial of Carmock Root syrup
  BACKGROUND
  Not long ago, a series of tunnels were found on Villanova
  lands and the Society was allowed to study them but only
  after the Prince’s men had been through them. Fortunately,
  they overlooked a locked hatch of Thalusai design that leads
  somewhere as yet unexplored.
  You and your fellow Explorers were reluctant to accept the
  Prince’s invitation to attend the annual Grand Ball because
  Villanova holds two members of your organization captive,
  probably as leverage to gain information about any new 
  discoveries within the Aviary excavation. You need to keep
  the recent discovery of a new hatch from him and rescue your
  fellow members if you cannot negotiate their release.
  Additionally, Villanova is allegedly in possession of an 
  artifact (a key perhaps) that will open the hatch although he
  is unaware of its use. The item is rumored to be with him at all
  times because he cannot ensure its safety out of his sight. 
  If at all possible, you must recover this artifact as well. You are
  relatively certain that it’s at the party somewhere, possibly
  being worn as jewelry. You brought what you believe is a
  viable fake copy of the key, which you hoped to switch with
  the real item, but it vanished from your pocket just after you
  arrived
  You are the fourth son of a Montaigne nobleman and thus
  were handed off from household to household as a youth. You
  joined the Explorer’s Society 6 years ago and have worked
  with Adrian MacElvie on several occasions. He is a good and
  competent man but the Society would be better served with
  you leading this group. You are here to make sure MacElvie
  does not foul up any negotiations for the release of your
  fellow Explorers. 
  You have a second agenda as well. One of tonight’s guests is
  Lord Baltrusól who has been a thorn in your family’s side for
  many a year. Taking a cue from your Vodacce hosts, you have
  decided to poison him. You arrived with half a vial of distilled
  Carmock Root syrup, which kills instantly but only if
  ingested within a few moments of leaving the vial. If you can
  achieve this assassination, you are certain that it will vault you
  to the top of the ranks within the Society. If you fail, you can
  always blame someone else. If you are actually caught in the
  act, it probably means disgrace for the Society. Oh yes, and
  your death.
  MISSION
  An assassination, some subtle wreaking of havoc, maintain-
  ing your anonymity. The usual.
  
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  Beatrice Conoti
  Nationality: Vodacce
  Secret Society: Rilasciare
  Traits: Brawn 1, Finesse 1, Wits 3, Resolve 1, Panache 2
  Skills: Courtesan 2, Criminal 2, Courtier 2
  Combat: Fencing 1
  Languages: Vodacce (R/W)
  BACKGROUND
  The Dionna cell of the Rilasciare has a unique opportunity at
  tonight’s Grand Ball — an opportunity to play a prank on the
  Prince himself! While risky, it might, even if unsuccessful,
  help destabilize the entire Villanova rule. 
  You and your fellow Freemen have taken Villanova’s recent
  distraction with his wife’s disappearance to scour Théah for
  several men who look like the Prince. A few are natural look-
  a-likes, while others needed some Glamour placed on them
  to complete the “transformation.” Tonight’s mission is to 
  convince other important guests that one of these men is, 
  in fact, the real Villanova and that the real
  Prince is actually an impostor. It should be
  amusing at the very least. 
  Regardless of what else transpires, your
  first goal is to survive to taunt again. Avoid
  getting caught participating in this 
  charade, as the true Prince may not see
  the humor in your efforts. Then again,
  you might be able to fast-talk your way
  out of it by claiming to have done him
  a favor by, um, testing
  his security systems
  or ah, showing him
  that no one could possibly
  imitate him. Yeah that sounds
  good…
  As head of the local Rilasciare cell,
  you must make certain tonight’s mis-
  sion goes of without a hitch. Losing a
  member or two is actually acceptable so
  long as they are not questioned before
  they die. Making Villanova look like a
  fool is good, making others believe your
  actors are Villanova is even better. To add
  to the matter, you just discovered that
  the insufferable Camille Valroux du
  Martise will be attending tonight’s Ball.
  The two of you have crossed paths
  before and you find her attitude quite
  offensive. If you could publicly
  embarrass her as well (and prove
  her to be the liar you know she is), 
  it would make tonight that much
  sweeter.
  If you could actually replace the
  Prince permanently, it may shut up
  the Free Thinkers in Charouse who
  don’t think the Vodacce Rilasciare
  have contributed anything to the
  organization except its name.
  MISSION
  Humiliate Villanova, upset his plans with imposters, expose
  Camille (A comptesse? Oh please!), and survive to taunt
  another day.
  Maximilian Robynson
  Nationality: Avalon
  Secret Society: Rilasciare
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 2, Panache 3
  Skills: Bard 3, Criminal 2, Performer 3
  Combat: Swordsman (Ambrogia) 1
  Languages: Avalon (R/W), Castillian, Montaigne (R/W), 
  Vodacce (R/W)
  BACKGROUND
  The Dionna cell of the Rilasciare has a
  unique opportunity at tonight’s Grand
  Ball — an opportunity to play a prank on
  the Prince himself! While risky, it might,
  even if unsuccessful, help destabilize the
  entire Villanova rule. 
  You and your fellow Freemen
  have taken Villanova’s recent distraction
  with his wife’s disappearance to scour
  Théah for several men who look like the
  Prince. A few are natural look-a-likes,
  while others needed some Glamour
  placed on them to complete the “transfor-
  mation.” Tonight’s mission is to convince
  other important guests that one of these
  men is, in fact, the real Villanova and
  that the real Prince is actually an
  impostor. It should be amusing at the
  very least. 
  Regardless of what else transpires,
  your first goal is to survive to taunt
  again. Avoid getting caught partici-
  pating in this charade, as the true
  Prince may not see the humor in your
  efforts. Then again, you might be able to
  fast-talk your way out of it by claiming to
  have done him a favor by, um, testing his
  security systems or ah, showing him that no
  one could possibly imitate him. Yeah that
  sounds good…
  You are a Rilasciare cell member and actor
  extraordinaire. You have worked in Avalon for
  many, many years and impersonated various
  minor nobles. Recently, however, you were hired
  by the local cell to impersonate Prince Giovanni
  Villanova — in his own home! You would love to
  gain some recognition for this performance and
  your obviously incredible acting skill but you are
  not sure how to go about that and still convince
  everyone that you are the true prince. This is the
  role of a lifetime! Of course, if anything goes
  wrong, it may very well be the last role of your life.
  MISSION
  Impersonate Prince Giovanni Villanova
  so brilliantly that you are showered
  with praise and Guilders. Barring
  that, try not to get killed. And under 
  no circumstances should you reveal the
  Rilasciare’s hands in all this!
  
  CHAPTER
  1
  Live
  action
  roleplaying
  21
  Erman Wörrse
  Nationality: Eisen
  Secret Society: Rilasciare
  Traits: Brawn 1, Finesse 2, Wits 3, Resolve 2, Panache 3
  Skills: Artist 3, Firearms 1, Forger 3, Merchant 2,  Spy 2
  Languages: Eisen (R/W), Vendel, Vodacce 
  Item:Two pages of Franzini’s Notebook and two forged pages
  BACKGROUND
  The Dionna cell of the Rilasciare has a unique opportunity at
  tonight’s Grand Ball — an opportunity to play a prank on the
  Prince himself! While risky, it might, even if unsuccessful,
  help destabilize the entire Villanova rule. 
  You and your fellow Freemen have taken Villanova’s recent
  distraction with his wife’s disappearance to scour Théah for
  several men who look like the Prince. A few are natural look-
  a-likes, while others needed some Glamour placed on them
  to complete the “transformation.” Tonight’s mission is to 
  convince other important guests that one of these men is, 
  in fact, the real Villanova and that the real Prince is actually
  an impostor. It should be amusing at the very least. 
  Regardless of what else transpires, your first goal is to 
  survive to taunt again. Avoid getting caught participating in
  this charade, as the true Prince may not see the humor in
  your efforts. Then again, you might be able to fast-talk your
  way out of it by claiming to have done him a favor by, um,
  testing his security systems or ah, showing him that no one
  could possibly imitate him. Yeah that sounds good…
  You recently came to Vodacce after your cell in Eisen was
  destroyed. You have always been a man who prepares, however,
  so you have plenty of false travel papers prepared in advance.
  Forgery comes easy to you and it was your duty to create the
  invitations the Rilasciare are using to get into the Grand Ball
  tonight. Your friend and ally Eva Grüber came to you a few days
  ago with some pages of an old notebook she had stolen from a
  man who had just arrived in the city. The man was claiming he
  would sell them at tonight’s ball. You have made a set of not
  quite exact duplicates and brought them along to night to sell
  if you can find the buyer. The money could be the start of
  rebuilding your home cell, at the very least.
  MISSION
  Sell the pages for as much money as you can and under no cir-
  cumstances should you reveal anything about the Rilasciare!
  Fortunato Renallo
  Nationality: Vodacce
  Secret Society: Rilasciare
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 2, Panache 1
  Skills: Courtier 1, Dirty Fighting 2, Streetwise 1
  Combat: Swordsman (Villanova) 2
  Languages: Vodacce (R/W)
  BACKGROUND
  The Dionna cell of the Rilasciare has a unique opportunity at
  tonight’s Grand Ball — an opportunity to play a prank on the
  Prince himself! While risky, it might, even if unsuccessful,
  help destabilize the entire Villanova rule. 
  You and your fellow Freemen have taken Villanova’s recent
  distraction with his wife’s disappearance to scour Théah for
  several men who look like the Prince. Tonight’s mission is to
  convince other important guests that one of these men is, in
  fact, the real Villanova and that the real Prince is actually an
  impostor. It should be amusing at the very least. 
  You have spent your entire adult life being mistaken for
  other people. Usually, it’s a man named Castiglioni but lately
  many people have been treating you very well before you are
  introduced. They bow to you and give you anything you
  desire. Some who claim to have met him say you happen to
  look just like Prince Villanova. It offends you a bit to think of
  this Prince parading around using your face and ruining your
  good name. You should really do something about that and
  your new friends in this Rilasciare group claim to have a way
  to do just that. Regardless of what happens tonight, you are a
  man of honor and will tolerate no insult from anyone in
  attendance. 
  MISSION
  Ruining Prince Villanova is the goal, not just for the Order
  but for your own sense of personal honor.
  Eva Grüber
  Nationality: Eisen
  Secret Society: Rilasciare
  Traits: Brawn 1, Finesse 3, Wits 2, Resolve 1, Panache 2
  Skills: Athlete 1, Courtier 1, Criminal 3, Knife 1
  Languages: Castillian, Eisen, Ussuran, Vendel
  Item: Strange item pickpocketed from an Avalon 
  (Thalusai key)
  BACKGROUND
  The Dionna cell of the Rilasciare has a unique opportunity at
  tonight’s Grand Ball — an opportunity to play a prank on the
  Prince himself! While risky, it might, even if unsuccessful,
  help destabilize the entire Villanova rule. 
  You and your fellow Freemen have taken Villanova’s recent
  distraction with his wife’s disappearance to scour Théah 
  for several men who look like the Prince. A few are natural
  look-a-likes, while others needed some Glamour placed on
  them to complete the “transformation.” Tonight’s mission is
  to convince other important guests that one of these men is,
  in fact, the real Villanova and that the real Prince is actually
  an impostor. It should be amusing at the very least. 
  Regardless of what else transpires, your first goal is to 
  survive to taunt again. Avoid getting caught participating in
  this charade, as the true Prince may not see the humor in
  your efforts. Then again, you might be able to fast-talk your
  way out of it by claiming to have done him a favor by, um,
  testing his security systems or ah, showing him that no one
  could possibly imitate him. Yeah that sounds good…
  You traveled here with Erman Wörrse when your cell was
  destroyed. His skill with forgery and your talents as a pick-
  pocket have gotten the two of you this far in the world. Over
  the last few weeks you have been told to go about Dionna
  talking with well-to-do folk and trying to gain information
  that could help your cause at the Grand Ball. In that time, you
  managed to pick up a couple of note pages that Erman has
  been working on and tonight as you walked into the Ball you
  bumped into an Avalon named MacElvie and managed to
  pocket a strange thing. You have no idea what it is but odds
  are the Avalon thought it was important. It’s very pretty and
  hums slightly. Whatever he was using it for could probably
  benefit your friends.
  MISSION
  Help facilitate the Villanova “look-alike” scam and find out
  more about the strange musical device.
  
  CHAPTER
  1
  Live
  action
  roleplaying
  22
  Raphael Castiglioni
  Nationality: Vodacce
  Secret Society: Rilasciare
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 3, Panache 1
  Skills: Athlete 2, Doctor 1, Courtier 2
  Combat: Swordsman (Valroux) 3
  Languages: Montaigne (R/W), Vodacce (R/W)
  BACKGROUND
  The Dionna cell of the Rilasciare has a unique opportunity at
  tonight’s Grand Ball — an opportunity to play a prank on the
  Prince himself! While risky, it might, even if unsuccessful,
  help destabilize the entire Villanova rule. 
  You and your fellow Freemen have taken Villanova’s recent
  distraction with his wife’s disappearance to scour Théah for
  several men who look like the Prince. A few are natural 
  look-a-likes, while others needed some Glamour placed on
  them to complete the “transformation.” Tonight’s mission is
  to convince other important guests that one of these men is,
  in fact, the real Villanova and that the real Prince is actually
  an impostor. It should be amusing at the very least. 
  Regardless of what else transpires, your first goal is to sur-
  vive to taunt again. Avoid getting caught participating in this
  charade, as the true Prince may not see the humor in your
  efforts. Then again, you might be able to fast-talk your way
  out of it by claiming to have done him a favor by, um, testing
  his security systems or ah, showing him that no one could
  possibly imitate him. Yeah that sounds good…
  A woman named Beatrice Conoti whom you recently met
  invited you to Giovanni Villanova’s Grand Ball. She seemed
  like a very pleasant person and was very insistent that you
  attend. Everyone seems to be looking at you as if you should
  know them. You’re beginning to suspect that Fortunato
  Renallo is about. He looks exactly like you and recently that
  has gotten you in trouble, as the man seems to grow enemies
  faster than a farmer raises wheat. Beatrice says that you look
  more like Giovanni Villanova than you do Fortunato. That
  makes sense to you; the Prince would be lucky to have 
  features as striking as yours. 
  MISSION
  Impersonate Prince Giovanni Villanova so brilliantly that you
  are showered with praise and Guilders. Barring that, try not
  to get killed. And under no circumstances should you reveal
  the Rilasciare’s hands in all this!
  Antonio Messucci
  Nationality: Vodacce
  Secret Society: Invisible College
  Traits: Brawn 1, Finesse 2, Wits 3, Resolve 1, Panache 2
  Skills: Courtier 2, Streetwise 2, Scholar 3
  Combat: Fencing 2,
  Languages: Teodoran (R/W), Théan (R/W), Vodacce (R/W)
  Item: 7,000 senators (equal to approximately 2,333 Guilders)
  BACKGROUND
  As a member of the Invisible College you have often been
  asked to perform missions to aid the various scientists work-
  ing in secret across Théah. You were recently contacted with a
  very odd request to attend the Grand Ball hosted by Prince
  Giovanni Villanova. While at the ball you are to contact a man
  named Laurent Pavillion d’Aur who has offered to sell pages
  of one of the famed Franzini notebooks. A member of the
  College needs the information in the book to finish a new
  experiment in ship propulsion that could make sailing twice
  as fast as it is today. Laurent is rumored to be desperate for
  money and would probably not hesitate to sell you and your
  allies to the Inquisition at a moment’s notice. 
  You have been charged with holding the money (7,000 sen-
  ators) for the transaction along with negotiating the price for
  the pages. If possible, you should try to gain the entire book.
  You happened to get a glimpse of the guest list for tonight as
  you entered and a name leaped out at you — Paloma Cantera,
  a dangerous investigator for the Inquisition. Experience has
  taught you that where there is one, others are never far
  behind. Keep your eyes open and watch out for any traps. You
  are attending the party with your brother and fellow college
  member Vito.
  MISSION
  Get the pages for as little money as you can and avoid Inquisi-
  torial entanglements.
  Vito Messucci
  Nationality: Vodacce
  Secret Society: Invisible College
  Traits: Brawn 2, Finesse 3, Wits 2, Resolve 2, Panache 1
  Skills: Athlete 2, Streetwise 2, Syrneth Lore 1
  Combat: Swordsman (Ambrogia) 3
  Languages: Vodacce
  BACKGROUND
  As a member of the Invisible College you have often been
  asked to perform missions to aid the various scientists work-
  ing in secret across Théah. You were recently contacted with a
  very odd request to attend the Grand Ball hosted by Prince
  Giovanni Villanova. While at the ball you are to contact a man
  named Laurent Pavillion d’Aur who has offered to sell pages
  of one of the famed Franzini notebooks. A member of the
  College needs the information in the book to finish a new
  experiment in ship propulsion that could make sailing twice
  as fast as it is today. Laurent is rumored to be desperate for
  money and would probably not hesitate to sell you and your
  allies to the Inquisition at a moment’s notice.
  Attending with your brother and fellow College member,
  Antonio, who is supposed to buy a book tonight from some
  Sunflower noble who survived the Revolution. Your job is to
  watch his back and make sure he’s around to kiss your mother
  at the holidays. He said he saw the name of an Inquisitor on
  the guest list and you don’t trust Prince Villanova not to invite
  a group of alleged heretics to a party just to entertain some
  Inquisitors. If you can get the book, you are certain that your
  allies in the Invisible College will do something great for
  mankind with the information. 
  You have also heard a rumor about the party that has
  caught your personal interest. Allegedly, Villanova’s men
  have uncovered a rather large cache of Syrneth objects. 
  Artifacts have always fascinated you and you would love to
  get your hands on a few if you could. A friend in town has
  told you that some Castillians are asking about a man named
  Messucci. It probably involves a member of the Invisible 
  College named Sancho who was captured last year by the
  Inquisition. His sacrifice saved your life but you know little
  other than that a priest he trusted betrayed him.
  MISSION
  Protect Antonio, avoid Inquisitorial entanglements, and find
  out who is looking for you.
  
  CHAPTER
  1
  Live
  action
  roleplaying
  23
  Elena Morinova
  Nationality: Ussura
  Secret Society: Invisible College   
  Traits: Brawn 1, Finesse 2, Wits 3, Resolve 1, Panache 1
  Skills: Doctor 3, Knife 3, Scholar 3, Spy 3 
  Languages: Eisen, Montaigne(R/W), Théan (R/W), 
  Vodacce (R/W)  
  Item: Forged copy of a book
  BACKGROUND
  As a member of the Invisible College you have often been
  asked to perform missions to aid the various scientists work-
  ing in secret across Théah. You were recently contacted with a
  very odd request to attend the Grand Ball hosted by Prince
  Giovanni Villanova. While at the ball you are to contact a man
  named Laurent Pavillion d’Aur who has offered to sell pages
  of one of the famed Franzini notebooks. A member of the
  College needs the information in the book to finish a new
  experiment in ship propulsion that could make sailing twice
  as fast as it is today. Laurent is rumored to be desperate for
  money and would probably not hesitate to sell you and your
  allies to the Inquisition at a moment’s notice.
  You are actually an agent working for Sophia’s Daughters
  who has managed to keep her cover safe by playing a shy,
  bookish scholar and remaining quiet during the few local
  meetings you have attended. Ostensibly, you are here to help
  Antonio verify the authenticity of the text. Your real motive is
  something a bit more sinister. You believe that a member of
  the Invisible College is involved in harvesting blood from
  nobles, primarily Fate Witches. Your real leaders would like
  you to find out if there is any truth to this and what their
  intention for such blood might be. The sisterhood has 
  provided you with a forged copy of the Franzini notebook
  you are negotiating for; if you get the chance to exchange it
  for the real thing, it would prevent the scientists from 
  abusing something best left alone. 
  MISSION
  Make an effort to assist Antonio but focus your efforts on
  your assignment from the sisterhood and find a way to swap
  that book!
  Doctor Hans Peteirzen
  Nationality: Vendel
  Secret Society: Invisible College
  Traits: Brawn 1, Finesse 1, Wits 3, Resolve 1, Panache 2
  Skills: Merchant 1, Courtier 2, Doctor 3
  Combat: Fencing 1
  Languages: Castillian (R/W), Montaigne, Vendel (R/W)
  Item: 2,000 senators (equal to approximately 667 Guilders)
  BACKGROUND
  As a member of the Invisible College you have often been
  asked to perform missions to aid the various scientists work-
  ing in secret across Théah. You were recently contacted with a
  very odd request to attend the Grand Ball hosted by Prince
  Giovanni Villanova. While at the ball you are to contact a man
  named Laurent Pavillion d’Aur who has offered to sell pages
  of one of the famed Franzini notebooks. A member of the
  College needs the information in the book to finish a new
  experiment in ship propulsion that could make sailing twice
  as fast as it is today. Laurent is rumored to be desperate for
  money and would probably not hesitate to sell you and your
  allies to the Inquisition at a moment’s notice.
  You are one of the most respected men of medicine in
  Vendel and you are wealthy to boot. In recent years, you’ve
  begun using your talent and finances to help those who
  cannot help themselves. You gave Antonio Messucci 7,000
  senators to purchase the notebook the scientists of the Invis-
  ible College so desperately want. It is a pittance compared to
  the information they have taught you about healing the sick. 
  Additionally, you have brought an extra 2,000 senators in
  hopes of convincing your host of parting with any Syrneth
  bauble he may have lying about. If the Prince isn’t willing to
  sell you artifacts, you hope to find other contacts tonight who
  might be willing to deal with you. If nothing else, the money
  will be there to raise the offer for the notebook, should the
  7,000 not be enough. 
  MISSION
  Make sure Antonio gets the notebook — and see what else
  you can buy (or “obtain”) from the Prince.
  Lady Elise du Pannenoir
  Nationality: Montaigne
  Secret Society: Invisible College
  Traits: Brawn 1, Finesse 3, Wits 2, Resolve 1, Panache 2
  Skills: Alchemy 2, Courtier 2, Spy 2
  Combat: Swordsman (Bonita) 2
  Item:Two doses of “the extract,” a fast-acting knock-out drug; 
  blood-harvesting gear
  BACKGROUND
  As a member of the Invisible College you have often been
  asked to perform missions to aid the various scientists work-
  ing in secret across Théah. You were recently contacted with a
  very odd request to attend the Grand Ball hosted by Prince
  Giovanni Villanova. While at the ball you are to contact a man
  named Laurent Pavillion d’Aur who has offered to sell pages
  of one of the famed Franzini notebooks. A member of the
  College needs the information in the book to finish a new
  experiment in ship propulsion that could make sailing twice
  as fast as it is today. Laurent is rumored to be desperate for
  money and would probably not hesitate to sell you and your
  allies to the Inquisition at a moment’s notice.
  The rest of your allies are not even supposed to know about
  why you are here. Your orders came from Alvara Arciniega
  himself. You are in Vodacce to harvest samples of blood from
  a list of nobles, most of them women. You have collected all of
  the samples except one. The name was smeared by water
  damage so all you could read was “Delizia.” You suspect the
  person in question is likely a Fate Witch so you must be care-
  ful and very certain of your target. The knockout formula is
  activated when added to the target’s drink — unconscious-
  ness with no memory of being so — but the target is only out
  for five minutes so you must be certain of your target and find
  somewhere secluded to act. If you are lucky, you can finish
  your mission and still help the others get the notebook.
  MISSION
  Get the blood, help get the notebook, and don’t get caught
  doing either!
  
  CHAPTER
  1
  Live
  action
  roleplaying
  24
  Lord Albrecht von Schultheis 
  Nationality: Eisen
  Secret Society: Die Kreuzritter
  Traits: Brawn 2, Finesse 1, Wits 2, Resolve 2, Panache 1
  Skills: Courtier 2, Scholar 1, Spy 1
  Combat: Swordsman (Eisenfaust) 2
  Languages: Avalon, Eisen, Montaigne, Vodacce
  Item: 2,000 Guilders 
  BACKGROUND
  Tonight’s Grand Ball has drawn several members of die
  Kreuzritter to Dionna. Surprisingly, most of their interest
  does not lie with their host but instead with the other guests.
  A small handful of Montaigne citizens responsible for rescu-
  ing members of the ruling family have taken refuge in
  Dionna. While this would normally not bother die Kreuzrit-
  ter, the method of payment has drawn their interest. It is
  rumored that the exiles purchased their safety from the
  Prince’s nephew, Giancarlo Villanova, with the preserved
  heart of Cardinal d’Argeneau. Such heresy cannot be allowed!
  If this is true, it is important for die Kreuzritter to recover the
  heart for proper interment. Additionally, members of the
  Phantom Guard have detected a rift in the Barrier near
  Dionna, the kind of rift out of which things crawl.
  Lord Albrecht does not exist. He is a persona you have
  adopted to further the Order’s goals. You know that others
  have been sent to deal with several problems at this Ball but
  your priority is to recover an artifact that appears to be in the
  possession of Giovanni Villanova. It is a Thalusai Key that
  would open areas of a cave that is better left alone. You are
  also aware that the Explorers are after it and there is rumor of
  a third faction that is showing some interest. While Prince
  Villanova may not yet suspect its value, you need to recover it
  before the night ends and he learns the truth. 
  MISSION
  Get that key!
  Kevin O’ Halligan
  Nationality: Inish
  Secret Society: die Kreuzritter
  Traits: Brawn 1, Finesse 1, Wits 1, Resolve 2, Panache 2
  Skills: Herbalist 2, Doctor 1, Spy 1
  Combat: Swordsman (Finnegan) 2
  Item: Vial of Carmock root syrup
  BACKGROUND
  Tonight’s Grand Ball has drawn several members of die
  Kreuzritter to Dionna. Surprisingly, most of their interest
  does not lie with their host but instead with the other guests. 
  A small handful of Montaigne citizens responsible for 
  rescuing members of the ruling family have taken refuge in
  Dionna. While this would normally not bother die Kreuzritter,
  the method of payment has drawn their interest. It is
  rumored that the exiles purchased their safety from the
  Prince’s nephew, Giancarlo Villanova, with the preserved
  heart of Cardinal d’Argeneau. Such heresy cannot be allowed!
  If this is true, it is important for die Kreuzritter to recover the
  heart for proper interment. Additionally, members of the
  Phantom Guard have detected a rift in the Barrier near
  Dionna, the kind of rift out of which  things crawl.
  If Lord Kevin O’Halligan does exist, you are not he. It is a
  name you took to hide your true self from the world. You
  have a mission outside the Order (although your colleagues
  would likely appreciate any help you can offer). You must
  study an Eisen man named Reinhardt who has inadvertently
  provided Vincenzo Caligari with a dangerous Syrneth
  artifact. Additionally, he is a newly named noble of Freiburg
  with a manor house that holds secrets that could reveal your
  Order. He has actually handled several clues that other 
  members of die Kreuzritter have worked very hard to
  remove. If he seems to have any knowledge about die
  Kreuzritter at all, you need to eliminate him. If von Dietrich
  appears unaware of the information he holds, it will do to just
  continue to observe him. The Carmock root poison you carry
  is an ingested product that must be consumed in a beverage
  within a very limited timeframe. You will need to get close to
  him and be trusted to slip it in his drink. 
  MISSION
  Watch von Schultheis and find an opportunity to poison him
  without getting caught.
  Doña Maria Dominguez
  Nationality: Castille
  Secret Society: die Kreuzritter
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 2, Panache 2
  Skills: Athlete 1, Doctor 1, Courtier 2
  Combat: Fencing 2
  Languages: Castillian (R/W), Eisen, Vendel(R/W), 
  Vodacce (R/W) 
  BACKGROUND
  Tonight’s Grand Ball has drawn several members of die
  Kreuzritter to Dionna. Surprisingly, most of their interest
  does not lie with their host but instead with the other guests.
  A small handful of Montaigne citizens responsible for rescu-
  ing members of the ruling family have taken refuge in
  Dionna. While this would normally not bother die Kreuzrit-
  ter, the method of payment has drawn their interest. It is
  rumored that the exiles purchased their safety from the
  Prince’s nephew, Giancarlo Villanova, with the preserved
  heart of Cardinal d’Argeneau. Such heresy cannot be allowed!
  If this is true, it is important for die Kreuzritter to recover the
  heart for proper interment. Additionally, members of the
  Phantom Guard have detected a rift in the Barrier near
  Dionna, the kind of rift out of which  things crawl.
  Doña Maria Dominguez does not exist; you are really
  Carmen Zedeña but you have not used that name since you
  joined the Order, and you have avoided your homeland 
  so that no one would ever recognize you. Tonight you are 
  portraying a Castillian noblewoman at a Grand Ball. 
  However, your true mission is to find a group of heretical
  Montaigne who are keeping a Vaticine Cardinal’s heart 
  preserved in a jar. They are said to be wearing cameos that
  were gifts from Empereur Leon’s children. 
  Unfortunately, you have a problem. A woman named 
  Karlina Loggerheim passed you before you entered. She is the
  first mate on a ship called the Blood Wind, a ship captained by
  your brother Juan… who thinks you are dead. If one of them
  recognizes you, they may have to be silenced for the safety of
  the Order. 
  MISSION
  Find the heretics and avoid the people who know you from a
  former life. 
  
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  Ferenzo Lota
  Nationality: Vodacce
  Secret Society: die Kreuzritter
  Traits: Brawn 2, Finesse 2, Wits 1, Resolve 1, Panache 1
  Skills: Athlete 2, Courtier 2, Servant 2
  Combat: Swordsman (Soldano) 1
  Languages: Castillian, Vodacce
  BACKGROUND
  Tonight’s Grand Ball has drawn several members of die
  Kreuzritter to Dionna. Surprisingly, most of their interest does
  not lie with their host but instead with the other guests.
  A small handful of Montaigne citizens responsible for
  rescuing members of the ruling family have taken
  refuge in Dionna. While this would normally not
  bother die Kreuzritter, the method of payment has
  drawn their interest. It is rumored that the exiles
  purchased their safety from the Prince’s
  nephew, Giancarlo Villanova, with the 
  preserved heart of Cardinal d’Argeneau. Such
  heresy cannot be allowed! If this is true, it is
  important for die Kreuzritter to recover the
  heart for proper interment. Additionally,
  members of the Phantom Guard have
  detected a rift in the Barrier near
  Dionna, the kind of rift out of which
  things crawl.
  You are not really Ferenzo Lota, you
  are not even really Vodacce. You were
  born in Castille on the other side of the
  mountains. Since joining the Order,
  changing your name and your identity
  have become commonplace for you.
  The Order wants like to recover the
  Cardinal’s heart and you want to dispatch
  those responsible for such an atrocity.
  They are alleged to be wearing cameos
  but you have no idea what the particular
  cameos look like so you will have to
  investigate suspects thoroughly.
  Secrecy is the first priority. No one
  must know you exist. 
  MISSION
  As a Vodacce you will melt into the
  crowd, which is the ideal situation for
  you to retrieve the Cardinal’s
  heart and help bring the
  heretics to justice. 
  Juan Zedeña
  Nationality: Castillian Pirate 
  Captain (Blood Wind) 
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 3, Resolve 3, Panache 2
  Skills: Captain 3, Courtier 2, Firearms 2
  Combat: Swordsman (Aldana) 2
  Languages: Avalon, Castillian, Vendel, Vodacce
  BACKGROUND
  The Blood Wind sailed into port two nights ago, after a month
  of plundering merchant vessels. The efforts had been fruitful
  and there is plenty of gold on board. The big item is some-
  thing its previous owner called “The Eye of the Wind,” a large
  diamond set into some sort of necklace of apparent Syrneth
  design that was easily worth the rest of the plunder 
  combined. Twenty minutes after ship set anchor, first mate
  Karlina Loggerheim was gone — as were “The Eye of the
  Wind” and two invitations to some Grand Ball that you took
  off the last ship you ransacked.
  As Captain of the Blood Wind, you are not much of a party
  person. Your approach is “Board the ship, loot it, and move on.”
  You trusted your first mate but it looks like she sold you out
  and took your rightfully stolen treasure. She needs to be
  taught how wrong it is to take things while others are sleep-
  ing. You have scrounged up decent looking clothes for
  yourself and your two best sailors, Egers and Lockheart.
  All you have to do is hide yourselves among those fancy
  dans and find Karlina before she sells your treasure.
  MISSION
  Make Karlina cough up the treasure without
  getting caught as a party-crashing pirate.
  Egers
  Nationality: Vendel Pirate (Blood Wind)
  Secret Society: None
  Traits: Brawn 2, Finesse 2, Wits 1, Resolve 2, 
  Panache 3
  Skills: Criminal 1, Firearms 1, Sailor 2
  Combat: Firearms 1, Swordsman (Rogers) 1
  Languages: Avalon, Castillian, Eisen
  BACKGROUND
  The Blood Wind sailed into port two
  nights ago, after a month of plunder-
  ing merchant vessels. The efforts had
  been fruitful and there is plenty of gold
  on board. The big item is something its
  previous owner called “The Eye of the
  Wind,” a large diamond set into some
  sort of necklace of apparent Syrneth
  design that was easily worth the rest of
  the plunder combined. Twenty min-
  utes after ship set anchor, first mate
  Karlina Loggerheim was gone — as
  were “The Eye of the Wind” and two
  invitations to some Grand Ball that
  you took off the last ship you ran-
  sacked.
  You are one of Captain
  Zedeña’s most trusted men.
  You have sailed with him on
  the Blood Wind for years and
  yearned to be named first
  mate but Karlina Logger-
  heim has always been in
  your way. Now that she’s
  sold him out, the job is yours to take! All you have to do is
  help the Captain find her at some fancy party. You have never
  been to a party before, so you’re not quite sure what to expect.
  Karlina is a much better fighter than you and you have
  worked hard to avoid direct confrontations with her until
  now, but you’ll do what you have to do to get that job!
  MISSION
  Help the Captain get his loot back from Karlina and depose
  the thieving wench from her post as first mate.
  
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  Lockheart
  Nationality: Avalon Pirate (Blood Wind)
  Secret Society: None
  Traits: Brawn 2, Finesse 1, Wits 2, Resolve 2, Panache 1
  Skills: Criminal 1, Doctor 1, Sailor 2, Fencing 1
  Languages: Avalon
  Item: 2 pages of some notebook and 75 senators (25 Guilders)
  BACKGROUND
  The Blood Wind sailed into port two nights ago, after a month
  of plundering merchant vessels. The efforts had been fruitful
  and there is plenty of gold on board. The big item is some-
  thing its previous owner called “The Eye of the Wind,” a large
  diamond set into some sort of necklace of apparent Syrneth
  design that was easily worth the rest of the plunder com-
  bined. Twenty minutes after ship set anchor, first mate Kar-
  lina Loggerheim was gone — as were “The Eye of the Wind”
  and two invitations to some Grand Ball that you took off the
  last ship you ransacked.
  You have always sailed with Captain Zedeña. He’s like a
  father to you. He’s made you wealthier than you ever dreamed
  of being. Granted, most of that money was taken from folks
  who wanted to keep it, but that’s the pirate way. The Captain
  is looking for Karlina who snatched a prime prize from under
  his nose. You’d have liked to take it yourself if the Captain
  hadn’t claimed it. It was interesting and you love interesting
  things. You’ve picked up a few interesting things since you
  arrived. You found some money, a few fake pieces of jewelry,
  and a couple of book pages with interesting drawings on
  them. You don’t know what they are but they‘re real fascinat-
  ing. You’re gonna go with the Captain to find Karlina and get
  the “Eye of the Wind” back. Maybe the Captain will let you
  fiddle with it for a while when you get back to the ship. 
  MISSION
  Help the Captain get that interesting jewel back from 
  Karlina.
  Karlina Loggerheim
  Nationality: Eisen Pirate (Blood Wind)
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 3, Panache 1
  Skills: Criminal 1, Captain 1, Sailor 2
  Combat: Swordsman (Rogers) 2
  Languages: Eisen, Vodacce
  Item: “The Eye of the Wind” necklace
  BACKGROUND
  The Blood Wind sailed into port two nights ago, after a month
  of plundering merchant vessels. The efforts had been fruitful
  and there is plenty of gold on board. The big item is some-
  thing its previous owner called the “Eye of the Wind,” a large
  diamond set into some sort of necklace of apparent Syrneth
  design that was easily worth the rest of the plunder com-
  bined. Twenty minutes after ship set anchor, you left, with
  “The Eye of the Wind” and two invitations to some Grand
  Ball that you took off the last ship you ransacked.
  Yep, you stole the “Eye of the Wind” from Captain Zedeña.
  You were hoping to find a rich person who might buy the arti-
  fact from you at the party. You didn’t know the host was
  Prince Giovanni Villanova until you looked at the invitation.
  Plenty of influential people will be there and one of them
  might just have use for this bauble. It should bring enough to
  buy you a ship of your own at last!
  When the whiny Castillian finds out the stuff is gone, he’ll
  probably come after you with those knuckle-dragging thugs
  Egers and Lockheart. Hopefully, they aren’t stupid enough to
  attack you in the middle of a noble party, but they are reckless
  and dangerous. The Captain will want the “Eye” back and
  probably be looking to take revenge for your treason.
  MISSION
  Sell the “Eye” for as much as you can and keep away from
  Zedeña and his apes.
  Sabrina
  Nationality: Vodacce Courtesan
  Secret Society: Sophia’s Daughters
  Traits: Brawn 1, Finesse 2, Wits 3, Resolve 1, Panache 3
  Skills: Courtesan 3, Performer 2, Servant 2
  Combat: Swordsman (Capputina) 2
  Languages: Montaigne, Castillian, Vodacce (R/W)
  BACKGROUND
  If Giovanni Villanova had an inkling of what you are involved
  in, he would most likely never even let you touch his arm.
  But men are so foolish, which makes it so easy to manipulate
  them. You shift your hair color and your mask so often that so
  far no one has suspected you are playing a favored courtesan
  to every royal house in Vodacce. You are Rosa with Mondavi,
  Bella for Falisci, Angelina to Vincenzo, and Carlotta in the
  company of Bernoulli. The list stretches longer than that. The
  best part is that all of the secrets go back to Sophia’s Daugh-
  ters who recruited you as a spy. Tonight, you will play the
  most dangerous part you have ever played in the Grand Game
  as you make certain that Giovanni Villanova takes his last
  breath. 
  Three days ago, you sent a letter through the regular chan-
  nels to an assassin named Enzo Siprini, which should give
  your hairdresser plenty of time to get the assassin in place. If
  not, you will need to find an alternative method. You are
  aware that a woman named Wilhelmina is attending the
  party. If you can find her, she might have a method or ally to
  carry out your task. Whatever happens, you must avoid all
  suspicion. Your position so near the Princes of Vodacce is far
  too important to the Sisterhood to be compromised by an
  assassination that others can execute. 
  MISSION
  This may be the most important night of your life. One false
  step and years of deception will bring the wrath of Vodacce
  down upon you.
  Wilhelmina Tobler
  Nationality: Eisen
  Secret Society: Sophia’s Daughters
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 1, Panache 2
  Skills: Courtier 3, Spy 2, Servant 2
  Combat: Knife 2
  Languages: Eisen, Montaigne, Vendel, Vodacce
  Item: Mysterious Vial
  BACKGROUND
  The Order has taken great pains to infiltrate the Grand Ball
  this year. Part of the reason is a need for information. No one
  knows for certain what happened to Villanova’s courtesan
  Juliette, who was an important agent before her disappear-
  ance. There are also a variety of other important figures in
  
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  attendance who need to be approached or investigated. Then
  there is the matter of a theft and an item to be recovered, 
  a very important item known as the “Eye of the Wind” that
  was stolen from a member of the Daughters by pirates. The
  ship was tracked to Dionna and the Oracle predicted the item
  would be here tonight with the thief. Finally, a spy for the
  Daughters has sent word that her employer is attending the
  party tonight to sell one of Franzini’s notebooks to a scientist.
  This particular notebook holds a few pages of information
  hidden in a coded piece of text. This information could, in the
  wrong hands, drastically alter civilization. A member of the
  Sophia’s Daughters has been sent with a forgery minus that
  particular piece of text. However, if any member of the
  Daughters can acquire the original without need of the
  forged version, it would be a boon to the Society.
  A woman’s work is never done. You have been a member of
  the Order for over a year and it feels like you have been
  actively involved in a constant series of missions since that
  day. It would be nice if you had the opportunity to do some-
  thing for yourself for once. You would love to relax and enjoy
  yourself tonight but the Daughters have asked you to pass 
  a mysterious vial to a Fate Witch named Delizia. Then you
  must find your contact, an Ussuran named Leita, and tomor-
  row morning you leave for the Crescent Empire. As if that
  were not enough, you have just received a letter from home
  informing you that your mother is ill in Insel. You might not
  get the chance to return but perhaps someone could carry a
  letter to her for you.
  MISSION
  Pass the vial to the Fate Witch, find the Ussuran, pack for the
  trip east. Oh, and find time to write a letter and find a courier
  to deliver it. Perhaps you can sleep on the ship…
  Delizia Silvestri della Lucani
  Nationality: Vodacce Fate Witch
  Secret Society: Sophia’s Daughters
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 1, Panache 2
  Skills: Courtier 2, Sorte 2, Spy 1
  Combat: Knife 1
  Languages: Vodacce
  BACKGROUND
  The Order has taken great pains to infiltrate the Grand Ball
  this year. Part of the reason is a need for information. No one
  knows for certain what happened to Villanova’s courtesan
  Juliette, who was an important agent before her disappear-
  ance. There are also a variety of other important figures in
  attendance who need to be approached or investigated. Then
  there is the matter of a theft and an item to be recovered, 
  a very important item known as the “Eye of the Wind” that
  was stolen from a member of the Daughters by pirates. The
  ship was tracked to Dionna and the Oracle predicted the item
  would be here tonight with the thief. Finally, a spy for the
  Daughters has sent word that her employer is attending the
  party tonight to sell one of Franzini’s notebooks to a scientist.
  This particular notebook holds a few pages of information
  hidden in a coded piece of text. This information could, in the
  wrong hands, drastically alter civilization. A member of the
  Sophia’s Daughters has been sent with a forgery minus that
  particular piece of text. However, if any member of the
  Daughters can acquire the original without need of the
  forged version, it would be a boon to the Society
  You are a fairly competent Sorte Strega but there is much
  you still need to learn about your abilities and your place in
  the world, which is why you joined the Daughters, a society
  so secret that you don’t know exactly what their goals are.
  Recently you have been helping them get other Fate Witches
  out of Vodacce. 
  Tonight you have a different mission, however. You are to
  help the Order steal back a precious artifact known as the
  “Eye of the Wind.” Someone much more powerful than you
  has twisted the strands to get it here tonight and given you
  this unique opportunity. If you can recover it, you are to turn
  it over to a contact who will give you a vial in exchange. You
  don’t know who your contact is so you hope that she will find
  you. As for the vial, you have no idea what its purpose is.
  MISSION
  A large diamond should not be that difficult to locate. Then
  again, it might be difficult to hide. And what about this vial?
  Leita Kordekova
  Nationality: Ussura
  Secret Society: Sophia’s Daughters
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 1, Panache 2
  Skills: Courtesan 2, Pyeryem (mouse) 1, Servant 2
  Combat: Swordsman (Capputina) 2
  Languages: Ussuran, Vodacce
  BACKGROUND
  The Order has taken great pains to infiltrate the Grand Ball
  this year. Part of the reason is a need for information. No one
  knows for certain what happened to Villanova’s courtesan
  Juliette, who was an important agent before her disappear-
  ance. There are also a variety of other important figures in
  attendance who need to be approached or investigated. Then
  there is the matter of a stolen item to be recovered, 
  a very important item known as the “Eye of the Wind” that
  was stolen by pirates. The ship was tracked to Dionna and the
  Oracle predicted the item would be here tonight with the
  thief. Finally, a spy for the Daughters has sent word that her
  employer is attending the party tonight to sell one of
  Franzini’s notebooks to a scientist. This particular notebook
  holds a few pages of information hidden in a coded piece of
  text. This information could, in the wrong hands, drastically
  alter civilization. A member of the Sophia’s Daughters has
  been sent with a forgery minus that particular piece of text.
  However, if any member of the Daughters can acquire the
  original without need of the forged version, it would be 
  a boon to the Society
  As a courtesan, you have many skills to gain information
  from men. As a Pyeryem shapeshifter with the form of a mouse,
  you have several other subtle ways to learn information. 
  A woman in your line of work should be careful never to
  fall in love but sometimes one’s heart overrules the mind.
  Ever since you spent that first night with Giovanni Villanova
  three days ago, your heart has been in control. He may be
  ruthless at times, but with you he has shown nothing but ten-
  derness. There can be no one else worthy of your love and
  devotion. You would give up everything to protect him, even
  your own life. And that may be necessary because you have
  heard about at least two planned assassination attempts. You
  were to contact a woman named Wilhelmina tonight but the
  message you were told to deliver would mean harm for your
  handsome Prince so you destroyed it. The Order will not be
  pleased with you but you are certain that he will protect you.
  
  CHAPTER
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  MISSION
  The one in your head: serve the Order. The one in your heart:
  save the Prince. Which one will win?
  Françoise du Paix
  Nationality: Montaigne
  Secret Society: Agent for Sophia’s Daughter 
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 1 Panache 3
  Skills: Courtier 2, Merchant 2
  Combat: Fencing 1
  Languages: Montaigne, Vodacce
  Item: A mysterious letter
  BACKGROUND
  It all started so simply. As a displaced Montaigne émigré in
  Vodacce, you began work as a stylist to the courtesans and
  quickly gained a reputation as the person to come to for the
  best of everything. Soon you were setting fashion for the elite
  courtesans who serve the princes themselves. A courtesan
  from the Caligari household asked you to deliver a letter for
  her — nothing important, just a little favor for which she
  offered generous compensation. You agreed to help her and
  the man who accepted the letter gave you another to pass to a
  different courtesan as you styled her hair. Soon it seemed like
  you were passing notes to every woman who came to you! 
  Last week one of your favorite clients asked you to take a
  letter to a man named Enzo Siprini. You arrived at the house to
  trim his hair and deliver the envelope. Instead you found him
  lying in a pool of blood, murdered in his own home! You pan-
  icked and fled to Dionna, where you managed to wrangle your
  way into Villanova’s Grand Ball to try and find the courtesan
  who gave you the letter and tell her what happened. You have
  not opened the envelope — you are illiterate so it would do
  you no good. The courtesan you are searching for has a habit of
  switching her name regularly so you do not know who to ask
  for, but you will recognize her hair no matter what color it is. 
  MISSION
  You have got to find your client before something awful 
  happens to you!
  Lord Laurent Pavillion d’Aur
  Nationality: Montaigne Nobleman
  Secret Society: None
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 2, Panache 3
  Skills: Courtier 3, Streetwise 1, Scholar 2
  Combat: Swordsman (Valroux) 1
  Languages: Montaigne, Vendel, Vodacce
  Item: A Franzini Notebook
  BACKGROUND
  The last year has been a major inconvenience to you. The
  rabble in Charouse were a bit of a scare, but you were abroad
  at the time and hardly in danger. Still, it has made life difficult
  of late. You have depleted your funds but returning to Mon-
  taigne for the rest of your money does not seem at all wise.
  Visiting Vodacce for an extended time sounds much more
  enjoyable. The artwork is passable, the servants are compe-
  tent, and the women seem to know their place, which is
  always good. (The wine, however, is still execrable.).
  It’s difficult to attach yourself to people for long periods
  without any money to support yourself. This party offers you a
  much-needed opportunity to find a noble family that does not
  mind having a nearly talentless houseguest for an extended
  stay. Failing that, you still have one possession:  a notebook of
  sketches made by someone named Franzini. A man has sent
  word to you that he would be interested in purchasing it. 
  Perhaps you could settle for 10,000 senators or so, which
  would let you keep yourself for another few weeks. Regardless
  of your situation, you are a nobleman of Montaigne and
  people should be thrilled to have you in their midst.
  MISSION
  Find a rich, noble host who will be thrilled to entertain you
  for an extended stay.
  Dr. Pol Kish
  Nationality: Vendel Doctor
  Secret Society: None
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 1, Panache 2
  Skills: Alchemy 2, Forger 1, Doctor 2
  Combat: Fencing 1
  Languages: Théan (R/W), Vendel (R/W)
  BACKGROUND
  You are a fraud, plain and simple. You have been exiled from
  your homeland and two königreichen for selling patent med-
  icines under a variety of names. You find people trust your
  judgment as Doctor Kish and throw money at you in the
  belief that you will be able to cure them. (It helps that you
  know how to punctuate your conversation with enough
  mumbo-jumbo about leeches, bleeding, and the like.) 
  You also have a lucrative side business here in Vodacce
  mixing poisons for a variety of clients; recently, however,  you
  hit a small snag. Through an intermediary, you sold a pair of
  half-strength poisons to an unknown individual who appar-
  ently plans to use them at tonight’s Ball. The victim won’t die
  but will be seriously ill and looking for the responsible party,
  while the buyer will probably want to know why his target is
  still alive. The vials are marked with your symbol and easily
  traced. If you cannot find them before they are used, you had
  best be sure you either treat the victims or do not survive to
  ask questions. Either way, it’s important you recover the vials
  before someone recognizes your mark.
  MISSION
  Find the vials before the dissatisfied customer (and the
  unhappy victim) find you!
  Nicolo Vitale
  Nationality: Vodacce Nobleman (and spy)
  Secret Society: None
  Traits: Brawn 2, Finesse 1, Wits 1, Resolve 2, Panache 1
  Skills: Courtier 1, Streetwise 1
  Combat: Dirty Fighting 1, Swordsman (Ambrogia) 1
  Languages: Vodacce
  BACKGROUND
  Being noble makes it much easier to fulfill your dark and
  twisted desires. No matter whether it’s a murder, scandal or
  simply blackmail, your family has always had the money to
  make the problems in your life simply vanish. Now you have
  found a new benefactor in Prince Mondavi who you were 
  surprised (and pleased) to find out is even more twisted that
  you. Mondavi has sent you to the ball to serve as his spy
  regarding the actions of Prince Villanova. You are to report on
  anything you learn about the Prince and his guests that 
  Mondavi could use to further his position in the Great Game. 
  
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  Naturally, you have your own agenda. A fortune teller has
  prophesied that you will soon be ruined financially. She
  refused to give you more details so you need to find a Fate
  Witch to remedy your dilemma by twisting the strands for
  you. You brought nothing with which to pay her and you
  have no intention of doing so anyhow. Fate Witches do not
  scare you. You know from experience that they die when
  their throats are slit just as quickly as any other person would. 
  There is something strangely familiar about the courtesan
  with Villanova tonight. She hides her face behind a mask but
  something about her gestures remind you of someone you’ve
  seen with Mondavi. You can’t quite place her but you’re sure
  you will figure it out before the evening is over.
  MISSION
  It’s an easy way to earn a living. Watch, listen, go to parties,
  tell Mondavi what he wants to hear. These Princes are all
  alike; that courtesan, however…
  Nikolas “Nikita” Vulcovic
  Nationality: Ussuran Professional Thug
  Secret Society: None
  Traits: Brawn 3, Finesse 2, Wits 2, Resolve 2, Panache 1
  Skills: Athlete 2
  Combat: Heavy Weapons 2, Pugilism 2, Wrestling 3
  Languages: Eisen, Ussuran
  BACKGROUND
  Life was hard in Ussura. Matushka made lots of
  snow, and food was scarce in the best of times. You were
  never good for much more than beating others and taking
  their things but in Ussura, there is not that much to take, so
  you moved to Eisen. Life was hard in Eisen as well. The men
  there wanted to keep their things too so they fought back
  more often. Still, you could usually find someone willing to
  pay you to hurt people. After a while, Eisen didn’t seem to
  have all that many things to take from others. Almost every-
  thing there was broken, so you headed south to Vodacce. 
  Even though it doesn’t snow, life is hard in Vodacce. The
  men here don’t like to settle things with their fists. They
  like to stab you with their knives after you beat them. The
  women put curses on you and everyone has a sneaky plan
  you cannot seem to follow. 
  All this hard living has made you hard as well. You are
  strong and tough. Many call you big and dumb but
  you make up for that by being big and dumb.
  Unfortunately,  you don’t have much
  money and you had to sell most of
  your weapons to buy food and the
  cheap swill Vodacce calls wine.
  You are a good fighter and people
  always need good fighters. You
  just have to find someone here
  who needs you to be big and
  strong for them. If you can
  show off a bit tonight somebody
  is bound to hire you for a lot of
  money. 
  MISSION
  Find someone with lots of money who wants you to
  hit people.
  Leonardo Mancuso
  Nationality: Vodacce Lord’s Hand in training
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 2, Panache 1
  Skills: Criminal 1, Servant 1, Spy 1
  Combat: Swordsman (Ambrogia) 2
  Languages: Vodacce
  BACKGROUND
  You work for Prince Giovanni Villanova. It’s a good job and
  you’re getting better at it every day. The benefits of the job are
  very nice and you get frequent chances to vent your hostility
  in productive ways. Sometimes your job involves threatening
  people who have bothered the Prince. Other times you are
  called upon to break the bones of those who have disap-
  pointed the Prince. Once in a while, you get to kill someone
  who has displeased or failed the Prince and then you get to
  dump the offender’s body into a canal. It’s an enjoyable job
  with a fair amount of variety to keep you occupied. Villanova
  asked you to dress nice tonight and be around for the
  Grand Ball. You’re just supposed to watch out for trouble
  and keep your eyes open for foul play. 
  Before the guests arrived, you happened
  upon an expensive crate of Falisci
  wine that was being delivered
  and helped yourself to one of
  the bottles. (One of the great
  benefits of working for the
  Prince; anything you
  take never gets ques-
  tioned)  Since drinking
  that wine, you haven’t
  been feeling quite right.
  It must have been very
  strong and every so often
  your vision gets a little
  blurry. Best keep on your
  toes. If the Prince discov-
  ers you are drunk on the
  job, he’s going to be dis-
  pleased, and you know
  what happens to people
  who displease the
  Prince.
  MISSION
  Keep alert for trou-
  ble and try not to
  pass out.
  
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  Magdelena Baltassari
  Nationality: Vodacce Fate Witch
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 1, Panache 3
  Skills: Criminal 2, Courtesan 3, Fortune Teller 2
  Combat: Knife 3
  Languages: Avalon (R/W), Castillian, Montaigne, Vodacce 
  BACKGROUND
  How hard can this Fate Witch job be? You have the veil, you
  have the cards, and people are already starting to get out of
  your way. All you have to do is scowl and roll your eyes at
  them and they scurry to find other things to do. The poor
  man at the door almost died of shock when you pointed at
  him. The funny part is that it’s all an act. You are not a Fate
  Witch — you’re not even Vodacce! These noble folks would
  probably die if they found out you were just a common jenny
  from Avalon named Nina Cross. Granted, it seemed like a
  better idea before you arrived, but you have been paid as
  much as you would earn in a year back home by one of your
  regulars, a man named Serrano.
  He charmed you into the job with a sneaky smile and the
  lovely sound of clinking senators. He refused to tell you why
  he needed you to play this role at the party tonight; all he said
  was that you might be “important.” You thought you saw him
  here tonight but if that’s him, he’s talking in Castillian a lot
  and calling himself “Ramon.” He hasn’t approached you yet so
  you have been left to your own devices for the time being.
  There is another guest that has you curious. Everyone has
  been fawning over Lord Baltrusól. While it’s no surprise to see
  people carrying on about important noble guests, this particular
  Lord looks exactly like a stable boy you know very well back in
  Avalon by the name of Gwilym. Maybe you can get him alone to
  see if he recognizes you as well. After all of his compliments
  back home, you are certain he would remember you. 
  Now all you have to do is enjoy the evening as best you can,
  help a friend do whatever it is he’s up to, and pray that nobody
  finds out about your act. You get the feeling that being
  exposed as a fake here in Vodacce would pretty much be your
  last mistake.
  MISSION
  Pretend to be a Fate Witch, find a way to chat up Lord 
  Baltrusól, and maybe read a fortune or two just for laughs.
  Ramon Batista
  Nationality: Castille
  Secret Society: Invisible College (assumed); 
  Rilasciare (in reality)
  Traits: Brawn 1, Finesse 1, Wits 3, Resolve 2, Panache 3
  Skills: Conceal 2, Courtier 3, Spy 3
  Combat: Swordsman (Gallegos) 2
  Languages: Castillian, Montaigne, Vodacce
  BACKGROUND
  Ramon Batista is not your given name (you haven’t used your
  given name in years.) You are not even a loyal member of the
  Invisible College. Your true loyalty lies with the Freemen of
  the Rilasciare. It’s been that way since you were using the
  name Alejandro Montenegro, back when you were a friend of
  Prince Javier’s in Castille. (Technically, you are not full-
  blooded Castillian either but your accent is flawless.) As a
  member of the Rilasciare, you change identity and nationality
  as needed. Currently, that duty is to trick the Invisible College. 
  The College wants to purchase a famous sketchbook.
  While you see nothing wrong with that, some cell or other is
  not happy with those scientists gaining that sort of informa-
  tion. If you can convince them the document is a forgery,
  they may drop their project. If you can get them to pay for it
  and then discard the thing, you would be very amused. If you
  can figure out a way to convince the Prince that it’s in his best
  interest to pay for the item and then destroy it, that would be
  priceless. 
  You have brought in a wild card of your own tonight, a
  jenny named Nina from Avalon, a promising actress. She’s
  portraying a Fate Witch named Magdelena and she’s your
  only back-up in case anything goes wrong with your plans. 
  MISSION
  Find a way to get rid of that notebook! If you can get the
  Prince to cough up money, so much the better. If you gets
  caught, Nina knows what to do.
  Everrel Morrisey
  Nationality: Avalon
  Secret Society: Rose and Cross
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 2, Panache 1
  Skills: Athlete 1, Courtier 2, Doctor 1
  Combat: Swordsman (Donovan) 2
  Languages: Avalon, Montaigne, Vodacce
  BACKGROUND
  The Knights of the Rose and Cross are here as guests of
  guests. You are charged with looking out for the safety of your
  patrons and a pair of Montaigne nobles who need supervi-
  sion, mostly due to their own petulance and lack of common
  sense. You can see that this night will test your skills. 
  Additionally, one of your own has been missing but may be
  in attendance. His name is Searen Renquist. You have been
  told that he failed to check in for several months but was spot-
  ted traveling to Vodacce with others who will be at the ball.
  While you have never met the man and have no idea what he
  looks like, you need to make yourself available should he
  approach you and ask for help. 
  Lastly, Lord Baltrusól is not who he claims to be and there
  are just too many threats tonight to safely protect him.
  Instead, a young poor knight who resembles him volun-
  teered to take his place and act on his behalf. You need to pro-
  tect young Gwilym as best you can.
  As the ranking member of the Order in attendance, you are
  handling the security for Baltrusól, Lord Valroux du Martise
  and his daughter, and that rake Pavillion d’Aur. Baltrusól is
  your priority because you have decided to take Gwilym on as
  your tyro should he survive tonight. You are worried about
  him because of a letter you received, allegedly signed by Vil-
  lanova himself, hinting that he is aware of your deception.
  You would hate to lose any Knights tonight; your last assign-
  ment cost you the lives of six. You need to find a way to pro-
  tect the Order in Vodacce. Perhaps you could find a sponsor at
  the Grand Ball for a chapterhouse here 
  MISSION
  Protect an exhausting number of people, keep your tyro-to-
  be safe, and ascertain whether the letter from Villanova is
  real. Oh, and see about getting a patron for that chapter-
  house…
  
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  Mystral d’Abaer du Crieux
  Nationality: Montaigne
  Secret Society: Rose and Cross Musketeer
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 2, Panache 3
  Skills: Athlete 2, Courtier 2
  Combat: Firearms 1, Swordsman (Valroux) 3
  Languages: Montaigne (R/W), Vodacce
  BACKGROUND
  The Knights of the Rose and Cross are here as guests of
  guests. You are charged with looking out for the safety of your
  patrons and a pair of Montaigne nobles who need supervi-
  sion, mostly due to their own petulance and lack of common
  sense. You can see that this night will test your skills. 
  Additionally, one of your own has been missing but may be
  in attendance. His name is Searen Renquist. You have been
  told that he failed to check in for several months but was spot-
  ted traveling to Vodacce with others who will be at the ball.
  While you have never met the man and have no idea what he
  looks like, you need to make yourself available should he
  approach you and ask for help.
  Lastly, Lord Baltrusól is not who he claims to be and there
  are just too many threats tonight to safely protect him.
  Instead, a young poor knight who resembles him volun-
  teered to take his place and act on his behalf. Sir Everrel has
  asked you to help protect young Gwilym as best you can.
  You are here tonight as the official bodyguard of Laurent
  Pavillion d’Aur. However, the nobleman was insistent upon
  you keeping your distance, so you are somewhat free to make
  wander. Searen Renquist is supposed to be here but you
  haven’t seen him in years. He might remember you but it’s
  best if you just make yourself visible in your activity. 
  As an Official Musketeer, you serve three leaders: your
  noble charges, the Revolutionary government in Montaigne,
  and the Rose and Cross. To say it’s a conflict of interest is to
  put it mildly. Then there is the Villanova problem. Lately you
  have heard that he is acting very well toward the Order,
  almost as if he were about to offer to sponsor the Order in
  Vodacce. That will never do because he is the most vile and
  evil man alive. He will likely try to coerce you into some
  sleazy criminal activity tonight. As much as you’d love to
  gouge his other eye out, you have to stay your hand. Keep
  your wits about you and watch out for your fellow Knights.
  MISSION
  Keep an eye on Lord Laurent and stay away from Prince Vil-
  lanova. Hopefully, you will meet up with Searen but your
  most pressing job is watching that obnoxious Montaigne
  nobleman.
  Gatien Cuvere
  Nationality: Vendel
  Secret Society: Rose and Cross
  Traits: Brawn 2, Finesse 1, Wits 1, Resolve 2, Panache 1
  Skills: Athlete 2, Courtier 1, Doctor 2
  Combat: Fencing 3
  Languages: Montaigne, Vendel, Vodacce
  BACKGROUND
  The Knights of the Rose and Cross are here as guests of
  guests. You are charged with looking out for the safety of your
  patrons and a pair of Montaigne nobles who need supervi-
  sion, mostly due to their own petulance and lack of common
  sense. You can see that this night will test your skills. 
  Additionally, one of your own has been missing but may be
  in attendance. His name is Searen Renquist. You have been
  told that he failed to check in for several months but was spot-
  ted traveling to Vodacce with others who will be at the ball.
  While you have never met the man and have no idea what he
  looks like, you need to make yourself available should he
  approach you and ask for help.
  Lastly, Lord Baltrusól is not who he claims to be and there
  are just too many threats tonight to safely protect him.
  Instead, a young poor knight who resembles him volun-
  teered to take his place and act on his behalf. Sir Everrel has
  asked you to help protect young Gwilym as best you can.
  You have been assigned as the guardian of Camille Valroux
  du Martise, a young noblewoman who escaped the Revolu-
  tion along with her father. While it is not your place to do so
  nor was it your intention, you have fallen totally in love with
  the young woman who was recently declared Comptesse de
  l’Ile de la Bête. She has a few flaws but her beauty and her
  kindness — well, at least her beauty — far outweigh an triv-
  ial imperfections. You realize that there should be no reason
  for her to feel the same about you, mostly because her father
  has brought her tonight to find some rich, old noble lord to
  marry her. You will never have the wealth or prestige to
  impress her father and have no idea about how she might feel
  about you but tonight you have decided to be true to yourself.
  It’s time to throw caution to the wind and do something dash-
  ing and utterly romantic. Tonight you will declare your feel-
  ings to her so she will know how you truly care for her.
  MISSION
  Behave as a proper Rose and Cross guardian should, with
  chivalry and honor. And find a quiet place to declare your
  undying love for Camille Valroux du Martise without her
  father or your fellow Knights seeing you.
  Gavril Androsov
  Nationality: Ussura
  Secret Society: Rose and Cross
  Traits: Brawn 2, Finesse 2, Wits 3, Resolve 3, Panache 1
  Skills: Athlete 2, Hunter 2, Servant 1
  Combat: Heavy Weapons 1
  Languages: Montaigne, Ussuran, Vodacce
  BACKGROUND
  The Knights of the Rose and Cross are here as guests of
  guests. You are charged with looking out for the safety of your
  patrons and a pair of Montaigne nobles who need supervi-
  sion, mostly due to their own petulance and lack of common
  sense. You can see that this night will test your skills. 
  Additionally, one of your own has been missing but may be
  in attendance. His name is Searen Renquist. You have been
  told that he failed to check in for several months but was spot-
  ted traveling to Vodacce with others who will be at the ball.
  While you have never met the man and have no idea what he
  looks like, you need to make yourself available should he
  approach you and ask for help.
  Lastly, Lord Baltrusól is not who he claims to be and there
  are just too many threats tonight to safely protect him.
  Instead, a young poor knight who resembles him volun-
  teered to take his place and act on his behalf. Sir Everrel has
  asked you to help protect young Gwilym as best you can.
  You are here to help with guard duty for Lord Valroux du
  Martise but he’s one of those noblemen that wants no com-
  moners in his presence. He doesn’t understand how many
  
  CHAPTER
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  32
  hateful looks follow him from room to room. He needs you,
  however.  Badly. It’s a good thing you were raised to be the
  better man and tolerate his rants. You are also worried about
  Gwilym. You can feel an ambush a mile away and it’s coming
  for the kid. Anybody who hurts that boy will have to answer
  to you. There are not many Ussurans here tonight and very
  few folks around  with whom you are comfortable. It’s awk-
  ward for you to fit into such fancy social settings. Maybe
  you’ll get lucky and find an excuse to join a rooftop chase or
  something. 
  MISSION
  Guard that obnoxious Montaigne Lord Valroux du Martise
  but keep an eye on young Gwilym who is definitely going to
  need your help before the evening is over.
  Dieter Wolfsberger
  Nationality: Eisen
  Secret Society: None
  Traits: Brawn 2, Finesse 1, Wits 2, Resolve 2, Panache 1
  Skills: Athlete 3, Spy 2
  Combat: Swordsman (Eisenfaust) 3
  Languages: Eisen, Montaigne, Vodacce(R/W)
  BACKGROUND
  The Knights of the Rose and Cross are here as guests of
  guests. You are charged with looking out for the safety of your
  patrons and a pair of Montaigne nobles who need supervi-
  sion, mostly due to their own petulance and lack of common
  sense. You can see that this night will test your skills. 
  Additionally, Lord Baltrusól is not who he claims to be and
  there are just too many threats tonight to safely protect him.
  Instead, a young poor knight who resembles him volun-
  teered to take his place and act on his behalf. Sir Everrel has
  asked you to help protect young Gwilym as best you can.
  But you are here tonight for the express purpose of finding
  Searen Renquist. You have known him for years and would
  recognize him by his gestures as easily as his features. You
  have scrutinized the entire guest list for his favorite aliases
  but you don’t see them. He does not appear to be in the crowd
  or among the servants either. If he is here, he is really deeply
  undercover. It’s possible that he is no longer loyal to the
  Order. His mission involved infiltrating a cell of the Rilas-
  ciare. If you cannot find Searen, perhaps you can uncover
  their plans and they will lead you to him. 
  MISSION
  Find Searen. If you can’t find him, find the people who know
  where he is.
  Note: The following two characters, “Cagliari” and Searen
  Renquist are actually the same person. The player receives
  “Cagliari” first and at the point in the game where the GM
  thinks it most appropriate, the player receives the second
  sheet for Renquist.
  
  CHAPTER
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  “Cagliari”
  Nationality: Vodacce
  Secret Society: Rilasciare
  Traits: Brawn 2, Finesse 2, Wits 2, Resolve 2, Panache 2
  Skills: Courtier 1, Servant 3, Spy 1
  Combat: Swordsman (Ambrogia) 2
  Languages: Avalon, Montaigne, Vendel, Vodacce
  BACKGROUND
  You think Cagliari is your name, but you’re not really sure
  anymore and when you concentrate on it, your head hurts.
  You are from Avalon — no, that isn’t right, you’re from
  Vodacce, yes, Vodacce. Your head hurts less when you are
  from Vodacce. Your name is Giovanni… Giovanni Villanova.
  Yes, that’s it, you are Giovanni Villanova and you are a Prince
  of Vodacce. You are working with the Rilasciare tonight, no
  wait, you hate them, no, you want to help them but must not
  work with them because you are the Prince. You remember a
  woman named Beatrice Conoti but you can’t remember why
  she is important. That still doesn’t explain why you remember
  being in Avalon in a field that was filled with faeries…
  MISSION
  What mission? A Prince doesn’t have a mission.
  Searen Renquist
  Nationality: Vendel
  Secret Society: Rose and Cross
  Traits: Brawn 2, Finesse 2, Wits 3, Resolve 1, Panache 1
  Skills: Courtier 3, Doctor 1, Spy 3
  Combat: Swordsman (Valroux) 2
  Languages: Avalon, Montaigne, Vendel (R/W)
  BACKGROUND
  Your memories are starting to return. It’s hazy but most of the
  time you know that you are not a Vodacce named Cagliari.
  You are a Vendel and a Knight of the Rose and Cross. Your
  friend Dieter Wolfsberger is nearby. You can feel it even if you
  cannot see him here. Your name is Searen… Searen  Ren-
  quist. You seem to be in Vodacce but you are not sure why. 
  As you find a mirror, you realize that this is not your face,
  you look like… oh Theus! you look like Giovanni Villanova!
  Even as an Invisible, a special agent of the Rose and Cross,
  you would never have imagined a reason to pose as Villanova.
  You have to concentrate to remember…
  You were in Avalon, infiltrating a cell of the Rilasciare. You
  had gotten yourself in good with a man named… you can’t
  remember his name but he introduced you to a woman
  named Beatrice. Then Beatrice took you to a glade and there
  were Sidhe and then… you don’t remember. 
  The Rilasciare couldn’t have been planning to replace Vil-
  lanova with you, could they?  They couldn’t think you would
  have gotten away with it. It’s crazy… but it could work. The
  Rose and Cross would have a Prince of Vodacce at their beck
  and call. It’s… you need to talk with someone about this. You
  should find some of your brother Knights… 
  MISSION
  Try to remember…
  Harald Jorvus
  Nationality: Vendel Ship Captain
  Secret Society: None
  Traits: Brawn 2, Finesse 1, Wits 2, Resolve 3, Panache 1
  Skills: Captain 2, Firearms 2, Merchant 2, Stealth 2
  Languages: Avalon, Montaigne, Vendel, Vodacce
  Item: Dr. Kish’s Remedy (poison)
  BACKGROUND
  You were, until recently, a very successful merchant captain.
  You had a fleet of twenty ships at your disposal and accounts
  across Théah. You were well on your way to a chair in the
  Guilds. Then Giovanni Villanova decided he wanted to make
  an example of a Vendel merchant and selected you as that
  example. Villanova sent his fleets with orders to sink your
  ships, burn your warehouses, and ruin the finances of those
  with whom you dealt. 
  Pride kept you strong as you tried to persevere. Vodacce
  strangers appeared in Kirk soon after and you lost your family
  in a mysterious and questionable fire. Your friends literally
  disappeared off the face of Théah overnight. You have been
  robbed and beaten on several occasions. You now have noth-
  ing left but your life. The Guilds have cut you off from sup-
  port, citing you as a bad investment. Your wife and children
  are gone. You have only one reason to live — revenge.
  You purchased transportation to Dionna with your remain-
  ing money, then took the last of your funds to buy a vial of
  poison and a pistol. You will need to get very close to Vil-
  lanova to use the poison and he must drink it, perhaps in his
  wine. If the moment arrives, you will be ready for it. If not,
  you can live on the streets of Dionna and find another
  chance. You would like the Vodacce pig to know it was you
  that got to him and his own fault you had a reason at all. 
  The pistol is for you. There is no way you would give the
  Prince the satisfaction of taking your life. He got everything
  else but Villanova cannot decide when you will die. 
  MISSION
  Kill the man who ruined your life, then kill yourself.
  Camille Valroux du Martise, 
  Comptesse de  l’Isle du Bête
  Nationality: Montaigne
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 1, Panache 1
  Skills: Artist 2, Courtier 1, 
  Combat: Knife 2
  Languages: Montaigne (R/W)
  BACKGROUND
  You are young, you are beautiful, and you are rich. You have a
  title that hasn’t been revoked by that new government of
  scurvy peasants in Charouse, even if it’s as the countess of
  some stupid island in the Midnight Archipelago. You will be
  a fine bride for any nobleman your father finds to marry
  you… except you have no desire to wed. It’s not a matter of
  love, it’s just that you don’t want to be tied to any single
  person. You have too much fun being free. 
  Another thing is that you are just incapable of telling
  anyone the truth. It’s not that you couldn’t tell the truth, it
  just seems more fun to make up stories about things. Once
  you start embellishing, it’s so easy to continue. You realize
  that some of the stories get people in trouble probably
  because you always swear that you have absolutely accurate
  
  CHAPTER
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  information. Not that it matters: that silly Knight of the Rose
  and Cross keeps people from hurting you and he always
  believes you. Gatien is sort of cute as long as he keeps his
  place. 
  These Vodacce parties are very boring, all the men strut-
  ting about and the women cowering in the corners while
  your father tries to find some rich nobleman for you. One of
  these days you may have to sneak out your window and run
  away. Maybe tonight you need to liven things up with a story
  or two. Something about your host, who is completely insuf-
  ferable and just plain hideous with the eyepatch. Of course,
  the story will be nothing but the "absolutely accurate truth." 
  MISSION
  Girls just wanna have fun. At someone else’s expense, of
  course.
  Lord Prosper Valroux du Martise
  Nationality: Montaigne Nobleman
  Secret Society: None
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 1, Panache 3
  Skills: Criminal 1, Courtier 2, Porté 1
  Combat: Swordsman (Valroux) 1
  Languages: Montaigne, Vodacce
  BACKGROUND
  As an exiled Montaigne Nobleman, the last year has been
  very difficult for you. You are very aware of the danger that
  affairs such as this Grand Ball pose for a man like you — not
  to mention the apprehension over someone revealing your
  secret talent in Porté. It’s not strong enough to Walk from
  place to place but enough for you to have salvaged a sizable
  amount of your fortune from the Revolution back home.
  Still, it is difficult to know who your enemies are at this ball,
  as there are those who would likely enjoy seeing you die for
  your sorcerous blood. 
  Your goal this evening is to try and find a suitor for your
  daughter Camille. You need a profitable and secure marriage
  for the girl to secure your own position now that Léon has
  been thrown down. Lordship in Vodacce would be almost as
  pleasant as it was in Montaigne. Their games don’t seem
  nearly as dangerous as you were lead to believe. Your daugh-
  ter is pretty and has a huge dowry. The problem is that she
  also harbors a few traits the Vodacce men do not find appeal-
  ing. She is headstrong, outspoken, and has a habit of embell-
  ishing the truth, to put things politely. Your work tonight will
  not be easy, especially when you are looking over your shoul-
  der to see if anyone is after you.
  MISSION
  Make a good marriage for Camille and hope no one finds out
  about the Porté.
  Arrigo Scaramonde
  Nationality: Vodacce (Lord’s Hand for Prince Villanova)
  Secret Society: None
  Traits: Brawn 2, Finesse 2, Wits 1, Resolve 2, Panache 1
  Skills: Criminal 2, Merchant 1, Spy 3
  Combat: Swordsman (Ambrogia) 3
  Languages: Vodacce
  BACKGROUND
  You are a merchant in the service of Giovanni Villanova. You
  have a writ signed by the Prince himself proclaiming you as
  his “Lord’s Hand,” which gives you legal permission to do all
  sorts of underhanded things in his name. You also serve as a
  spy using the code name “Sorscha” to communicate with
  Eduardo Caruso about the activities of the Explorer’s Society.
  You have seen him here tonight and need to contact him to
  find out why they are at the Ball instead of digging up arti-
  facts. 
  Secondly, you have been spending a lot of time lately ruin-
  ing the life of a Vendel named Jorvus who had the nerve to
  compete with the Prince’s merchant trade. You thought you
  had gotten the point across when you killed his family but
  apparently he’s in town and no doubt looking to harm your
  Prince. An assistant of yours directed him to Dr. Pol Kish, a
  charlatan quack who mixed a poison for the suicidal Vendel.
  Your men made sure it wouldn’t be strong enough to kill but
  only to paralyze temporarily. This man will probably have to
  die; unfortunately, you have never actually met and have no
  idea what he may look like. He is desperate, however, and
  desperate men do desperate, reckless things.
  MISSION
  Contact Caruso and make sure Jorvus only hurts himself.
  Carla Lucini della Villanova
  Nationality: Vodacce
  Secret Society: Sophia’s Daughters
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 2, Panache 2
  Skills: Courtier 2, Fortune Teller 1, Sorte 2
  Combat: Knife 1
  Languages: Vodacce
  Item: Deck of tarot cards
  BACKGROUND
  You have lived in the Dionna home of your distant cousin
  Giovanni for the last eight months or so. He has been making
  you search his strands for signs of his wife Valentina and his
  courtesan, Juliette. He pushes you hard and when he doesn’t
  like the results, he has pushed you down the stairs. He is an
  awful, awful man. Lately, he has started making threats. He
  spent a week cutting fingers off a servant, one a day for every
  day you failed to track the women. He calls you all sorts of
  names. You can see the strands forming around him but
  Valentina has hidden any that link her to him. At least you
  cannot find them. You can see a black strand of death forming
  between the two of you, however. You have no doubt that
  your failure has reached the limits of his patience and he will
  kill you soon. 
  You need to escape. A friend in the Prince’s court has
  offered you a way out. Maybe she is telling the truth and
  maybe she is setting you up. The strands are too tangled to
  read accurately. Annabella said that she would find a way to
  get you in contact with some allies who will help you escape
  tonight at the Grand Ball. They will take you far away, away
  from Vodacce, and away from your hideous cousin. Right
  now you are not sure Théah is big enough to get away from
  him, but at least you will have a head start.
  MISSION
  Enough is enough. Time to get out.
  
  CHAPTER
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  action
  roleplaying
  35
  Annabella Cacace
  Nationality: Vodacce
  Secret Society: Sophia’s Daughters
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 2, Panache 3
  Skills: Courtier 2, Performer 2, Spy 2
  Combat: Knife 2
  Languages: Eisen, Vodacce
  BACKGROUND
  You are one of the inside agents of Sophia’s Daughters. Your
  mission is to make contact with the women in the noble fam-
  ilies and find the victims who need rescue from the abuses of
  the Vodacce nobility. You walk a dangerous line in the lands
  of Villanova. He is still angry about his wife fleeing and has
  been brutally savage toward those he caught helping others
  escape. The risk is still worth taking, however. You know
  there are three other Daughters here tonight, maybe more. 
  Tobler, Silvestri, and Kordekov should be able to help you
  get Carla Lucini out of Vodacce. They may have goals of their
  own as well that you could help them with in exchange.
  Regardless, it’s better if they approach you rather than you
  going to them. You know you are likely being watched but
  also you know which servants are doing the spying. You have
  no idea who may be following them, however. 
  BACKGROUND
  Regardless of the risks, nothing is more important than res-
  cuing the beleaguered women of Vodacce, especially Vil-
  lanova’s young cousin whom he has abused almost to the
  breaking point.
  Gunther Kunze
  Nationality: Eisen
  Secret Society: die Kreuzritter
  Traits: Brawn 1, Finesse 2, Wits 2, Resolve 2, Panache 2
  Skills: Courtier 2, Doctor 2, Herbalist 2
  Combat: Fencing 1
  Languages: Eisen, Montaigne, Vodacce
  BACKGROUND
  Tonight’s Grand Ball has drawn several members of die
  Kreuzritter to Dionna. Surprisingly, most of their interest
  does not lie with their host but instead with the other guests.
  A small handful of Montaigne citizens who were responsible
  for rescuing members of the du Montaigne family have taken
  refuge in Dionna. While this would normally not bother die
  Kreuzritter, the method of payment has drawn their interest.
  It is rumored that the exiles purchased their safety from Gio-
  vanni’s nephew, Giancarlo Villanova, with the preserved
  heart of Cardinal d’Argeneau. Such heresy cannot be allowed.
  If such a thing is true, it is important for the Order to recover
  the heart for proper interment.
  You are not really Gunther Kunze. It is the name you have
  used of late as an agent of die Kreuzritter. Your real name is
  Gerhard Tobler and you were shocked to see your sister Wil-
  helmina attending tonight. As important as your mission is,
  you have always harbored a curiosity about your family’s well
  being. It has been many years since you saw your sister and
  your features have changed significantly. Perhaps you could
  find a way or an ally to talk with your sister and get news of
  your family. 
  There is another woman here who has drawn your interest
  as well. Her name is Annabella Cacace and she is smuggling
  women out of Vodacce. Something about her fascinates you
  and if all your concerns are well in hand or end up being
  impossible to deal with tonight, it would be nice to take a
  moment for yourself to at least talk to or dance with her and
  feel like a normal citizen again. You can’t really take such a
  thing seriously, but for one night, surely the Order can for-
  give you a single indulgence.
  MISSION
  Tonight you may risk those years of training and take some
  time for personal business. It is a dangerous concept but it
  would seem as though Fate wants you to know.
  Captain Wynn Rawleigh
  Nationality: Avalon — Brotherhood of the Coast 
  (Merry Widow)
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 1, Panache 3
  Skills: Captain 2, Courtier 1
  Combat: Firearms 1, Swordsman (Rogers) 1
  Languages: Avalon
  BACKGROUND
  You are a pirate buccaneer for the Brotherhood of the Coast.
  You have to be very clever and careful tonight. You are seek-
  ing a rival pirate in hopes of stealing a treasure called the “Eye
  of the Wind.” 
  Captain Zedeña of the Blood Wind is an arrogant but worthy
  rival. Unfortunately for him, your leader Allende wants the
  item, so you and your crew are going to take it. This is not
  Porta Serafina; your host will not be happy to have pirates
  crashing his party. You and your crew got in by waylaying a
  group of opera performers and stealing their costumes. 
  Having dealt with Zedeña in the past, it should be an easy
  task to steal the pendant. He is a bit of a fool, after all. The
  whole night should be rather easy to get through, and there is
  plenty of fine food and drink to enjoy as an added bonus. 
  Just so long as nobody asks you to sing Opera. 
  MISSION
  Get that necklace for Allende, and have a rollicking good
  time at the party to boot!
  Robin Hoyne
  Nationality: Avalon — Brotherhood of the Coast 
  (Merry Widow)
  Secret Society: None
  Traits: Brawn 1, Finesse 1, Wits 2, Resolve 1, Panache 2
  Skills: Criminal 2, Dancing 1, Sailor 2
  Combat: Fencing 1
  Languages: Avalon
  Item: Cameo
  BACKGROUND
  You have been sailing on the Merry Widow with Captain
  Rawleigh for about three years now. It certainly beats rotting
  in a prison cell, especially on the petty little charges they have
  caught you with in the past. Your captain seems understand-
  ing enough but he just doesn’t understand how much you
  need to take things. They don’t need to be valuable, just inter-
  esting or shiny. You swiped a cameo right after you entered
  the room and decided to add it to this silly opera costume. (If
  you have to sing, you should probably look for an escape
  because the only songs you know are bawdy sea ballads.)  
  
  CHAPTER
  1
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  action
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  This party will be a great chance for you to prove to the cap-
  tain that you are actually good at picking pockets and lifting
  things. As long as he doesn’t catch you in the act, he shouldn’t
  mind much. What he doesn’t know won’t hurt you. And he
  better not find out because you get the feeling that he’s
  broken you out of the last prison cell… at least for a while. 
  MISSION
  Look for interesting things to steal and sing when everyone
  else does.
  Cincos de Verro
  Nationality: Castille — Brotherhood of the Coast 
  (Merry Widow)
  Secret Society: None
  Traits: Brawn 1, Finesse 2, Wits 1, Resolve 1, Panache 2
  Skills: Courtier 2, Sailor 2, Singing 2
  Combat: Swordsman (Aldana) 2
  Languages: Avalon, Castille
  BACKGROUND
  You sail for Captain Rawleigh and where he goes, you go.
  Tonight you had to ambush a troupe of opera singers to sneak
  into Giovanni Villanova’s Grand Ball!  All to steal a little pen-
  dant. The man is insane… and you love him for it. 
  Just because you are buccaneers doesn’t mean you can’t be
  gentlemen. You know if push comes to shove, it’ll be up to
  you to keep up the “opera” façade. Rawleigh can’t carry a tune
  to save your hides and Robin only knows sailor songs. Some-
  times you think you should abandon the lot and go track
  down your hero, Captain Gosse. But Allende is such a great
  man and Rawleigh needs you to watch his back. And you
  haven’t had the heart to settle down in a long time.
  Not since Karlina Loggerheim stole your heart. She’s a
  lovely pirate lass who sails with Zedeña… the same Zedeña
  you have tracked to this ball. The same Zedeña what has the
  Eye of the Wind your Captain is looking to steal from under
  Villanova’s nose. She might be here tonight. Maybe you can
  find a Fate Witch to take pity on you and twist Karlina’s heart
  into loving you like you love her. If you can’t find one to make
  her love you, maybe you can find one who will just fall for
  you herself.
  MISSION
  Officially, get that pendant. Personally, win Karlina over. Or
  find someone else.
  Giovanni Villanova
  Nationality: Vodacce Prince
  Secret Society: Why bother?
  Traits: Brawn 1, Finesse 2, Wits 3, Resolve 3, Panache 3
  Skills: Courtier 3, Criminal 3, Dirty Fighting 3, Scholar 2,
  Spy 2
  Combat: Swordsman (Ambrogia) 4, Swordsman 
  (Villanova) 4 
  Languages: Castillian (R/W), Montaigne (R/W), 
  Vodacce (R/W)
  BACKGROUND
  You are the only worthy Prince of Vodacce. Tonight’s ball has
  a handful of concerns that bother you. 
  Your spy within the Explorers — was it Caruso? — has told
  you that the Society has an interest in some bauble you own.
  You have decided to wear it to taunt the grubby little diggers. 
  Some Avalon twit named Baltrusól wants your attention
  about some sort of treaty. He’s sent a few gifts that were ade-
  quate but nothing special. You’ve decided to hear him out but
  may just kill him for sport later. 
  You also have a pair of representatives of the Vaticine
  Church on hand. You know one is an Inquisitor, probably
  looking to borrow more of your dungeon space. Might do to
  just build them one of their own. The other, you aren’t sure
  why he is here but he’s a priest and that is good enough for
  you.
  Then there are the ladies. Wouldn’t do for the next ruler of
  Vodacce to be without one. Fredo has made arrangements for
  that courtesan Sabrina to be here with you and there is
  another one that has been hanging about: an Ussuran you
  made use of a week ago. You aren’t sure why she is still
  around. 
  You still have that weak Strega cousin of yours around as
  well. Carla is not nearly as powerful as Valentina was. She
  can’t even find your wife but your enemies don’t need to
  know that. 
  Odds are half the guests are out to kill you as well. That’s
  nothing new. In fact, half would make for an easy night. 
  May as well enjoy the events as they unfold. 
  Mission
  The usual.
  
  The Tower of Faith
  A short history is useful for understanding the events of
  this adventure. In 1664, Léon of Montaigne openly
  declared himself a sorcerer and offered asylum to other sor-
  cerers within his lands. The Inquisition of the Vaticine
  Church responded by sending an army to capture him.
  Léon’s troops, led by a young man named Montegue,
  repelled the invasion. In 1666, the Hierophant, head of the
  Vaticine Church, visited Léon who had granted himself the
  title l’Empereur. During the visit, the Hierophant died
  under mysterious circumstances. Soon afterwards, Cardinal
  d’Argeneau of Montaigne and his subordinate Archbishops
  disappeared. In the Vaticine Church, a council of officials
  selects their immediate superior, but they could not do so
  without the Montaigne Cardinal and he could not be
  replaced without the concurrence of the Montaigne Arch-
  bishops. 
  Cardinal Erica Durkheim of Eisen spent a great deal of
  time within Montaigne, trying to discover the whereabouts
  of the missing clergy. During that time, Montegue was
  placed in command of an army, which invaded first Castille
  and then Ussura. The Ussuran invasion proceeded so badly
  that he was forced to retreat through Eisen where Fauner
  Pösen’s forces defeated his men and captured him. He was
  reported dead just as the peasants of Montaigne threw off
  their shackles and rose up against the tyrannical sorcerer
  ruler in open revolt.
  Act 1 
  Scene 1 – Meeting the Shadows
  You begin in the city of Tannen in Fischler, one of the
  königreichen of Eisen. It is a busy day and the market
  in the center of the town is doing better than most.
  Suddenly one of you feels a tug at the belt, and your
  purse is gone! A small girl dressed in rags runs away
  from you, the obvious culprit. (If the heroes give chase,
  they will be able to keep up with her but not quite
  catch her.)
  The girl runs into a narrow alley and turns to face
  you, her back pressed against the wall. At the same
  time, several figures step out of the shadows of the
  alleyway in a rough circle around you. The men are
  dressed in dark leathers that seem to match their hard
  faces. One steps forward and brusquely orders the girl
  to return the purse for a coin. The small girl shrugs an
  apology to the group, tosses the purse back to you,
  catches the coin the man flipped to her, and skips out
  of the alleyway. 
  At this point, the heroes’ actions are crucial. The man
  who spoke is an Eisen named Franz Kerbonais. He and his
  men are members of die Kreuzritter, a fact they will keep
  secret (and evade if queried.) They are looking for a group to
  undertake a difficult mission. A group that overreacts or
  offers violence to either his men or the little girl has proven
  that they are not the ones for the task. Kerbonais will
  attempt to prevent violence and order his men to retreat if a
  Adventures
  Chapter Two:
  Adventures
  37
  
  CHAPTER
  2
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  38
  As far as Durkheim knows, Fauner Pösen is unaware of their
  activities in her land or she would have seized the gold her-
  self a long time ago. Durkheim wants to see the money put to
  a better use and has a need for a substantial amount of cash for
  a plan. Privately, she is also secretly furious that the Inquisi-
  tion showed such blatant disregard of her station. 
  She will further outline the mission that once the heroes
  have taken the coaches (and dealt with the Inquisition
  guards) they are to take the gold on to Pösen. There is a ruined
  church just south of the city of Insel where they are to meet
  an agent of Fauner Pösen a few hours after dawn. They are to
  hand over the coaches and will receive something in return.
  She hands them a bulky envelope and tells them that after
  they have made the exchange to open it up. They must then
  complete the further instructions within the envelope,
  which will take no more than a week. In return, they may
  keep 1,000 guilders each from the carriages. 
  The letter is sealed and has no address or name on the enve-
  lope. The ring is the official seal of state of a cardinal.
  Although it is obviously of Vaticine origin, the ring is not
  easily recognized for what it is, although a priest or religious
  scholarly character may know. Any sharp-eyed character will
  notice that Erika wears an almost identical ring. She will
  dodge or even outright refuse to answer any other questions.
  The coaches are on the move and the heroes must leave now
  if they are to intercept them as they near the border. 
  If the heroes need horses, the Cardinal has enough for the
  entire group stabled next door and has a map, which details
  what roads the coaches will be taking. Make it very clear that
  if the party does not move quickly, they will not be able to
  intercept the coach before the border where she believes the
  coaches will be joined by more guards. If they intercept the
  coach past the border, they will also not be able to make the
  meeting in Pösen.
  If she needs to convince Objectionist heroes to help her,
  she will offer to help reduce tensions between the two
  churches and see if she can get them officially recognized by
  the church.
  Act 2 
  Scene 1 – Chasing the Gold
  The coaches are going as fast as they are able towards their
  destination. Knowing what they are carrying they take very
  few rest breaks. To capture the coaches, the heroes will only
  have three chances. The first is to seize them while they are
  on the move in Pösen. The party is coming from the south
  while the Inquisition is traveling west-southwest. If they
  move quickly they can get ahead of the Inquisition, but it will
  require riding checks from all of the characters (Riding
  check, DC 10/TN15). If the entire party makes this check,
  they can get ahead of the coaches. If some of the party makes
  it and the others do not, they may elect to split up so that only
  those who succeeded get in front of the coaches. If they elect
  to stay together and some fail the check, they must pursue the
  coaches from behind. Luckily the coaches are laden down
  with gold and anyone on horseback will be able to catch up
  eventually. 
  If the riding check results from above are extremely high
  (Riding check DC 20/TN 30), they may set up an ambush
  over three hours or ride further and intercept the additional
  fight breaks out. If the heroes listen to Franz he will apologize
  for the rather rude way of getting their attention, but he
  needs their help. 
  “You are known as men and women of honor, skill,
  and more importantly, discretion. We believe you are the
  right ones for an important task. There will be danger of
  course, but also great reward. If you are interested, meet
  my mistress at number 14 Kirchenstrasse at six bells
  tonight. I urge you to at least hear her out.”  
  After speaking, Kerbonais and his men will stride from the
  alley and disappear into the crowd. The mission is completely
  voluntary. If the heroes do not pursue it, they miss an oppor-
  tunity to take part of the rest of the adventure. If the heroes
  are not traveling together or if the GM wishes to introduce
  new members to the party, this is an excellent time to do so.
  Simply have Kerbonais approach each separate group and
  invite them via these events to 14 Kirchenstrasse. 
  Scene 2 – The Lady of Church Street
  As the sixth bell rings out and evening begins to fall, you
  find yourself at No. 14 Kirchenstrasse. It is a house on 
  a small side street near one of the moderately sized
  Vaticine churches in Tannen. You knock upon the door
  and before your knuckles can rap a second time, 
  it opens. A middle-aged maidservant stands within a
  small room and motions for you to enter. She quickly
  leads you through a darkened hallway and into a parlor
  decorated in dark oak. A number of beautiful landscape
  paintings hang upon the walls and red overstuffed
  couches invite you to sit, but the room is dominated by 
  a beautiful woman wearing the robes of a Vaticine 
  Cardinal. 
  This is Cardinal Erika Durkheim, one of the highest-rank-
  ing members of the Church. Any Vaticine Eisen or Mon-
  taigne characters will probably recognize her. She will offer
  the party refreshment and apologize for the “cloak and
  dagger” way her men invited the heroes. She needs a group
  willing to act against the Vaticine Inquisition and if her
  involvement is made public, it would damage her standing
  within the church. She will quickly inform the heroes that
  she has heard of them and their good reputation. She may
  hint that some of her information comes from privileged
  sources, such as confessionals, but this should not be openly
  stated. The Cardinal will then ask the heroes to keep this
  meeting secret, even if they choose not to take on the mis-
  sion. She will not mention it, but they would be well-advised
  to do so, as Black Cross assassins will watch anyone who
  leaves very closely, just in case. 
  Should the heroes agree to keep the meeting confidential,
  she will explain further. The mission is to intercept two
  coaches full of gold. The Inquisition is taking them from
  Insel in Pösen (a neighboring königreichen) to Vaticine City in
  Castille. The Inquisition has been secretly gathering church
  tithes in Durkheim’s name while she was away in Montaigne
  and now means to ensure the money furthers its own agenda.
  
  CHAPTER
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  39
  explanation of the trap. If the party sets up an obvious
  ambush, the Inquisition will send the trapped coach in
  first… with the fuse lit. 
  If they are lucky, the heroes will spot the trap in time. Since
  there is a reasonable fuse (1d4 rounds or 2d10 phases), a quick
  player can put it out easily. Also note that explosives are 
  dangerous, and may go off if jolted too much in a hard coach
  chase. The GM can decide exactly how nasty to be with his
  players.
  It the heroes don’t go into the coach, or ignore the fact the
  bad guys have run for it, they will not be in time to stop the
  fuse. The explosion will destroy the coach and melt most of
  the gold as well. It will also do extensive damage to anyone on
  top of the coach (8d6 or 5k5) or anyone inside it (10d6 or 6k6).
  The Chase
  Should the heroes fail to make their riding checks, they will
  reach the road a short distance behind the carriages. They
  must then pursue the coaches. Each round, the coaches and
  the riders must make skill checks. 
  D20:™ The rear coach begins 5 lengths ahead of the riders
  and the lead coach remains 1 additional length ahead. Each
  round, the riders must make Riding checks (DC 10) and the
  coachmen must make a Driving check (DC 10).
  Whichever result is higher increases or decreases the dis-
  tance between the two sides by the difference between the
  rolls (winner’s choice). Any attacks between the riders and
  the coach must be made at a –1 circumstance penalty for each
  length between them. Should the number of lengths exceed
  15, the riders fall behind and lose the coach.
  7th Sea:™ The rear coach will begin 5 raises ahead of the
  riders and the lead coach remains 1 additional raise ahead.
  guards waiting at the border. There are twelve guards there,
  but only one of them is a true threat (Arturo de Paz). They are
  waiting at a small inn with two men posted to keep an eye out
  for the carriage.  These guards then join those already with
  the carriages and after a short stop, continue to escort the
  coaches through Fischler. 
  The inn is a quiet place at this time of night; the only other
  person there is William the Innkeeper. He is scared of the
  Inquisition guards and will stay in the kitchen, only emerg-
  ing to serve the patrons. Arturo de Paz and Diego Aldana del
  Zepeda know each other, but none of the others have ever
  met. This provides heroes an opportunity to use more subtle
  means of ambushing the coaches.
  If the heroes get ahead of the coach, they may set up an
  ambush. The coaches should arrive within an hour, so they
  have some time to plan. Adjudicating the ambush is left to the
  GM; the coaches will arrive at the site at approximately 
  midnight. They have lanterns to provide illumination and the
  drivers will not stop to aid or assist anyone. For anyone who
  failed to make their riding checks, they only arrive at the
  scene of the ambush after three rounds of combat.
  Each coach has six men onboard; one drives while two
  others sit on the roof and two more sit inside. They are all
  armed with muskets and a hole has been cut in the roof of the
  ceiling. The men inside keep two loaded muskets with them
  and reload muskets for the two men upon the roof. (See statis-
  tics below.) The sixth man on each commands the coach and
  rides beside the driver. On the lead coach it is Diego Aldana
  del Zepeda, a Knight Inquisitor. On the second coach, it is
  Gunther Metzgar, an Eisen mercenary.
  However, the heroes have another problem. The Inquisi-
  tion was expecting trouble and has laid a trap. The rear coach
  carries only a quarter of the gold while the rest of the space is
  loaded with explosives. If the situation turns against the
  Inquisition, one of the men inside the coach will light the
  fuse and jump off. If any of the others are still on board and
  fighting the heroes, he will shout a warning before jumping,
  but it will be a simple code word (like Omega) rather than an
  
  CHAPTER
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  Adventures
  40
  The checks are contested checks (TN 5 times opposing char-
  acter’s Trait). However, since the heroes are on horseback,
  they receive a free raise to this contested roll due to the
  increased speed of their mounts over the carriage. Whichever
  side wins the contested roll either increases or decreases the
  distance between the two sides (winner’s choice) by 1 raise
  for every five points they exceeded TN. Should any ranged
  weapons or firearms be used between the coaches and the
  riders, the person firing must make a number of raises equal
  to the distance between them. Diego Aldana and his men will
  fire muskets at anyone overtaking them once they are within
  3 raises. Only two men from each coach will fire, the others
  will drive the carriage and reload the guns.
  Should there be no change in the distance between the
  coaches and the riders for one round, use the following table
  to determine that round’s events. 
  Act 3 
  Scene 1 – Gifts and Heroes
  The heroes should now have possession of two coaches of gold
  and can proceed to the ruined church to hand of the money.
  Should the party decide to pursue any other course of action,
  both the Inquisition and Durkheim’s allies within die
  Kreuzritter will pursue them. The party with the coaches
  should proceed north to the ruined church Durkheim men-
  tioned. It is quite easy to find, easily spotted from the road, but
  providing enough cover to conduct a clandestine meeting. 
  While the place looks deserted, it is easy to determine that
  quite a few people have come through here lately. Once
  inside the ruins, there is quite a group waiting. Fauner Pösen
  herself is there with 50 trained Eisen troops. They are posted
  on the walls and in defensive positions, as well as keeping a
  protective ring around Pösen and her prisoner. The prisoner
  is dressed in well-tailored but unremarkable clothing — any
  Montaigne or military character should recognize General
  Montegue (GM’s discretion). He ignores the guards assigned
  to him. As an honorable man, he will not attempt to escape. 
  Pösen knows what the heroes are here for, and tells them to
  leave the coaches. She sends a squad to investigate and if they
  find nothing amiss, she will inspect them herself. After a curt
  nod, she tells the heroes that the amount of gold is satisfac-
  tory, and that they may have Montegue. If the heroes have
  any sense, they removed their reward from the coaches
  before handing them over. Fauner will not allow them to
  return to the coaches after they have been handed over, and
  considers any attempt to do so as theft (in which case she may
  decide to take back her side of the deal). If the explosion
  destroyed one of the coaches, she will be coldly furious,
  though if the party brought the melted gold with them, she
  will calm down. 
  If the party attempts to ambush her or is extremely disre-
  spectful, Pösen has no qualms about slaughtering them out of
  hand. She instructs her men to open fire upon anyone she
  deems to be breaking the agreement. Each group of six men
  will fire a volley at a single character while Pösen waits until
  someone threatens her and then destroy him. One of the
  squads will keep Montegue in their sights at all times and pre-
  vent him from escaping.
  After she has verified the gold, Fauner Pösen mounts her
  horse and calls out to Montegue. “Farewell soldier. You
  were a pleasant houseguest.” Then she smiles and adds
  with uncharacteristic humor, “Perhaps now you are gone
  I’ll finally be able to win a Squares match.”
  The heroes should realize that Montegue is the one for
  whom the letter and ring are destined. He reads the letter
  alone while the party prepares their horses. He will then tell
  them the next part of the mission. 
  The unsigned letter reads:
  Friend, I paid for your release for a reason. I believe you
  will recognize this ring and the man to whom it
  belonged. You mentioned once that you had visited his
  tower. Now his sister is at that tower along with the eight
  others. They are scheduled to be executed in three days
  time if word is not brought from Emperor Léon prevent-
  ing it. I have been unable to find anyone else who knows
  the location of the tower. You must save them or the cur-
  rent instability may never end.
  Table 2:1 Coach Encounters
  Roll
  Results
  1
  A wheel comes off the rearmost carriage, which skids to a stop. No one is hurt.
  2
  A low branch ahead threatens to knock down anyone on top of the carriages. (d20™: Balance check (DC 10) or be 
  knocked off; 7th Sea™: Balance check (TN 15) or be knocked off).
  3
  The fuse is accidentally lit inside the carriage. (d20™: It explodes in 1d4 rounds; 7th Sea™: it explodes in 2d10 phases.)
  4
  A rider’s horse throws a shoe. The horse stops. This effectively ends the chase. Either the prey is captured or the 
  predator is immobilized.
  5
  A fallen tree blocks the road. The wagons must stop and fight the riders. The obstruction cannot be cleared; proceed 
  to melee combat.
  6
  Nothing happens and you continue without incident.
  7
  Someone in one of the carriages becomes very ill. (or something like that)
  8
  It begins to rain. (d20™: All additional skill checks are at –2 circumstance penalty; 7th Sea™: Everyone must make 
  one raise to all riding/driving checks.)
  9
  A group of peasants is ahead in the road. The Inquisition will run them down. Obviously, the party will be faced with 
  the dilemma to continue the chase or stop to help the peasants.
  10
  The hitch comes loose on the back carriage which then separates from the horses at the end of the next round 
  unless someone notices it and jumps down to fix it. (d20™: Jumping DC 15, 7th Sea™: Leaping (TN 15) and puts 
  the hitch back in place.) Re-attaching the hitch is fairly simply and requires no rolls. The trick is getting to the hitch 
  without falling.
  
  CHAPTER
  2
  Adventures
  41
  While much of the following information is not available
  to the players, it is provided here to give the GM some insight
  into the events unfolding. The ring belonged to the missing
  Cardinal d’Argeneau. Léon was seen wearing this ring soon
  after that, which caused much speculation around the court.
  Léon had the Cardinal killed and kept the ring both for senti-
  mental reasons and because it held the key to one of d’Arge-
  neau’s treasures. The Cardinal owned a Syrneth tower, his pri-
  vate sanctuary, gifted to him by Léon in earlier times. Its
  location within die Weissbergen (The White Mountains)
  remained a complete secret. However, Montegue discovered
  the tower’s location while arranging provisioning depots for
  his Ussuran campaign. When he mentioned it to l’Empereur,
  Léon warned him that it was completely off limits, claiming
  that he believed Cardinal d’Argeneau often retreated there in
  difficult times and might be even be there currently. In truth,
  Léon imprisoned the archbishops of Montaigne there, in the
  care of his most fanatical followers. 
  Because of the tower’s isolation, their only contact with the
  outside world was a Porté mage who re-provisioned the tower
  periodically. When the mage returned to Charouse recently,
  he was captured and killed by the new government. Before he
  died, he revealed that if he did not return, the Archbishops
  would be executed, a claim that the government did not
  believe. Cardinal Durkheim discovered all of this from her
  contacts in Montaigne and put her plan in motion before the
  deadline passed.
  The archbishops including Archbishop d’Argeneau, the
  Cardinal’s sister, are scheduled to be executed in three days; it
  will be a hard ride to get to the tower. The heroes must mount
  up at once and race to the tower to rescue the imprisoned
  clergy. This is the task to which Durkheim referred in her
  agreement with the heroes. Should they be unwilling to ful-
  fill their obligation, Montegue will shrug and attempt to
  rescue the Archbishops on his own.
  When Léon imprisoned the Archbishops at the tower, he
  left a trusted duelist in charge. In fact he made a point of leav-
  ing the one man the Cardinal despised most as his sister’s
  warder: Philippe Gaulle du Motte, a twisted sadist who deeply
  lusts after Marie-Claire d’Argeneau. She was married when
  he met her thirteen years ago, so he killed her husband in an
  illegal duel. She joined the priesthood to find peace and
  escape his attentions. Her brother was as much help as her
  dedication and faith, getting her appointed to archbishop
  only a month before they both disappeared. 
  Luckily for the heroes Philippe has decided an open-air
  execution would serve his needs best. As the players
  approach the tower he prepares to throw each of the arch-
  bishops from the battlements. However, Philippe has his own
  plans as well. He told Marie-Claire d’Argeneau that he will
  stop the executions if she agrees to marry him. He planned
  killing the other Archbishops anyway, but there’s no need for
  her to know that. He is just preparing to throw the first arch-
  bishop over the ramparts, and Marie-Claire is tearfully about
  to give in to his demands, when the heroes arrive.
  Act 4 
  Scene 1 – Investigating the Tower
  After three days of hard riding, you are more than happy
  to reach the end of your journey. You follow Montegue
  through a long natural cavern within the mountains and
  finally emerge out into bright daylight. To the left and
  the right, a steep cliff face climbs up into the sky. To the
  north, the ground falls away sharply reveal a breathtak-
  ing drop into a river far below. You notice that to the
  west, a strange tower juts upward into the sky and a
  rough road leads towards it. To the east, you see the ruts
  of several wagons leading into another valley. 
  As you move closer to the tower, you see that it is
  more like a jagged claw thrusting up out of the earth.
  There are no windows and only a granite double door
  breaks the exterior. A stone causeway reaches out to the
  double door and some sort of pulley and rope system
  hangs beneath it. Every surface of the claw appears
  smooth, like a river stone, except for the tower’s top,
  which appears to have been cleanly sheared through.
  With no signs of other human beings, the place sends 
  a shiver down your spine. 
  The tower sits on the Montaigne side of die Weissbergen, in a
  remote valley on a pinnacle of rock that makes a small cause-
  way the only access. Unfortunately the causeway and tower
  are Syrneth in origin. Any ferrous metal that touches the
  causeway or passes across it will melt into slag, though with-
  out producing heat or any other effects. This includes iron
  and steel, but not copper, brass, bronze or dracheneisen (or
  magic weapons, GM’s discretion). Milk products also spoil if
  they pass across the bridge. A basket hangs down below the
  bridge from two ropes attached to either side; the guards use
  it to ferry metal objects and food into the tower. However,
  there is a large, loud bell attached to the bottom of the basket.
  Montegue knows of the tower, the causeway and its prop-
  erties, and will warn the heroes though they are more than
  welcome to test the effect for themselves. Remember many
  things such as belt buckles and rings are also made of steel.
  The cardinal’s ring has a small disc of unknown metal con-
  cealed within it. Anything within a foot of the disc in the ring
  is immune to the melting effect. The disc also unlocks any
  lock to which it is pressed within the tower. Montegue has
  heard of the unlocking properties of the ring, but is unaware
  of its properties upon the causeway.
  Scene 2 – Flying Vodacce
  If the party scouts the area to the west, they will find an amaz-
  ing sight in a small valley about a mile from the tower. 
  As you approach the valley, you hear the harsh breathing
  of some enormous creature. Coming around the corner
  of the cliff face, you spot a gigantic heaving mass of
  brown flesh. It seems to shiver with each new breath
  and to grow larger as you watch. As you come closer, you
  see dozens of men and women scurrying around
  beneath the behemoth, though you cannot make out
  what they are doing. 
  
  CHAPTER
  2
  Adventures
  42
  In truth, a group of Vodacce men and women are inflating
  five hot air balloons. Many are simple sellswords, but some
  are obviously the scholars and inventors responsible for the
  aircraft. The balloons are nearly ready, but there seems to be
  some sort of argument preventing any taking off. The party
  consists of men in the employ of Prince Caligari, led by his
  grandson Marcello. He has chosen tonight to invade and take
  the tower, so he can seize any Syrneth artifacts it may contain.
  He thinks this is why it is guarded and does not know about
  the archbishops inside. He is arguing with his wife Sofia, the
  leader of the scientists preparing the balloons. While the
  couple is very much in love, they fight with typical Vodacce
  passion.
  The balloons are Sofia’s life work. She thought her husband
  and men were coming as protection for a secret test flight far
  from all prying eyes. Only now has she discovered their real
  purpose: she can’t conduct a scientific test while engaged in
  aerial assault and is outraged at being deceived. However,
  Vodacce law demands she defer to her husband, who is 
  on family orders. She knows she will eventually lose the 
  argument, but her honor is at stake so she can’t back down.
  Marcello knows that time may be a factor, and he may lose
  the element of surprise if this goes on much longer. 
  Although they may not know it, the heroes have the solu-
  tion. If they suggest an alliance to storm the tower, both sides
  have an escape clause from the argument. All the Vodacce are
  loyal Vaticine, so a desperate mission to save the Archbishops
  allows Sofia to back down for the greater good of holy mother
  church and keep her honor. 
  Despite this, Marcello is not in the habit of providing
  favors when he can extort a price for them. He wants at least
  500 guilders, any artifacts in the tower, and possession of the
  site. He does not feel that he needs any more troops, but the
  heroes’ quest allows him to pacify his wife. Characters who
  figure this out can make a harder bargain. Either way, 
  Marcello can be bargained down to simply taking possession
  of the tower. Although a successful trial of this new flying
  technology will prove a great bargaining chip in the Great
  Game, the Caligari family needs hideouts and strongholds
  since the fall of their island. Note that the party has no
  authority to give him the tower, but he doesn’t need to know
  that. Marcello does not know about the ring, so the heroes
  may keep it or offer it to sweeten the deal.
  Each balloon can take a total of four men (three plus a pilot)
  and still fly well. A fifth man makes it heavy and just able to
  reach the top of the tower, six will make it very difficult to stay
  aloft, and have trouble fitting in the basket! Anything beyond
  six and the balloon will not get off the ground. There are five
  balloons total, and a round trip to the tower and back will take
  several hours; the Vodacce will reject any plan that involves
  destroying any balloon on purpose. The soldiers will happily
  let the party take their place on the first run. They are all
  frightened of flying in these contraptions, but dare not say so
  for fears of insulting Sofia (and therefore Marcello). Even 
  if the party doesn’t find or make a deal with the Vodacce, they
  will still attack the tower at the same time as the party. If the
  heroes decide to assault the tower with balloons, the GM
  should have each player clearly denote upon which balloon 
  he is riding. Montegue goes in the third balloon.
  Any unskilled attempt at using the balloons is a very 
  difficult proposal.
  D20:™ Heroes who attempt to use a balloon must make five
  Piloting checks from take off to the tower with a DC 20.
  Should any of these checks fail, the balloon will not pass close
  enough to the tower for the passengers to disembark. They
  will be carried along by the wind for several hours before the
  balloons descend enough to disembark.
  7th Sea:™ Heroes who attempt to use a balloon must make
  five Wits checks from take off to the tower with a TN 25.
  Should any of these checks fail, the balloon will not pass close
  enough to the tower for the passengers to disembark. They
  will be carried along by the wind for several hours before the
  balloons descend enough to disembark.
  The GM may reduce the difficulty of these checks if the
  players have an alternate means of aiding the pilot (such as
  Lærdom weather effects or the like). Any Vodacce NPCs will
  automatically make these checks.
  After a short while, the Vodacce indicate that they are
  ready. Each of you climbs into a basket and the bespecta-
  cled scholar motions for one of the soldiers to cut the
  balloon loose. With a stomach-churning jolt, the con-
  traption lurches into the air. After a long moment, you
  rise high enough to see the tower thrusting into the air
  far ahead of you. Before you can speak, the balloon rises
  high enough for a strong gust of wind to catch it and
  hurl you forward towards the tower. You can make out
  dozens of men gathering upon the wide roof, although
  several of them are standing quite close to the edge. The
  crash of distant thunder suddenly alerts you to the fact
  that the men upon the tower are beginning to fire
  towards you. 
  While approaching the tower by hot air balloon, characters
  may make one attack from long range and one from short
  range before reaching the tower. The balloon arrive in order
  one at a time (meaning the third balloon can fire long range
  shots while the second one fires short range shots and the
  first balloon is sweeping alongside the rooftop); only one bal-
  loon may disembark at a time. The heroes must use caution
  when leaping down into the fray (d20:™ Jumping skill check
  DC 10; 7th Sea:™ Leaping TN 15)  or they will fall prone and
  need to stand up as their first action. Each balloon will linger
  for an additional round, then drift down towards the road
  leading to the tower on the following round, and away from
  the tower completely the round after that. 
  Scene 3 – Inside and On Top of the Tower
  If the players enter the tower through the main door, read the
  following description:
  The tower’s inner walls are all made of a smoothly
  rounded substance, almost ceramic in texture. Humans
  have obviously adapted the place with the additions of
  doors, tapestries, furniture and rugs, but something
  unnatural seems to linger in the rounded corners of the
  room. A thin wrought iron staircase spirals up and out of
  sight above you while two hallways lead off, each with
  several doors. 
  
  CHAPTER
  2
  Adventures
  43
  The tower is 8 stories tall and the layout for each is very
  similar. There is a single hallway that bisects the tower with a
  spiral staircase up the very center of the structure. Several
  doors lead from the hallways into bedrooms, armories,
  pantries, sitting rooms and other areas with six to eight rooms
  per level. None of the rooms contain Syrneth artifacts. Two
  men  are stationed on each floor armed with muskets. They
  will fire upon heroes dashing upstairs and attempt to slow
  them down enough for the men upon the rooftop to prepare
  themselves. 
  There are several gates blocking the staircase, preventing
  anyone from ascending or descending past them. These are
  all open until someone has detected the heroes’ presence
  when they will be locked, though they can easily be forced
  (D20:™ Strength check DC 15, 7th Sea:™ Brawn check TN 20).
  The staircase ends at a large door that leads out onto the
  rooftop.
  Scene 4 – On the Rooftop
  Once the heroes reach the rooftop, read the following 
  passage:
  Dozens of men gather themselves upon the roof to fight
  off your invasion. Armed with muskets and rapiers, they
  are an ugly assortment of ruffians and thugs. A line of
  prisoners stands along the roof ’s edge while a well
  dressed Montaigne nobleman sneers at them. He
  quickly barks out a series of commands to the cutthroats
  who prepare to assault you. Another man lumbers to the
  front as he slowly draws out an axe so large that you
  wonder how he can even swing it. His scream of rage
  unnerves you slightly as the other men call out “Pour
  l’Empereur!”  Several large objects hang in the air beside
  the tower while baskets filled with men hang beneath
  them.
  Philippe has assembled most of his men to watch the exe-
  cutions upon the rooftop. They are fanatical in their loyalty to
  him and will fight off any attempted rescue while Philippe
  grabs Marie-Claire and tries to leave the tower at the first sign
  of trouble. If the party attacks via balloons, he will go down
  the stairs, dragging Marie-Claire with him and locking doors
  behind him. (D20:™ Break down the door, 7th Sea:™ Brawn
  check TN 15 to barrel through them.)  Any hero with the Car-
  dinal’s key will find that the doors unlock themselves as he
  passes. If the party moves quickly enough to block the stair-
  case or comes up from within the tower, Philippe will seize
  Marie-Claire, leap to one of the balloons, and descend to the
  road beside the causeway.  If cornered, he will challenge the
  best swordsman in the party to a duel offering to surrender
  the tower unconditionally if the hero wins, and unmolested
  escape for he and his men if he wins. Details of such a duel are
  left to the GM.
  Upon the rooftop, each player will face an entire brute
  squad (6 men) to slow them down as Philippe escapes.
  Another group of thugs advances upon the Archbishops and
  execute one at the end of each turn by pushing them off the
  building. Montegue and the Vodacce men will attempt to
  save the Archbishops if none of the heroes do. 
  Epilogue
  Montegue is freed, as are the Archbishops. While the clergy
  wish for someone to escort them home, Montegue is only
  interested in finding his wife. He has done enough for Mon-
  taigne, and was not even there when his son was born (he
  does not yet know that the child did not survive birth; see The
  Montaigne Revolution sourcebook for more details). This time he
  means to reunite with her, no matter what. Cardinal
  Durkheim now looks very good politically: by rescuing the
  Montaigne archbishops, a new Cardinal can be elected. 
  At that point, she can return to Eisen and devote herself to
  her own people, or pursue whatever plans she might have of
  a more global nature.
  The heroes, of course, have the undying gratitude of both
  Montegue and the archbishops, which they can parlay into
  increased political clout or whatever material rewards the
  GM deems reasonable.
  NPCs and Statistics
  Act 1
  Franz Kerbonais (d20™)
  Spy 3/Mortis Assassin 4/Nacht Sorcerer 2: CR 9; Size
  Medium (Humanoid); HD 3d6+6+6d10+12; hp 68; Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 (+1 Dex, +6
  Unarmored Defense Proficiency); Atks: Masterwork stiletto
  +9/+4 melee (1d4+4) and stiletto +7 melee (1d4+3) OR pistol
  +8 ranged (1d10); SA Aim for the Vitals, Ambush Attack +4,
  Attack Through the Shadows, Fast Blade – Slow Opponent,
  Sneak Attack +2d6; SQ Alias, Contacts, The Dark Paths; SV
  Fort +7, Ref +5, Will +10; Str 15, Dex 12, Con 14, Int 15, Wis
  14, Cha 13; AL LN; Skills: Bluff +11, Climb +11, Concentra-
  tion +8, Disguise +11, Escape Artist +11, Gather Information
  +6, Hide +11, Innuendo +7, Move Silently +11, Open Locks
  +6, Read Lips +7, Sense Motive +12, Speak Language (Castil-
  lian, Eisen, Montaigne [alternately, any three languages from
  your campaign setting]), Spot +6; Feats: Ambidexterity (only
  with a short blade in the off hand), Combat Reflexes, Exotic
  Weapon Proficiency (Firearms), Expertise, Improved Initia-
  tive, Membership (die Kreuzritter), Parry, Riposte, Two
  Weapon Fighting (only with a short blade in the off hand),
  Unarmored Defense Proficiency (Beginner), Weapon Focus
  (Stiletto), Weapon Specialization (Stiletto).
  Franz Kerbonais – Scoundrel (7th Sea™)
  Brawn: 3, Finesse: 2, Wits: 3, Resolve: 3, Panache: 2
  Reputation: 0
  Background: None
  Arcana: None
  Advantages: Castillian, Eisen (R/W), Montaigne (R/W); 
  Combat Reflexes, Membership (die Kreuzritter)
  Athlete: Climbing 2, Footwork 3, Sprinting 3, Throwing 3
  Criminal: Ambush 3, Gambling 2, Quack 2, Shadowing 4, 
  Stealth 4
  Fencing: Attack (Fencing) 4, Parry (Fencing) 3
  Firearms: Attack (Firearms) 2
  Knife: Attack (Knife) 4, Parry (Knife) 3, Throw (Knife) 4
  
  CHAPTER
  2
  Adventures
  44
  Spy: Conceal 3, Disguise 3, Lip Reading 2, Poison 1, 
  Sincerity 3, Shadowing 4, Stealth 4
  Mortis (Journeyman): Double Attack (Knife/Knife) 5, Exploit 
  Weakness (Mortis) 4, Riposte (Knife) 4, Throw (Knife) 4
  Knights of die Kreuzritter (d20™)
  Guards (Warrior) 4: CR 3; SZ Medium (Humanoid); HD
  4d8+4; hp 25; Init +5 (+1 Dex, +4 Improved Initiative); AC 15
  (+1 Dex, + 4 Unarmored Defense Proficiency); Atks Dagger
  +6 melee (1d4+2) ; SA none; SQ none; SV Fort +5, Reflex +2,
  Will +1; Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 10; AL LN;
  Skills: Climb +5, Hide +4, Jump +5, Listen +3, Move Silently +5,
  Speak Language (Eisen [alternately, any one language from
  your campaign setting]), Spot +3; Feats: Improved Initiative,
  Unarmored Defense Proficiency (Beginner).
  Knights of die Kreuzritter (7th Sea™)
  2 Squads (Threat 3, 6 men each)
  TN to be hit: 20
  Usual weapons: Small Weapons (Knives)
  Skills: Ambush +1, Climbing +1, Leaping +1, Shadowing +1, 
  Sprinting +1, Stealth +1
  Cardinal Erika Brigitte Durkheim (d20™)
  Eisen Noble 4/ Porté Mage 4: CR 8; Size Medium
  (Humanoid); HD 4d6+12+4d8+12; hp 64; Init +0; Spd 30 ft.;
  AC10; Atks: Unarmed +7/+1 melee (1d3+1); SA Spells; SQ
  Apprentice, Attunement 1 mile, Blooding 2, Bring, Com-
  manding Presence +1, Friends in High Places, Pocket 5,
  Seduction, Taunt; SV Fort +8, Ref +2, Will +13; Str 12, Dex 10,
  Con 16, Int 15, Wis 17, Cha 18; AL LG; Skills: Bluff +15, 
  Diplomacy +15, Gather Information +15, Intimidate +11,
  Knowledge (religion) +12, Perform +10, Sense Motive +13,
  Speak Language (Castillian, Eisen (R/W), High Eisen (R/W),
  Montaigne (R/W), Théan (R/W) [alternately, any five lan-
  guages from your campaign setting]), Spot +9; Feats: Appear-
  ance (Above Average), Debater, Half-Blooded (Porté), Iron
  Will, Toughness.
  Cardinal Erika Brigitte Durkheim (7th Sea™)
  Brawn: 2, Finesse: 1, Wits: 4, Resolve: 4, Panache: 3
  Reputation: 93
  Background: Mistaken Identity
  Arcana: Altruistic
  Advantages: Castille, Eisen (R/W), High Eisen (R/W), 
  Montaigne, Théan (R/W), Appearance (Stunning), 
  Connections (die Kreuzritter), Faith, Noble
  Courtier: Dancing 2, Diplomacy 4, Etiquette 5, Fashion 2, 
  Oratory 5, Politics 3, Sincerity 4
  Performer: Acting 4, Cold Read 3, Dancing 2, Oratory, 
  Singing 3
  Porté (Apprentice): Attunement 3, Blood 3, Bring 3, Pocket 3
  Scholar: History 3, Mathematics 3, Occult 3, Philosophy 5, 
  Research 4, Theology 5
  Servant: Accounting 2, Etiquette 5, Fashion 2, Menial Tasks 3, 
  Unobtrusive 4
  Streetwise: Shopping 4, Socializing 4, Street Navigation 3
  (For more information see Church of the Prophets.™)
  Act 2
  Diego Aldana del Zepeda (d20™)
  Note: Diego hates to fight in melee. He wears a brace of
  rounds for his pistols and uses them as much as possible
  before entering hand-to-hand combat. He has 4 loaded to
  begin with. He will also try to seduce any women he likes the
  look of, even during a fight to the death!
  Castillian Inquisitor 2/Swashbuckler 5/Aldana 2: CR 9;
  Size Medium (Humanoid); HD 5d6+10+4d8+8; hp 59; Init +2
  (Dex); Spd 30 ft.; AC 20 (+2 Dex, +6 Unarmored Defense 
  Proficiency, +2 Light Footed); Atks: Masterwork rapier
  +12/+7 melee (1d6+2) OR pistol or musket +10 ranged
  (1d10); SA Dexterous, Dexterous Strike, Slipping Feint; 
  SQ Focused Training, Light Footed; SV Fort +6, Ref +9, Will
  +8; Str 13, Dex 14, Con 15, Int 14, Wis 13, Cha 12; AL LE;
  Skills: Balance +7, Bluff +11, Diplomacy +11, Gather Informa-
  tion +6, Handle Animal +5, Innuendo +6, Ride +7, Sense
  Motive +11, Speak Language (Castillian, Montaigne, Théan
  [alternately, any three languages from your campaign 
  setting]), Tumble +14; Feats: Combat Reflexes, Exotic Weapon
  Proficiency (Firearms), Faith, Expertise, Parry, Point Blank
  Shot, Precise Shot, Unarmored Defense Proficiency (Begin-
  ner), Weapon Finesse (any applicable weapon, only in light or
  no armor), Weapon Focus (Rapier).
  Diego Aldana del Zepeda, 
  The Inquisition Leader – Villain (7th Sea™)
  Brawn: 2, Finesse: 3, Wits: 3, Resolve: 3, Panache: 2
  Reputation: –15
  Background: None
  Arcana: none
  Advantages: Castille (R/W), Montaigne, Théan (R/W), Faith, 
  Noble, Memberships (Inquisition, Swordsman’s Guild)
  Athlete: Climbing 2, Footwork 3, Sprinting 3, Throwing 3
  Courtier: Dancing 4, Etiquette 3, Fashion 2, Oratory 3, 
  Scheming 3, Seduction 3, Lip Reading 4, Politics 4, 
  Sincerity 4
  Drive Carriage: 3
  Fencing: Attack (Fencing) 3, Parry (Fencing) 2
  Firearms: Attack (Firearms) 3
  Aldana (Apprentice): Feint 2, Riposte 2, Tagging 3, Exploit 
  Weakness (Aldana) 1
  Arturo de la Paz (d20™)
  Arturo is a very quiet commander who never loses his
  temper. He believes passionately in the Church and will go
  out of his way to kill any sorcerers or Objectionists he
  encounters. He will not surrender under any circumstances.
  Castillian Swashbuckler 6/Aldana 3: CR 9; Size Medium
  (Humanoid); HD 6d6+12+3d8+6; hp 58; Init +2; Spd 30 ft.; AC
  20 (+2 Dex, +6 Unarmored Defense Proficiency, +2 Light
  Footed); Atks: Masterwork rapier +13 melee (1d6+2) or pistol
  +11 ranged (1d10); SA Dexterous, Dexterous Strike, One
  Blade as Two, Slipping Feint; SQ Focused Training, Light
  Footed; SV Fort +8, Ref +11, Will +4; Str 14, Dex 15, Con 14,
  Int 14, Wis 13, Cha 12; AL LN; Skills: Balance +10, Bluff +11,
  Climb +8, Diplomacy +11, Jump +9, Sense Motive +11,   Speak
  
  CHAPTER
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  45
  Language (Castillian, Montaigne, Vodacce [alternately, any
  three languages from your campaign setting]), Tumble +14,
  Use Rope +6; Feats: Combat Reflexes, Exotic Weapon Profi-
  ciency (Firearms), Expertise, Parry, Slip, Unarmored Defense
  Proficiency (Beginner), Weapon Finesse (any applicable
  weapon, only in light or no armor), Weapon Focus (Rapier).
  Arturo de la Paz – Henchman (7th Sea™)
  Brawn: 3, Finesse: 3, Wits: 3, Resolve: 3, Panache: 2
  TN to be hit: 25
  Attack Rolls: 7k3 rapier or 4k3 pistol
  Damage Rolls: 5k2 rapier or 4k3 pistol
  Skills: Attack (Fencing) 4, Attack (Pistol) 3, Climbing 2, Drive 
  Carriage 3, Exploit Weakness (Aldana) 4, Footwork 3, Parry 
  (Fencing) 3, Sincerity 4
  Note: Speaks Castillian, Montaigne, and Vodacce. Aldana 
  Journeyman.
  Gunther Metzgar (d20™)
  Gunther couldn’t care less about the Inquisition. It’s just a job
  for him. 
  Eisen Fighter 1/Swashbuckler 5/Eisenfaust 3: CR 9; Size
  Medium (Humanoid); HD 5d6+10+3d8+6+1d10+2; hp 68;
  Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 masterwork stud-
  ded leather armor, +1 panzerhand, +2 Light Footed; Atks:
  Longsword +10/+5 melee (1d8+3) and panzerhand +11/+6
  melee (1d6+1); SA Dexterous, Dexterous Strike, Retaliatory
  Blow, Sunder; SQ DR 2/–, Focused Training, Light Footed; 
  SV Fort +8, Ref +6, Will +6; Str 17, Dex 12, Con 14, Int 13, 
  Wis 14, Cha 12; AL NE; Skills: Bluff +12, Climb +5, Hide +4,
  Intimidate +12 (+16 Large), Jump +7, Ride +5, Sense Motive
  +12,   Speak Language (Eisen, Montaigne [alternately, any two
  languages from your campaign setting]); Feats: Ambidexter-
  ity (only with panzerhand in off hand), Brawny, Exotic Shield
  Proficiency (Panzerhand), Exotic Weapon Proficiency
  (Firearms), Expertise, Flashing Steel, Improved Two Weapon
  Fighting, Large, Parry, Sunder (only with panzerhand),
  Toughness, Two Weapon Fighting (only with panzerhand in
  off hand), Weapon Finesse (any applicable weapon, only in
  light or no armor), Weapon Focus (Panzerhand).
  Gunther Metzgar – Henchman (7th Sea™)
  Brawn: 4, Finesse: 2, Wits: 3, Resolve: 3, Panache: 2
  TN to be hit: 25
  Attack Rolls: 7k3 rapier or 4k3 pistol
  Damage Rolls: 5k2 rapier or 4k3 pistol
  Skills: Attack (Heavy Weapon) 2, Attack (Panzer-
  hand) 4, Beat (Heavy Weapon) 4, Bind 
  (Panzerhand) 4, Climbing 3, 
  Disarm (Panzerhand) 4, 
  Exploit Weakness 
  (Eisenfaust) 4, 
  Footwork 3, 
  Leaping 3, Parry 
  (Heavy Weapon) 3, 
  Parry (Panzerhand) 4, 
  Uppercut 4 
  Note: Speaks Eisen, Montaigne. Eisenfaust
  Journeyman.
  Inquisition Agents (5 per coach) (d20™)
  Guards (Warrior) 3: CR 2; SZ Medium (Humanoid); HD
  3d8+3; hp 20; Init +1 (Dex); AC 14 (+1 Dex, + 3 studded
  leather armor); Atks Musket +4 ranged (1d10) OR rapier +5
  melee (1d6+2) ; SA none; SQ none; SV Fort +4, Reflex +2, 
  Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; AL LN;
  Skills: Climb +4, Hide +2, Jump +4, Listen +3, Move Silently
  +2, Speak Language (Eisen [alternately, any one language
  from your campaign setting]), Spot +3; Feats: Exotic Weapon
  Proficiency Firearms), Power Attack.
  Inquisition Agents (5 per coach) (7th Sea™)
  2 Squads (Threat 2, 5 men each)
  TN to be hit: 15
  Usual weapons: Medium (Rapiers), Firearms (Muskets)
  Skills: Attack (Fencing) 2, Attack (Firearms) 2
  Act 3
  Fauner Konrad Pösen (d20™)
  Note: As you can see, Fauner has a range of skills that are
  incredibly impressive. She has a full set of dracheneisen plate
  mail (drachenschuppe), a dracheneisen panzerhand, a drach-
  eneisen boar spear, and Totung, The Imperator’s sword (+3
  dracheneisen longsword). She is included for completeness’
  sake and not meant to be an opponent for the heroes. If they
  are foolish enough to attack her, feel free to have Fauner and
  her guards inflict whatever woes you can devise upon their
  empty heads.
  
  CHAPTER
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  Eisen Fighter 5/Drexel 2/Eisenfaust 5/Gelingen 1/
  Leegstra 1/Pösen 5/Unabwendbar 1: CR 20; Size Medium
  (Humanoid); HD 5d8+20+14d8+56+1d12+4; hp 205; Init +3;
  Spd 30 ft.; AC 25 (+3 Dex, +10 drachenschuppe, +2 dracheneisen
  panzerhand); Atks: Totung (The Imperator’s Broadsword)
  +30/+25/+20/+15 melee (1d10+10) and dracheneisen panzer-
  hand +24 melee (1d6+4) or dracheneisen boar spear
  +26/+21/+16/+11 (1d8+8); SA Retaliatory Blow, Whirlwinds
  of Steel; SQ Apprentice Level Training (Metzger Stance),
  Concentration, Favored Prey (Kobold), Focused Training
  (Eisenfaust, Leegstra, Pösen), In The Thick, Off-Hand Train-
  ing (Eisenfaust), Schooled In Command; SV Fort +25, Reflex
  +9, Will +15; Str 18, Dex 16, Con 18, Int 15, Wis 14, Cha 16; AL
  LN; Skills: Bluff +9, Diplomacy +12, Handle Animal +7, Heal
  +5, Intimidate +23, Knowledge (War) +12, Ride +17, Search
  +6, Sense Motive +19,  Speak Language (Eisen, High Eisen,
  Théan [alternately, any three languages from your campaign
  setting]), Spot +11, Wilderness Lore +10; Feats: Ambidexter-
  ity (only with panzerhand on off-hand), Appearance (Above
  Average), Cleave, Combat Reflexes, Endurance, Exotic Shield
  Proficiency (panzerhand), Great Cleave, Indomitable Will,
  Iron Will, Leadership, Mounted Combat, Orders, Power
  Attack, Proud, Ride-By Attack, Spirited Charge, Sunder (only
  with panzerhand), Toughness (gained twice), Two Weapon
  Fighting (only with panzerhand in off-hand), Warrior Born,
  Weapon Expert (Longsword), Weapon Focus (Boar Spear,
  Longsword, Panzerhand, Zweihander), Weapon Specializa-
  tion (Boar Spear, Longsword, Zweihander).
  Fauner Konrad Pösen – Villain (7th Sea™)
  When Fauner was introduced in the Eisen™ book, she was pre-
  sented as a Villain but with a strong sense of honor and a  desire
  to do the right thing. However, over time, she has grown into a
  complex character driven by a deep love of her nation, and thus
  should not be regarded as unrelentingly evil. She is, however,
  inordinately stubborn and frequently harsh and blunt.
  Brawn: 5, Finesse: 4, Wits: 3, Resolve: 5, Panache: 4
  Reputation: –70 (see note above)
  Background: Fear (of Romance)
  Arcana: Proud
  Advantages: Academy, Appearance (Above Average), Combat 
  Reflexes, Dracheneisen, Eisen Accent (North), 
  Indomitable Will, Eisen (R/W), High Eisen (R/W), Théan 
  (R/W), Noble (She does not have membership in the 
  Swordsman’s Guild because she thinks it is silly.)
  Athlete: Climbing 2, Footwork 5, Sprinting 3, Throwing 3, 
  Break Fall 1, Leaping 3, Lifting 2, Rolling 4, Swimming 2, 
  Swinging 3, Side-step 5
  Commander: Ambush 4, Artillery 3, Diplomacy 2, Incitation 2, 
  Leadership 4, Logistics 4, Strategy 4, Tactics 5
  Courtier: Dancing 1, Diplomacy 2, Etiquette 2, Fashion 2, 
  Oratory 2, Politics 4
  Doctor: Diagnosis 2, First Aid 3
  Hunter: Ambush 5, Stealth 3, Tracking 4
  Rider: Ride 5
  Dirty Fighting: Attack (Dirty Fighting) 4, Eye-gouge 5, Throat 
  Strike 5
  Drexel (Master): Disarm (Heavy Weapon) 5, Lunge (Heavy 
  Weapon) 5, Pommel Strike (Heavy Weapon) 5, Exploit 
  Weakness (Drexel) 5
  Eisenfaust (Master): Beat (Heavy Weapon) 5, Bind (Panzer-
  hand) 5, Disarm (Panzerhand) 5, Exploit Weakness (Eisen-
  faust) 5
  Firearms: Attack (Firearms) 3
  Gelingen (Master): Exploit Weakness (Bear) 5, Exploit 
  Weakness (Ghoul) 5, Exploit Weakness (Horse) 5, Exploit 
  Weakness (Kobold) 5, Exploit Weakness (Siren) 5, Exploit 
  Weakness (Wolf) 5
  Leegstra (Master): Beat (Heavy Weapon) 5, Corps-à-Corps 5, 
  Lunge (Heavy Weapon) 5, Exploit Weakness (Leegstra) 5, 
  Heavy Weapon: Attack (Heavy Weapon) 5, Parry (Heavy 
  Weapon) 5
  Panzerhand: Hand (Panzerhand) 5, Parry (Panzerhand) 5, 
  Uppercut 5
  Polearm: Attack (Polearm) 5, Parry (Polearm) 5
  Pösen (Master): Beat (Polearm) 5, Charge (Polearm) 5, Lance 
  (Polearm) 5, Exploit Weakness (Pösen) 5
  Unabwendbar (Master): Advance 5, Charge 5, Envelop 5, Hold 
  Ground 5, Trim Line 5, Withdraw 5
  Wrestling: Grapple 3, Escape 5, Head Butt 3
  Full suit of drachenschuppe: 24 Armor Points, +10 to TN
  to be hit, –2 Kept dice from attacker’s damage
  Dracheneisen Boar Spear: +1 Unkept die when using
  Polearm Knacks
  Totung (the Imperator’s Dracheneisen Sword): +2
  Unkept dice when using Heavy Weapon Knacks
  Montegue du Montaigne (d20™)
  Although born a peasant, Montegue rose through the ranks
  of the military and distinguished himself by his skill at arms
  and his noble demeanor. The ruler of Montaigne (who was
  still using the title of “King”) was so impressed that he over-
  looked the man’s humble origins and permitted him to marry
  his youngest daughter, Princess Dominique and add “du
  Montaigne” to his name. A modest man, he usually goes by
  his first name alone.
  Montaigne Fighter 5/Valroux Swordsman 5: CR 10; SZ M
  (humanoid); HD 10d10+10; hp 74; Init +6 (+2 Dex; +4
  Improved Initiative); Spd 30 ft.; AC 18 (+2 Dex; +6 Unar-
  mored Defense Proficiency); Atks: Masterwork rapier +12/+7
  melee (1d6+3) and main gauche +10 melee (1d4+2) OR pistol
  or musket +12 ranged (1d10); SA Raise the Stakes; SQ
  Focused Training, Nimble; SV Fort +9, Ref +4, Will +11; Str
  12, Dex 14, Con 13, Int 15, Wis 16, Cha 19; AL LG; Skills: Bluff
  +16, Climb +4, Diplomacy +10, Escape Artist +5, Jump +3,
  Knowledge (military history) +8, Ride +10, Sense Motive +13,
  Speak Language (Eisen, Montaigne, Théah, Ussuran [alter-
  nately, any four languages from your campaign]), Swim +4,
  Tumble +14, Wilderness Lore +9; Feats: Ambidexterity (only
  in light or no armor, with a fencing weapon and short blade),
  Combat Virtuoso, Exotic Weapon Proficiency (firearms),
  Expertise (only with rapier and main gauche), Indomitable
  Will, Iron Will, Leadership, Orders, Power Attack (Only with
  rapier and main gauche), Two Weapon Fighting (only in light
  or no armor, with a fencing weapon and short blade), Unar-
  mored Defense Proficiency (beginner), Unarmored Defense
  Proficiency (intermediate), Weapon Focus (main gauche),
  Weapon Focus (rapier), Weapon Specialization (main
  gauche), Weapon Specialization (rapier), Willful (virtue).
  
  CHAPTER
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  47
  Montegue du Montaigne – Hero (7th Sea™)
  Brawn: 3, Finesse: 4, Wits: 4, Resolve: 5, Panache: 5
  Reputation: 120
  Background: None
  Arcana: Willful
  Advantages: Eisen (R/W), Montaigne (R/W), Théan (R/W), 
  Ussuran, Commission (General), Indomitable Will, 
  Swordsman’s Guild, Academy, Montaigne Accent (South)
  Commander: Ambush 5, Artillery 4, Incitation 5, Leadership 5, 
  Logistics 5, Strategy 5, Tactics 5
  Fencing: Attack (Fencing) 5, Parry (Fencing) 3
  Firearms: Attack (Firearms) 4, Reload (Firearms) 3
  Hunter: Stealth 1, Survival 2, Tracking 2
  Knife: Attack (Knife) 1, Parry (Knife) 5
  Rider: Ride 4
  Streetwise: Scrounging 4, Shopping 1, Socializing 3, Street 
  Navigation 2
  Valroux (Master): Double Parry 5, Feint 5, Tagging 5, Exploit 
  Weakness (Valroux) 5
  (For more information, see Montaigne™ and The Montaigne Rev-
  olution.™)
  Eisen Soldiers, Pösen Iron Guard (d20™)
  Human Eisen Théan Ranger 5/Gelingen 1/ Pösen Iron
  Guard 1: CR 7; SZ Medium (humanoid); HD 1d8+2
  +6d10+12; HP 61; Init +2 (Dex); Speed 30 ft; AC 17 (+2 Dex, +5
  Unarmored Defense Proficiency); Atks Longsword +11
  melee (1d10+3); SA Favored Enemy, Favored Prey; SQ Iron
  Guard Membership, Provided By Nature (Healing Herbs); SV
  Fort +10, Reflex + 3, Will +8; Str 17, Dex 14, Con 14, Int 15,
  Wis 16, Cha 13; AL LG; Skills: Balance +7, Bluff +5, Climb +9,
  Heal +8, Hide +7, Intimidate +7, Intuit Direction +9, Jump +9,
  Knowledge (nature) +9, Listen +8, Move Silently +7, Search
  +8, Speak Language (Eisen, High Eisen, Montaigne [alter-
  nately, any three languages native to your campaign setting]),
  Spot +9, Wilderness Lore +11; Feats: Ambidexterity (only in
  light, medium, or no armor), Iron Will, Track, Two Weapon
  Fighting (only in light, medium, or no armor), Unarmored
  Defense Proficiency (Basic), Weapon Expert (Longsword),
  Weapon Focus (Longsword).
  Eisen Guard [Pösen] (7th Sea™)
  Brawn: 3, Finesse: 2, Wits: 3, Resolve: 2, Panache: 2
  Reputation: 0
  Background: none
  Advantages: Castillian, Eisen (R/W), Vodacce; Eisen Accent 
  (North), Keen Senses, Membership: Iron Guard, 
  Toughness
  Doctor: Diagnosis 1, First Aid 1
  Hunter: Stealth 1, Survival 2, Tracking 1
  Athlete: Climbing 1, Footwork 2, Sprinting 1, Throwing 1
  Dirty Fighting: Attack (Dirty Fighting) 1
  Heavy Weapon: Attack (Heavy Weapon) 3, Parry (Heavy 
  Weapon) 1
  Gelingen (Apprentice): Exploit Weakness (your choice) 3
  (For more information, see Swashbuckling Adventures™, Iron
  Guard, Ch. 3: Prestige Classes and Eisen.™)
  Act 4
  Marcello Caligari – Vodacce Leader (d20™)
  Vodacce Noble 1/Fighter 4/Villanova 3: CR 8; Size
  Medium (Humanoid); HD 4d8+8+4d10+8; hp 63; Init +2
  (Dex); Spd 30 ft.; AC 18 (+2 Dex, +6 Unarmored Defense 
  Proficiency); Atks: Masterwork rapier +8/+3 melee (1d6+2)
  and dagger +8 melee (1d4+1); SA Feinting, Stop-thrust; 
  SQ Commanding Presence +1, Focused Training; SV Fort +7, 
  Ref +6, Will +5; Str 15, Dex 14, Con 15, Int 13, Wis 12, Cha 14;
  AL LE; Skills: Bluff +12, Climb +6, Diplomacy +8, Gather
  Information +6, Intimidate +12, Jump +6, Sense Motive +11,
  Speak Language (Vodacce, Montaigne [alternately, any four
  languages from your campaign]), Spot +5, Tumble +12; Feats:
  Ambidexterity (only in light or no armor with a small blade
  in off-hand), Combat Reflexes, Expertise, Left Handed, Parry,
  Riposte, Two Weapon Fighting (only in light or no armor
  with a small blade in off-hand), Unarmored Defense Profi-
  ciency (Beginner), Weapon Focus (Dagger, Rapier), Weapon
  Specialization (Rapier).
  Marcello Caligari – Scoundrel (7th Sea™)
  Brawn: 3, Finesse: 3, Wits: 2, Resolve: 3, Panache: 2
  Reputation: 0
  Background: Debt
  Arcana: none
  Advantages: Montaigne, Vodacce (R/W); Combat Reflexes, 
  Left-Handed, Noble, Membership (Swordsman’s Guild) 
  Athlete: Break Fall 3, Climbing 2, Footwork 3, Sprinting 3, 
  Swinging 3, Throwing 3
  Courtier: Dancing 5, Etiquette 3, Fashion 1, Oratory 1, 
  Politics 2, Scheming 3, Sincerity 4
  Spy: Bribery 4, Shadowing 3, Stealth 3
  Fencing: Attack (Fencing) 4, Parry (Fencing) 3
  Knife: Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 4
  Villanova (Journeyman): Double Parry 4, Feint 4, Stop Thrust 4, 
  Exploit Weakness (Villanova) 4
  Sofia Caligari (d20™)
  Vodacce Expert 7: CR 6; Size Medium (Humanoid); HD
  7d6+14; hp 41; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atks:
  Dagger +5 melee (1d4); SA none; SQ none; SV Fort +4, Ref +3,
  Will +8; Str 11, Dex 12, Con 14, Int 18, Wis 16, Cha 13; AL LN;
  Skills: Balance +11, Bluff +11, Climb +10, Craft (Balloon
  Making) +11, Craft (Basket Making) +4, Knowledge (History)
  +14, Knowledge (Mathematics) +14, Knowledge (Natural Phi-
  losophy) +14, Knowledge (Physics) +14, Listen +16, Sense
  Motive +13, Speak Language (Eisen, Montaigne, Vestenman-
  navnjar [alternately, any four languages from your campaign]),
  Spot +16; Feats: Alertness, Craftsman, Keen Senses, University.
  Sofia Caligari – Scoundrel (7th Sea™)
  Brawn: 2, Finesse: 2, Wits: 4, Resolve: 3, Panache: 2
  Reputation: –5
  Background: Moment of Awe
  Arcana: none
  Advantages: Keen Senses, University
  Athlete: Climbing 2, Footwork 3, Sprinting 3, Throwing 3
  Ballooning*: Balance 3, Care & Maintenance 4, Inflating 2, 
  Pilot 2
  
  CHAPTER
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  48
  Scholar: Astronomy 2, History 3, Mathematics 3, Natural 
  Philosophy 3, Occult 1, Philosophy 1, Research 4, Theology 3
  Servant: Accounting 2, Etiquette 2, Fashion 2, Haggling 3, 
  Menial Tasks 4, Unobtrusive 4
  Knife: Attack (Knife) 4, Parry (Knife) 3, Throw (Knife) 2
  *BALLOONING (FOR THE PURPOSES OF THIS SCENARIO)
  Balance: Ability to keep one’s balance and defending one-
  self while aloft, if necessary.
  Care and Maintenance: Ability to pack, transport it without
  damage, unpack it, and put it together. Ability to look for and
  repair fabric tears and rips, frayed rope, and unstable baskets.
  Inflating: Ability to get the balloon ready for flight without
  setting fire to it. Also how to get a fire hot enough to do the
  job and reduce inflation time.
  Pilot: To know how to judge wind speed and weight. After a
  few experiments they may even realize wind direction
  changes at different heights, but for the moment they are
  slaves to wind.
  12 Vodacce Brutes (d20™)
  Vodacce Warrior 4: CR 3; SZ Medium (Humanoid); HD
  4d8+4; hp 24; Init +2 (Dex); AC 15 (+2 Dex, + 3 studded
  leather armor); Atks Rapier + 5 melee (1d6+1) OR pistol or
  musket +6 ranged (1d10); SA none; SQ none; SV Fort +5,
  Reflex +3, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha
  8; AL NE; Skills: Balance +4, Climb +4, Jump +4, Move
  Silently +5, Speak Language (Vodacce [alternately, any four
  languages from your campaign]), Spot +2, Tumble +2; Feats:
  Exotic Weapon Proficiency (Firearms), Point Blank Shot, Pre-
  cise Shot.
  2 Brute Squads (7th Sea™)
  2 Squads (Threat 3, 6 men each)
  TN to be hit: 20
  Usual weapons: Medium Weapons (Rapiers) or Firearms 
  (Pistols)
  Skills: Attack (Firearms) +1, Balance +1, Climbing +1, 
  Leaping +1, Stealth +1
  
  CHAPTER
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  Adventures
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  Invisible College Balloonists (d20™)
  Vodacce Expert 2: CR 1; SZ Medium (Humanoid); HD
  2d6+2; hp 11; Init +2 (Dex); AC 10; Atks Cutlass + 5 melee
  (1d6+1) OR musket +6 ranged (1d10); SA none; SQ none; SV
  Fort +1, Reflex +0, Will +4; Str 10, Dex 10, Con 12, Int 14, Wis
  10, Cha 12; AL N; Skills: Balance +5, Bluff +6, Climb +5, Craft
  (Balloon) +7, Jump +5, Profession (Pilot) +7, Speak Language
  (Vodacce [alternately, any four languages from your cam-
  paign]), Spot +5, Tumble +5, Use Rope +5; Feats: Alertness,
  Exotic Weapon Proficiency (Firearms).
  Invisible College Balloonists (7th Sea™)
  TN to be hit: 10
  Usual weapons: Firearms (Muskets)
  Skills: Attack (Firearms) +1, Balance +1, Climbing +1,
  Leaping +1
  Philippe Gaulle du Motte,
  Master of the Tower (d20™)
  Montaigne Swashbuckler 6/Valroux 4: CR 10; Size
  Medium (Humanoid); HD 6d6+18+4d10+12; hp 79; Init +3
  (Dex); Spd 30 ft.; AC 29 (+3 Dex, +12 Unarmored Defense Pro-
  ficiency, +3 Dashing & Daring, +1 Light Footed); Atks: Mas-
  terwork rapier +13/+8 melee (1d6+4) and masterwork main
  gauche +13 melee (1d4+3); SA Dexterous, Dexterous Strike;
  SQ Light Footed; SV Fort +3, Ref +12, Will +6; Str 10, Dex 11,
  Con 12, Int 14, Wis 13, Cha 16; AL CE; Skills: Balance +9,
  Bluff +13, Climb +8, Diplomacy +13, Jump +8, Listen +9,
  Sense Motive +11,   Speak Language (Eisen, Montaigne,
  Vestenmannavnjar [alternately, any four languages from your
  campaign]), Spot +9, Tumble +13; Feats: Ambidexterity (only
  in light or no armor with a short blade in off hand), Combat
  Reflexes, Dashing and Daring, Envious, Exotic Weapon Profi-
  ciency (Firearms), Expertise,  Parry, Power Attack (only with
  fencing blade and short blade), Unarmored Defense Profi-
  ciency (Beginner, Intermediate, Master), Weapon Finesse
  (any applicable weapon, only in light or no armor), Weapon
  Focus (Main Gauche, Rapier), Weapon Specialization (Main
  Gauche, Rapier).
  Philippe Gaulle du Motte, 
  Master of the Tower – Villain (7th Sea™)
  Brawn: 3, Finesse: 3, Wits: 2, Resolve: 4, Panache: 3
  Reputation: –30
  Background: Obligation
  Arcana: Envious
  Advantages: Eisen, Montaigne (R/W), Vestenmannavnjar; 
  Combat Reflexes, Connections (L’Empereur Léon), 
  Membership (Swordsman’s Guild)
  Athlete: Climbing 3, Footwork 4, Sprinting 3, Throwing 3
  Courtier: Dancing 2, Etiquette 3, Fashion 1, Oratory 1, 
  Scheming 3, Politics 4, Sincerity 4
  Criminal: Ambush 2, Gambling 2, Quack 4, Shadowing 2, 
  Stealth 2,
  Fencing: Attack (Fencing) 3, Parry (Fencing) 2, Throw 
  (Knife) 4
  Knife: Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 4
  Valroux (Journeyman): Double Parry 4, Feint 4, Tagging 4, 
  Exploit Weakness (Valroux) 4
  Orm Stenson (d20™)
  Stenson glowers at his foes until his action comes up and
  then hammers away with an enormous two-handed sword
  and an ear-piercing scream. He always attacks obvious
  Vendels first and after that the largest person present. He has
  very little in the way of strategy, but is so enormous that it
  takes a lot of damage to stop him. He will be at the top of the
  tower and guard Felipe’s retreat.
  Vestenmannavnjar Fighter 3/Bearsarker 5: CR 8; Size
  Medium (Humanoid); HD 3d10+9+5d12+15; hp 83; Init +2
  (Dex); Spd 20 ft.; AC 16 (+2 Dex, +4 hide armor); Atks: Great-
  sword +17/+12 melee (2d8+7); SA Bearsarker Rage 3/day; SQ
  DR 2/–, Unstoppable; SV Fort +10, Ref +4, Will +2; Str 20,
  Dex 14, Con 17, Int 10, Wis 10, Cha 8; AL CE; Skills: Climb +6,
  Jump +6, Intimidate +13, Sense Motive +6, Speak Language
  (Montaigne, Vestenmannavnjar [alternately, any four lan-
  guages from your campaign]), Tumble +8, Wilderness Lore
  +6; Feats: Brawny, Large, Legendary Trait (Strength), Power
  Attack, Sunder, Weapon Expert (Greatsword), Weapon Focus
  (Greatsword).
  Orm Stenson (7th Sea™)
  Brawn: 6, Finesse: 3, Wits: 2, Resolve: 4, Panache: 1
  TN to be hit: 25
  Attack Roll: 7k3 heavy weapon
  Damage Roll: 9k2 heavy weapon
  Skills: Attack (Heavy Weapon) 4, Climbing 2, Footwork 3, 
  Leaping 2, Parry (Heavy Weapon) 4, Rolling 2, Survival 3
  Special: Speaks Montaigne and Vendel. Bearsarker, Large, 
  Toughness
  Tower Brute Squads (d20™)
  Guards (Warrior) 3: CR 2; SZ Medium (Humanoid); HD
  3d8+3; hp 20; Init +5 (+1 Dex, +4 Improved Initiative); AC 14
  (+1 Dex, + 3 studded leather armor); Atks Rapier +5 melee
  (1d6+2) ; SA none; SQ none; SV Fort +4, Reflex +2, Will +1;
  Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; AL LN; Skills:
  Climb +4, Hide +2, Jump +4, Listen +5, Move Silently +2,
  Speak Language (Eisen [alternately, any four languages from
  your campaign]), Spot +5; Feats: Alertness, Improved Initia-
  tive, Power Attack.
  Tower Brute Squads – Henchmen (7th Sea™)
  There is one opponent for every player at the top of the tower,
  plus one at the bottom of the tower and another stationed
  half-way up the tower.
  TN to be hit: 15
  Usual weapons: Medium (Rapiers)
  Skills: –1 to all Social skills — they’ve been away from home a 
  long time!
  The Archbishops of Montaigne (d20™)
  For the purposes of this scenario, all the archbishops have the
  same statistics. Brief character descriptions follow.
  Montaigne Aristocrat 7: CR 6; Size Medium (Humanoid);
  HD 7d6+21; hp 48 ea.; Init +1 (Dex); Spd 30 ft.; AC 11 (+1
  Dex); Atks: Unarmed +6 melee (1d3+1); SA none; SQ none;
  SV Fort +5, Ref +3, Will +7; Str 12, Dex 12, Con 16, Int 15, Wis
  
  CHAPTER
  2
  Adventures
  50
  14, Cha 13; AL LG; Skills: Bluff +8, Diplomacy +11, Gather
  Information +11, Innuendo +9, Intimidate +8, Knowledge
  (Religion) +12, Listen +9, Sense Motive +11, Speak Language
  (Castillian, Montaigne, Théan [alternately, any four languages
  from your campaign]), Spot +9; Feats: Faith, Natural Diplo-
  mat, Ordained, Priest.
  The Archbishops of Montaigne (7th Sea™)
  Brawn: 2, Finesse: 2, Wits: 3, Resolve: 4, Panache: 2
  Reputation: 20
  Background: None
  Arcana: None
  Advantages: Castillian, Montaigne (R/W), Théan (R/W); 
  Faith, Noble, Ordained
  Athlete: Climbing 1, Footwork 3, Sprinting 1, Throwing 2
  Courtier: Dancing 2, Etiquette 3, Fashion 2, Gossip 3, Politics 4,
  Sincerity 2
  Priest: Diplomacy 3, Mooch 3, Oratory 4, Philosophy 2, 
  Theology 4, Writing 3
  Scholar: History 3, Law 3, Mathematics 2, Occult 1, Research 3
  MARIE-CLAIRE D’ARGENEAU
  A striking and passionate young woman who wants no more
  than to mourn her husband and live a quiet life. She is ready
  to fight to protect what she still has.
  CEDRIC DUBOISE DU ARRENT
  A very fat indolent priest who is always hungry.
  IRENE ÉTALON DU TOILLE
  A frail woman who believes Theus will rescue them from
  everything, so does very little to help herself except pray
  incessantly.
  VICTOR ALLAIS DU CRIEUX
  An old man who appears a bit cantankerous, but actually wise
  and kind.
  PIERRE LEVEQUE D’AUR
  The third son of a noble, who wishes he could have been a
  swordsman, most likely to get in the way.
  MARC ROIS ET REINES DU ROGNÉ
  A brave and kind ex-soldier who is now paralyzed by a fear of
  heights!
  LYDIA PRAISSE DU RACHETISSE
  Quiet and reserved, a secret half-blood Porté sorceress
  (Apprentice Knacks at 2, or Porté mage class skills equal to
  level 3).
  COSETTE RICHÉ DU PARIOSSE
  A nervous woman who screams loudly through any danger
  she is near, but does little else. Unless she faints.
  EUGENE SICES DU SICES
  A complete fop who refuses to do anything that may make
  him dirty or uncomfortable. He insists on bathing first thing
  in the morning and washing his feet every night before he
  goes to bed.
  Four ‘n Twenty
  Blackbirds
  “Four ‘n Twenty Blackbirds” is a series of adventures to be run
  in a special manner. The events are split into 24 separate
  pieces that occur over the course of a single day, beginning at
  noon and ending at noon the following day. Likewise, the
  adventure is intended to run over the course of 24 hours of
  real time, broken up into different gaming sessions. The cor-
  respondence is not exact since certain activities (like combat)
  normally take less real time than game time while others
  (like travel) take more time. The GM should exercise discre-
  tion in how quickly the clock actually moves, but in general,
  each full hour of game time should take only one hour of real
  time. 
  One of the most important aspects to this adventure is its
  pacing. The heroes are operating against a very definite
  schedule; they may certainly affect these events, but time
  continues to proceed. Should they go a different way than
  specified in this adventure, the GM can reintegrate them in at
  a later hour or skip certain events. There are numerous points
  where Val Mokk, Brun Stenson, or one of the other characters
  in the adventure could summon the heroes. Despite this, the
  heroes should always feel under the gun. One method of
  doing this is to occasionally remind them of the ponderous
  chiming of the Hadewig pendulum clock in the center of
  Kirk or the steady sweep of the light from the lighthouse that
  sits on a steep cliff over the western end of the harbor. (Actu-
  ally setting an alarm clock or timer to go off once an hour to
  illustrate this passage of time will reinforce this concept as
  well.) Both the clock and the lighthouse will appear in the
  course of the adventure, so mentioning them occasionally
  also serves as a form of foreshadowing. 
  There are several deadlines during the adventure and fail-
  ure to meet them will have significant consequences. Most of
  the parts of this adventure are broken into sections and pre-
  sented together. Feel free to mix events from different sec-
  tions that should be occurring simultaneously. For example,
  intersperse the heroes’ ride to the ruin north of town at 7 p.m.
  with the Vestenmannavnjar attack on Joseph Volkner’s home.
  Another important aspect of this adventure are the numer-
  ous “windows” or opportunities for the characters to see
  glimpses of what is occurring in other locations. Many of
  these will be things that the heroes could not possibly know,
  but serve to remind them of the passage of time. In other
  cases, they feature events and people with whom the heroes
  will interact later in the adventure, again to foreshadow
  future events and to generate more interest and excitement.
  These are not generally meant to take up a lot of time and will
  often only consist of no more than a sentence or two read
  with the chiming of the clock. The best time to use a window
  is during travel times between locations within the city. Since
  it takes between fifteen minutes and half an hour for any
  such trip, these often include slow moments where the GM
  can introduce such insights into other important events. 
  Two of the “windows” are more extensive and require that
  the players either create new characters or use ones provided
  by the GM. These are not the heroes of the adventure and
  should be treated as henchmen. (d20:™ the characters should
  be 2–3 levels lower than the players’ normal characters and
  
  CHAPTER
  2
  Adventures
  51
  will surrender when their hit points drop to 10 or less; 7th
  Sea:™ the characters are knocked unconscious when they
  receive dramatic wounds equal to their Resolve.)
  Please note that the events listed here are not presented
  with full details. The GM is responsible for dealing with
  heroes who act outside the scope of the adventure. Good
  luck! The clock is ticking…
  Noon to 4:00 p.m. –  
  The Jeweled Rose
  Wherein the heroes discover that someone has stolen a jew-
  eled rose from an important Vendel merchant on the night
  before he planned to present it to his beloved. Can they foil
  the villain’s plans and help true love prevail?
  Noon: The Law Comes A’Knocking
  The adventure begins in the city of Kirk, port and capital of
  the island nation of Vendel. At least one of the characters has
  had previous contact with a merchant or Vendel official in a
  matter that required some discretion. (He can by anyone suit-
  able to your campaign.) This contact told his good friend,
  Brun Stenson, about the hero’s invaluable assistance. Stenson
  was robbed and is desperate to recover his lost goods, so when
  he hears that the police are questioning the heroes, he comes
  to their aid, in the hopes that they will return the favor. The
  time of day should be noon exactly and the heroes should be
  within their quarters, which could be a ship’s quarters, a
  hostelry, or any other convenient location (all that is neces-
  sary is that the heroes remain there for at least one day).
  Just as the bells of a distant church chime out the noon
  hour, you hear a heavy knock at the door. You open it and
  greet a short, stout man who has a sour expression and
  an elaborately carved walking stick. Behind him, you
  can make out a dozen or so men dressed in the uniform
  of the Kirk constabulary. They shuffle their feet 
  nervously as the man confidently (and loudly) declares,
  “I am Lord Sheriff Ivar Dags, head of the Kirk police. 
  I must ask you to step aside while my men might search
  the premises.” 
  Dags is completely within his legal rights to search the
  place. Should the heroes refuse him or attempt to argue, he
  calmly (and loudly) explains the law and request that the
  heroes step aside. Should the heroes offer strong resistance,
  he will certainly provide them with less support later in the
  adventure. Also if anyone attempts to assault the constables,
  Dags retreats and places an order for their arrest. Constables
  in groups of 12 will attempt to arrest the heroes periodically
  (approximately once every three hours) until the heroes apol-
  ogize to him and pay a steep fine. Should the heroes attempt
  to bribe Dags or his party, he will be deeply offended and
  attempt to arrest them immediately. 
  Once inside the room, he orders his men his men to search
  for the items and begins questioning the heroes as to their
  whereabouts last night. He takes notes about their answers,
  especially anyone who might corroborate their story. He has
  a witness (albeit an unreliable one) who saw someone match-
  ing the description of one of the heroes leaving the scene of a
  crime last night. He will not provide any further information,
  but his questions become more pointed as his men continue
  searching. They are obviously looking for something small
  and extremely valuable. 
  After several minutes of questioning — and before the
  heroes can do anything foolish — another knock on the door
  draws everyone’s attention. 
  A tall blonde man strides in and glances around the
  room before nodding gravely. “Master Dags, what is the
  meaning of this?” 
  “I am conducting an investigation about the theft
  from your home, Master Stenson.”
  “Here?! I’m afraid you’re mistaken. I have it upon good
  authority that these are noble and blameless men; I am
  certain that they are innocent of this crime. Be on your
  way, inspector, find the true culprits.” 
  Reluctantly Dags has orders his men from the room,
  politely nods to each of you, and then strides out. 
  Master Stenson turns to you. “Again, I must apologize.
  Our good sheriff is under a great deal of pressure to
  recover something stolen from my house last night. 
  I must have it back within a matter of hours. However,
  when I heard that he was investigating the same people
  who helped out my friend so recently, I knew that it
  must be a mistake.” 
  His friend is, of course, the merchant the heroes
  helped previously. “However, since you are now
  involved, in a way, I must beg of you. I have heard that
  you are a group of talent and discretion. Could you help
  me recover my missing rose?” 
  If the heroes are reluctant, he will mention that true love
  rests in the balance and that he is willing to reward them for
  their assistance. Should they still refuse, he will leave deeply
  saddened. If they accept, he insists on bringing them to his
  home where they can examine the scene of the crime and tell
  them everything he knows about the theft on the way. 
  Master Stenson is a merchant, aide to Val Mokk, and
  ambassador from Vendel to the nation of Ussura. He returned
  from there only yesterday morning and discovered that Inga
  Snyder, the woman he has been courting for months, has a
  new suitor — a Vodacce merchant name Luco Villanova.
  Stenson bought a beautiful rose crafted of silver, rubies, and
  emeralds while he was in Ussura and had planned to give it to
  Inga as an engagement present. The rose is a coiled stem of
  silver from which delicate petals spread. Each petal is covered
  in rubies while the stem and leaves are covered in emeralds to
  form the illusion of a living flower. It measures two inches in
  radius and six inches high.
  Discovering that Villanova is hosting a garden party tomor-
  row (which is now today), he decided that this would be the
  perfect time to propose to his ladylove and told her that he
  would have a surprise for her at four o’clock. After having
  dinner with his friend and mentor, Val Mokk, Stenson
  returned home, only to discover that he had left his favorite
  cloak at Mokk’s estate outside the city. He sent his butler to
  retrieve it, locked the rose in his safe, and retired for the
  evening. 
  
  CHAPTER
  2
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  52
  When he awakened this morning, he opened the safe to
  admire the jeweled rose again and discover that it was miss-
  ing. The only people with keys are Stenson himself and his
  butler, José Gadeva, who returned this morning with the
  cloak. 
  The search, speaking to Stenson and traveling to his home
  should take an hour. More details of the crime follow under
  the following hour. 
  1:00 p.m. – Floral Investigations
  The focus of this hour is to determine who stole the jeweled
  rose.
  Brun Stenson tells the heroes everything he knows. 
  Last night, he returned from a meeting with Val Mokk — the
  jeweled rose in the safe — and went to bed. Upon waking in
  the morning, he and his butler discovered that the jeweled
  rose was missing. He informed the Sheriff Dags who has been
  pursuing an investigation since then. Stenson’s groom claims
  to have seen three suspicious men last night outside his
  window and Dags has been attempting to find them. One of
  these men apparently bore a striking resemblance to one of
  the heroes. A handful of people knew about the rose but only
  three (Stenson, Gadeva, and Mokk) know where Stenson
  kept it. The only keys to the safe belong to Stenson and
  Gadeva, who both wear them about their necks on a leather
  thong, and neither key is missing. Stenson has complete faith
  in Gadeva.
  Once he has brought the heroes to his home, Stenson
  allows them to wander through the house, speak to his staff,
  and proceed as they see fit. Meanwhile, he will speak to sev-
  eral merchants to determine whether anyone has tried to sell
  the jeweled rose. In his desperation to find the item, Stenson
  will use every means he can: he is convinced that it is the only
  way to win his beloved Inga.
  Stenson’s home, located on a fairly busy street, is a small
  two-story building surrounded by a solid six-foot wall. The
  first floor contains a kitchen, dining room, servants’ quarters,
  and a parlor. The upstairs contains two bedrooms and an
  office. Also within the walled complex is a two-stall stable,
  and coach building with an exit out onto a small alleyway to
  the side of the house. Stenson divides his time between here,
  his larger estate several hours outside of Kirk, and aboard his
  ship on merchant voyages. Since he spends so little time at
  the city house, only Javier and his wife live there full time.
  The other staff comes from the estate. 
  • The butler, José Gadeva, is a Castillian who has worked for
  Stenson for more than 12 years. He is calm and reserved,
  and cares for all of his master’s holdings during Stenson’s
  many absences. 
  • His wife Jana is a Vendel whose sharp tongue hides a true
  love of her husband. The groom is a young teenager named
  Karl who loves working with horses, but has problems
  relating to humans. 
  • The underbutler is young man name Franz who has only
  worked here for a few months, since the departure of the
  previous underbutler. He may appear suspicious since Jens
  says that his bed was not slept in last night and he refuses
  to explain his whereabouts last night.
  • Gertie, the maid, is a rather homely and extremely shy girl
  who has taken a liking to the underbutler and was up talk-
  ing to him until dawn. 
  The cook, underbutler, and the maid did not see or hear
  anything unusual last night. If asked about other servants,
  they will admit that until a few months ago another man was
  employed here as underbutler, but they will not say more,
  insisting that the heroes ask the butler.
  If the butler is asked about keys or any former employees,
  he will turn pale and attempt to deny it. After a moment, he
  admits that there was another employee: his brother Javier
  whom José was forced to fire when he discovered that Javier
  had stolen his key to the safe and was tampering with it.
  While José knows that Javier has found another position as a
  servant within the city, he does not know for whom. He did
  not mention him to Sheriff Dags or his employer because he
  did not want to besmirch his family’s name or bring suspicion
  on himself.
  The groom confirms what Stenson told them. He was
  sleeping in his loft above the stable, which overlooks the alley
  behind the house. He awakened and saw a group of three
  men pass below his window, heading away from the house
  towards the docks. The only one he saw clearly was the one
  who bore a resemblance to one of the heroes. He thought
  nothing of it until the butler asked if he had seen anything
  suspicious. 
  If the street is examined, there are traces of an orange
  powder on the ground. This powder is cumin, a very uncom-
  mon spice native to the homelands of the hero whom the
  groom identified. The cook or the accused hero can identify
  the powder.
  If the heroes want to examine the safe, it is located in a
  closet off Stenson’s office on the second floor. The safe was
  locked when the theft was discovered, but all of the items had
  been swept to one side within it. There are no signs of forced
  entry, but there are a few clumps of a strange grey mud
  beneath the safe, an orange-ish powder, and some strange dis-
  coloration on the wood. If the party attempts to move the safe
  (which requires two strong men), the back leg of the safe falls
  off. Close examination reveals that the leg had been corroded
  for some time and was actually held in place with a gray plas-
  ter. The discoloration on the wood is from the acid used to cor-
  rode the safe leg several months ago. The hole is large enough
  for a small man to put his arm through. When the safe was
  lifted up last night, someone pulled off the leg, reached in and
  pulled out the jeweled rose. Very faint tracks of black soil lead
  from the safe to the window. The soil matches the dirt of the
  alleyway and the orange powder is cumin. 
  If the heroes ask around, they can quickly discover that
  only one merchant in Kirk deals with cumin. If approached,
  the merchant denies any knowledge or involvement in the
  situation, although he does own a warehouse down at the
  docks. If the party checks out the warehouse, they find that a
  dozen squatters have made a home there. These thugs resist
  any intrusion into their area, though most had no connection
  to the crime. They say that a Castillian servant named Javier
  Gadeva hired two of them last night to break into a house.
  Afterwards, he paid them well, but the men were suspicious
  and followed him home. For the right price, they will tell the
  party where he went.
  
  CHAPTER
  2
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  53
  Otherwise, if they know that Javier Gadeva is responsible,
  the heroes can discover where he works. The Butler’s Guild
  can provide the information, as can many servants within the
  town. Javier Gadeva is the head butler at the home of Luco
  Villanova, a Vodacce merchant who attended a recent mer-
  cantile and tradesmen meeting at the nearby sea fort of Hof-
  sjokull before coming to Kirk. Since arriving, he has
  attempted to forge alliances and trade agreements with sev-
  eral merchants while also hosting numerous parties, ostensi-
  bly to reduce Vendel/Vodacce tensions. 
  If the party goes to the rented house, they find Villanova’s
  household in a state of turmoil: most of the servants are
  preparing for the garden party later that afternoon. Neither
  Villanova nor his butler is home. Should the heroes sneak
  into his home, they will not find the rose there.
  2:00 p.m. – Get Me to the Party on Time
  If the heroes have not yet completed their investi-
  gation of the home, they can finish it during this
  hour. Stenson has resigned himself
  to not finding the rose, but will still
  go to the garden party, simply to be
  near the woman he loves. The heroes
  will almost certainly realize that Vil-
  lanova has the rose and probably has
  it in his possession at the garden
  party. Now they must make their way
  to his party and get inside. Invitations
  can be forged, purchased from many
  merchants in town for a reasonable
  price, or “obtained” at his house. Per-
  haps Stenson’s butler can trade some
  favors to obtain one. Exact details are
  left to the GM; all invitations allow
  the person to bring one guest (which
  includes a bodyguard). Once they
  have invitations, the party must still
  find attire appropriate to the occa-
  sion. Even with an invitation,
  anyone shabbily dressed will be
  refused entrance. 
  The party might also simply
  go to the party in hopes of sneak-
  ing into the house, or they might
  try to hire on as temporary staff
  for the event. Several of Vil-
  lanova’s personal servants
  were hiring additional help
  for the afternoon but will only
  hire those who can speak Vendel and
  look at least somewhat respectable. Members of the Swords-
  man’s Guild or others trained in the martial fields might be
  hired for security duty while some might be instructed to cir-
  culate among the guests with trays of appetizers or drinks. (If
  anyone is hired for security duty, assign at least one of them
  to the wrought iron gate within the hedge maze along with
  one of Villanova’s personal servants.) All servants and security
  are required to wear a tabard of black with silver trim (Vil-
  lanova’s personal colors) to denote their status. Servants will
  be paid a half-guilder after the party with bonuses for excep-
  tional service ranging from one to five guilders. 
  If the party likes to split up, this is an ideal situation for
  that. Regardless of the methods used, the focus should be on
  getting to the party as directed (the party actually begins at 3
  p.m.)  Should the heroes get lost, they will need to ask direc-
  tions, which might attract unwanted attention, or (if the GM
  is feeling kind), they might run into Javier Gadeva in the
  streets. He is carry a very large book which he drops and
  hastily picks up. Depending on how well they roll, someone
  in the party might see the flash of something sparkling. Then
  again, Gadeva’s behavior is plenty suspicious as it is. If they
  give chase, they will end up at the rented estate. “Windows”
  should be kept to a minimum during this hour, especially if
  the heroes have decided to split up to infiltrate the party.
  3:00 p.m. – The Party’s The Thing
  This hour focuses on Villanova’s garden party, which is
  being held on the grounds of a beautiful rented estate
  with a spectacular botanical garden displaying dozens of
  unusual plants and flowers. A large driveway allows car-
  riages to drop off passengers at the entrance to the garden
  while a smaller entrance beside it allows servants to enter
  and leave without disturbing the guests. To the right, a
  large greenhouse provides protection for those
  plants that require warmer temperatures and
  to the left, a large hedge maze spreads out
  over several hundred square feet. Niches
  within the maze hold benches, musi-
  cians playing soft music, and
  flowerbeds of beautiful
  tulips. A large wrought
  iron gate leading from
  the 
  hedge 
  maze
  straight onto the street
  is kept locked and
  two men dressed
  in the black and
  silver livery of Villanova direct
  curious pedestrians to move along.
  In the clear space between the
  hedge maze and the green house,
  tables of appetizers and other
  treats are set out and the guests
  can stroll at leisure. A large area is kept
  open to allow dancing. A small creek runs
  through the center of this area and several 
  delicate-looking bridges span
  the small expanse of water. 
  Allow the heroes to
  mingle with the crowd in whatever guise
  they have chosen and investigate as they see fit for half an
  hour. This gives them a chance to meet and talk amongst
  themselves for several minutes as well. They should defi-
  nitely notice that a number of people wearing black mourn-
  ing garb. Several high-ranking Vendel have died of natural
  causes over the course of the past week and Vestenmannavn-
  jar warriors killed several others on their way to Kirk. The
  guests run the gamut from simple merchants to members of
  the Vendel Council — including Val Mokk himself —
  although many foreigners are also present. Stenson and Inga
  are here as well, although the Vendel man will not attempt to
  be with her. 
  
  CHAPTER
  2
  Adventures
  54
  This is a perfect opportunity to allow those heroes with a
  courtier or upper class background to display their skills as
  they must maneuver through the growing crowds without
  causing suspicion. Luco Villanova himself remains in the
  open area as he greets his guests. Anyone with an invitation
  will encounter him as they enter the garden. 
  He is a tall, rather ominous-looking Vodacce man, not
  unlike his more famous cousin. After only a few words, the
  heroes can tell he is a cold, sarcastic man who enjoys mocking
  everyone he meets (again, not unlike his cousin.) He is not
  wearing the jeweled rose and any accusation that he has
  stolen it will be met with disdain. 
  “A jeweled rose is a common item. There are doubtless
  three or four within Kirk alone. Of course, in a true mercan-
  tile city such as Dionna, there would be dozens.” 
  Mistress Snyder, dressed in a splendid green velvet gown,
  is upon his arm and he constantly attempts to amuse her with
  his rude comments about the other guests. She chuckles
  appreciably, but is obviously ill at ease.
  In actuality, Javier Gadeva still has the rose. Villanova’s plan
  is to have Javier arrive at the party at 3:30 at the wrought iron
  gates opening onto the hedge maze. When the servant opens
  the gate, Gadeva will enter carrying with the large book
  beneath his arm and sneak through the hedge maze for a few
  minutes. At 3:45, Villanova will begin gathering people at a
  small bridge in the center of the garden for an announce-
  ment. He will then relinquish the bridge to Stenson, saying
  that the kindly Val Mokk has asked him to give Stenson an
  opportunity to make an announcement.
  Villanova expects Stenson to look shocked and stumble
  over his words, then abandon the field to his rival, which will
  afford Villanova the opportunity to begin a long elaborate
  speech about the flowers surrounding them and how 
  Mistress Snyder’s beauty outshines them all. During this
  speech, Gadeva will step from the hedge maze with a large
  book which is actually a box containing the jeweled rose. The
  butler will open the book with a flourish, Villanova will take
  the rose and present it to Mistress Inga, and everyone (except
  Stenson) will live happily ever after. 
  It is up to the heroes to intercept Gadeva, retrieve the rose,
  and return it to Stenson. If they use some discretion, they can
  defeat the butler inside the hedge maze with a minimum of
  witnesses. If not, they will need to prove that the rose actually
  belongs to Stenson. Villanova will claim that his butler pur-
  chased the rose this morning, a claim that Gadeva will back
  up by claiming that he bought it from an Ussura sailor who
  immediately left port. Villanova will then insist that the
  matter be decided by a duel with the winner keeping the rose.
  Dags and his constables will be unable to touch Villanova
  without far more evidence.
  Gadeva is not a very skilled swordsman, but his footwork is
  quite good and he ignores attacking in favor of simply
  defending himself, confident that if he can reach Villanova,
  his employer will protect him. Gadeva is not truly a villainous
  man, but rather a fledgling scientist who commits crimes
  solely to fund his experiments into the properties of metallic
  substances and acid. 
  Should the heroes get the rose to Stenson in time, he will
  propose to Mistress Snyder with it. She will happily agree and
  Villanova will be unable to do anything beyond fume. In
  truth, Snyder does not care about the rose — she has been
  waiting months for Stenson to get around to proposing and
  had just about given up on him. The happy couple will tour
  the gardens arm in arm to the applause of those watching. 
  If the heroes fail, Villanova will propose to Snyder and
  without any word from Stenson about his feelings, she will
  reluctantly accept. This becomes important later on in the
  episode, so keep track of the outcome. 
  Windows should be kept to a minimum during this hour,
  especially if the heroes are not at the party together. 
  WINDOWS
  These brief descriptions should be spread out over the course
  of this section: 
  • Servants dressed in black and silver livery set up tables in a
  beautiful garden while gardeners are making a few last
  minute trims on an elaborate hedge maze. 
  • A dark-haired woman stands at the railing of a ship gazing
  towards the port of Kirk coming closer. 
  • A burly, unkempt Vestenmannavnjar awakes from a deep
  sleep. He raises his head to look about the small room,
  almost a closet, where he had slept upon the floor. Some-
  one slipped a note beneath the door and he reaches out for
  it. The hand-written note is just an address, but he nods and
  stands up with excitement. 
  • Servants dressed in black and silver livery scurry about
  making last minute adjustments and placing out punch-
  bowls. 
  • A beautiful blonde woman laces up her green velvet for the
  party. 
  • The aforementioned dark-haired woman stares towards the
  port as her ship leisurely drifts up to the dock. With a nod
  to the captain, she strides down the gangplank as it is low-
  ered and disappears into the crowd of merchants, sailors
  and others who throng the docks. 
  • Sheriff Ivar Dags stands before a seated man and is 
  obviously interrogating him. 
  • A large Vestenmannavnjar steps into a darkened tavern and
  glances around. Even through the darkness, the place is
  decrepit and seedy. With a grimace, he motions several
  men to approach. The first one is a short, broad man with a
  twisted scar across his left cheek strides up happily, “Orf, 
  it has been...” The large Vestenmannavnjar shakes his head
  and draws the other man into the shadows where they
  speak together in low tones. Each of the others nods in
  turn and they all leave the tavern together. 
  • Three Vestenmannavnjar are striding down a street near
  the docks when someone calls out from behind them.
  Looking back, they see a constable walking towards them
  with a cautious look on his face. The three casually
  exchange looks, and then flee into the shadows of a ware-
  house.
  REPERCUSSIONS
  During this first section, the heroes’ actions can have pro-
  found repercussions throughout the rest of the adventure. 
  
  CHAPTER
  2
  Adventures
  55
  • If they alienated or attacked Sheriff Dags, he will provide
  little or no aid for the remainder of the scenario. 
  • If the heroes attack and kill Villanova, later events would
  unfold very differently! In this case, introduce his brother
  Ugo later in the adventure and have him take over Luco’s
  role in any later encounters. Ugo should only appear if 
  Villanova dies, and uses the same stats as his brother. 
  • Should the heroes fail to get the rose to Stenson in time, 
  he will become despondent and retire to his home for the
  rest of the adventure. A few hours after the party, the
  heroes learn that his butler discovered him dead in his
  office with a flask of poison in his hand. The heroes later
  discover that Stenson did not commit suicide; he was
  killed and the scene staged by Hendrickson. In this case,
  replace Stenson’s role in later encounters with Master Red
  (who is described in the entry for 10 p.m.).
  4:00 p.m. to 11:00 p.m. – A Quick Errand
  Wherein an important leader asks the heroes to run a quick
  errand and things quickly escalate out of control.
  4:00 P.M.: IT’S JUST A “LITTLE” JOB
  If the heroes dealt publicly with Javier Gadeva, Luco Vil-
  lanova will know exactly who disrupted his plan; otherwise,
  Gadeva informs his master of the heroes’ involvement.
  Regardless of how he finds out, Villanova intends to chal-
  lenge one of them to a duel following the events at the garden
  party. He has a reputation a fearsome duelist and the GM
  should build it up as a large threat. 
  Before any challenge can be made, however, Val Mokk
  walks up and apologizes profusely, but explains that he has to
  take the heroes with him to deal with an urgent matter of
  national business. Villanova is obviously furious about being
  interrupted but will not interfere as they leave. Mokk leads
  the heroes to his large private coach (two coaches depending
  on the size of the party) and orders the driver to his home. 
  If the entire party fits into one carriage, Mokk explains that
  he is grateful to them for the help they gave his good friend
  Stenson. (If the party is too big, Mokk will explain once they
  get back to his manor.) He then confesses to a further motive.
  He believes there is a traitor within his household. Stenson
  told no one except Mokk about the rose’s location. Therefore,
  the traitor must have overheard them speaking and told 
  Villanova about the jeweled rose. Mokk intends to find this
  traitor, but the process will likely take several days.
  In the meantime, he has several extremely important mat-
  ters to which he must attend. One is a meeting with Maria, 
  a foreign operative who is bringing him some information
  about a Castillian assassin called El Camaléon. Mokk had
  planned on meeting her in an hour and bringing her back to
  his home, but now he cannot risk it. Instead, he asks the party
  to meet with Maria privately and bring him the information.
  If the heroes balk (which they probably won’t), he hints at a
  reward in return for their aid. (If the GM feels kind, Mokk
  may offer a reward or promise of a future favor anyhow.)
  If they agree, Mokk asks them to meet Maria at the Siren’s
  Heart, a small tavern down by the docks at 5 p.m. He tells
  them that she will have a small red carnation in her hair and
  will not use a last name. Mokk offers them the use of his 
  private coach for as long as they need it (i.e., for the remain-
  der of the adventure.) Once they have the information, he
  asks that they return to him regardless of the hour. He will be
  hosting a private party later but they should consider them-
  selves invited.
  The Siren’s Heart is a rather seedy dive patronized by
  sailors looking for a cheap drink in relatively quiet surround-
  ings. A one-eyed man tends bar while a half-dozen scruffy
  patrons morosely nurse their ale. There is no sign of a woman,
  but if queried, the bartender or any of the patrons mentions
  that she was here a few minutes ago, then left out the back
  way after a couple rowdy drunks began harassing her. 
  5:00 P.M.: A LADY IN NEED
  Going out the back door, you stand for a moment gazing
  at the growing shadows ahead of you. Warehouses crowd
  tightly alongside a narrow alleyway that leads to the
  docks. A long pier stretches out towards the harbor from
  the mouth of the alleyway. Two anchored ships are visi-
  ble in the background, but your eyes are drawn to a
  struggle on the docks themselves.
  A beautiful dark-haired woman with a red carnation
  in her hair is dodging blows and striking out against a
  handful of large burly sailors while even more men
  encircle them. You can hear rude comments about many
  men she can handle (adjust this encounter for the age of
  your group and the venue in which you are playing.) As
  you watch, the woman ducks beneath a haymaker one of
  the men throws at her and then slams her fists into his
  stomach three times in quick succession. The man col-
  lapses back into the group in pain and you see guilders
  quickly exchanged hands among the people in the circle
  as they cheer or boo depending upon their fortunes.
  Before she can celebrate, two more men step into the
  circle to square off against her.
  Should the party come to her rescue, several of the thugs
  break off and attempt to repel the heroes. One small Vendel
  wearing a pair of spectacles strides over and begins calling out
  odds and taking bets from some of the others as he watches
  the fight. He will also inform them of the rules. 
  This is a nice friendly brawl. Weapons are forbidden and no
  permanent injuries allowed. Anyone breaking these rules
  will answer for it. None of the men are wielding weapon at
  the beginning of the fight, but they will draw cutlasses or
  knives against anyone who does. Anyone who draws a pistol
  will find that at least six of the men draw their weapons, ready
  to fire.
  This entire scene is intended to be a generally comic fight.
  Allow the heroes to use the common dock implements, ter-
  rain, and their own panache to defeat these toughs without
  too much trouble. A dockyard thug to assault the woman and
  steal a pouch from her hired the men. When things begin to
  turn in the heroes’ favor, one of the men fighting the woman
  grabs a pouch from Maria’s belt and takes off running down
  the dock. She pursues, but when she or the heroes capture
  him, the pouch flies out of his hands and into the water. 
  
  CHAPTER
  2
  Adventures
  56
  6:00 P.M.: A SHOPPING TRIP
  The dark-haired woman stares towards the dark waters where
  the pouch disappeared. She shakes her head angrily, bites off
  a curse, and then turns to you. “Thank you for your aid, but
  I’m afraid it was for naught. I must be going.” She shakes her
  head angrily and moves towards the dock side marketplace
  which is shutting down for the night. If the heroes identify
  themselves as agents of Val Mokk, she will immediately take
  them into her confidence.
  “I was coming to warn Val Mokk of an assassination
  attempt against several members of the Vendel Council.
  Unfortunately, I was delayed and now it is too late. The
  poison was administered last night. I had the antidote
  with me, but these oafs have succeeded in destroying it.”
  She points down in frustration at the dark waters where
  the pouch disappeared just minutes beforehand. 
  “We must replace the antidote or nothing will save the
  Council members.”
  If asked, the woman does not know precisely which mem-
  bers of the Council are affected, but they will have low fevers
  and chills by now, so they should not be difficult to identify.
  She objects to anyone warning the Council before the anti-
  dote is prepared, to prevent them from panicking. More
  importantly, the poisoner is almost certainly still in the area
  and any attempt to warn the Council may tip him off. If that
  happens, he could prevent them from finding all the anti-
  dote’s ingredients. She is very persuasive and will attempt to
  convince the heroes to aid her. 
  In your descriptions of the area, emphasis the slightly
  seedy nature of the surroundings and that most of the mer-
  chants are in the process of closing up shop. This will give the
  heroes incentive to move rapidly and provide far more con-
  trast with the following hour after the honest merchants
  leave the streets to the sailors. Should anyone have received
  grievous wounds, there is a physician in the area who is quite
  familiar with brawl injuries and can quickly treat the heroes.
  He should be able to restore the heroes to almost full health.
  Do not fully heal them as this detracts from the feeling the
  heroes should be experiencing of being propelled from one
  event to another without having time to rest or recuperate.
  The following items are needed for the antidote; their
  entries include at least one location where they can be found
  in the dockside markets. The shops are closing and the sun-
  light is rapidly diminishing so unless the heroes hurry, they
  will not be able to obtain everything. She suggests that the
  group split up try to find everything on the list, and meet at
  the northern end of the marketplace where a fountain sprays
  water up into the air at 7 p.m. Maria will definitely try to go
  separately to obtain several of the more exotic items. She
  would like the heroes to find:
  • Hickory Wand (or the ashes of one): There are a number of car-
  penters, ship builders, and furniture makers in the area,
  any of whom will be able to supply a hickory wand for only
  a few pennies.
  • Several Sprigs of Fresh Morning Glory: Morning glory is a
  plant native to Avalon and is occasionally used as ground
  cover in botanical gardens. However, it is rather early in
  the season and only a handful of people have any in stock,
  including the greenhouse where the garden party was
  held. Of these, only one, Mattias Parsley, has any growing.
  His shop is on the far end of town. It takes at least twenty
  minutes to get there, and he has an unusual problem.
  Something (he is unsure if it is a street urchin or a Sidhe)
  has snuck into one of his greenhouses and refuses to allow
  any plants to be picked unless a riddle is solved first. The
  creature insists that if anything is picked without its per-
  mission, the entire greenhouse will wither and die. Since
  the garden has grown far better since the creature’s arrival,
  Parsley is unwilling to disrupt it unduly. If they want the
  sprigs, the party must pass a riddle test.
  The creature poses one riddle for each sprig and allows
  the party only one opportunity to answer. If they miss all
  three, he offers them three sprigs in exchange for answer-
  ing his third riddle. Whenever they answer a riddle incor-
  rectly, he will mock them unmercifully and reveal the
  answer. There is no immediate effect if the heroes simply
  take the morning glory they need. 
  The three riddles are:
  “A dash of color in a field of green on the morning of an 
  event that no woman will forget.” (rosemary)
  “A grey beard full of learning. What am I?” (sage)
  “Every man yearns for more, but cannot remember 
  what he did with what he once had.” (thyme)
  • A Cup of Sugar: Sugar from sugarcane is a rare and expensive
  item, exported from the Midnight Archipelago. Several
  merchants have it but they will want at least 5 guilders for
  it. However, one of the merchants, Thom Salonnen, is sup-
  posed to meet his father-in-law in 30 minutes. He would
  like to impress the old man by bringing him a bottle of Car-
  leon whiskey, so he will trade the sugarcane for the
  whiskey. There is only one tavern, the Lusty Siren, nearby
  that has it. There — amidst walls cluttered with all manner
  of knickknacks and odds and ends — an enormous bald
  man throws daggers at the tavern’s target. This is Twodirk,
  the owner, and he is about to open the only bottle of Car-
  leon whiskey left for his own use. He will not sell it, but he
  will offer it up as a wager to anyone who can beat him in
  throwing knives, as long as they have to put up something
  in return (in case they lose). He insists that he will only
  throw daggers if the other man’s wager is something inter-
  esting he can put on the walls. 
  • Four Drams of Cumin: Known for its strong flavor, cumin is
  seldom used in Vendel. As mentioned previously, only one
  merchant in Kirk deals with cumin. He is currently visit-
  ing the warehouse where Gadeva’s thugs live. He is willing
  to part with a cup of it for a guilder.
  • A Mortar and Pestle: Simple to find at several chemists. 
  • Nero Muschio: No one has heard of this substance. This is a
  very rare chemical and only a handful of people knows of
  its poisonous properties.
  
  CHAPTER
  2
  Adventures
  57
  7:00 P.M.: A CHANGE OF PACE
  Beyond the clear light of the dockside market’s lanterns,
  it is clear that night has fallen. Most of the shops have
  closed for the night and other establishments, bawdy
  and riotous in daylight, now spill forth onto the streets.
  Taverns, gambling dens, and brothels all beckon, as most
  honest citizens of Kirk have retreated from the area to
  allowed the ruffians free run of the region. At the north-
  ern end of this parade of vice, you gather at the fountain.
  The far off clock begins chiming the hour of seven and it
  is not until the final peals fade that you make out the
  shape of a woman moving towards you. She is carrying
  several parcels and places them on the ground beside
  you with relief. 
  “Were you successful?” Maria examines everything
  you found with delight. “This is far better than I had
  imagined. I believe we have everything except the Nero
  Muschio. Not surprising that no one here keeps it in
  stock. However, I did find a digger who knew of it. He
  gave me directions to a patch of it within a nearby ruin. I
  do not have time to explore the ruin and concoct the
  antidote as well. If I give you the directions, will you go
  and gather the moss? I will wait here.” She points to a
  boarding house a few doors down. “By the time you get
  back with the Nero Muschio, I should have everything
  else ready. What do you say?”
  If the heroes were unable to find of the items, she brushes
  their concern aside, stating that she found a substitute for
  whatever is missing. According to her directions, it will take
  an hour to get to the ruin by horse or coach. She has money to
  hire a coach if needed (if the party is not using Mokk’s car-
  riage.). She describes the item she is still missing as a black-
  hued moss that shimmers in lantern light. The digger told her
  that a cave opened up onto a tunnel that led to a single room.
  It should not be difficult to find at all. The journey towards
  the ruin is uneventful, but does take almost an hour. 
  Once the heroes begin traveling towards the cave, consult
  the section titled “The Vestenmannavnjar” below for details
  on the extensive window that occurs during the trip.
  WINDOWS
  • Maria hard at work on her concoction, you can see she is
  crushing sugar cane into a small pot of boiling water with a
  look of complete concentration. 
  • Val Mokk sits at a desk, reading his correspondence. You
  can see he is sweating, although the room does not appear
  to be very hot. 
  8:00 P.M.: THE BASEMENT
  This section gives the heroes a taste of the uncertainty and
  the thrill of exploring a Syrneth ruin filled with deathtraps.
  Most were once quite capable of killing off several heroes, but
  their efficiency has eroded with time and the heroes should
  be able to side step them. Feel free to play up the sense of
  unknown and danger, but do not delay the heroes so long
  that they cannot find the moss within the hour. They have a
  long way to go before the end of the adventure. 
  After a difficult ride through the darkness, you see a
  sharp bend in the road up ahead. That is your final land-
  mark from the direction Maria gave to you. You rein up
  and swing onto the ground. Pushing aside bushes and
  tree limbs, you quickly spot the natural cavern Maria
  described. A nearby tree offers an excellent place to
  tether the horses while you venture inside. You slowly
  step into the cave. The rocks form bizarre shadows that
  reach out towards you in almost threatening poses, but
  you step confidently towards the back of the cave. An
  opening there beckons you inward. If you are to find the
  black-hued moss that Maria needs to complete her
  poison antidote, you must enter. 
  The entire ruin is unlit. If the heroes did not think to bring
  candles or lanterns, they may fashion makeshift torches from
  downed tree limbs. 
  On the other side of the opening, everything appears
  much different. The walls and floors were clearly shaped
  by someone not necessarily human. The left and right
  wall angle sharply together and meet overhead, forming
  a triangular cross-section rather than a normal square.
  Thick dust rises with each step you take, obscuring your
  feet in clouds of decay. You are not the first to walk here
  though: dozens of wolf tracks wind through the dust as
  well. You have entered through one of the walls and the
  corridor itself stretches from your left to your right.
  However, to your right, it only continues for 10 feet
  before ending in a rockslide. To your left, it descends at a
  shallow angle. You can make out rivulets in the dust
  where moisture once flowed. Up ahead, you notice the
  light from your lantern reflecting from the walls. They
  appear to be covered in a metallic sheen unlike anything
  you have seen before. Beneath the dust on the floor
  ahead of you, you make out a human form, obviously
  long dead. It looks as if something ripped him apart and
  devoured him. 
  This area, a mere ten feet wide, is highly unusual, although
  it is unlikely the heroes would ever discover its secret unless
  one of them is skilled in exploring Syrneth artifacts. The Syr-
  neth that created this complex disappeared ages ago, but some
  of their strange inventions continue to work. Any metal object
  that passes through this section slowly begins to break up. The
  process is extremely slow (it takes a year for a dagger to disin-
  tegrate), but the metallic dust created by this force is drawn
  towards the walls and forms a coating upon it. If a metal object
  passes through the field in less than an hour, there is no last-
  ing effect upon the object. The body is that of a digger who fell
  afoul of the wolves who dwell within the cave. 
  The room at the bottom of the slope is approximately 61/2
  feet wide, 13 feet high, and 261/4 meters long. Anyone who
  crosses the room’s halfway point will trigger a scythe blade
  that sweeps across the room from the right to the left at chest
  level for its entire length. Careful examination of the wall
  reveals two cracks that run the length of the room. The blade
  sticks slightly at the beginning of the track, allowing the
  heroes a chance to avoid the danger.
  
  CHAPTER
  2
  Adventures
  58
  Syrneth Scythe
  D20:™ +10 melee (4d8/×2 crit); Spot (DC 10), Disable
  Device (DC 15)
  7th Sea:™ Spot (TN 15), Disarm (TN 15). TN 5 to simply
  duck beneath the crack and TN 10 if the heroes did not spot
  the trap before they triggered it), Damage 5k5. 
  Beyond this corridor is a large room 13 feet high, 261/4 feet
  long, and 521/2 feet wide. 
  Thick dust covers the floor, but dozens of thick gouges and
  scrapes run through the dust and you can see signs that
  wolves prowled along the edges of the room and slept near
  the back corner. There are several large stone blocks measur-
  ing 31/4 feet long, 61/2 feet wide, and 13 feet high (5 blocks total)
  clustered around the room’s center. The one closest to the
  back wall is covered in a thick black moss, the material you
  seek. 
  If anyone steps within 15 feet of the center of the room, a
  low humming will emanate from the room’s walls. Anyone
  that steps within 5 feet of the room’s center triggers another
  trap. Sharp metal shrapnel explodes from the walls and con-
  verges upon the center, piercing anyone within the room
  with strange chunks of metal. This trap is not set off unless a
  living being steps into that area. Close examination of the
  walls and blocks reveals deep pits in the walls and the floor
  where the metal emerges from the wall and hits the floor. The
  trap will reset itself, by slowly drawing the metal chunks back
  to the walls where they were expelled, but this process takes
  weeks.
  Metal Spears
  D20:™ 10 +15 ranged (1d8/×3 crit); Spot (DC 15); Disable
  Device (DC 20). 
  7th Sea:™ Spot (TN 15), Disarm (TN 20), Damage 3k3
  Should the group be unscathed by the dangers so far, or if the
  GM needs to fill a little time, feel free to have the wolves
  which occasionally lair here arrive while the heroes are still
  within the cavern complex. 
  WINDOWS
  • Val Mokk sitting down within a wood paneled parlor with
  a dozen other merchants while servants move among them
  serving punch and snacks. The merchants are discussing
  trade with the newly formed Montaigne Revolutionary
  government in agitated voices. 
  Stepping from the stuffy atmosphere of the cavern, you
  take a deep breath of clear night air. The stars swim
  above you in the darkness and the moon is just rising
  over the mountains behind you: the perfect night for an
  urgent ride towards Kirk. 
  Again, while the heroes are traveling, consult the section
  “The Vestenmannavnjar” below while the heroes’ journey
  takes them back towards Kirk. The trip back takes almost an
  hour.
  
  CHAPTER
  2
  Adventures
  59
  When you arrive at the small boarding house, you find
  Maria waiting at the door. With a hurried smile, she
  takes the black-hued moss from you and brings it inside.
  Trailing behind her, you see her place it into a strainer
  and take a small pot off the fire. She pours the liquid
  from the pot through the strainer into a flask and then
  uses a pestle to crush the moss. Strained bits filter
  through the strainer and into the flask. Lifting it up, she
  screws the top on and begins to shake it violently as she
  strides for the door. “It is ready. Let’s go!”
  10:00 P.M.: CRASHING THE PARTY
  Maria hails a coach and quickly urges everyone to enter
  (or asks to use Mokk’s carriage). She calls out Mokk’s
  address to the driver (or tells the coachman to take you
  all to Mokk’s manor) and the coach jolts into motion. If
  it’s a hired coach, Maria calls out that she will pay a
  bonus to the driver if he can go faster and the coach
  begins careening through the lantern-lit streets of Kirk.
  Maria finally turns to you and seems to actually see your
  dirt-smudged clothing and disheveled appearance. “I am
  sorry, I was so focused on the antidote I never thought to
  ask about you. I know that you were successful, but how
  did your little adventure go?”
  If the heroes describe their moss-gathering journey during
  the short carriage ride, Maria raptly listens. Afterwards, she
  says, “Your evening has already been quite exciting, but I’m
  afraid it’s not over yet. I discovered while you were gone that
  Val Mokk was planning to hold a small business meeting
  tonight with several other prominent members of the Guild
  under the guise of an impromptu costume party. We must
  find Mokk and speak to him in private. He should know who
  the most likely victims of El Camaléon’s poison are and can
  help us administer the antidote. We only have a small amount
  for now and must use it with care.” Should the heroes object
  that their appearance is unacceptable, she will insist that no
  one will notice at a costume ball. She orders the carriage to
  stop at a shop for a moment and quickly purchases masks for
  the entire group, including a simple black domino mask for
  herself. 
  As the carriage continues towards the party, she advises the
  heroes further. “While we’re searching for Val Mokk, keep
  your eyes open. Remember that there is an assassin here
  somewhere and he will doubtless attempt to poison more of
  the guests. El Camaléon is a master of disguise, but he has a
  sick sense of humor; we might be able to use that to spot him.
  Look for someone of average height and build who keeps to
  himself and watch him closely. Should he move towards the
  food, try to divert him.” 
  The carriage pulls up before Mokk’s manor and two ser-
  vants stride forward and hold the door open for the group. 
  The rather austere home has been transformed into a deli-
  cate garden with elaborate paintings of trees and fauna
  throughout the first floor. Most of the guests have abandoned
  their conservative dress for the fanciful garb of flowing silks
  and green cloth. A few are dressed in other costumes. There is
  a courtesan, a musketeer, several clergymen, and even some-
  one in full plate armor. Everyone hides their identity behind
  masks as they twirl and roam across the ballroom and parlors.
  Maria’s final words to the group are to blend in and keep an
  eye out for anyone acting suspiciously. 
  The party is a whirl of social activities including drinking,
  gossiping, and dancing. Val Mokk does not appear to be pre-
  sent. While the servants know where he is right now, they
  will tell anyone who asks that he is unavailable and that they
  will inform him of their presence as soon as he emerges.
  Should the heroes try to force their way into the room, it will
  be obvious to the other party guests, and constables will be
  summoned. 
  Mokk’s absence gives the heroes time to interact with the
  other guests. (The point of this party is to experience a social
  setting, where interpersonal skills are far more important
  than martial ones.) Maria disappears soon after they enter the
  party
  A few other notable guests include Master Red, Luco Vil-
  lanova, Helga Keller, Quitera Cortez, Brun Stenson, and Inga
  Snyder. 
  • Master Red is an elderly man and one of the other Vendel
  Chairs. A friendly and jovial fellow, he is dressed in the cos-
  tume of a swashbuckling swordsman, well tailored to fit his
  massive girth. He is accompanied by three well-paid jennys
  dressed as nymphs in dozens of layers of silk. The women
  are slightly bored and if the opportunity presents itself,
  one of them will gladly sneak off to spend some time with
  a handsome hero. 
  • Luco Villanova is the man who hosted the garden party
  this afternoon and is in a foul humor after his failure to
  woo Mistress Snyder. If he believes that the heroes were
  responsible for his defeat, he will have one of his minions
  harass them and attempt to initiate a duel. This is intended
  to give a swordsman character a chance to shine. 
  • Quitera Cortez is an important artist and architect in
  charge of building the Kirk Cathedral (see “Investigation
  before Dawn” for more details). 
  • Helga Keller is a rather severe looking woman who is
  dressed in the garb of a swashbuckling pirate and is argu-
  ing with several other men about the need to devout more
  resources against the rebel Vestenmannavnjar who live in
  the northern islands. Their raids are far too costly to simply
  ignore. 
  • Stenson and Snyder are the happy couple that the heroes
  assisted in getting together and they spend the evening
  arm in arm. Stenson is very grateful to them and will aid
  them however possible. 
  • Three guests might attract the attention of the heroes by
  remaining apart from the other guests: 
  One is Frederick Gursta, an Eisen nobleman dressed as a
  priest, he is new to town and uncomfortable at the party
  since his only language is Eisen. 
  Simon Torres is an Explorer scholar dressed as a digger
  who is actually here to examine the books and artifacts that
  Mokk has on display in his parlors and library.
  Francesca Cordelia, a Vendel woman dressed as a tall
  Castillian nobleman and is simply remaining apart because
  she believes that if she speaks, it will be obvious that she is
  
  CHAPTER
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  Adventures
  60
  not a man. The heroes can easily find out that many of the
  people who were normally be here are out of town in
  Wische province of Eisen attempting to make a new trade
  agreement with that area. 
  After the heroes have been at the party for about 30 min-
  utes, Val Mokk emerges from his meeting and immediately
  ushers them into a private office. Given the amount of time
  they were gone, he is seriously concerned about what hap-
  pened at the meeting with Maria. The heroes notice that he is
  quite flushed and sweat beads upon his brow. Any
  medical/first aid examination will reveal that he has a low
  fever. After hearing about their adventures, Mokk will ask
  them to describe the woman they met. As they speak, his
  frown deepens and he will interrupt to state, “That was not
  the woman you were supposed to meet! While she is an
  expert at many things, I fear that if she tried to wield a sword,
  she would only hurt herself. Something strange is afoot.” He
  immediately orders his servants to find Maria and check on
  the other guests. They will quickly return with the envelope
  and the news that both the Castillian woman and Sela Cole
  are missing. 
  (Unbeknownst to the heroes, Maria changed into an outfit
  that was already waiting for her and discarded her domino for
  something far more elaborate. She then approached Sela
  Cole, one of the Vendel Chairs, the highest rank in Vendel
  society, and took her aside to one of the smaller rooms. Once
  they were alone, she pricked Mistress Cole’s finger with a tiny
  needle in her ring that had been coated with the substance
  the heroes helped her make. Within seconds, Mistress Cole
  passed out. Leaving a note addressed to Val Mokk and placing
  a dark cloak around Cole’s shoulders, Maria and one of the
  servants quietly took the unconscious woman out of the
  room and into a waiting coach.)
  The letter states, “I gave your simpletons the truth. You and
  several other important members of the Guild have been poi-
  soned. I simply neglected to tell them that I was the one
  responsible. If you would live out the night, have the simple-
  tons bring The Imperial Book of Genealogy and a set of ten
  master plates for printing guilders to the Kirkwood Spa at
  half past midnight. The book is in the hands of Joseph
  Volkner. I will exchange the antidote and Sela Cole for the
  book and plates. Should anyone else attempt to ambush us or
  should your pet monkeys fail to bring the items, Cole’s fate
  will make your own look mild.”
  Mokk crumples the letter in his hands and look around
  furiously for a moment. Then a look of glacial calm comes
  over him. “My friends, we have been deceived. My fate and
  the fate of my love lies in your hands. Will you help me?”
  Should the heroes refuse, he will offer them a reward for
  their assistance. Should they continue to refuse, they will
  have made a terrible enemy, short-lived though he may be. If
  they agree to help him (which they undoubtedly will), he
  provides directions to Volkner’s home and a letter explaining
  what they need and why. He them that the printers plates will
  be here within the hour. If asked about his use of the term
  “love” for Sela Cole, he simply brushes the matter aside and
  blames his fever. Just as he finishes speaking, the clock
  strikes 11 o’ clock.
  WINDOWS
  • Luco Villanova standing within the garden’s greenhouse
  and calmly slashing out at plants with his rapier. He smiles
  as he decapitates each flower. 
  • Val Mokk striding up and down in his office while he con-
  sults page after page of a thick document. 
  • Stenson and Snyder entering a coach still holding hands
  and looking adoringly at each other.
  • Vestenmannavnjar gathering in a warehouse near the
  docks. Large crates, bales, and barrels fill all but a small area
  near the doors. A short, cloaked figure enters the room and
  remains within the shadows by the door. The voice is a
  mere whisper but it cuts through the room easily and each
  word reverberates with passion. “Warriors, you know me. 
  I am Uvitenhet and together we have preyed upon our
  Vendel cousins for their treacherous actions. Now the time
  has come to strike a blow against the Eisen who has allied
  himself with our cousins. Joseph Volkner sits as a member
  of the Vendel Council and supports every decision that
  tears apart the fabric of our world. That ends now. I want
  you to go to the mansion he calls a home. He has Eisen
  bodyguards, but that is of no matter. Destroy all that you
  can, except the books. Gather as many books as you can and
  bring them back to me. We have an ally who will pay dearly
  for them. Money that will go towards supporting your fam-
  ilies and comrades in arms! Go, show this Eisen lapdog that
  he will find nothing here but dust!” 
  • Val Mokk and several well-dressed merchants are sitting in
  a parlor discussing matters of commerce including the
  money supply. One of the men urges a reduction in the
  printing of guilders to ensure the money does not lose its
  value but others disagree. A silver punchbowl and a tray of
  appetizers sit upon a sideboard behind them. 
  • The cloaked figure of the Vestenmannavnjar leader
  motions one of the men, Orf Halfson, forward. The leader’s
  voice is clear and cold. “Keep your eye out for a red leather
  book with black print upon the cover. That is the only one
  we truly need.” Halfson nods and watches the other man
  slip effortlessly from the room into the darkness beyond. 
  A voice from behind him says, “How much can we trust
  him?” Orf turns with one eyebrow raised and stares into
  the scarred face of a short, broad man. 
  “What’s that, Fjar?” 
  “Uvitenhet. Can we truly trust him?”
  “Together we have exposed dozens of villainous Vendel,
  Vendel who have paid for their crimes. I may not know his
  name, but I can see his heart. I trust him more than I trust
  you.” 
  Fjar scowls for a moment and then nods. “Alright. I’ll
  meet you at Volkner’s.” 
  The Vestenmannavnjar raiders drift through the streets
  in ones and twos before gathering in an alley only a few
  blocks from Volkner’s mansion. They cast practiced eyes
  upon its walls and silently wait for the others to arrive.
  REPERCUSSIONS
  If the heroes did not participate in the earlier section, they
  can simply be in the harbor area and see Maria’s plight. They
  
  CHAPTER
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  61
  can either witness the fight or participate in it. In either case,
  she will still lose her pouch and since it contained a rare
  poison she meant to use later in the evening, she will enlist
  the heroes to help her remake it. This can serve to introduce
  the heroes into this part of the adventure. Only one item 
  is truly unique among Maria’s ingredient list, the Nero Mus-
  chio. Everything else she can obtain while the heroes are
  looking for the black moss. If they fail to get this ingredient
  for her, she will be forced to use common arsenic. In that
  case, she will give the heroes an excuse to keep them busy
  and continue with her plan alone. She will kidnap and poison
  Sela Cole, but the poison will be far more deadly and Mistress
  Cole will likely die before she can be ransomed… unless the
  heroes can save her. 
  7:00 p.m. to 10:00 p.m. 
  – The Vestenmannavnjar 
  Wherein the heroes discover that even those with different
  views may still espouse heroic ideals.
  A group of Vestenmannavnjar appeared in windows over
  the course of the adventure up until this point. Now the GM
  should either hand out pre-generated characters sheets for
  these people or have the players create their own Vestenman-
  navnjar characters. Regardless, the players will now be assum-
  ing the roles of people dedicated to destroying the Vendel
  and restoring the old ways. Followers of the mysterious figure
  known only by the runic name of Uvitenhet, they have previ-
  ously spied upon Vendel merchants and then exposed their
  crimes. Over the course of the past few weeks, they have
  changed their strategies and begun attacking Vendel homes
  and shops. While most of the Vestenmannavnjar do not real-
  ize it, all of these attacks were focused upon a single objective,
  to gain the materials needed to forge their own guilders and
  destroy the currency’s value. Their purpose tonight is to steal
  a particular book from Joseph Volkner while also stealing
  other books and destroying his other possessions to prevent
  anyone from knowing what they were truly after. 
  You rendezvous at an alleyway within sight of Volkner’s
  mansion. Other mansions stand to either side, blazing
  with lights, but in contrast this three-story building’s top
  floor is dark and only two lights on the second floor are
  lit. However, you can make out a great deal of movement
  and lights upon the entire first floor. The wall that sur-
  rounds the grounds is tall, almost eight feet, but the gate
  at the front allows you to make out the open driveway
  and lawn in front of the house. Glancing around at each
  other, you see that everyone except Fjar Gormson has
  arrived. How will you proceed?
  The Vestenmannavnjar can gain the book they seek by
  numerous methods. They could simply make a frontal assault
  upon the house and seize what they want. In that case, they
  will need to face the dozen Eisen bodyguards employed by
  Volkner, though half of them are currently asleep and unable
  to join the fray for ten rounds. While they do this, Volkner
  will retreat to his master bedroom and hide within a secret
  room he had constructed there long ago. 
  Another method would be for the Vestenmannavnjar to
  attempt to sneak past the guards. Only six are currently
  awake: two at the front door, two in the library with Volkner
  and two on random patrol. Should the Vestenmannavnjar
  move cautiously, they should be able to reach the second floor
  easily enough. Getting the book from the library without
  Volkner knowing will be extremely difficult, it rests on a
  shelf only a few feet away from him. Should Volkner notice
  anything unusual, he will have one of the bodyguards check
  it out. If the bodyguards or Volkner discover intruders, they
  will summon the other bodyguards from the first floor while
  Volkner retreats to his room upstairs. He will defend himself
  if cornered, but knows that he is not skilled at swordplay. 
  If the Vestenmannavnjar demand his books, he will sur-
  render them so long as none of his men have been killed.
  Should the Vestenmannavnjar kill or brutalize anyone need-
  lessly, he will order his men to retreat, but provide the killers
  with no assistance or aid, instead privately resolving to hunt
  them down later. The red leather book is easily located and
  appears to hold information on Eisen genealogy. 
  The Vestenmannavnjar may try to bluff their way into the
  home. However, even if they succeed, the guards at the front
  door will insist that they leave their weapons in a cloakroom
  and then escort them up to the library. One guard steps aside
  and orders a page to awaken the other guards and bring them
  upstairs. Should the Vestenmannavnjar spend too much time
  watching the house or act too slowly, remind them that any
  city guardsmen who spot them will surely raise and alarm,
  something that may have already occurred since Fjar did not
  make the rendezvous. A few more details about the home
  follow. 
  Cloakrooms, servant quarters, and kitchens occupy most of
  the first floor and a dozen servants are preparing dinner right
  now. There are several Eisen guards just within the building’s
  main entrance. The foyer that lies beyond is decorated in
  marble and black walnut. A very lifelike portrait of the last
  Imperator of Eisen stands above the sweeping staircase that
  leads upstairs. 
  The second floor consists of a large dining room, complete
  with dumbwaiters leading down to the kitchen, and a series
  of parlors and studies. The widened hallway where the
  marble steps end contains several portraits of important
  Eisen leaders and a staircase leading upstairs. Everything here
  is quite austere. The room in the southwestern corner of the
  building is a large library where hundreds of texts fill the
  shelf-lined walls. Joseph Volkner is currently within this
  room, reading letters from his Eisen agents while two body-
  guards stand in the hallway outside. The third floor holds
  Volkner’s master bedroom, complete with two studies and a
  boudoir. There are also two parlors which each have three
  bedrooms leading off from them.
  Once they have the book and leave Volkner’s home, 
  the Vestenmannavnjar must make their way back to the ware-
  house where they first met Uvitenhet. It is late enough that
  few people see them, but suspicious looks follow them. Arriv-
  ing at the warehouse where they originally met, they discover
  a new surprise. 
  
  CHAPTER
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  Adventures
  62
  As you slip inside the warehouse, you immediately note
  that something has changed. A small lantern draws your
  eye to a dagger pinning a note to the wall immediately
  above it. Scrawled upon the parchment are the words,
  “We are betrayed. Save as much of the loot as you can,
  especially the bales of paper and the printing press.” The
  symbol of Uvitenhet is emblazoned on the bottom of the
  parchment. Glancing around, you notice that several of
  the crates are missing already. Your only hope is to move
  your loot to your other hideout upon Sigil, the steep
  cliffs on the east side of the harbor beneath the light-
  house. You probably only have minutes until Ivar Dags
  and his city guard descend upon the warehouse. What
  will you do?
  The warehouse currently holds 10 bales of linens and 
  fabrics, 10 bales of paper, 15 barrels of oil, 25 barrels of gun-
  powder, 10 barrels each of green and black dye, over 30
  pieces of hand carved furniture, 3 crates of weaponry
  (swords and axes), 1 crate of pistols and muskets, an elab-
  orate printing press, and 12 crates of various finished
  goods such as clocks, glassware, and lanterns. This
  makes 96 pieces including the printing press, which
  counts as 8 pieces by itself. The crates,
  barrels and bales are quite large and
  each piece will require two men to
  carry it. A single person can roll a
  barrel, but otherwise they each
  count as a single piece. The
  printing press is the
  largest item and will
  take at least 8 people
  to carry, though four
  could lift it onto a wagon. It
  is entirely up to the heroes to
  decide how to handle the situation, but they are
  not actually in any immediate peril. 
  Possible plans for the Vestenmannavnjar include
  stealing or buying a wagon, which can carry up to 10
  pieces of cargo, to transport the goods to another
  hiding place. The wagons are all kept within ware-
  houses with at least a pair of guards or are currently
  being operated by a driver and a handler. They could
  also seize one of the small ships near the warehouse
  and load their goods onto that. The closest ship is the
  Dream of Andover, a small merchant caravel that
  can hold all of the cargo. An anchor watch of
  four sailors is onboard, but only half of them
  are awake. The two other ships nearby are a
  brig and a topsail schooner. Both have
  strong anchor watches of at least twenty
  men aboard and any attempt to
  move cargo to them
  will attract the atten-
  tion of the city guard.
  The Vestenmannavnjar
  could attempt to trick the
  crew into loading the cargo for
  them. If they attempt to simply carry the goods to another
  hiding place, they will attract the attention of the city guard.
  They might also decide to simply leave the warehouse, 
  but their sense of duty and mission should convince them to
  bring as much of the cargo as possible. 
  What the Vestenmannavnjar do not know is that the city
  guard captured Fjar a few hours ago. Sheriff Dags tricked him
  into revealing that he was a member of a group of Vesten-
  mannavnjar rogues operating out of a warehouse in the dock
  area. Uvitenhet has an informant within the city guard and
  found out almost as soon as Dags did, which allowed plenty of
  time to visit the warehouse, take a couple barrels of ink, and
  leave the message for the others. Dags and his men are 
  currently combing the warehouses, but such a widespread
  search will take some time and they will not actually arrive
  for another hour. They are on the alert for any unusual activ-
  ity however and if the Vestenmannavnjar steal a wagon or
  load cargo for more than half an hour, they will send six men
  to investigate. Should those men fail to check back with Dags,
  he will investigate personally with a dozen men. 
  This battle should be difficult, given that the
  Vestenmannavnjar have already had several con-
  frontations over the past few hours.
  However, they are still better
  fighters than Dags’ city
  guardsmen. Dags will
  retreat to summon rein-
  forcements rather than
  allow his men to die needlessly. Should the
  fight turn against the Vestenmannavnjar, Dags
  will offer them an opportunity to surrender.
  He will spare their lives if at all possible.
  REPERCUSSIONS
  The possible repercussions are far more
  varied than in other sections. If the Vesten-
  mannavnjar failed to obtain the book, the
  heroes will be able to get it from Volkner. If
  Volkner’s home was burned to the ground,
  the heroes may find it far harder to locate the
  book, both because they cannot be sure
  that it escaped destruction and because
  Dags’ men will be more concerned
  about ensuring the fire does not spread
  than in finding the perpetrators.
  11:00 p.m. to 1:00 a.m. – 
  The Exchange
  Wherein the heroes’ errors must be
  rectified and a simple exchange
  proves to be anything but.
  11:00 P.M.: FOLLOWING YOUR
  OWN TRACKS
  Make sure to account for the
  heroes’ 
  previous 
  actions.
  Should they have stolen only a
  handful of books or burned
  Volkner’s house down as the
  Vestenmannavnjar, adjust the
  descriptions appropriately. 
  
  CHAPTER
  2
  Adventures
  63
  Following Mokk’s directions, the heroes quickly travel
  to Joseph Volkner’s home. You find his three-story home
  lit by dozens of lights while city guards, servants, and
  others move above in the front yard. Obviously, some-
  thing has happened here earlier. As you look around,
  you are slightly surprised to come face to face with Ivar
  Dags. 
  In this instance, the heroes’ previous actions will dictate
  what happens next. If they attacked or fled from Dags previ-
  ously, he will immediately order his men to arrest them.
  While Mokk will see that they are released, it will only be
  after two hours have passed. If the heroes treated Dags with
  patience and respect, he will address them likewise, espe-
  cially if they recovered the jeweled rose for Master Stenson,
  and give them all the details of what happened here earlier
  tonight. If they were surly or uncooperative earlier, he will
  allow them to remain, but let them discover the details on
  their own. In any case, the story, including any battle that
  occurred on the docks, will emerge through pointed ques-
  tions of Volkner and his staff, as well as the fact that Dags has
  one (or more) of the men involved incarcerated. 
  In light of Mokk’s introduction, Volkner will help in any
  way he can. Should the heroes agree to bring the thieves and
  vandals who attacked his home to justice, he gladly allows
  them to keep the book they seek. Unfortunately, it was prob-
  ably stolen a few hours ago. He knows of no particular reason
  why the book would be so valuable, other than it was hand
  written by the last Imperator. It is merely a detailed account
  of the Eisen noble lineages. It does include some information
  that was largely unknown to the public at large (such as
  which bastards noblemen sired), but given that so many of
  the people mentioned are dead, it is hardly worth all the
  effort gone into obtaining it tonight.
  The heroes can proceed in several ways. They might
  request the right to question the prisoner and find out where
  the Vestenmannavnjar might have gone, they might visit the
  docks for more clues, they might interrogate other Vesten-
  mannavnjar about possible hideouts or they might be com-
  pletely lost. If they question the prisoner Fjar, they will find a
  strong willed individual who is determined to not give any
  information away, but he is not very intelligent. If the heroes
  use a reasonable ploy, they can trick him into revealing that
  the Vestenmannavnjar have probably retreated to a longboat
  in the harbor area. If they speak to other Vestenmannavnjar
  within the city, they can obtain the same information. If they
  visit the docks for clues, they can either track the rogues to
  the longboat (by asking old sailors or others in the area if they
  saw anyone pass by) or find a ledger of transactions within
  the warehouse, which indicates that only two ships have
  moved cargo in or out. Checking with the harbormaster
  reveals that one is a merchant vessel that left only a few days
  ago for Castille, while the other is a longboat docked within
  the harbor. If the heroes are simply lost, Dags’ men are cur-
  rently combing the docks for any information and will report
  to him at 11:30 p.m. that the Vestenmannavnjar were spotted
  upon one of the docks. 
  Dags will gather his men to deal with the Vestenmannavn-
  jar. Should the heroes want to wait for him, they can do so,
  but he will allow them at proceed first if they do not want to
  wait. It should be noted that the Vestenmannavnjar have had
  several brawls and battles throughout the course of the night
  and have not recovered from those experiences yet. The
  heroes should be able to take them out without much diffi-
  culty. They have all the loot that in their possession, as well as
  another crate of weapons, pistols and a barrel of gunpowder
  which were stored in the longboat. Should any of the Vesten-
  mannavnjar escape, they will head up to the Sigil lighthouse
  and join their companions there.
  MIDNIGHT
  Once the previous section has been resolved (and the heroes
  either have the book or were unable to obtain it), they will
  presumably return to Val Mokk.
  Returning to Val Mokk’s home, you find a strange
  dichotomy going on. While the parlors and ballroom are
  still filled with dancing and merriment, Mokk has
  retired for the evening to his private office. Within this
  room are dozens of doctors, chemists and herbalists, all
  examining several Vendel merchants, a silver punch-
  bowl and a handwritten account of the information
  regarding  Maria’s “antidote.” Mokk waves the men away
  and hurries to your side. “Where you able to find it?”
  If the heroes were unable to obtain it, he has cobbled up a
  forgery of the book and hands it to them. He also hands them
  a stack of metal plates wrapped within a wide leather strap. 
  “These are the printing plates she demanded. This puts
  her one step closer to printing her own guilders. Unfor-
  tunately, a barrel of the substance we sprinkle upon the
  bills as they dry has been stolen from the Printers Guild
  last night. Someone is getting far too close to forging
  enough guilders to destroy our economy. I want Sela and
  the antidote, no matter what the cost. However, should
  this prove to be a trap, make certain that these plates do
  not fall into villainous hands. Now hurry, there’s not
  much time.”
  Yet another frantic coach ride through the darkened
  streets of Kirk follows, with only the regular pools of
  light provided by street lamps disturbing the inky black-
  ness. At quarter past midnight, you arrive at the Kirk
  Spa, one of the city’s greatest luxuries. The building was
  actually built into the side of a large rise at the edge of
  the city where the earth heats several pools of water. Just
  a few yards away, you can see a tall wrought iron fence
  behind which lies a pool of water with small chunks of
  ice floating within it. Wealthy patrons emerge from the
  steaming pools beneath and run out behind the fence to
  dive into the icy waters here. The contrast shocks the
  body and allows the mind to float in utter relaxation.
  However, the Spa is closed for the night, the wealthy
  patrons have all gone home, and no light shows within
  the building. Striding across the courtyard, you reach for
  the door and find it unlocked. 
  
  CHAPTER
  2
  Adventures
  64
  The second set of doors is locked. The Spa’s guests and
  owners have left for the night, but someone entered the
  building within the last hour and unlocked the doors.
  Opening the double doors that lead into the inner court-
  yard, you see the white marble tiles gleaming in your
  light. Normally clerks sit behind a long counter along
  one wall, but now all is empty and shadowy. There are no
  signs that anyone is here. Three doors lead from this
  room deeper into the building. To the right is an area for
  the men to disrobe and relax including small rooms for
  massages, changing rooms, and showers. To the left is a
  similar area for ladies. 
  Each of these sections has doorways that lead into the
  Spa area. A large set of double doors in the center of the
  room opens into the Spa proper, a large room filled with
  steam and darkness. Four pools fill the room, the two
  closest to the door are slightly cooler, averaging temper-
  atures of about 90 to 99 degrees Fahrenheit. The two
  pools near the back of the room are hotter, averaging
  temperatures from 100 to 108 degrees. 
  A narrow pathway down the center of the room allows
  patrons to move between them at will. A long curtain
  normally hangs down the center of the room, providing
  privacy to patrons from the prying eyes of the other sex
  while still allowing them to dream of lays beyond it. This
  curtain has been pulled back, allowing the heroes to see
  all four pools simultaneously, as well as a fourth door at
  the far end of the pathway. The beautiful figure of the
  woman you knew as Maria stands beside this door with
  a lit lantern at her feet. She calls out loudly, and you hear
  her words repeated several times by the echoes of this
  large chamber. “Send one person with the book and the
  plates. I will meet him halfway with the antidote. Once I
  have verified that you have brought the authentic items,
  I will call for my associates to bring Mistress Cole.”
  Should the heroes object, she shrugs and declares those are
  the rules of the exchange. If they do not care for them, she
  can simply walk away. If they want to hear or see Sela Cole
  first, Maria will open the door behind her. 
  The unconscious Guildmistress of Blacksmiths is tied to a
  chair with a gag within her mouth. “She put up more fight
  than I expected, but she’ll be fine once she receives the anti-
  dote. Of course, should you double cross me, my minions will
  simply slit her throat.” 
  Should the heroes demand proof that the antidote works,
  Maria will shrug and say “You know how hard I worked to
  make it, but I don’t intend to poison myself to prove its effec-
  tiveness.” 
  If the party offers armed resistance, a significant number of
  guards appear and Maria stands next to Mistress Cole with a
  dagger at her throat.
  Once the heroes are satisfied and agree to the terms of the
  exchange, Maria strides forward with a familiar flask in one
  hand and the lit lantern in the other. She reaches the center of
  the causeway at the same time as the hero who strode for-
  ward, places the lantern on the floor and stretches out her
  hand. The hero notices several buckets of water on the floor. 
  If the heroes attempt to seize, trick, or attack her, Maria’s
  first action is to knock two buckets of water into the pools.
  The cold water from the bucket sends large plumes of steam
  into the air, obscuring everything near the center of the
  room. If the heroes examine the flask she hands them, they
  will quickly see it contains the concoction that she created
  earlier. Maria equally quickly examines the book and the
  plates before placing them in a sack. 
  Regardless of whether they are authentic or not, she will
  nod and call out to one of her men to release Mistress Cole. If
  she is able to determine (or believes that) the items are forg-
  eries, she calls out for a minion named Gorn. A huge man
  steps forward and lifts the chair with Mistress Cole in it.
  Maria’s men will immediately train their muskets on the
  party to protect the retreat from the room.  
  If the items are genuine (or the forgeries pass muster), she
  will call her minion named Bjanick. In this case, a single man
  steps into view and cuts Mistress Cole free. The heroes see
  that there are several muskets pointing towards the Guild-
  mistress’s back, while Maria makes her retreat.
  If things dissolve into combat, Maria retreats across the
  pathway, knocking over several buckets of cold water to pro-
  vide a steamy cover for her escape. A dozen men pour out of
  the doorway, past Cole and attack the heroes, first with mus-
  kets and then with swords. Maria should be able to reach her
  side of the room and disappear into the steam, but a moment
  later two loud shots ring out. When the steam clears
  moments later, Maria is lying dead on the ground, blood
  pouring from two gunshot wounds to her chest. The printing
  plates and the book she had carried are gone. If the heroes
  examine her body, they find red and blue paint upon her
  hands. Anyone with artist or painter skills might be able to
  tell them that this is oil paint, typically used in frescos.
  Even if the exchange goes perfectly, Maria knocks over at
  least one cold water bucket to cover her escape. Seconds later,
  three shots ring out from behind the steam. Maria’s hired
  muscle quickly surrenders once they realize that she is dead.
  She hired them earlier this evening from the dock area so
  they have no loyalty to her and now that she is dead they real-
  ize they will not be paid. They explain that they did not know
  her or her partner, a tall blonde man carrying six pistols. One
  of them mentions that the man spoke with an Enhedsfolk
  accent but wore well-tailored Vendel clothes and had a clean-
  shaven face with a tiny scar upon his left cheek. The thugs do
  not know where he went or why he killed the woman and
  stole the sack. They did overhear her saying that after this
  meeting, she planned to meet some other agents to deal with
  the artist and the man seemed quite angry about this. 
  If the heroes search the area for a minute or two, they find
  a Vodacce coin and a discharged pistol delicately engraved
  with flowers and inlaid with mother-of-pearl. The gun, quite
  feminine in appearance, is nonetheless a very well-made
  weapon. The pommel of the pistol is slightly flattened, as if it
  were used as a bludgeoning weapon on a regular basis. 
  Sela Cole appears to be fine, if somewhat dazed. She is
  almost immediately completely furious as she tells the heroes
  that the Castillian woman forced her to drink something. She
  begins to exhibit signs of a fever, but she insists on returning
  to Mokk’s home to check on his condition. The heroes can try
  to track the gunman, but he has an extensive lead and Mis-
  tress Cole is very insistent about going to Mokk’s.
  
  CHAPTER
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  65
  WINDOWS
  • A dark figure wrapped in a cloak is staring out on a stormy
  sea from the deck of a ship. Sailors move along the rigging,
  as a sail rips apart at the seam. Several men shout out
  curses, but a female voice calls out for them to repair it and
  continue to pour on the speed. 
  • Val Mokk is speaking to one of the Vendel doctors when he
  suddenly pauses. His mouth opens and shuts several times
  and then his eyes roll back into his head and he collapses.
  The doctor catches him and several others rush to his side.
  REPERCUSSIONS
  If the heroes manage to capture Maria, Hendrickson will
  shoot at her from concealment and kill her (unless they cap-
  ture him before he shoots.) Regardless of whether the heroes
  capture Hendrickson, he will offer his information in return
  for the rescue of his beloved (see Hendrickson’s Confession in the
  next section). If the heroes fail to obtain the release of Sela Cole
  and the antidote, either by not making the meeting or by
  arriving with a group of Dags’ men, the Guildmistress will be
  found dead in the Spa and both Maria and Hendrickson will
  escape. In that case, Maria leads the men searching for Cortez
  at the Cathedral (see next section) or at the final battle. (Note: It
  should be understood that even if Mistress Cole dies in this
  adventure, she is not dead in the metaplot. The players’ enjoy-
  ment is paramount and if altering the metaplot, which
  includes killing major NPCs, makes the game more enjoyable
  for you, then so be it.)
  1:00 a.m. to 8:00 a.m. 
  – Early Morning Investigations 
  Wherein the heroes work throughout the dark hours of the
  soul in search of answers and antidotes.
  The next section is more freeform than the previous ones.
  The heroes should discover the identities of the gunman, his
  employer, and the truth about what is happening, but they
  may do so by several different methods. Allow them to act as
  they see fit, but remember that their previous actions affect
  the present situation. If they have alienated Dags, they are
  unlikely to get much coordination from him. Otherwise,
  Dags can provide them with six local constables who can act
  as “body doubles” for heroes too injured to continue or as
  simply as brutes assisting the heroes. Likewise, if the heroes
  did not retrieve the rose for Stenson, he will be too depressed
  to assist them now. 
  WINDOWS
  • Val Mokk’s home as the poison victims thrash about in a
  feverish delirium
  • Stenson considering the list of Villanova’s victims once the
  heroes discover it
  • Quitera Cortez working upon the fresco in Lieber’s Cathe-
  dral
  • The Hadewig clock near the center of town
  • The lighthouse on Sigil overlooking Kirk
  VAL MOKK’S HOUSE
  Should the heroes return to Val Mokk’s home, they find that
  few guests who remain are among the most powerful mem-
  bers of the Vendel Guild. Master Stenson has begun coordi-
  nating efforts and will greet the heroes when they arrive. Lis-
  tening to their tale, he nods gravely and seems equally
  concerned about the missing printing plates and the antidote.
  He escorts them upstairs where the doctors and herbalists
  have spilled out of the private office into several adjoining
  rooms. He quietly remarks that Mokk would be furious if he
  saw how these people have disrupted his rooms, then asks the
  doctors to examine the antidote. 
  One of them takes the flask and pours a few drops onto a
  piece of parchment. Several others gather around the
  table to watch. The female doctor says, “Ah, it is crow-
  bane, a rare plant from the Midnight Archipelago used
  to poison birds. It is extremely lethal, but must have
  been weakened by a chemical interaction with the silver
  in the punchbowl.” 
  One of the men testing the parchment suddenly
  speaks to the heroes. “This is the antidote that this Maria
  person made earlier tonight? Do you know if she used
  manegra? It is a kind of black moss that appears almost
  luminescent in darkness?” When the heroes confirm
  this, he continues, “It is actually another poison which
  does not kill, but renders the ingester unconscious.”
  Should the heroes suggest that the poison might coun-
  teract the earlier one, he will shake his head vehemently.
  “No, this actually affects the person’s breathing. A lack of
  air causes the victim to fall unconscious. It would not
  affect the other poison, but it might kill them faster.”
  With a shrug, he and the others go back to what they
  were doing when you arrived. 
  Stenson shakes his head sadly. “We had to try it.
  Unfortunately, the only known antidote is another Mid-
  night Archipelago herb known as gilfarn. They are cur-
  rently checking with all of the herbalists and scholars
  within the city to see if any is available.”
  If shown the gun, Stenson suggests that the heroes go to
  the Rasmussen Pistol School shooting range where most of
  the pistoliers in Kirk practice. If the man who killed Maria is
  a member, one of the staff there should be able to identify
  him or the firearm. He provides them with a brief note of
  introduction.
  The other useful piece of information is that while none of
  the servants had easy access to the crowbane, candidates for
  the traitor have been narrowed down to one of three people: 
  • Ulf is a very reserved and devout underbutler who deliv-
  ered the punchbowl to the gathering. 
  • Marta is a lascivious young wench who recently convinced
  Mokk to give her a chance as a scullery maid. 
  • Rupert is a stable boy last seen skulking through the house
  while Master Mokk was away at the Garden Party; he then
  disappeared for several hours. 
  
  CHAPTER
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  66
  Stenson asks the party’s advice on how to convince the villain
  to confess. If the heroes engage in conversation with any of
  the three suspects, each claims to be completely innocent. All
  three of them are lying, but it is up to the heroes to discover
  their crime. 
  • Rupert was in the house stealing one of the pieces of art-
  work. He then snuck out and found a fence who bought it
  from him. He has several other silver statuettes are hidden
  within the stables. 
  • Marta is wanted by the Jenny’s Guild for practicing with-
  out a license. She only took the job in the hopes that Mokk
  would protect her from their retribution. She has contin-
  ued to practice her trade within this very house and was
  with several other members of the staff during the earlier
  part of the day. 
  • Ulf claims complete innocence, but if questioned, will
  admit to being a devout Vaticine. If pressed, he will
  become passionate about the Objectionists who are “tear-
  ing apart his faith” and angrily denounce them. He will
  even admit to having poisoned Mokk on the instructions
  of the Holy Vaticine Church. He has several letters in his
  belongings from a “cousin in faith.” These are actually from
  Maria and obliquely give him instructions, including men-
  tion of “a special polish I thought you might like to try
  upon the silver.” Contained in these letters are requests for
  information about a lady named Quitera Cortez. If asked,
  he will deny any knowledge of her, but Stenson and many
  of the other members of the staff can confirm that she is a
  wildly obsessive artist and architect whom Val Mokk hired
  to work on the Kirk Cathedral. 
  THE RASMUSSEN SCHOOL
  Should the heroes go to the Rasmussen Pistol School, either
  on their own or after Stenson suggests it, they will find the
  two-story building long since closed for the night. Banging
  on the door summons one of the night watchmen who
  informs them such it a curt and surly turn. If the heroes can
  convince him about the importance of their mission, he will
  grudgingly allow them inside and then summon the school’s
  Guildmaster. Rogar Rasmussen, son of the school’s founder,
  the late Erl Rasmussen, is an elderly man who walks a cane
  and wears a robe over his nightclothes. Despite this, the robe’s
  two pockets bulge from the weight of the pistol he tucked
  into each one. His manner is completely composed and only
  the narrowing of his eyes indicates his emotions.
  Rasmussen demands to know what is happening and
  refuses any help until he understands the situation. He is
  quite perceptive and probably notices if the heroes lie to him.
  If they tell him the truth or make up a convincing lie, he
  agrees to help them under one condition. They must tell Val
  Mokk and the other Vendel Chairs about his assistance and
  request that the Rasmussen School receive equal footing with
  the Swordsman’s Guild. He take the heroes’ word on the
  matter and does not ask that it be done before he gives them
  the information. 
  Should the heroes balk or claim that they are powerless to
  affect that change, he becomes extremely animated and
  explains that the Swordsman’s Guild has a right to initiate
  duels at will and often singles out members of his School. He
  only seeks an equal right for his students and fellow members
  to defend themselves legally and to initiate duels against
  those who wrong them. If they refuse his request, his
  response depends upon their reasoning. 
  If they refuse because some of them favor the Swordsman’s
  Guild, he turns to the others and raises his eyebrow as if to
  say, “Do you see what I mean?” He will aid them to prove that
  he is more honorable than a Swordsman. 
  Should they feel that he is traitorous for not immediately
  leaping to aid them after they dragged him out of his bed in
  the middle of the night, he will order them out of the build-
  ing and leave in disgust. If they offer resistance, guards with
  drawn firearms seem to appear from everyone. Dozens of
  loaded pistols make a forceful argument.
  Assuming Rasmussen agrees to help, the party shows him
  the pistol and he asks for four details, any four. Mentioning
  that he worked with a Castillian woman will not help, but
  stating that he had a Vodacce coin does. “Ah. Yes. I know the
  man of which you speak. Fang Hendrickson. A bit of a dandy,
  but he has an eagle eye and is an excellent shot. Son of a
  wealthy dye merchant. He tends to leave these,” he lifts the
  pistol you handed him, “lying around because he can always
  afford more. He was hired recently as a companion and
  lackey to Luco Villanova.”
  (Note: Ivar Dags is also aware of Fang Hendrickson and for
  whom he works. He is not familiar with his pistols, but he can
  identify him if the heroes provide him with five details about
  his appearance. )
  VISITING VILLANOVA
  Once the heroes discover the gunman’s identity, they may
  wish to go to Villanova’s home. If they simply watch the place,
  they must make a stealth check (TN 20) or Hide in Shadows
  (DC 20) to avoid being spotted by one of his night watchmen.
  If the heroes try to sneak onto the property, they must again
  avoid the night watchmen. If the party is spotted, Villanova
  sends the night watchman to bring them to him. 
  Villanova is still dressed in formal attire, and surrounded
  by his guards and several servants armed with firearms. He
  greets the party with the barest degree of civility and
  demands to know why they are spying on him. He vehe-
  mently denies any knowledge of tonight’s events outside of
  his party. If asked about Fang Hendrickson, he responds that
  the man was in his employ, but was let go several days ago.
  During the conversation, he sneers and insults the heroes in
  the manner typical of his family. He refuses them entrance
  into the house proper.
  (Unbeknownst to the heroes, Hendrickson is actually
  watching the proceedings from a hiding place on the edge of
  the garden.) Villanova orders the guards to “escort” the party
  to the gate immediately. There are enough guards that resis-
  tance is futile; the party would be better served to leave and
  try to re-enter by stealth or get help from Ivar Dags. One of
  the watchmen patrolling nearby bumps into a man hiding in
  the bushes, forcing him out of hiding. It is Hendrickson! 
  If one of the characters draws a weapon, one of the guards-
  men knocks the weapon from his or her hand. In either case,
  Villanova retreats towards the house. The night watchmen
  rush to his aid and provide him some cover. Meanwhile, Hen-
  drickson has regained his balance and starts firing at the
  heroes as he also escapes out the gate. 
  
  CHAPTER
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  67
  If the party tries to follow him but loses the trail, they
  encounter Javier Gadeva. If questioned, Gadeva knows noth-
  ing about Villanova’s plans other than his desire to humiliate
  and destroy Stenson, but he does know that Hendrickson and
  a Castillian woman have been working closely together on
  something important. He also knows that Villanova and a
  Vendel merchant named Helga Keller have also worked
  closely. 
  If they catch up with Hendrickson, he manages to keep
  them from killing him by offering to tell the whole story
  about Villanova’s plan, on two conditions. The first is that they
  set him free and the second is that the heroes must save the
  love of his life, Quitera Cortez, a Castillian artist and archi-
  tect. He tried to rescue her after leaving the Spa, but could not
  find her. He loves her so much that he will forego his own
  pardon if they agree to save her life. He refuses to provide
  them any information until they prove that she is safe.
  If the heroes enlist the aid of Ivar Dags, he will accompany
  them back to Villanova’s home. Villanova will act as above,
  but when Dags insists upon entering the house, Villanova
  reluctantly agrees and escorts them inside. Rather than
  accompany them, he ducks into an office, slams the door shut
  and locks it. If Gadeva or Hendrickson is with the party, he
  will try to break down the office door, all the while screaming
  at Villanova and threatening to betray him. If anyone can
  break down the door in the next two rounds, they burst into
  an empty room already engulfed in flames; for every round
  that the fire continues to burn, one piece of evidence is
  destroyed (with the list being the last to be destroyed). 
  If the heroes investigate the house, they will find a number
  of interesting items. 
  Unless the room is completely inflames, someone finds
  The Book of Genealogy but the maser printing plates are not
  here. 
  • There is a letter signed with the rune Uvitenhet that refers
  to needing “just a little more time” to secure “the book” by
  this evening and offers to exchange it for the printing
  plates at 4:00 a.m. at the Disappearing Barrel. (Most Vendel
  from Kirk will know that this is a rather upscale tavern in
  the southwestern corner of the city.) 
  • A partially burned chart of a sea fort (Hofsjokull) is located
  within the fireplace. There are no markings upon it, so it is
  extremely difficult to determine where the island is located,
  but Captain Nye (see below) or Stenson can provide the
  information after studying it carefully for at least half an
  hour (assuming one of the heroes isn’t able to identify it). 
  • In Villanova’s accounting books is a record of the sale of
  over 500 barrels of gunpowder to Helga Keller. 
  • In a drawer is a folded list of fifty names, which appear to
  be the most important members of the Vendel Guild.
  While not all the names are familiar, it should be clear that
  if everyone on the list died, Vendel would be thrown into
  an uproar. Over a dozen names are crossed out with a small
  black bird symbol next to them. The names of Val Mokk
  and the other eight poisoned victims are freshly marked
  with the raven and another fifteen names marked with the
  raven as well. These people are all members of the negoti-
  ating team in Wische, though that will not be immediately
  obvious to most people. The twenty-four names are those
  whom Villanova has marked for death within the next day. 
  
  CHAPTER
  2
  Adventures
  68
  LIEBER’S CATHEDRAL
  Quitera Cortez is a devout Vaticine artist who believed that
  Theus transcends denomination or faith. When Val Mokk
  offered her the chance to design and build Lieber’s Cathedral
  with a virtually limitless budget and his full support, she con-
  verted to the Objectionist Church and began work immedi-
  ately. She has taken to her task with a passion and works on
  the frescos and designs constantly. Should the heroes attempt
  to visit her lodgings, they will find no one present. Visiting
  the cathedral provides them with far more excitement. The
  cathedral is slowly taking shape and large pillars of stone
  tower above the surrounding buildings. A dozen wagons with
  building materials are parked outside of it. One of the wagons
  is still hitched to horses however and closer inspection
  reveals that it is filled with gunpowder. Entering the cathe-
  dral, the heroes will see that one of the entryways is nearing
  completion. Mokk demanded that one of the entrances be
  completed fully so he could show others what the artist’s final
  product would look like. 
  The entrance will be 40 feet square when completed, but
  currently, scaffoldings and stacks of marble tile vie for floor
  space. Unable to sleep after the party, Señorita Cortez came
  here to examine her work and noticed a minor flaw. She only
  intended to work for a moment, but was drawn into the pro-
  ject and started on the frescos of the nave roof. By the light of
  a lantern, she touched up the painting of the three Prophets
  of the Vaticine Church reaching out to touch their fingertips
  to a dazzling globe of radiance. 
  However, a few minutes before the heroes arrive, three
  men barged into the area with pistols drawn. They fired up at
  the woman, but succeeded only in destroying the lantern.
  The heroes hear a commotion inside as they arrive and find
  the three men trying to get at Quitera. She is still up in the
  scaffolding, occasionally throwing buckets of paint down
  upon the assassins. (If the assailants can reach her, they plan
  to kill her and use the gunpowder to destroy the building’s
  structural integrity.). 
  Should the heroes defeat at least one of them, the remain-
  ing killers will flee. With a little pressure, they reveal that a
  woman named Maria hired him to kill the blasphemous trai-
  tor Cortez and prevent the Cathedral from being completed.
  All the gunman knows that the woman was a member of the
  Inquisition and arrived in town several days ago with orders
  to kill the most influential Vendel and cripple the Guilds. He
  reveals that they were also aware that she was working with
  someone else within the city, but does not know who that is. 
  Señorita Cortez is astonished that she was marked for
  death. She only wants to build a shrine to Theus and cannot
  conceive why anyone would object to that. Questioned fur-
  ther, she admits that she really does not know much about
  the social situation in Kirk. She has focused so much atten-
  tion to the Cathedral that she has largely ignored everything
  beyond it. She does admit to having a suitor, a merchant
  named Fang Hendrickson. If questioned about him, she says
  that he works for Luco Villanova, is a skilled Rasmussen pis-
  tolier, and loves poetry and landscape paintings. She will not
  believe any accusations or revelations the party has about
  him, but can tell them that he currently lives at Villanova’s
  home.
  If the heroes do not want to go to her aid, Ivar Dags and his
  men go in their place. They will not capture any of the men,
  but they will prevent Cortez from being injured or killed.
  HENDRICKSON’S CONFESSION
  If the heroes agree to let Hendrickson go or help him receive
  a pardon from the Vendel Council (assuming he can prove
  that Cortez is alive and well), he tells them what he knows
  about Villanova’s plans. 
  A strange alliance of Vodacce nobles, Inquisition clergy
  and Vestenmannavnjar warriors has been formed with a
  single goal — to destroy Vendel. While each has their own
  interests and plans, they have agreed to work together in a
  grand scheme to eliminate the most important members of
  Vendel society and throw their culture into an uproar. 
  The woman they knew as Maria was actually Doña Urraca
  Rioja, one of the Inquisition’s top agents. The Inquisition
  wanted to crush Vendel’s Objectionist tendencies and
  “encourage” them to adopt the Vaticine faith. She was visiting
  the nearby sea fort of Hofsjokull to set up some sort of
  ambush there. It was she who insisted on the theft of The
  Imperial Book of Genealogy and ordered Quitera Cortez’s death.
  Hendrickson says that he killed Rioja to protect the woman
  he loved. While she was the one to spread rumors of 
  El Camaléon, to the best of Hendrickson’s knowledge the
  infamous assassin is not anywhere near Kirk.
  The second member of the alliance was Luco Villanova. 
  He initially arrived only to spy on the Vendel, but he planned
  to enhance his standing at home by destroying them instead.
  He came up with the list and then contacted the other two
  conspirators. He intended to kill everyone on the list and
  then return home. Hendrickson knows that Villanova was
  responsible for killing several merchants over the course of
  the last week with poison supplied by Doña Urraca. As for
  Villanova’s current location, Hendrickson expects that the
  Vodacce will certainly flee the city and return home. 
  (The Vodacce apparently expressed frustration that despite
  hearing rumors that his cousin’s wife Valentina and courtesan
  Juliette were hiding in Kirk, he was never able to find them.
  After failing to kill the entire list, he needs to accomplish as
  much as possible before returning to Vodacce.)
  The third member of the alliance was a Vestenmannavnjar
  known as Uvitenhet. While many of the Vestenmannavnjar
  use brute force and violence to achieve their means, Uviten-
  het has always relied upon more subtle means. Hendrickson
  knows that although Uvitenhet uses the name of a Living
  Rune, she often disguises herself as a Vendel merchant.
  While he does not know her real name, he knows that she
  was to meet Villanova at the Disappearing Barrel at 4:00 am,
  She was most interested in obtaining the final ingredients to
  forge her own guilder notes. She was also willing to assassi-
  nate several of the members on Villanova’s list who were
  guilty of truly heinous crimes like slave trading, but had been
  able to conceal the evidence so well that it could not be
  proven. She ordered her men to kill the Vendel outside of
  Kirk and even killed one of the men herself with her power-
  ful Lærdom magic by freezing a merchant to death after dis-
  covering that he was responsible for shipments of tainted
  food to Vestenmannavnjar villages. 
  
  CHAPTER
  2
  Adventures
  69
  Hendrickson also knows that the three agreed to destroy a
  symbol of the Vendel’s prominence in the world by setting a
  bomb in the heart of the Hadewig Clock, which will explode
  at 3:00 a.m.
  HADEWIG’S CLOCK
  A towering pendulum clock built by renowned scientist
  Clarisse Margaret Hadewig chimes out the hour from Hanns-
  Carsten Square in the center of Kirk. The clock stands 30 feet
  tall and is roughly 20 feet square. There are no windows and
  the only door is on a balcony roughly two stories off the
  ground. The lower levels are filled with gears and other mech-
  anisms while an enormous clock-face and the gears to propel
  it take up most of the space on the top floor. This is the clock
  whose chimes reminded the heroes of the time throughout
  the course of the entire adventure. 
  (Note: Earlier in the evening, Uvitenhet snuck into the
  clockworks and placed a ceramic barrel within the large gears
  of the clock itself. While Hendrickson believed it to be a
  bomb, the contents of the barrel are actually concentrated
  acid. When the gears crush the barrel, the acid will spill out
  and eat away at the delicate mechanisms of the clock. Within
  an hour, the gears will seize up and the clock will cease func-
  tioning. If the heroes find it before this time, they must still
  find a means of disarming the trap. The barrel is wedged into
  the gears tightly and removing it with too much force will
  result in it breaking open. Only by loosening the gear train
  can the barrel be removed safely (d20:™ Craft (Clock Making)
  or Craft (Engineer) check (DC 15); 7th Sea:™ Clockmaking,
  Engineering or Wits check (TN 20)). 
  THE DISAPPEARING BARREL
  The Disappearing Barrel is an upscale tavern in the south-
  western corner of the city. While it is close to the water, there
  are no nearby docks. The sign outside the door shows a
  Vendel man trying to pour a drink from a cask while another
  man lies beneath them and swallows a stream of liquid pour-
  ing from a hole in the casks bottom. The interior is very
  refined with dark maple paneling and beautiful landscape
  paintings upon the walls. The entire room is designed to look
  like a Vestenmannavnjar feasting hall. The mugs all resemble
  barrels and each one is hand-carved. The bar is a sturdy plank
  of maple, intricately detailed with scenes of famous Vesten-
  mannavnjar travelers and explorers. Behind it is a stained
  glass window showing the Living Runes fighting the Great
  Wyrm. Small alcoves around the outside of the room give
  patrons a chance to meet privately. This is a Vendel’s vision of
  how Vestenmannavnjar halls should look. 
  The tavern is often used for meetings that must remain
  completely confidential. There are only two people and the
  tavern’s staff still here. Both patrons are wealthy merchants so
  the staff allows them to remain as long as they like (the tips
  are excellent). The two beautiful serving wenches, a hand-
  some bartender, an enormous but rather hideous bouncer,
  and the Vendel merchants are all singing an Inish drinking
  song when the heroes arrive. If any of the heroes think to ask
  if Villanova has been here tonight, the staff offers the infor-
  mation in exchange for a tip. The party learns that Villanova
  has been here within the past 30 minutes and left a message
  for Helga Keller who picked it up at 4:00 a.m. and left imme-
  diately after that. 
  For another tip, the heroes can also hear what the message
  was. “Plans unraveling. Sigurd’s hammer.” If asked, the staff
  says that the men turned towards the docks while the woman
  headed into the heart of the city. Any long-time resident (or
  party member who is Vestenmannavnjar) knows that Sigurd
  is the name of an ancient Vestenmannavnjar warrior who
  fought off a foreign invasion by himself upon the steep cliff-
  side to the west of the harbor where a lighthouse now stands.
  The hill and the lighthouse are properly named after him, but
  most citizens of Kirk merely call them Sigil. (Note: if the
  party arrives before 4:00 a.m., Keller sees them and arranges
  for someone else to pick up the message for her.)
  THE MYSTERY OF HELGA KELLER
  If the heroes chose to investigate the woman who had so
  many dealings with Luco Villanova, either Stenson, Dags or
  other Vendel merchants can provide them with some details.
  She is a Vendel merchant and a member of the Guild who
  despises the Vestenmannavnjar and repeatedly calls for more
  action against Uvitenhet, the Vestenmannavnjar vigilante
  who often exposes supposed Vendel corruption. While most
  of her trade is in textiles and similar goods, she has recently
  begun diversifying. She joined the Lighthouse Keepers Guild
  and bought several lighthouses, including the one on top of
  Sigil. While keepers can charge the Merchant Guild and Har-
  bormaster for the operation of the lighthouse, it is not a very
  lucrative endeavor. It does provide a service by constantly
  watching the coming and going of ships in the area. Keller
  has used some of the information she gleaned from her
  employees to corner the market in certain goods. This does
  not always work to her advantage, however. 
  Over the past few months, Keller began to purchase all the
  gunpowder she could, perhaps thinking that after the battle
  between Montaigne and Fauner Pösen’s troops, prices would
  increase. Sadly, prices have actually declined and she now sits
  upon a large surplus of gunpowder. She also owns a ware-
  house, the very one where the Vestenmannavnjar Raiders
  gathered last night. Some claim that she bought the light-
  house because she believed there was valuable minerals
  beneath it. For months, she hired dozens of miners and sent
  them to Sigil. She has not yet announced the discovery of
  anything and there is no sign of the supposed mines.
  If the heroes are suspicious and try to speak to her, they dis-
  cover that she is not home. In fact she never came home last
  night and cannot be found within the city. If her dwelling is
  carefully searched, the heroes discover a secret room that
  contains voluminous correspondence and information about
  every aspect of life in Kirk — and all of the letters are
  addressed to Uvitenhet. There are also architectural plans
  showing a large network of tunnels excavated beneath the
  lighthouse on Sigil. Notes in the margins discuss the volume
  of space excavated and how many barrels can fit within them. 
  SIGIL HILL
  Sigil Hill is packed with gunpowder set to go off at 7:30 a.m.
  just as everyone is opening their shops and market stalls.
  Should the party fail to reach the Hill and put out the fuse,
  they will be helpless to stop the explosion.
  The overland journey to the lighthouse is long and ardu-
  ous. Because of the steep terrain, the road cuts back and forth
  in a series of switchbacks. Should the heroes attempt it, they
  
  CHAPTER
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  will find that several recent landslides have blocked part of
  this trail. Until they clear, the quickest method of reaching
  the lighthouse is to sail across the harbor and climb the steep
  cliffs of Sigil. The heroes could also hire a ship to carry them
  the short distance (15 minutes) it takes to reach the bottom of
  the cliff from the docks. The temperature is cool and a thick
  fog engulfs the entire harbor, significantly reducing visibility.
  From the bottom of the cliff, the task looks far more daunt-
  ing. It is close to a hundred feet straight up to the lighthouse.
  The climb is not particularly difficult, although it does make
  for a perfect opportunity to allow excitement without
  combat. Last minute rescues as someone falls towards the
  rocks below, attempts to climb ahead and place a rope, meet-
  ing a flock of sea gulls who refuse to budge from their place
  on the cliff, and a rope that frays and snaps upon sharp rocks
  can all be employed to make the player’s blood race faster,
  (though never to the detriment of the ticking clock).
  A small one-room house sits beside the lighthouse proper.
  Two sleepy Vestenmannavnjar emerge  to greet the heroes.
  They readily admit to being Keller’s employees and if asked
  why they work for a Vendel, they solemnly state that they
  were once pirates who attacked one of her ships. After her
  men defeated them, she spared their lives. They work for her
  to repay this debt. They are glad to show the party around the
  lighthouse, which is a very simple building. A tall spire of
  rock thrusts up into the air with a single door leading inside.
  Inside sits a wooden spiral staircase rising up to a platform
  overhead. The enormous lantern and mirror assembly that
  projects the light outwards is still rotating though the early
  morning light that is slowly burning the fog away.
  A trapdoor lies within the floorboards of the first floor of
  the lighthouse, but it is difficult to spot (so DC and TN should
  be set accordingly.) Opening it reveals a tunnel leading
  straight down into darkness with a faint spark of light far
  below. If the trapdoor is discovered, the Vestenmannavnjar
  guards immediately attack. They know all about the tunnels
  which are filled with barrels of gunpowder… and a slowly
  burning fuse. (They were preparing to leave when the heroes
  arrived. Should the heroes prevail in the combat, the Vesten-
  mannavnjar will cackle wildly and tell them that the fuse has
  been lit and it is only a matter of moments before the entire
  cliffside explodes.) The Vestenmannavnjar have strung two
  ropes for rappelling down to a longboat concealed in a small
  cave. If they have a chance, they will attempt to escape and
  leave the heroes here. Should they succeed, the same boat
  that dropped the heroes off picks them up within fifteen min-
  utes. Otherwise, the heroes might catch a ride into harbor on
  the Persephone (see next page).
  The heroes must extinguish the fuse, but task proves more
  difficult than it initially appears — there are multiple fuses!
  (Adjust the number to cover a full 10 Rounds at which time,
  if they make their checks, they just barely manage to put out
  the last one. If the heroes have not spotted the trapdoor, the
  GM should still allow them to escape before the explosion.)
  Regardless of what happens to the lighthouse, the heroes
  notice an Eisen ship named Der Geist sailing past them from
  the harbor as they return to the docks. If the party scans the
  ship as it goes past (and they make the appropriate checks),
  they are stunned to see Villanova on deck! And oddly enough,
  although the wind is calm and there is a moderately heavy
  fog, the ships sails are filled with wind, signifying the possi-
  bility that he now has the services of a Lærdom mage. (If for
  some reason the characters fail to ask, or fail their rolls, Ivar
  Dags can relay the information.)
  
  CHAPTER
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  REPERCUSSIONS
  If the heroes did not play previous parts of the adventure or if
  they missed part of the story, Stenson may ask them to help
  during their hour of need. Should the heroes fail to discover
  which of the servants is the traitor or if they accuse the wrong
  person, Ulf will escape shortly afterwards and warn the
  Inquisition of the heroes’ actions. 
  If the heroes were unable to save Quitera Cortez at the
  Cathedral, Hendrickson refuses to provide them with any
  information. This could easily mean that the heroes never dis-
  cover some of the intricacies of the plot. It will also mean that
  the Cathedral’s construction will effectively slow or even
  cease altogether. The greatest repercussion would simply be
  that they may fail to track down Villanova or Uvitenhet
  before their schemes come to fruition. 
  2:00 a.m. to 8:00 a.m. – The Privateers
  Wherein a different role gives the players a taste of the sea
  and the dangers it holds.
  Between 2:00 a.m. and 8:00 a.m., the players have the
  opportunity to play dual roles once again. In this case, have
  them create members of the Sea Dogs, the Avalon privateers.
  The players should not be given much background informa-
  tion on the characters’ current situation, simply that they are
  sailing through the darkness towards Kirk on an important
  mission. However, one of the party should be allows to play a
  Vodacce courtesan named Maria who is traveling with them,
  though she is not herself a member of the crew. 
  Introduce this window slowly, much as was done with the
  Vestenmannavnjar raiders earlier. Although she is the only
  person onboard the Persephone who is not a member of the
  crew, Maria is the focus of this window. Use her to introduce
  the other members, allowing them to describe themselves
  and their position upon the ship. 
  Any position is available except captain, which is held by
  Needlenose Nye, a former member of Captain Berek’s crew
  who bought and outfitted his own ship in the Sea Dogs. A tac-
  iturn man with a halting knowledge of Avalon, Nye has gath-
  ered an unlikely crew, but insists on strong sailing skills
  among his men. Rather than a group introduction, allow
  Maria to interact with one crewmember at a time until the
  entire party is revealed. Give them a bit more information
  about Nye and the ship each time you return to this window.
  Nye has devoted his ship to lost causes and improbable
  feats, and often simply carries normal cargoes while search-
  ing for adventure. Currently, he is carrying spices bound for
  Kirk. He encountered Maria several weeks ago in Castille
  when she briefly escaped from a group of men determined to
  keep her imprisoned. Nye and his men broke her out of
  prison and promised to help her complete an important mis-
  sion, which involved getting to Kirk as quickly as possible. 
  To that end, the Persephone has sailed night and day to reach
  her destination. 
  Travel at night is a risky proposition and the GM may wish
  to include several encounters to bring this fact home to the
  characters. After the lookouts make several false warnings
  about other ships, they will spot an iceberg drifting towards
  them. Only an excellent pilot will be able to maneuver them
  from certain doom and even that would not be possible if the
  riggers did not lower the sails in time to slow them. Try to
  give every crewmember something to do during this
  encounter so no one feels left out, but make sure the ship gets
  to Kirk. Examples include allowing gunners to destroy parts
  of the iceberg and others to act as impromptu riggers. 
  When they approach Kirk, the wind dies and the privateers
  resort to using oars to complete their voyage. The players may
  now return to their original heroes for the remainder of the
  adventure.
  REPERCUSSIONS
  Should the party fail to make it past the iceberg, their ship
  will be badly damaged and delayed by an hour which means
  they will need to find another captain to take them to the sea;
  therefore, they may not know that the antidote has arrived
  before they must leave to track down Villanova.
  9:00 a.m. to Noon – Endgame
  Wherein the villains have been unmasked and must now
  taste the cold steel of justice wielded by the heroes.
  9:00 a.m. – Unexpected Allies
  As you stand there contemplating Villanova’s escape, you
  hear the steady beat of a pair of oars crashing through
  the water. A ship suddenly bursts through the fog and
  glides up to the docks a few feet away from you. The
  name Persephone stands out clearly upon her prow as a
  tall dark-haired woman rushes down the gangplank and
  notices you. Running up to you, she demands urgently,
  “Where is Val Mokk? I must speak to him immediately!”
  This ship was the focus of the Privateer window. Xenia
  Hidalgo, the Castillian woman who spoke to the heroes, is the
  agent Mokk sent them to find yesterday. She was captured
  and imprisoned by the Inquisition for several days before
  Captain Nye rescued her. Now she must complete her mis-
  sion. She knows that Doña Urraca is somewhere in town and
  has orders to kill Mokk and other prominent Vendel. If the
  heroes tell her that they already have that information, she
  will relax, believing that the crisis is past. When she hears
  that things are still in chaos, she will feel the need to confirm
  all of this with Mokk. Should any of the heroes mention gil-
  farn, Captain Nye, who is standing on the deck and leaning
  over with a wide grin on his face, will ask about it. He picked
  up a couple barrels of it in the Midnight Archipelago and was
  hoping to sell it here in Kirk. Should they mention their des-
  perate need, Nye will happily give them a cask of the gilfarn.
  This cask is sufficient to cure all of the afflicted patients. 
  Upon receiving the gilfarn, Stenson grins broadly before
  turning it over to the physicians. One of them immedi-
  ately begins preparing it and several long minutes later,
  he pours boiling water over the crushed herbs and places
  the pot in the center of Mokk’s still disorganized office.
  The steam billows out and fills the room with a thick
  cloying odor. For a long minute, there is no effect upon
  the unconscious patients but then Val Mokk begins
  coughing harshly. Seconds later the other merchants
  follow suit. The physicians are all smiling broadly and
  Stenson roughly demands, “Well?”
  
  CHAPTER
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  “It will take a while for the gilfarn to work; you found
  the right herb. In a few minutes, we will give them some
  of the tea. It may take an hour or two, but they should
  pull through. Thanks to these heroes.” The physicians
  and herbalists raise a small cheer and then begin moving
  amongst the patients and checking their condition.
  Stenson turns to you. “It is true. You have saved these
  men. Now what about the rest?”
  If the heroes decide to pursue Villanova, something Sten-
  son whole-heartedly encourages, Captain Nye will offer his
  ship. Unfortunately, the harbor is still becalmed. Only by
  finding a Vendel Lærdom mage can they leave. Dags or Sten-
  son will suggest Boli Kollsson. If other Vendels are asked,
  they will recommend the small school for Vendel Lærdom
  mages here in Kirk, which Kollsson runs. While Kollsson is
  extremely busy teaching class today, he will put that aside if
  the heroes explain the urgency of the situation. He personally
  accompanies them upon the trip along with several of his
  most gifted students. Together, they can replace the calm that
  sits upon Kirk’s harbor with a strong northern wind. 
  10:00 a.m. – A Rough Voyage
  Should the heroes examine the list of names Villanova had,
  they discover that fifteen of them marked with the raven
  symbol were merchants and officials who had journeyed to
  Wische to negotiate a trade agreement. If they said anything
  about it earlier, Stenson mentions that he was unable to con-
  tact them since they left Wische five days ago by ship and
  they do not have any means of communicating with them. If
  asked, he can tell them that the ship should arrive by evening
  and that it will pass right by Hofsjokull. Any sailor or mer-
  chant will be able to provide the heroes with the same infor-
  mation. If the heroes have not yet realized that Villanova is
  likely heading towards Hofsjokull, Stenson or Nye will cer-
  tainly suggest it. The seafort lies to the south of Kirk and has
  a wide control over the shipping lanes in this region. This
  should provide them with their destination. 
  The journey to the sea fort should be detailed in a few short
  minutes. Focus on the fact that the wind is directly behind
  their ship and far stronger than common for this time of year.
  Crashing waves and violently rolling seas will make any non-
  sailors quite ill. Even the Sea Dogs appear uneasy about the
  speed with which they travel. The heroes overhear one of
  them mentioning that they have sailed further in the last
  hour than they usually go in an entire day. 
  After an hour at sea, you can see the looming fortress
  of Hofsjokull slowly rising out of the sea. While he has
  remained apart for the entire journey, Kollsson (if pre-
  sent)  now calls out to the heroes and points out dark
  clouds gathering on the horizon. Striding over to his
  side, you notice dozens of runes marked upon the deck
  at his feet in red and black paint. “We’re not the only
  ones manipulating the weather. There are several other
  Lærdom mages within the fortress and it looks like
  they’re calling up a storm.” 
  If the heroes ask him to disrupt it, he will shake his
  head. “My students and I have driven this ship farther
  and faster than even I believed possible. We have almost
  expended our entire reserves. We can probably slow the
  storm’s progress, but I doubt we can disrupt it.” 
  As you approach closer, you see Der Geist you spotted
  leaving Kirk a few hours ago is anchored at the sea
  fortresses docks. The Persephone lowers her sails and
  lurches towards the same docks. The crew leaps into
  action as the ship drifts up to the dock and quickly ties
  the ship. Captain Nye calls out in Castillian from his spot
  at the tiller, “The Hourglass says it is 11 am.” Simultane-
  ously the lookout shouts from the crow’s nest. “Sails ho!”
  Holding a spyglass to his eye, he points to a speck upon
  the southern horizon. 
  Boli Kollsson and his Lærdom mages as well as Captain
  Nye and his Sea Dogs are exhausted by the journey and
  unable to assist the heroes further. While they cannot verify
  this yet, the ship on the horizon is the Aven bildlig, carrying
  Vendel envoys from Wische back to Kirk.
  11:00 a.m. – Final Confrontation
  Hofsjokull’s docks are on the northwestern end of the island.
  Niklas Lassia, the military commander of the fortress, meets
  the heroes are they disembark. A brash and overconfident
  man, he scoffs at their claims, stating that Der Geist has
  docked here several times in the past. Luco Villanova has also
  visited often and Helga Keller is a well-known merchant and
  member of the Merchant’s Guild. The thought that he could
  be tricked into allowing a Vestenmannavnjar killer and a
  Vodacce spy into his fortress is inconceivable to him. He will
  personally escort the heroes through the massive gates and
  towards the guesthouse where the two retired. Of course,
  they are not here and there is no sign of where they have
  gone. 
  Disturbed, Lassia strides over to the Command Tower in
  the center of Hofsjokull and begins signaling each of the
  cannon emplacements with semaphore flags. One by one,
  each of the 21 guns responds with a signal for an all clear,
  indicating that no stranger is there. Meanwhile, the sky turns
  black as the storm to the southeast slowly rolls in closer. The
  ship to the south is sailing straight towards the fortress, obvi-
  ously meaning to take shelter. 
  Having checked with his men, Lassia is suspicious of the
  heroes and refuses to signal the incoming ship. He escorts
  them to a small guesthouse in the southern end of the fortress
  and tells them that he is going to take a tour of the gun
  emplacements to investigation the situation personally. He
  orders the heroes to remain here and places four guards upon
  the door to prevent them from leaving. His last words are a
  warning that he will have some more pointed questions when
  he returns. He begins his tour at the southeastern end of the
  island and proceeds counterclockwise. 
  If the heroes investigate Der Geist or insist that Lassia do so,
  they discover that it is an Eisen merchantman that regularly
  plies the water between the Vendel islands and Pösen. The
  crew contains a large number of rough-looking mercenaries
  and gunnery mates. If asked, the captain responds that he has
  had trouble with Vestenmannavnjar raiders lately. In fact,
  pointing to a nearby woman dressed in furs and leather, he
  says that he hired his own Vestenmannavnjar weather witch
  
  CHAPTER
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  73
  to ensure he would not need to fear the raiders’ magic. About
  ten minutes after the heroes arrive, a dozen men leave their
  ship to dine at the fortresses barracks, as has become their
  custom. 
  (Unbeknownst to the characters, only minutes after arriv-
  ing at the barracks, they overpower the handful of men pre-
  sent and steal their uniforms. The mercenaries then quickly
  move to the southwestern gun emplacements and join with a
  group of bribed soldiers in overpowering the other guards
  and taking command of the guns.)
  The heroes have a dilemma. Should they wish to attack the
  guards, they may do so, but will probably not have any idea
  where to go. If they just cannot make a decision, ask them to
  make Perception checks (DC 20/TN 25). Success indicates
  that they notice smoke coming from the gun position to the
  southwest. After watching it for a few minutes, someone may
  realize it is a forge used to heat shot. As any sailor or military
  man knows, heated shot is a terrible weapon many fortresses
  use against attacking ships. The red-hot cannonballs must be
  handled carefully because they often cause fires or even set
  off explosions. Flashes of lightning are visible in the distance
  as thunder crashes out. Suddenly thunder crashes out again,
  but far closer. The cannons southwest of the guesthouse fire,
  engulfing the area in smoke. 
  If there are still guards outside the guesthouse, they will be
  completely shocked that anyone would fire the cannons
  without orders from the Command Tower. A nearby staircase
  provides easy access to the top of the wall and the heroes
  arrive there just in time to see and hear another 15-pound
  cannon shot thunder out. Glancing around, the heroes see a
  dozen unconscious guards at adjoining gun emplacements
  while a score of men dressed in ill fitting uniforms are reload-
  ing the Eisen cannon. These were highly skilled, well disci-
  plined mercenaries. They have lookouts posted who will
  probably spot the heroes immediately and move to engage
  them, leaving ten behind to continue the assault. Flanked by
  the guards are familiar figures: Luco Villanova and Helga
  Keller stand side by side watching a ship at sea from which a
  column of smoke is rising. 
  Their plan was to allow their minions to deal with this situ-
  ation, but given the shambles the heroes have made of their
  other plans, the two villains decided to handle this matter
  personally. With at least six mercenaries working at it, they
  can fire one cannon shot per round. Unless the heroes inter-
  fere, the mercenaries will fire two more shots (missing with
  the first and scoring a direct hit with the second), then
  descend to the courtyard while the Vendel soldiers race along
  the wall tops towards the gun they used to bombard the ship.
  Villanova and his mercenaries race to the Der Geist and escape
  under cover of the storm controlled by Uvitenhet and the
  other Lærdom mage. Despite this plan, Villanova and Uviten-
  het remain behind and fight to the death to revenge them-
  selves against the heroes. 
  If the heroes can eliminate enough men to prevent them
  from firing the guns twice or throw off the second shot so
  they miss, the Vendel ship carrying the envoys from Wishe
  will be able to put the fires out and make it to port safely.
  Beginning with round 3 and each consecutive round, 12
  Vendel guards arrive. Unfortunately, since they are not sure
  who is on their side, they initially attack both heroes and vil-
  lains equally. If the fight continues, Lassia arrives on round
  eight and order his men to focus on the Eisen. This time table
  may be adjusted upwards or downwards, depending on if the
  heroes are having too easy or difficult a time of it. (Alter-
  nately, Uvitenhet will not be in attendance during the final
  clash, having slipped out to fight another day.)
  Noon: Finally…
  Wherein the heroes are victorious (with some help) and save
  the lives of dozens of people, prevent the destruction of the
  harbor, and defeat several devious and remorseless villains.
  On behalf of the Vendel government, Val Mokk is extremely
  grateful and insists on rewarding the heroes, first and fore-
  most with a long hot bath! Mokk later arranges a proper com-
  mendation ceremony that he presides over with Mistress Sela
  Cole at his side; other appropriate rewards are left up to the
  GM. 
  Not bad for a day’s work!
  NPCs and Statistics
  Original characters for this adventure: Brun Stenson, Inga
  Snyder, Javier and José Gadega, Fang Hendrickson, Quitera
  Cortez, Rogar Rasmussen, Xenia Hildago 
  Los Vagos:™ Doña Urraca Rioja (“Maria”), El Camaléon
  Vendel/Vesten™ and Heroes, Villains, and Monsters:™ Sela Cole,
  Boli Kollsson, Master Red, Joseph Volkner, Uvitenhet/Helga
  Keller, Ivar Dags, Val Mokk 
  Ships and Sea Battles:™ Luco Villanova and Niklas Lassia, 
  as well as the fortress of Hofsjoskull
  7th Sea CCG: Needlenose Nye
  Brun Stenson (d20™)
  Vendel Courtier 6: CR 6; Size Medium (Humanoid); HD
  6d6+6; hp 32; Init +0; Spd 30 ft.; AC10; Atks: Unarmed +3
  melee (1d3); SA none; SQ Courtier Ability (Voice), Gossip,
  Style and Grace, Talent, Versatile, Wealth; SV Fort +3, Ref +12,
  Will +6; Str 10, Dex 11, Con 12, Int 14, Wis 13, Cha 16; AL LG;
  Skills: Appraise +11, Bluff +12, Decipher Script +7, Diplomacy
  +12, Gather Information +12, Innuendo +10, Intimidate +8,
  Knowledge (History) +4, Knowledge (Local) +6, Knowledge
  (Nobility) +6, Listen +5, Perform +8, Profession (Merchant)
  +11, Read Lips +6, Search +7, Sense Motive +10,  Speak Lan-
  guage (Eisen, Montaigne, Vestenmannavnjar [alternately, any
  three languages from your campaign]), Spot +12; Feats:
  Barterer, Debater, Detect Lie, Merchant.
  Brun Stenson – Henchman (7th Sea™)
  Brawn: 1, Finesse: 2, Wits: 3, Resolve: 2, Panache: 3
  TN to be hit: 15
  Attack Roll: 3k2 unarmed
  Damage Roll: 1k1 unarmed
  Skills: Accounting 3, Cold Read 2, Dancing 2, Diplomacy 3, 
  Etiquette 4, Fashion 3, Gossip 3, Haggling 2, Mooch 2, 
  Oratory 3, Politics 3, Scheming 2, Sincerity 3
  Notes: Speaks Eisen (R/W), Montaigne (R/W), Vendel (R/W); 
  Membership (Merchant’s Guild)
  Javier Gadeva (d20™)
  Castillian Spy 6/Bonita 4: CR 10; Size Medium
  (Humanoid); HD 5d6+15+ 4d10+12; hp 81; Init +8 (+4 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 20 (+4 Dex, +6 Unar-
  
  CHAPTER
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  Adventures
  74
  mored Defense Proficiency); Atks: Rapier +11/+6 melee
  (1d6+2) or pistol +12 ranged (1d10); SA Sneak Attack +3d6;
  SQ Alias, Brilliant Get Away, Contacts, Face in The Crowd,
  Fast Footed, Focused Defense; SV Fort +6, Reflex +13, Will +4;
  Str 15, Dex 18, Con 16, Int 14, Wis 13, Cha 12; AL CE; Skills:
  Balance +8, Bluff + 10, Diplomacy +5, Disguise +5, Escape
  Artist +16, Gather Information +13, Hide +10, Jump +6, Move
  Silently +10, Profession (Servant) + 6, Read Lips +11, Search
  +7, Speak Language (Castillian, Montaigne, Théan, Vesten-
  mannavnjar [alternately, any four languages from your cam-
  paign]), Tumble +16; Continuous Parry, Exotic Weapon Profi-
  ciency (Firearms), Expertise, Improved Initiative,
  Membership (Invisible College), Parry, Run, Unarmored
  Defense Proficiency (Beginner).
  Javier Gadeva – Scoundrel (7th Sea™)
  Brawn: 3, Finesse: 4, Wits: 3, Resolve: 3, Panache: 3
  Reputation: –15
  Arcana: None
  Advantages: Castillian(R/W), Montaigne (R/W), Thean 
  (R/W), Vendel (ACQ); Combat Reflexes
  Servant: Etiquette 2, Fashion 2, Gossip 3, Menial Tasks 2, 
  Unobtrusive 3, Valet 2
  Spy: Conceal 2, Disguise 3, Lip Reading 2, Shadowing 3, 
  Sincerity 2, Stealth 3
  Streetwise: Socializing 3, Street Navigation 2
  Athlete: Break Fall 2, Climbing 1, Footwork 4, Leaping 2, 
  Rolling 4, Sprinting 4, Throwing 3
  Fencing: Attack (Fencing) 5, Parry (Fencing) 5
  Firearms: Attack (Firearm) 2
  Bonita (Journeyman): Bind (Fencing) 4, Disarm (Fencing) 5, 
  Wall of Steel (Fencing) 5, Exploit Weakness (Bonita) 4
  Luco Villanova (d20™)
  Vodacce Noble 4/Swashbuckler 4/Villanova 5: CR 13 Size
  Medium (Humanoid); HD 4d6+4+4d8+4+5d10+5; hp 89; Init
  +3; Spd 30 ft.; AC 22 (+ 3 Dex, + 2 Light Footed, +7 Unarmored
  Defense Proficiency); Atks: Twisted rapier +17/+12/+7 melee
  (1d8+2) and masterwork dagger +17/+12 melee (1d4+1); SA
  Dexterous, Dexterous Strike, Invite the Attack, Stop Thrust,
  Unexpected Strike; SQ Commanding Presence, Focused
  Training, Friends in High Places, Light Footed, Seduction,
  Taunt; SV Fort +4, Reflex +12, Will +7; Str 13, Dex 16, Con 12,
  Int 14, Wis 13, Cha 16; AL LE; Skills: Balance +15, Bluff +13,
  Diplomacy +16, Gather Information +10, Intimidate +16,
  Listen +7, Speak Language (Eisen, Montaigne, Vestenman-
  navnjar, Vodacce [alternately, any three languages from your
  campaign]), Spot +8, Tumble +15; Feats: Ambidexterity (only
  with light weapon in off hand), Arrogant, Combat Reflexes,
  Exotic Weapon Proficiency (Firearms), Expertise, Flashing
  Blades, Improved Two Weapon Fighting, Parry, Two Weapon
  Fighting (only with light weapon in off hand), Unarmored
  Defense Proficiency (Beginner), Weapon Expert (rapier),
  Weapon Finesse (any applicable weapon, but only in light or
  no armor), Weapon Focus (dagger), Weapon Focus (rapier)
  Note: Luco has a Sorte-imbued rapier (3 “Destiny Dice”) (See
  Swashbuckling Adventures™ for full details.)
  
  CHAPTER
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  Luco Villanova – Villain (7th Sea™)
  Brawn: 2, Finesse: 4, Wits: 3, Resolve: 3, Panache: 4
  Reputation: –50
  Arcana: Arrogant
  Advantages: Eisen, Montaigne (R/W), Vendel (R/W), Vodacce 
  (R/W); Combat Reflexes, Connections, Membership — 
  Swordsman’s Guild, Noble, Twisted Blade (Rapier — 
  3 Destiny Dice)
  Courtier: Dancing 3, Diplomacy 4, Etiquette 4, Fashion 3, 
  Oratory 3, Politics 3, Scheming 4, Seduction 3, Sincerity 3
  Merchant: Accounting 3, Appraising 2, Haggling 4, Steward 2
  Spy: Bribery 4, Conceal 2, Interrogation 3, Shadowing 2, 
  Sincerity 3, Stealth 3
  Athlete: Climbing 1, Footwork 3, Sprinting 2, Rolling 3, 
  Swinging 2, Throwing 1
  Dirty Fighting: Attack (Dirty Fighting) 3, Eye-gouge 3, 
  Kick 2, Throat Strike 3
  Fencing: Attack (Fencing) 5, Parry (Fencing) 4
  Knife: Attack (Knife) 4, Parry (Knife) 5
  Villanova (Master): Double-parry (Fencing/Knife) 5, Feint 
  (Fencing) 6, Stop-thrust 5, Exploit Weakness (Villanova) 5
  Uvitenhet (d20™)
  Vestenmannavnjar Lærdom Mage 18: CR 18; Size
  Medium (Humanoid); HD 18d8+54; hp 149; Init +6; Spd 30
  ft.; AC12; Atks: Masterwork dagger +15/+10/+5 melee
  (1d4+2); SA Lærdom runes, spells; SQ Adept, Apprentice,
  Becoming I, Becoming II, Inscribing the Rune, Invoking the
  Rune, Master, Visions 18-20; SV Fort +14, Ref +8, Will +14; 
  Str 14, Dex 15, Con 16, Int 16, Wis 18, Cha 17; AL NE; Skills:
  Appraise +9, Bluff +12, Concentration +20, Diplomacy +15,
  Gather Information +12, Listen +6, Sense Motive +12,  Speak
  Language (Avalon, Eisen, Vestenmannavnjar, Vodacce [alter-
  nately, any four languages from your campaign]), Spot +6;
  Feats: Combat Casting, Craft Magic Arms and Armor, Craft
  Staff, Craft Tattoo, Craft Wand,  Craft Wondrous Item, Full-
  Blooded (Lærdom), Half-Blooded (Lærdom), Improved Initia-
  tive, Indomitable Will, Iron Will, Merchant, Self-Controlled;
  Lærdom Runes Known: Kjøtt, Bevegelse, Varsel, Ensomhet,
  Styrke, Uvitenhet, Kyndighet, Sterk, Velstand, Fjell, Høst,
  Grenseløs, Krieg, Nød, Sinne, Tungsinn, Reise, Fornuft,
  Lidenskap, Kjølig, Villskap.
  Spells Per Day 9/10/9/8/7/5/4/3/2; Spells Known:
  0 level — icy touch, light, mending; 1st level — bull’s strength,
  magic stone; 2nd level — endurance, locate object, obscure object;
  3rd level — haste, lightning strike; 4th level — rune of warding,
  stone skin; 6th level — control weather; 7th level — move the
  stones; 8th level — iron body.
  Uvitenhet – Villain (7th Sea™)
  (For full details and background, see Vendel-Vesten™.)
  “Maria” (d20™)
  Castillian Spy 9: CR 9; Size Medium (Humanoid); HD
  9d6+9; hp 47; Init +3 (Dex); Spd 30 ft.; AC 18 (+3 Dex, +5
  Unarmored Defense Proficiency); Atks: Rapier +7/+2 melee
  (1d6+1); SA Sneak Attack +5d6; SQ Alias, Brilliant Getaway,
  Contacts, Face in The Crowd; SV Fort +4, Ref +9, Will +4; 
  Str 12, Dex 17, Con 13, Int 14, Wis 12, Cha 15; AL LE; Skills:
  Bluff +9, Diplomacy +9, Disable Device +6, Gather Informa-
  tion +9, Hide +8, Innuendo +8, Listen +5, Move Silently +8,
  Open Locks +8, Read Lips +6, Search +7, Speak Language
  (Castillian, Eisen, Montaigne, Vestenmannavnjar, Vodacce
  [alternately, any five languages from your campaign]), 
  Spot +5; Feats: Alertness, Appearance (Above Average), 
  Dangerous Beauty, Panache, Unarmored Defense Proficiency
  (Beginner).
  “Maria”  – Henchman (7th Sea™)
  Brawn: 2, Finesse: 5, Wits: 3, Resolve: 2, Panache: 4
  TN to be hit: 20
  Attack Roll: 8k5 rapier
  Damage Roll: 4k2 rapier
  Skills: Acting 4, Attack (Fencing) 3, Diplomacy 3, Footwork 3, 
  Lip Reading 2, Lockpicking 2, Oratory 3, Parry (Fencing) 3, 
  Seduction 3, Shadowing 3, Sincerity 3, Stealth 2
  Notes: Speaks Castillian (R/W), Eisen, Montaigne, Vendel 
  (R/W), Vodacce (R/W). Appearance (Above Average), 
  Dangerous Beauty, Keen Senses
  (Note: the stats for Dona Urraca Rioja are found in Los Vagos;™ these
  have been amended for this game.)
  Fang Handricksson (d20™)
  Vendel Highwayman 5/Rasmussen 5: CR 10; Size
  Medium (Humanoid); HD 5d8+10+5d10+10; hp 80; Init +7
  (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 22 (+3 Dex, +9
  Unarmored Defense Proficiency); Atks: Masterwork pistol
  +11/+6 ranged (1d10+3) and masterwork pistol +11 ranged
  (1d10+5); SA Clever Shot, Double Pistols, Fire Reflexively,
  Two Handed Quick Draw; SQ Blur of Motion (20% miss
  chance), Focused Training, Range Increase +20; SV Fort +4,
  Ref +11, Will +3; Str 12, Dex 16, Con 15, Int 14, Wis 13, 
  Cha 12; AL LE; Skills: Bluff +11, Diplomacy +7, Gather 
  Information +7, Hide +7, Innuendo +6, Intimidate +11, Move
  Silently +7, Search +7,  Speak Language (Eisen, Vestenman-
  navnjar, Vodacce [alternately, any three languages from your
  campaign]), Tumble +13; Feats: Ambidexterity (only with
  pistol in off hand), Dead Aim, Defensive Shot, Dodge, Exotic
  Weapon Proficiency (Firearms), Improved Initiative, Off
  Hand Accuracy (only with pistols), Point Blank Shot (only
  with firearms), Quick Draw (only with pistols), Ranged
  Expertise, Unarmored Defense Proficiency (Beginner, Inter-
  mediate), Weapon Focus (pistol), Weapon Specialization
  (pistol).
  Fang Handricksson – Henchman (7th Sea™)
  Brawn: 2, Finesse: 4, Wits: 2, Resolve: 3, Panache: 3
  TN to be hit: 15
  Attack Roll: 3k2 unarmed
  Damage Roll: 1k1 unarmed
  Skills: Attack (Firearm) 5, Diplomacy 2, Exploit Weakness 
  (Rasmussen) 5, Footwork 4, Pommel Strike (Pistol) 5, 
  Reload (Firearm) 5, Shadowing 3, Sincerity 3, Sprinting 3, 
  Stealth 4, Trick Shooting (Pistol) 5
  Notes: Speaks Eisen (R/W), Vendel (R/W), Vodacce (R/W); 
  Rasmussen Master; Combat Reflexes. Membership 
  (Merchant’s Guild)
  
  CHAPTER
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  76
  Fischler’s Rescue
  Act 1 – The Entrance
  The heroes are on their way to Seeufer, the capital of Fischler,
  located on the shores of the Südlache, at the edge of the
  Schwartzen Walden. Perhaps the journey was prompted by
  rumors of the sighting of a lost relative, or maybe just the
  search for adventure in an area reputed to contain grave
  danger. Whatever the reason, the party approaches the town
  from the south. They spot the walled city on a hill across the
  Südstrom, the river that flows from the east and feeds the
  Südlache. Fortunately, there is a ferry. The sun is setting over
  the water and the ferryman calls out that this is his last trip.
  He seems relieved that his last passengers are well armed as
  he furtively glances westward. 
  “Looks like some poor fisherman has had some bad luck,”
  exclaims the ferryman, indicating a small fishing boat several
  hundred yards off the port. In their race to reach port before
  dark the boat has run hard aground, and the prospects of free-
  ing it before dark are not likely. Any member of the party
  from Eisen will know that the fisherman and his crew are not
  going to survive the night unless rescued. If no one from
  Eisen is in the party, the ferryman (or another passenger) will
  state the fact. The ferryman will not go to their rescue unless
  prompted by the heroes. He keeps glancing at the setting sun
  and the gates of the city. He is afraid of grounding his own
  craft on the rocks, and will not approach the fishing boat to
  closely which will necessitate some acrobatics (leaping, rope
  swinging, and the like) to get the crew off the fishing boat. 
  Unfortunately, the crew is an elderly fisherman and his
  family of six, including grandchildren, who will need help
  getting across. While swinging from one craft to the other,
  someone should spot a beautiful maiden-like creature swim-
  ming in the water surrounding the stranded craft. Anyone
  looking at the creature must make a (d20:™ Will save DC 10;
  7th Sea:™ Resolve test TN 15) or become transfixed (immo-
  bile) for 1D10 rounds). A successful Lore check (d20:™ Wilder-
  ness Lore DC 20; 7th Sea:™ TN 20) will recognize the creature
  as a lorelei, a lake creature (distantly related to the sirens) that
  lurks in shallow rocky waters and lures sailors to their deaths.
  If the heroes rescue the fishermen, they make it through
  the gate just as the last rays of the sun are setting. A sergeant
  of the guard says, “Good work will greet them! We thought
  you weren’t going to make it there for a while.” The captain of
  the fishing boat thanks the party and offers to buy them a
  drink at one of the local taverns where they will also be able
  to find lodging for the night.
  If the heroes fail in their rescue, they will not make it back
  in time, and the gates will be locked for the night. They will
  have to stay the night in some shacks constructed for travel-
  ers caught in just such an instance as this. They will not get a
  wink of sleep, and during the night they will be attacked by a
  band of kobolds (the exact number should depend on the strength
  of the party). 
  In the morning, the ferry captain will thank the party and
  lead them to the same tavern as above where they will be able
  to get a few hours rest.
  Act 2 – The Introduction
  The heroes are awakened in the morning by the proprietor of
  the establishment who informs them that there is a messen-
  ger awaiting them downstairs. In the common area a young
  lady in well-made but utilitarian dress greets them, asks if
  they slept well, and then delivers her message, “My mistress
  has heard of your exploits last night and would like to have a
  word with you in private.”  
  If the party asks the identity of the fräulein’s mistress she
  responds that all will be made clear if they come with her. If
  the party refuses to come, she will confide that her mistress is
  Franziska Köhl, adviser to the Eisenfürst. This should arouse
  the party’s interest and she will lead them on a circuitous
  route through the city.
  Seeufer is a crowded city with narrow streets and even nar-
  rower alleys. The typical building is made of timber and
  stucco, two to three stories tall, and overhangs the street,
  giving the traveler the feeling that they are walking through
  a canyon. Eventually, the heroes find themselves at the side
  entrance to a large manor house. They are hastily led through
  the gate, then through a courtyard, and finally in through the
  kitchen door. There they see a matronly lady in her mid-thir-
  ties preparing some food. “Thank you, Katrina, and now
  would you please…” The lady, who is obviously not the cook,
  sends Katrina on an errand and the party is left alone with
  Franziska Köhl, advisor to Faulk Fischler.
  Mistress Köhl addresses the party, “If you will pardon me
  while I finish my work… Some things are better done one-
  self.”  She prepares a small plate of food and a stein of drink
  that look like they are made for a doll and places them on the
  ground near the door. “We in Fischler do not forget the old
  traditions. Even the Heinzelmännchen need to eat.”  If one of
  the party is from Eisen, they may know who the Heinzelmän-
  nchen are (or the GM may give them the information to share
  with the rest of the party). If none are and someone asks, Mis-
  tress Köhl will explain that this is a geschenk, a traditional
  offering of food to the Heinzelmännchen. When she has fin-
  ished her work, Mistress Köhl continues, “You have shown
  yourselves to be brave, resourceful, and of good heart, all qual-
  ities that I value. I have need of your services.”
  Act 3 – The Quest
  Mistress Köhl leads the heroes across the courtyard to a small
  chapel. Unlike the manor house, which is made of wood and
  stucco, the chapel is made entirely of cut stone. It is a small
  building, seating no more than fifty people, with a high
  vaulted ceiling and has been white washed giving it a bright,
  airy feel. She checks to see that the chapel is empty, then
  addresses the party. “Faulk Fischler is a good man and a good
  Eisenfürst. He cares deeply for his people and always tries his
  best. But I am afraid he may have gotten himself into some-
  thing he cannot handle. There is something he is afraid of,
  something he is unwilling to tell me about. I need you to find
  out what is going on.”
  At this point a priest rushes in, out of breath from running.
  “There you are, mistress! I am sorry to interrupt, but a crisis
  has arisen.”  The priest gestures her toward an alcove where
  they talk in hushed voices.
  Mistress Köhl gestures for the party to join them. She
  points to a niche where a red velvet pillow rests. It obviously
  
  CHAPTER
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  Adventures
  77
  once held an object of some significance, but is now empty.
  Mistress Kohl tells them, “The Crown of Saint Ludmilla was
  hidden away during the wars. Objects of religious signifi-
  cance tend to become trophies during religious strife, and a
  wise abbess hid it away till she felt it would be safe. Now it has
  gone missing, and I am afraid if its loss became known, or its
  thief were of a known faction, it might rekindle conflict.”
  Any character who has taken religious orders will know
  the story of Saint Ludmilla (see below). Others may make a lore
  check (d20:™ Knowledge (religion) DC 10; 7th Sea:™ Theology
  or History TN 10). The story is also told in pictures on the
  alcove walls.
  Ludmilla was the young daughter of a woodcutter who
  lived deep in the Schwartzen Walden about 300 years
  ago. One evening, her father came home with a grievous
  wound after being mauled by a bear. Ludmilla bound the
  wounds as best she could all the while praying to Theus.
  Then she left the small cottage in the dark of night to go
  for help. The Schwartzen Walden is a dangerous place in
  the day, but at night it is foolish for anything less than a
  large armed force to tread its paths. 
  Heedless of her own safety, Ludmilla sped along the
  paths of the Schwartzen Walden toward the village of
  Holtzbach, praying as she ran. So deep were her
  thoughts in prayer that she did not notice the bright
  light emanating all around her. Normally, village gates
  are never opened after dark, but the guard was so over-
  whelmed by the light and sense of peace flowing from
  her that he beckoned her to enter and guided her to the
  old woman who served as the abbess and healer. The
  priestess, along with some guards, followed Ludmilla
  back to the little cottage, where she told the girl to pray
  for her father. After she unwrapped the bandages, the
  abbess found the wounds completely healed. Relieved,
  and exhausted by her journey, Ludmilla could no longer
  stand, and as she fell asleep, the light about her finally
  dimmed. It was then that the abbess saw the crown of
  silver leaves upon the girl’s head. 
  Ludmilla eventually became a abbess and healer of
  great note, who attended to the poor of the Schwartzen
  Walden and aided those stranded in its night. It is said
  that the dark forces of the wood never attacked the
  houses she visited.
  “The crown is said to have great powers of protection, one
  of the reasons we keep it here in Seeufer. Obviously this takes
  immediate precedence over any other problems!” she looks
  directly at the heroes, “Find the crown, and then we can
  address the concerns I mentioned earlier.” 
  Mistress Kohl will engage in conversation with the priest,
  which gives the heroes time to examine the scene of the
  crime. An examination (d20:™ Search DC 15; 7th Sea:™ Percep-
  tion TN 15) reveals tiny human-shaped footprints no longer
  than an inch. Another clue is a spool hung high in the rafters
  with a length of string around it like a pulley. (d20:™ Spot DC
  10 or DC 10 if someone specifically states that he is searching
  that area; 7th Sea:™ TN 20 to spot but 3 free raises for anyone
  intentionally looking in that area.) 
  The courtyard is guarded and well-lit at night, but no one
  was seen going into or out of the chapel. Always the consum-
  mate hostess, Mistress Kohl invites the party back to the
  kitchen for a light snack before they set out on their investi-
  gation. There they will find the offering to the Heinzelmän-
  nchen gone, and an inkwell in its place. 
  “Ah,” exclaims Mistress Kohl as she spots the inkwell. “I
  thought he would return it with the proper incentive. The
  Heinzelmännchen are always ‘borrowing’ things.” (Note to
  GM: If you have to bludgeon the players with the plot, you
  can always have Mistress Kohl ponder aloud why the
  Heinzelmännchen “borrowed” the crown.)
  The party should start asking about how to get something
  back from the Heinzelmännchen. Mistress Kohl will explain
  that normally things turn up in due time but that the inkwell
  had been missing several days, and that she did not have that
  kind of time on this matter. (If someone knows where the
  local Heinzelmännchen gather, they might recite a rhyme
  and retrieve the object sooner.) Mistress Kohl says that she is
  not originally from this area and that she has no idea where
  that might be.
  The party needs to locate someone with a good knowledge
  of the local folklore. Asking around will get them to Gertrude
  Strummel. An ancient woman, good Frau Strummel is a gath-
  erer of herbs and stories. Since she is no longer able to move
  around very well, she has taught the local children how to
  identify the herbs she once gathered. These she exchanges for
  stories, which the children are eager to hear. As the party
  approaches, she is spinning a tale for them. (Note to GM: Any
  of the Brothers Grimm fairytales will do provided they are in
  the original, darker format.)
  It appears that Frau Strummel is in need of a rare flower,
  mondblau, found only in the Schwartzen Walden. She offers
  to answer the heroes’ questions if they will gather it for her.
  She explains that she dares not send any of the children that
  deep into the woods because of the danger. 
  Her directions lead them to a valley a few hours journey
  away, but regardless of how carefully they follow her instruc-
  tions, they become lost, and be unable to find the flower.
  When the heroes realize that they have no idea where they
  are, they are attacked by a small pack of kobolds (the exact
  number should depend on the size of the party. 
  Near the end of the fight a woodcutter appears to help
  them. He asks them what they were doing out here in the
  Schwartzen Walden, then offers the Heroes some food in his
  nearby house and afterwards will lead them to the flowers.
  He points the way and tells them that he will join them once
  he gets some wood for the fire. A small girl greets the adven-
  turers at the door, ready with a meal of bread and cheese laid
  out for them. On the table is a bowl of blue flowers she calls
  mondblau, which she offers. After departing the house, they
  find the woodcutter just down the trail. He offers to lead
  them to more flowers. When they relate the tale of the girl,
  the woodcutter says he has no daughter. (The heroes may
  notice at this point that any wounds taken in the previous
  combat with the kobolds have been healed.)
  If the heroes return with the flowers, Frau Strummel
  thanks them and tells them that the Heinzelmännchen of
  Seeufer are known to frequent a tall hill northwest of town,
  on which sits a large windmill. Once there, they should
  repeat the following rhyme:
  
  CHAPTER
  2
  Adventures
  78
  People of goodness, unknown to greed,
  Return to us please those things that we need.
  Frau Strummel emphasizes the importance of being polite
  to the Heinzelmännchen. “Small in stature they may be, but
  they can make your life miserable if you make them your
  enemy.”
  At the hill, in response to the rhyme, a Heinzelmännchen
  introduces himself as Hultreich and responds in a laughingly
  indignant voice that they did not take the item, but they are
  pretty sure they know who did, and not to worry. If the party
  explains the importance of the item, Hultreich offers to lead
  them to it for a price. Any small gift of minor value will do —
  a pretty ribbon, some food, a thimble, or a silver needle. The
  importance is in the exchange, not in the actual item. The
  only stipulation is that it must have some value to the person
  offering it; a simple rock will insult him and he will go away. 
  If the party goes with Hultreich he takes them to a hill sev-
  eral miles out of town. Once there, he excuses himself and
  disappears into the tall grass. Moments later a small opening
  appears in the hillside and Hultreich reappears to lead the
  party through it (they will probably  have to crawl.)  About 30
  yards into the hill, after a few twists and turns, the tunnel
  opens up into a small, well-lit cavern filled with many
  Heinzelmännchen. A ceremony is in progress.
  Four females process with a crown that looks like it is made
  of silver leaves. Set into the crown are four candles which
  somehow are enough to light up the cavern like a bright
  summer day. While the ceremony continues without missing
  a beat, more than a few eyebrows raise at the presence of 
  the schlankenvolk (tall people). Hultreich explains that 
  the ceremony is to inaugurate a new gemeindehalle, a 
  community meeting place for a new colony. These particular
  Heinzelmännchen are refugees from the darkness that 
  terrorizes Heilgrund. 
  The procession ends in front of a dais where the commu-
  nity leaders are gathered. One particularly elderly
  Heinzelmännchen prays for der Schöpfer (the Creator) to
  bless and protect the community and then announces that
  the celebration will begin. A band begins playing on small
  instruments as trays of food are brought forward. Hultreich
  runs off to talk to the elder and then brings him back, intro-
  ducing him to the party, 
  “This is Bertholt Schafer, the Oberhaupt and hohepriester
  (leader and high priest) of these good Heinzelmännchen.”
  Bertholt is glad the party will take the crown back, to save
  them a lot of trouble hauling it all that way, but he insists that
  they stay for the celebration. Food and drink will be brought
  (albeit in relatively small portions), and conversations ensue.
  The Heinzelmännchen have heard about the heroes’ adven-
  tures of the day before and admire their bravery. They will
  confide that they see much of what goes on in Eisen, and in
  Fischler in particular. If asked about Faulk Fischler, Hultreich
  responds, “He is a good man, and I would enjoy share a drink
  with him, but if he keeps feeding kobolds, his hands will
  eventually get bitten.”  
  The heroes learn from the Heinzelmännchen about a way
  to confuse a kobold’s sense of smell by running cloth through
  powdered charcoal. Hultreich will eventually inform the
  party that if they want to get back before dark they had better
  leave soon. This should surprise the party because subjec-
  tively they have only been there perhaps an hour. Hultreich
  accompanies them as far as the outskirts of town but leave
  them before they reach the gate. “Give my regards to the
  Eisenfürst,” he bows and then removes a small velvet pouch
  from his belt. “And tell him that this if for Franziska, but he
  must be the one to give it to her, for if another man does, even
  Ludmilla’s Crown will not be able to protect Seeufer.”
  The heroes enter the town and find Franziska Köhl await-
  ing them in the chapel. When the Crown is placed back in its
  proper place, she thanks them and reaffirms her faith in their
  ability to find out what is going on with Eisenfürst Fischler. 
  Mistress Kohl continues. “The Eisenfürst has gone out to
  spend the evening with friends. It is on evenings like these
  that Faulk seems most distraught. I only wish I could tell you
  where he went; he always visits different taverns and he never
  tells me which one he is going to next. All I know it that there
  is some sign that the tavern owners use to alert the guard to
  his presence.” Franziska Kohl’s eyes are tearing, and you can
  tell her feelings for the Eisenfurst are deeper than they seem.
  She thanks the heroes again and excuses herself, bidding
  them good evening.
  Act 4 – The Investigation
  The heroes will have a difficult time finding Faulk Fischler.
  Not only does he keep his destination secret, but the people
  of Seeufer take protecting their fisherman-turned Eisenfürst
  very seriously. Tavern owners and the guard have come to an
  agreement: the tavern owners leave a sign that the Eisenfürst
  is within to notify passing patrols who then dispatch guards
  to keep watch. When Fischler enters a tavern, one of the staff
  sweeps in front of the door and leaves the broom leaning up
  against the wall where the passing patrol can see it.
  In addition, different companies have adopted each of the
  taverns as their personal hangout, so there will be a number
  of off-duty guards in each tavern at any particular time.
  Armed strangers asking around for the whereabouts of Faulk
  Fischler will attract unwanted attention, and had better be
  prepared to deal not only with the guard, but any armed and
  loyal locals. With the proximity of the Schwartzen Walden,
  there is little nightlife in Seeufer and fewer than a dozen tav-
  erns are open after dark. The trick will be to find him. 
  (Note to GM: roll a D10 to select taverns. Fischler usually
  stays out for four hours, then heads home. Let the heroes
  check a couple of taverns, but remind them that Seeufer is a
  large town, and there is no way they will be able to check
  them all before Fischler heads home.)
  Table 2:2: Taverns in Seeufer
  Roll
  Tavern Name
  1
  Das Fischnetz (The Fisherman’s Net)
  2
  Der Schwien und die Pfeife (The Pig ‘n Whistle)
  3
  Glassemann’s Steinkrug (Glassemann’s Beer Stein)
  4
  Der Trinkenplatz (The Drinking Place)
  5
  Kristen’s Traum (Kristen’s Dream)
  6
  Der Rastplatz (The Resting Place)
  7
  Der Grun Draken (The Green Dragon)
  8
  Hansel’s Schwester (Hansel’s Sister)
  9
  Der Plaudernplatz (The Schmoozing Place) 
  10
  Der Hölzfaller (The Lumberjack)
  
  CHAPTER
  2
  Adventures
  79
  Many rumors run through town right now, general topics
  of conversation at any of the taverns. The Eisenfürst loves
  Mistress Köhl, but won’t confess to it because he was not born
  a noble and is afraid she will reject him. A convoy out of
  Sieger was lost in the Schwartzen Walden, the cargo was
  recovered, but there were no bodies. The fishermen are
  unhappy about the new fishing quotas but are willing to trust
  the Eisenfürst for a year or two. Sightings of a mysterious
  creature in the Südlache, a large hump surfacing in the dis-
  tance, have people talking. A young fisherman angered the
  Heinzelmännchen by trying to catch one and has since found
  his nets cut and a hole punched in his boat. An ex-patriot
  from Montaigne has opened a gambling house, but everyone
  is sure the tables are rigged…
  As the heroes make their way from one tavern to another,
  they spot someone putting out a small bowl of oats and a tiny
  teacup with some drink. If they wait in hiding, they will see a
  Heinzelfrau come to collect the offering. If the heroes
  address her, she acts surprised (but later admits that she knew
  they were there all along.)  She recognizes them as the
  schlankenvolk from the previous night and asks them if she
  can be of assistance. If they inquire about the whereabouts of
  Fischler, or what the signal is, she gives them the following
  riddle:
  First rushes on the river,
  Then my family was bound.
  We dance and then we quiver
  With a sweetly rushing sound.
  (Note to the GM: The answer is a broom.)
  If they solve the riddle, the heroes should have no problem
  finding the correct tavern. When they enter, they will find it
  well-lit and crowded. The party should get the feel that this is
  a local pub where everyone know each other’s names and
  business. The patrons are hospitable and welcoming. The
  party will immediately be engaged in conversation from vari-
  ous sources; so, what brings you here? What do you think
  of…?  Doesn’t Herr/Frau brew the best beer you’ve ever
  tasted? 
  Eisenfürst Fischler sits at a large table conversing with sev-
  eral other men and women. Listening in, the party will dis-
  cover mostly small talk, discussions of weather, children, and
  various other common daily occurrences. Fischler listens
  more than he talks and asks pointed questions, trying to get a
  feel for the needs of his people. He seems at ease until the
  topic changes to the happenings in Heilgrund and Hainzl.
  Then his face darkens and he stares at his cup, becoming
  more and more withdrawn. He soon excuses himself and
  leaves the building. 
  If the party follows him, the patrons block the door and
  demand what they want with the Eisenfürst. The off duty
  guards will attempt to arrest the heroes on trumped up
  charges just to get them into custody. Expect a fight. If, how-
  ever, the heroes use discretion they can likely leave without
  attracting attention.
  Faulk Fischler heads down the street, staggering slightly.
  The heroes have no problem spotting him or catching up to
  him, provided any brawl is taken care of quickly. After about a
  block, a hoard of bat-like creatures swoops into the area, flit-
  tering around the Eisenfürst. A Lore check (d20:™ Wilderness
  Lore DC 15; 7th Sea:™ TN 20) identifies them as die hirte-fled-
  ermausen (Shepherd’s Bats), an intelligent form of bat native
  to the Schwartzen Walden. The Eisenfürst is neither alarmed
  nor surprised by this and strikes up a conversation with the
  one of them, the way someone might converse with a pet. If
  the party approaches too closely (12 feet), the creatures wheel
  and attack them, primarily out of annoyance. Fischler will
  call them off before they cause any real damage but will
  ignore the party.
  If the party manages to avoid the encounter, they notice
  that Fischler’s route seems to be avoiding all the patrols. If
  Fischler notices the heroes following him, he will try to lose
  them by ducking down side streets and alleys (this should be
  a clue to the party to give him more room). He eventually
  pauses to listen to a group of street minstrels who were about
  to pack up for the night, but a generous tip encourages them
  to continue. As one of the musicians puts a pipe to her lips,
  the bats flee (they don’t like the pitch and will disappear for
  2d10 minutes). The tune is melancholy and seems to suit the
  Eisenfürst’s mood. When the  song concludes. Fischler
  thanks her, gives her another tip, and then moves on his way.
  Clever party members may be able to purchase a whistle from
  the musicians for a small price. 
  Act 5 – The Confrontation
  Faulk Fischler ends his meandering journey in front of an
  alley. He looks around to make sure no one is watching. (If
  the heroes are visible, he may issue a command to the hirte-
  fledermausen to “detain” them. Once he is gone, the bats fly
  off.)
  When Fischler drops out of sight, a small pack of creatures,
  consisting of four kobolds, two gargoyles, and a trollen,
  ambushes them from the rooftops. If the party is able to
  detect the kobolds (d20:™ Spot check, DC 20/15 if the heroes
  are also on the roof; 7th Sea:™ Perception check, TN 25/TN 15
  if the heroes are also on the roof) the kobolds will attack early.
  The kobolds block the party from entering the alley, and must
  be defeated before the heroes can proceed. The sounds of the
  fighting attract the attention of the guards, who will arrive in
  10 rounds (or at the GM’s discretion).
  The heroes can now enter the dark alley, where they can
  barely see a cloaked figure holding Faulk Fischler by the
  throat. The figure speaks, “I raised an army that could rival the
  Schattensoldat, and we have devoured your enemies. Now
  you refuse my demand for tribute, and have led these inter-
  lopers here to destroy me. I am König Teufleisch, and my
  plans for conquest will now begin with Seeufer. Sadly, Eisen-
  fürst, you will not be there to defend it.” With that the
  cloaked figure bites Fischler in the neck and throws him to
  the ground. Hopefully the heroes have already started to act! 
  König Teufleisch makes one attack against them, but then
  walks through the wall next round. Luckily there is a door
  next to where he disappeared. Hultriech appears from behind
  a barrel and examines the wound, “Go get the monster and
  bring me his claw! I need it for the antidote of the Eisenfürst
  will die!”
  
  CHAPTER
  2
  Adventures
  80
  Act 6 – The Chase
  Although König Teufleisch can move through walls, he is
  slow. It takes him a full round to go through a wall, and he has
  a limp when he walks. If the heroes keep the pressure up, he
  will not be able to get away. There will always be a door or
  window they can break down to follow him. 
  Roll a D10 and consult the table below to determine the
  next building the party will enter.)
  When the heroes eventually catch up with König Teu-
  fleisch (surrounding him, pinning him against a wall, etc.) a
  final confrontation occurs. If they cause a Dramatic Wound at
  anytime, they cut off a piece of him for Hultriech to use.
  When the party returns to the alley, they find it well lit and
  full of guards, who have been expecting them and let them
  through. Franziska Köhl is kneeling on the ground, holding
  Faulk Fischler’s head in her lap. The Eisenfürst does not look
  well at all. He is sweating and his face has turned white. Hul-
  treich asks if the party has what he needs. If they do not, he
  will send for Frau Strummel and the mondblau flowers.
  “They will not work as well, but may save his life.” If the
  heroes have a piece of kobold, Hultreich takes a portion of it
  and grind it up, then mixes it (or the flower) with some other
  ingredients from a pouch. He applies the mixture as a poul-
  tice to the wound. Hultreich gently touches Franziska on the
  shoulder and tells her to take the Eisenfürst home and let
  him rest.
  The guards put Fischler on a stretcher and gently carry him
  off. Mistress Köhl asks the party to accompany her and Fis-
  chler to the manor house, and then insists that they stay the
  night.
  Act 7 – The Summons
  In the morning, the party awakens, a little sore, but none the
  worse for wear. Their clothes have been washed and mended
  and look as if they were almost new. Katrina greets them with
  a light breakfast and tells them to hurry because they have
  been summoned. (Note to the GM: If the heroes had been
  able to procure a part of König Teufleisch for the antidote, the
  Eisenfürst himself has issued the summons, but if Hultreich
  had to use the mondblau flowers, Franziska Köhl has issued
  the summons.
  The heroes are led into Faulk Fischler’s private chambers
  which are surprisingly spartan for an Eisenfürst. The furnish-
  ings are of a simple but sturdy design, and there is no artwork
  on the walls. The one striking feature is a Dracheneisen
  helmet, shaped like a drachen’s head, sitting atop the mantle.
  If Franziska Köhl summoned them, she is standing at the
  bedside, dressed in the same clothes she was wearing last
  night. She looks worried and is trying very hard to hold her
  composure. The Eisenfürst is asleep and does not look well,
  and it is obvious that Mistress Köhl has been caring for him
  personally. She tells the party that the Eisenfürst is not doing
  well, and that Hultreich says that it may take as long as a
  month for the poison to work its way out of his system. (If
  Hultreich used the flowers, she says that only the mondblau
  is keeping him alive.) If the heroes think of using the Crown
  of Saint Ludmilla to heal the Eisenfürst, a sense of calm will
  fill the room and his color will begin to return. 
  Either way, Mistress Köhl asks them to recount their tale.
  She thanks them profusely for their work, offers to pay them,
  and tries to recruit them for the army to help defend against
  the impending kobold attack. No matter how weak he may
  be, the Eisenfürst will summon the heroes himself later that
  afternoon. 
  If the Eisenfurst summoned the heroes in the morning (if
  the kobold extract was used), he is sitting up in bed looking
  much better. Franziska Köhl has obviously stayed at his bed-
  side all night, but no longer looks so worried. 
  Fischler says, “Please excuse me if I don’t get out of bed to
  greet you properly. Franziska tells me that I have you to thank
  for my life. Please, tell me the story.” The heroes relay their
  adventures. If they remember the pouch Hultreich gave
  them, this would be the perfect opportunity for them to
  deliver it. Fischler opens the pouch and finds a gold ring,
  adorned only by simple scrollwork. 
  “My mother’s wedding ring!” he exclaims, “She lost it in the
  woods when I was young. Thank you, thank you very much.”
  Faulk Fischler also tries to recruit the party’s help with the
  kobolds, especially if König Teufleisch got away.
  Table 2:3 Buildings During the Chase
  1d10
  Building 
  1
  Storefront: The front room has a counter and shelves of various goods, the back room has a desk and shelves of 
  inventory. The Living quarters are upstairs, and the owner will come down to investigate. 
  2
  Warehouse: Stacks of boxes and bails of cloth are piled high in neat rows.
  3
  Small Tavern: It is getting late and the majority of the patrons have gone home. Five villagers and three guards will act 
  as brutes for the heroes if König Teufleisch is trapped here.
  4
  Stable: Animals’ stalls line the one wall. The animals are spooked by the kobold and make noises as he goes by. 
  The upper levels are stacked with haybales  and the equipment to get them upstairs.
  5
  Brothel: The Jennys are not pleased by the interruption. The brothel consists of a series of rooms off a hallway with 
  doors at both ends. One door is the back door outside, the other one leads to a parlor and the main entrance.
  6
  Smithy: A large open room with a forge in the middle and many pieces of iron work hanging from the rafters. A dream 
  for those with improvised weapon skills.
  7
  Chandlery: Ships provisions are stacked on tall shelves, and tackle hangs from the rafters.
  8
  Woodwright: Racks of wood take up half of the shop; the other half is the work area with saws, lathes and workbenches. 
  Half-finished pieces of furniture are sitting on the benches.
  9
  Cooperage: Stacks of barrels are piled high; they look unstable. Piles of staves waiting to be shaped and iron rings hang 
  from the walls.
  10
  Cobbler: A small shop, there is a workbench and piles of leather stacked up. The Shoemaker lives upstairs. 
  (Note to GM: If you feel whimsical, a pair of Heinzelmännchen will stop working on a pair of shoes, point, and yell, 
  “He went that way!”)
  
  CHAPTER
  2
  Adventures
  81
  Act 8 – The War
  If König Teufleisch got away, a large force of kobolds, gar-
  goyles, and trollen attack Seeufer within the next week. If Fis-
  chler has recovered, he will lead the defense with Mistress
  Köhl at his side. The kobolds will be defeated and Fischler
  proposes to Franziska. 
  If Fischler has not recovered, Franziska Kohl will be forced
  to lead the defenses herself, the morale of the guards will be
  low, and the results of the battle could be in doubt, especially
  if the heroes decline their request to help.
  If the heroes killed König Teufleisch during the chase in
  the town, and gave the ring to Faulk Fischler, he will propose
  to Franziska Kohl sometime within the next week. There will
  be a reception celebrating the engagement at which the
  heroes will be introduced to Fischler’s new secret advisor,
  Hultreich Kaufhochst. The party will, of course, be invited to
  the wedding scheduled for next spring. If for some reason
  they forget about the ring (or decided to keep it), there will be
  no wedding until Fischler can find a way to prove himself
  worthy of Franziska’s love.
  Monsters and NPCs
  Lorelei (d20™)
  Monstrous Humanoid
  Hit Dice: 3d8 (15 hp)
  Initiative: +4 (Dex)
  Speed: 30 feet
  AC: 16 (+4 Dex, +2 natural); 10 (–2 Dex, +2 natural) on land
  Attacks: Grapple +4 melee
  Damage: Drowning
  Face/Reach: 5ft. by 5ft./5ft.
  Special Attacks: Entrancing beauty
  Special Qualities: Aquatic
  Saves: Fort +1, Reflex +7, Will +4
  Abilities: Str 12, Dex 18 (6 on land), Con 11, Int 12, Wis 12, 
  Cha 17
  Skills: Bluff +8, Hide +9, Listen +7, Perform +7, Spot +7, 
  Swim +15
  Feats: Alertness, Dodge
  ————————————————————————
  Climate/Terrain: Temperate lakes
  Organization: Solitary
  CR: 4
  Treasure: Standard 
  Alignment: Neutral evil
  Advancement: 4–7 HD (Medium)
  COMBAT
  Entrancing Beauty (Su): When a character first sees a
  lorelei, he must make a Will save (DC 10) or be entranced and
  helpless for 1d10 rounds.
  Drowning: If a lorelei successfully entrances a target, it
  will grapple the target and drag him into the water, causing
  drowning damage as per the standard rules. However, as the
  victim is entranced, he cannot hold his breath and must
  begin making Constitution checks immediately to avoid
  drowning and death.
  Lorelei – Henchman (7th Sea™)
  Brawn: 2, Finesse: 3, Resolve: 3, Wits: 3, Panache: 2
  TN to be hit: 25 (5 on Ground)
  Attack Roll: 5k2 Grapple
  Damage Roll: (see Drowning Rules, 7th Sea GM’s Guide™)
  Skills: Acting 3, Swimming 4
  Special Abilities: Entrancing Beauty — characters who see the 
  lorelei must make a Resolve Test TN 15 or become trans
  fixed by beauty (immobile for 1D10 rounds.)
  Lorelei are beautiful creatures that look like human females.
  They lure boats onto shoals where they use their enchanting
  beauty to immobilize the crew, then they simply pull them
  overboard and drag them underwater where they helplessly
  drown.
  Kobolds
  In Théah, kobolds are a race of monsters native to Eisen in
  general and the Schwartzen Walden in particular. They come
  in various sizes ranging from 3 to 5 feet tall and can vary con-
  siderably in appearance and size. kobolds have hands with
  long fingers and sharp claws, long pointy ears, fangs, a pig-
  like snout, small beady eyes, and a pair of horns on the top of
  their head. Some, but not all, are known to have bat like
  wings. Large kobolds are called trollen. (Flying kobolds are
  sometimes referred to as gargoyles, but should not be con-
  fused with “stone gargoyles,” magical stone creatures that
  sometimes come to life.)
  kobolds are nocturnal and prefer dark places, like caves, or
  under the dark canopy of the Schwartzen Walden. Their eye-
  sight is poor, so they hunt primarily by their keen sense of
  smell. They prefer to attack a weaker party, and will only
  attack a heavily armed opponent if they have overwhelming
  force or are put into a situation where they have no choice. 
  Kobold society is based on pack behavior. The pack con-
  sists of between four and sixteen kobolds, all of generally the
  same size and type. One kobold serves as the leader, and
  maintains his or her position by bullying the others. The pack
  is the kobold’s family; they live, eat and hunt together.
  Kobolds are extremely prolific and a kobold female may have
  as many as six cubs a year. When a kobold is born, it is aban-
  doned by its mother and must survive on its own. 
  Kobold packs sometimes gather together and form tribes,
  but this usually only happens when either a shortage of food
  forces them to attack stronger prey, or when a particularly
  charismatic kobold unites them. While there have been
  numerous kobold chieftains over the years, only rarely has a
  kobold been able to unite more than a single pack, and
  declare himself king.
  Most kobolds bites are mildly poisonous, and will cause ill-
  ness if not treated. A simple antidote may be made from the
  claws of the attacking creature.
  Some kobolds have the ability to turn non-corporeal
  momentarily to pass through solid objects. This requires a
  certain amount of concentration and can only be done in
  combat by a very few (ignore parrying weapons). Those with
  this ability often hold prominent positions in kobold society.
  
  CHAPTER
  2
  Adventures
  82
  KOBOLDS/GARGOYLES (D20™)
  Small Monstrous Humanoid
  Hit Dice: 1d8 (5 hp)
  Initiative: +1 (Dex)
  Speed: 30 ft. (gargoyles have flight 60 ft. (poor) )
  AC: 13  (+1 size, +1 Dex, +1 natural)
  Attacks: Bite +1 melee, 2 claws +2 melee
  Damage: Bite 1d3, claws 1d3–1
  Face/Reach: 5ft by 5ft/5ft
  Special Attacks: Poison
  Special Qualities: None
  Saves: Fort +2, Reflex +3, Will +1
  Abilities: Str 8, Dex 13, Con 11, Int 9, Wis 12, Cha 8
  Skills: Hide +7, Listen +5, Move Silently +6, Search +2, 
  Spot +5
  Feats: Multi-attack
  ————————————————————————
  Climate/Terrain: Temperate forest/hills (Schwartzen 
  Walden, Eisen)
  Organization: Typically pack (3–36)
  CR: 1 for kobolds, 2 for gargoyles
  Treasure: Standard (no non-shiny items)
  Alignment: Neutral evil
  Advancement: By character class
  COMBAT
  Poison (Ex): If a First Aid roll (DC 10) is not performed on
  someone bit by a kobold, the victim takes 1d6 points of
  damage every three days until a successful roll is made. This
  damage cannot be healed by any natural means until some-
  one makes the First Aid roll.
  KOBOLDS (7TH SEA™)
  Brutes
  Threat Rating: 3
  Usual Weapons: Claws and Teeth (small)
  TN to be hit: 20
  Skills: Footwork 3, Tracking 3, Ambush 3
  Special: If a character is wounded by kobolds and the wound is 
  not properly treated (First Aid roll, TN 10), the character 
  takes 1k1 Flesh Wounds of damage every three days until 
  the wound is cleaned. This damage will not heal until the 
  wound is cleaned.
  TROLLEN (D20™)
  Medium Monstrous Humanoid
  Hit Dice: 2d8+2 (12hp)
  Initiative: +1 (Dex)
  Speed: 30 feet
  AC: 13 (+1 Dex, +2 natural)
  Attacks: 2 Claws +4 melee, bite +2 melee
  Damage: Bite 1d4+1, claws 1d4+2
  Face/Reach: 5ft by 5ft/5ft
  Special Attacks: Poison
  Special Qualities: None
  Saves: Fort +4, Reflex +4, Will +0
  Abilities: Str 14, Dex 12, Con 13, Int 8, Wis 10, Cha 6
  Skills: Hide +3, Listen +4, Move Silently +6, Search +2, 
  Spot +3
  Feats: Multi-attack
  ————————————————————————
  Climate/Terrain: Temperate forest/hills (Schwartzen 
  Walden, Eisen)
  Organization: Typically pack (2–12)
  CR: 2
  Treasure: Standard (no non-shiny items)
  Alignment: Neutral evil
  Advancement: By character class
  Trollen are the larger, more violent cousins of kobolds. They
  stand 61/2 to 7 feet tall, with broad shoulders, thick necks, and
  a slightly hunched back. Their arms tend to be slightly longer
  than a human’s, giving them a slightly ape-like appearance.
  Trollen have the same coarse, pebbly, grey-brown skin as
  kobolds, and their horns are even more pronounced. Trollen
  are far stronger than their smaller kin, but fortunately, they
  are rather dim-witted, relying on brute force over anything
  that could be mistaken for tactics. 
  COMBAT
  Poison (Ex): If a Heal check (DC 15) is not performed on
  someone bit by a trollen, the victim takes 1d6 points of
  damage every day until a successful roll is made. This damage
  cannot be healed by any natural means until someone makes
  the Heal check.
  Konig Teuflisch  (d20™)
  Kobold Fighter 6: CR 7; SZ S (humanoid); HD 6d12+6; 
  hp 48; Init: +3; Spd. 30 ft.; AC 15 (+1 size, +3 Dex, +1 natural); 
  Atk: Bite + 10 melee (1d3+2) and 2 claws +6 melee (1d3+1);
  SA: Non-corporeal touch, poison; SQ: Mimic, walk through
  walls; SV Fort +6, Ref +5, Will +3; AL NE; Str 15, Dex 16, 
  Con 12, Int 14, Wis 12, Cha 13; Skills: Climb +4, Diplomacy +3,
  Disguise +3, Hide +9, Knowledge (war) +5, Listen +3, Move
  Silently +5, Speak Language (Eisen, High Eisen, Kobold [alter-
  nately, any three languages in your campaign]), Spot +3,
  Wilderness Lore +3; Feats: Dodge, Expertise, Kobold Magic,
  Leadership, Mobility, Multiattack, Weapon Finesse (Bite).
  König Teufleisch – Villain (7th Sea™)
  Brawn: 3, Finesse: 3, Wits: 3, Resolve: 2, Panache: 2
  Advantages: Eisen, High Eisen, Keen Senses, Toughness
  Athlete: Climb 3, Footwork 1, Throwing 3, Swinging 3, Side
  step 2
  Hunter: Stealth 3, Survival 2, Tracking 2, Traps 1, Ambush 4, 
  Animal Training 4
  Spy: Shadowing 3, Stealth 2, Disguise 3, Interrogation 3, 
  Poison 3, Sincerity 4
  Commander: Strategy 2, Tactics1, Ambush 1, Incitation 3, 
  Leadership 3, Diplomacy 2
  Dirty Fighting: Attack 3, Eye Gouge 3, Throat Strike 3
  Kobold Magic*: Mimic 3, Non-corporeal Attack 3, Walk 
  Through Walls 3
  *Kobold Magic is an innate ability based on Panache.
  Mimic: König may make a Mimic roll (TN 25) to assume
  the visage of any human that he can clearly see. He may mem-
  orize a number of faces equal to his Mimic rank, which they
  then change into. It takes a full round to change faces.
  Special Abilities: Non-Corporeal Attack, Walk Through
  Walls (takes a full round)
  
  CHAPTER
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  83
  Non-Corporeal Attack: König may attack using his Non-
  Corporeal Attack instead of his regular attack, thereby ignor-
  ing parrying weapons
  Walk Through Walls: König may take a full round to walk
  through a wall (TN 15 for wood, TN 20 for brick, the Seeufur
  City wall is TN 30).
  König Teufleisch is the self appointed King of the Kobolds, 
  a sneaky, cruel, and ambitious beast who has learned to tap
  into some ancient form of dark magic. He dreams of one day
  ruling all the lands from the Schwartzen Walden down to The
  River. With the Schattenmann focusing his attentions in
  Heilgrund, Teufleisch feels that now is the perfect time to
  consolidate his power.
  Teufleisch met Fischler one night not long after he was
  made Eisenfürst. He always dreamt of leading a raid against
  the large human city on the shores of the Südlache, and was
  taking a closer look when the young Eisenfürst stumbled by.
  After learning who the drunken man was, Teufleisch decided
  he might be better off gaining some influence over the young
  Eisenfürst than to eat him. He suggested that Fischler should
  build his house of Blackwood, hoping that anyone who
  entered it would get the sap on themselves, and then his
  kobolds could hunt down the leadership of the humans.
  Unfortunately for him, when Fischler had his house built he
  specifically ordered that only deadwood (old wood where the
  sap had dried out) be used so that none of the woodcutters
  would risk getting sap on them. Teufleisch knew that he had
  been outsmarted, and he sent his bat servants to keep an eye
  on the Eisenfürst and report back.
  The kobold king was able to use Fischler to help him con-
  solidate his control over the kobolds. He would occasionally
  let slip to the Eisenfürst the locations of the dens of rival
  kobold packs, so that Fischler’s men would destroy them for
  him. At the same time, König Teufleisch could go to other
  packs, and use the destroyed pack as an example of why the
  kobolds needed to unite against the humans. By the time that
  Fischler mentioned his problem with an invading army from
  Hainzl, Teufleisch had control over a large number of the
  kobold packs in the region, and figured this would be a good
  chance to see how they fought together as a single army. 
  Teuflei convinced the Eisenfürst that he could take care of his
  problem in exchange for the lives of the invading army.
  Through a series of ambushes, the kobold army decimated
  the small force from Hainzl, taking the bodies back to their
  lairs to feast. His army now tested, Teufleisch set the second
  part of his plan into action. He has convinced Fischler that if
  he does not send a live tribute at midnight of the new moon,
  he might not be able to control the “dark forces.” His plan is to
  attack when the gate is open and the tribute is being sent out.
  Fischler has complied reluctantly by using convicted crimi-
  nals, but the last two times the gate has been shut too quickly
  
  CHAPTER
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  84
  for the army to exploit it. During the adventure, König 
  Teufleisch demanded a larger tribute this month — ten men
  instead of one — hoping that the larger numbers will keep
  the gate open long enough for his kobolds to reach it. 
  Fischler refused, prompting the assault on his person.
  When in Seeufer, König Teufleisch takes on the appear-
  ance of a cloaked human. Even Teufleisch cannot change the
  appearance of his horns so his nature will become evident if
  uncloaked. He also has a pronounced limp due to an injury
  from his youth that healed badly.
  New Feat (d20™)
  KOBOLD MAGIC
  Prerequisites: Théan kobold only, character level 6+,
  Charisma 13+, Leadership Feat
  Benefits: The kobold has learned to tap into his innate
  magical nature, granting him certain supernatural powers.
  Once per day, for a period of rounds equal to his hit dice, the
  kobold gains the non-corporeal touch attack. Furthermore,
  he can cast change self and passwall each three times per day,
  as a sorcerer of his current level. Unfortunately, there is a
  price for this power. None of these supernatural powers
  works in natural sunlight, and the kobold becomes light sen-
  sitive (–1 penalty to attack rolls in bright light).
  Heinzelmännchen (d20™)
  Small Humanoid
  HD: 1d8 (5 hp)
  Initiative: +2 (Dex)
  Speed: 20 feet
  AC: 13 (+1 size, +2 Dex)
  Attacks: Unarmed –1 melee or by weapon –1
  melee
  Damage: Unarmed 1d2–2 or by weapon –2
  Special Attacks: Racial enemies
  Special Qualities: Enchanted cap
  Saves: Fort +1, Reflex +2, Will +4
  Abilities: Str 6, Dex 14, Con 10, Int 15, Wis 14, Cha 12
  Skills: Craft (any two mundane, such as Leatherworking 
  or Woodworking) +2, Hide +1, Listen +7, Move Silently +1, 
  Spot +7
  Feats: Alertness
  ————————————————————————
  Climate/Terrain: Temperate forest (only in Fischler)
  Organization: Solitary or barrow (2–12 plus 50% children)
  CR: 1
  Treasure: Standard
  Alignment: Usually Lawful Good
  Advancement: By character class
  COMBAT
  The Heinzelmännchen tend to avoid combat, preferring
  stealth to confrontation. However, over centuries of living in
  close proximity to kobolds, trollen, and worse, they have
  developed tactics for protecting themselves and those with
  whom they have formed a bond.
  Displacement (Su): So long as a Heinzelmän-
  nchen is wearing his distinctive red cap, he
  cannot be viewed directly. He can still be per-
  ceived in peripheral vision, but as soon as a
  creature looks straight at him, he vanishes. This
  has the effect of putting the Heinzelmännchen under a per-
  manent displacement effect, giving him the benefits of 50%
  concealment from all attacks.
  Racial Enemies: Heinzelmännchen frequently battle
  kobolds and their ilk, and have developed special tactics to
  aid themselves. When fighting kobolds, gargoyles or trollen,
  they gain a +1 competence bonus to attack rolls. Further-
  more, they gain a +4 Dodge bonus to AC when attacked by
  gargoyles (only while flying) or trollen.
  Heinzelmännchen (7th Sea™)
  Brawn: 1, Finesse: 2, Wits: 5, Resolve: 2, Panache: 2
  TN to be hit: 15
  Attack Roll: 3k2 Unarmed
  Damage Roll: 1k1
  Skills: Attack (Dirty Fighting) 1, Footwork 2, Menial Task 2, 
  Stealth 2, Unobtrusive 3
  Special: Enchanted Cap – While the Heinzelmännchen wear 
  their distinctive red caps, they can only be perceived 
  through peripheral vision, not direct gaze. All melee 
  attacks require 2 raises to hit them, while ranged attacks 
  require 3.
  
  CHAPTER
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  The Heinzelmännchen were once common in the forests and
  towns of Eisen. For centuries they have lived side-by-side
  with humans. But then the wars started, and it was all too easy
  to stop putting out the geschenk, the traditional gift to the
  Heinzelmännchen (a saucer of meal and thimble of ale,) and
  as the wars progressed, big folk were not the only ones
  burned out of hearth and home. As the traditions fell to the
  wayside, and the violence of war became more horrific, the
  Heinzelmännchen disappeared from most of Eisen. Only in
  Fischler, where the people still adhere to tradition, are they
  still found in large numbers.
  Heinzelmännchen either live under large oak trees or
  share a building with humans. When living in close proxim-
  ity to humans they make themselves known by doing small
  favors such as washing dishes or mending clothing. If the
  human makes the traditional offering, the Heinzelmännchen
  will continue working, and a sort of symbiotic relationship
  develops. One should never try and catch them at their work
  or actively seek to spot them, because Heinzelmännchen
  value their privacy; if and when they want you to see them
  they will show themselves. The Heinzelmännchen use magic
  on their clothing, and especially their red pointed hats, to
  help hide them from the gaze of others. 
  Heinzelmännchen have a keen sense of propriety, and
  often reward good and punish evil. A mean spirited Eisen
  may find his garden under-producing, while a kind widow
  may find her vegetables harvested and already stewing in her
  pot. 
  While their small stature and shy nature have kept them
  out of the politics of Eisen, Heinzelmännchen are not
  unaware of what is happening, and Fischler and the
  Schwartzen Walden have become their last refuge. They
  know many secrets, which they keep closely guarded, but to
  their friends they will offer aid when asked.
  Heinzelmännchen worship Theus, but are not Vaticine,
  and in fact, their beliefs more closely resemble the Objec-
  tionists, which they have held long before the birth of
  Matthias Lieber. Those in the area of Tannen know some of
  the secrets of die Kreuzritter, which knowledge has effected
  the nature of their faith. 
  Heinzelmännchen look in every way like humans, only of
  a smaller stature, and with a slightly more rotund build. Their
  ears and noses tend to be a little on the large size for their
  frame as well.
  Hultreich Kaufhochst (d20™)
  Heinzelmännchen Expert 4: SZ S; HD 4d6+4; hp 19; 
  Init +3 (+3 Dex); Spd 20 ft.; AC 14 (+3 Dex, +1 size); 
  Atks: Unarmed +3 melee (1d2-1); SA: Racial Enemies; 
  SQ: Enchanted Cap; SV Fort +3, Ref +4, Will +6; Str 8, Dex 16,
  Con 15, Int 18, Wis 14, Cha 15; AL LG; Skills: Appraise +7,
  Climb +3, Concentration +8, Diplomacy +9, Gather Informa-
  tion +8, Hide +12, Jump +3, Knowledge (History) +11, Listen
  +7, Perform +7, Profession (Servant) +9, Speak Languages
  (Eisen, High Eisen, Kobold, Trollen [alternately, any four lan-
  guages from your campaign]), Spot +7, Use Rope +6. Feats:
  Alertness, Able Drinker.
  Hultreich Kaufhochst (7th Sea™)
  Brawn: 1; Finesse: 3; Wits: 5; Resolve: 3; Panache: 3
  Reputation: 0/15 among Heinzelmännchen
  Background: None
  Arcana: None
  Advantages: Eisen(R/W), High Eisen(R/W), Able Drinker, 
  Small
  Athlete: Climbing 3, Footwork 4, Sprinting 3, Leaping 3, 
  Swinging 2
  Courtier: Dancing 2, Etiquette 4, Oratory 3, Diplomacy 4 
  Gaming 4, Gossip 4, Politics 4, Sincerity 3
  Scholar: History 5, Philosophy 3, Research 4, Theology 1, 
  Law 3, Occult 4
  Streetwise: Socialize 3, Street Navigation 4, 
  Dirty Fighting: Attack 3,Throat Strike 3, Eye-gouge 4, 
  Improvised weapon 3 
  Servant: Etiquette 4, Fashion 1, Menial task 1, Unobtrusive 4, 
  Accounting 2, Gossip 3, Haggling 3, Seneschal 2
  Hultreich Kaufhochst is the leader of the Seeufer
  Heinzelmännchen. In this capacity he has the ear of many
  other Heinzelmännchen leaders in the area around Fischler,
  and what he says carries a lot of weight. Faulk Fischler’s ambi-
  tion caught his eye even before he became Eisenfürst, and he
  has been keeping tabs on him ever since. Fischler has become
  the last refuge of the Heinzelmännchen and Hultreich wants
  to make sure it remains safe. To this effect he is willing to
  share some of their guarded secrets, but only if he can be sure
  that the Eisenfürst will not be corrupted. 
  10 Villagers (d20™)
  Human Commoner 1: CR 1/2; SZ M (humanoid); HD 1d4;
  hp 3 ea; Init: +0; Spd. 30 ft.; AC 10; Atk: Unarmed +1 melee
  (1d3+1); SA: None; SQ: None; SV Fort +0, Ref +0, Will –1; AL
  N; Str 12, Dex 10, Con 10, Int 8, Wis 8, Cha 8; Skills: Listen +3,
  Speak Language (Eisen, [alternately, any one language in your
  campaign]), Spot +3; Feats: Alertness.
  Villagers (7th Sea™)
  Brutes
  Threat Rating: 1
  Usual Weapons: Fists, beer stein, chair
  TN: 10
  Skills: Footwork 1, Attack 1
  6 Guardsman (d20™)
  Human Warrior 2: CR 1; SZ M (humanoid); HD 2d8+2; 
  hp 12; Init: +1 (Dex); Spd. 30 ft.; AC 15 (+1 Dex, +3 studded
  leather armor, +1 buckler); Atk: Longsword +4 melee (1d8+2);
  SA: None; SQ: None; SV Fort +4, Ref +3, Will +0; AL N; Str 14,
  Dex 12, Con 12, Int 10, Wis 10, Cha 10; Skills: Climb +4,
  Intimidate +2, Jump +4,Listen +2 (Eisen, [alternately, any one
  language in your campaign]), Spot +2; Feats: Power Attack. 
  Guardsman (7th Sea™)
  Brutes
  Threat Rating: 2
  Usual Weapons: Sword
  TN: 15
  Skills: Footwork 2, Attack 2
  
  CHAPTER
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  86
  Hirte-Fledermaus (Shepherd’s Bat) (d20™)
  Diminutive Animal
  Hit Dice: 1/4D8 (3 hp)
  Initiative: +3 (Dex)
  Speed: 5 ft., fly 40 ft. (good)
  AC: 14 (+1 size, +3 Dex)
  Attacks: Bite –2 melee
  Damage: Bite 1d4–2
  Face/Reach: 5ft by 5ft/5ft
  Special Attacks: None
  Special Qualities: Blindsight 120 feet
  Saves: Fort +1, Reflex +4, Will +1
  Abilities: Str 7, Dex 17, Con 11, Int 2, Wis 12, Cha 10
  Skills: Hide +9, Listen +5, Spot +5
  Feats: None
  ————————————————————————
  Climate/Terrain: Temperate lakes (Fischler, Eisen)
  Organization: Colony (10 – 40)
  CR: 1/4
  Treasure: None 
  Alignment: Neutral
  Advancement: None
  Hirte-Fledermaus (Shepherd’s Bat) (7th Sea™)
  Brute
  Threat Rating: 1
  TN: 10 (5 on Ground)
  Brawn: 1; Finesse: 3; Resolve: 1; Wits: 2; Panache: 2
  Attack Roll: 2k2Bite
  Damage: 1k1 Bite
  Skills: Flying
  Special Abilities: Able to see in the dark.
  Flaw: Must make a Resolve check (TN 15) in presence of
  high-pitched noises (flutes, whistles, etc.) or flee the area for 
  2d10 minutes.
  Die hirte-fledermausen are also known as shepherd’s bats in
  Seeufer for their habit of shepherding home drunken villagers.
  With a wingspan of four feet, die hirte-fledermausen are 
  significantly larger than the average bat. They also posses a 
  limited intelligence, like that of a monkey, and can mimic
  human speech like a parrot. Like their smaller cousins, 
  hirte-fledermausen can use a type of sonar to “see” in the dark,
  which makes them sensitive to high,-pitched noises. The hirte-
  fledermausen in Seeufer are minions of König Teufleisch, the
  self-appointed kobold king.
  Adventure in 
  Puerto Grande
  This adventure is designed for experienced role players (8th
  to 10th level Swashbuckling Adventures™ characters or Journey-
  man-level 7th Sea™ characters), but can be adjusted up or
  down to suit the group’s levels. 
  Puerto Grande, Marcina
  Located in the Midnight Archipelago, a group of islands 
  several weeks travel from mainland Théah, Marcina is one of
  Castille’s most important colonies, a rich source of gold,
  sugar, and exotic fruit. It boasts a mild tropical climate and
  some of the friendliest inhabitants in the Archipelago. It is a
  model of cooperation between the native population and the
  Castillian settlers. The Gubernadora [goo-ver-NAH-dor-ah],
  Maria Simone Erego de Suarez who is herself island-born,
  recently replaced the corrupt Pedro del Avila, and the people
  are thriving under her leadership. The war with Montaigne is
  over, and the Midnight Archipelago, especially Marcina,
  plays an important role in providing new income to Castille.
  Puerto Grande is Castille’s largest colonial port and almost
  impregnable. Pirates have learned that it is just not worth the
  shot to attempt an assault, so an uneasy state of amnesty
  exists. As long as they do not try anything, Gubernadora de
  Suarez allows them (more or less) free run of the town. Berek
  and his Sea Dogs are particularly fond of Puerto Grande. 
  (If the truth be known, the Gubernadora would rather deal
  with an entire fleet of pirates than the looming presence of
  the Inquisition but she knows that a show of force is not 
  warranted at this time.)
  A tall, muscular woman, the Gubernadora has always loved
  the opera and wanted to have a singing career, but unfortu-
  nately was not blessed with a pleasing singing voice. To 
  satisfy her love of music, however, she has become quite a
  patroness of the arts. She was thrilled to encourage the 
  construction of a beautiful new opera house, designed by
  famed architect Hernando Ruíz, as fine as anything to be
  found in San Cristóbal. This afternoon marks its inaugural
  performance; for whatever reasons are most appropriate, 
  the heroes should be in attendance.
  The Opera House
  Puerto Grande’s new opera house is a multi-storied building.
  The spacious lobby on the north end of the building contains
  a place for patrons to enjoy refreshments, a guarded cloak-
  room, a single set of double doors that lead down stone steps
  to the street to the south, and two sets of wide doors open onto
  the main area which contains the ground floor seating, the
  box seating, an orchestra pit, and the stage, and an impressive
  ironwork spiral staircase. Two side entrances lead out to the
  street. Behind the stage are several small dressing rooms, as
  well as costume and prop rooms and another exit onto an alley.
  The ornate 10-foot wide staircase leads to hallways on the
  second, third, and fourth floors which wrap around the main
  room and allow access to the box seats. Generally, only rich
  patrons or nobles can afford these seats and a servant usually
  guards the bottom of the staircase to ensure that commoners
  do not wander into that area. The second floor also contains a
  
  CHAPTER
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  87
  social area, a small kitchen to supply the important guests
  with refreshments, and a staircase leading down to a private
  entrance on the east side which is usually guarded.
  Act 1
  Scene 1 – Intermission
  The small skiff glides across the dark waters of the cave
  with only a single torch to light the way. Two men push
  the boat along while a woman stands in the bow and 
  performs a song of melodic despair. Her voice rises to 
  a crescendo as the skiff disappears from sight and the
  curtains close at the end of the first intermission. For 
  a moment, you feel a tear in your eye. Despite any 
  misgivings, you are truly enjoying the opera. 
  The ushers light brass lanterns along the sides of the
  theater. The light reflects off the dark oak paneling and
  crossed swords hanging upon them as patrons begin to
  rise to their feet for the intermission. Overhead the crys-
  tal chandelier, imported from the mainland, sways
  silently, scattering droplets of rainbow light across the
  entire room. Box seats for the rich and noble hang over
  the common seating.
  As you look about the theatre, you notice that a
  number of Castillians, who make up the majority of the
  patrons, glaring up at one of the box seats. An Imperial
  Montaigne flag has been draped over the edge and the
  yellow sun upon a light blue field is striking. Although
  the war is over, tensions still run high between the two
  nations and the Castillians do not enjoy Montaigne
  naval officers flaunting themselves in Puerto Grande.
  You are not sure why, but they seem to have diplomatic
  immunity as the Gubernadora herself is sitting with
  them, although she looks none too pleased about it.
  At this point, the adventure begins. Unless the party members
  know each other ahead of time, they are all present, but not
  together. Ask each player to choose where in the opera house
  he or she is seated, then allow them approximately 10 minutes
  real time to get into character. Some heroes may want to get a
  beverage in the lobby, others might be interested in socializ-
  ing, or looking around backstage, or simply enjoying flirtation
  and seduction. These encounters are entirely up to you to
  devise and run. The only restrictions are that the characters
  should not leave the opera house or enter the Montaigne 
  officers’ box. 
  If anyone in the party is outside the private entrance during
  intermission, he or she may see a group of men arrive with 
  several casks of ale. If queried, the men are hastening to the
  kitchen to restock the supply for the nobles in the special
  boxes. Anyone in the party who was on the second floor during
  intermission sees the men taking the ale casks into the kitchen.
  Anyone near the kitchen during intermission sees the men
  placing the casks and prepping the spigots. If a member of the
  party asks for some ale, the men say that they are not permitted
  to distribute ale to any of the regular patrons, for fear of being
  fired. One of the men gestures towards a stern-looking guard
  who watches them. At that point, intermission is over and the
  party is asked to return to their seats.
  Scene 2 – A Most Dramatic Opera
  As the orchestra begins tuning their instruments for the
  second half of the performance, people slowly return to
  their seats and the ushers turn down the lights. A beauti-
  ful serving woman hurries onto the stage and in a
  breathy stage whisper confides to the room that the
  duchess will arrive soon. Several more servants scurry
  onto the stage and go through the motions of arranging
  furniture as the last members of the audience are seated. 
  A high pitched scream pierces the air but it does not
  come from the stage! There is pandemonium in the box
  seats! Another voice — a man’s voice — shouts “Fire!”
  Like rats, the audience surges to their feet as tongues
  of flame begin licking at the back wall of the stage. You
  hear angry voices and then clashing steel from nearby.
  What do you do? 
  The first thought of many heroes will be to draw their
  weapons. Unfortunately, only members of the Swordsman’s
  Guild are allowed to carry weapons inside the building.
  Everyone else was forced to leave their weapons in the
  guarded cloakroom by the main entrance. While there are
  swords on the walls, they are not real weapons but rather
  cheap tin. 
  There is a lot of action in three major areas of the opera
  house but mainly in the lobby. While many of the patrons
  and actors escape out the side doors, most will try to go out
  through the lobby’s main doors. 
  If the heroes head for the cloakroom, they see a group of
  sailors (who appear to be Castillian, possibly from one of the
  three ships in residence) rummaging around for weapons
  and whatever loot they can grab. The party may engage the
  would-be thieves, or wait a Round, in which case a group of
  merchants moves in to stop the looting. The merchants arm
  themselves with whatever they can find, including the tin
  swords that serve as wall decorations. (Use standard breakage
  rules in either system for improvised weapons (draperies,
  curtains, chairs, cloaks, finials, bric-a-brac, serving trays,
  musical instruments, etc.) As the two groups struggle, they
  unfortunately block a crowd of patrons from reaching the
  main entrance. This fight goes on for several minutes with
  more sailors and merchants joining the fray every Round. 
  If one of the heroes or the entire party steps in, the battle will
  probably be decided fairly quickly.
  d20:™ Begin with six Level 1 sailors armed with rapiers and
  three Level 1 merchants armed with improvised weapons.
  Add an additional combatant to each side at the end every
  round, but do not bother running this combat unless the
  heroes intervene. 
  Sailors (d20™)
  Expert 1: CR 1/2; SZ Medium (humanoid); HD 1d6+1; HP 5
  each; Init +2 (Dex); Spd 30 ft; AC 12 (+2 Dex); Atk Rapier +0
  melee (1d6); SA none; SQ none; SV Fort +1, Reflex +2, Will
  +2; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; Skills: 
  Balance +6, Climb +5, Intuit Direction +4, Listen +4, Profes-
  sion (sailor) +4, Spot +4; Feats: Dodge.
  
  CHAPTER
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  Adventures
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  Puerto Grande’s Opera House
  Scale in feet
  Bar/refreshments
  Bar
  Refreshments
  Main
  Entrance
  Coat
  room
  Lobby
  Stage door
  Backstage/
  Props storage/
  Dressing rooms
  Private entrance
  to box seats
  Private entrance
  to box seats
  Stairs to all floors
  Stairs to all floors
  Wings
  Wings
  Stage
  Orch.
  pit
  Balcony
  Balcony
  GROUND FLOOR
  2ND, 3RD AND 4TH FLOORS
  0
  5
  10
  
  CHAPTER
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  Adventures
  89
  Merchants (d20™)
  Expert 1: CR 1/2; SZ Medium (humanoid); HD 1d6+1; HP 5
  each; Init +0 (Dex); Spd 30 ft; AC 10; Atk Rapier +0 melee
  (1d6); SA none; SQ none; SV Fort +1, Reflex +0, Will +2; Str
  10, Dex 10, Con 12, Int 14, Wis 10, Cha 12; Skills: Appraise +6,
  Bluff +5, Diplomacy +5, Gather Information +5, Innuendo +5,
  Knowledge (Local History) +6, Listen +2, Sense Motive +4,
  Spot +6; Feats: Alertness.
  7th Sea:™ The sailors begin with a Rank 2 Brute Squad (6
  men) with medium weapons, while the merchants begin
  with three Rank 1 Brutes armed with small weapons. Three
  additional Brutes are added at the end of every round to both
  sides as members of the crowd join in the fray. Add additional
  brutes, but do not bother running this combat until a hero
  arrives to intervene. 
  Sailors (7th Sea™)
  Threat: 2
  TN to hit: 15
  Usual weapons: Medium (rapiers)
  Skills: Footwork 1
  Merchants (7th Sea™)
  Threat: 1
  TN to hit: 10
  Usual Weapons: Small (Improvised Weapons)
  Skills: None
  At the end of the 10th round, the sailors escape with their
  booty, which includes most of the weapons found in the
  cloakroom (including the heroes’ weapons if (a) anyone was
  not a member of a Swordsman’s Guild or (b) the party does
  not see the fight.) 
  If the party had any weapons in the cloakroom, and if they
  do not arrive until after the combat, they will have to find
  their weapons or get replacements. This will require search-
  ing one of the local pawnshops. The proprietor agrees to sell
  the weapons back to their rightful owner at full (inflated)
  price. The party can use a variety of negotiation, bartering, or
  intimidation checks to “encourage” the man to lower his
  price, although a well-timed visit from the constabulary may
  convince him to part with the goods for a minor finder’s fee
  of 1/10 their value.
  Assuming that the party remains in the main room when
  the fire strikes, they see dozens of patrons — many of them
  noblemen — trapped in the box seats overlooking the stage.
  A handful of nobles may think to use the drapes as ropes to
  descend, while those on the east wall can still escape down
  the staircase. Some, however, will sit in shock as the opera
  house burns around them. There are two box seats along the
  back (southern) wall and each side (east and west) wall and
  three tiers of boxes rising above the main seating. For either
  system, roll a d10 for each box (except the Montaigne officers’
  box). If the result is higher than 2, the patrons will find their
  own way to safety; otherwise the result indicates how many
  people remain in that box. 
  d20:™ The people in these boxes are Level 1 nobles. It takes
  a Jumping, Climbing, or Dexterity check to get up to them.
  The DC to reach someone in a higher bank of box seats is 5,
  plus 5 for every level between the person attempting it and
  the target (i.e., to get from the ground to the third row of box
  seats in one round is DC 20). Getting down is easier and only
  requires a DC of 5 for every level descended. For each person
  a hero tries to assist or rescue, the DC is +3. Therefore, to assist
  four people from the top row of boxes to the ground requires
  a DC 27. Failure to make a check indicates that everyone
  involved falls and takes 1d6 damage for each floor from
  which they fell. 
  Starting on the third round from the beginning of action,
  everyone in the top tier of box seats takes 1d6 damage from
  heat and smoke per round. On round 5, anyone in the second
  tier of seats starts taking 1d6 damage per round and anyone
  above that floor takes an additional die of damage. On round
  7, anyone in the first tier of box seats starts taking 1d6 damage
  and anyone above that floor takes an additional 1d6 damage
  for each floor they are above the first tier of seats. On round 9,
  anyone still in the building takes 1d6 damage +1d6 additional
  damage for each floor above the ground.
  Nobles (d20™)
  Aristocrat 1: CR 1/2; SZ Medium (humanoid); HD 18; HP 5
  each; Init +0 (Dex); Spd 30 ft; AC 10; Atk Unarmed +0 melee
  (1d3 subdual); SA none; SQ none; SV Fort +0, Reflex +0, Will
  +1; Str 9, Dex 10, Con 10, Int 12, Wis 9, Cha 12; Skills: Bluff
  +5, Diplomacy +5, Innuendo +3, Knowledge (varies) +4,
  Listen +5, Spot +5; Feats: Alertness.
  7th Sea:™ The patrons in the boxes are unskilled Rank 1
  Brutes. It takes a Leaping, Climbing, or Swinging check to get
  to them. The TN to reach someone in a higher bank of box
  seats is 10 for every level between the person attempting it
  and their target (i.e., to get from the ground to the second tier
  of box seats in one action is TN 20). Getting down is easier
  and only requires a TN of 5 for every level. For each person
  the hero is trying to help, the TN is +5. To assist five people
  from the top row of seats requires a TN 40. Failure to make
  any of these rolls causes everyone involved to fall and take
  one die of damage for each tier below the one from which
  they fell. 
  Starting with the third round from the shout of “Fire!”
  everyone on the top tier of seats takes a die of smoke and heat
  damage each round. Every two rounds after that, the heat and
  smoke will affect people in one tier lower and damage for
  anyone above that will increase by one die. On round 7,
  everyone in the first tier of seats takes one die, everyone in
  the second tier of seats takes two dice, and everyone in the
  third tier of seats takes three dice. Starting on round 10,
  anyone still in the building takes 4k4 damage every succes-
  sive round. For the purposes of fire and damage, brutes do not
  fall unconscious until they have taken five points of fire or
  falling damage. 
  Nobles (7th Sea™)
  Threat: 1
  TN to hit: 10
  Usual Weapons: Small (Unarmed)
  Skills: None
  
  CHAPTER
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  Anyone trying to rescue people from the box seats will find
  an ally in a handsome Castillian naval officer who was seated
  in one of the box seats and jumps to assist the other patrons.
  The third section of the opera house where characters may
  head when the fire begins is the Montaigne box in the second
  tier of seats. A group of masked men with drawn weapons has
  burst into that box seat and is trying to kill the naval officers.
  Unless someone intervenes, the assailants will overwhelm
  the naval aides in the first round no matter how valiantly they
  resist. If the heroes choose to assist, it takes them at two
  rounds to reach the second floor box from the ground floor
  and one round from the beginning of the hallway on the
  second floor.
  d20:™ Ten of the invaders are Level 1 Castillian Brutes. 
  The three Montaigne naval aides are Level 1 Brutes. It is clear
  that the naval officers are weaker swordsmen than their
  opponents.
  Castillian Brutes (d20™)
  Castillian Commoner 1: CR 1/2; SZ Medium (humanoid);
  HD 1d4; HP 3 each; Init +0; Spd 30 ft.; AC 10; Atk Unarmed +1
  melee (1d3 subdual); SA none; SQ none; SV Fort +0, Reflex +0,
  Will –1; Str 12, Dex 10, Con 10, Int 8, Wis 8, Cha 8; Skills:
  Listen +2, Spot+2; Feats: Improved Unarmed Attack.
  Naval Aides (d20™)
  Montaigne Commoner 1: CR 1/2; SZ Medium (humanoid);
  HD 1d4; HP 3 each; Init +0; Spd 30 ft.; AC 10; Atk Rapier +0
  melee (1d6); SA none; SQ none; SV Fort +0, Reflex +0, Will -
  1; Str 12, Dex 10, Con 10, Int 8, Wis 8, Cha 8; Skills: Listen +4,
  Spot+4; Feats: Alertness.
  7th Sea:™ The attackers consists of 10 Rank 2 Brutes armed
  with fencing weapons and two Henchmen. The three naval
  aides are Rank 1 Brutes and no match for their assailants.
  Castillian Invaders (7th Sea™)
  Threat: 2 (2 squads of 5 each)
  TN to hit: 15
  Usual weapons: Medium (rapiers)
  Skills: Footwork 1
  (Note: Named NPCs in this group are Ambrose Praisse du
  Rachetisse and Nicole du Lac.)
  Naval Aides (7th Sea™)
  Threat: 1
  TN to hit: 10
  Usual Weapons: Medium (rapiers)
  Skills: None
  (Note: Named NPCs in this group are François Gaulle du
  Motte, Gerard Leveque d’Aur, and Lydia Bisset du Vere.)
  Whether the heroes assist or not, one of the Montaigne
  officers is killed at the beginning of round 3. Fire begins
  injuring anyone still fighting in this box on the next round.
  The masked men will retreat if the battle is going against
  them and at the beginning of the appropriate round (deter-
  mined by the GM), they will retreat along the hallway, down
  the stairs, and presumably out into the street. During their
  escape, one of them loses his mask and anyone nearby can see
  that he is a blond man with a beard. The Montaigne naval 
  officers may give chase or choose to tend to their wounded, 
  at the GM’s discretion.
  When the combat is over, the Montaigne officers thank the
  party for their help but are visibly shaken at the loss of their
  compatriot. It turns out that the man was none other than
  François Gaulle du Motte, the Montaigne responsible for the
  bombardment and destruction of the Cathedral of San
  Cristóbal during the war. Why a man with a price on his head
  would have risked his life by appearing in a Castillian colony
  is anyone’s guess, and if one of the heroes queries a naval aide,
  the response is terse. “He was a true soldier of the Sun and his
  presence will be missed.”
  The surviving officers introduce themselves as Gerard 
  Leveque d’Aur and Lydia Bisset du Vere. They do not intro-
  duce their aides. Anyone examining the bodies of the masked
  assailants identifies them as Castillian, except for one who is
  obviously Montaigne, which causes great consternation
  among the aides. They demand to be taken to the Guber-
  nadora immediately.
  As the last of the patrons are lowered safely to the
  ground, another high-pitched scream rises above the
  flames. A beautiful red-haired Montaigne woman stands
  at the edge of the stage surrounded by flames. Without
  hesitation, the Castillian officer who helped the party
  earlier leaps from the second tier of seats, swings on a
  swath of burning drapery, and lands upon the stage.
  Grabbing the woman’s hand, he runs backstage, pulls her
  to safety, and disappears from sight. 
  Scene 3 – A Lull and a Storm
  When everyone has left the building, the heroes join the
  crowd at the front of the opera house. (Reminder: Castillian is
  the language spoken in Marcina, so anyone in the party who
  is not conversant in it will need a translator.)
  As the building burns in front of them, Gubernadora de
  Suarez and a blond bearded man survey the ruin. Nearby,
  a tall, thin man stares in shock as tears run slowly down
  his face. The Gubernadora turns to him, places a 
  comforting hand on his shoulder and speaks to him
  softly. The man shrugs her off and cries out loudly.
  “Rebuild? Impossible! I sunk a fortune into building this
  opera house and now look at it. My dreams, and your
  hopes of civilized entertainment here in Puerto Grande
  just went up in smoke!”
  The bearded man steps forward. “Perhaps, Señor Ruíz.
  Then again, perhaps not.”
  The architect snorts. “Why I should listen to you? 
  The luckiest man in Théah? What do you know of loss,
  Jeremiah Berek?”
  The leader of the Sea Dogs shakes his head sadly.
  “Señor, I’ve lost friends, dear ones. I’ve lost fights and
  come close to losing my mind. I know loss. But I refuse
  to let it destroy me. You feel as if your world has 
  collapsed and you will never be whole again. I know that
  feeling, that doom. It is tragic.”  
  
  CHAPTER
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  The Avalon pirate pauses a moment, then calls out.
  “Roger?” A thin man with a guitar over his shoulder
  steps from the crowd. His clothes are well worn but
  good quality. He raises an eyebrow and Berek loudly asks
  him, “How are you at opera?”
  Roger smiles and swings his instrument around. 
  At the burst of chords, the curious crowd leans in closer.
  The music seems to calm them. The bard begins singing
  in a strong baritone, but after a minute or two, he stops
  and shakes his head. “Sorry, Captain. I just don’t have the
  voice for it.”
  A deep voice calls out, “But I do.” The stout tenor
  strides forward from the opera steps and nods to Roger.
  The two begin the song again and the tenor’s power
  grabs the attention of the spectators. Even Ruíz looks 
  a little less grim. 
  With a solemn look, Berek sweeps a hat off a noble-
  man’s head, places a gem inside it, and passes it along. 
  As you watch, the crowd pours money into the hat,
  which is then passed to Ruíz. He seems overcome with
  emotion and nods once to Berek before calling out, 
  “Gracias, Capitano Berek. It is not enough to rebuild it
  completely, but it is a start!” A cheer rises from the crowd. 
  The bucket brigade which had paused briefly to listen
  to the music, resumes its work, but in a more festive
  mood. Unfortunately, that mood does not last long. 
  A roar of fury comes from within the crowd and a giant
  bald Eisen wearing garish clothing and a steel panzer-
  hand pushes his way forward. “I’ve finally found you,
  you baseborn black hearted villain!” His accusatory
  metal-clad finger points directly towards Jeremiah
  Berek. 
  Berek seems utterly unprepared for this and states
  loudly, “I’m sorry, I do not believe we’ve ever met.”
  The Eisen replies, “I am der Kire and you robbed my
  ship!”
  The accusations fly fast and furious. Der Kire accuses Berek of
  attacking the Albatross, stealing her goods, and then setting
  her on fire. He even describes the retractable keel of the
  Black Dawn. Berek says he’s never heard of a ship call the
  Albatross. Were it not for the presence of the Gubernadora,
  the two would be at each other’s throats. A Castillian sailor in
  the crowd pipes up that he remembers hearing about this a
  few months back, and several other voices throughout the
  crowd voice assent. Berek continues to deny his involvement.
  Der Kire finally pushes Berek to the breaking point and
  the Avalon pirate begins shouting. “Enough! You show
  up with wild accusations and no proof to back up your
  story. I will not stand by while you besmirch my name.
  You seek justice, then we shall have it… in a duel of
  honor at dawn.”
  Gubernadora de Suarez speaks up at last. “Gentlemen!
  We have just suffered a great tragedy here. I will not
  have you sully the sands of Puerto Grande with your
  duel. Find somewhere else to hold it!”
  The Castillian sailor who recalled hearing about the
  Albatross suggests the nearby island of Kapa’o Noa. The
  two adversaries agree. Both apologize to the Guber-
  nadora and then leave the scene. An excited buzz rushes
  through the crowd at the prospect of the two legendary
  fighters meeting at dawn on a deserted island to settle a
  matter of honor. Some claim der Kire is a pirate and
  criminal, others say that he killed the Montaigne
  Empereur with a single blow from his panzerhand.
  Scores of tales about Berek’s reckless luck and privateer-
  ing on behalf of Avalon fill your ears as well.
  It is now evening. If the party tries to speak to either der
  Kire or Berek, they are rebuffed by crewmates (although not
  harshly enough to warrant combat.) They can offer to help
  the bucket brigade but most of the fire is out. If they seek out
  Ruíz, he will moan and groan about trying to raise enough
  money to rebuild his opera house. If they go to a tavern for
  dinner, they overhear tales about the fire, conjecture about
  how it started, etc. They may go searching for either the
  people they saw starting it (if they saw them) or the thugs
  who attacked the Montaigne naval aids (if they helped out
  with that.) Of course, someone is probably going to realize
  that the man they saw running away from the assault looked
  a lot like Jeremiah Berek…
  Scene 4 – The Rescue 
  Just as your meal is served, a harried messenger arrives
  and says, “I’ve been looking everywhere for you! The
  Gubernadora would like a word with you.” 
  It is doubtful that the party would refuse to go with him,
  but he does not force anyone to accompany him.
  The messenger escorts you to Casa de Erego, the Guber-
  nadora’s mansion. Maria Erego de Suarez is speaking to 
  a group of Montaigne naval officers. She looks very
  tense but manages to greet you with a smile. She says to
  the officers, “… and here are the people who will take
  care of it.” 
  “Buenos tardes. I have heard of your actions in the
  Opera House today. You performed a great service for
  the entire city and I thank you. It is because of your 
  willingness to act selflessly and keep a cool head that I
  have asked you here. We have a problem. Captain Ferdi-
  nand Orduño, a Castillian naval officer who attended the
  opera this afternoon, was last seen grabbing a Montaigne
  noblewoman named Allette du Paix. Her countrymen
  here are most anxious about her and their ship must sail
  within three hours. I know it is a lot to ask, but my own
  people are still dealing with the clean up of the opera
  house. I am certain that Captain Orduño did not kidnap
  her, as these gentlemen seem to intimate.”
  With the current tension in the city, if a Castillian had
  kidnapped or harmed a Montaigne noblewoman, the
  repercussions could lead to mob violence or worse. 
  If the party hesitates, the Gubernadora hints that it 
  is always advantageous to have the ear of a Castillian 
  government official. 
  
  CHAPTER
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  92
  Finding Orduño is not terribly difficult. His whereabouts
  can be obtained simply by asking any of a number of towns-
  folk and any reasonable attempt to find him succeeds. (DC
  10/TN 15; if 10/15 or more, reveal additional information.)
  • Orduño rushed the red-headed Montaigne lady from the
  opera and was one of the last people out. 
  • While Berek and der Kire spoke in front, she begged him
  to escort her back to her rooms and he agreed.
  • The woman seemed to be going with him willingly. 
  • The two of them passed through the commercial areas to a
  warehouse area and did not appear to be in a hurry. 
  Note: Feel free to give free raises for ingenious ideas or good
  role-playing, and to focus on quieter characters in this scene.
  Options include tracking the couple (Orduño’s left boot heel
  was partially burned by the fire and leaves distinctive foot-
  prints); asking people in the street (Diplomacy, Gossip, or
  Gather Information); or speaking to a succession of profes-
  sionals who operate in the area such as pickpockets (under-
  world contacts), carriage drivers, or merchants. 
  The trail leads to a warehouse on the outskirts of town.
  Stacked boxes block the windows and the neighborhood
  seems seedy compared to the upscale neighborhood
  where the Gubernadora lives. As you enter the ware-
  house, you see a familiar figure tied to a chair. The man is
  dressed in the well-tailored uniform of the Castillian
  Armada although he is bare-footed. A sword lies on top
  of the scabbard on the ground nearby, next to a small pile
  of ash topped by a pair of partially burned boots. He has
  scratches, cuts, and a few burns on his hands, feet, and
  face. He grunts at the sight of you, but cannot speak
  because of a gag in his mouth. It is, of course, Captain
  Ferdinand Orduño.
  He thanks you for your assistance, then swears bitterly
  under his breath as he picks up the ashen boots and scowls
  before pulling them onto his feet. Although damaged, the
  boots still appear somewhat fit. In disgust, he declares, “What
  sort of barbarians would burn a man’s boots?” 
  He then picks up his sword and says, “Thank you, my
  friends, for your timely arrival.” He sees you looking at his
  wounds and says, “I believe that when they returned, they
  were going to get serious about it.”
  If anyone in the party inspects the sword and scabbard,
  they do not see any damage unless they have Porté magic or
  are able to identify it. Then it requires a Spot (DC 30) or Per-
  ception: Wits (TN 35) check to see that a Porté mage appears
  to have Blooded the inside of the scabbard. 
  When queried about what happened, Orduño looks some-
  what sheepish. “I am, after all, a Castillian. I cannot resist a
  damsel in distress. How was I to know that I was the one who
  would need rescuing?” 
  If asked what his captors wanted with him, Orduño admits
  that he aided El Vago several months ago and assumes that his
  captors believe he knows the vigilante’s true identity. He
  declares that he would never have revealed that information,
  even if he had known it! 
  Orduño asks what time it is and becomes distraught when
  he learns how late it is. He is the captain of the escort ship
  Santa Rosalinda, which was due to leave an hour ago. Since he
  is the only one who knows their destination, he must rejoin
  his ship to make his rendezvous. When asked about the “ren-
  dezvous,” he explains that part of his job, the part he hates the
  most, involves escorting reparation payments to the Mon-
  taigne pigs.
  If the party accompanies him to the docks, he will gladly
  chat with them and thank them for the service they have pro-
  vided Castille. His small group of three ships must arrive on
  time or the peace treaty is null and void. He is scheduled to
  meet up with several other Castillian ships within a day’s sail
  of here and once they have assembled, only a fool would
  attack the convoy. At first when he was captured, he was con-
  cerned that his Montaigne captors were after his convoy, but
  they never even mentioned it. If anyone in the party asks for
  passage or offers to help, he thanks them but says that no one
  except his crew is allowed on board and that they cannot take
  any passengers. He does ask them, however, to tell the Guber-
  nadora about the situation, and if possible to find the red-
  headed Allette du Paix and deliver his “regards.” Despite it
  being close to midnight, the ship gets underway as soon as he
  boards.
  The party returns to their lodgings where they find a note
  from Casa de Erego, requesting their presence first thing in
  the morning.
  Scene 5 – Cherchez La Femme!
  The heroes arrive at Casa de Erego shortly after sunrise and
  Governor Suarez is already at work. After they explain what
  happened last night them, she asks them to find this Mon-
  taigne noblewoman. “I will only endure so much from these
  posturing idiots,” she says, her intense grey eyes flashing with
  deadly fire. She explains that she cannot authorize them to
  search Mademoiselle du Paix’ residence officially, but if they
  happened to find a way to achieve that, she would be
  extremely grateful. 
  The party’s investigation reveals that Allette du Paix arrived
  a few days ago from Montaigne and was staying with a distant
  cousin who resides in Puerto Grande as a merchant. Appar-
  ently trying to avoid the unpleasantness currently embroiling
  her homeland, Mademoiselle du Paix came to the island. She
  was a favorite at social gatherings with other Montaigne in
  Marcina, particularly the naval officers who were visiting for
  the last few days. She seemed to have nothing but disdain for
  the Castillians, although she was happy to spend money on
  Castillian goods. 
  If the group decides to question her cousin, they find the
  merchant distraught and somewhat confused by his cousin’s
  hasty departure. “All she left was a note, and a tidy sum of
  debts!” he says, waving paper in both hands. He says that she
  left nothing behind but the heroes are welcomed to search
  for themselves, and indeed there is nothing to be found. A
  servant confirms that two burly porters picked up her
  belongings yesterday while everyone was at the opera. The
  merchant seems genuinely fond of his cousin despite her odd
  behavior and asks the party to tell her that the debts were not
  so large that she had to flee.
  
  CHAPTER
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  Scene 6 – Many Choices but Few Options
  If the party asks around the docks, they learn that other than
  Orduño’s vessel, only the fast sloop Le Cheval Marin under the
  command of Captain Ambrose Praisse du Rachetisse have
  departed in the last 24 hours. Apparently over a half-dozen
  Montaigne including a red-haired woman and several naval
  officers boarded just before its departure, heading northwest.
  Depending upon how well they play their cards, they might
  hear a rambling story about how “surely looked a lot like that
  damn Black Dawn.” A further inspection reveals that Le Bon
  Visage, du Motte’s frigate, is still in harbor for repairs. The
  ship’s first mate is in charge since neither du Motte nor his
  officers have arrived at the ship yet.
  If the party decides to go after Le Cheval Marin themselves,
  no boats seem to be available. It is close to morning tide and
  few sailors are willing to head out at this time without a full
  complement. Seems like everyone wants to be around for the
  big duel between der Kire and Jeremiah Berek. The party
  queries a number of captains until only three ships remain
  (besides the party’s, if appropriate): El Cazador, Berek’s Black
  Dawn, and der Kire’s Der Seevogel.
  • El Cazador is a 30-foot sloop owned by Joaquin de Arroyo.
  He will let them borrow his ship for a sizeable deposit
  (close to twice the value of the boat.) If no one in the party
  has any kind of Sailor skills, they can offer to pay some of
  the sailors on the dock to help them handle the vessel. (If
  the party queries Berek first, they will be able to return to
  El Cazador with a skilled crew.)
  • The Black Dawn is a large sloop with a retractable keel. A
  beautiful female figurehead seems to watch the party as
  they approach. If the heroes speak to any of the Sea Dogs,
  the sailors direct them to Berek’s cabin. He is inside prac-
  ticing with a short sword and shield. He appears skilled,
  but out of practice. He puts his weapons down to greet
  them and asks them how he can help. After listening care-
  fully, he will probe for more information. He seems inter-
  ested at the mention of the Montaigne, but will ultimately
  shake his head and say that honor demands that he attend
  the duel. However, he offers to have some of his sailors
  accompany them (to be determined by how many are
  needed to ensure that the party can sail El Cazador success-
  fully.)
  • Der Seevogul is an older frigate with few guns, but numer-
  ous sails. If the heroes approach ship, they see the Mon-
  taigne man who was in the crowd yesterday, who con-
  firmed der Kire’s accusations of Berek. If they decide to
  speak with him, they learn that his name is Jacques
  Renault. A friendly, intense man with a shadow behind his
  eyes, he listens to their tale but will not allow them to
  speak to der Kire under any circumstances. It should be
  clear that they are not going to find any help here (and a
  show of force is completely foolhardy!)
  
  CHAPTER
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  Act 2
  Scene 1 – After Them!
  If the party decides to head out after Le Cheval Marin, 
  the following occurs:
  Spray flies into your face as the ship leaps across waves.
  Your stomach drops as the deck rolls slightly but you
  keep your feet and see a darker shape emerge from the
  night ahead of you. In the light of the half moon, you
  make out a small island up ahead. It appears no more
  than a mile across and heavily wooded. 
  If the party decides to make landfall, they see that there is
  very little on the island other than trees. Several trails lead to
  the center where a small camp has been created. There are 12
  silk tents that contain beautiful oak furnishings and Crescent
  rugs. This appears to have been home to 30 or more troops
  with very expensive tastes, judging from the furnishings and
  the remains of some very expensive food. There is nothing of
  note here in the camp — other than a long bloody swath
  approximately 12 feet long and six feet wide in the center!
  (Note: Only someone able to detect Porté or a Porté mage
  him/herself will recognize it for what it is.)
  If the party either sailed around the island first, or does
  some exploration on foot, they see a ship anchored on the far
  side of the island. It is indeed Le Cheval Marin. Four of crew
  are on watch.
  If the heroes decide to go in for a closer look they see a man
  come on deck who appears to be… Jeremiah Berek! But he is
  dressed in the sky-blue blue uniform of the Montaigne Navy.
  How can this be? The party saw Berek within the last few
  hours and would have seen his ship leave the dock. (In fact, 
  it is Ambrose Praisse du Rachetisse.)
  If the heroes decides to rush the Montaigne sailors, they
  encounter 12 Level 2 riggers (d20™) or 12 Rank 3 Montaigne
  Brutes (7th Sea™), as well as Ambrose Praisse du Rachetisse
  (see NPC section for his stats.)
  Montaigne (or Mercenary) Riggers (d20™)
  Expert 2: CR 1; SZ Medium (humanoid); HD 1d6+1; HP 9;
  each; Init +2 (Dex); Spd 30 ft; AC 12 (+2 Dex); Atk Rapier +1
  melee (1d6); SA none; SQ none; SV Fort +1, Reflex +2, 
  Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; Skills: 
  Balance +7, Climb +6, Intuit Direction +5, Listen +5, Profes-
  sion (sailor) +5, Spot +5; Feats: Dodge.
  Montaigne (or Mercenary) Riggers (7th Sea™)
  Threat: 3
  TN to hit: 20 
  Usual weapons: Medium (cutlasses)
  Sailor: Balance +2, Climbing +2
  Assuming the heroes are successful in their attack, they
  can question any surviving crew members.  If the crew is
  asked about a specific piece of information (i.e., did this ship
  attack the Albatross?), the roll receives a +3 circumstance
  bonus (d20™) or a free Raise to the check (7th Sea™).
  An inspection of the Cheval reveals several interesting
  things:
  • The ship is an almost duplicate of the Black Dawn (DC
  5/TN 10), including a retractable keel (Profession: Sailor
  DC 15 or Perception (Wits) TN 20). 
  • The oaken plaque with the ship’s name appears to be
  removable and doing so reveals the name Black Dawn.
  (Spot DC 15/Perception (Wits) TN 20) 
  • The captain’s log reveals that: 
  This ship is a Montaigne privateer whose Letter of
  Marque gives it the right to prey on Avalon ships in retalia-
  tion for their “illegal and inhumane treatment of the Mon-
  taigne people.” (Search DC 5/Perception (Wits) TN 10)
  The ship has been in service for several years (Search DC
  10/Perception (Wits) TN 15) and if the previous logs are
  examined, she did indeed plunder and destroy a ship called
  the Albatross (Search DC 20/Perception (Wits) TN 25). 
  The log notes several times that the ship flies an Avalon
  flag so that its atrocities will be blamed on Berek (Search
  DC 5/Perception (Wits) TN 10) and takes advantage of cap-
  tain’s strong resemblance to the privateer (Search DC
  20/Perception (Wits) TN 25). 
  • The captain’s quarters bears numerous blood stains on the
  floor and on a letter opener (Spot DC 5/Perception (Wits)
  TN 10). (These Blooded items were left by the Porté mages
  who were recently aboard, but this is only discernible as
  such by Porté mages or those able to detect Porté.)
  • The ship’s charts are open on a desk and have a portion of
  the sea circled with the coordinates beside it. Next to this is
  scrawled, “Ambush Orduño on the 7th,” which is today! Le
  Cheval Marin requires at least 15 sailors to sail her. If there
  are any mercenaries among the crew, they might be
  coerced (bribed) into serving onboard, but the party may
  be uncomfortable trusting them to anything that permits
  them free movement about the ship. 
  • If Berek and/or Renault accompanied the party, the
  combat should be blessedly short. Realizing that time is of
  the essence, they will either take the crew, including
  Ambrose, back to their ship or they will split their
  resources so that they can take Le Cheval Marin as well. If
  Berek has joined them, he will take “special care” of
  Ambrose. 
  In either case, de Rachetisse will not willingly reveal any
  information, but will be more talkative after interrogation. It
  turns out that he is involved in a plot by members of the Mon-
  taigne Navy to seize a portion of the Castillian reparations
  before they reach Montaigne. With the increased tension in
  Marcina because of the murder of François Gaulle du Motte
  by supposed Castillian assassins, the “kidnapping” of Made-
  moiselle du Paix, and the disappearance of the reparation
  funds, they believe they can resume hostilities… and the war.
  This would make them too useful to kill and ensure their con-
  tinued survival in Post-Revolution Montaigne. This is why
  they captured Orduño and had a Porté mage Blood his scab-
  bard which allowed them to use Porté to board his ship and
  quickly seize control of it.
  
  CHAPTER
  2
  Adventures
  95
  Since only Orduño knew the destination of the ren-
  dezvous, the Montaigne are now leading the three ships into
  an ambush at the coordinates noted on the map in de
  Rachetisse’s cabin. It should be made clear to the party that
  they will be unable to defeat the Montaigne forces on their
  own. They need more ships. Luckily, they know (or will be
  reminded) that most of the ships in Marcina’s harbor will be
  anchored off Kapa’o Noa for the great duel.
  Scene 2 – More Important than a Duel
  As the first rays of light dance across the waves, a small
  fleet of twelve ships has anchored off a nearby island
  called Kapa’o Noa. The island has a sandy beach only a
  hundred feet across without any features. Everyone
  waits anxiously to see the battle between the two pirates. 
  If Berek has accompanied the heroes, they all arrive and
  disembark quickly. Der Kire begins his taunting, but Berek
  stops him by showing the evidence from Le Cheval Marin and
  explaining the urgent need to sail to Captain Orduño’s
  defense as fast as possible.
  If Berek is already onshore about to square off against der
  Kire, the party must stop the fight and force the men to look
  at the evidence. They implore everyone to board the ship(s)
  and head for the rendezvous point.
  In either case, the two opponents realize that Berek is not
  at fault. If de Rachetisse is still alive, der Kire insists on a duel
  to the death with him, but wiser minds prevail and he reluc-
  tantly agrees that the wretch should stand trial in Marcina.
  This does not prevent him from regaling de Rachetisse with
  details about what he would like to do to him as punishment
  for the Albatross.
  Scene 3 – Crescendo
  Assuming the players have decided to sail to Orduño’s aid, the
  GM can run this encounter using the naval combat system
  from Ships and Sea Battles™ or any other standard ship-to-ship
  combat rules. The players will be more or less involved
  depending on their naval skills and inclination. If they have
  the means, allow them to take to forefront of the action, leav-
  ing Berek and the Kire to mop up any stragglers. Prior to set-
  ting out, the party must determine which vessel is the lead
  ship in the group.
  If the party arrives in sight of the Santa Rosalinda before her
  encounter with the Montaigne ships, they see that the Castil-
  lians are traveling with the Santa Rosalinda in the lead and the
  two reparations ships, La Fuensanta and the La Paloma to
  either side and slightly behind. At the sight of another ship,
  the Castillians close ranks and fire a warning shot. If the lead
  ship in the party’s group signals their identify, they may sail
  towards the Castillian ships unhindered.
  If the party arrives after the Castillian ships have engaged
  the Montaigne, they must find a way to join the fight without
  having the Santa Rosalinda fire on them. Again, signaling
  needs to come from the lead ship.
  Combat ensues between the Montaigne ships and the com-
  bined fleet of the Castillian ships and the party’s reinforce-
  ments. The heroes’ ship(s) takes an initial cannon volley,
  depending on how many Montaigne ships are in range. Also
  depending on how close the Montaigne ships are, a boarding
  cannon then fires at the heroes’ ship in an attempt to discour-
  age further assaults. If the party brings a small fleet, several
  ships will engage the Montaigne vessels while the others
  close on the Santa Rosalinda and attempt to defend it.
  (See the Fleet Combat Rules in Ships and Sea Battles™ if the play-
  ers enjoy detailed naval combat; otherwise, briefly describe the action
  up to the point where boarding occurs.)
  Depending on who has the upper hand, boarding will
  occur on the more damaged ship. If the party has suffered a
  great deal of damage, the closest Montaigne ship will board
  and hand-to-hand combat ensues. The Montaigne officers
  fight until they are all unconscious or dead, but once they are
  defeated, their sailors will surrender. 
  If the heroes board the Montaigne ship, they see a number
  of Porté mages near the helm, but pulling people through the
  Porté holes has exhausted them and they will not participate
  in any battle that occurs. The pooling blood at their feet is tes-
  tament to their escape efforts, as is the blood dripping from
  their hands.
  d20 System™
  There are five sailors for every hero present at this battle, half
  of whom are Level 2 riggers and half who are Level 3. All are
  armed with cutlasses and belaying pins and a quarter of them
  also have pistols.
  7th Sea™
  There is a Rank 3 Brute squad for every player, armed with
  medium weapons. 
  Montaigne (or Mercenary) Riggers (d20™)
  Expert 2: CR 1; SZ Medium (humanoid); HD 1d6+1; HP 9;
  each; Init +2 (Dex); Spd 30 ft; AC 12 (+2 Dex); Atk Rapier +1
  melee (1d6); SA none; SQ none; SV Fort +1, Reflex +2, Will
  +3; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; Skills: Bal-
  ance +7, Climb +6, Intuit Direction +5, Listen +5, Profession
  (sailor) +5, Spot +5; Feats: Dodge. 
  Expert 3: CR 2; SZ Medium (humanoid); HD 1d6+1; HP 14
  each; Init +2 (Dex); Spd 30 ft; AC 12 (+2 Dex); Atk Rapier +0
  melee (1d6); SA none; SQ none; SV Fort +2, Reflex +3, 
  Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 10; Skills:
  Balance +8, Climb +7, Intuit Direction +6, Listen +8, Profes-
  sion (sailor) +6, Spot +8; Feats: Alertness, Dodge.
  Montaigne (or Mercenary) Riggers (7th Sea™)
  Threat: 3
  TN to hit: 20 
  Usual weapons: Medium (cutlasses)
  Sailor: Balance +2, Climbing +2
  If the Santa Rosalinda has been attacked and boarded before
  the heroes arrive, the party can board and challenge Mon-
  taigne invaders. The heroes hear cries in Castillian from the
  brig. Should they fight their way there, they can release the
  Castillians and Captain Orduño who will assist them in retak-
  ing the ship. Assuming that Allette has been captured and
  Orduño freed, the Castillian will want to exact revenge for
  her betrayal. The party may need to intervene physically to
  protect the prisoners.
  
  CHAPTER
  2
  Adventures
  96
  Scene 4 – Finale
  Assuming the party (and their NPC helpers) are successful,
  they return in triumph with their prisoners and the Mon-
  taigne ships in tow. They are met at the dock by the entire
  town, including the Gubernadora. Her guards take the pris-
  oners into custody and she vows to let the government in
  Charouse know about the deception.
  The party is praised for their action and heralded as the
  heroes they are. Ruíz begins to complain loudly that these
  swashbuckling heroics are all well and good, but what about
  his opera house!? If the heroes do not come up with an idea
  for raising money, Berek and der Kire offer to take on all
  comers (Berek with rapier and der Kire in wrestling) for a
  modest fee, with the proceeds to go towards funding the
  rebuilding. This would be a chance for the party to have a go
  at either of these legends in a friendly competition (and 
  perhaps upgrade their skills.)
  The day ends with an impromptu gathering in the square
  during which there is feasting, dancing, and a lot of singing.
  NPCs and Statistics
  Captain Ferdinand Orduño (d20™)
  Castillian Noble 6/Captain 1: CR 7; SZ M (humanoid); HD
  6d8+6+1d6+1; hp 49; Init +3 (Dex); Spd 30 ft.; AC 15 (+ 3 Dex);
  Atks: Rapier +6 melee (1d6+1); SA none; SQ Commanding
  Presence +2, Cunning Plans, Friends in High Places, Seduc-
  tion, Taunt; SV Fort +3, Ref +5, Will +8; Str 13, Dex 16, Con 12,
  Int 12, Wis 13, Cha 14; AL LG; Skills: Balance +8, Craft 
  (Strategy) +7, Diplomacy +9, Gather Information +6, Intuit
  Direction +5, Listen +4, Perform +8, Profession (Tactician) +8,
  Sense Motive +6, Speak Language (Castille, Montaigne,
  Vodacce [alternately, any three languages from your cam-
  paign setting]), Spot +4; Feats: Iron Will, Leadership, Orders,
  Skill Focus (Profession: Tactician), Toughness.
  Captain Ferdinand Orduño – Hero (7th Sea™)
  Brawn: 2, Finesse: 3, Wits: 2, Resolve: 3, Panache: 3
  Reputation: 30
  Background: None
  Advantages: Castillian (R/W), Montaigne (R/W), Vodacce; 
  Commission, Toughness
  Courtier: Diplomacy 4, Dancing 2, Fashion 3, Etiquette 4, 
  Oratory 3, Politics 3, Seduction 2
  Athlete: Break Fall 2, Climbing 3, Footwork 3, Leaping 3, 
  Rolling 1, Sprinting 3, Swimming 3, Swinging 2, Throwing 3
  Captain: Ambush 2, Cartography 3, Diplomacy 4, Gunnery 3, 
  Incitation 4, Leadership 3, Logistics 2, Strategy 3, Tactics 3
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3
  Orduño is a flamboyant Castillian captain in charge of a
  small convoy of ships heading for mainland Théah. His
  friendly demeanor and passion make him a well-respected
  and admired figure. He has a somewhat obsessive love for a
  pair of boots given to him by his mother.
  François Gaulle du Motte (d20™)
  Montaigne Noble 6/Captain 1: CR 7; SZ M (humanoid);
  HD 6d8+1d6; hp 43; Init +3 (Dex); Spd 30 ft.; AC 15 (+ 3 Dex);
  Atks: Rapier +6 melee (1d6+1); SA none; SQ Commanding
  Presence +2, Cunning Plans, Friends in High Places, Seduc-
  tion, Taunt; SV Fort +2, Ref +5, Will +7; Str 12, Dex 17, Con 11,
  Int 14, Wis 11, Cha 14; AL LN; Skills: Balance +8, Bluff +8,
  Craft (Strategy) +6, Diplomacy +9, Gather Information +5,
  Intuit Direction +5, Listen +3, Perform +8, Profession (Strate-
  gist) +11, Sense Motive +5, Speak Language (Castille, Mon-
  taigne, [alternately, any two languages from your campaign
  setting]), Spot +6; Feats: Iron Will, Leadership, Orders, Skill
  Focus (Profession: Tactician), Expertise.
  François Gaulle du Motte (7th Sea™)
  Brawn: 2, Finesse: 3, Wits: 2, Resolve: 2, Panache: 2
  Reputation: –10
  Background: None
  Advantages: Castillian (R/W), Montaigne (R/W), Vodacce; 
  Commission, Toughness
  Courtier: Diplomacy 2, Dancing 2, Fashion 2, Etiquette 2, 
  Oratory 2, Politics 2, Seduction 2
  Athlete: Break Fall 1, Climbing 1, Footwork 1, Leaping 1, 
  Sprinting 1, Swimming 1, Swinging 1, Throwing 1
  Captain: Ambush 2, Bribery 2, Cartography 2, Diplomacy 2, 
  Gunnery 4, Incitation 2, Leadership 2, Logistics 2, Strategy 2,
  Tactics 2
  Fencing: Attack (Fencing) 4, Parry (Fencing) 4
  Du Motte is a haughty, imperious officer who served as
  Master of the Guns on the Montaigne flagship during the
  bombardment of San Cristóbal. Admiral Valoix singled him
  out and promoted him to Captain, although Du Motte was
  truly only following the Admiral’s orders. His pride and 
  disdain preclude any attempt at modesty, so he makes an easy
  focal point of the Castillian hatred over San Cristóbal. He has
  remained at sea since the Revolution began to avoid a 
  rendezvous with le coiffeur. Du Motte currently commands
  Le Beau Visage, but is unpopular with his men.
  In Act 1, du Motte is imprisoned on Le Cheval Marin when
  they find that ship. Furious at his fellow officers’ betrayal, 
  he will aid the heroes in stopping them, although he will 
  constantly insult and belittle his rescuers. 
  Gerard Leveque d’Aur (d20™)
  Montaigne Porté Mage 14: CR 14; SZ M (humanoid); 
  HD 14d6+42; hp 95; Init +6 (+2 Dex, +4 Improved Initiative);
  Spd 30 ft.; AC 22 (+ 2 Dex, +10 Unarmored Defense Profi-
  ciency); Atks: Masterwork rapier +11/+6 melee (1d6) ordagger
  +10/+5 melee (1d4) OR  dagger +12 ranged (1d4); SA Porté
  spells and abilities; SQ Adept, Attunement (7 miles), Blooding
  7, Bring, Carry Object (150 lbs.), Catch, Escort 1, Pass Object,
  Pocket (50 lbs.), Porté Checks +7, ; SV Fort +12, Ref +6, Will
  +12; Str 11, Dex 15, Con 16, Int 15, Wis 17, Cha 14; AL LE;
  Skills: Bluff +17, Concentration +20, Diplomacy +14, Escape
  Artist +8, Hide +8, Jump +6, Pick Pocket +8, Search +14, Speak
  Language (Castille, Montaigne, Eisen [alternately, any three
  languages from your campaign setting]); Feats: Combat Cast-
  ing, Full-Blooded (Porté), Half-Blooded (Porté), Improved Ini-
  tiative, Unarmored Defense Proficiency (Beginner, Interme-
  diate); Spells Per Day 7/8/7/6/4/3/2/1; Spells Known – 0 level
  — arcane mark, mage hand, message; 1st level — feather fall,
  jump; 2nd level — blur; 3rd level — displacement; 4th level —
  Porté door, protection from arrows; 5th level — sending; 6th level
  — teleport, vanish; 7th level — teleport without error.
  
  CHAPTER
  2
  Adventures
  97
  Gerard Leveque d’Aur – Villain (7th Sea™)
  Brawn: 2, Finesse: 3, Wits: 2, Resolve: 3, Panache: 3
  Reputation: –30
  Background: None
  Advantages: Castillian (R/W), Eisen, Montaigne (R/W), 
  Vodacce; Commission
  Courtier: Diplomacy 2, Dancing 2, Fashion 2, Etiquette 2, 
  Oratory 2, Politics 2, Seduction 2
  Sailor: Balance 2, Climbing 2, Knotwork 2, Rigging 2
  Fencing: Attack (Fencing) 4,  Parry (Fencing) 4
  Knife: Attack (Knife) 4, Parry (Knife) 4
  Porté (Adept): Attunement 4, Blooding 4, Bring 4, Catch 4, 
  Pocket 4, Walk 4
  A high-ranking officer in the Montaigne
  Navy, d’Aur is a cold, emotionless man who
  sees other people as pawns to use and then
  discard. An Adept level Porté mage, he was
  largely responsible for the plan to seize the
  Castillian convoy by Porté magic. He is cur-
  rently assigned to Le Beau Visage.
  Lydia Bisset du Vore (d20™)
  Montaigne Courtier 1/Swashbuckler
  5/Durchsetzungburg 1/Midshipman 1:
  CR 8; SZ M (humanoid); HD 6d6+
  12+1d8+2+1d10+2; hp 53; Init +3 (Dex);
  Spd 30 ft.; AC 19 (+3 Dex, +5 Unarmored
  Defense Proficiency, +1 Light Footed);
  Atks: Masterwork rapier +11/+6 melee
  (1d6+3); SA Dexterous, Dexterous
  Strike, Pinpoint Accuracy; SQ Light
  Footed, Style and Grace, Talent, Wealth;
  SV Fort +2, Ref +6, Will +7; Str 16, Dex 17,
  Con 14, Int 12, Wis 10, Cha 15; AL LE;
  Skills: Balance +7, Bluff +10, Climb +6, Diplomacy
  +6, Gather Information +6, Jump +4, Profession
  (sailor) 4, Sense Motive +8, Speak Language (Eisen,
  Montaigne, [alternately, any two languages from
  your campaign setting]), Swim +7, Tumble +9, Use
  Rope +7; Feats: Exotic Weapon Proficiency
  (Firearms), Expertise, Parry, Riposte, Tagging,
  Unarmored Defense Proficiency (Basic),
  Weapon Finesse (with any applicable
  weapon, only while unarmored or in
  light armor).
  Lydia Bisset du Vore –
  Henchman (7th Sea™)
  Brawn: 3, Finesse: 3, Wits: 2, Resolve: 3, Panache: 3
  TN to be hit: 25
  Attack Rolls: 7k3 rapier
  Damage Rolls: 5k2 rapier
  Skills: Attack (Fencing) 4, Balance 1, Climbing 1, Dancing 2, 
  Etiquette 2, Exploit Weakness (Durchsetzungburg), 
  Fashion 2, History 1, Knotwork 1, Mathematics 1, Oratory 2, 
  Parry (Fencing) 4, Philosophy 1, Research 1, Rigging 1, 
  Riposte 3, Tagging 2, Wall of Steel 3
  Note: Speaks Eisen and Montaigne; Durchsetzungburg 
  Apprentice
  A Montaigne woman who trained in an Eisen fencing
  school while out of favor at Court, Lydia returned to join the
  Navy and quickly proved her worth as a boarding instructor
  and swordsman. She has numerous scars and wears them
  proudly as badges proclaiming that she gained her position by
  experience rather than noble connections. She serves as an
  officer aboard Le Beau Visage.
  Ambrose Praisse du Rachetisse (d20™)
  Montaigne Noble 1/Pirate 4/Captain 3: CR 8; SZ M
  (humanoid); HD 3d6+9+1d8+3+4d10+12; hp 68; Init +3 (Dex);
  Spd 30 ft.; AC 20 (+ 3 Dex, +5 Unarmored Defense Proficiency,
  +2 Roguish Style); Atks: Rapier +9/+4 melee (1d6+2); SA Pirate
  Trick; SQ Commanding Presence +1,
  Cunning Plans, Friends in High
  Places, Legendary Leadership,
  Motivational Speech; SV Fort +7,
  Ref +7, Will +10; Str 15, Dex 17,
  Con 16, Int 15, Wis 14, Cha 16;
  AL LE; Skills: Balance +9, 
  Bluff +8, Craft (Strategy) +8,
  Diplomacy +8, Intimidate +10,
  Intuit 
  Direction 
  +8, 
  Perform +9, Profession
  (Tactician) 
  +9, 
  Sense
  Motive +7,  Speak Language
  (Avalon, Montaigne, [alternately,
  any two languages from your cam-
  paign setting]); Feats: Ambidex-
  terity, Iron Will, Leadership,
  Pirate Trick (Kick Up), Skill
  Focus (Profession: Tactician), Two
  Weapon Fighting (unarmored or
  light armor only), Unarmored
  Defense Proficiency (Beginner).
  Ambrose Praisse du Rachetisse 
  – Henchman (7th Sea™)
  Brawn: 3, Finesse: 3, Wits: 3, Resolve: 3,
  Panache: 3
  TN to be hit: 25
  Attack Rolls: 7k3 rapier
  Damage Rolls: 5k2 rapier
  Skills: Ambush 2, Attack (Fencing) 4,
  Bribery 2, Climbing 2, Dancing 2,
  Diplomacy 2, Etiquette 2, Fashion 2,
  Gunnery 2, Footwork 2, Oratory 2,
  Parry (Fencing) 4, Socializing 1, 
  Sprinting 2, Strategy 2, Street 
  Navigation 1, Tactics 2, Throwing 2
  Note: Speaks Avalon and Montaigne; Rivalry (Berek)
  A Montaigne privateer, Ambrose blamed Berek for his lack
  of advancement, thinking that the Navy would never promote
  someone who so closely resembles one of their greatest 
  enemies. In retaliation, he committed atrocities in Berek’s
  name aboard Le Cheval Marin, which also sails under the name
  Black Dawn.
  
  CHAPTER
  2
  Adventures
  98
  Nicole du Lac (d20™)
  Montaigne Pirate 1/Swashbuckler 4/Gaulle 1: CR 6; SZ
  M (humanoid); HD 4d6+4+1d8+1+1d10+1; hp 36; Init +2
  (Dex); Spd 30 ft.; AC 15 (+ 2 Dex, +2 Light Footed, +1 three
  pronged main gauche); Atks: Rapier +7/+2 melee (1d6+4) and
  three prong main gauche +6 melee (1d4+1); SA Dexterous,
  Dexterous Strike, Pirate Trick; SQ Focused Training, Light
  Footed; SV Fort +4, Ref +10, Will +2; Str 14, Dex 15, Con 13,
  Int 14, Wis 13, Cha 12; AL LE; Skills: Balance +9, Bluff +11,
  Climb +6, Intuit Direction +5, Jump +6, Profession (sailor) +6,
  Sense Motive +5, Speak Language Montaigne, [alternately,
  any one language from your campaign setting]), Tumble +11,
  Use Rope +5; Feats: Ambidexterity, Exotic Shield Proficiency
  (three prong main gauche), Exotic Weapon Proficiencies
  (firearms, three prong main gauche), Expertise, Parry, Pirate
  Trick (Dagger Ride), Weapon Focus (rapier), Weapon Special-
  ization (rapier).
  Nicole du Lac – Henchman (7th Sea™)
  Brawn: 2, Finesse: 2, Wits: 2, Resolve: 2, Panache: 2
  TN to be hit: 20
  Attack Rolls: 5k2 rapier, 5k2 triple dagger
  Damage Rolls: 4k2 rapier, 3k2 triple dagger
  Skills: Attack (Fencing) 3, Attack (Knife) 3, Balance 1, Bind 
  (Knife) 2, Climbing 1, Dancing 2, Disarm (Knife) 2, 
  Double-parry (Fencing/Knife) 3, Etiquette 2, Exploit 
  Weakness (Gaulle) 2, Fashion 2, Knotwork 1, Navigation 4, 
  Oratory 2, Parry (Fencing) 3, Parry (Knife) 3, Rigging 1
  Note: Speaks Montaigne. Gaulle (Apprentice)
  Nicole is a navigator for the Montaigne ship Le Beau
  Visage, a post that she has only recently gained. She encour-
  aged the idea of ambushing the convoy, believing that the
  others would not go through with it and that she could black-
  mail them for even considering it. She says very little, prefer-
  ring to allow her actions to speak for her. 
  Allette du Paix (d20™)
  Montaigne Highwayman 3/Spy 3: CR 6; SZ M
  (humanoid); HD 3d6+6+3d8+6; hp 41; Init +7 (+3 Dex, +4
  Improved Initiative); Spd 30 ft.; AC 18 (+ 3 Dex); Atks:
  Musket +7 ranged (1d10) OR pistol +7 ranged (1d10+3) OR 2
  pistols +5 ranged (1d10+3); SA Clever Shot, Double Pistol,
  Sneak Attack +2d6; SQ Alias, Brilliant Getaway, Contacts;  SV
  Fort +4, Ref +9, Will +4; Str 14, Dex 17, Con 15, Int 16, Wis 14,
  Cha 15; AL NE; Skills: Balance +8, Bluff +9, Diplomacy +9,
  Escape Artist +8, Gather Information +9, Hide +10, Intimi-
  date +9, Move Silently +9, Sense Motive 9,  Speak Language
  (Avalon, Castille, Montaigne, [alternately, any three lan-
  guages from your campaign setting]), Tumble +10; Feats:
  Ambidexterity (only with a pistol in the off hand), Exotic
  Weapon Proficiency (Firearms), Expertise, Improved Initia-
  tive, Off Hand Accuracy, Point Blank Shot (only with
  firearms), Precise Shot, Quick Draw.
  Allette du Paix (7th Sea™)
  Brawn: 2, Finesse: 3, Wits: 3, Resolve: 3, Panache: 3
  TN to be hit: 5
  Attack Rolls: 8k3 musket or pistol
  Damage Rolls: 5k3 musket, 4k3 pistol
  Skills: Acting 1, Ambush 3, Attack (Firearm) 5, Dancing 4, 
  Diplomacy 4, Etiquette 4, Fashion 4, Oratory 4, Reload 
  (Firearm) 5, Seduction 4, Shadowing 3, Sincerity 3, Stealth 3
  Note: Speaks Avalon, Castillian, and Montaigne; Appearance 
  (Above Average), Dangerous Beauty, Pirate Trick (Quick 
  Draw)
  Allette is the illegitimate daughter of a Montaigne noble-
  man who raised her as one of his servants. Her long auburn
  hair and beautiful face distract men from the intelligence
  behind her eyes. She has been a spy for the Montaigne Navy
  for several years.
  Jeremiah Berek 
  (See Heroes, Villains and Monsters,™ pg. 24; Waves of Blood,™ pg. 174).
  Der Kire 
  (See Heroes, Villains and Monsters,™ pg. 25; Villain’s Handbook,™
  pg. 21).
  Jacques Renault 
  (See Heroes, Villains and Monsters,™ pg. 25; Villain’s Handbook,™
  pg. 22).
  
  This chapter contains a series of brief adventure ideas, each
  of which can easily be developed into a full-fledged evening
  of gaming. They have been divided up by geographical
  region, and begin with a lengthy introductory adventure.
  Introduction to the
  World of 7th Sea –
  There Goes the Bride
  Adventure Overview
  The continent of Théah is a big place, a rich and detailed
  environment with opportunities for action and adventure
  literally around every corner. While this can be a blessing
  for experienced GMs, it can sometimes seem overwhelm-
  ing for those new to the venue. With this in mind, There
  Goes the Bride is intended as a doorway for new players to
  step into the setting and immediately become a part of the
  world.
  There Goes the Bride has been structured into three
  acts/parts for ease of use by new GMs, complete with intro-
  ductory passages to be paraphrased or read aloud to the
  players. More detail and options have been placed in Act
  One because this is often the area new GMs have difficulty
  fleshing out. Acts Two and Three have fewer “official”
  details so GMs can have more freedom to invent their own.
  Act One focuses on a pirate raid on Altamira, a famous river
  port city in northeastern Castille and the most important
  city in the Rancho Soldano region. The characters have
  their hands full amid all the chaos and, despite their best
  efforts, discover they cannot save everyone — especially a
  young bride being carried back to the pirate’s ship.
  Act Two takes the characters to Geschäftsstadt, a crum-
  bling little Eisen coastal town not far from the Montaigne
  border, in search of the bride and the Montaigne sorcerer
  who captured her. Here they deal with a dock riot and hope-
  fully gain the respect of the Master of the Docks. If they do,
  he draws them a map to where he believes the sorcerer may
  have stayed.
  Act Three occurs as the characters reach the sorcerer’s
  hideout, a seemingly abandoned mine that holds the bride
  and the villains responsible for her capture. Not only will
  the characters have the opportunity to save the girl and win
  the day, they may also uncover part of a terrible plan that
  could alter the fate of the world.
  While this adventure is set at the beginning of the year
  1668 (and therefore gives GMs the opportunity to use any
  or all the previously published setting material in later
  adventures), it may be run at any subsequent date with little
  change required.
  Getting Started
  This adventure can be used with any characters who have
  heroic inclinations. Characters need not know one another
  at the beginning of the adventure, as the pirate raid on
  Altamira should be enough to get them to work together. 
  To keep the players’ interest, each character should have
  Plot
  Seeds
  Chapter Three:
  Plot Seeds and
  Adventure Hooks
  99
  
  CHAPTER
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  100
  foot tall cathedral, is adorned with lanterns, and each of its three sep-
  arate bell towers softly tolls for the event going on below. Fortunado
  Alfonzo Cortez de Cordoba, a man whose commercial and money-
  lending interests have shaped modern Castille’s economy, has spared
  no expense for the wedding of his only daughter to the only nephew
  of Master Red, head of the Moneylenders Guild and influential
  member of the Vendel League. The wedding is, without question, the
  social event of the season, and tonight reputations are being made
  and broken with the drop of a casual but well-placed word.
  While many consider Altamira to be the most peaceful place
  in Castille, tonight it may be the most festive place in Théah.
  Everyone agrees that 1668 holds incredible potential — but
  the potential for what exactly remains to be seen.
  The characters may engage in any of the activities listed
  above or pursue other personal goals as they wish. It is a night
  of seemingly endless possibilities, and GMs can use this
  opportunity to help new players get a better feel about their
  characters by providing a few well-placed roleplaying oppor-
  tunities. Below are a few ideas GMs can expand on to better
  customize the setting to their players’ interests and provide
  intriguing subplots for the rest of the adventure.
  At the Docks
  A PRESSING MATTER
  What’s better than cheap labor? Slave labor! A press gang is
  out looking to increase their crew size, kidnapping drunken
  sailors and hauling them back to their ship. After successes all
  evening, they are beginning to feel overconfident in their
  abilities, and have decided the character(s) look like an easy
  mark, drunk or sober.
  NO ONE EXPECTS THE INQUISITION
  While everyone else in Altamira is enjoying themselves, the
  forces of the Inquisition are still hard at work. With so many
  ships in port, plain-clothed Inquisitors are taking the oppor-
  tunity to search for any illegal (i.e., heretical) cargo. This
  includes (but is not limited to):
  • Crescents (the people)
  • Syrneth artifacts (of all kinds and under all circumstances,
  but remember they are forbidden by the Inquisition)
  • Objectionist and other heretical propaganda (this is
  Vaticine Church territory)
  • Scholarly works (outside the hands of authorized Church
  researchers)
  • Religious texts (unless on the person of authorized clergy)
  • Sorcerous items of any kind (including blooded objects,
  runes and rune-scribed items, and Glamour objects)
  Any characters with a docked ship (or just in the area) can
  be subject to this search. Depending upon the whim of the
  GM, this could be anything from a simple annoyance to
  having an Inquisitor actually plant illegal items. Of course,
  the Inquisitor might “overlook” the heresy if an indulgence is
  paid — or if the character(s) are willing to perform a service
  for the Inquisitor at some future time.
  something at stake in the adventure. It can be as simple as
  riding to the rescue of a damsel in distress or as complex as
  getting involved because Devon Henri Praisse du Rachetisse’s
  family seized his family’s lands when the character was 
  a child.
  Scene One: Happy New Year’s!
  Overview: The characters are enjoying New Year’s Eve in
  Altamira when pirates attack the city. 
  Goals: By the end of this scene, the characters should be
  working together as a team and in agreement to go after the
  kidnapped bride.
  IMPORTANT NPCS: 
  • Fortunado Alfonzo Cortez de Cordoba
  • Aniya Reyna Cortez de Cordoba
  • Garritt Engnestangen
  • Captain Fernando “El Gato Negro” Lopez
  • Devon Henri Praisse du Rachetisse
  The Action: The GM should read or paraphrase the fol-
  lowing information:
  Our story begins in northeastern Castille, in the area known as
  Rancho Soldano. Nestled within the far western cradle of La Selva de
  Fendes on the banks of the great River (the largest waterway on the
  continent) is the city of Altamira. It is the eve of the New Year, El Año
  Nuevo, as the Castillians call it, and every part of the city is celebrat-
  ing in grand style.
  The docks are filled with ships from almost every nation, from
  Avalon sloops to Vodacce caravels. As Altamira is a famous trade city,
  its population is always a diverse mix of local and international mer-
  chants and sailors. What makes tonight unique is the sheer number
  of visitors strolling around and adding to mix. 
  The district directly off the docks, El Paseo Largo, “The Long Walk,”
  is alive with activity. Parades have been the attraction here all day,
  closing the shops, merchant courtyards, and flea markets as people
  gather in throngs to participate in the fun. Tonight there is plenty of
  music, drinking, dancing, and fireworks along the city streets.
  Giant bonfires can be found on almost every corner, symbolizing a
  fresh start for the year to come. This is especially true at La Vengaza,
  the local bullfighting arena, where two dozen fires have made things
  almost as bright as day. The daring (and beautiful) matadora, Alicia
  Zaneta de Lazaro, is performing here until sunrise, pitting her skills
  against some of the most dangerous bulls ever corralled. Fans and
  gamblers alike bought every seat in the stadium weeks ago, and their
  cheers echo for blocks around. Tonight, there is standing room only.
  Gamblers and partygoers have also gathered at the Guild of San
  Marcos, the local branch of the Swordsman’s Guild entrusted to
  handle matters in Castille, Montaigne, Vodacce, and Eisen. Tonight,
  Eduardo Montevada, the proprietor, is staging exhibitions and con-
  tests between swordsmen from all over Théah, promising an exquis-
  ite sword of Aldana steel to the winner.
  And then there is the spectacle over at La Universidad de Arcin-
  iega. While having gained some notoriety since its founder and
  former headmaster, Alvara Arciniega, fled from the Inquisition as a
  heretic, it is still a place of ornate beauty. Never has this been truer
  than tonight. La Trinidad, the university’s one hundred and fifty-
  
  CHAPTER
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  El Paseo Largo
  I LOVE A PARADE
  The unpaved streets of El Paseo Largo have seen parades all
  day, drawing large crowds. Each new parade brings a new
  spectacle, and when the masses see the team of white horses
  from Rancho Aldana, they stand in awe. Then a string of fire-
  crackers are set off and the horses panic, charging into the
  crowd. Peoples’ lives are in danger unless the character(s) can
  think and act fast.
  A THIEF IN THE NIGHT
  With so many people gathered into such a relatively small
  area, thieves are bound to take advantage of the situation. The
  character(s) spot a thief just as he is about to cut the purse
  from a grandfather holding his grandson on his shoulders. If
  there is any interference, the thief grabs the little boy and
  threatens his life until he can make his escape.
  La Vengaza
  A BUNCH OF BULL
  The rivalry between Castillian matadors is legendary and,
  until Alicia Zaneta de Lazaro came on the scene, it was a pro-
  fession for men only. While her success and talent have won
  the love and devotion of the Castillian people, it has caused
  no small amount of resentment among her peers, leading to a
  series of “accidents” at every venue she performs. When she
  squares off against the fierce La Vengaza Septima (the direct
  descendent of the bull the arena was named after) and her
  sword’s blade detaches from her handle, the character(s)
  could be the only thing preventing a gore-y end to her career.
  A FRIEND IN NEED
  Gamblers have followed Alicia Zaneta de Lazaro’s career with
  great interest, winning and losing money with each of her
  exhibitions. Unfortunately, an old friend of the character(s)
  has been on a losing streak and his creditors are closing in. If
  he sees the character(s) at tonight’s event, he can’t resist
  coming to them and asking for financial assistance (and
  maybe some muscle for extra protection).
  The Guild of San Marcos
  TO THE DEATH
  While the competition at The Guild of San Marcos is
  intended to be to the first blood, one Swordsman has plans of
  his own. Ernesto Villones has entered the competition for
  only one purpose: to kill a fellow Swordsman, Big Bill Davis
  from Avalon whom he holds responsible for the death of his
  father. Whether or not this is true, the character(s) learn his
  motive when his drunken assistant blabs about it between
  duels.
  EVERYONE HAS A PRICE
  Eduardo Montevada wants his Swordsman competition to be
  fair and square, a perfect example of the honor and integrity
  the Guild represents. Unfortunately, several contestants are
  more interested in a financial reward than winning the sword
  of Aldana steel. A Vodacce merchant is paying them to inten-
  tionally lose their duels, moving his favorite challenger ever
  closer to success. Between bouts, he approaches any partici-
  pating character(s) about taking a dive, threatening bodily
  harm from his “associates” if his “offer” is refused.
  
  CHAPTER
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  La Universidad de Arciniega
  IT’S ALL RELATIVE
  Fortunado Alfonzo Cortez de Cordoba’s family owns the
  Altamira docks and everything within easy sighting distance
  (save the university where his daughter is getting married).
  They command a slice of every penny made in every shop in
  town, so it is no surprise that many groups and individuals
  seek their patronage. Lady Adrienne Leach is a member of the
  Explorer’s Society and plans to use the wedding as an oppor-
  tunity to approach Fortunado about sponsoring an expedition
  to the Syrneth Isles. By mistake, she assumes one of the char-
  acters is part of de Cordoba’s family. She pursues the character
  (and any of his friends) to help her get closer to Fortunado.
  Even if told the truth, she will assume it is just a ploy to throw
  her off the road to sponsorship.
  A BROKEN HEART
  While almost everyone at the wedding is in great spirits, one
  young woman is not. She is almost beside herself with grief.
  Her name is Betje Boekholt, a Vendel, who is desperately in
  love with the groom, Garritt Engnestangen. She traveled all the
  way from Kirk to stop the wedding, but when she expressed
  her true feelings to Garritt in private, she was rebuffed. Garritt
  asked her to leave, not denying his own love for her, but saying
  that he has to go through with the marriage for the good of his
  family. She is in desperate need of a sympathetic ear and a
  shoulder to cry on. Then she sees the character(s)…
  Whatever pursuits the characters are engaged in, everything
  comes to halt at midnight. Fireworks burst overhead and
  every bell in Altamira rings out the arrival of the New Year.
  Then, one hour later, everything stops again when the three
  Castillian galleons in the harbor simultaneously explode and
  begin to sink, their powder rooms sabotaged from within.
  Through the smoke and destruction, a frigate flying the Jolly
  Roger begins to fire on the city. At first, no one knows what to
  make of this turn of events. Then a seemingly endless stream
  of pirates row to shore and chaos is truly unleashed.
  The pirates are attacking for two reasons. First, on the eve
  of the New Year, it has become customary for the High King
  of Castille to release any prisoner who has been held for more
  than ten years (five if the King is being particularly gener-
  ous). This is a relatively modern notion, and no prisoners of
  La Bucca were ever released when it was still operating as a
  prison. As a result, some of the pirates who escaped now pil-
  lage Castillian seaports during the first hours of each new
  year. This year, the pirate Captain Fernando “El Gato Negro”
  Lopez, has decided to take his vendetta up river and strike
  terror into Castille’s heartland. 
  The second reason has little to do with revenge and every-
  thing to do with money. El Gato Negro picked up a Montaigne
  passenger, Devon Henri Praisse du Rachetisse, who paid him
  a small fortune to attack Altamira with the understanding
  that the pirates could keep anything they pillaged — except
  for a young woman named Aniya Reyna Cortez de Cordoba.
  Absolute bedlam is not a strong enough phrase to describe
  the rampage of the pirates and the panicked flight of
  Altamira’s citizens. Glass shatters, guns fire, swords clash, and
  cannonballs fall from the night sky, crashing into buildings
  and people with equal aplomb. No matter where the charac-
  ters are when the attack begins, the fight is quickly taken to
  the streets, which is a great place for a GM to force together
  characters who have, until now, spent the adventure apart.
  The superior number of pirates should quickly convince the
  characters that it is in their best interest to work together.
  It is wise, perhaps, to let them have a few successful
  encounters with the pirates before letting them come up
  against El Gato Negro and Devon. This will help bolster their
  spirits and inspire them to tackle more powerful opponents.
  For example, the characters could begin by protecting a
  young mother and her child from a pirate gang, quickly fol-
  lowed by rescuing the passengers of a hijacked carriage,
  which leads them to seeing Aniya being forcibly carried away
  from the cathedral and back to the pirates’ frigate.
  However, the GM arranges it, the characters should even-
  tually become aware that a bride is being abducted from the
  university. The characters are likely to come close to rescuing
  her, which will make it all the more frustrating when Devon
  uses his Porté magic to rip open a portal and carry her
  through it (kicking and screaming, of course). Particularly
  sharp-eyed characters will see Devon drink from a small vial
  before using his sorcery, and may even recover the vial on the
  ground after he is gone. If they do, they find it completely
  drained of its contents, the label “No. 673” being their only
  clue as to what might have been inside.
  Once Devon and Aniya are gone, the tide of battle turns
  against the pirates. The end truly comes when other ships in
  the harbor begin firing upon the pirates’ frigate, cutting off
  their only means of escape. Boarding parties (including the
  characters, if they are on the ball) eventually take command
  of the vessel, and the fighting stops at last. Many pirates are
  killed in the process, but enough should survive for question-
  ing and imprisonment.
  The most important questions the characters should ask the
  surviving pirates (and will certainly be asked by Fortunado
  Alfonzo Cortez de Cordoba) is, “Who was the Montaigne sor-
  cerer?” and “Where did he take Aniya?” Surly until the bitter
  end, all but one pirate refuses to speak on the matter. This last
  scoundrel reveals Devon’s name and the fact that the crew
  picked him up in Geschäftsstadt, a coastal town in Eisen.
  If the characters are hesitant about rescuing Aniya, Fortu-
  nado promises to make it financially worth their while (the
  exact amount offered is up to the GM.) Garritt Engnestangen,
  the groom, was wounded in the attack but almost has to be
  restrained to be stopped from going after Aniya himself
  (nonetheless, Betje Boekholt is making sure he stays put and
  receives proper medical care). If any characters are still reluc-
  tant to take up the rescue challenge, Garritt taunts them with-
  out mercy, resulting in negative penalties for all social situa-
  tions in Vendel and Castille — which will require future
  adventures to repair.
  Castillians hate a coward. 
  Scene 2: Geschäftsstadt
  Overview: Following the only lead they have about the
  kidnapped bride, the characters arrive in Geschäftsstadt,
  Eisen and have to deal with a riot at the docks.
  Goals: By the end of this scene, the characters should have
  gained the trust of the Master of the Docks and learned the
  possible location of Devon’s hideout.
  
  CHAPTER
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  103
  IMPORTANT NPCS
  • Bendix Hayner
  • Dolphus Hayner
  • Falko Hayner
  The Action: There are literally dozens of routes the char-
  acters can take to reach Geschäftsstadt from Altamira — too
  many, in fact, to be listed here. Suffice it to say that they can
  travel overland (after crossing the River, of course) or sail
  around to the Trade Sea. GMs are encouraged to create their
  own encounters/side-adventures to flesh-out the journey
  but, for the sake of brevity, Act 2 begins when the characters
  arrive at their destination. The GM should read or paraphrase
  the following:
  While the rest of Théah may be enjoying the new year, the people
  of Eisen have other things on their minds. Still ravaged by the War of
  the Cross, the country remains a miserable, muddy mess. Icy rain
  falls from a heavy gray sky, pelting the infertile fields and soaking
  everyone and everything to the point of numbness. Eisen is a desolate,
  haunted place where mere survival is an act of heroism.
  The small coastal town of Geschäftsstadt rots in the northwestern
  corner of the country, twenty miles east of the Montaigne border and
  in the foothills of the Weissbergen [vice-burg-en] mountains. It is
  part of the Wische, ruled over by Eisenfürst Reinhard Dieter von
  Wische, the self-proclaimed “Prince of Ashes.” Before the War of the
  Cross, Geschäftsstadt was a prosperous city where merchants and
  sailors from Avalon, Vendel, Montaigne, and even Ussura came to
  trade their goods (Geschäftsstadt literally means “Trade Town” in the
  local dialect). Eisen fishing boats plied the waters of the Trade Sea,
  bringing even further prosperity to the region. But, like a dream,
  those days are long gone. Geschäftsstadt is now little more than a
  series of crumbling stone buildings and cemeteries.
  Despite the poor weather, this morning the docks are alive with
  activity. Men, women, and children, all dressed in rags, shuffle about
  like animated skeletons, their eyes as empty as their stomachs.
  Groups such as this are common across Eisen, but especially here in
  Wische. Collectively, they are known as “die waisen” or “the orphans”
  — roaming packs of the homeless, hungry, and displaced.
  These waisen have surrounded a stack of crates and barrels, which
  are being guarded by one man with a massive zweihander sword
  and another armed with a rusty boar spear. On top of the crates,
  wearing a dracheneisen helmet that is far too big, is a short and
  pudgy man with a drooping moustache. He waves his arms franti-
  cally, trying to get the crowd’s attention. In one hand he holds a
  miner’s pickaxe.
  “Damen und herren!” the man barks. “Ladies and gentlemen,
  please! I’m sure there is plenty of food to go around. Just give us the
  opportunity to open the crates and distribute it properly!”
  There is no verbal response. However, one man in the crowd, his
  face gaunt and wrinkled, staggers past the guards and smashes the
  side of a crate with the broken handle of a shovel, spilling its contents
  all over the docks. He is rewarded with the pommel of the zweihan-
  der bashing his face, dropping him to the ground. As if possessed by
  one mind, the crowd surges forward.
  Their angry cries are not just for their fallen comrade. The food in
  the crates is spoiled!
  The three men guarding the crates are outnumbered ten to
  one. While they are better armed than the crowd, it is clear
  they are holding back from using deadly force, fighting only
  to defend themselves and not to cause permanent injury. It is
  also clear that the waisen are beyond reason, and that without
  the characters’ help, the defenders are going be torn to shreds.
  At that point, the waisen will come after the characters, to
  whom they will show even less mercy.
  If the heroes join the fight, the defenders are grateful but
  also quick to admonish anyone who appears ready to take
  lethal action. The waisen are innocents, civilians whose lives
  were shattered by the War of the Cross and its aftermath.
  Though it may seem strange to outsiders, the three men pro-
  tecting the crates will actually give their lives defending
  these lost souls because they (like almost everyone else in
  Eisen) can count friends and family who share the same sad
  fate.
  Mere words do not affect the waisen, no matter how elo-
  quent a speaker the character may be. They are simply too far
  gone. They can be frightened by loud noises, however, and
  will flee if confronted by fire or the certainty they cannot win
  (such as having over a third of their number knocked uncon-
  scious, restrained, or otherwise put out of the fight). Another
  alternative characters have is to distract them with food,
  though the distraction is likely not to last very long if the
  characters did not bring enough for everybody. As long as the
  characters help the defenders, though, they should eventu-
  ally triumph. The defenders are used to repelling waisen, just
  not in such numbers.
  Once the riot is over, the man with the helmet introduces
  himself as Bendix Hayner, Geschäftsstadt’s Master of the
  Docks. The other two men, Dolphus and Falko, are his
  younger brothers. He explains to the characters that the
  waisen were after the food in the crates, imported from Mon-
  taigne in the middle of the night by sloop. The food is a
  monthly payment made by a mysterious nobleman who has
  secluded himself in an old mine west in the Weissbergen
  mountains. In exchange for the food, the people of
  Geschäftsstadt are not to let anyone know of his whereabouts
  and send warning if anyone ever comes looking for him.
  However, for the past two months, the quality of delivered
  food has deteriorated to the point of being inedible, so
  Bendix has no qualms of telling the characters everything he
  knows (this is especially true if the characters behaved like
  proper heroes in dealing with the waisen).
  Likely to the characters’ surprise, the nobleman is not
  Devon Henri Praisse du Rachetisse, but a minor Duc named
  Auguste Danceny du Rosemonde. After some careful
  thought, Bendix finally recalls a man matching Devon’s
  description passing through Geschäftsstadt early last month,
  setting sail on a docked Castillian frigate. He says the man
  identified himself as a naturalist returning home from study-
  ing plants at the edge of die Schwartzen Walden, “the Black
  Forest,” to the south, but that it seemed rather odd for a Mon-
  taigne to board a Castillian vessel. In truth, the ship belonged
  to the pirate Captain Fernando Lopez, but Bendix never saw
  any evidence of piratical activity and is convinced it was
  nothing more than a group of traders blown off their regular
  course. Of course, this is the exact cover story El Gato Negro
  always used when he did not want to reveal the true nature of
  ship or his crew.
  Bendix is more than happy to draw a map and provide
  instructions to the Duc’s mine, and offers the characters what
  little hospitality he can before they leave. He would be con-
  
  CHAPTER
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  Seeds
  104
  sidered impoverished in most other nations, but he is proud
  to offer what meager supplies he and his family possess to
  help fight the Duc and return the bride to her family. Charac-
  ters can expect a warm (but sparse) meal, fresh bandages, a
  hearty handshake, and nothing else.
  Scene Three: Mine, Mine, Mine!
  Overview: Using Bendix Hayner’s map, the characters
  travel to an old mine and find the kidnapped bride and her
  captors. 
  Goals: By the end of this scene, the characters should have
  rescued Aniya Reyna Cortez de Cordoba and discovered clues
  as to the reason behind her abduction.
  IMPORTANT NPCS
  • Aniya Reyna Cortez de Cordoba. 
  Action: The GM should read or paraphrase the following:
  Countless mines pockmark the hills and mountains of Eisen, most
  having been dug long before the War of the Cross. Those precious few
  still capable of yielding the occasional deposit of iron, coal, and (even
  more rarely) dracheneisen are heavily guarded, a vital resource for
  whichever Eisenfürst happens to be fortunate enough to own the
  land. All the others have been abandoned, gaping holes gradually
  being reclaimed by the forces of nature.
  Upon first approach, the map Bendix Hayner has drawn for you
  certainly appears to lead to the latter. The front entrance of the mine
  is covered with thorny shrubs and giant cobwebs. The continuing
  rain has destroyed any footprints or tracks, and there is no light or
  other sign of activity from within.
  Just as you begin to wonder whether Bendix got his facts mixed up
  or played you all as fools, a low rumbling sounds — reminiscent of
  distant thunder, but much, much, closer. Then the ground begins to
  shake and you barely have time to hide before a concealed door opens
  out from under the mud you were just standing in.
  A lone figure climbs out of the hole, adjusting the high collar on his
  coat and the tilt of his tricorner hat to better keep off the rain. “Smoke
  outside. Mon Dieu!” he mumbles to himself in Montaigne, wrestling
  a pipe and tobacco from his pockets. “How am I supposed to smoke
  outside in this accursed weather?” He strikes a match that is almost
  immediately extinguished but, in the brief moment of illumination,
  it is clear the man is no other than Devon Henri Praisse du
  Rachetisse, his hands still stained red from Porté use!
  At this point, it should be clear to the players that they are in
  the right place and have finally caught up with their quarry.
  There are plenty of options they can pursue, from attacking
  Devon to sneaking back down the trapdoor after him once he
  has finished his pipe. Whatever the decision, an eventual
  encounter with Devon is practically unavoidable, so here is
  what is going on behind the scenes.
  Devon Henri Praisse du Rachetisse is only a half-blooded
  sorcerer, and not a very talented one at that. All of his life he
  has felt inadequate, a fact he drunkenly bemoaned to Duc
  Auguste Danceny du Rosemonde at a party last summer in
  Charouse. Finding a kindred soul in the much younger man,
  the Duc confessed his own feelings of inadequacy, but also
  that he was taking “treatments” to make his Porté abilities far
  more potent than he ever imagined.
  As explained in the Invisible College™, Duc du Rosemonde is
  in league with Alvara Arciniega, Théah’s most notorious sci-
  entist. Unbeknownst to the world at large, Arciniega is pio-
  neering a new (and very dangerous) science, Blood Alchemy.
  Through careful research, sorcerous blood is transmuted into
  elixirs capable of enhancing sorcerous ability and, in some
  cases, even transcending it with new powers (for a full descrip-
  tion and explanation of Blood Alchemy, refer to the Invisible Col-
  lege™ or Swashbuckling Arcana™ sourcebook.) The Duc has
  become addicted to the elixirs and is now doing everything
  in his power to make sure Arciniega and the other scientists
  working on Blood Alchemy have plenty of raw material to
  use in their experiments. He has also set up this laboratory in
  the abandoned mine as a refuge for Harland Carlin, a scientist
  he has been sheltering from the Inquisition for the better
  part of a year.
  Carlin has been quick to explore the mysteries of Blood
  Science, and become obsessed with the idea of restoring
  some of the old sorceries now believed to be extinct — espe-
  cially El Fuego Adentro, the Castillian fire magic. After
  poring over stolen genealogy lists, Carlin came to the conclu-
  sion that Aniya Reyna Cortez de Cordoba was likely possess
  some modicum of the sorcery in her veins, thanks to direct
  ancestors on both her mother and father’s side of the family
  who were El Fuego Adentro sorcerers of great renown. He
  sent his theory to the Duc, who in turn sent Devon to go and
  kidnap the girl and take her back to Carlin by any means nec-
  essary. Having a flair for the dramatic, Devon made contact
  with El Gato Negro and set up the raid on Altamira.
  The trapdoor leads roughly thirty feet back into the mine,
  ending with a heavy wooden door. On the other side are
  Carlin’s lab and a small living quarters, complete with a writ-
  ing desk filled with incriminating letters to the Duc. Aniya is
  tied to a table in the lab, where she has been bled three times
  a day since she was first brought here. She is tired, frightened,
  and weak, but still very much alive.
  If and when the characters attack, Carlin’s goal is to grab as
  much of his research as possible and try to escape. Devon, on
  the other hand, uses the opportunity to ingest as many elixirs
  as he can get his hands on, juicing himself into a truly lethal
  combatant.
  Aftermath
  Once Carlin and Devon have been defeated, there is ample
  evidence about the nature of Carlin’s experiments. They have
  a paper trail leading right back to the Duc, and how they act
  upon this information could steer the course for many adven-
  tures to come.
  Then there is the matter of Aniya herself. While grateful
  for being rescued, she does not wish to return to Castille. She
  explains to the characters that she is no more in love with
  Garritt Engnestangen than he is with her. Again, how the
  characters act upon this information could steer the course
  for many adventures to come.
  
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  Avalon
  Syrneth Ship in Sea Dog Hands
  After Cabora rose from beneath the waves, Jeremiah Berek
  and the Sea Dogs returned from the Mirror on a mysterious
  vessel built of a strange alloy and a blue crystalline substance
  that they christened the Syrneth. It does not require sails or
  oars for mobility, but rather seems propelled by the magnetic
  forces of Théah. So far, no one truly understands how it func-
  tions, but the Explorer’s Society and the Invisible College are
  both eager to examine it. They have petitioned Queen Elaine,
  but she has refused them so far. Berek secretly took the ship
  to a small cove near the University of Bedegrane where Pro-
  fessor Ian Garloise is trying to discover its secrets. Although
  Garloise is loyal to Elaine, several of his assistants are not so
  reliable. They have spread the word that the ship is available
  for sale but the buyer has to bring a crew to sail her away.
  Once word of the ship’s disappearance reaches the Queen, she
  will probably need a vessel that can retake the mysterious
  ship. 
  The Pirate’s Daughter
  No pirate rouses fear and horror like Captain Reis of the
  Crimson Rogers. The bloody swath he cut across the waters of
  Théah has inspired nightmares in the bravest of sailors, and
  the cockiest of captains blanches at the call of “Red Sails Ho!”
  While the Sea Dogs insist that Reis met his end on Cabora at
  the hands of Bloody Bonnie McGee, attacks from the Crim-
  son Rogers in the southern waters have not slowed down
  much. To make matters worse, another legend has begun to
  spread. 
  In the waters of the Trade Sea, a new pirate vessel named
  the Beatrice has been preying upon ships. Her captain towers
  over most men and her physical strength is said to be that of
  five sailors. They say her red hair comes from washing it in
  the blood of her victims. This fearsome woman refuses to give
  her name to anyone, answering only to the title “Captain.”
  While her name is shrouded in mystery, her lineage is not —
  she has proudly declared herself to be none other than the
  daughter of Captain Reis! She has taken up her father’s
  predilection for ordering her men to slaughter everyone they
  attack, although she insists that one man always be spared.
  After cutting off a hand or gouging out an eye, she sets him
  free to spread word that she plans to kill every Sea Dog she
  can find. Word is that she has even placed a bounty of 50
  Guilders on Berek’s terrier. 
  So far, the Sea Dogs have publicly scoffed at her claims but
  privately they have offered a reward for her head. How 
  Reis feels about this woman — should he still live — and
  whether her claims have any shred of veracity in them 
  is another mystery. 
  Avalon Shall Be Free!
  The Reflecting Pool of Carleon is a monument to the rela-
  tionship between humans and Sidhe in Avalon. Statues of
  King Elilodd and the Lady of the Lake face each other across
  the Pool’s crystal clear waters as familiar sights to the inhabi-
  tants of the city. Which made the theft of one of the statues
  such an unthinkable act. Not only is the marble statue of the
  Lady incredibly heavy, but it was ten feet tall! The statue dis-
  appeared a few hours after sunset during a blinding down-
  pour. When the sun rose, the streets were drenched and the
  statue was gone. Sir Bors MacAllister suspects a Rilasciare
  cell of working to prove that Avalon does not need the Sidhe.
  Truthfully, he does not really care who took the statue or why.
  He simply wants it back in place by sunset. 
  Riddle Me This
  Arroy’s mines are the most productive in the Glamour Isles.
  While the iron and gold shipments continue undiminished,
  the silver shipments have recently dwindled to half of their
  previous amount. Sir Gavarn of Lovaine insists that the mines
  are infested with Unseelie who sabotage the miners’ every
  
  CHAPTER
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  effort. Pick axes turn to paper and something gnaws through
  the timber support at night. Queen Elaine accepted these
  excuses but has asked one of her Knights to visit the area and
  investigate the problems. 
  The truth is that Sir Gavarn has diverted several wag-
  onloads of silver for himself. He knows that if he is discov-
  ered, he will be ruined and may be executed for treason, since
  the mines belong to the Queen and their production belongs
  to her alone. Even the Unseelie’s sabotage is his fault since he
  intentionally angered them recently to cover up his thefts. 
  When he learns about the imminent arrival of investiga-
  tors, Gavarn devises a new plan. He will smuggle his ill-
  gotten gains out of the country to Vendel while the Queen’s
  investigators continue to focus on the mines. Unfortunately
  for him, the Unseelie are fully aware of his deeds and will
  taunt the heroes with a series of riddles designed to lead them
  from the mines to the small harbor where the silver is located.
  Whether or not they will arrive in time to stop the shipment
  and save the Queen’s silver depends upon their sharp wits
  rather than their sharp blades.
  The Queen’s Visit
  Within the county of Breg, a group of heroes recently foiled a
  plot to assassinate the Queen. Aware of the dissention, Elaine
  plans to visit the area and spend time with the nobles. She
  hopes to engender more patriotism and loyalty among the
  citizens while giving her Black Knight, Sir Bors MacAllister
  an opportunity to investigate the place in person. 
  Meanwhile, the core group of assassins has been hiding in
  Teneborc. They narrowly avoided discovery recently when a
  beggar wandered into the caves they are using as a base of
  operations. His death still troubles several of their members,
  but as a group, they remain dedicated to their mission to free
  Breg from the Queen’s stifling restrictions. Their current plan
  is to kill her when she visits Teneborc.
  The local carpenters in this cabal have begun construction
  on a platform in the city square where Elaine will address the
  populace, while the others dig a tunnel from a tavern base-
  ment to directly beneath the platform. They mean to fill the
  tunnel with gunpowder and set it off during the Queen’s
  speech. 
  The heroes could be agents of MacAllister, members of the
  court preparing the city for the Queen’s arrival, or simply
  travelers who notice the sounds of digging coming from
  beneath them while they eat lunch at the tavern.
  The Game’s The Thing
  The people of Fenshire in Camlann are among the most fanat-
  ically loyal citizens in all of Avalon. Their passion for the
  Queen often leads the men of the town into trouble. After a
  few drinks, they like to raid nearby Breg and cause trouble.
  Growing tired of the violence, Duke Mark Garloise has
  devised a means of keeping tensions under control. He cre-
  ated the Fenshire Derby, a series of local events where the
  populace of Camlann and neighboring Breg could come
  together in peace and engage in a games and sports. Garloise
  believed that a little friendly competition would teach the
  people to embrace each other in the spirit of good sportsman-
  ship. 
  However, such was not to be. The rivalry between Breg and
  Fenshire has grown increasingly rancorous. Every defeat is
  met with fights, profanity, and the occasional riot. Now 
  Garloise has opened the competition to anyone who cares to
  participate, hoping that if an outsider wins a competition, the
  Breg and Camlann peoples will band together against the
  winner. While it lacks friendly spirit he had hoped to create,
  he will settle for anything to prevent further escalation of the
  violence between the two groups. The competitions vary
  from month to month, but in the past have included archery,
  pugilism, fencing, golf, horse racing and even croquet.
  Curses, Foiled Again
  Mayor Randolf Wolff of Canguine died a month ago without
  heir. Since then Avalon pirates have struck ships in the vicin-
  ity on five occasions. Duke Neville Cholmondeley-Feather-
  ingstonehaugh of Percis owned two of these ships himself.
  The Duke knows the pirates are operating out of Canguine,
  but without a mayor to keep them in check, he is powerless.
  While Canguine lies on the border of his lands and the Balig
  province, neither province has been willing to take responsi-
  bility for the city of smugglers, pirates and scum until one of
  His Grace’s nobles, Earl Thomas Chandlerwise, approached
  him with a proposal. The Earl’s lands lie next to Canguine and
  he believes the city is under the curse of a Sidhe known as
  Duchess Peaseblossom. The Earl offered to bring order to the
  city in exchange for the mayordom and the right to use any
  means necessary to pacify it. Still furious over his ships, the
  Duke has agreed and hired a hundred Eisen mercenaries and
  two armed frigates to aid the Earl. 
  The first that anyone in the city knew of this was when
  Earl Chandlerwise arrived at Canguine with troops at his
  back and a proclamation of the Duke giving him control of
  the city. The commoners and thugs of Canguine sneered at
  first, but were unable to organize themselves against the well-
  trained Eisen troops. For the first few weeks, things have
  remained at an impasse. The pirates were unable to launch
  against the nearby shipping because the Earl’s troops checked
  every inbound load for contraband or stolen goods while the
  Earl seemed caught up in dozens of pointless meetings and
  the building of an extensive fairgrounds outside the city. The
  announcement that he would provide free food and drink
  upon Elaine’s Day, a festival celebrating the renowned Queen,
  made the Earl far more popular among his new subjects. 
  Little do they know that the Earl has his own plans for the
  holiday. When most of the town’s inhabitants leave the city to
  visit the fairgrounds he has constructed to the north, the
  Eisen troops will quickly sweep through and seize anyone
  remaining. These prisoners will be set free at the fairgrounds
  with everyone else and then the troops will take up position
  around the city, preventing everyone from reentering while
  the frigates blockade the harbor. The Earl has learned from
  ancient bardic tales that the curse will remain upon the city
  until one full day passes in which everyone in the city is polite
  to one another. He believes the city will never prosper until
  the curse is broken, a difficult prospect since it fosters hostil-
  ity and disorder. His solution is to simply ensure that no one
  remains in the city for the entire day. His long meetings were
  actually logistical sessions to plan and coordinate food, drink
  and shelter for Canguine’s inhabitants at the fairgrounds. 
  
  CHAPTER
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  The Earl is a thin, proper man with a habit of looking down
  upon his social inferiors and speaking in pompous tones. He
  has never had to work in his life, but regards himself as a bril-
  liant tactician thanks to the prodigious amount of historical
  texts he has read. 
  At least some of his assumptions about the situation are
  indeed true. The curse does exist, placed there when a former
  mayor treated Duchess Peaseblossom disrespectfully. 
  It affects the area within two miles of Canguine’s Town Hall.
  If twenty-four hours pass without anyone within the curse’s
  area acting rudely or fighting, the curse will indeed be
  broken.
  7th Sea™: In this area, each Drama Die the GM spends to
  activate a hero’s Hubris counts as two; scoundrels receive an
  extra Drama Die at the start of each story, and heroes get
  Drama Dice for arguing with each other and causing public
  disorder. 
  D20™: In this area, the GM may activate the hero’s Hubris
  twice per day instead of once and any heroes who argue 
  with one another or cause public disorder receive a +1 
  circumstance bonus to any one roll of their choice within 
  the next hour. 
  Of course, when all is said and done, the plan is unlikely to
  succeed. There are simply too many people within the city for
  the Earl’s men to find them all. Nevertheless, the situation is
  ripe with possible ways for the heroes to become involved. Sir
  Bors MacAllister is fully aware that the Duke has hired Eisen
  mercenaries and ships, an act that might be the first step
  towards a revolution. MacAllister is likely to send agents into
  the area to investigate the Duke’s intentions. 
  Another possibility is that the party may have been hired
  by Earl Chandlerwise to help clear out the thousands of beg-
  gars, pirates, jennys, merchants, sailors and peasants who live
  within the city. Every one of them must be outside the city by
  noon or the plan will fail. Of course, it is likely that the
  sweeps will fail to snare every inhabitant, so patrols will con-
  tinue to scour the city and politely escort anyone found
  beyond the city limits. That is unlikely to deter thieves and
  rogues who will see the city as an enormous unlocked trea-
  sure chest ripe for the picking. A party who encounters either
  group and does not remain polite is likely to undo the Earl’s
  delicate plans. 
  Scholars of the Sidhe who hear of the Earl’s plans will
  likely believe that if the curse is about to be broken, Duchess
  Peaseblossom is likely to return to the city. The opportunity
  to meet a Sidhe is a rare occasion and not to be missed. Druids
  are sure to notice that the curse is about to be lifted and will
  want to observe the city during the process. Alternatively, the
  heroes might simply be enjoying a festival for the Queen out-
  side of town when rumors begin to spread of the White
  Plague or the Black Freighter within the town. Why else
  would there be guards posted to ensure no one could return?
  The Highland Marches
  Ghoulies and Ghosties 
  and Long-Legged Beasties
  Few care to make their homes on the northern shore of the
  Highland Marches between Eirainay and Lintonholm, near
  Duncaithe, ruined seat of the long-dead MacEacherns. It is a
  desolate place, cold and windswept. Yet, for all its loneliness,
  the region is by no means abandoned. Lintonholm is a major
  port of trade with the Vendel, and since the MacCodrums
  restrict sea travel around Eirainay, for many it is quicker and
  easier to travel overland. Quicker and easier, perhaps, but not
  nearly as safe. Brigands and highwaymen are a frequent
  danger, despite Crown efforts to prevent them.
  Yet mere brigandry cannot account for the sheer number
  of travelers in the area who have disappeared over the past
  year. All the victims traveled alone or, at most, in pairs. Eerily,
  no bodies have been found nor any signs of ambush. That is,
  until recently. Now, the unknown attackers are becoming
  bolder, striking at larger groups — entire small caravans have
  gone missing. More disturbing are the dismembered human
  limbs carried by the current as far east as Lintonholm. Even
  more horrifying are the jagged bite marks on those same dis-
  membered limbs, made by nothing recognizable,
  Theories range from an Unseelie monster roaming the
  coast to angry, restless MacEachern spirits, lashing out
  against those that did not aid them in life. But of late, more
  and more people cast their accusations at the MacCodrums.
  Some simply blame them for refusing to allow ships to sail
  near their shore. Others mutter that the MacCodrums are
  Sidhe-lovers, and spread rumors of fanged monsters cavort-
  ing in MacCodrum coves.
  The heroes may be employed by the MacCodrums to clear
  their name or they may come to the aid of a frightened popu-
  lace to expose the truth behind the Fae-struck freakish
  events. Regardless, it is becoming evident that if the heroes
  do not resolve the situation, the MacCodrum clan may meet
  the same fate as the MacEacherns.
  …Let All Put Asunder
  Lachlan O’Toole, the Inish ambassador to the Highland court,
  is the victim of an assassination attempt. Suspicion immedi-
  ately falls on Fergus MacBride — the ambassador was one of
  the loathed O’Tooles, and MacBride has told them to stay out
  of Highland politics. Yet MacBride is not the type to stick a
  knife in a man’s back in the dark. Moreover, young Lachlan is
  the black sheep of his clan. A holdover from the reign of the
  O’Tooles, he has continued to do a fair job of smoothing out
  trade agreements and handling the day-to-day problems that
  crop up so the O’Briens have not removed him from the posi-
  tion despite his family ties.
  MacBride, of course, holds the Highland Separatists in his
  iron grip and most people believe the clan would not dare to
  make such a move without his approval. Friction between
  Inismore and the Marches serves the cause of the Separatists
  well; anger the Inish ard ri enough, and the MacDuff will
  have to sever the alliance out of self-defense. Perhaps some
  among the Separatists have grown tired of all the talking…
  
  CHAPTER
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  Of course, there are other possibilities. The O’Tooles cer-
  tainly would not hesitate to sacrifice one of their own (and a
  less than adequate one, at that) to further their plots.
  MacBride has persistently refused the “assistance” of the
  O’Tooles in the matter of Highland independence, and the
  O’Tooles are rather the vindictive sort. Then again, it might be
  the Rilasciare, finding their efforts in Avalon itself stymied,
  have decided to undermine one of the other two parts of the
  Triple Kingdom.
  It will be up to the heroes to find out the truth before it
  becomes the spark that sets off a civil war.
  The Honor of the Flag
  The enmity between Clan MacDonald and Clan MacLeod has
  never been so bitter as it is now, nor have the MacLeods been
  so desperate. Disaster stalks the embattled clan after the theft
  of the Flag. Moreover, it’s not just the MacLeods who are suf-
  fering -- their troubles are spilling over into neighboring clan
  holdings, and clashes between MacLeod and MacDonald are
  becoming more and more frequent. Blood has been spilled on
  at least half a dozen occasions, and the MacLeod laird has
  openly accused the MacDonalds of the theft at a recent High
  Council meeting. However, the High King refuses to take
  action without proof. If the MacLeods had the flag, now
  would be the time to wave it…
  Of course, if they had the flag, there’d be no need to wave it.
  Dark Unseelie lurk about the MacLeod lands — the Wild
  Hunt has been heard no less than three times and the
  Hounds of Night and Fog roam the moors at their leisure. The
  MacDonalds, too, are beginning to notice the occasional
  haunt outside their doors. While the Sidhe are angry with the
  MacLeods for allowing the flag to be stolen, they are also not
  pleased with the MacDonalds for having the temerity to steal
  it. Or perhaps they have become aware of Sarah MacDonald’s
  plan to destroy the flag.
  In any case, this conflict has the potential to tear the entire
  Highland Marches apart, thanks to the amount of power each
  clan wields and the alliances they have formed. Someone has
  to recover the flag and return it to its rightful owner before
  ruin strikes not just the MacLeods, but the entire country.
  Inismore
  A New Guild in Town
  Three years ago, Ryan O’Malley was a homeless drunk with-
  out prospects or hope. That all changed when he took a swing
  at “Fighting” Roary Finnegan in a drunken rage. The founder
  of the Finnegan Pugilism School saw something within the
  young man. When Ryan woke up in a back room of The
  Flying Fist in Tara, Roary took him under his wing and began
  teaching him how to focus his rage rather than be consumed
  by it. The young man flourished under his tutelage and
  within months had stopped drinking himself senseless every
  night. O’Malley displayed a far greater sense of business than
  anyone expected until they realized that his father was Sean
  O’Malley, a rich local merchant. 
  O’Malley became Finnegan’s assistant and quickly doubled
  the School’s income, becoming a relatively powerful mer-
  chant in his own right. However, that was only the begin-
  ning; he has set his sights upon something far more
  grandiose. He wants to create a Pugilism Guild, similar to the
  Swordsman Guild, which will create a unified system of rules
  for unarmed fighting. He hopes to expand pugilism from
  tavern fights to a respected sport like fencing or fox hunting.
  He means to do so partly because he hopes to make money
  from the bets and increased prestige of his school and partly
  because his father always insisted that any Guild other than
  the Merchant’s Guild was a waste of time. Ryan despises his
  father and will pursue any opportunity to prove him wrong. 
  Ryan has drafted a preliminary set of rules, but so far, only
  members of the Finnegan School have joined his Guild. 
  He needs to recruit more members and will approach any
  skilled unarmed fighter to see if they were interested in join-
  ing. He holds matches every month at a local tavern with a
  prize of 50 Guilders to the winner. He will also hire adventur-
  ers to travel to other cities with the draft of his rules in an
  attempt to convince new followers to join with him as well.
  Unfortunately, many members of the Swordsman Guild
  strongly oppose the competition of these upstarts and will
  attempt to destroy any of the messages before they can be
  delivered. 
  In addition to the sponsorship from Roary Finnegan,
  another person has decided to support this new School —
  the ard rí himself, Mad Jack O’Bannon. In fact, the O’Bannon
  is intrigued (or amused; it is always difficult to tell) by the
  notion of fists replacing swords. The fact that this will infuri-
  ate thousands of professional duelists means little to Jack;
  there is even some speculation that Jack is doing this as 
  a show of support for the Vestenmannavnjar against the 
  Rasmussen School. 
  An extension of this adventure might include a truly great
  competition for “Grand Champion of the Isle” which means
  that every local “Champion” will want to make his (or her)
  way to Tara to claim the title. Characters with their sights set
  on the prize may have a hell of a lot of fighting to do…
  [Note: GMs are welcome to create “entrance requirements”
  [stats] for a Pugilists School but it is not intended as a formal
  Swordsman-type school. This is an opportunity for role-play-
  ing and a lot of good old-fashioned furniture-breaking fun.]
  The Ghosts of Dun Donnel
  The O’Toole garrisons a good portion of his “army” amongst
  the (now fortified) ruins of Dun Donnel. The site was origi-
  nally the ancestral home of the O’Donnel clan but back in the
  14th century, a fierce and terrible storm rose up from the
  crashing waves below and dragged the west wall (kitchen
  attached) into the sea. The family burial grounds remain more
  or less intact, although lately some of the O’Toole forces claim
  to have heard strange noises and seen spectral figures moving
  about, clad in ancient armor. Sure and it could be the uisge —
  then again, it may be that the O’Donnels are tired of having
  the O’Tooles tromping about on their graves…
  
  CHAPTER
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  Queen in Her Own Right
  The O’Toole has eight children: seven sons and one trouble-
  some daughter. He might be able to marry her off but strong-
  minded Meg is not exactly the most obedient of children. She
  is also the only one with the Gift. While her father tries to
  figure out ways to work her abilities into his master plan, Meg
  has other ideas. She wants to be Queen of Inismore and she’s
  looking for a few good men and women to help her get there.
  A Plague of Rats
  Newport, the largest city in the MacKenna’s holding, sits on 
  an island joined to the mainland by bridges. Over the years,
  sea-faring traffic has grown and now there is a thriving 
  merchant community. Unfortunately, there is also an increase
  in thievery and back-alley violence. The merchants of Newport
  need to flush the warehouse district of the two-footed vermin,
  but with all the family politics in Inismore they do not want to
  insult anyone, so word has gone out that only non-Inish need
  apply. The work is dangerous but the merchants are prepared to
  reward generously. (This can be a classic “dungeon crawl”
  through the alleys of Newport. Throw in a few trap doors that
  lead to tunnels and pathways under the quays and you will be
  able to provide ample opportunities for both skulking and
  swashbuckling!)
  Bryn Bresail
  Just Like Sidhe
  While roaming the Sidhe city of Summerfall, the heroes hear
  whispered tales of brave adventurers performing epic deeds,
  tales that evoke a sense of déjà vu, for the adventurers in these
  stories bear a striking resemblance to the heroes themselves.
  And that’s not all — as they explore the city, they are greeted
  by people they do not know, cheered for deeds they did not
  perform, and attacked for insults they never gave. It becomes
  apparent that someone has stolen their identify… but who?
  The heroes have become the focus of attention of a group
  of relatively young Sidhe. Enthralled by tales of the adventur-
  ous exploits, the Sidhe seek to emulate their icons of the
  moment in every way possible. Using Glamour magic, the
  impostors have learned nearly everything there is to know
  about the heroes — possibly including secrets that the adven-
  turers would rather not have bandied about in public. The
  Sidhe think nothing of re-igniting old rivalries or pursuing
  old enemies. Worse still, every harebrained scheme the
  heroes have ever hatched is now possible through the Glam-
  our of their impersonators. Since the Sidhe are unable to tell
  the difference between a good idea and a bad one, they will
  likely imitate even the schemes abandoned as cowardly,
  cruel, brutal, or just plain insane.
  Now it will be up to the heroes to track down their doppel-
  gangers and put a stop to the potentially deadly charade.
  However, even younger Sidhe are not to be trifled with, and
  it’s not as if they’re doing any harm — they are simply acting
  the way they think heroes act! Can the adventurers deal with
  such earnest flattery without delivering a deadly insult? It’s a
  race against timelessness!
  [Note to the GM: This particular adventure can be played
  either as a tense drama or as a comedy in which the gaming
  group’s previous misadventures are brought back to haunt
  them.]
  Arrows of Love
  A Sidhe noble (or noblewoman) has fallen in love with one of
  the heroes, and conceived of a plan that she is certain will
  make the adventurer return that love. She sends a band of her
  servants to “kill” the hero with a Sidhe arrow (it actually casts
  him into a deeply enchanted sleep.) At that point, using her
  Glamour to entrap him in the Land of Mists will be a simple
  matter. She will appear to him as his savior, his protector, and
  the woman of his dreams. He will fall in love with her, and
  they will live happily for a long ever after.
  Of course, there is no guarantee that the Sidhe lady’s ser-
  vants will succeed in their task, especially when the hero’s
  friends come to his defense. Sidhe are notoriously jealous
  creatures, however, and any interference in her plan will earn
  the heroes her ire. She may become convinced that the
  adventurers are trying to keep her from her One True Love,
  and steps up her relentless pursuit of her chosen paramour.
  Sooner or later, she may very well succeed in her quest, and
  the heroes will have to follow their comrade into Bryn Bre-
  sail. The quest will not be easy: they must follow the Path of
  memories and madness, confronting their own dreams and
  nightmares, to find their friend. That is only part of the task.
  They must then free him from the clutches of his loving
  captor — assuming, of course, that he wants to be liberated. 
  The truly resourceful might consider requesting an audi-
  ence with the Queen of the Air, and petitioning her to inter-
  vene, as her dislike of Sidhe dalliances with mortals is well
  known. However, she will undoubtedly demand a high price
  for this intervention.
  Cabora and 
  The Mirror Sea
  How Do You Spell “Cabora”?
  Cardinal Sergio Bilardo of Vodacce is seeking qualified lin-
  guists to decipher an ancient non-human text. All other
  details are sketchy, but he appears willing to part with a sub-
  stantial amount of money for successful completion of the
  task. He is, however, unwilling to accept the help of the
  Explorer’s Society, something that has only fueled their deter-
  mination to place one of their own members on the team he
  is assembling. The document he wants to have deciphered is
  an ancient rubbing from a plaque discovered deep in the cat-
  acombs that riddle Vodacce. The group he is gathering should
  contain scholars and historians to search through ancient
  texts for any other mention of the strange symbols of the rub-
  bings or any details on where the plaque might be located. 
  The text is a large block of symbols alongside a human
  figure whose internal organs are partially exposed to reveal a
  multitude of gears, wires, and struts. The monk who took the
  rubbing back in the second century claimed that the plaque
  predated mankind, a claim with which the Cardinal still
  
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  While the left side of his face gleamed with a steel prosthe-
  sis of some sort, several sailors still recognized him. After the
  impromptu auction, McCormick and several members of his
  crew visited the local pubs and hired a dozen swabbies as
  crew. After the crew boarded the Searchlight, she set sail again
  for parts unknown. 
  Afterwards, the harbormaster noted that the ship’s heading
  took her back towards the Mirror and Cabora. Unfortunately,
  a few hours later, the local Don realized that his son was miss-
  ing. The young man was a scholar and amateur archaeologist
  who purchased one of the artifacts McCormick was selling.
  Several sailors recalled seeing him again board the Searchlight
  before she set sail. The Don’s wife is hysterical, so her husband
  is looking for a group of heroes to bring the young man back.
  Meanwhile, aboard the Searchlight, there is more here than
  meets the eye. No one was allowed aboard her while she was
  docked and she took on no supplies. This is also not the
  Searchlight’s only visit to western waters. Four times over the
  last four months, McCormick and his crew have come ashore,
  sold a cargo of trinkets, and used the money to hire them-
  selves a small crew, none of whom have ever disembarked
  although they have been seen on deck.
  The truth is that the ship’s true crew is an assortment of
  clockwork automatons that have escaped from Cabora. They
  are slowly “recruiting” crewmen, then returning to Cabora
  where they remove the skin from the human sailors and
  “clothe” more of their number in it, absorbing the humans’
  struggles. The language is extremely difficult to decipher
  since it appears to contain no connection with any human
  tongue. 
  This should provide any scholarly hero with an opportu-
  nity to shine. Allow the party to work on the project long
  enough to determine if they can find patterns within it. This
  may involve going on expeditions to ruins as well as doing
  research in ancient texts to compare the text to samples of
  other languages. (The GM is encouraged to create game aides
  that include the text itself so players can enjoy the excitement
  and frustration that their characters are experiencing; they
  should feel motivated to work on the code between sessions.)
  Deciphering this text is one of the most difficult assignments
  a linguist could ever undertake and should be treated it as
  such.
  This adventure can begin in Vodacce and take the players
  east through the Crescent Empire and onto Cabora or it can
  begin on the island and lead them even further east. It is also
  an excellent opportunity to present a range of villains, rogues,
  and allies, each with his or her own agenda and reason for
  wanting to gain possession of the document and its transla-
  tion.
  Recruiting Run
  The Explorer’s Society ship Searchlight recently docked and
  began off-loading her cargo at Puerto de Azul, on the south-
  western coast of Castille. Since there was no Explorer Chap-
  terhouse located here, the captain began selling off Syrneth
  artifacts from the dock, which astounded the locals — espe-
  cially since the captain was none other than Guy McCormick,
  the noted Explorer who was rumored to be lost upon Cabora
  last year! 
  
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  memories and skills. McCormick and his men mean to outfit
  a fleet and for that they need experienced sailors. The fleet’s
  purpose is unknown, but given their inhuman nature, it can
  scarcely be a pleasant one. 
  If the heroes act quickly, they can overtake the Searchlight
  and rescue the newest members of the crew. Failing that, a
  daring raid on Cabora’s twisted tunnels might free the Don’s
  son. However, the automatons are dangerous adversaries and
  anyone who fails will most probably end up as the newest
  member of McCormick’s inhuman crew!
  Back to the Text
  Elena Franzini may have been the greatest genius Théah has
  ever seen. The actress sought to revenge herself upon her
  beau’s killer, and while she pursued him relentlessly for over
  a decade, she learned about the world as she traveled. She
  noted her observations and findings in a series of journals
  that are highly prized for their startling insights. Each journal
  focuses on a different aspect of the world including naviga-
  tion, architecture, court life, biology, chemistry, ship con-
  struction, fencing, and military command. Those familiar
  with her works decry the fact that she spent so much time
  pursuing a killer rather than doing even more research. On
  the other hand, the writer revealed by the journals seems con-
  tent with her quest and life. No one knows her final fate, but
  artisans and scholars alike now eagerly seek her journals.
  Many of the books still reside in the hands of common work-
  men and sailors, a testimony to the information’s usefulness. 
  A wealthy individual has hired the adventurers to obtain as
  many of these journals as they can and turn them over to him
  upon the first of the year. The task should bring them into
  contact with nobleman and peasant alike, the perfect back-
  ground for a series of exciting adventures.
  Franzini’s knowledge of the world goes even deeper than
  most realize. The final page of each journal is blank save for a
  few freehand lines and scribblings, a fact that has attracted
  little attention. However, when the final pages of several jour-
  nals are placed together, it becomes clear that the meaning-
  less lines and scribblings actually form a pattern. The lines
  begin to form a human figure, but a figure whose internal
  organs are visible and clearly not human. The creature is actu-
  ally constructed of gears and mechanistic parts, then covered
  with skin. Further, the overlaid scribbling forms words.
  When enough journals are placed together (minimum of 12),
  the entire text and picture can be seen. It is a description of
  the creature Franzini was pursuing, the one responsible for
  her beau’s death. While it looked human, it was actually a
  machine wrapped in human flesh and came from a strange
  island sunk deep beneath the waves. The text explains that
  while the creature seemed almost unstoppable, the scholar
  has discovered several weaknesses. A sword thrust from the
  creature’s lower right up into its torso will immobilize it while
  decapitation will destroy it forever. 
  The text also states that Signorina Franzini possessed a ring
  she found within a Syrneth ruin that generated some sort of
  invisible energy field that interfered with the creature’s abil-
  ity to move. The text ends with the statement that after years
  of pursuit, she was finally going to destroy the creature, no
  matter how difficult the process. However, she wanted the
  information she had learned about these creatures to remain
  safely hidden in case another of its kind should appear again,
  in the hopes that someone would find her message and be
  able to use it. 
  Once the heroes realize what they hold, they will face a dif-
  ficult decision. Should they turn it over to their employer?
  Are they even certain that he is indeed human, especially
  since the clockwork automatons mentioned in the book have
  become aware of the journals’ existence? Might they mean to
  gather the books themselves to ensure there is nothing dam-
  aging contained therein? If that is the case, have they discov-
  ered the secret of the final page? Others seek these journals,
  including noble collectors and printers looking for some-
  thing interesting to publish. It is up to the heroes to decide
  what shall become of Franzini’s notebooks and the secrets
  they contain.
  [Note: This can be run in conjunction with the previous
  adventure, or by itself as the launch for a series of adventures
  that will take the party on a “grand tour” of Syrneth ruins.]
  Castille
  Vengeance is Mine!
  The war with the Montaigños has ended and life is returning
  to normal for most of Rancho Zepeda. Recently, however, a
  rash of unexplained fires has sprung up, destroying the
  houses and estates of several minor nobles. The homes have
  burned to the ground, usually before anyone can escape. On
  at least two occasions, servants and townspeople have tried to
  put the fires out, only to be driven away as the flames seemed
  to attack them. All the homes that have been burned so far
  have one thing in common — they each belonged to a Castil-
  lian noble family who fled the province when the Mon-
  taigños invaded.
  El Malvado (see Castille™ for more details) has slipped further
  into madness. He now holds every noble who fled responsi-
  ble for the death and destruction that has tortured him so. If
  the people of Castille had stood united against invaders, the
  massacre of San Juan could have been prevented.
  The local Dons, driven by fear, are organizing a manhunt.
  Soldiers and nobleman alike roam the hills throughout the
  province. Strangers are accosted and detained, and members
  of the Inquisition are beginning to move openly, arresting
  and trying people for collusion and witchcraft. It is time for
  someone to find El Malvado and bring him to justice, before
  his madness tears Castille apart!
  Patriots or Sorcerers?
  Doña Albra de Trejo has approached the party with a plea for
  help. Her ancestor, Don Louis de Trejo, died in an insane
  asylum almost two hundred years ago, but not before he
  cursed the family for not believing his stories about “men
  bathed in blue fire, shot through with the Shadow of Death.”
  Now her father, Don Ricardo, has sunk into madness, which
  she is convinced is due to the curse. She begs the party to dis-
  cover the secret about Los Nublados, the Cloud People, evil
  spirits who have possessed her family for so long.
  
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  There are some who believe Los Nublados are the ghosts of
  those who refused the wisdom of the Second Prophet and
  perished in immortal peril. Some say that it is one of the focal
  points of Legion’s power. Still others claim that they are an
  ancient sect of El Fuego Adentro sorcerers. Still others
  believe they are fierce campañeros who defend their way of
  life against any who would seek to change them. 
  No one knows how many people live in the treacherous
  but beautiful mountains that reach from the southern end of
  the Peninsula of Oranges to the edge of the El Rio. They have
  very little contact with the outside world. While they are not
  plagued by the artificiality of court politics, they are very
  superstitious and extremely set in their ways. [Note: It will, of
  course, be up to the GM to decide what Los Nublados really
  are, and what their tie is to the de Trejo family.] 
  A Play in a Play
  The party has just finished an exhausting adventure. Now
  they are looking forward to some rest and relaxation in
  Altamira. They are sitting in the coralle grande in their
  assigned places (according to gender and social standing)
  waiting for a new performance to begin when a commotion
  in La Cazuela catches their attention as each realizes that they
  see their greatest nemesis! 
  Somehow they have to get themselves down to the pit
  before their enemy can escape. Naturally he (or she) will have
  accomplices, and it will be a challenge because the audience
  will think it is part of the play, especially when the party has
  to deal with curtains, portable planks, and crashing scenery.
  And naturally it will be a perfect opportunity for typical
  swashbuckling fun!
  The Eye of the Storm
  When brilliant artist Lucrecio Thale died in a mysterious fire,
  two-thirds of his collection burned with him. However, his
  good friend Doña Consuelo Nuñez took the remainder to a
  monastery she designed. Word has now reached her that one
  of the more famous pieces may not have burned, and now
  forms the centerpiece of a private collection in the home of a
  Vodacce nobleman whose wife is a Sorte witch. Doña Nuñez
  is convinced that the woman might be part of the conspiracy
  that killed Thale. Apparently there was something about his
  paintings the Vodacce ladies did not like. 
  Doña Nuñez tells the party that Thale’s paintings had a def-
  inite “esoteric” theme and that he was fond of burying little
  codes and secrets on the canvases that hinted at hidden
  knowledge about the Bargainers’ arts. She does not feel pow-
  erful enough to move against the Vodacce family, especially
  because the lady in question traces her roots to the vengeful
  Serranos. 
  [Note: This hook gives the GM a wide range of possible sce-
  narios. Doña Consuelo may not be as innocent in Thale’s
  death as she claims. Thale may not be dead. The Sorte witch
  may be part of a group determined to gain more of the Dark
  Arts. She may be in league with Doña Albra as members of
  Sophia’s Daughters. The possibilities are endless…]
  El Olentzaro
  The mountain people of Castille anticipate the arrival of El
  Olentzaro every year on 24 Decimus, La Noche Divina. Leg-
  ends tell of an old man who went from village to village to tell
  of the Prophets and share the warmth of the hearth during
  the fierce winter weather. Children especially love it when El
  Olentzaro visits because he brings with him a hollowed-out
  piece of bark that he hangs on a beam or hook in the ceiling.
  One by one, the children are blindfolded, handed a big stick,
  and spun around three times before they get to take one
  whack at the “tree.” They each take a turn until one of them
  breaks it open, showering the room with little gifts, nuts, and
  candies. 
  The party finds itself celebrating the holidays in a moun-
  tain village of rural Castille. When the tree is finally sun-
  dered, the floor sparkles with bits of cheap metal and gilt
  paper and something else…
  [Note to GM: Perhaps it is a Syrneth item, or maybe a ring, or
  it might be a medallion. Whatever it is, the adventurers will
  want to know what it is, how it got into the tree, where it
  came from, and how the man playing El Olentzaro came by
  it.]
  La Llorona
  In the early 17th century, a legend arose about a woman who
  drowned her children during a harsh winter rather than
  watch them starve. She died shortly afterwards, either from
  starvation herself or by her own hand. When winter comes,
  her shade haunts the countryside, wailing and moaning and
  sending children diving under their quilts in terror. 
  Winter is approaching and it looks to be a hard one. One of
  the party has received an urgent message from a family
  member (if Castillian) or a close friend that one of the family’s
  children has fallen deathly ill, walking in his (or her) sleep,
  and claiming to have seen a wailing woman at the window. 
  If there is an Avalon in the party, she or he may recall the
  story about Fiona dubh Gaoithe: “Every drop of rain is a tear she
  cries. Every rumble of thunder is a bellow of her anger. Every toppled
  tree or drowned child is a victim of her bottomless rage, for she is the
  Witch of the Black Wind…” Is there a connection? Have the
  Sidhe come to Castille? Or is it some dark plot to terrorize the
  local inhabitants?
  [See The Sidhe Book of Nightmares™ for more information about
  Fiona dubh Gaoithe.]
  La Revolucíon Scientifica
  The Third Prophet renounced quackery, endorsed learning in
  all forms, and help found the first modern universities. Many
  of Théah’s most amazing inventions have come out of Castille,
  especially Galeno Rioja. Blessed with a brilliant mind and the
  Castillian predilection for categorizing everything, he advo-
  cates the open exchange of information, both within Castille
  and with neighboring nations, including the Crescent
  Empire and Cathay.
  Unfortunately, the Inquisition is adamant that such inter-
  action will not be occurring any time soon. This leaves Rioja
  in a difficult position. A devout Vaticine, he believes that his
  work is a reflection of the Third Prophet’s teachings. He does
  not want to end up in hiding like Arciniega but neither does
  
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  he want his research tainted by the Church’s censorship. How
  can he prepare for a trip without the Inquisition finding out?
  He has some ideas, most of which involve decoys who will be
  well paid for their services.
  Para Mi Familia
  A young man is seeking revenge for an injustice against his
  father. A common enough story, but when the man is Torvo
  Espada, one of the deadliest swordsmen in Théah, the story is
  far more compelling. 
  Torvo’s real name is Miguel de la Riviera and his father
  developed the Aldana Swordsman School before Don Hector
  Aldana framed him for treason. Riviera was forced to flee his
  home in Castille and turn to a life of piracy with Captain
  Phillip Gosse. The two sailed together for years before retir-
  ing to the island of Utopia. When Gosse and his crew
  returned for one last adventure, Miguel sailed with them.
  Gosse cautioned him about his father’s past and Miguel
  immediately swore vengeance against the man who had
  betrayed his father and changed his name to “Torvo Espada,”
  a take-off on the name “Grim Sword.”
  However, Torvo delayed his mission while he aided Gosse
  in destroying the Black Freighter, a ship of villainous undead.
  When Gosse and most of his men died during the final battle,
  Torvo rededicated himself to avenging his father and retook
  his true name. Now as Miguel de la Riviera, he has decided to
  attack one of the Aldana Academies and defeat everyone
  within its walls to prove to the world that they are all follow-
  ers of an inferior style of fencing. Of course, he is not insane
  — he is gathering a half dozen other swordsmen to help him
  in this task, and he did send a letter ahead to warn the Acad-
  emy of his approach. After all, a sneak attack would be dis-
  honorable. 
  A Harmless Prank
  The Veinte-Nueve is a group of mischievous rascals who have
  plagued Castille’s officials for years. While they rarely injure
  anyone, their constant pranks have driven the authorities
  wild. Although their identities as Castillian noblemen
  remain a mystery, their time of reckoning has come. They
  have smuggled a cannon into a village that is holding a festi-
  val to be officiated by Cardinal Verdugo. While they do not
  mean to injure anyone, they have discovered an apparently
  harmless green gelatinous goo in a Syrneth ruin, which they
  find fascinating and they mean to study its ballistic properties
  by firing it out of the cannon at the Cardinal. Unfortunately,
  the local constabulary has gotten word of this and they are
  lying in wait.
  Since rumors indicate that the Veinte-Nueve are allies of
  the infamous Pirate King Allende, leader of the Brotherhood
  of the Coast, the authorities have redoubled their naval
  patrols in the area. Allende has heard of the ambush, but his
  ship is simply too well-known for him to reach his friends in
  time. So he must now find a group of heroes to stop the noble-
  men before they prank themselves to death.
  Cathay
  Secret Ways
  Cowan Cooper arrived in Xi Huo Guan as an ambassador
  from the Knights of the Rose + Cross. His public mission was
  to learn the native customs and protect visitors to Cathay
  from harm in the foreign land. Cooper and his fellow Knights
  have traveled throughout the Seven Kingdoms, meeting the
  local population and helping out where they can. This has
  been difficult as the Cathayans have been very polite yet dis-
  tant to travelers from the west.
  Secretly, Cooper and the Knights are seeking out those
  who display amazing physical abilities. Rumors have reached
  the Order of those who can achieve physical miracles and the
  Knights would like to discover the source of this power. The
  effects described have in many ways mirrored those of the
  secrets known to the Knights. If this is an extension of their
  training, the Rose + Cross could gain a powerful ally in their
  war against sorcery. There is equal chance that the powers are
  gained by yet another bargain with Legion, which would
  place them at odds with the Knights. 
  Any Knight who can find and befriend a practitioner of
  these arts stands to gain promotion within the Order. Any
  Knight that could learn these secrets, should they not be
  inherited, could return to Western Théah and begin training
  others of the Order as well. A pair of Cooper’s Knights may
  have found a method of gaining that trust. A small temple
  that is rumored to serve as a school for a style called Huan
  Shu has been suffering attacks from a rival for reasons the
  Knights have not been able to translate. The situation has all
  the markings of being a white rose call for help. Cowan is
  seeking a party to offer assistance.
  Naadam Festival
  The grand Naadam Festival of Xian Bei looms on the horizon
  and the heroes are on their way to the games when a mythical
  Talking Beast stops them outside the region. Its request? Steal
  the grand prize of the games, which is a fabled horse. Why? It
  is a matter of love and enchantment. (See Cathay™ for more
  information about the Naadam and the Kingdom of Xian Bei.)
  Crescent Empire
  Treasure of the Empire
  Trebizond is a city under the thumb of old laws that renders it
  a shell of its former self. Stripped of its treasures on a regular
  basis and forbidden to mint its own coinage, the city strug-
  gles. Once it was an independent kingdom with a rich past
  and a future of wealth; now it stagnates. The trade from
  Ussura has kept it away from the hungry jaws of poverty,
  however, and the recent influx of travelers who seem more
  than a little interested in the contents of the Mirror Sea.
  Kelfia bint Moula is a local scholar who has taken to rabble-
  rousing and speaking against the Empire’s control of her city.
  While many of her followers wish to see Trebizond split off
  from the empire, Kelfia only wishes to see her city restored to
  
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  its former glory. Her passion for justice and her naiveté make
  her unable to see that the two goals are inexorably linked.
  Recently she sent some of her contacts to the home of the
  local administrator to recover certain documents that would
  detail the activities of the spies who had betrayed Trebizond
  decades ago. She believed that by sending these documents to
  the Sultán, the enlightened ruler’s sense of justice would set
  the people of Trebizond free. Unfortunately, her followers
  had other ideas.
  Omar V’siaovich, Kelfia’s half-Ussuran lover and lieutenant,
  handpicked the messengers going to the Sultán. Unbe-
  knownst to Kelfia, he sent them with a secondary mission.
  Deep within the recesses of the royal palace lies the Kilik
  Parlak dagger, the symbol of the wealth and submission of Tre-
  bizond. Omar has spent years planning the theft of the knife.
  He selected men he knew could either get away with the theft
  or place the blame on others if they got caught. With the knife
  in Omar’s possession, he could easily set himself up as the new
  leader and incite all of Trebizond to rise up against the Sultán.
  His plan was perfect, except for one minor detail. Omar
  V’siaovich talks in his sleep.
  Kelfia is horrified by what she has learned. Unfortunately,
  she has not been able to learn all the details of the plan,
  but knows that those she sent to the capital are
  untrustworthy and could light a powder keg
  between her home and the empire. The expedition
  to the sultan’s palace left days ago. Kelfia is desperate
  to find adventurers of good character who would be
  willing to help her in a “matter of great discretion.” She
  needs to stop whatever her own representatives are
  planning in Iskandar, but at the same time protect the
  reputation of her beloved Trebizond. Even more
  than discretion, however, she needs haste. What-
  ever her delegation has planned, they have a head
  start and need to be stopped before the worst can
  occur.
  Passages Beneath the Sands
  “Thanks, mate. It’s rare enough to find friends in this area,
  much less friends with alcohol. Here, let’s have a drink and
  toast to fortunes. What sort of fortunes, you ask? Well,
  let’s just say I’ve found something of interest. Some-
  thing quite valuable to the right people. Or, for that
  matter, the wrong ones, eh?”
  The yavanci takes out a small journal, “Y’see, I had
  a job for a little while in Vodacce. Nothing exciting,
  just keeping the libraries of some stuck-up noble clean
  and vermin-free. But after a while, I gets a little antsy, and I
  start reading some of the things myself — out of pro-
  fessional curiosity, of course. Which is when I
  comes across this.”
  The book is hand-written in cramped altar-
  baraji with small diagrams and cryptic refer-
  ences. “I can’t read it all, mind you, which is
  part of why I need ya, but I’ve been able to
  piece together some of it. It’s about Alexia.
  Way back when, er, my people came there,
  and did some not-so-nice things, they missed
  a spot. Apparently, some of the librarians back then
  were sneaky buggers, and hid some of the best works in
  an underground vault. This book, if you look at some of the
  passages I marked, tells a little bit about ’em, and the... secu-
  rity measures they took to keep ’em safe.
  “Now, let’s face facts, mate. I’m not going anywhere quick
  with this gimpy leg, and besides, foreigners aren’t real welcome
  in Alexia at the moment. S’why I figure, maybe you could
  sneak in, all quiet-like, and get your hands on some of these
  texts? I mean, think of the wisdom... what do they call it? Mala-
  mad? Think of all the lost malamad down there. I’m willing to
  pay you for it, of course. Oh, and, I hate to say it, but time is of
  the essence. My former employers? Some Vodacce by the
  name of Bernoulli. And yes, I think they’re looking for me…”
  This adventure can be run as an overland race with multi-
  ple encounters in Alexia while the party tries to sneak into
  the locked portions of the library. Or it can be something of a
  traditional maze crawl as they investigate heretofore-undis-
  covered sections of the most valuable library in Théah. Or
  perhaps the difficulty is not in finding the books so much as
  in keeping them safe from Bernoulli agents and whatever
  arcane knowledge might be released when one peeks inside
  for just a moment…
  
  CHAPTER
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  In the Path of Vengeance
  Yakub al’Marikk, in his thirst for davasi on those whom (he
  believes) murdered his son, has long kept an eye on one par-
  ticular subject: Khan Atagun Bahadar. The spies Yakub dis-
  patched to Atagun’s camp have sent back messages that they
  were on the trail of something of great importance, which
  might involve the Qatihl’i. Unfortunately, almost immedi-
  ately after these messages were sent, contact with the spies
  was lost. Yakub fears the worst, and has alerted the Eyes of the
  Peacock to keep more than their usual careful watch on the
  Sultán, especially as His Highness is traveling to Edirne to
  witness the national vurmak and wrestling matches at the
  invitation of Atagun himself!
  The heroes find themselves in a tricky situation. The last
  surviving spy of Yakub’s team has kept her cover intact, and is
  looking for anyone to whom she can relate her information.
  Yakub should be informed immediately that some of Atagun’s
  underlings, unbeknownst to the Khan, have hired members
  of the Qatihl’i to seek a most unusual target: one of the
  Sultán’s guests, a pale, thin man from a place called “Vendel.”
  The assassination is to occur at the end of the day, when the
  wrestling champion is decided. The spy can tell the heroes
  about this, but little else, as she must keep her cover intact
  amongst Atagun’s people. 
  The challenge now lies in getting to the Sultán or Yakub
  with this news. The Eyes of the Peacock have the place very
  well guarded, and there are members of the military as well.
  Add to this the rogue members of Atagun’s tribe and at least
  one Qatihl’i agent. Getting to someone who can do some-
  thing to stop all this chaos before the assassination will be dif-
  ficult indeed. Then again, this is a festival, with many events
  and matches, and the busiest marketplace in the Empire. In
  one single day, who knows what could happen?
  Eisen
  The Adventure 
  of the Imperator’s Armor
  Gauz der Schächer is the shadowy head of a gang of thugs and
  miscreants that has spread throughout the shadows of Théah.
  He has sent an invitation to an auction to various “special
  patrons.” The letter implies that among the other ill-gotten
  items in this thieves’ auction is one of the missing pieces of
  the Imperator’s armor. Whoever gets their hands it would
  suddenly be thrust into the center of Eisen politics. Even if
  the adventurers are uninterested in such intrigues, keeping
  one of Gauz’s vile cohorts from acquiring that power should
  get them interested in pooling their Guilders and attending
  the event.
  The party could receive the letter a number of ways. Per-
  haps it was in the personal effects of a recently defeated vil-
  lain. One of the adventurers might receive the letter by mis-
  take or perhaps through less heroic means. Once the letter is
  opened and the contents shared with the rest of the party
  (you were going to share it, weren’t you?), the excitement
  begins. 
  If this rogue really has such an item, why is he intent on
  selling it?
  A Deadly Ruse: Gauz does not have the piece. He was put
  up to it by one of the party’s least-favorite villains. The whole
  auction is a set-up for the villain to spring a deadly trap on the
  adventurers and eradicate them once and for all.
  A Den of Vipers: The auction is real and the adventurers
  find themselves in the company of some of the most despica-
  ble personalities in Théah. Brute force will only get them
  killed; guile, intrigue, and a few well-placed bids may keep
  the bad guys from getting their hands on these powerful trin-
  kets.
  A Harmless Prank: Gauz had nothing to do with the
  letter. The whole thing was a moneymaking scam devised by
  a Rilasciare cell to separate greedy patrons from their
  Guilders. Now the cell is caught between those patrons, their
  powerful friends, and the real Ussuran ruler who is not
  amused by the affront to his reputation. Of course, the worst
  part is one of the Free Thinkers is related to one of the adven-
  turers or is in the same cell…
  The Adventure 
  of the Dark Festival
  Ask any Eisen from the Iron Prince to the lowliest beggar
  about the Schattenmann and you will see just a touch of fear
  flash in his eyes. This dreaded being, which lives in the
  Schwartzen Walden, is the source of a thousand tales of blood,
  death, and evil. Some scholars wonder if the Grim Lord of the
  Forest was always this powerful or if he gained his power
  through more bloodthirsty means. Those who live near the
  edges of the woods can feel his presence on the chill nights of
  autumn. 
  The tradition of the Shadow Fair began in those villages.
  Before the onset of winter, each community holds a feast and
  sets an empty table set for the Grim Lord and his minions.
  The villagers feast too, hoping that the show of joy and happi-
  ness will stave off the creatures’ attack or if not that, at least
  the food and sweet treats will satiate their hungers. Children
  dress as ghosts and ghouls so that they might be mistaken as
  evil beings and avoid being devoured by a hungry monster.
  But some remote towns supposedly adhere to the darker ori-
  gins of the Fair born before the coming of the Prophets and
  engage in practices involving blood and murder. Most ratio-
  nal Eisen laugh off these stories as Inquisition propaganda.
  The time of the Shadow Fair is at hand, but something has
  been attacking the small towns in the midst of the celebra-
  tions. Some worry the Schattenmann wishes for a return to
  darker times. The last thing the Iron Princes need on top of
  the other problems in Eisen is the increased agitation of an
  already superstitious population. Who…or what…is respon-
  sible for the raids on the Shadow Fair?
  The Fires of Heresy: A small and sorely misguided band
  of Inquisitors has taken offense to the pagan ceremony that
  still goes on at the end of the forest. They sweep through on
  horseback, wearing black hoods instead of their usual red.
  Verdugo claims no knowledge of their activity. An astute
  tracker may catch on to their identity by the fact that all the
  towns that have been disrupted have a basically Objectionist
  leaning.
  
  CHAPTER
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  Another Shadow Rises: Die Schattenmann is not the
  only force of evil in the Schwartzen Walden, just the best
  known. Something is tired of playing second fiddle to the
  Grim Lord wishes to ruin the Fair as a declaration or war. The
  adventurers need to learn the new monster’s identity and
  more importantly, how to stop it.
  Look Beyond the Red Hoods: Bandits often use the leg-
  ends of the forest as a weapon against the townsfolk but this
  particular band has a specific agenda. The leader is a militant
  Objectionist and knows that a few well-placed hoods and reli-
  gious babble will turn more people away from the Vaticine
  Church and her Inquisition.
  The Adventure 
  of the Riverboat Race
  While Eisen is a country steeped in tradition, not all things
  are done out of fear or pride. With the end of the War of the
  Cross, some enterprising riverboat captains decided to hold a
  race in celebration. It has come to be known as the Muddy
  League and gained quite a following in the towns along The
  River. The race brings hundreds of rowdy sailors with pockets
  full of money into town. 
  In the past years, winners received only bragging rights as
  the fastest boat in Eisen, but this year, a Vendel merchant by
  the name of Sven Hennig has put up at purse of 5,000
  Guilders to the winner. This has made the competition even
  more heated. Most of the captains still take it in good sport
  but with big money on the line, it’s only a matter of time
  before things get ugly. The three boats favored to win this
  year’s race are:
  Duncan’s Dregs: William Reilly found himself on the
  wrong side of the O’Bannon and somehow made it to Eisen.
  Generally regarded as a good man, he has been known to pull
  a prank or two on opposing captains to give his boat a slight
  advantage. He expects the same in return and will respect any
  adventurer able to pull one over on him.
  The Mud Tide: Marko Scheinbach wanted to be a merce-
  nary but found his tactical abilities and charisma to be some-
  what lacking. He blames it all on the formal training the
  nobility receives and holds a deep resentment for people of
  noble bearing. He has also made a pact with Hennig to sabo-
  tage the other boats so he can win and Hennig can save his
  money. In exchange, Marko will receive a well-playing post
  on a Vendel Merchant Marine ship.
  The Pretty Sail: Three years ago, Nanette Devereaux was sit-
  ting in a villa, fanning herself and enjoying a life of luxury.
  After the Revolution, she became penniless, unskilled, and
  forced into exile. Faced with starvation, she taught herself
  Eisen and learned to sail. She does not do anything by the
  book but she possesses an unflappable will and a sunny out-
  look. She is a dark horse to win the race, but the other com-
  petitors may be too concerned with each other to notice her
  sneak through the finish line.
  THE EISEN RIVERBOAT (D20™)
  The Large Barge (see Swashbuckling Adventures™) is too wide
  for the smaller rivers of Eisen, and only works well on The
  River. Eisen riverboats are small shallow draft vessels built to
  carry traffic and cargo. A crew consists of a pilot, eight oars-
  men, and a linesman who calls out the river depths. When
  winds are favorable (off the quarter or stern) they may step a
  small mast for additional speed.
  Base Cost: 2,500 G 
  Cost Per Additional Level: 200 G
  Length: 40 
  Width: 12 
  Draft: 0 
  Cannon: 6 boarding cannon 
  Masts: 0 (25) May have a single small stepped mast, 
  which can be taken down for going under bridges. 
  Oars: 8 
  Movement Rate: 1 (2 with sail if wind conditions 
  are favorable) 
  Cargo: 2 tons 
  Rudder: 2 
  Crew: 10 
  Armor Class: 12 
  Hull Hardness: 5 
  Hit Points: 480 
  Starting Feats: Oars 
  Special Notes: It takes 15 minutes to step or unstop a mast.
  When not using oars, the rudder changes to 3. 
  EISEN RIVERBOAT / MEDIUM BARGE (7TH SEA™)
  Brawn (Guns): 0*, Finesse (Crew): 1, Resolve (Hits): 2, Wits
  (Maneuver): 2, Panache (Speed): 2
  Modifications: Shallow Draft (5), Oars (1)
  Flaws: None
  Draft: 1
  Crew: 1
  Cargo: 2
  *Technically 6 boarding cannons would equal about a half a
  brawn. Boarding cannons are like big shotguns mounted on
  swivels.
  The Adventure 
  of the Bloody Panzerhand
  The people of Sieger have fallen on hard times. Their Prince
  has left to fight in a foreign land and the Mörderbunde, the
  handpicked thugs he left in charge, are running things into
  the ground. Now they have turned their sights to the city of
  Starke for their current bloodthirsty revels. A few members
  caught one of the wasserkampf fights and are gathering for the
  next big tournament. Some members themselves have
  entered the fight and the rest have been betting heavily for
  and against these fighters. It’s a chance to settle old scores and
  to create new ones.
  A wasserkampf takes place in a pit of standing water, and
  normally involves unarmed combatants but the next tourna-
  ment will allow fighters to wear their panzerhands. The
  winner is the one that remains conscious. The fighters fight
  in knee-high water, which many use as a weapon, locking
  opponents in grapples below the water. The new rule changes
  the way the fights are fought, leaving many to wonder who
  are behind these changes.
  • The Mörderbunde pressured the organizers to let them in.
  They are looking to recruit the fighters who do well and
  weed out those members they feel aren’t worth it. Of
  course, this also means the winner will most likely be one
  
  CHAPTER
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  of these villains, as most fighters won’t have the benefit of
  such equipment (they have to spend prize money on
  things like food).
  • Wolfgang Vogel, leader of the Clenched Fists, made the
  change. The Fists are the few Iron Guards still completely
  loyal to the Prince, and Wolfgang sees this as an excellent
  opportunity to send in some ringers and take out a few of
  the more troublesome members. He won’t risk his men,
  but he could probably find some people to do his dirty
  work.
  • Die Kreuzritter is using the tournament as a recruitment
  drive. They’re afraid they will have to move in if things get
  worse with in Sieger and want some agents on the ground.
  The interesting thing about this outcome is that the
  winner of the tournament will not only be asked to join
  but will instead receive the famous Nightblade. If
  accepted, the winner will bear the Nightblade; if not, he
  may have it driven into his or her heart.
  (For more information on the Mörderbunde and wasserkampf, see
  the Eisen™ sourcebook.)
  Midnight Archipelago/
  Pirate Nations
  Marauders!
  The Midnight Archipelago contains dozens of strange islands
  and mysteries. One of the newest surrounds the crew of a
  new pirate crew preying upon the ships in the area. A half
  dozen ships have been attacked, but the pirates seem uninter-
  ested in gold or silver. Instead, they seize the crew, ransack
  the cargo without taking anything, and then disappear. The
  authorities in Marcina have posted a reward for the capture of
  the pirates they call the Marauders, but have no clue on
  where to begin. 
  The truth is far stranger than anyone expects. While there
  are many pirate crews who inspire fear or horror, the crew of
  the Digger’s Doom is truly inhuman. The entire crew are fero-
  cious beast-men led by the monstrous Aleksandros, a man
  whose upper torso is covered with leopard spots and whose
  face is more felinoid than a human. 
  Three months ago, the Digger’s Doom was a supply ship
  headed for the Setine Islands. One of the Ussuran crew,
  Nodar the Falcon, urged the others to land at the Isle of the
  Red God after receiving a series of visions. The visions
  warned him that a man upon the island was engaged in blas-
  phemous acts, but the warning was not enough. Aleksandros
  and the island’s beast-men swarmed the Explorers and
  handed them over to Dr. Feodr Markov, an Ussuran madman
  who began torturing them for information. When he learned
  that they were hoping to find the remains of a civilization
  that existed before man walked upon Théah, he immediately
  ordered Aleksandros to find those remains and bring any
  unearthed treasures to him. Markov’s experimentation pro-
  vided the man-beast with a new crew of creatures who were
  less twisted than his earlier works, and taking command of
  them, Aleksandros set sail. 
  Whenever he captures a ship, he brings the crew and any
  skeletons or other archeological materials back to the Isle of
  the Red God. So far, he has not found what he seeks, but
  when he does, Dr. Markov plans to use the Syrneth remains
  in his experiments. (For more information on the Isle of the Red
  God, see the Islands of Gold™ sourcebook.)
  El Tiburón Diabólico
  The old salt glared through darkness at the men surrounding
  him. His voice was cracked, but it retained its strength. “You
  say you’ve faced leviathans, eh? A brave feat, but leviathans
  for all their strength and brutality are merely beasts. They
  ain’t got the cunning or evil of a true monster, a monster such
  as El Tiburón Diabólico. I was on a ship bound for the Midnight
  Archipelago and we’d well nigh run out of drinking water. So,
  when we came to the first island, barely more’n a rock, the
  captain ordered a shore party out in the long boat to fill the
  water casks. They weren’t happy ta go since the sky had gone
  from perfectly clear to overcast over the past hour, but we all
  wanted the water, so off they went.
  “The skiff had barely touched the water’s surface when a
  huge mass of muscles, hide, and blazing red eyes leapt out of
  the water and overturned the boat. The men tried to swim
  back to the ship, but before they could make it, the thing
  returned and now we could make out a terrible maw as it
  swallowed man after man. It didn’t even devour them whole,
  though it could have. It cut ‘em in half with a single crunch of
  its jaws so we could see what it had done. After the men had
  died, the entire ship shuddered. Again. And again. The thing
  was smashing into her hard enough that we could hear the
  planks shifting and see the masts swaying. Well, we none of
  us wanted anythin’ to do with that island, I tell you. So, the
  captain ordered the riggers to raise sail.
  “As we sailed away, I looked back and I saw it again, but this
  time it was lolling on top of the waves and I saw it clear as day:
  a shark, big as a galleon, and when it opened its jaws, I could
  see behind the rows of teeth a hideous green glow coming
  from within its gullet. I tell ye, lads, that voyage was the dark-
  est of my days. The ship had sprung a leak from the brutal
  attacks and the storm descended upon us a few hours later.
  Theus was with us, ’cause nothing else could have saved that
  ship as we sailed and bailed through the night. I decided after
  that voyage that I weren’t never going back to the Midnight
  Archipelago, but talkin’ t’other sailors, that shark ain’t staying
  there neither. It’s been seen in every sea and by every type of
  sailor. I even heard where that green glow came from.
  “Seems a few years back it attacked a fisherman who owned
  some mystic doohickey that could control the weather. He
  tried to use it against the shark, so it swallowed him, his boat
  and his gem. I’d heard that that man’s twin brother is out there
  even now huntin’ ol’ Tiburón with another gem just like it.
  Don’t know for sure. All I do know, is that fish scares me a lot
  more than any leviathan ever did.” 
  The old salt looked down at his glass sadly and then con-
  tinued. “Of course, even ol’ Tiburón ain’t as scary as navigatin’
  the bottom o’ me glass. Care ta help an old salt out here?”
  
  CHAPTER
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  Plot
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  Courier Duty
  Doña Margaretta Orduño became a hero to the Castillian
  people when her small ship launched an attack upon the
  naval ships bombarding San Cristóbal and drove them off.
  Then the widow of the famous Admiral Enrique Orduño
  approached King Sandoval and requested the right to investi-
  gate rumors of new lands to the west. With his blessing, she
  has set out to explore these new lands. However, while many
  await her return with great anticipation, others are deter-
  mined to see that she never makes it back to Castille. The
  Inquisition lies in ambush in the waters of the Midnight
  Archipelago, ready to sink the willful Castillian captain
  before she reaches her destination. 
  Fortunately, this information has come to the attention of
  friendly hands in Castille, but it will take a captain with a fast
  ship and a hearty crew to reach Doña Margaretta in time to
  ensure that she escapes the Inquisition’s clutches. (For more
  information, see the Waves of Blood™ sourcebook.)
  The Wreckers
  Sailors hate many things: weather, cat o’ nine tails, creatures
  that dwell deep in the sea, their officers, and pirates. How-
  ever, they have a special detestation for that breed of seafarers
  known as wreckers. These scalawags turn off the lights in
  lighthouses, provide sailors with forged charts, or simply
  smuggle strong liquor to a navigator — whatever means they
  can devise to lure ships to wreck upon rocks and reefs so they
  can plunder the sinking vessel. All who live by the sea despise
  these murderers and scoundrels, so when a survivor of such
  an attack summons his former crewmates together because
  he has discovered those responsible, they arrive without
  delay. Although his crewmates have all taken very different
  paths, they are ready to honor the pledge they made to each
  other years ago.
  Mordekei’s Casket
  A dozen treasure maps can be purchased for a Guilder or two
  in ports across Théah and sometimes the map is actually gen-
  uine. This adventure begins when one of the heroes buys a set
  of squares (a game similar to chess), made of teak and blue
  marble. Shortly after the purchase, a beautiful red-haired
  woman named Angela Gallegos offers to buy it for twice the
  price paid. The discussion turns physical when she will not
  take “no” for an answer. During the ensuing altercation, the
  board is knocked over and breaks open to reveal a parchment
  map. The board once belonged to Mordekei and the map
  leads to his fabled Casket, a chest that enhances any blade
  placed within it. Dozens of collectors, pirates, and privateers
  would kill to own the chest so the heroes will have to fend
  them all off — starting with Señorita Gallegos — if they want
  to find the magical relic. In addition, there are tales of a
  legend associated with the Casket, that anyone who uses its
  power for evil will be consumed by that evil.
  MORDEKEI’S CASKET (7TH SEA™)
  When the blade is inserted into the casket up to the hilt, the
  weapon glows red and becomes empowered by something
  unnatural. For the rest of the Act, the wielder gains 1 Kept die
  for Attack, Parry, Throwing, and Swordsman Knacks with
  that weapon (but not Tinkering or Natural Philosophy). The
  weapon also gains 1 Kept die for damage and the TN to Hit
  the wielder who uses the weapon for Passive Defense goes up
  by 5. (See Waves of Blood™ for more information.)
  MORDEKEI’S CASKET (D20™)
  Any blade placed within the casket gets a +2 magical bonus
  and the wielder’s armor class increases by 2. 
  The Root of No Pain
  On the island of Kanuba, Explorer Society member Greta
  Stausser has made an important discovery. During her explo-
  ration of the jungle, she collected various trophies and roots
  of native plants. Recently her neighbors’ terrier got into her
  room and began chewing on one of the roots. Suddenly, in
  mid-chew, the dog began making strange faces and pawing at
  its muzzle. Although the dog recovered completely, Fraülein
  Stausser mentioned the event to one of the other Eisen vil-
  lagers, Doctor Wilhelm Kessler, who examined the root. He
  found that when ingested, it had a remarkable anesthetic
  effect. He would like to test it further, but first he needs
  someone to go into the deep jungle in search of more roots. 
  The Great Western Ocean
  When Captain Cosette and Jacob Faust of the Explorer Soci-
  ety returned from their voyage of discovery in the Mirror,
  they brought with them a map of the Midnight Archipelago,
  one far more accurate  than anyone had ever seen and made
  of inlaid gemstones. Faust was also able to confirm that he
  obtained the map from a Syrneth ship he discovered deep
  beneath Caligari Island. While the Explorers are not advertis-
  ing the fact he was responsible for the island sinking beneath
  the waves, they did spread word of his other discovery. The
  map originally showed two more landmasses to the west of
  the Midnight Archipelago and a barrier that prevented
  anyone from reaching those new lands. 
  When Cabora rose from the depths, the barrier upon the
  map shattered, destroying the section to the West. Faust
  insists that some sort of Barrier that prevented anyone from
  reaching the lands to the west has now been destroyed.
  Acting upon his discoveries, the Explorers quickly financed a
  major expedition to the West. They sent a dozen ships, each
  traveling separately, so that no disaster would destroy all of
  their hopes and plans. Warren Abbotsford and Captain
  Cosette’s Discovery have reached the Midnight Archipelago,
  but have not yet ventured further. Several other ships were
  forced to turn back through sabotage, bad weather, and simi-
  lar mishaps. The fate of the remainder is as yet unknown.
  Cosette has another reason for her voyage west. Her Master
  of the Tops and close friend, Maggie Malone, is plagued by
  doubts of her humanity since she has begun exhibiting
  strange powers such as levitation and the ability to move
  things with her mind alone. She still bears a strange tattoo on
  one foot, her only clue to the past she cannot remember.
  Faust showed Cosette a marking upon an island in the Mid-
  night Archipelago that closely resembles that tattoo. Cosette
  means to lay her friend’s cares to rest and hopes that some
  clue upon the marked island can do that. Of course, to do
  that, she is going to need a heroic crew to explore the island
  and brave the dangers it holds.
  
  CHAPTER
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  Escape from the Chains 
  Kheired-Din and his Corsairs rule by fear and intimidation.
  They keep their slaves chained below decks and punish them
  unmercifully for any transgression. While every nation in
  western Théah wishes them destroyed, their greatest danger
  lies in the hearts of their slaves — who outnumber their 
  masters ten to one. Should they free themselves, the Corsair
  officers will be overrun in minutes. 
  Many of the slaves have simply accepted their lot in life,
  bound not by only chains, but by despair and resignation. To
  these people, any flicker of hope can re-ignite their yearning
  to be free and their fighting spirit. Ernesto Castillus did just
  when he escaped from Kheired-Din’s own ship along with
  several dozen crewmen. The fact that he used the sorcery that
  Kheired-Din considers so blasphemous is just icing on the
  cake. Now the slaves are far more unruly and constantly seek-
  ing any means of gaining their own independence. The Cor-
  sairs know that the only way to destroy the hope once again is
  to find and destroy the escaped slaves including their leader.
  They will use any means at their disposal, including hiring
  mercenaries to assist them, so long as Ernesto Castillius and
  his ship, the Freedom’s Key, are destroyed, once and for all.
  Find the Sorcerer! 
  Castille is proud of the fact that it eliminated the scourge of
  sorcery from its nation. This makes her a most implacable
  foe for those sorcerers who survive. Ernesto Castillus is one
  of them, a man who used his control over fire to escape from
  slavery aboard Kheired-Din’s own ship. However, escape was
  never his true goal — he wanted to rescue a Corsair
  officer from the Black Freighter, his beloved
  Dalia. 
  Even after accomplishing a task that
  many would call impossible, he is still
  hunted by the Corsairs who wish to
  punish him for escaping. Now the
  Castillians have placed an even greater
  bounty upon his head: a huge prize that
  many are eager to earn (in Guilders,
  coin, jewels, whatever the party deems the
  most valuable). 
  Montaigne – 
  Pre-Revolution
  The Final Heir
  The heroes in this scenario are either Musketeers or some-
  how involved in the war with Castille, presumably as
  soldiers in the Montaigne army. They have been on
  leave in Charouse, and are about to return to the front
  when their commander summons them to
  his manor.
  It seems that Luc Leveque d’Aur, the
  son of Duke Victor Leveque d’Aur, is
  traveling to the front to join his regi-
  ment, which is currently assaulting El Morro. The
  Leveque family is famous for the long line of brilliant military
  minds it has produced, but snipers have killed both of Luc’s
  brothers while they were commanding the assault on El
  Morro. Luc is now the last Leveque brother in the family, and
  his death would leave the powerful clan without an heir. In
  recognition of the sacrifice Luc’s father Victor is making by
  sending his only remaining heir off to war, High General
  Montegue has granted Luc a garde d’honneur as far as San Juan
  in western Castille. The characters have been chosen to escort
  the young man safely to San Juan where he will meet up with
  his regiment to complete the journey to the siege at El Morro.
  The commander is somewhat disgusted at having to pro-
  vide “special treatment” and explains that rather than
  expends valuable troops, he has chosen to send the charac-
  ters. The task, he explains, is purely nominal, since no danger
  is anticipated so far from the front. 
  (Note to the GM: Make the players believe that this is largely a
  “personality” adventure. Luc is young, and while his extraor-
  dinary natural tactical and strategic abilities have been fur-
  ther honed at the famous Leveque War College, he is still
  quite unworldly. Luc knows nothing of women, and treats the
  commonest streetwalker with the same courtesy as a
  Duchess. This can have comic conse-
  quences when he sees a local prosti-
  tute being “assaulted” by a customer,
  and rides to her rescue.)
  
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  The fact is, however, that Luc’s life is in danger! The
  Empereur has long considered the Leveque family’s military
  prowess a potential threat to his hegemony, and is taking this
  opportunity to cripple it. Through Remy du Montaigne he
  has assigned a band of assassins (the size of the band being
  dependent on the number of heroes) to murder Luc some-
  where in southern Montaigne and make it look like the work
  of Castillian agents. If any of this garde d’honneur is also
  killed, c’est la guerre!
  There should be at least two attacks on Luc before he
  reaches the relative safety of the battlefield. The first should
  occur when the heroes least expect it, perhaps as part of the
  encounter with the streetwalker described earlier, or in the
  guise of a helpless peasant whose cart is stuck in a ditch. The
  second attack may occur at night, or on the road, and be more
  overt, since by this time the heroes will be (or should be)
  watching for an attack. Note that should any of the assassins
  be captured they will be unable to tell the party who hired
  them, and the most ardent inquiries will never get the heroes
  any further up the chain than Remy.
  Should the heroes manage to get Luc to his regiment safely
  he will be very grateful and offer them an opportunity to join
  him, at an increase in rank. If they turn down his offer, he
  tells them that they always have a friend in the Leveque
  family. However, this may not be much of a reward, as it car-
  ries with it the Empereur’s deep distrust....
  The Campaign Against 
  the Brotherhood
  This is a mini-campaign for a group of naval officers in the
  Montaigne navy. The heroes are currently serving under the
  General, who has been tasked with exterminating blood-
  thirsty pirates who prey on Montaigne’s shipping. To date, the
  General has been very successful in catching and destroying
  individual pirate crews, and he has now turned his attention
  to the Brotherhood of the Coast.
  The General summons the heroes to his flagship, the
  Grenouille du Grâce, and charges them on their peril to stop the
  flow of supplies which is allowing the Castillians defending
  La Muralla Ultima to hold out against the superior Mon-
  taigne army. It is rumored that the Brotherhood itself pro-
  vides those supplies, but the General neither knows nor
  cares. He simply wants it stopped.
  The Castillians are, in fact being supplied by the Brother-
  hood, specifically by a fleet of small boats that can navigate
  the shallow waters around San Teodoro. The small boats are
  under the protection of the Prisoners’ Revenge, one of the large
  ships of the Brotherhood. The Revenge travels to La Boca every
  month or so and picks up a large cache of supplies, which it
  unloads on La Isla Poquita, a tiny island off the coast of
  Castille.
  The heroes have several goals. The first is to discover where
  and how the supplies are being delivered. This can be accom-
  plished by questioning local farmers and fishermen or even
  trying to capture sailors in the Castillian navy. 
  The second goal is to stop the flow of small boats between
  La Poquita and San Teodoro. This is largely a naval operation,
  involving blockading San Teodoro and finding and destroy-
  ing the Brotherhood craft as they move to and fro. This may
  involve a lot of night work in small boats, since the heroes’
  main ship can only watch one part of the coast at a time.
  The third goal is to eradicate the supply cache on La
  Poquita. Depending on the interests, abilities and resources of
  the heroes, this can be anything from a grueling siege of a
  well-entrenched defending force to a lighthearted buried
  treasure romp.
  The fourth goal is to either capture or sink the Prisoners’
  Revenge, which can be found somewhere between La Buca
  and La Poquita with a hold full of supplies for the embattled
  Castillians. This should be an epic naval battle, with cannon
  fire and boarding. Ideally the heroes will capture the Prisoners’
  Revenge and deliver her and her supplies to the General, who
  will be suitably grateful. 
  With the destruction of the in-shore fleet, the supplies and
  the Prisoners’ Revenge, the Castillian forces defending La
  Muralla Ultima should crumble, permitting the Montaigne
  forces to capture the western peninsula. (For more information,
  see Castille™ and Ships and Sea Battles™.)
  A Minor Inconvenience
  The city of Vraise in Martise was once a thriving port. Around
  1628, a Porté experiment went awry and today the place is
  hardly more than a ghost town. Stories abound of derelict ves-
  sels rising from the bottom of the bay and shipwrecks are
  almost commonplace. The locals agree that the bay is haunted
  by the fifty men Alissé Praisse du Rachetisse took to the
  bottom with him.
  The heroes are approached by a representative from Her
  Grace, Duchess Madeleine, who is eager to retrieve a item of
  great value that belongs to her family. It appears that a new
  band of pirates has taken up residence in one of the coves
  along the rocky shore and is actively involved in salvaging
  items from the wrecked ships. If the heroes could get the
  item (GM’s choice but it should be jeweled and quite valu-
  able) and oh yes, get rid of the pirates, Her Grace would be
  most appreciative. There is probably no truth to the rumor
  that the pirates are the very same creatures who emerged
  from the Porté rent almost 50 years ago…
  Post-Revolutionary
  Montaigne
  Days of Terror
  Even in these bright days of liberty and justice, there are
  those who would turn back the clock, plunging the Republic
  of Montaigne back into privilege, oppression, and the evils of
  Monarchy. These bitter counter-revolutionaries plot in secret,
  thwarting the peoples’ justice and sabotaging the Councils’
  efforts to bring the nation to a brighter future. One such cabal
  has vowed to exact a bloody revenge on all those who brought
  about the Revolution, revealing the folly of those who would
  change the lives of the people for the better. They have
  spoken amongst themselves, and they remember one man
  very clearly — a soft-spoken private in the Army, destined to
  die for raising his hand against his betters, who evoked such
  outrage from the people of Charouse that they were instantly
  transformed into a bloody, howling tide that swept away all
  
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  that L’Empereur had built. They remember Private Jerome
  and they want him to suffer before he dies. 
  A case of mistaken identity brings the heroes into the dark
  scheme when a shady denizen of the underworld approaches
  one of them with a piece of paper bearing directions to a
  small farm less than a day’s ride from Charouse. “Make the
  woman die slowly,” he hisses, “but leave the man alive to
  watch.” After this, he informs the party that three “other”
  assassins have been hired, and the first one to reach the target
  will be paid 5,000 Guilders plus another identical sum when
  the husband’s head is displayed at the foot of le coiffeur.
  Whether the heroes turn this wretch over to the Muske-
  teers or not, the fact of the matter is that they have very little
  time to stop the murder of a possibly innocent couple who
  only ever wanted to live their lives in peace. (See the  Mon-
  taigne™ and Montaigne Revolution™ sourcebooks for more details.)
  An Unexpected Appointment
  Note: This adventure works best if the heroes know about or
  are affiliated with Antoinette Fletchyr and the Rye Grin,
  although it could work if they are ignorant of the Grin’s work
  and merely wish to save an innocent from execution before a
  baying mob.
  The villainous Marc-Daniel Valroux du Martise, Vicomte
  du Coteau, has escaped the justice he richly deserved at the
  hands of the Committee of National Welfare. Outraged, the
  Montaigne people demand that the fiend who helped the
  Vicomte escape be brought to justice. Unfortunately for the
  heroes, Arvino Chevreuse, the smuggler who helped du
  Coteau escape, has pinned the crime on a person he selected
  at random — the last person to snub his dinner reservations,
  in fact. 
  By an unfortunate coincidence, that person is none other
  than Antoinette Fletchyr, owner of La Cercle de la Chanson
  and leader of the society known as the Rye Grin. While
  Antoinette is guiltless of saving the Vicomte, the attention of
  the Committee would be most unwelcome, and would doubt-
  less reveal her part — and the parts of any heroes affiliated
  with the Rye Grin — in the rescue of many innocents from
  the blades of le coiffeur. 
  The heroes may have heard a rumor that Chevreuse smug-
  gled le Vicomte out of Montaigne, or they may know where
  to find the evil man, or they may know or work with
  Antoinette to prove her innocence. No matter their motiva-
  tion, they must find a way to volunteer their services to the
  Committee, plead Antoinette’s case to the Revolution’s noto-
  riously unsympathetic bloodhounds, and hunt down
  Chevreuse to bring him before Marie Malvoire, head of the
  Committee, to testify. 
  If the heroes have previously crossed swords with a villain-
  ous Montaigne noble, he can be substituted for the Vicomte,
  giving the heroes added incentive to track him down. If they
  know Antoinette, they are also rendering an important ser-
  vice to their good friend; if they do not know her, she will
  become a valuable ally. In any event, their efforts to protect
  the Rye Grin are crucial if Antoinette is to continue saving
  innocent lives. (See The Montaigne Revolution™ and Strongholds
  and Hideouts™ for more details.)
  Shadow of the Crown
  Rumors filter in from outlying provinces to Charouse —
  rumors that have Parlement in a state of near-terror. They
  whisper that a son of l’Empereur has returned to claim the
  throne, a son long denied by his royal father and hidden far
  from the watchful eyes of the Court. Commonly thought to
  be illegitimate, this man — dubbed Henri le Noir by Hubert
  du Gloyure — is gathering support among the pro-royalists
  in the outlying districts of Montaigne and abroad. His base of
  operations has yet to be found, fuelling rumors that Henri
  possesses powerful Porté magic that he uses to evade the
  people’s justice. Such rumors spread rapidly, claiming that the
  pretender has powerful support from outside the borders of
  Montaigne, possibly from the government-in-exile or embit-
  tered former nobles striking back at those who displaced
  them. Somewhere out in the provinces, this ambitious man is
  amassing an army to seize Montaigne for himself, an army
  that will bring all of the Council’s dreams of freedom to ruin. 
  There are many ways to draw the heroes into this situation.
  Regardless, Henri should be little more than an impostor,
  perhaps intent on making a play for the throne but with baser
  or more sinister ambitions. Two possible outcomes are “The
  Liar” and “The Lie.” In “The Liar,” Henri le Noir is just a char-
  latan with some convincingly forged royal trinkets and a
  scheme to make as much as possible from the Royalists
  before disappearing. While not possessing Porté himself, he
  has allies with the gift who ferry him around to avoid the
  Committee while he builds up his “war chest.” It is up to the
  heroes to expose Henri and defuse the situation before the
  provinces run red with the blood of Royalists and Republi-
  cans alike. 
  In “The Lie,” a cunning and merciless agent of the Com-
  mittee of National Welfare has crafted the entire situation to
  flush counter-revolutionary sympathizers out of the wood-
  work. If the players uncover this cruel deception in time,
  they will save the lives of many — just and the unjust alike.
  Even if they are affiliated with the Council or Parlement, they
  are unlikely to approve of this evil method of laying waste to
  the enemies of Liberty. “The Lie” can hold many twists and
  turns as it plays out, however, and perhaps the Committee’s
  agent is not acting alone — perhaps a trail of deception that
  will endanger the lives of the heroes leads all the way back to
  Arnaud Maximilian du Charouse…
  Ussura
  Patriarch Rising
  The Gaius has decided to move on the idea of appointing his
  personal confessor, Pontiff Grigori Malenkov, as Patriarch of
  the Ussuran Orthodoxy, which means that someone has to
  “remove” the current Patriarch. Will the heroes be fooled into
  performing an act of patriotism for the Gaius and aid in the
  murder, or will they play the role of protectors for the Patri-
  arch? What is the price of success and the cost of treason?
  
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  Winter’s Gift
  The heroes are warming themselves by the fire in a wayside
  tavern when a strange man buys them a round of drinks and
  starts to talk about the court of the mythical Snow Queen. It
  seems that he is looking for someone to deliver a gift to her.
  He warms them that it is for her eyes only. He gives them a
  map of sorts, although it seems more like a page of riddles.
  They will be paid handsomely for their troubles, he assures
  them, as long as the unopened box is delivered. Even if they
  refuse, they find the box among their gear in the morning. So,
  they wonder, what’s in it? Why is it so dangerous? Who can
  make sense of the map? Is the Snow Queen a fairy tale? Why
  did Koschei seek them out for this task? (Note: This adventure
  is ideally suited for a group of players who like solving puz-
  zles, and it will enable the d20™ GM to bring a lot of snow and
  ice-related creatures into the game.)
  Dracheneisen
  A vein of the treasured Eisen material is found inside the
  Ussuran/Eisen border. The Knias of Somojez and the Gaius
  are both keen on receiving visitors from the Eisenfürsten
  who wish to court them for the privilege of mining it. The
  heroes are there to ensure that the negotiations are con-
  ducted properly: some would do anything to gain access to
  this fabled element.
  Icon
  An Icon of Faith, once touched by the First Prophet himself,
  has come up missing. The artifact supposedly holds great
  powers, ones that could be manipulated to perform wonder-
  ful miracles or bring Théah to the most terrible of ends. Can
  such a thing be, or is it simply legend and myth? 
  Family Ties
  When the heroes awaken in a dank Somojez cell after a heavy
  night’s drinking, they are even more surprised when none
  other then the Knias himself, Borin St. Andresgorod v’Pscov,
  comes down to as them a favor. “There is a monastery, deep in
  the mountains,” he tells them. “I want you to go there and
  rescue a family being held against its will.” Who is the family
  and why couldn’t the Knias send his own troops? How deep
  in the mountains? Is this family being imprisoned… or have
  they sought refuge?
  Backfire
  In the days surrounding Montegue’s retreat, the Wolf has
  uncovered Pyotyr Siev Andropovich’s plan to make the city an
  explosive death trap for any who try to breach its walls. Now
  the Wolf wants to catch the Gaius (or someone close to him,
  like Ketheryna) in that trap and lay the blame at its creator’s
  feet. Once the heroes uncover the plot, can they defuse it in
  time to prevent death and civil war?
  Emerald Favor
  When a freak storm arises suddenly, the heroes are forced to
  take refuge in a way station. Each of them has a strange dream
  in which a talking animal appears to them. When they
  awaken in the morning, their eyes are bright green! What
  does Matushka want from them and how long will her
  favor last? Why do they feel a longing to travel to
  a distant mountaintop? [Note: Matushka can
  give Pyeryem to anyone she wishes although
  she has not granted such a gift to a non-Ussuran
  more than a dozen times in recorded history. The
  gift is temporary, lasting only as long as it takes the
  heroes to serve Matushka’s will. Each hero was visited by a
  different animal, suitable to his or her persona.]
  Heart of Legion
  Knias Vladimir Drakov needs someone to help to save
  himself, his nation, and his people. When an Arkanun
  Tiger approaches the heroes they have little doubt who
  is asking them to do this. Not only are they charged
  with saving Drakov from his darkness, but they are
  also supposed to inspire him to take care of Jyrgal
  and the Kosars. (Note: The Arkanun tiger is the
  world’s largest cat, which can reach a length of 20
  feet and weigh as much as 1,650
  pounds. It is a spirit skin reserved
  only for the Gaius or one
  whose power exceeds that of
  even 
  the 
  most 
  adept
  Pyeryem mage.)
  
  CHAPTER
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  Bear Necessity
  A local Veche nobleman has fallen prey to some malignant
  spirit or force and his anguished family asks the heroes to
  help him. The secret of his survival lies with the bears of
  Ozero Medvyed (Bear Lake). The journey will be extremely
  difficult because the evil force does not want its truths
  known. Will they help the heroes, and might they even
  awaken the ancient warrior who sleeps at the bottom of the
  lake? Is the nobleman cursed somehow by Saska Tomiech
  from her icy prison? Or will the heroes’ journey take them to
  the fabled Thrice-Tenth Kingdom of Murom?
  Enemy of My Enemy 
  (Pre-Revolution)
  As Montegue’s war rages closer to Pavtlow, Odyesse now lies
  under the authority of the Montaigne occupational force and
  the Marquis du Martisse. While little has changed in the
  city’s daily life, a man who recently lost his family has gotten
  the strange idea to find the Firbor, the Giants of Estermarch,
  and trick them into ousting the Montaigne invaders. He must
  be stopped before he awakens the fury of these tremendous
  creatures. Once they are set free, they will undoubtedly want
  to reclaim the city that was taken from them.
  In Plain Sight
  A krashenka (a rare variant of the pysanka or painted egg) has
  been crafted with some dark, malevolent purpose. Perhaps it
  is poisoned, cursed, or some Eisen shadow-monstrosity lies
  trapped within its decorated shell. The egg comes into the
  hands of someone close to the heroes (or perhaps they learn
  that the cursed item is on its way.) They must now race to stop
  its arrival or fix what harm the egg has caused. Finding out
  who sent it might be even more dangerous.
  A Momentary Lapse of Treason
  One dark-spirited night Knias Tamara unleashed her plan to
  assassinate the Gaius’ wife. It was a moment of weakness fed
  by loneliness and desperation of a love never to be fulfilled.
  Having returned to her senses, the Knias seeks out the heroes
  to stop the assassin. In her shame, she tells them it is a plot
  hatched by her missing brother. Can they stop the men? And
  what would be the odds of Dreng knowing the truth and
  using it to his advantage in some way?
  Vendel
  More Questions Than Answers
  The Vendel regard themselves an honorable people, an open-
  minded people, a hospitable people, but the fact remains that
  they are still people. So when three Vestenmannavnjar war-
  ships are sighted rowing straight for Kirk, their first thought
  is to destroy the invaders before they can land. A short battle
  ensues in which dozens are injured until the Vendel realize
  that the Vestenmannavnjar are fighting defensively and their
  ships’ shields are painted white. A parley is called and the bar-
  barians explain that they had come to speak to the Vendel
  League. The naval commander reluctantly escorts the ships
  into Kirk where the Vestenmannavnjar wait for three days,
  refusing to meet with anyone until they can address the full
  League. 
  Once the League gathers, the Vestenmannavnjar leader
  strides forward and announces himself as a representative of
  High King Gjaeving Asbjornsson, who accuses the Vendel
  people of abandoning the ways of their ancestors, seizing
  lands that did not belong to them, and destroying their
  Vestenmannavnjar brothers. The High King demands gyld,
  monetary compensation to the victim, in the staggering
  amount of one hundred thousand pounds of gold! 
  For many Vendel, it is the first time that anyone has ever
  placed a monetary amount on their actions. While everyone
  agrees that the amount is far too extravagant, some are eager
  to begin negotiating with the High King and avoid the open
  war that once seemed inevitable. Others think that this is
  simply another example of the Vestenmannavnjar stealing
  what the Vendel worked so hard to earn. When the represen-
  tative finishes his speech, he promises to return in one year’s
  time to receive their answer. The Vendel are left with more
  questions than answers, but Val Mokk plans to send a group
  of heroes to find out what is really going on.
  Stop the Presses!
  Since finding a copy of the Grumfather Cycle, a written tran-
  scription of ancient Vestenmannavnjar legends and perhaps
  the oldest written book in Théah, Master Bens Postma has
  poured over it, studying every line and phrase. Convinced of
  its authenticity, he means to turn it over to the Explorer’s
  Society. However, the printers of Kirk are a hungry lot, always
  seeking more material for their ever-growing market of read-
  ers. Postma discovers that the manuscript is missing and
  assumes that one of the many local printers stole it, but who?
  Pages of text have mysteriously leaked to the public —
  apparently practice runs of the difficult print job. Postma is
  appalled to see that the unknown printer apparently wants
  his or her new book to appeal to the rich merchants of Vendel
  and Montaigne, so the names of the book’s heroes have been
  “modernized.” Whatever good the publication of this book
  might have will be lost if even one name is changed: the
  Vestenmannavnjar will take it as an insult of the highest mag-
  nitude and descend upon Kirk with righteous indignation
  and very sharp weapons. Postma happily takes any help that
  he can get in recovering the manuscript.
  A Merchant’s Day
  The Merchants Guild of Eskilstuna has instituted a new com-
  petition called Merchant’s Day. A group of merchants gathers
  at dawn and each places a specified amount of money into a
  cast iron pot. In turn, they each receive a small item of little
  value. It could be a barrel of ale or a bag of flour, perhaps a
  single longsword or a pillow. Without using anything except
  their guile and knowledge of the city, each must trade the
  good they have received for something of greater value. They
  may make as many trades as they like, “upgrading” one good
  for another, over the course of a single day. In fact, it is
  common to see a merchant make a dozen trades within a few
  hours time. They gather again at midnight and show each
  other what they have obtained. Whoever made the most
  
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  profit on their trade wins the money in the pot. This game has
  grabbed the imagination of the Vendel and many visit from
  other cities to try their hand at it. Newcomers and foreigners
  are welcome, but only a few can equal the skill with those
  native to the city. 
  Money Changing Hands
  The rules regarding Guild money exchangers are quite strict.
  All exchange rates must be posted and adhered to, and all
  exchanges under 300 Guilders must be made within 24
  hours. The accepted method of ensuring this is for each
  money exchanger to keep enough currency on hand to satisfy
  their customers. When one does not have enough to cover, he
  must send a courier to obtain more funds. 
  Hans Brok is looking for a reliable courier to do just that.
  Five men walked into his shop over the course of business
  today, each wanting to exchange 250 Guilders for Eisen
  Marks. He agreed to the transactions on the condition that
  the men return at noon the following day. He knows Franz
  Hransh, a money exchanger in a city three hours away, has
  enough Marks on hand to handle the transaction. Now he
  needs a courier to bring him Guilders for exchange at
  Hransh’s shop and the heroes look like perfect candidates.
  Hans hands them a small chest and reminds them that they
  must be back by noon. Unfortunately for them, the road
  between here and Hransh’s shop has far more than its share of
  bandits, cutthroats, and villains. It seems that someone knew
  a courier would be passing through that area with a large
  amount of cash…. 
  The Guilder
  The Guilder is the basis of the Vendel economy and the back-
  bone of trade throughout most of Théah. However, when the
  Vendel Guilds began printing paper currency, they knew that
  safeguards were absolutely necessary. 
  There are three tests of a Guilder’s authenticity. The first is
  that by using a printing technique known only to a handful of
  members, bills are printed with two colors of ink. The borders
  of the money feature knotwork or vines in alternating colors,
  serving as a strong safeguard. 
  The second is the symbol in the upper left-hand corner.
  There the knotwork is most convoluted and in a counterfeit
  reproduction of a Guilder, this image is often blurred and
  splotched. The third test is that when viewed from the side in
  sunlight, the ink on a true Guilder is slightly iridescent. 
  The first two tests depend on the artistry of the top masters
  of the Printers Guild who hold the secret of their printing
  presses extremely close. Anyone who experiments with simi-
  lar methods is either bribed or warned off the project. The
  third test relies solely on a strange powder that is sprinkled
  on the Guilders just after they have been printed. The powder
  clings to the wet ink and gives it that sheen. 
  Only three men know the secret of this substance and the
  barrels are kept carefully guarded. When Val Mokk realizes
  that one barrel has been stolen from his carefully guarded
  warehouse, he knows that the matter requires a thorough
  (and quiet) investigation, and sets about hiring just the right
  people for the job.
  Vestenmannavnjar
  A Snake in the Grass
  Gjaeving Asbjornsson was a rogue and a scoundrel who stole
  from Vendel and Vestenmannavnjar alike before he stumbled
  on the cave of the Grumfather. There, he lost an eye and
  gained the title of High King of Vestenmannavnjar. Gjaeving,
  however, has not proclaimed himself out of fear for his life.
  He made too many enemies during his earlier years and he
  figures the Vendel are likely to assassinate anyone who could
  rally their belligerent cousins to war. To escape the voices of
  his ancestors that whisper secrets and advice to him, he takes
  refuge in the small village of Arndskeep where he hides his
  face within his hood, waits, and watches. 
  The Jordsfolk tribesmen of the village are fishermen,
  untouched by the hatred of other Vestenmannavnjar, and
  faced with a most fearsome adversary. A serpent as long as
  four men ravages their fishing waters. It lies in wait in the
  chilly waters for a fresh meal and then strikes, hurtling out of
  the waters and into the fishing vessels to feast upon the crew.
  Perhaps a band of heroes strong enough to defeat this menace
  will give the High King the courage he needs to face his des-
  tiny.
  For Want of a Necklace
  The Tillitsfolk hold to the old traditions stronger than any.
  They do not trust even other Vestenmannavnjar, so they
  rarely aid their brethren in the struggle against the Vendel.
  However, marriage has a way of bringing people closer and
  the wedding of a young Tillitsfolk lass to a Larsfolk lad has the
  potential to add hundreds of axes to the Vestenmannavnjar
  long boats. But a great deal of tension surrounded the
  courtship, with the promise of unbound fury should some-
  thing go wrong. When several pieces of jewelry disappear
  from the girl’s dowry the night before the wedding, each tribe
  blames the other and tensions flare into rage. Now it’s up to
  the heroes to find and return the dowry before the morning.
  The only clue are a handful of acorns left in the place of the
  jewelry...
  Crew Wanted
  High King Gjaeving Asbjornsson is not a warrior. He’s is a
  rogue with a quick mind and a glib tongue. He has already
  conceived of a way to save his people, but he cannot accom-
  plish it alone. First, he must gather allies and guards to pro-
  tect him. He learns from Gunrud Stigandsdottir that the man
  to help him with both is Magnus Brynjulffrsson af Larsfolk.
  While Magnus had hoped that the High King’s title would be
  his, he is a devout Vestenmannavnjar who truly believes in
  the ways of his people. He will provide Gjaeving with what-
  ever he needs. However, even he is taken aback by the request
  for three warships manned by fierce fighters who can be
  counted upon to obey orders without question. Despite his
  reservations, Magnus has begun looking for a suitable crew
  and is willing to take foreigners if they pledge their loyalty to
  the cause.
  
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  The Althing
  The Bodilsfolk hold an annual althing in Thingvallavatn and
  invite every prominent jarl from across the islands. The alth-
  ing this year promises to be far larger than any ever held
  before. Yngvild Olafsdottir has returned from a voyage to the
  Mirror and rumors abound that she discovered one of the
  Living Runes in those distant waters. Others claim that the
  Vendel traitor Jorund Guttormson has discovered another of
  the Living Runes residing within Kirk itself. Still others say
  that the Grumfather’s chosen, the High King, has been seen
  traveling throughout the islands. No one knows if any of
  these rumors are true, but all believe that this year’s althing
  could provide the answers to these strange tales. 
  Most importantly, Master George Skard, Head of the
  Brewer’s Guild, has brought several hundred barrels of his
  finest. Many Vestenmannavnjar are glad to see one of the
  Vendel Chairs attempting to bridge the gap between them,
  and even happier that he brought beer. They intend to hold a
  drinking contest where the last man standing wins. While
  Skard has received several death threats, he hopes that the
  heroes can ensure nothing untoward happens.
  Extreme Winter Sports
  The Enhedsfolk people of Ormsbeard are plagued by a foe
  they cannot defeat. While it appears to be a man, it descends
  from a cave high in the mountains above their village and
  attacks in the dead of winter. Smashing their defenses aside,
  it seizes one man and then retreats to devour him. The skald
  of the village believes that the creature was once a member of
  the tribe who was cast out. Its rage forms the source of its
  power and as such it can only be defeated if an outsider brings
  the shield it used in life back to the tribe. While the villagers
  do not want to rely upon the heroes, they have no choice.
  Unfortunately, anyone who enters the cave will find that the
  creature has stolen dozens of shields over the years and hung
  them upon its lair’s bloody walls. This may prove a perfect
  opportunity for the heroes to discover the art of tobogganing
  while pursued by a bloodthirsty monster. 
  Vodacce
  Scogna’s Lament
  It is said that no good deed goes unpunished and that is 
  especially true in Vodacce. Captain Sebastiano Scogna once
  performed a very good deed and now he is paying for it. He
  helped a woman named Juliette smuggle a Fate Witch out of
  the country. Not long after that, several of his crewmen died.
  Some were slain in barroom brawls, while some met a grisly
  end at the hands of robbers and cutthroats in the alleys of a
  dozen different ports. Others had tragic “accidents.” Entire car-
  goes were lost to rats or spoilage, or outright theft. His ship, the
  Santa Cecilia, caught fire twice while in harbor. Soon Scogna
  began losing business as well, as several of his regular clients
  cancelled contracts with him or flatly refused to pay after some
  minor infraction or another. His ill luck has followed him from
  Vodacce to Castille, Montaigne, and even Avalon, and the
  strain is beginning to show. Everywhere he turns, doors are
  closing in his face, and he feels slowly boxed in. He is right.
  Giovanni Villanova discovered that the Santa Cecilia smug-
  gled Valentina and Juliette out of Vodacce, and decided to
  make Scogna pay. He brought his considerable resources to
  bear on Sebastiano, with every intention of driving the good
  captain to the edge of madness… right before he kills him.
  Being one of the most powerful merchant princes in the
  world, Villanova has contacts and agents in nearly every city
  in Théah, and they have all been given one mission: make
  Scogna pay. Villanova realizes that the captain is only a minor
  pawn in the game, but until he can find the real players,
  Sebastiano makes an acceptable target for his wrath. 
  Scogna is not a stupid man and it didn’t take much to figure
  out who was behind his misfortunes. He also realizes that
  Prince Giovanni will continue to toy with him until he grows
  weary of the game and then kill him. The only way out is death
  — either Scogna’s or Villanova’s — but going after the prince
  is a fool’s errand. It would be easier to “kill” himself. After all,
  he reasons, if he’s dead, Villanova will be done with him. 
  
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  Now Scogna needs to find a group to help him fake his
  death, so he can retire to a nice quiet island somewhere. That
  shouldn’t be too hard to do in Vodacce, should it?
  A Few Good Sailors
  Shortly after Cabora’s rise and the wind pattern changes that
  accompanied it, one of Prince Bernoulli’s merchants named
  Luigi Catavase discovered something astounding. In the area
  directly south of Cabora between two tiny islands, an area
  once known for its prolonged calms now experiences strong
  and steady gusts of wind. The winds are always blowing from
  one of the islands to the other. After experiencing this phe-
  nomenon on two voyages, Catavase mentioned it to several
  other noblemen during an argument over which of them was
  the best captain. They resolved to race between the two
  islands and settle the matter once and for all. However, some-
  one who did not want anyone traveling near Cabora must
  have heard of their plans because several
  crewmen were incapacitated by sabotage…
  including Catavase himself. Now he is back
  in Vodacce looking for a crew willing to
  brave the dangers of the Mirror, to help him
  prove that he is the greatest of sea captains.
  Invisible
  College
  A Rosemonde By 
  Any Other Name…
  Duc Auguste Danceny du Rosemonde was
  responsible for Montegue’s betrayal of
  L’Empereur in Ussura by warning Princess
  Dominique du Montaigne, who in turn
  warned Montegue, of her father’s treach-
  ery. Now, a year after Rosemonde’s plot-
  ting, the nation of Montaigne lies in chaos
  and confusion, knee-deep in its own blood
  under the iron-gloved Council of Eight. 
  The anarchy has served the Duc’s goals
  fairly well and he’s managed to get far
  more Porté-enriched blood then ever
  before. He is very close to achieving his
  goal, but something has interposed
  itself: his granddaughter, Gabrielle, is in
  danger. Anxious about the times to come,
  he moved her away from Montaigne but it
  seems that danger has found her
  despite his efforts. He must act to
  save her, but who can he call on (or
  manipulate) to aid him?
  The heroes must race to rescue
  Gabrielle wherever she may be: Freiburg,
  Siegsburg (the seat of the Montaigne govern-
  ment-in-exile), some Vodacce Prince’s care,
  or perhaps even an island in the Midnight
  Archipelago would all be good places.
  The question is who has taken Gabrielle? Perhaps the
  Council of Eight? The Church? Some political enemy of the
  Duc or members within the College itself, even Arciniega?
  Perhaps men still loyal to the now dead L’Empereur have
  learned of the Duc’s traitorous acts? Or most wicked of all, is
  it Gabrielle’s own plot to seek revenge for something, know-
  ing or perhaps not knowing her Grandfather’s hand in it?
  In any event, the heroes will be called upon to rescue his
  granddaughter regardless of the cause, the enemies, and the
  danger.
  The Deeps
  A ship and a lost treasure lie at the bottom of a cove and the
  College has been sought out to aid in its recovery before a vil-
  lainous rogue acquires it. The College and its newly devel-
  oped (and greatly untested) “diving apparatus” are exactly
  
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  what the task requires. As no one outside the College would
  likely know how to work the apparatus, heroes with some
  knowledge (and skill) in such things would be ideal.
  The villain knows this too and will do his best to get his
  hands on the apparatus and do away with the heroes. 
  He already has someone who knows the apparatus’s intricacies
  (a traitor to the Order or perhaps a nemesis of the heroes…)
  Dangers such as storms, pirates, sirens, and the inaccessible
  location of the ship itself are bound to make the recovery dif-
  ficult. Assuming the heroes can get there, they will find that
  the ship is guarded by some unnatural entity. Perhaps it is one
  of the Sidhe, or a Syrneth watchdog or some other type of
  mechanica. It could be the item carries a curse. In any case,
  the heroes will have to think on the run, and overcome obsta-
  cles like how to see in the murky depths of Mother Ocean. 
  The Traitor Within
  The war between Montaigne and Castille is over. With the
  exception of the Montaigne “expeditionary force” in Barcino,
  the borders of the two nations have returned to their pre-war
  days. Castillian noble families have slowly begun rebuilding
  and Diego Torres de Zepeda del Castillo is no exception. Like
  his fellow countrymen, he has returned to find the Inquisi-
  tion imbedded in the post-war politics of Castille’s western
  peninsula.
  In the months since the treaty, Diego has moved very 
  carefully for fear of Inquisitors who seem to be everywhere
  these days. When word comes of the need to get someone
  important to the College out of Castille, he must work most
  carefully. His plan is simple. Meet with the Collegian, get him
  into Barcino, and from there, smuggle him across the river
  into Montaigne. 
  This will not be so easy with the Inquisition spying about,
  and they will watch any river travel very carefully. Diego’s
  only hope is that in the chaos and congestion of the city, 
  he might be able to hide the Collegian more safely. He hires
  people he can trust (the heroes) to help him with the daring
  escape.
  Unknown to all, the man seeking escape is not the person
  they expect, but an Inquisitor spy trying to undermine the
  College’s efforts in the region. He will act out his part, but
  stands ready rouse his fellow Inquisitors at the worst possible
  moment… 
  The Pursuit of Ignorance
  Doctor Richard Kailean is the Vaticine Church’s foremost
  authority on the deadly White Plague, and has vowed to do
  anything he needs to do to eradicate the disease. He was
  befriended by Don Petrigai Ontiveros de Rioja del Castillo
  another brilliant researcher who deeply admired Kailean’s
  work. During the course of their collaboration, Petrigai
  revealed his ties to the Invisible College.
  Through their joint work, they have made great advances,
  and may come close to discovering the secrets of the deadly
  disease. Kailean and Petregai’s work has already lead them to
  believe the disease is man-made, and therefore perhaps under
  the control of some organization. If they uncover any more
  about the plague, and tell the Church, there could be panic.
  Despite the secrecy, word of their studies has reached the ears
  of Sophia’s Daughters who feel that it is time to intervene.
  The heroes are either hired by the two scientists as body-
  guards or by the Order to disrupt the men’s work. This sabo-
  tage must be subtle, because if the scientists realize that some-
  one has interfered with their research, they will go to the
  Inquisition without hesitation. The characters must gain
  access to their work notes, which may be in their lab or even
  secured at Kailean’s home. Once they locate the current exper-
  iments they can insure that the two men get the wrong results.
  A few wrong readings could put the scientists on the wrong
  path in their research and keep the secrets of the plague safe.
  The problem of course is that the scientists are very partic-
  ular about their work. Not only do the characters need to gain
  access to their research lab, they need to distract the scientists
  in some way. Both men are so focused that the traditional
  ploys of seduction would be useless. One possibility is to play
  upon Kailean’s well-disguised hatred of Petrigai. Once the
  Highland researcher has what he needs, he will denounce his
  colleague to the Inquisition. Just to make things worse,
  Kailean doesn’t like sharing the limelight with Petrigai. If the
  heroes get a look at his private journal, they may discover this
  fact, which means Petrigai could become an ally, but only if
  he can be convinced of Kailean’s treachery and of the Daugh-
  ter’s more altruistic motives.
  Regardless of who hired them, the heroes will need to be
  extremely careful because they are dealing with two brilliant
  men with powerful connections — and access to a deadly
  plague.
  Rilasciare
  Down with the Queen!
  It has been ten years since the sinking of the Castillian
  Armada. In celebration of this historic event, Queen Elaine
  has declared a national holiday. Huge celebrations, parties
  and parades are being organized, and the Queen herself will
  unveil a statue honoring the brave men and women who
  fought against the Armada. The Brothers of Freedom, a
  Guerilla Alliance cell in Luthon, plan to use the ceremony to
  stage an attack on Elaine. Elaine represents everything the
  Rilasciare stands against: an artificial ruling class empowered
  by an inhuman and sorcerous power. The Brothers believe
  that by assassinating the Queen, they can inspire others
  across Théah to throw off the yoke of oppression and stand
  free. Backed by mysterious sources both foreign and domes-
  tic, the guerillas intend to launch a brutal assault that will
  leave Elaine and several members of the Parliament dead.
  The only people in a position to stop the cell are a few 
  unaffiliated members of the Rilasciare living in and around
  Carleon. These Free Thinkers know that Avalon is a powder
  keg, and the only thing keeping it from exploding is Elaine’s
  presence. If Elaine falls, the resulting civil war will kill 
  thousands, including innocent civilians. The Triple Kingdoms
  will be shattered by infighting as every petty noble with a
  standing guard will try to seize the throne. Furthermore,
  Elaine is the chosen of the Sidhe, and an attack on her will
  bring the wrath of the Goody Folk down on all parties respon-
  sible. Until the Rilasciare can find a way to banish the Sidhe,
  Elaine must not be killed, at least not by the Free Thinkers. 
  
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  Alerting the Queen or her Knights is not an option, since it
  will draw the attention of the hated Bors MacAllister. While
  he has greatly depleted the Society’s resources in Avalon, 
  the Highlander has yet to piece together the extent of the
  Rilasciare. If someone tries to kill his Queen, this will surely
  change. Now a band of rabble rousers, pranksters, and
  philosophers have to save a Queen they despise from a group
  of well-trained, well-funded, and fanatically dedicated assas-
  sins they once considered brothers and friends, all without
  alerting her Knights or anyone else. But they are going to
  need a little help…
  Escape from Il Muro
  For 16 years, Donnabella Zümerwindt has languished in the
  Vodacce prison of Il Muro. She used her captivity to pen sev-
  eral passionate treatises on the unjust nature of rule and the
  need for rebellion. Recently, a daring young burglar sneaked
  into Il Muro hoping to find more of her writings that he
  could bring back to the people. Instead he found Donnabella,
  hiding in the dark and plotting her escape. She told him her
  plan and sent him back to the Rilasciare.
  Il Muro — the most feared prison in all of Théah — 
  is reputed to be inescapable. Furthermore, it is controlled by
  the Villanova family, and anyone attempting to break in or
  out  must deal with Prince Giovanni and his minions. Still,
  the Freeman’s League has decided that the rewards are worth
  the risks. If Donnabella can be liberated, it will send a power-
  ful message to the people. Combined with the recent 
  successes in Montaigne, members of the Freeman’s League
  are certain this bold rescue could ignite a grand revolution, 
  in which the common people finally stand against the unjust
  rule of a decadent nobility.
  With this in mind, the Freemen have sent the call out
  across Théah. Breaking into an impenetrable fortress will
  require many skilled people working in unison. Couriers
  must organize the cells to act together. Burglars must once
  more infiltrate Il Muro and locate Donnabella, then spirit her
  past a legion of guards. Once she is freed, Donnabella then
  has to be spirited out of Vodacce and taken somewhere safe
  and secure. 
  Now, more than ever, the Rilasciare needs heroes: brave
  men and women who understand the meaning of the words,
  “Vero Coraggio.”
  The Rose and Cross
  The typical Rose and Cross mission is the stuff of Dumas
  novels or Errol Flynn movies: rescuing kidnapped nobles,
  thwarting corrupt officials, or delivering critical messages to
  the great and good of the world. However, some aspects of the
  Order are more secretive, and do not always come to the
  public attention.
  Issue I
  On an unusually stormy night, an exhausted and panicky
  Miles Valroux du Martise arrives unexpectedly at the Chap-
  terhouse where the group is staying. Before he is ushered
  away into secret discussions, the characters hear him saying
  the same thing over and over again, “He is gone.”
  It turns out that the Poor Knight who stood immobile for
  centuries on the borders of the Crescent Empire has van-
  ished. The group is soon tasked with journeying across the
  dangerous Vodacce mainland to the fringes of the Empire to
  see if this is true, and hopefully find out what happened to
  the Knight. Rumors have already spread through the Chap-
  terhouse, so the senior members will stress the importance of
  secrecy as they try to contain the speculation within their
  walls.
  Issue II
  The Master Knight of one of the Montaigne chapter houses
  calls on the group to perform a very delicate rescue. One of
  the secretive Invisibles, Knights who distance themselves
  from the Order so they can act independently, has been track-
  ing the location of the missing Montaigne archbishops.
  Apparently he was close to finding at least one of the church-
  men in an isolated area of southern Montaigne, when all con-
  tact with the agent was lost. They have found out through
  contacts in the Musketeers, that he was captured by opera-
  tives of the Committee for Public Welfare (see The Montaigne
  Revolution™ for more information), who are currently unaware
  of his true affiliation and instead believe him to be a royalist
  agent provocateur. The real Royalists are planning to attack
  the Committee headquarters in Buche where the Invisible is
  being held, so the group can use that distraction to free their
  comrade or at the very least secure the information about the
  location of the bishop.
  When found, the Invisible is in a very bad state, having
  been tortured by members of the Committee to reveal his
  supposed treacherous connections. If it comes down to it, he
  will gladly give his life to buy time for the Knights to escape
  with the crucial information. Whether the group then
  reports back to their Chapterhouse or acts on the intelligence
  is a whole new adventure (and can tie in to the archbishop’s
  rescue, detailed on page 35).
  Issue III
  An informant in the Avalon underworld reveals that an assas-
  sination is being planned against Miles Valroux du Martise.
  (The information comes from Sergeant Knight Rachel Milli-
  gan unless the group has seedy underworld connections of its
  own.) The group must very quietly stop the attempt and more
  importantly find out who contracted the hit, so that the Min-
  ister remains safe from future attempts.
  The evil mastermind behind this plan is actually Phillipe
  Ambrose du Gloyure, the Senior Knight of Crieux House, He
  believes that Miles is mentally unstable and therefore a liabil-
  ity to the Order, one that the other senior members are
  unable or unwilling to do anything about. This puts the
  Order in an extremely conflicted position. Removing
  Phillipe will raise questions that the senior members do not
  really want to answer and at least one Master Knight will
  admit to seeing the logic behind the action, even if it goes
  against the very tenets of the society. If confronted, Phillip
  himself is unrepentant and it will take a great deal of skill and
  diplomacy to resolve this issue without causing more prob-
  lems in the future.
  
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  Issue IV
  Francesca, the widow of the late Merchant Prince Alberto
  Lucani, contacts the Order in a very distressed state. One of
  her daughters, thirteen-year old Dahna, has gone missing
  from their family estate in Gorivari. With the inherent Sorte
  abilities of the Lucani line, it is most likely a powerful noble
  or even one of the other Merchant Princes have taken her.
  Prince Donello Falisci himself has been trying to secure her
  hand in marriage for his nephew Guido, which makes him a
  prime suspect. If challenged on the issue, Prince Falisci
  denies all knowledge or involvement in the disappearance
  and even offers assistance in locating the girl.
  Perhaps surprisingly for a Vodacce noble, Prince Falisci is
  actually being entirely truthful and has no idea what has 
  happened to the girl. He is genuinely concerned for her well-
  being, although not entirely without selfish motives as he
  still hopes to secure a political union. However, his young
  nephew Guido is not quite as innocent as he may appear and
  Dahna can in fact be found at one of his estates in the hills
  above Medico. The twist is that she was not kidnapped but
  left Gorivari of her own accord to be with him. While she ini-
  tially considered the young noble as debauched as the parade
  of other suitors, he demonstrated a quality that other Vodacce
  often lack: sincerity. She grew increasingly worried that her
  mother will marry her off to one of the more powerful (but
  terribly loutish) alternatives, so she did something very
  unlikely for a female in Vodacce. She seized her own destiny.
  Depending on how the group deals with Guido, he can be
  very friendly and open. However, when they discover the
  truth, his uncle and Francesca are not quite so forgiving. The
  Prince will send agents to deal with the shame that Guido
  risked bringing down on their family, in a very terminal
  manner. The Knights can stand back and watch as the young
  man is utterly destroyed or risk the anger of a powerful
  Vodacce lord by acting on their conscience.
  Issue V
  A messenger arrives from Heinrich von Salva, the new
  Master Knight of Tannen house. A rich Eisen patron
  bequeathed the latest Chapterhouse of the Order, making it
  an important foothold for the society in southern Eisen.
  However, the new house has been beset by problems, from
  suspected sabotage to missing laborers to nighttime thefts. So
  far, the culprits have evaded all efforts at capture, although
  the Master Knight believes that they are not isolated events.
  One rather superstitious carpenter claimed to have seen a
  rather dubious character “disappear into the night” during
  one such incident. A very important shipment of supplies
  and funds is due to arrive at the port town of Prachtig and
  Master von Salva wishes to have it escorted, since no ship-
  ment with a Knight in charge has yet been attacked.
  Those aware of the various societies of Théah may realize
  that the sabotage is the act of die Kreuzritter, who certainly
  do not want a base of Rose and Cross Knights so close to their
  own headquarters. Remnants of their chivalric order have so
  far stopped them from acting directly against the Knights,
  but their operatives know how important this shipment is to
  the feasibility of the new Chapterhouse. How the confronta-
  tion proceeds could open the doors to an entire shadow war
  between two of Théah’s most powerful organizations.
  Issue VI
  An Explorer Captain who is a patron of the Order in good
  standing contacts Caerleon House with a problem. Over the
  last few weeks a number of their ships being outfitted for
  explorations to the Western Oceans have been sabotaged and
  they have so far proved unable to catch the perpetrators.
  Although the Order worries about this new Age of Explo-
  ration, they want to dispatch a small group to Cardican to
  assist for a number of reasons. Firstly, although relations
  between the two groups are generally good, it does not hurt
  for the Explorers to owe the Order a favor. Senior members
  also wish to get an operative on board the ship, so that they
  can better deal with whatever lies out beyond the western
  seas. They leave it to the heroes to decide whether the agent
  hides onboard in secrecy or negotiates passage openly.
  Issue VII
  Two weeks ago three Crescents arrived in the Vodacce city of
  Porto Spatia making inquiries about the Poor Knights. It
  seems that they are descendants of the troops that served the
  Knights during the Crusades, and have kept the Order alive
  in a certain sense, unaware of its destruction at the hands of
  Philip IV of Montaigne. With the relaxing of the borders
  between their nations, they now seek to restore connections
  to the mother organization.
  A small group of Knights is quickly and very quietly dis-
  patched to meet the visitors and bring them in total secrecy to
  Crieux House. However, a number of groups (including at
  least two Merchant Princes) have taken an interest in the for-
  eigners, so a stealthy extraction from Porto Spatia may be
  more difficult than first imagined.
  Die Kreuzritter
  The Mark of the Cross
  On 4 Tertius, Father Werner Gerbeck was found dead on the
  altar of the Chapel of the Flame in Insel. Hauptmann Kessler
  investigated briefly and arrested a trio of Objectionist insur-
  gents for the crime. The arrest never sat well with Ernst Gib-
  bler, a guardian of Insel for die Kreuzritter. He had been fol-
  lowing the suspects on the night of the murder and knew
  they went nowhere near the Chapel or Father Gerbeck. 
  After leaving a coded message for his fellow guardians,
  Gibbler broke into the Chapel to investigate the murder him-
  self. Ernst left a letter in an established drop location for the
  town guardians, but did not arrive at the meeting. The letter
  informed die Kreuzritter of some important information
  seemingly ignored by Hauptmann Kessler, namely that
  Father Gerbeck had apparently been strangled with the sort
  of chain that normally carried the Vaticine Cross around his
  neck. The cross itself was missing but Gibbler left no mention
  of its suspected location. There was another telling mark that
  had not gained mention in the public discussion. Father Ger-
  beck was found with a Vaticine Cross drawn in what appeared
  to be blood on his chest, blood that must have been provided
  from another source, as he had no open wounds.
  
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  Die Kreuzritter town guardians continued to search for
  clues and Ernst Gibbler over the following days. Gibbler’s
  body was discovered three days later in a secret Black Cross
  Sanctuary near the Städtwatcher Barracks, the victim of a
  severe beating and probable torture. His forehead was
  painted with a Vaticine Cross in blood, quite possibly the
  mark of the same murderer. With their Sanctuary discovered,
  the guardians scattered into hiding, but there is a murderer in
  their city. Justice must be served and the killer caught, even if
  that means tasking outsiders to do the job…
  A Matter of Faith
  The Hospital of the First Witness is renowned for its impar-
  tial neutrality. It has never refused to treat any faction, and
  the city leaders (whatever their position) respect that impor-
  tant gift. However, in the last month, that has changed.
  A mysterious group of men, shielding their identity with
  masks, have begun to stage attacks upon the hospital. Doctors
  have been attacked while traveling to tend to the ill in various
  sectors, and the hospital itself has witnessed no less than
  three assaults. Die Kreuzritter has called back various 
  members in the Crescent Empire to assist in protecting their
  home. Sigrun Mastof refuses to let these threats stop the 
  service of the Hospital, however. Every morning she makes
  her rounds about the city inquiring to the needs of various
  missionary clinics. Her routine route has created a security
  problem for the Black Cross Guardians assigned to protect
  her from harm. The Honor Guard of the Founder’s Tomb has
  volunteered to serve as her personal bodyguard, and acquit-
  ted itself quite well in the streets of Zafara. In a matter of
  hours, their combat skills reminded many of what earned
  these Knights the privilege of guarding the remains of Die
  Kreuzritter’s founders. 
  Unfortunately, their new duties have left the tomb at the
  center of the Hospital of the First Witness unattended.
  During this time, vandals made their way into the sepulchre
  and vandalized the tomb. Nothing appears to have been
  stolen but the crypts were overturned and a message was
  scrawled across the wall in tikaret-baraji, “Your false faith has
  no place here.”  The Knights would like very much to learn
  who is behind such desecration. Very much indeed.
  Los Vagos
  Will the Real El Vago 
  Please Stand Up?
  The heroes are members of a band of Los Vagos, either under
  the command of an El Vago or perhaps one of them is El Vago
  him/herself. On one of their patrols through the region they
  come to San Felipe, a good-sized village they rarely visit.
  Although in the past the villagers have greeted them with
  great friendliness, this time they are all hiding in their
  homes, with the doors locked and weapons ready. A hidden
  sniper even fires a shot from a rooftop. The party must find
  and either force or convince one of the locals to reveal why
  the village has suddenly turned against them.
  Apparently, about a week before the heroes arrived in San
  Felipe a band of thugs attacked the farm of Victor Herrera,
  the most successful farmer in the region. Victor is no don, but
  by the sweat of his and his family’s brows he managed to build
  a good, working rancho. The bandits burned a number of the
  outbuildings and stole what little money and treasure the
  family had (including a pair of candlesticks that have been 
  in the Herrera family for generations). There were several
  witnesses, and all of them swear that El Vago himself led 
  the thieves!
  Obviously someone has appropriated the Vagabond’s 
  identity to perpetrate crimes on the loyal citizenry of Castille.
  The heroes will have to go to the Herrera holdings and 
  convince Victor that it was not they who robbed and beat
  him. Then they need to find out enough clues (tracks, a ring
  on the false El Vago’s hand, one of the thieves who walked
  with a limp or had a strange accent, etc.) to track down the
  impersonators. 
  The GM can decide the exact nature of the thieves, but
  some possibilities include:
  • Simply a local bandit chief, perhaps an old foe of the local
  Vagos.
  • The indigent son of a local noble who is raiding local 
  villages for “kicks”
  • A local priest who believes El Vago to be a spawn of Legion,
  and wishes to destroy his reputation among the locals.
  An Ungentlemanly Calling 
  (Pre-Revolution)
  The heroes receive word that the Montaigne leader, 
  Commander Luc Leveque d’Aur, is traveling southward to
  assume command of the troops besieging El Morro. Castillian
  snipers killed both his two elder brothers who had held the
  command before him. Leveque must be prevented from
  reaching the front lines because he is a brilliant tactician who
  may very well figure out how to crack El Morro. He will be
  taking a carriage from the Montaigne-held city of San Juan to
  the front lines. The bad news is that he travels with 
  a squadron of troops from his regiment; some unknown assas-
  sin has already made an attempt on the young Commander’s
  life, meaning that the troops will certainly be on their guard.
  The trip takes roughly five days. Because the Commander
  is now extremely paranoid, he will not stay in any inns or 
  taverns on the way. He prefers the open road to the risk 
  of being trapped in an inn by determined assailants. If 
  Commander Leveque can be stopped, it is possible that the
  Montaigne invaders would give up the siege of El Morro, and
  with it any hope of pushing east into the rest of Castille.
  Sophia’s Daughters
  The following scenario hooks work best if the majority of
  the party are members of or affiliated with Sophia’s Daugh-
  ters. Members of the Order are quite adept at using dupes and
  puppets so it is just as possible for the group to become
  involved at the behest of a friend. It is also possible for them
  
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  to be manipulated into helping the Order by a member 
  of their own group, who has kept her involvement a secret
  until now.
  A Stolen Word
  Every member of Sophia’s Daughters keeps a journal so that
  her secrets can be passed on to the Order if something should
  happen to her. Many are written in code, to prevent the
  wrong eyes from seeing it should disaster strike. 
  Just such a disaster has befallen a jenny by the name of
  Annabel Diego who plied her trade in the town of Barcino,
  one of the last bastions of Montaigne rule on Castillian soil.
  Here she made contact with Las Muñecas, a group of jennys
  who are also members of Los Vagos. For the past year Annabel
  had been their liaison to the Daughters, and the two groups
  had finally begun to work together. With the war mostly over,
  many members of Las Muñecas felt that their work was done,
  although most wished they could do more. This attitude
  allowed Annabel to recruit some of them into the Daughters
  as well. 
  Things went well until Annabel’s journal disappeared. 
  A rather perverse Montaigne soldier named Gérard
  LeVaraque took it after his last “liaison” with her. He thinks 
  it is the diary of a jenny, and there-
  fore full of scandal and lurid
  sexual details but he struggles
  with the code in which it is
  written. Unfortunately for the
  Order, LeVaraque has no clue
  about how truly scandalous the
  information is. If he can decode
  the writing, he will blow the
  cover of both the local Daugh-
  ters and Los Vagos.
  The heroes may become
  involved when they are hired
  to retrieve the journal, or
  they may be called upon to
  help break the code. In either
  case, they will be privy to
  secrets that could affect the
  fate of all Théah.
  Dangerous
  Liaisons
  One of the Daughters is in
  danger and has sent a coded
  note to the Order to plead for
  help. However, she was too
  frightened to use her real
  name in case of discovery so
  all the Order knows is that
  she is in a house in the
  wealthy district of town.
  The house belongs to a
  highly placed politician or
  noble from whom the
  Daughter 
  periodically
  gathers information.
  Luckily, the heroes arrive just in time. The first thing they
  see is the lady of the house being abducted. A masked man is
  taking her unconscious body down a ladder from her room.
  He will flee if things look bad for him, hopefully with his
  prize.
  The lady’s abductor is actually her lover, and they are 
  running away together. She loathes her husband, who often
  slips her a sleeping draft (as he did tonight) to ensure she does
  not engage in any clandestine activity. Both the lover and the
  lady will be very surprised — and probably not too pleased —
  to have their plan interrupted. The lady asks the heroes 
  to save her maid from
  her vile husband
  and then flees into
  the night with
  her lover.
  
  CHAPTER
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  The characters return to the house to see if they can con-
  tact a maid named Lysette. Regardless of the state in which
  they find her (calmly going about her business, hiding from
  the husband, or about to leave the estate), they learn that the
  master of the house plans to take terrible advantage of her.
  His wife’s abduction may be just the distraction he needed to
  visit his desires on the poor girl. He is a powerful man,
  socially and physically, so any resistance on Lysette’s part will
  have dire consequences for the young woman. He is accus-
  tomed to getting what he wants, and will not take “no” for an
  answer. At some point during all of this, the party learns that
  Lysette is also a member of Sophia’s Daughters. This opens up
  a number of possibilities — is she there to spy on her master?
  Is she trying to make contact with someone? Was her mis-
  tress involved in the plot or merely a conveniently unhappy
  noblewoman?
  Much of this adventure depend on the group’s first
  encounter and how involved they are with the Order. It could
  become a race against time or a subtle investigation to assist
  Sophia’s Daughters.
  The Business of Love 
  The half-Sidhe knight Sir Padyn of Summersfall has fallen in
  love. The object of his affection is a jenny named Nicola Pren-
  tice, a young woman very much out for herself. She was
  rather pleased at hooking a man as dashing and fair as this
  knight — so much so, in fact, that she very nearly considered
  not charging him for her services. When he began romanc-
  ing her and pledging undying love, she knew he was worth
  milking, so she appeared to reciprocate the feelings for as
  long as she could.
  Unfortunately, the naïve Padyn took this to mean she felt
  the same passionate and deep-seated love that he felt for her.
  He trusted her far more than he should, and made the terrible
  mistake of telling her all about himself — which included his
  adventures in Bryn Bresail, and his membership of the “Sons
  of Lugh,” the Sidhe side of Sophia’s Daughters.
  Nicola realized this information was worth a great deal of
  money. While her ardent lover was away, Nicola made contact
  with the local Inquisition and arranged a meeting. Luckily Sir
  Padyn had a habit of speaking openly about his life with his
  friends, so when he told them what he had done, they real-
  ized his obvious mistake. They bring in the heroes to help
  defuse the situation, and put Padyn under lock and key for his
  own good until the whole mess can be resolved. 
  Meanwhile, the lovely but cold-hearted Nicola waits in the
  nearby inn for the Inquisition to make contact and offer her
  money for her information. However, now that she has had
  time to think, she is having second thoughts. She is begin-
  ning to realize the feelings Padyn has for her are real and
  worse: that she is beginning to feel the same way for him.
  The heroes need to find a way to talk Nicola out of telling
  the Inquisition. Failing that, they need a back-up plan. The
  Inquisitor will be arriving soon after they confront Nicola
  (unless they manage to burst into the room at Just the Right
  Moment), expecting to be told a great secret. They may even
  find themselves trying to rescue Nicola (the girl they were
  hired to “deal with”) from the very Inquisitors she contacted!
  The Witches of Escavalon
  Escavalon was once one of the most bountiful farmlands in
  Avalon. Now it is a center of unrest and suspicion. Neighbors
  cast a nervous eye towards each other and constantly whisper
  rumors and innuendo. It all began with a series of inexplica-
  ble events including curdling milk, sick farm animals, and
  strange illnesses. At first, most blamed some mischievous
  Sidhe, but the normal protections (such as rings of clover and
  cast iron) have had no effect. Now things have escalated and
  constant reports circle of eerie chanting at midnight, men
  sickening or even dying, and the worst harvest in years. 
  A group of young women claimed that they were
  bewitched by three spinsters and forced to cavort with the
  forces of Legion. While most dismissed the accusations, 
  the strange activities are beginning to form a pattern around
  the three. Most of the illness has been within an hour’s walk
  of one of the three women. Mysterious voices come from the
  ponds or streams passing through their lands and while none
  of the three interacts much with outsiders, they always seem
  well informed about the world at large. Finally, a mob could
  take no more and seized the three, meaning to put them to
  death. However, Henry Cardigan, a legal scholar on sabbati-
  cal, insisted that the women must have a fair trial. When no
  one would defend the spinsters, they put the question to a
  group of strangers traveling through the area: defend the
  witches or allow them to die without a trial. The people of the
  area refuse to wait for a judge or Knight; they insist the trial
  must be tomorrow before the first night of the full moon. 
  Despite the peasants’ suspicions, the three spinsters are
  guiltless of the accusations. They belong to Sophia’s Daugh-
  ters, a group with many mysterious powers and the ability to
  see events transpiring across Théah. All three retired from
  any active participation in the group, but their presence pre-
  sented a threat to the true culprit, Henry Cardigan. Cardigan
  made a pact with the Unseelie for mysterious powers that
  even he does not truly understand, and means to form a
  coven of witches in the area. He will use the trial to foster sus-
  picion and hatred among the innocent peoples of Escavalon.
  The Vaticine Church
  Sheep Among Wolves
  Cardinal Carouso della Spada Lucani has invited members 
  of the Gnostic Order to hold their annual Forum in his 
  Archdiocese. In the last two years, the Gnostic Order, 
  an organization consisting of priests dedicated to the study of
  the Creator’s Puzzle and the dissemination of knowledge, has
  come under increased scrutiny from the Inquisition. 
  The Cardinal could shield the Order from the Inquisition,
  however, his radical reputation might drag them down with
  him, should the Cardinal himself be put to the Question.
  Although the leaders of the Gnostic Order decide not to
  risk attending Lucani’s gathering, the last thing they want to
  do is snub the Cardinal, so many of them end up sending sub-
  ordinates in their stead. One of the priests invited to go
  chooses a hero as his representative. Unbeknownst to the
  Cardinal, the Inquisition has sent their own spy, posing as 
  a humble friar from Eisen.
  
  CHAPTER
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  The panels and presentations that the Cardinal puts
  together for the Forum turn out to be a bit much even for the
  open-minded Gnostic priests, and run the gamut from Cres-
  cent art to a collection of Syrneth artifacts fished from the sea.
  The Cardinal is unaware that these artifacts, when kept in
  close proximity to a sleeping human, have the ability to draw
  forth ghosts from the sleeper’s mind and render them visible
  to the waking eye. Recently masked men, hands covered in
  blood, have appeared wandering the halls of the Cardinal’s
  palace at night. A few have even begun speaking to the 
  Cardinal’s guests.
  If anyone were to discover the origin of these strange
  visions, the Inquisition would reap a terrible bounty. The
  players must find a way to banish the spirits without bringing
  down the wrath of the Defenders of the Faith. 
  A House Divided Against Itself
  Cardinal Sergio Bilardo has fallen gravely ill. He is not
  expected to live much longer, and the Hieros Council has
  convened in Vaticine City to discuss his replacement. In the
  meantime, a trio of monastic scholars has been assigned to
  put the Cardinal’s papers in order.
  While going through these papers, the monks discover a
  trunk containing etchings of the human form, along with
  what appears to be a copy of a block of Syrneth text, and a
  journal written in Cardinal Bilardo’s own hand. The journal
  theorizes that the etchings could be instructions for creating
  human life, or a formula used by the Syrneth to transform
  themselves into human beings. Further, the journal posits
  that these Syrneth creatures may walk among humanity even
  now, and contains evidence of a conspiracy within the
  Vaticine Church that actively conceals the existence of these
  creatures from the rest of Théah.
  The monks choose to report the matter to their Monsignor,
  who asked them to keep the matter quiet and turn over all
  controversial materials to him. The Cardinal is on his
  deathbed and the Monsignor wants to avoid a scandal. Unfor-
  tunately for the Monsignor, one of the monks doesn’t have
  the stomach for the deception and reports the matter to the
  Inquisition… which dispatches a group of Defenders of the
  Faith to collect the materials and arrest everyone involved.
  Luckily, Largo Gallegos de Aldana, a die Kreuzritter agent
  within the Inquisition, passes along the information regard-
  ing the journal to his society. A group of Black Crosses is sent
  to retrieve Bilardo’s journal and eliminate any evidence of the
  society’s goals and activities.
  The Defenders of the Faith arrive at the Monsignor’s apart-
  ments just as the Black Crosses are rummaging through
  them. A fight ensues, and the Monsignor is caught in the
  crossfire and killed. The remaining two monks witness the
  Monsignor’s death and flee in the confusion. Cardinal Ver-
  dugo, who knows of die Kreuzritter’s existence but little
  about the group’s size, capabilities, and true motives, decides
  that these heretical documents are the key to uncovering a
  vast conspiracy within the Church itself. He publicly
  denounces Bilardo and launches a purge of the Church, start-
  ing with the fugitive monks. Cardinal Carouso della Spada
  Lucani voices his opposition to Verdugo and offers the monks
  sanctuary in his Archdiocese in Vodacce. Lacking a Hiero-
  phant and without a tenth Cardinal, the Church itself may
  schism as the remaining Cardinals align themselves with
  either Verdugo or Lucani.
  Cardinal Christina however, has other plans. She contracts
  the characters to quietly intercept the monks before they reach
  their destination, liberate Bilardo’s papers, and return them to
  her. She explains that once the lightning rod of this contro-
  versy disappears, the storm will abate. In reality, Christina has a
  group of powerful patrons interested in the etchings, patrons
  who do not want to become directly involved. Even if the
  heroes manage to stop the Vaticine Church from fragmenting,
  they may end up delivering the secret of creating human life
  into the hands of Alvara Arciniega.
  (Alternately, the characters could be brought in by one of
  the other factions. Die Kreuzritter could send them in to
  retrieve Bilardo’s journals and sanction anyone unfortunate
  enough to have read them. Or they could be importuned by
  Cardinal Carouso to fend off the Inquisition long enough for
  him to study the documents. The players might even be
  devout Vaticines, driven into the arms of the Inquisition out
  of fear of the intellectual excesses of Carouso and his 
  adherents.)
  Regardless of how the characters enter the story, their pur-
  suit of the monks should lead them through parts of Castille,
  Eisen, and Vodacce, and put them at odds with agents of the
  Inquisition and die Kreuzritter, in addition to elements of the
  Vaticine Church and perhaps even Novus Ordum Mundi.
  (Note: if you adhere to the timeline, see Chapter Four for 
  specific events relating to this adventure.)
  The Objectionist Church
  Nearer My God To Thee
  On the cold and sleeting shores of Avalon dwells a small sect
  of Objectionists known as the Theites. Fiercely austere souls,
  Theites are strict in their observances, solid in their devotion
  to the written word of the Prophets, and unwavering in their
  condemnation of sorcery and its trappings. Those trappings,
  as far as the Theites are concerned, include wealth, dancing,
  drinking, and foppish dress. These dour souls, though hard-
  working and honest, are widely disliked in Avalon. Their
  faith has been known to make the Sidhe queasy and Glamour
  rarely works in their presence, as they see straight through it
  to the reality beneath.
  To escape some sort of mysterious curse, a group of Theites
  has decided that Theus wishes them to make their homes in a
  new land — a land they can devote to His worship, free from
  sorcery and Legion’s Imps. A group of them approach the
  heroes, seeking to hire them on for protection, transport (if
  the party has a ship; if they do not, the Theites charter one), or
  both. They work hard and spend prudently, and can thus
  afford to pay the heroes very well for their assistance on the
  voyage to the Midnight Archipelago, where they intend to
  settle on an uninhabited island.
  Unfortunately, shortly after the voyage departs from Cardi-
  can, it becomes apparent that the mysterious curse has fol-
  lowed the Theites, as ill luck and minor accidents plague the
  vessel. A disguised Sidhe, angry that the Theites’ devotion to
  their god allows mere mortals to resist the will of the Goodly
  
  CHAPTER
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  Folke, has impersonated a member of the congregation to
  teach the mortals a lesson in respect — and have some fun
  while he is about it. It is up to the heroes to discover, then
  drive off or placate, the angry Fae before the vessel sinks or
  worse. 
  Such a task is far more difficult than it appears. The party
  has a powerful Sidhe angry with them, and all they have to
  count upon are their wits, their swords, and the faith of the
  Theites. (See The Church of the Prophets™ and Avalon™ for more
  details.)
  Thine Be The Glory
  A council of Apostles selected from each nation has spent the
  past fourteen years gathering songs of worship from their var-
  ious congregations. They have gathered in Siegsburg to
  debate which to include in the first Objectionist Hymnary, a
  collection of songs, paraphrases of the Prophets’ teachings,
  and devotional chants. The Council hopes that as the faithful
  raise their voices as one in devotion to Theus, the disparate
  strains of Objectionism will be united. 
  Unbeknownst to the Apostles, agents of the Vaticine
  Church are creating a false Hymnary that will fan the flames
  of controversy and argument among the heretic Objection-
  ists. They plan to substitute the forgery for the real Hymnary
  as it makes its dangerous overland journey to Prachtig where
  it is to be printed and distributed throughout Théah.
  Where could the Objectionists find heroes brave enough
  to take this important manuscript on the perilous trail
  through the Weissbergen and the Schwartzwalden?
  A Mighty Fortress Is Our Lord
  A small farming community in Vestenmannavnjar has cast
  aside the worship of the Grumfather and the Living Runes,
  eschewing their peoples’ warlike ways in exchange for the
  peaceful teachings of the Prophets. Taking up the lives of 
  Liberans, they have angered a local skjæren who has besieged
  the hapless farmers with storm and blight, withering their
  crops and shattering their simple homes.
  The characters find themselves in Kirk where they meet an
  influential Vendel merchant and charity patron who tells a
  heart-rending tale about a community of devout Liberans. He
  would be profoundly grateful if someone could save the com-
  munity from the wrath of the skjæren. All they have to do is
  run a cargo of food across a hostile sea to a community of
  proud and stubborn Vestenmannavnjar who are likely
  unwilling to accept their help. Oh, and fight off a furious and
  powerful skjæren and her axe-wielding cohorts before they
  burn the village to the ground and slay the Liberans (and the
  heroes) for the insult they have rendered to Grumfather. (See
  The Church of the Prophets™ and Vesten/Vendel™ for more details.)
  Glorious Things of Thee 
  Are Spoken
  Early one morning a polite, soft-spoken Highlander traveler
  approaches the heroes. Although he is obviously tired, he
  refuses to sit and partake of refreshment. He states his case
  simply and succinctly — he represents a group of Objection-
  ist scholars who wish to print a rare volume on doctrine. 
  It resides in the private collection of a wealthy patron of the
  arts who lives in the local area. Having heard of them by rep-
  utation, he beseeches them to obtain the volume for him,
  playing to whatever the party is renowned for — helping the
  needy, furthering the cause of philosophy, or accepting
  money in exchange for services.
  After speaking with him, any scholars particularly well
  versed in Objectionist theology may recognize him for an
  Apocryphast, a member of a small Church of Highland
  Objectionists who collect works on religion banned by the
  Third Prophet (whom they are convinced was a charlatan).
  They firmly believe the Third Prophet has yet to appear and
  seek to prove to the wider world that the doctrines of the
  “Third Prophet” should be cast away from the Church for the
  corrupting influences that they are.
  Of course, getting the book will be very difficult as the col-
  lector is suspicious of everyone and has hired large dogs and
  larger guards to patrol the gated grounds. He has also
  installed pressure pads that ring alarm bells beneath certain
  tiles on the library floor. He can, however, be flattered into
  allowing the heroes to see the book, and may gloat about his
  impenetrable fortress, offering quick-thinking and fast-talk-
  ing characters an opportunity to fool him into revealing its
  weaknesses before they steal the book. 
  Regardless of how the heroes get the book, if they peruse
  its pages before handing it over to the Highlander, they will
  discover that their troubles are far from over. Rather than the
  10th Century liturgical discourse the cover announces it to
  be, the book is nothing less than the Prophecies of Marius of
  Tyana, a tome written shortly after the time of the First
  Prophet. The Third Prophet declared it heretical, and all
  copies were thought destroyed. Written in a small Numan
  port in southern Montaigne and based on conversations with
  the disciples of the First Prophet, Marius details what will be
  expected of future prophets. His description of the Second
  Prophet is accurate to the finest details, but his description of
  the Third Prophet is nothing at all like history describes. 
  The revelation of this book would likely shake the Vaticine
  Church to its core, and bring fierce persecution down upon
  the Apocryphasts. It is up to the heroes to decide whether or
  not they turn the book over, which would validate the argu-
  ments of the radical Highlanders, or destroy it and maintain
  the status quo. (See The Church of the Prophets™ for more details.)
  
  About Metaplot
  Loosely defined, a “metaplot” is the overarching or most
  important storyline in a plot. It is the plot from which all
  the other subplots are derived. When AEG released 7th Sea
  in 1999, the designers built an elaborate world with sub-
  plots that wove in and out of a master or metaplot. Debating
  the relative merits of a metaplot is one of the favorite pas-
  times of gamers and game designers alike.
  Within the 7th Sea community itself there are those who
  follow the metaplot to the letter, those who take from it
  what they want, and those who disregard it almost com-
  pletely — and all of them are equally correct. It behooves
  designers to present the metaplot as fastidiously as possible,
  which gives the players the maximum number of options
  for their campaign. Those who have built their games
  around the story won’t be left out in the cold, while those
  with different notions have the widest array of possibilities
  from which to pick and choose. In the case of 7th Sea, we
  have tried to balance stories in this book with Théah’s meta-
  plot, and offer suggestions on how the characters can be
  involved. For while the sourcebooks detail the exploits of
  kings and villains, your characters are always the center of
  the story. They are Théah’s heroes, far more than even the
  most important NPC.
  Below is a series of brief vignettes outlining the major
  events in Théah for the next five years of game time. They
  are painted in broad strokes, rather than fine details, and are
  intended to help GMs so inclined to plan out their cam-
  paign. Many of them are left open-ended, allowing your
  heroes to take a hand in shaping the events which unfold
  (or even replace certain NPCs if they fit the role). As always,
  GMs are encouraged to take what they want from the mate-
  rial and use it for the benefit of the group. In the end, it’s not
  so much whether you know the exact moment that a major
  NPC did a specific thing but whether you had a good time
  playing the game.
  1670
  Montaigne
  Impressed with the courage and dignity of her prisoner
  Montegue (and egged on by back-room negotiations with
  the Vaticine Church; see the “Tower of Faith” adventure on page
  35), Fauner Pösen decides to let him go free. In fact, she
  offers to give him funds and troops to march on Montaigne
  and restore the monarchy. She hates chaos, and has seen
  more than enough in her own nation. It is clear to her that
  the Revolutionary government in Charouse has no idea
  how to run a country, and that their good intentions have
  deteriorated into terror and bloodshed. Montegue agrees
  with her in principle, but wishes to learn the whereabouts
  of his wife before committing to restoring order in Mon-
  taigne. 
  Thanks to her intervention, Montegue has a very secret
  reunion with Anne and Jean-Marie Rois et Reines, the
  heads of the government in exile, who agree that he is the
  best man for the job. They pledge their support and that of
  Cherie Montaigne de Aldana as well. The stage is set for a
  triumphant return to bring peace to the greatest nation in
  Théah. Only one thing remains to be done…
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  “We told my father that it was stillborn. He was furious, of course.
  He came into my room and screamed at me. Told me that I had
  never been anything but a disappointment to him — of all his chil-
  dren, the one born without the sacred gift of Porté. He told me that as
  soon as I could walk I was to leave the palace and never return.”
  Montegue was unable to respond. What could he say? The horror
  of her experience, yes, but his son?! The son he thought had died upon
  entering this world, alive!?
  “Wouldn’t my father be surprised to learn that he was wrong? 
  Oh yes, quite wrong.”
  The reality of her actions filled him with disgust. He looked at her
  in disbelief. “What did you do to my son?”
  “Your son? Your son? What did you ever care about anything
  except war and glory? Did you think I actually loved you? How
  could I? Given like some cow as a prize to the peasant boy
  with the big sword! I hated you. I was glad when you
  went away to war. I prayed for your death. Then I
  would not have to submit to your fumbling caresses
  and your pathetic need to please
  my father. The child is mine,
  Montegue! As is his power…”
  Montegue rose abruptly
  from his chair, which fell back
  with a thud on the wooden floor.
  “You selfish, spoiled monster! I gave
  you my heart! I would have done any-
  thing for you! I loved you, Dominique!
  How could you do such a thing?”
  She threw back her head with a harsh,
  mirthless laugh. “A monster, eh? What hap-
  pened to being your beloved wife? You don’t want
  me anymore?” Her voice rose to a crescendo. The
  look of triumph on her face changed to one of
  wonder as she gazed at her hands. She
  clenched her fists several times, then
  reached out in front of her. With almost
  no effort, she parted the air. Montegue
  staggered back as his demented wife
  ripped open a rent in space. 
  “No power? No power,
  father? At last I will be free of
  you!” She flung herself into the
  void and disappeared. The last
  thing Montegue remembered
  before he slipped to the floor in a
  faint was the sound of her triumphant, maniacal laughter.
  Arnaud de Charouse had become an uncontrollable tyrant,
  and along with the Commission of National Welfare, contin-
  ued the relentless pursuit of “enemies of the state.” He feared
  for the loss of what he felt he had built, and saw a fearful
  future for Montaigne if the monarchy were to be restored.
  The Frenzy grew in intensity as the Council of Eight sent
  hundreds of people a day to le coiffeur. The populace began to
  realize that he was every bit as bad, if not worse, than the ruler
  they were so eager to depose.
  Then came the rumors. Montegue was alive. Montegue
  had returned. Montegue was marching towards the capital
  with an army of liberators. Alarmed by the growing reports,
  the Council of Eight dispatched its spies to ensure that the
  People’s General never reached Charouse.
  The night before Montegue de Montaigne was due to cross the
  border into his homeland, he sat in the back room of a heavily-
  guarded inn awaiting the arrival of the woman he had not seen in
  more than two years. Although he was a brave and sometimes reck-
  less man, his heart was pounding and his hands were shaking like a
  schoolboy’s. Dominique, his beautiful wife… He could only imagine
  what life had been like for her since he left for the snow-choked lands
  of Ussura. He had heard wild stories but he knew that once they were
  together, all would be well.
  There was a knock at the door and he leapt out of his chair. The
  door swung open and the room was filled with his
  wife’s heady perfume. A thousand memories
  rushed into his head as he watched her pull
  back the hood of her voluminous velvet cloak
  and remove a mask from her face. She was still
  incredibly beautiful but almost gaunt and her
  eyes showed great sorrow. Her smile was
  fleeting, but she came into his arms
  without hesitation and hid her face in
  his shoulder.
  “Ma belle,” he whispered as he held her
  tight in his strong arms. He could face
  anything now that they were back
  together. He never got over the amaze-
  ment of being the husband of the
  Empereur’s youngest daughter, and elevated
  to the heights he had achieved. 
  He led her to the bed but she pulled away
  and sat down at the table instead. He was
  surprised but realized that they had much to
  discuss. He poured a glass of wine for her and
  nodded. “I am so sorry to learn about our
  little son. Tell me what happened. What
  have they done to you?”
  “It is a long story, husband, one that does
  not have a happy ending. It was a long and
  painful labor that lasted two days. Two
  days of blinding pain. I screamed until I
  had no voice left. Anna was with me, but
  neither my mother nor my father came
  to see me. I was alone. In pain.
  When I awakened, Anna told
  me it was a boy.”
  Montegue reached for her
  hand but she withdrew it and put it in her
  lap. Her expression did not change and her husband sat back, 
  confused at the rebuff. He watched as the Princesse stood and
  shrugged off her cloak onto the chair. She began to pace as she 
  continued her story.
  “A son. A boy. I wanted to name him Douleur for the pain he had
  caused me but Anna said we must name him Léon after my father.”
  She paused. “Anna and I had a little secret, though. The months of
  my confinement had not been idle ones. We spent the time poring
  through dusty old books. We read the ancient texts and she worked
  the Strands. And then we found it. A ritual. A dark deadly ritual.
  And my newborn child was the key to it. Nothing should have gone
  wrong. We were so careful.”
  The veteran of countless battles, the man who had seen his own
  troops die in the crushing snows of Ussura felt his stomach twist and
  turn in sickening loops.
  “The child is alive?” he gasped.
  
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  A somber Montegue emerged from the encounter with his
  wife determined to at last bring freedom to his country. With
  Pösen’s troops in support — as well as allies in the Church
  and other companions — he led a growing army towards the
  capital. Peasants began to flock to his side. Swordsmen
  pledged themselves to his cause. The assassins sent by the
  Council were thwarted, and though the Musketeers threat-
  ened to cause some trouble, they too were sickened by the
  Revolution’s bloody excess. Montegue could be no worse
  than the fanatics in Charouse.
  As a man of the people, Montegue realized that the Revo-
  lution had brought some much-needed reform and pledged
  to create a more sensible political relationship between the
  Crown and the Parlement. He believed that Arnaud and the
  Commission should be brought to public trial and forced to
  face the people they had tormented. The Council of Eight
  tried to rally its most loyal troops, but Montegue’s forces
  tossed them aside like rag dolls. They arrived in Charouse to
  cheering crowds, seized the Parlement building, and arrested
  the leaders of the Revolution. In a heartbeat, the Frenzy had
  ended, the bloodshed stilled.
  The trial was swift. Members of Parlement, sensing a
  change in the political wind, denounced Arnaud du
  Charouse as a tyrant and sentenced he and his closest advi-
  sors to death. The Committee of National Welfare was to be
  disbanded, and its leaders (including Marie Paix) to be 
  executed as well. In the interests of clemency, the remainder
  of the Council of Eight was spared, but sentenced to perma-
  nent house arrest and barred from ever holding political
  office again. 
  Montegue was hard-pressed to protect the prisoners from
  death at the hands of eager vigilantes, but he realized that the
  Frenzy could never truly end without one last display. On a
  cold and sunless morning, the architect of the Revolution
  climbed the wooden stairs and proudly offered himself as Le
  Coiffeur’s last victim. His final words rang across the square. 
  “Tyrants surround you and tyranny's friends conspire to
  rob you of hope. I have acted only in the interests of my
  people, and I pray that my best efforts outlive the flaws for
  which you condemn me. You must smother the enemies of
  the Republic or perish with it. Vive le Revolution!”
  With that, the Frenzy came to an end and the peasant Gen-
  eral ascended the throne as King Montegue I, the new ruler
  de Montaigne. He wasted no time in putting his house in
  order. Quietly aided by his surviving sisters-in-law, he set
  about reforming the Montaigne government, using Queen
  Elaine’s innovations as a guide. Parlement remained intact
  (though the more vocal members were quietly encouraged to
  step down) as an advisory body to the king, with provisions
  left in place to prevent the sort of abuses the both the Revolu-
  tion and l’Empereur’s government had inflicted. The Muske-
  teers returned to their position as defenders of the king and
  Montegue soon turned out a new set of tenets for them to
  enforce: guarantees of liberty, religious freedom, and due
  process. The Revolutionary flag remained intact (no one
  wished to be reminded of Léon), but in spirit only. Le coiffeur
  fell silent, and while deep problems still remained, 
  Montaigne finally looked to the future with a sense of hope. 
  1671
  Castille
  Despite the fact that Montaigne was a hated enemy, young
  King Sandoval felt emboldened by the actions of General
  Montegue to take a stand for his own freedom. He decided he
  would be king — a true king — and he could think of no one
  else to be his queen than Maria-Soledad Rivera y Aldana. 
  Maria-Soledad arrived at the King’s personal training room for
  their weekly fencing practice. She had come to enjoy the time they
  spent together, perfecting the intricate moves of the Aldana School.
  While no match for the daughter of the man who invented the 
  technique, he had steadily improved and what he lacked in talent 
  he made up for in enthusiasm and eagerness to learn.
  Their lesson did not go as well as usual, for the young King seemed
  distracted. The instructor finally ordered them to stop before someone
  got hurt.
  “Forgive me, maestro,” Sandoval said with a salute. “I have much
  on my mind.”
  “There is no need to apologize, Your Majesty. I just wish to prevent
  either of my students from sustaining an injury. In the future, you
  need but tell me when affairs of state press upon you and we shall
  postpone the lesson.”
  The handsome young Castillian bowed to his teacher, who
  returned the bow and left the room.
  Maria-Soledad began to gather her fencing gear when she felt
  Sandoval’s hand on her arm. “Mi amiga, one moment, if you don’t
  mind.”
  She smiled at her king. They had grown up together and she was
  fond of him… perhaps more than fond,. “Sire, what troubles you?
  How may I help ease your mind?”
  “Well, for one thing, you can call me Sandoval.” He grinned at her
  and she smiled back. “Come, let us go for a walk in the garden.”
  He held the door open and followed her into the private gardens
  which offered a beautifully landscaped and peaceful respite from the
  commotion of the combat training room. They walked for a bit and
  Sandoval guided her to a stone bench set amongst a small stand of
  fragrant trees.
  “It is so beautiful here, Sandoval, I don’t see how you can stay
  away.”
  The young king looked at her with longing. 
  “It is beautiful because you are here.”
  Maria-Soledad gasped slightly, her heart suddenly beating faster.
  The King of Castille continued. “I have not spoken to your father, but
  my heart is so full that I must tell you how I feel now before I lose the
  courage. You are… you are the most beautiful woman in Castille
  and I love you. I think I have loved you forever. I know that you may
  not return those feelings, but if you do, or if you think you can, 
  I would ask you to be my wife.” He had taken her hand at some point
  and held it tightly in his.
  “I… I don’t know what to say! I… your wife. That means 
  I would be…”
  “Yes, you would be the Queen.” He smiled at her as he leaned for-
  ward and gave her a gentle kiss that lasted longer than either of them
  intended.
  Maria-Soledad started to speak, but Sandoval placed his finger on
  her lips and shook his head. “Do not tell me today, mi corazón. I still
  must ask your father for your hand and I do not wish to anger the
  most powerful swordsman in Castille!”
  
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  They both laughed and walked back towards the training room
  with the light step of those under the spell of young love.
  Even as the King professed his love for Maria-Soledad, Car-
  dinal Verdugo launched a plot to bring down El Vago once
  and for all, and deliver the troublemaker into the hands of the
  Inquisition. Verdugo and his agents had spent months laying
  the plans and now the trap would be sprung. Little did he
  know what consequences his scheme would have…
  Don Andrés Aldana was donning the white mask when his
  daughter slipped into the room through a secret doorway. “Father!
  What do you think you are doing?”
  “I am riding to the aid of an old friend, my daughter, but I think
  it will be the last time. This old body of mine is not what it used to
  be,” he said ruefully as he stretched a bit and turned head back and
  forth.
  “Don’t be silly, father. You are still the man you always were, but is
  this wise? The Cardinal has his spies everywhere.”
  “I know, but this is something that I and I alone must do.” He
  kissed her lightly on the forehead and gathered his riding gloves.
  “Wish me luck!” he said as he slipped through the same door she had
  used to enter the room.
  “Good luck, papa!” It was only after he had gone that she realized
  she had forgotten to tell him her news.
  Sadly, luck was not with the good Don that day and he
  walked into betrayal with a trusting heart. Before he realized
  what had happened, he was surrounded by Inquisition guards
  and beaten senseless. When he awakened, he knew he was in
  a dungeon but did not know where. Every time he tried to
  query the guards he was met with silence and more blows. 
  He was half-dragged up from his cell into a large room where his
  nemesis, Cardinal Verdugo sat, looking like the cat that swallowed
  the canary whole.
  “Ah, my dear Don Andrés! So, my suspicious were true. Forgive
  my guards’ enthusiasm, but they are fanatically loyal to our good
  King and are angered that his thoughts might be poisoned by a
  heretic and a traitor.”
  “I am neither, Verdugo, and you know that.” Aldana could barely
  speak but he found the strength to retort with some degree of con-
  tempt.
  “I know no such thing, Don Andrés. That remains for your judges
  to decide.”
  “My judges? Only the King may judge a nobleman, Cardinal, not
  some hastily-assembled cadre of flunkies who do your bidding with-
  out question.”
  Verdugo smiled coldly. “I see that the heresy has done its work on
  you, my son. What a pity.”
  Aldana sat, because he was too weak to stand, before a
  panel of four Inquisitors that included Cardinal Verdugo. A
  list of his “crimes” were read and confirmed by witnesses
  whom Aldana had never seen. The sentence, swiftly deliv-
  ered, was death by hanging. In the morning. Aldana realized
  that none of his people knew where he was and it would take
  a miracle for someone to betray the fanatical churchman
  amid such surroundings. All he could do was pray.
  Much later than night, Maria-Soledad awakened from her
  sleep. A distraught servant told her that Don Andrés was a
  prisoner in the Cardinal’s dungeon and sentenced for execu-
  tion at dawn for his crimes against the nation as El Vago. The
  girl flew out of bed and frantically began making plans for his
  rescue. She would lead the assault herself and batter down the
  doors of the Cardinal’s estate until he released her father. 
  Before dawn, the small plaza outside Cardinal Verdugo’s
  palace was rapidly filling with people. The execution of El
  Vago was to be public, to reassure the populace of the
  Church’s strength. Some of them could not believe that Don
  Andrés was a vicious criminal. Surely the good Cardinal had
  made some terrible mistake! Others could not believe that he
  had been caught, and were prepared to take action. All they
  needed was a spark. 
  In the cold grey dawn, the crowd watched in stunned silence as
  Inquisition guards led a bruised and battered Don Andrés Bejarano
  del Aldana, nobleman of the highest rank and the most renowned
  swordsman in Castille, up the stairs of the wooden scaffold. As the
  hangman placed the noose around the Don’s neck, the Cardinal, who
  was standing next to a stony-faced young king, spoke in a calm,
  steady voice. Much to the dismay of the assembled members of Los
  Vagos, Maria-Soledad was nowhere to be seen and more Inquisition
  guards moved silently into the plaza.
  “People of Castille! You see before you a traitor of the worst kind.”
  An angry murmur rose from the crowd, which was stilled by the
  Cardinal’s upraised hand (and a threatening movement from the
  guards.) “A man who earned the trust of our young king, only to
  betray him at every turn, using his power and influence to foment
  revolution! At last we have found El Vago and now he must pay for
  his treason with his life!” A woman screamed from deep in the crowd
  but was immediately quieted. 
  Verdugo wasted very little time in the proceedings. He did not
  grant Don Andrés the opportunity to speak any final words for fear
  that his “poison would taint the hearts and minds of the faithful.”
  The Cardinal did not even grant him the courtesy of a blindfold. The
  hangman placed the thick rope about Aldana’s neck and waited for
  the signal.
  At that moment, the sound of hoofbeats filled the plaza as a band
  of riders thundered up to the crowd. The figure at the front, pulled
  back her hood to reveal the white-masked face of El Vago. “He is here!
  El Vago is here!” someone shouted, and the crowd erupted into
  bedlam. In the ensuing pandemonium, the crowd rushed the guards
  and fighting broke out. No one but the executioner and the accused
  saw the Cardinal give the signal. Aldana smiled at Verdugo with a
  look of triumph and pity as the rope snapped around his neck.
  The guards tried to move on the small band of horsemen, but the
  riotous assemblage gave them no opening. Those close enough to
  strike back were overwhelmed by the Vagos. Maria-Soledad charged
  forward onto the scaffold, sword drawn. She held the weapon to the
  executioner’s throat and screamed at him to cut the rope. Gathering
  her father’s body in her arms she collapsed on the wooden platform.
  A murmur rose and became a roar as the people saw what had hap-
  pened. They turned towards the steps and the Cardinal, their mood
  ugly and threatening. 
  The King had the sense to pull the priest back inside the building
  and ordered the remaining guards to bolt the door. His voice was
  harsh and strained, but undeniably that of a ruler.
  “It appears that you have made a grievous error, Cardinal. You
  have murdered an innocent man.”
  “Your Majesty knows that is not true.”
  
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  “What I know is irrelevant. The people have seen you condemn
  Don Aldana as El Vago, yet El Vago even now stands over his body.
  In their eyes, you have executed an innocent.”
  The Cardinal moved to retort, but Sandoval held up his hand. 
  “At this moment, I hold the power of life and death over you. The
  crowd is maddened. Unless something is done, they will batter down
  the doors and overwhelm my guards. Will you stand on that balcony
  and attempt to calm them before they tear you limb from limb? Do
  you trust your tongue enough to risk your life on it, Esteban?”
  All of the color drained out of the Cardinal’s face. “You will tell
  them, your Majesty. You will go out there and speak to them–”
  “Why should I do that?” Sandoval smoldered. “Why shouldn’t 
  I command those doors to be opened and let the crowd deal with you
  as a traitor deserves?”
  A long silence reigned. Then from ashen lips, Verdugo’s voice
  dripped with venom. “What do you want?”
  Sandoval smiled sharply. “I want the title promised to me when I
  first took the throne. I want the authority that is mine by right, and
  which you have conspired to keep from me all these years. I want Rex
  Castillium, your Eminence.”
  “That… that will take time,” the Cardinal sought to stall the
  inevitable.
  “Time is something you no longer have. You have bled Castille dry
  for too long and now I plan to set my people free. What say you, then?
  Will it be my Crown or your life?”
  Verdugo’s eyes were furious, defiant, unbowed. But he lowered
  them with greatest reluctance and bowed before the young man.
  “I submit to your wishes, my lord King. It shall be as you com-
  mand.” 
  Sandoval did his best to hide the surge of joy and perhaps of terror
  that he felt. “A wise choice, Cardinal.” The two men stepped up to the
  door and Verdugo shouted, “Open in the name of the King!”
  A great state funeral was held and Don Andrés was buried along-
  side his wife with all the honors befitting a hero of the nation. After
  the services, the newly-crowned King came to pay his condolences
  privately to the girl he loved. Even in her mourning garb, her face as
  white as snow, she was impossibly beautiful and he thought his heart
  would break to see her so distraught. She made a formal curtsey but
  would not take his hand.
  “I am so sorry. There was nothing I could do.” 
  She looked at him, her face white and shining with a flood of
  tears.
  “He was a hero. He loved Castille. And he loved you.” Her voice
  was a harsh whisper. “El Vago was too late to save him.”
  The young king placed his hand on her shoulder. “All of Castille
  mourns with you, my lady. We shall not see his like again soon.”
  She nodded and then straightened.
  “Your Majesty, you have paid me the great honor of asking me to
  marry you. I did not have a chance to share this news with my…”
  her voice broke slightly, “father before he died. I must now ask that
  you give me time to conduct a proper mourning period before I give
  you my answer.”
  “My dearest love, you may have all the time you need. Know that
  I am ever your champion and I swear to you that your father’s death
  will not go unavenged.” 
  “Castille needs no more bloodshed, my lord King, but I thank you
  for your kindness. And now if you will excuse me…” She curtseyed
  once again and exited the room, leaving behind a young man with
  the weight of the world on his shoulders.
  Vestenmannavnjar
  With the help of some like-minded heroes, the Raider
  Yngvild Olafssdottir managed to locate several of the Living
  Runes, including Kjøt (Flesh), Ensomhet (Solitude), and
  Host (Harvest). She admonished them to accompany her,
  though her purpose was at that time unknown. Kjøt refused,
  but the other two shook off their lethargy and followed her
  path.
  Her task was not yet completed. As far as she knew, Stands
  (Calm) was somewhere in the Mirror Sea and Kyndighet
  (Skill) waited somewhere along the southern coast of the
  Crescent Empire. There had also been stories of a Vestenman-
  navnjar healer in Castille who might have been Bevegelse
  (Empathy). Hers was a quest for the hardiest of adventurers
  with a desire to see parts of the world that most Théans will
  never hear about — let alone see — in their lifetimes. 
  (Assuming she or her allies can collect enough of the
  Living Runes, Yngvild then plans to prove that the legend of
  Gåte is true and sail to the West to find him. Should she find
  the means, she may even travel to the fabled lands of Valhalla
  to consult with the Living Runes trapped there: Krieg, Liden-
  skap, Kjølig, Styrke, and Villskap. As to why she needs them,
  it remains a mystery for now…)
  1672
  Avalon
  Sir Bors was making his final pass through the halls of the pri-
  vate quarters before retiring for the night when he heard a
  commotion in the Queen’s chambers. His sword was out and
  he was through the doors practically before his heart beat
  twice. What he saw froze him in place as he tried to under-
  stand the picture before him.
  There was blood everywhere. Sir Lawrence Lugh knelt
  beside the Queen’s bed, his sword on the carpet beside him,
  its pristine blade now crimson. A creature perched on the
  windowsill like a bird of prey, pointing at the scene and
  laughing maniacally. The inert form of Elaine, ruler of the
  Glamour Isles, lay motionless on the bed, her skin the color
  of ash, making a start contrast to the blood that drenched her
  gown. 
  Meryth (for that was indeed who crouched in the window),
  looked at Sir Bors, her normally flat dark eyes gleaming with
  madness. “The Queen is dead! Long live the Queen!” With
  that she leapt out into the air and vanished into thin air. 
  Upon hearing those words, Sir Lawrence Lugh let out a
  strangled cry of such anguish that Sir Bors thought the iron-
  handed knight’s heart surely must have cracked. Lugh looked
  down at his hands and said in a strangled whisper, “Tis my
  hands that are bloody now. Farewell, my beloved.” Sir Bors
  moved towards his brother knight but the former Sidhe was
  too fast. Lugh rose to his full height and  — before the guards
  who had gathered at the door could react — he pushed past
  them and fled.
  “Follow him!” yelled Bors as he turned to attend to his
  Queen. A swift examination revealed that she was not dead
  but close to it. The knight began to shout orders as he worked
  to staunch the flow of blood from her side. “Where in the
  name of Legion is Derwyddon?” 
  
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  Hours later, the royal chamber had been restored to some
  semblance of order. The Queen lay upon fresh bedding, her
  wound healed through the combined efforts of powerful
  Glamour mages and those wise in the ancient ways of heal-
  ing. A steady pulse beat in her heart but she remained still as
  stone. There was no question that there was more at work
  here than a stab wound from a human blade. 
  Sir Bors convened the Knights of Elaine and the Queen’s
  advisors in an emergency session and presented the problem.
  While the Queen still lived in a sense, she might as well be
  dead. When pressed to appoint a Regent, Bors declined and
  made it clear that his first duty lay in protecting Elaine, not
  replacing her. Any selection, he reasoned, would incite con-
  troversy, and could plunge the nation back into civil war. The
  assembled nobles agreed that a message must be sent to the
  High King James MacDuff, offering him the crown of the
  Glamour Isles, and a deputation was selected to head to the
  Highlands.
  News travels fast but bad news travels faster. The High
  King knew about the attack on Elaine even before the nobles
  arrived with the message from Sir Bors. He entered the coun-
  cil chambers with a heavy heart to meet with as many of the
  Highland Council of Advisors as could be convened on such
  short notice. Even the MacBrides were there, more than a
  little interested in whether they would at last have their long-
  desired separation from Avalon. 
  The handsome MacDuff explained the situation, that the
  Queen of Avalon suffered an attack both physical and magi-
  cal, and even now lay somewhere between life and death.
  When he told them that he had been offered the Crown of
  Avalon, to rule over both nations as one, gasps of surprise and
  anger met his words, as well as some expressions of incipient
  victory among the Separatists. As honored as he was by the
  offer, he explained, he could not in good conscience make a
  decision without discussing it in Council. Heated debate
  amongst the Highland lairds ensued. The MacBrides and the
  MacDonalds saw this as a chance for true independence —
  without a queen, Avalon would be in no position to argue. 
  In the end the decision was the MacDuff’s alone, but he
  was a wise man and knew that he must do as he has always
  done. Were he to assume the throne, many Avalonians would
  consider him a usurper, and the Marches would be torn asun-
  der as well. Civil War looked likely, and he would not allow
  the Marches to fall into chaos — not even for the sake of the
  queen he loved. With greatest reluctance, he concurred with
  the MacBrides, and declined to take the Avalon throne.
  Jack O’Bannon of Inismore knew about Elaine almost the
  moment after it happened. That damned Maab! What was she
  about? Upsetting the balance in the Glamour Isles meant that
  he would be sucked into that stupid war among the sisters.
  Yet he, like MacDuff, declined to act directly, instead leaving
  Avalon to whatever fate lay before her.
  With no clear successor and Elaine showing no signs of
  improvement, it didn’t take long for things to deteriorate.
  Although Piram showed restraint in his public behavior, he
  felt a thrill when Meryth came to him and told him the whole
  story of how she had confronted the Queen and her heartsick
  lover Lugh in the royal bedroom. The Queen was shocked
  into silence by Meryth’s words — that she was the Elaine’s
  unborn daughter — and Sir Lawrence flew into a raging fury.
  He then lunged at Meryth, who stepped aside at the last
  minute and watched with satisfaction as the knight drove his
  sword into his beloved Elaine’s side. 
  For Piram, nothing could be better. Now that the Sidhe-
  loving wench was as good as dead, those stupid do-gooder
  knights would have their hands full hunting down that poor
  iron-handed madman. The way to Carleon was now cleared of
  his main opponents, save one. And while MacAllister could
  not be dissuaded, he could be distracted. The time had come
  for Piram to seize his destiny…
  Shortly after the horrific accident, Bors received orders
  from the Sidhe Queen to meet him at a designated place and
  bring the Graal with him. This was what he feared the most,
  the moment when the Sidhe would take back the Cup and
  with it the gift of Glamour, leaving the Triple Kingdoms with-
  out the magical protection they had long enjoyed. With a
  heavy heart, he prepared himself as instructed, and risking
  his life once again for his nation and his Queen, undertook
  the dangerous mission to the ancient Grumweald to meet
  with the Sidhe Queen and plead for clemency. 
  In a secluded part of the forest, in a circle formed with the
  most powerful magic ever cast in mortal lands, Sir Bors and
  Sir Gwydd brought the Graal before the Sidhe Queen and the
  Lady of the Lake. The Queen’s face was grave as she explained
  that Meryth’s action s had greater implications than anyone
  realized. By striking Elaine, Meryth — and through her, the
  Sea Queen Maab — had stuck against the two Fae rulers. The
  Sidhe Queen could not allow such an insult to stand; the
  lands of Bryn Bresail would now be plunged into war. It
  would be war on a scale that most humans could not compre-
  hend or survive, should they choose to aid either side. For the
  good of the human world, the Sidhe needed to withdraw.
  Realizing that Elaine did not give up control of the Glam-
  our Isles willingly, the Sidhe Queen decided that the Graal
  must be taken back under Sidhe protection until such time as
  peace and stability returned to the land. While she wished
  top take the gift of Glamour with her, she knew that without
  it, mortals would have no protection against the depredations
  of sorcery and its affect on the Barrier, and thus she agreed to
  leave its power intact. However, she warned, mortals must
  learn to respect the Sidhe or pay the consequences. She
  offered Sir Gwydd the chance to remain among his people for
  the war that is to come. The young knight was torn between
  his divided loyalties, but rather than take arms against
  anyone, he vowed to find Sir Lawrence Lugh and save him
  from his madness. That left Bors free to protect the comatose
  Elaine as best he could…
  Bors himself disappeared, along with the rest of his Black
  Knights, after carefully leaving day-to-day affairs in the hands
  of a series of administrators. But he did not go far. As Elaine
  lay comatose in her castle, attended by a few loyal servants
  while the tapestries and finery around her slowly began to
  rot, whispers circulated of an unseen protector — of knights
  who never showed their faces, but watched and waited for
  signs of attack. Soon thereafter, the bodies of several men
  under Piram’s banner appeared outside the castle, butchered
  like hogs. The severed hand of another would-be assassin
  arrived at Piram’s castle some time later, clutching a parch-
  
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  ment which contained the seal of the Triple Kingdoms. Piram
  soon stopped sending attackers to finish the job on Elaine —
  it wouldn’t matter once he seized the throne — and other
  would-be rulers took the hint as well. Elaine may have been
  helpless, but her Black Knight guarded her still… and no
  enemy could see him until it was too late.
  Meanwhile, Piram’s army grew, as did those of other petty
  lords willing to take advantage of a land without a ruler. Day-
  to-day affairs continued but an air of uncertainty settled over
  the Glamour Isles, and Elaine’s Knights were hard-pressed to
  keep the peace. On the ocean waves, the Sea Dogs continued
  their patrols, keeping the other Théan nations at bay, but even
  their bravado diminished. When Priam struck, no one knew
  what damage he may do. Avalon hovered on the brink of
  chaos, marking a time of great danger and most certainly
  tragedy — the perfect setting for heroes willing to take up
  the cause and see it through to the end.
  And where was Derwyddon in all of this? Maab dealt with
  him well before striking against Elaine. By the time the blow
  fell, he lay imprisoned in a single pearl, unable to influence a
  future which he could see all too well…
  Bryn Bresail
  The Highland girl raised her daggers at the approaching Sidhe, her
  blue eyes sharp as diamonds. “No,” she spat. “Our bargain is done!”
  The Lord raised an inhuman eyebrow. “But the story is ready.
  Captain Reis awaits you…”
  “I’ve already killed him, again an’ again an’ again fer yer amuse-
  ment! I’ve stabbed him, shot him, filleted him like a halibut… thou-
  sands of ways to tell the same bloody tale! And now a little bird tells
  me that crimson sails are flyin’ on the seas of Théah — that Reis has
  returned to the world of the living.” She leveled her weapons at the
  creature in front of her. “Ye lied te me. Ye reneged on our bargain. I’m
  leavin’ this lookin’ glass kingdom o’ yers, an’ I’ll gut any of ye who
  tries te stop me!”
  The Sidhe walked forward, his face condescendingly cruel. “You
  will do as we command, mortal woman, or suffer the consequences.
  The Court wishes to be entertai–”
  With a flash the blade sliced across his cheek, leaving a gash that
  glowed with power. The Sidhe uttered an ear-piercing shriek as pain
  flooded through his body, the first such sensation he had ever felt.
  The girl grinned through clenched teeth. “Was tha’ entertainin’
  enough fer ye?”
  The Lord looked down at her, his face sculpted fury. He raised his
  hands as the Glamour magic flowed across his fingertips, ready to
  wipe the insignificant speck in front of him off the…
  “Enough!” The voice behind him was regal, imperious. “Lord
  Greenleaf, you forget yourself.”
  “She struck me, my Lady!” he growled, the evening’s revelries for-
  gotten. “She STRUCK me!”
  The Queen of the Sidhe loomed over him, staring at his wound
  with cold disdain. “The weapons pain you? Good. It will not be the
  last time.” She gestured with her hand. “Go. The war council is gath-
  ering. We shall have no feast tonight; this mortal is no longer your
  concern.”
  The Sidhe lord paused, his features frozen in pain and fury, then
  nodded curtly and vanished in a wreath of mist. The Highlander
  regarded the regal creature before her, her weapons still raised.
  “In other circumstances,” the Queen spoke without emotion, 
  “we would find a most horrid punishment for your insolence.”
  The girl never blinked. “As opposed to what I’ve been doin’? How
  many thousands o’ years did ye make me fight him? How many 
  centuries did I spend killin’ and dyin’ fer yer amusement?”
  “Only as many as you agreed to in our bargain.” 
  “Not anymore. Ye lied to me, yer Majesty. Reis sails again.”
  “Does he?” The Queen smiled patronizingly, as if to a small child.
  “Then our agreement is sundered. As are many others — too many
  to count. War is coming, Highlander. Bryn Bresail is no longer wel-
  come to your kind. You and your compatriots must leave. Now.”
  The girl considered her words for a moment, and then lowered her
  daggers. “Home? Yer sendin’ me home, just like that?”
  “The union between our peoples is broken. The Sidhe have come
  under attack from a deadly enemy, and mortals… mortals are a
  luxury we cannot afford.” The Queen raised her hands and a shim-
  mering pool of water appeared between them. “Go. We thank you for
  your service and warn you not to trifle in our affairs in the future.”
  The girl stared at the Sidhe Queen, understanding slowing creep-
  ing across her face, and then stepped into the pool. 
  “Good-bye then,” she gripped her hat as the waters engulfed her.
  “May I never see Bryn Bresail again.”
  The Queen’s voice echoed after her. “When you see what state your
  precious Avalon is in, Bonnie McGee, you may think differently.”
  The war within the Sidhe world meant a drastic change in
  the Seelie’s relations with mortals. Many fae retreated from
  Théah back to Bryn Bresail, preparing to defend their queen
  from the forces of Maab. A few remained behind, preferring
  the comforts of the mortal world, but they were but a hand-
  ful. The Unseelie, on the other hand, reveled in the retreat of
  their cousins. Dark creatures within Avalon grew bold and
  daring, tormenting the mortals as never before. The Queen
  and her cohorts paid them no mind. They had troubles of
  their own to worry about.
  Similarly, the mortal humans within Bryn Bresail were
  released and returned to Théah — often without warning.
  The Sidhe knew that their fragile minds would crack beneath
  the coming conflict and, like any caring pet owner, set them
  free rather than let them suffer. Avalonians who had spent
  eons within the Seelie Court suddenly found themselves
  back in Théah — in some cases, thousands of years after they
  left. Not all of them could survive the return to a mortal life.
  Some went mad at the sudden shift in sensations. Some had
  already been driven mad by their captivity among the Sidhe.
  In the days and weeks after the exodus, hundreds of lunatics
  wandered the Avalon countryside, seeking respite from tor-
  ments only they could see. Thankfully, many mortals pos-
  sessed the strength of mind to make the transition back to
  Théan life. They brought with them valuable insight into
  Bryn Bresail, and some became valued experts on the Sidhe
  and their culture.
  Most prominent among their number was “Bloody”
  Bonnie McGee, a Highland privateer who once sailed with
  the Sea Dogs. She had struck a dark bargain with the Sidhe in
  order to destroy the dread pirate Reis; in exchange for their
  aid, they expected her to reenact her climactic fight with the
  pirate for their amusement… over and over again. Bonnie
  found herself trapped in the same moment of time, engaging
  in the same fight against a phantom Reis in countless differ-
  ent ways. But her will was strong and as time went on, she
  chaffed against their prison. Finally, she broke free of the
  spell and was allowed to return to the mortal world. She
  
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  found herself back in the Highland Marches, Queen Elaine
  in a coma and her native island contemplating secession.
  Though part of her longed to return to the Sea Dogs, she
  knew she could never sail again as one of them; memories of
  those days were just too painful. Instead, she presented her-
  self to High King MacDuff and offered her services as a sailor.
  The MacDuff tasked her with forming a new Highland Navy,
  to defend the island against external threats now that the Sea
  Dogs had other problems. Within a few months, she commis-
  sioned numerous new vessels, outfitted aging ships with
  fresh cannon and sail, and convinced several honorable pri-
  vateer crews to swear allegiance to the Highland Marches.
  Her efforts ruffled some feathers among her old mates in the
  Sea Dogs, but she quietly smoothed them over, and now
  “High Admiral” McGee commands some twenty vessels from
  the deck of her flagship, the Shattered Mirror. Her privateering
  days over, she hopes to bring some legitimacy to her new-
  found position and perhaps close the widening gap between
  her native land and Avalon.
  She never speaks of her days among the Sidhe, and smart
  sailors know better than to ask.
  1673
  Vestenmannavnjar
  An emergency Althing was convened at which Magnus Bry-
  bjulffrsson confronted Asbjornsson and forced him to accept
  the burden the Grumfather laid upon the one-eyed rogue.
  During the gathering, which Yngvild attended with the
  Living Runes she gathered, an old woman was carried into
  the hall on a stretcher. It was Gunrud who could no longer
  wait for Fate to bring Fornuft back to her and so swallowed
  poison. She expired with a last farewell to Fornuft who
  stepped forward from the crowd and stabbed himself before
  anyone could stop him. They were burned together on a
  funeral pyre and Bevegelse agreed to take their ashes to the
  west where they could be together. 
  Magnus realized that he would never be High King
  because his destiny lay in another direction. The time of the
  Vestenmannavnjar was drawing to a close; Gunrud’s suicide
  only sealed the impending sense of doom among the Alth-
  ing’s attendees. Only two choices remained: stand and fight
  the inevitable, or draw away and seek a new home in the far
  western oceans. Asbjornsson’s path was clear: with the help of
  Yngvild, he would take the present Living Runes — along
  with those who wished their people to have a future — into
  the great Western Ocean to find a new home. Magnus, his
  ambition stymied, chose the alternate path. Gathering like-
  minded tribes and warriors to his side, he swore to give his
  king the time he needed to make his exodus. Ragnarok had
  come, and he would die so that his people might survive.
  Over the past two years, relations between Vendel and
  Vestenmannavnjar had gone from bad to worse. As the boats
  were being built and the battlements readied, High King Asb-
  jornsson sent a deputation to Kirk demanding gold. Vendel did
  not take kindly to be held up and extorted, and resolved to end
  “the Vesten question” once and for all. It was easy to find men
  to fight for you when you had a lot of money, so the Vendel
  Guild spearheaded an aggressive effort to hire the best money
  could buy and teach the barbarians a final, terrible lesson. 
  (Thankfully the war probably will not be long, but it will be
  deadly and most probably will spell the end of the ancient
  culture… save for those willing to leave their homeland
  behind without looking back and sail west with their king to
  whatever fortunes await.)
  1674–75
  The Church
  Thanks to the efforts of a brave band of heroes (see Chapter 2,
  “The Tower of Faith”) the imprisoned Montaigne archbishops
  were rescued, paving the path to a restored Hierophant. The
  Vaticine’s wheels turn slowly however, and certain factions
  within the Church had no wish to obey an unquestioned
  leader after so many years of near-autonomy. The archbishops
  selected Victor Allais de Crieux as the new Montaigne cardi-
  nal to replace the murdered d’Argeneau. With this election,
  the Hieros Council was restored and could now move to set
  the Church’s house in order.
  Their first act of consequence was to judge Cardinal 
  Verdugo’s actions against Don Andrés del Aldana. His callous
  miscarriage of justice had compromised him, harming the
  Church’s efforts to reassert its authority after so many years of
  setbacks. Although the Council agreed not to revoke his title,
  he was summarily removed from their deliberations, and
  allowed to vote only by proxy. Further ascent up the ladder
  was out of the question. As a sign of his repentance, Verdugo
  withdrew to a secluded monastery at the foot of La Sierra de
  Hierro to contemplate his actions and pray for the souls of
  those whose lives he took. His chair was draped in black as 
  a reminder that even the faithful can be corrupted. The Coun-
  cil established a branch of the Church Guard to ferry impor-
  tant matters to him, and to collect his votes on those issues
  which the Council deemed necessary.
  In exchange for his withdrawal, Verdugo convinced the
  Council to retain the Inquisition, for the forces of Legion
  remained whether men did good deeds or ill. A number of
  former Inquisitors betook themselves to the monastery to do
  penance with the Cardinal. Laymen joined him as well,
  including a Montaigne named Edward Boucher who served
  as the Committee of General Welfare’s gaoler (and who
  escaped King Montegue’s justice by the skin of his teeth). Ver-
  dugo believed that Boucher’s ability to detect sorcerers would
  be very helpful to his new “Order.”
  With Verdugo out of the way, the debate about the new
  Hierophant began. The process was long, lasting several years
  and hampered by the logistical necessities of reestablishing
  the Council’s supremacy, Matters were further complicated
  by the sudden death of Cardinal Sergio Bilardo, whose
  advanced age finally caught up with him in the middle of a
  heated debate. After a review of possible candidates, an Eisen
  bishop named Ferenc Orlund von Durenstad succeeded
  Bilardo’s seat. Blessed with a classical education and an
  extremely fine mind, the new Cardinal was not an enthusias-
  tic supporter of the Inquisition, which made him appealing
  to many of the others. He maintained a strict sense of justice
  and personal integrity, and always maintain the proper devo-
  tion to Theus even as he contemplated the ways in which the
  world is designed and what man’s role in it might be.
  
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  The Cardinals then launched an intensive internal review
  with an eye to finding someone who could withstand the polit-
  ical forces that plagued the Vaticine Church. Cardinal Erika
  Durkheim was always been regarded as the frontrunner for the
  position of Hierophant, and with her hand in the rescue of the
  archbishops (it was she who arranged for Montegue’s release),
  she seemed to be a shoo-in. But privately, she realized (perhaps
  with the encouragement of certain secret societies) that the
  evil within her could not receive that kind of power. Rather,
  she opted to serve as kingmaker, parlaying her political influ-
  ence and hoping to do what good she could from behind the
  scenes. Cardinal Christina made a play for the position but
  Durkheim confronted her in secret and threatened to reveal
  her NOM connections should she pushed the issue. (No one is
  quite sure how Durkheim learn of such connections, but it is
  possible that a bad of noble heroes played some role…) In any
  case, Christina was rebuffed by her colleague and quietly with-
  drew her name from consideration. 
  Cardinal del Falisci declined the nomination because he
  wished concentrate on restoring Montaigne. Cardinal Lucani
  was too old and his Lorenzo blood gave some other Council
  members pause. Cardinal Mueso took a quiet back seat to dis-
  tance himself from any association with the disgraced Ver-
  dugo, while Cardinal Ciosa made a strong initial showing, but
  also decline the position due to his age. 
  In the end, after nearly three years of often-interrupted
  deliberations, the Council decided that the Church needed
  new blood to pave the way to the future. The vote went to
  Ferenc Orlund, the new Cardinal from Eisen. Shocked and
  humbled by his rapid rise, he assumed the title of Hierophant
  just as Théah faced her greatest challenge…
  1675 to the Future
  Far to the West
  Blue Heron was excited that she was finally old enough to take her
  place as a watcher on the shore. Ancient stories told of travelers who
  had come from across the water, and who would someday return to
  the vast continent which her people called home. Would the young
  Haudonosawnee girl be blessed by the gods? She scanned the horizon
  ceaselessly, looking for the tell-tale signs of white that moved above
  the blue waves. 
  Then it came. She saw it in the sunlight, far out to sea: something
  that was not a cloud! She danced along the pebbled shore, willing the
  vision to come closer, to prove itself real. Time moved slowly, as if it
  were a dream. But at last, there could be no question! Sails! Excited as
  she was, she waited a little longer. She wanted to be absolutely cer-
  tain that the warriors did not laugh at her. With her heart almost
  beating out of her chest, she watched as the square sheets of white
  drew closer. 
  She blinked her eyes several times and rubbed them hard. These
  were not ships! They were huge creatures with arched necks and
  many long arms that pulled them through the water!
  Blue Heron ran as fast as she could, making the call of the bird for
  which she was named, to let the warriors know that she had seen
  something. She was out of breath when she reached the first pair of
  guards, gasping out her story of great sea creatures headed for the shore.
  They tried to calm the young girl. “Are you certain these are not
  the huge vessels of the people with corn-colored skin?” They drew a
  picture in the dirt.
  “No! No! These are like birds, with arms!” She waved her own in
  the air in a rowing motion. “You must come now!” Giving the warn-
  ing call, the warriors dashed for the beach as the dragon-prowed
  longboat drew slowly closer…
  The Midnight Archipelago
  The room was literally festooned with treasure — rich fabrics, strings
  of pearls, and gilt chests overflowing with coins and gems. A huge
  four-poster bed dominated the room, and a young Montaigne girl
  sprawled on the silk as she watched her sister get dressed. 
  After lacing her ornately carved leather corset, the beautiful
  brunette pulled on a pair of sturdy rose-colored boots and laced them
  as well. She stuck a wicked looking dagger in her wide black belt and
  a pistol in her right boot, then reached for her main weapon, a moiré-
  bladed Crescent scimitar. She placed an outrageous plumed hat atop
  a riot of waist-length dark curls as her bright blue eyes sparkled.
  The girl on the bed smiled and said, “You know they call you La
  Reine de Nouvelle Charouse?”
  The dark-haired girl smiled back at her sister and said, “Hmm, it
  has a good sound, does it not, Rosamonde? Isabelle, the Pirate
  Queen!” The two former princesses of Montaigne laughed with the
  joy of those who had escaped death. 
  “Do you ever think of going back?” Rosamonde asked quietly after
  a time. “They say the new king is doing quite well, and Anne is one
  of his chief advisors.”
  “Back?” Isabelle’s blue eyes twinkled with mischief. “Why in
  Theus’ name would we do that? All they can offer us is a palace.” She
  threw open the window to her cabin, letting the warm tropical sun
  shine in. “Here, dear sister, we have the world!”
  Somewhere in Western Théah
  There were thirteen high-backed chairs arranged around an oval
  table. Some had occupants while others were empty, awaiting the
  arrival of late-comers. Alvara Arciniega surveyed the men and
  women in the room. Two chairs remained empty but he did not wait
  for them to be filled.
  “Thank you all for attending this meeting. As you know, events
  have taken a turn for the… interesting throughout our world. I’m
  sure you have all heard of the discoveries to the west, and I know you
  would be lying if you said you expected it. We stand at a threshold.
  Great danger awaits our illustrious order… and, if we play our cards
  right, great opportunity as well. We have chairs to fill, new members
  to induct. I ask you to consider your nominations well. As you know,
  ours is a daunting task and cannot be undertaken lightly.”
  “Well,” said Hughes Sices du Sices with a typical Montaigne
  shrug, “it is what it is.”
  The Castillian looked at his colleagues and smiled coldly. “Actu-
  ally, my friends, it is what we make it…”
  If you could stall the southern wind
  That’s whistling in your ears
  You could take what is
  What is
  What is
  To what can never be.
  — Katell Keineg, “The Gulf of Araby”
  
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  The Open Game License
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  indicating that the Open Game Content may only be Used under and in terms of this License. You
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
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  5. Representation of Authority to Contribute: If You are contributing original material as Open
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  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
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  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
  compatibility, except as expressly licensed in another, independent Agreement with the owner of
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
  any Trademark in conjunction with a work containing Open Game Content except as expressly
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
  name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
  survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  Swashbuckling Adventures and Swashbuckling Arcana Copyright 2004, Alderac Entertainment
  Group, Inc.
  The Open Game Content
  This printing of Rapier’s Edge is done under version 1.0a of the Open Game License and the draft ver-
  sion of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference
  Document by permission of Wizards of the Coast. Subsequent printings of this book will incorporate
  final versions of the license, guide and document.
  AEG’s intention is to open up as much of this adventure as possible to be used as Open Game Content
  (OGC), while maintaining Product Identity (PI) to all aspects of the Swashbuckling Adventures and 7th
  Sea intellectual property. Publishers who wish to use the OGC materials from this book are 
  encouraged to contact jzinser@alderac.com if they have any questions or concerns about reproducing
  material from Théah in other OGL works. Alderac Entertainment Group, Inc. would appreciate
  anyone using OGC material from Swashbuckling Adventures in other OGL works to kindly reference
  Swashbuckling Adventures as the source of that material within the text of their work. Open Game 
  Content may only be used under and in accordance with the terms of the OGL as fully set forth on the
  previous page.
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
  Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all 
  Swashbuckling Adventures and 7th Sea logos and identifying marks and trade dress, including all Swash-
  buckling Adventures product and product line names including but not limited to Rapier’s Edge,
  Explorer's Society, Strongholds and Hideouts, Heroes, Villains, and Monsters, Swashbuckling Arcana, and
  Swashbuckling Adventures, and the Swashbuckling Adventures and 7th Sea logos; any elements of the
  Swashbuckling Adventures or Théah setting, including but not limited to capitalized names, Nation
  names, class names, names of artifacts, names of spells, names of magic and magician types (including
  but not limited to pure El Fuego Adentro, Fate Witches, Glamour, Lærdom, Porté, Pyeryem, Scrying,
  and Zerstörung), characters, countries and empires, creatures, races, spirits, Theus, geographic loca-
  tions, cultural information, historic events, magic items, Syrneth Artifacts, the Reputation system,
  secret societies, guilds, and organizations; any and all material adapted from Swashbuckling Adven-
  tures, except material noted in that work as Open Game Content; any and all stories, storylines, plots,
  thematic elements, documents within the game world (e.g. but not limited to Means to Ends, the Book
  of Prophets, and Birdcage Revolt), quotes from characters or documents, and dialogue; and all artwork,
  symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, nation or factional
  sigils, logos, symbols, or graphic designs, except such elements that already appear in the d20 System
  Reference Document (e.g. Melf or Mordenkainen) and are already OGC by virtue of appearing there.
  The above Product Identity is not open Game Content.
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, the 
  following portions of Rapier’s Edge are designated as Open Game Content. All creature statistics blocks
  from the Size/Type line (e.g. Large, Outsider) down to the Advancement line. All feats or other infor-
  mation previously designated as PI. All sample character statistics and charts, except for names and
  other previously designated PI. All rules and mechanical elements laid out under a header containing
  a [d20] tag at the end of a header or in the header of a callout box.
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Alderac
  Entertainment Group, Inc. to add all classes, skills, feats, equipment, prestige classes, spell effects,
  magic item effects, and monster and NPC statistics (henceforth “goodies”) contained in this volume
  to the canon of Open Game Content for free use pursuant to the Open Game License by future Open
  Game publishers. Some of the aforementioned items, however, contain Product Identity, as desig-
  nated above, and that designation remains. A limited license is provided below which allows use of
  content designated as Product Identity for these items only.
  LIMITED LICENSE FOR USE OF GOODIES AND PRODUCT IDENTITY (PI) IN GOODIES:
  Alderac Entertainment Group, Inc. hereby grants other OGL publishers a non-exclusive, irrevocable,
  royalty-free limited license to use the goodies and the PI elements which appear in the spell names
  contained in this book in OGL publications. Use of PI elements is limited solely to using these PI 
  elements in the goodies themselves and for no other use. For example, the artifact named “Reis’
  Scythe” may be used to refer to the artifact of the same name, even though “Reis” is PI of Alderac
  Entertainment Group, Inc. The name “Reis”, however, may not be used in any other way except where
  it appears as part of the feat name. Any publication making use of such goodies and PI elements in
  goodies must bear a legal notice that both 1) any such PI used is reserved Product Identity, and 2)
  goodies are copyright 2001, Alderac Entertainment Group, Inc., all rights reserved.
  Some of the portions of this adventure which are delineated OGC originate from the System 
  Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC
  portions of this book are hereby added to Open Game Content and if so used, should bear the COPY-
  RIGHT NOTICE: “Swashbuckling Adventures Copyright 2004, Alderac Entertainment Group, Inc.”
  The mention of or reference to any company or product in these pages is not a challenge to the trade-
  mark or copyright concerned.
  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used
  according to the terms of the d20 System License version 1.0a. A copy of this License can be found at
  www.wizards.com.
  Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, 
  and are used with permission.
  Rapier’s Edge, Swashbuckling Adventures, Théah, and 7th Sea are trademarks of Alderac Entertainment
  Group, Inc.
  All contents of this book, regardless of designation, are copyrighted year 2004 by Alderac Entertain-
  ment Group. All rights reserved. Reproduction or use without the written permission of the publisher
  is expressly forbidden, except for the purposes of review or use consistent with the limited license
  above.
  
  Adventure Lies on the End of a Blade!
  Théah was made for adventure. In the streets of Montaigne, a revolution gone
  mad claims hundreds of victims, each crying for a savior. In the heart of Eisen,
  an ancient evil stirs, waiting for someone brave enough to challenge it. On the
  waves of the western seas lie danger and excitement, ready for bold ships to
  claim glory beyond measure.  This brave new world needs those willing to
  seize the reins of destiny, who do not wait for others to act but set a course of
  their own choosing.  Do you belong within their ranks? Draw your weapon and
  see what fortune holds on the rapier’s edge.
  Rapier’s Edge™ is a collection of exciting role-playing adventures set in the land
  of Théah. It contains both ready-to-play scenarios and dozens of quick plot hooks
  just waiting to be filled out. For fans of the 7th Sea™ universe — and anyone in
  need of a swift jolt of imagination — this book has what you need.
  Rapier’s Edge™ includes:
  • A collection of complete adventures, fully developed and ready to play!
  • Plot seeds and adventure hooks spanning every corner of Théah!
  • A new live-action scenario: Giovanni Villanova’s Grand Ball!
  • An update of Théan history, outlining developments up to 1675!
  • Fully compatible with both the d20 System™ and the classic 7th Sea™ System.
  To use this companion, a Game Master also needs a copy of 
  Swashbuckling Adventures,™ published by Alderac Entertainment Group, Inc. 
  and the Dungeons & Dragons® Player’s Handbook,
  ™ Third Edition and 
  DUNGEON MASTER’S GUIDE™ published by Wizards of the Coast.® A player needs only
  Swashbuckling Adventures™ and the Player’s Handbook.
  ™
  Adventure Lies on the End of a Blade!
  Théah was made for adventure. In the streets of Montaigne, a revolution gone
  mad claims hundreds of victims, each crying for a savior. In the heart of Eisen,
  an ancient evil stirs, waiting for someone brave enough to challenge it. On the
  waves of the western seas lie danger and excitement, ready for bold ships to
  claim glory beyond measure.  This brave new world needs those willing to
  seize the reins of destiny, who do not wait for others to act but set a course of
  their own choosing.  Do you belong within their ranks? Draw your weapon and
  see what fortune holds on the rapier’s edge.
  Rapier’s Edge™ is a collection of exciting role-playing adventures set in the land
  of Théah. It contains both ready-to-play scenarios and dozens of quick plot hooks
  just waiting to be filled out. For fans of the 7th Sea™ universe — and anyone in
  need of a swift jolt of imagination — this book has what you need.
  Rapier’s Edge™ includes:
  • A collection of complete adventures, fully developed and ready to play!
  • Plot seeds and adventure hooks spanning every corner of Théah!
  • A new live-action scenario: Giovanni Villanova’s Grand Ball!
  • An update of Théan history, outlining developments up to 1675!
  • Fully compatible with both the d20 System™ and the classic 7th Sea™ System.
  To use this companion, a Game Master also needs a copy of 
  Swashbuckling Adventures,™ published by Alderac Entertainment Group, Inc. 
  and the Dungeons & Dragons® Player’s Handbook,
  ™ Third Edition and 
  DUNGEON MASTER’S GUIDE™ published by Wizards of the Coast.® A player needs only
  Swashbuckling Adventures™ and the Player’s Handbook.
  ™
  TM
  TM
  TM
  TM
  
SOURCE: textdata/thevault/7th Sea [multi]/swashbuckling adventures, book 11 - rapier's edge.pdf