TEXT: 7th Sea™ / Swashbuckling Adventures™ eBook
  1
  Introduction
  This adventure, which begins on a coastal shoreline in
  Avalon, allows the characters to witness the fall of one of
  the greatest legends in Théah – the powerful Derwyddon.
  Unlike other 7th Sea adventures, this one has a definite
  beginning and end. The heroes are powerless to change the
  outcome of the hardpoints which will occur
  whether they persevere through the
  adventure or not as the story involves
  events in the official timeline. Even if the
  players manage to find a way around
  the tragic end of this story, it will
  occur upon another day. Tragedy can
  be fought and postponed, but it is
  inevitable. This is one of those
  times when a hero can only bear
  witness to that end.
  This does not mean that the heroes
  themselves are powerless. While
  they cannot alter Derwyddon’s
  fate, they can forge a
  relationship with several
  important Sidhe nobles and gain
  powerful artifacts to use in other
  situations. The Sidhe in this
  adventure more power than any human
  could fathom, but are
  hindered, as are others of
  their kind, by a lack of
  understanding of what it means to be human. The heroes
  might be able to change all of that.
  Act 1: Damsel in Distress
  The wind seems cold as it leaps from the sea’s embrace. The
  water’s dull grey hue mingles with the clouds overhead as
  the sand crunches beneath your feet. A tangled mass of
  shadowy trees nestles along the beach only a hundred yards
  ahead and casts a dim shadow across the beach. The only
  sounds you hear are the waves as they slowly roll and crash
  upon the sands. A lone shack sits empty upon a dune
  overlooking the water. Everything seems deserted for as far
  as you can see and you are actually enjoying the rare
  moment of solitude.
  The moment’s peace does not last. From inside the stand of
  trees, a scream pierces the silence and
  before you can move, a man emerges from
  the woods. He is tall, powerfully built, and
  dressed in the full plate mail of an earlier
  time, colored a faded seafoam green. A full
  helm conceals his features. He drags
  behind him a thin slip of a woman
  dressed in shimmering white who
  struggles but to no avail. Even at
  this distance, her pale skin, dark
  hair, and exquisite features are
  breathtaking.
  Many groups will leap at the
  opportunity to assist the person
  in need. If they do so, they
  will be able to reach the pair when
  the Jade Knight is four rounds
  away from the water. If the party
  holds back or attempts to flee
  the scene, the woman will
  scream for their aid. If the party
  still refuses to get involved, she
  will begin calling upon them
  individually, attempting to shame them into rescuing her
  and offering them riches and power if they aid her. For
  every attempt she must make to convince the party to assist
  her, the Knight will be one round closer to the water. He
  will ignore the party completely as he strides at a normal
  walking pace towards the water without looking to either
  side. Even if the party uses missile weapons, he will ignore
  them, trusting his armor to protect him.
  The Fall of Derwyddon
  A “Rapier’s Edge” Adventure
  
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  Note: if anyone in the party attempts to use firearms, the
  shot will go wild or the weapon will fail to fire. At that
  point, the heroes should realize they are in the presence of
  very powerful magic.
  As you approach the knight, you see that his armor is of
  excellent workmanship, but appears to be caked with salt
  and seaweed. His helm turns towards you and you see only
  blackness within the visor. A deep voice booms out, “Stand
  aside, mortals. My Queen summons me.”   His free hand
  falls upon the long sword hanging at his belt, but he does
  not slow his pace.
  If the party attempts to convince him to release the woman
  or tries to converse with him, he ignores them and continues
  moving forward. If they attack him, they will find him a
  very difficult target to damage. Once attacked, he will draw
  his weapon and begin attacking anyone within his reach
  even as he continues to move inexorably towards the sea. He
  will not release the woman unless forced to do so. The
  simplest means is to attack his hand or arm is with a called
  shot, although an opposed Brawn/Strength check will also
  work.
  If the party succeeds in getting him to release the woman,
  she will stagger a few steps away from him but he will
  continue attacking anything nearby; it appears that he
  cannot stop his progress for any reason. If a female character
  is engaged in combat with him, he will grab her instead and
  drag her towards the sea. Once the Knight reaches the sea,
  he spends two rounds marching into the surf. After that, he
  is completely submerged. Anyone he drags must follow the
  rules for Drowning until freed or dead.
  The Jade Knight’s feet reach the water’s edge, but he never
  hesitates. He continues walking forward although his helm
  has turned towards you with an inhuman menace. The waves
  lap across his feet and then his thighs. As the knight
  disappears into the rolling waves and beneath the grey
  waters, his voice calls out, “I will repay you for your
  interference, mortal fools!”
  After the party has revived the woman:
  Up close, her beauty is far more than breathtaking. Her hair
  is the shade of midnight and her skin is alabaster. She
  smiles at you and her features look as if they were carefully
  fashioned out of porcelain for she has no blemishes or flaws.
  The aroma of delicate flowers dances in the air about her
  and her voice twinkles like tiny chimes playing in harmony.
  “Thank you, thank you for your aid today. Without your
  help, Lord Waverunner would have trapped me beneath the
  sea for all time.”
  You find it difficult to concentrate on her words as your
  mind drifts with the sound of her voice. The urge to kneel at
  her feet and worship her passes through your mind for a
  moment. You feel a sudden pain in your chest, but lend it no
  thought as you stare adoringly at the creature before you.
  You awaken from your reverie at the sound of a gruff voice
  behind you.
  “You might want to tone it down a mite, lass.”
  You turn from the woman’s beauty and behold a tattered
  and haggard face. Dressed in faded robes, a man with white
  tousled hair stands before you. When you see his eyes, one
  red and one blue, you realize who it is (Anyone from the
  Glamour Isles will know who it is. If no one in the party is
  Avalon, request the appropriate lore check.)  It is none other
  than the great Derwyddon himself!
  You have heard tales of his powers and temper, but never
  paid them much heed. Now confronted by the man himself,
  you find yourself lending credence to the fantastical stories.
  His eyes hold a strength you never imagined. He scowls,
  reaches down, grabs a handful of sand, and tosses it into the
  air as a ray of sunlight breaks through the clouds.
  Something seems to fade and the constriction in your chest
  loosens. You find yourself standing with a tall, angular
  woman and an old man. He maintains that aura of power
  you detected before, but her appeal has definitely faded.
  Now her features seem too angular, her proportions
  somehow slightly wrong. Whatever she might be, she is not
  human. You also see that she is badly injured. Black bruises
  cover her arms while cuts cover her legs and torso. She
  glares at the man for an instant and then collapses.
  Attempts to revive her fail.
  
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  He turns to you and speaks again.
  “She was right though. You saved her from an eternity of
  servitude. Queen Maab isn’t usually so obvious in her
  attempts to seduce new courtiers. If she has ordered her
  knights to roam the land searching for subjects, the time is
  further along than I had thought.”
   Staring at the thing you thought was beautiful young
  woman he declares, “She is in no shape to travel, but she
  must be on her way. Only her Queen can heal the injury she
  has suffered.”  He pauses for a moment and then turns to
  you. As he speaks, he pulls a willow branch from within his
  robe and hands it to the party.
  “You must do it. Take her to her Queen who is traveling
  nearby. Hold the willow wand in your hands and it will
  point you in the right direction. Tell her what you saw today
  and then return here. I’ll await you in that fishing shack.”
  If anyone asks which Queen, Derwyddon explains that he’s
  talking about the Sidhe Queen. If anyone in the party
  expresses concern about meeting her, Derwyddon explains
  that as his messengers they are under his protection and
  unless they do something utterly egregious, will be allowed
  to return to him after they have accomplished their task. If
  anyone asks for a weapon or talisman to use against the
  Sidhe, Derwyddon shakes his head sadly at the querent and
  focus on the rest of the party. If anyone questions why he is
  not doing this task himself, he states that he will be busy
  denying the shore to Queen’s Maab’s minions. If the party
  demands recompense for this mission, he will give each of
  them a Lesser Geas to force them along. If the party simply
  refuses, he will shrug and allow them to leave unmolested
  which will immediately end the adventure for the party.
  Otherwise when they agree to the task, he will thank them
  and walk away to stand upon a large dune overlooking the
  water. They do not realize that he lays a Geas on them
  anyhow to bring his message to the Sidhe Queen and return
  to him.
  D20™: The party is affected by a Geas to bring Derwyddon’s
  message to the Sidhe Queen and return to him without delay.
  7
  th Sea™: If the party decides not to complete the task
  Derwyddon gave them (namely to give his message to the Sidhe
  Queen and return immediately to him) the entire party is cursed.
  They may not use Drama Dice until they figure out what they did
  wrong, and they lose one Kept die from all rolls for the next three
  days (72 hours).
  Act 2: There and Back Again
  For a moment, you stare at the willow wand Derwyddon
  gave you and the body lying on the sand. Then you pick up
  the woman and shift her about until you are comfortable.
  Despite her height, she is very light and you have no
  problem carrying her. The willow wand seems mundane
  enough for a moment and then you feel a slight tug from it.
  Moving it slowly, you find that it continues nudging your
  hand towards the dark woods behind you. When the wand
  points directly into them, the tugging stops. You step
  forward and the wand pulls slightly to the right. You adjust
  it and slowly follow the wand’s gentle prodding into the
  woods. Derwyddon’s voice follows you into the woods.
  “For your own sakes, be polite!”
  The trees are far denser than you had expected and within
  moments the light of the beach is left behind. As the last
  glimmer fades, you hear a faint hunting horn sounding in the
  distance.
  Moving cautiously, you discover a path that follows the
  direction of the wand. You take the path and quickly find
  that the trees on either side of the trail are lined with
  spiderwebs filled with dew forming intricate patterns and
  puzzles for the eye. The webs glow with a silvery radiance
  that lights you on your way and strange flowers in crimson,
  emerald and topaz spread beneath the thick canopy of
  branches. Somehow thriving without sunlight, the flowers
  seem to sway and turn to follow your progress. You notice
  that the woman you are carrying is changing. Now she is
  covered in tiny feathers and delicate gossamer wings begin
  to extend from her back. While she is more awkward to
  carry, she remains light enough to handle.
  The sound of a large animal crashes through the trees ahead
  of you, but you never catch a sight of it. As you pass by
  where it was, you see cloven tracks on the ground. Tiny
  glittering lights flit in and out of the tree branches while a
  high pitched giggling fills the air as tiny figures dance and
  whirl through the air before disappearing. Already you feel
  as if you’ve traveled for hours through these strange woods
  or perhaps only for an instant. You find it hard to judge
  distance or time beneath the oaks and willows that comprise
  
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  the woods.
  If the party attempts to retrace their steps after they lose
  sight of the beach, they will find that the path back does not
  lead to where they thought it did. The wand moves them
  about Avalon, flitting from place to place until they find the
  location of the Sidhe Queen. If they abandon their mission,
  they will find themselves in a different part of the world
  than they’d expected, perhaps as far away as Ussura or
  Vodacce, and the hike to civilization will take some time.
  Finally emerging from the woods, you blink in surprise.
  You’re not exactly certain what was there when you first
  arrived. Its image was as fleeting as the wind. Now as you
  peer around again, you see a single large tent set up here in
  the center of the clearing. Several bonfires burn happily
  around it while other fires glow with cooking embers
  beneath twisting spits filled with venison. A host of
  beautiful men and women dressed in blood-spattered
  clothing move about languidly while a dozen ravenous
  hounds the size of ponies devour something that was once
  four-legged. Despite the constant movement, it feels as if
  the entire scene is actually frozen, almost as if everything
  were holding its breath and watching. Two sharp-eyed
  guards step up beside you on either side. bearing bows over
  their shoulders and naked longswords in their hands.
  “What do you want, mortal?” demands the first guard, his
  voice sounding like wind rustling through leaves.
  The party must talk its way past these guards. If they
  attempt to fight their way through or threaten the guards, the
  Sidhe will fight back with all of their strength. An
  additional Sidhe will join them at the end of every round of
  combat and if a MacEachern weapon is used or a Sidhe is
  killed, the entire host of 25 Sidhe will immediately join in
  the fray. Diplomatic methods can succeed where brute force
  will fail.
  If the party attempts to trick the guards into allowing them
  to pass, the guards will allow any reasonable attempt.
  Possible methods include seducing the guards while others
  sneak past, claiming to be Derwyddon’s ambassadors or
  couriers, using diplomacy, and performing music for them
  in an attempt to convince them to allow you to entertain for
  the Queen’s court. Regardless of what methods are used, the
  party must obtain entrance to the tent. If they manage to get
  past the guards but remain outside the tent, a Sidhe will
  accost them at least once a minute and demand their purpose
  here. Again, violence will simply bring the other Sidhe to
  their aid while more diplomatic methods should allow them
  to pass unharmed.
  You step into the tent, which is much larger on the inside
  than it was on the outside. The ceiling disappears into
  darkness overhead while marble walls stand to either side of
  you. The entrance hall alone is at least a hundred yards
  deep while numerous passageways lead to either side.
  Glancing down these passageways reveals rooms filled with
  priceless artwork, torture equipment, pools of steaming
  water beneath a desert sun, icy caverns of twinkling
  diamonds and delicate woodland groves.
  Standing in the center of the room is an enormous throne of
  spidersilk and gossamer on which sits a tall figure. Her
  beauty burns into your heart for a moment but it seems to
  change slightly as you stare. Long knee length silver hair
  slowly shortens into a cap of green curls barely reaching
  her shoulders. Only her dress of mist and shadows and the
  silver diadem upon her head retain any certainty beyond
  that of heartrending beauty. She motions you regally
  forward and strokes her chin with the fingers of one hand.
  Two creatures appear at your side. Covered in warts and
  slime, they barely come up to your knees, but they reach for
  the woman you have carried through the woods.
  If you hesitate, one leaps lightly and remains hovering
  directly before you. Reaching out, the creature takes the
  woman from your grasp with a grip that feels like iron and
  place her tenderly upon a bed of mushrooms that suddenly
  sprout from the marble floor. It pulls a mossy blanket over
  her and the woman rolls over and seems to relax. The queen
  suddenly speaks, her voice rippling through the air and
  washing over you.
  “Mortals?  We are surprised. Few of your realm dare to
  disturb the Wild Hunt and fewer still survive. What brings
  you to kneel at our throne?”
  
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  The party’s actions at this point will determine their fate. If
  they are polite and deliver the message, she will quickly
  deal with them and order their departure. If they claim to be
  ambassadors from Derwyddon, she will insist upon having a
  feast for them and Sidhe swirl from the passageways to set it
  up before their very eyes. If the party has tricked their way
  in, she will sternly chastise them and send them on their
  way with her reply. If the party offered to entertain her
  court, she will insist on their performance. Those who
  perform well will be rewarded with gold and gems while
  those who perform poorly will likely receive a “gift” from
  the Queen. Anyone who is rude, condescending or irritating
  to the Queen will receive a “gift” as well.
  Possible gifts she might grant include changing a portion of
  the recipient’s body to that of an animal, such as giving
  them cloven feet or the voice of a raven; changing every
  item of food they touch into gold; duplicating them exactly
  and releasing the duplicate to bedevil the character; keeping
  them in the tent for a few moments that are actually years in
  the mortal world; doubling their strength while reducing
  their agility by half; or simply turning a portion of their
  body into stone. In particular, she will tailor her gift to the
  behavior of the offensive person. For example, someone
  who lied to her might be unable to tell the exact truth
  or to have his tongue changed into that of a
  serpent. A gift from the Sidhe Queen has
  enormous consequences upon the
  characters so be prepared for whatever
  happens. In general, the character
  should be able to find some means of
  appeasing her anger and begging her
  forgiveness, though not necessarily
  right away. When the Queen is
  done interacting with the
  characters, she will address them a
  final time.
  “We have given your words
  great thought. It is clear that
  our dear sister plans on
  causing trouble for our cousin
  Elaine and her beloved
  Avalon. This will not go
  unchallenged. When our sister moves, our army will be
  ready as well. She will discover the price for such treachery
  and it will be steep indeed. Return to the old man. Tell him
  what we have spoken this day and take this feather to prove
  that the words are ours. Now be gone.”  A single feather as
  long as your arm drifts across the room and into your hand.
  Its scarlet hue infuses every inch including the quill.
  Between one blink and the next everything changes. You
  find yourself in the center of a thick wood beside a sparkling
  stream. Dappled sunlight plays across the water and a light
  breeze plays across you. However, you cannot relax. That
  preternatural calm you felt upon entering the Sidhe Queen’s
  clearing still rests upon you. Therefore when the waters of
  the stream flow up onto the banks and form a small pool,
  you are not surprised. An elegant female figure steps from
  the water. You’re not sure if she came from beneath the
  water or simply appeared before you. She smiles gently with
  honest warmth. Her white dress and pale features stand out
  against the green shadings and shadows behind her.
  “I see you survived your meeting with my sister. That is a
  rarer event than you realize, so be grateful. Please add my
  message to hers. Tell Derwyddon that I stand with my sister
  the Queen. Should Maab attempt to destroy Avalon,
  we shall both move against her. My thanks and
  blessing go with you.”  She turns and strides
  downstream, her feet within the water but
  not stirring a single wavelet, quickly
  dwindling without appearing to move
  any further away. Within seconds, you
  are left alone in the clearing.
  Allow the party to
  speak for a few
  moments here at
  the pool. If anyone
  has the Sidhe Knowledge
  knack or Knowledge: Sidhe
  skill, they can easily identify
  the woman as the Lady of the
  Lake, sister to Queen Maab
  and the Sidhe Queen. If
  they inquire, they still have
  
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  the scarlet feather and Derwyddon’s willow stick will show
  them the direction back to the beach. If they attempt to
  prevent her from departing, the Lady of the Lake will ignore
  them. If they insist upon attacking her, she will quickly
  show them the error of their ways without actually killing
  them.
  When you move from the pool, you are only able to go a
  few yards before you hear a sound behind them. From the
  trees behind you comes a small squeak.
  “Pardon me, mortals, pardon me.”  Turning about, you see
  a tiny creature struggling towards you through the woods.
  He is no larger than your hand and appears to be a fish
  with feathery wings. tangled in a vine. In his mouth, he
  bears two pearls that prevent him from speaking clearly. He
  wings his way towards you and opens his mouth to allow the
  pearls to drop into your hand.
  “My Lady neglected to give you a token to bear to
  Derwyddon. One of these for him and the other to you as
  recompense for your aid.”  The strange creature quickly
  turns and flies away from you.
  If anyone has the Sidhe Knowledge knack of the
  Knowledge: Sidhe Skill, they may make a check now (DC
  25/TN 30) to realize that the pearl and winged fish are not
  symbols or creatures common to the Lady of the Lake, but
  to Queen Maab, although if questioned, the winged fish will
  deny this vehemently. If the party attacks the fish, they will
  quickly discover that it is quick, agile, and far sturdier than
  they expected. It will drop the two pearls and quickly fly
  away.
  The party may decide they have had enough for one day and
  simply decide to not return to Derwyddon. They will
  quickly discover, however, that disobeying the instructions
  of a Sidhe queen is not lightly done.
  Act 3: The Pearl
  The tugging willow wand leads you through the dense
  forest. Creeping vines and oaks dominate everything, but
  you can hear the crashing sounds of the beach nearby.
  Although it seems like you’ve been walking for hours, it is
  really only a few minutes until you emerge into bright light.
  The sands stretch before you and you can even make out the
  tracks you made only a few minutes ago when you faced
  Lord Waverunner. Eager to be done with the entire mess,
  you quickly approach the fishing shack. There are no signs
  that anyone has been here except for a curiously happy
  humming from inside. Even glancing at the dusty windows
  reveals nothing of the shack’s contents.
  Pushing the door open, you enter into another world. Like
  the Sidhe Queen’s tent, the interior is far greater than the
  exterior. The room within is brightly lit by a crackling fire
  and a cauldron bubbles within the flames. Shelves line the
  walls and overflow with acorns, leaves, books, branches,
  flasks, weeds, spices, powders, philters and potions. The
  center of the room is empty, except for an overstuffed chair
  where Derwyddon sits with his eyes shut. The humming is
  coming from him as he rocks back and forth in the chair. As
  the wind whips by you, his head snaps to the door and he
  opens his eyes. They seem filled with a painful knowledge
  that no man should have to bear, but he stands merrily and
  motions you all in.
  “Welcome!  I hope your trip was enjoyable. Strangely, the
  Queen of the Sea hasn’t opposed me at all and I have
  ensured that none of her creatures can emerge from the
  waves here anymore. What news from the Queen of the
  Sky?”
  Derwyddon listens carefully to the tidings. He motions for
  the party to simply place the tokens they were given for him
  upon his chair as he paces back and forth. When told of the
  Lady of the Lake’s words, his face falls and he becomes
  very agitated.
  “No, no, no. What is she thinking?  Should that happen and
  then that...how would that affect the equilibrium and the
  barrier?  Would the forces cancel out or multiply?”
  Derwyddon mumbles for several long moments, clearly
  upset at your news. With a sigh, he flings himself into his
  chair and a enormous sound splits the room.
  Derwyddon’s face goes completely pale and he screams out,
  “NO!” as he pulls the pearl the winged fish gave you from
  beneath him. Water begins leaking in across the top of the
  
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  far wall, which then collapses leaving only a wall of water.
  You can dimly make out a dark tentacled figure through the
  water as is lashes out at the old man. At the first touch of
  the tentacles, he changes. His face grows cold and hard as
  he jabs out with one hand. Beach grasses erupt from
  beneath the floor and spear into the tentacles that withdraw
  for a moment.
  He shouts after it, “Begone, Maab. You cannot pass here
  while I stand against you.”  An enormous spear hurtles out
  of the water, but the wizard sweeps his arm and a wall of
  ice rises before him. The spear and ice wall both shatter.
  Before you can notice anything further, another figure
  emerges from the water. The clank of his armored feet and
  the faded green of his armor tells you this is Lord
  Waverunner, but he wears no helm this time and you
  recognize the face as that of the winged fish. The inhuman
  visage smirks at you and then rushes forward with his
  longsword raised high.
  This is the climactic fight. Make it clear that Derwyddon is
  holding his own against Queen Maab while Lord
  Waverunner focuses upon the heroes and fights to his
  utmost to destroy the party, selecting the best fighter in the
  group and focusing all his attacks upon that hero. Once
  again, most weapons will be completely ineffective against
  him. However, the person holding the willow wand
  discovers that it has changed shape yet again. Now it
  appears as a wooden form of whatever weapon with which
  they are most comfortable and will maintain that shape
  throughout this combat. This is considered a Sidhe weapon
  and is not affected by Lord Waverunner’s damage
  reduction.
  The pearls the party was given have not changed shape, but
  are also considered a Sidhe weapon if used with a sling or a
  firearm. The scarlet feather the party brought back has
  stiffened and will now act as a Sidhe arrow or fencing
  weapon and will likewise ignore Lord Waverunner’s
  damage reduction. If Lord Waverunner defeats the best
  fighter in the group and there does not seem much
  likelihood of the party besting him, he will laugh at them
  and return to the water. Otherwise, he will fight to the death.
  Regardless of the outcome, after the fight the scarlet feather
  will crumble to dust.
  At last you turn from your own fight to the one still raging
  on between the tentacled horror and Derwyddon. While the
  tentacles are battered and bleeding, the old man appears
  tired, but has so far not suffered any major injury. Just as
  you think he will triumph, a small object flies out of the
  waves and smashes into his chest. He stares down at it in
  horror and then you see his limbs begin to shrivel. His
  entire form twists and shrinks in on itself quicker than
  thought and after a heartbeat all that remains is a single
  pearl lying upon the ground. A tentacle snatches it up and
  retreats behind the wall of water. You all hear a creaking
  and groaning all around you. The walls are leaning to the
  left and the entire structure is obviously about to collapse.
  Scrambling out, you barely escape before the shack falls to
  the ground. You are back upon the beach. Before you are
  the shattered remains of a shack, but there are no signs of
  the fabulous interior or the tremendous battle that just
  raged within it.
  Epilogue
  The party has just witnessed the fall of Derwyddon,
  archdruid of Avalon. However getting anyone to believe it
  is unlikely. Very few beings will accept the heroes’ story.
  Most will believe it to be a tall tale or a trick of the druids,
  as he has staged his death on several occasions for his own
  reasons. While Queen Elaine, the Sidhe Queen, and the
  Lady of the Lake are all extremely difficult to approach,
  they will believe the party if approached correctly. Even if
  this occurs, they will not believe his ramblings before he
  disappeared. His words were often strange and difficult to
  understand. Even if the characters are certain that a battle
  between Queen Maab and the other two Sidhe Queens is a
  disastrous occurrence, they will not convince anyone of that
  fact. Again, this is simply the nature of Avalon.
  However, the party has met and interacted with several
  extremely powerful Sidhe. If the GM wishes to continue
  association with them, it should not be terribly difficult. The
  party can keep the willow wand and the pearls if they kept
  them in their possession as the cottage collapsed. The pearl
  containing Derwyddon could not be retrieved.
  
  7th Sea™ / Swashbuckling Adventures™ eBook
  8
  Soft Points
  A soft point is something not inherently necessary to the
  action of the adventure. It is meant to provide the GM with
  possible events for the players to encounter without forcing
  every set of characters to encounter them. They may occur
  during the journey to the Queen of the Sidhe, while within
  her tent or on the way back. No statistics are included for
  these to allow GM to tailor them to fit the campaign.
  Encounter One
  A deer leaps out of the woods and stares about wildly for a
  moment before plunging onwards. A moment later a wolf
  follows her, but you see it pass through a tree without
  slowing down as it pursues her.
  Both are actually shapeshifted Sidhe having some sport.
  Should the heroes interfere, both of them will turn towards
  them in puzzlement and begin sniffing them. After a
  moment, they will begin asking questions and attempting to
  understand why humans would interrupt a hunt. They are
  not angry, merely curious.
  Encounter Two
  A beautiful woman kneels beneath a wall and stares in
  puzzlement at a pile of eggshells laying at her feet. You can
  see that her dress is stained red with blood as she attempts
  to fit the pieces back together.
  The woman is a Sidhe who turned a human suitor into an
  enormous egg and then pushed him off a wall to see what
  would happen. She is annoyed that despite her best efforts,
  she feels nothing at his destruction. Should the heroes
  approach her, she will ask them to aid her in remaking her
  lover. If a hero agrees, she will turn him into a human sized
  egg complete with limbs and then grab a club with which to
  shatter him. If the heroes flee, she will not pursue. The hero
  will remain an egg until he can convince a Sidhe to remove
  the curse or a full day elapses. While an egg, all damage to
  the hero is multiplied by 10.
  Encounter Three
  Strange emerald eyes stare at you from behind a tree, but
  whenever you turn to look at them, they disappear.
  A curious Sidhe, she has taken the form of an enormous
  squirrel and follows the heroes for the remainder of the
  adventure. She will not interfere or influence matters at all,
  unless the heroes specifically and politely ask her for aid.
  Then she will step into the light, still in the form of a three-
  foot tall squirrel and give them a short verbal clue. For
  instance, should they ask for help getting past the Sidhe
  guards in Act Two, she might suggest that “Honeyed words
  and lusty gaze often open gates that mere strength cannot
  break.”
  Encounter Four
  As you stride forward, following the willow twig’s
  instructions, you notice a field of tall grass ahead of you. An
  eerie moan fills the air as you approach, the sound of a
  hundred men dying together.
  The heroes must be cautious here. Anyone entering the
  grass will discover that it is extremely sharp and will
  actually cut a person in half without breaking.
  d20™: Anyone walking through the grass takes 2d6 damage per
  round and it takes 4 rounds to pass through it completely.
  7
  th Sea™: Anyone walking through the grass takes 2k2 damage
  each round and it takes four rounds to pass through it.
  Encounter Five
  You come upon a tower of glass without window or door. A
  beautiful maiden stands upon a balcony and motions for
  you to approach. “Good sir, I am long accursed by the Wee
  Folk. They have declared that I cannot step foot from the
  tower until I have convinced someone to climb up to me and
  kiss me. Could you help me?”
  The woman is a human long imprisoned here, doomed to
  remain within the tower without aging or resting. Should
  anyone climb up to her, the Sidhe enchantment will be
  broken and the long years will rush upon her, turning her to
  dust within seconds. She will thank the hero with a
  whispered echo and may leave a gift, depending on how
  kindly the GM is feeling.
  
  7th Sea™ / Swashbuckling Adventures™ eBook
  9
  Encounter Six
  You notice that all the trees seem quite odd. Looking closer,
  you realize that you are not surrounded by trees, but by
  mushrooms, which tower ten to twenty feet above your head.
  A strange giggle from above attracts your attention and you
  see someone has climbed onto the top of the mushroom and
  watches you with an enormous grin. “Eat one side and
  you’ll not eat the other.”
  Should the heroes eat anything while within this act, they
  will be overcome with remorse for injuring the mushrooms.
  As their entire bodies turn red with white spots, they find
  themselves compelled to stay and care for the mushrooms.
  Only those with strong wills (d20™: Will check DC 10; 7
  th
  Sea™: Resolve check TN 10) will be able to leave the
  mushroom and drag their companions away. Once out from
  beneath the mushrooms, the compulsion will fade, though
  the coloration will remain for another week.
  Encounter Seven
  A trio of woman stride up to you from nowhere. All three
  have long red hair and perfectly white complexions, and
  wear translucent silken scarves and slightly vacant
  expressions. The three ask in a seductive unison, “Which of
  us is the ugliest?”
  When the heroes focus upon only one of the women, they
  find their eye drawn to a tiny blemish upon her face. Before
  their eyes, more blemishes, scars and flaws appear until she
  appears as a disfigured and hideous hag dressed in
  threadbare rags. The same thing happens when the person
  looks at the other women. The longer the heroes gaze upon
  them, the uglier they will appear and they will continue to
  ask the same question as their voices slowly change into
  hoarse and twisted mockeries of themselves. This effect
  continues, so if a hero looks from one to another of them,
  they will each continue getting more hideous, but it is
  individual, so while one hero might see one of the women
  as a hag and another may still see her as beautiful. They will
  pursue the heroes until they receive an answer.
  If any of the heroes answer the women, all three they will
  nod sagely for a moment and then the two not selected will
  leave. The last one will then demand, “Why?”  She will
  hound the hero who answered, following him everywhere
  and repeating her question until they give her an answer and
  then stalk away. If the heroes ignore her, any other Sidhe
  they encounter will react more negatively when they see her
  following them.
  Encounter Eight
  An impossibly tall man slides up to you and smiles. A table
  before him is set with place settings for the entire group and
  several covered dishes and a kettle sit in the center.
  “Please, sit. I have prepared tea.”  He motions to the seats
  and you notice that each of his fingers is at least six inches
  long. His voice is low and commanding while the smile
  never leaves his face. The covers lift off the dishes on their
  own and reveal scones, clotted cream, pate, and other
  delicacies.
  The dishes all look lovely, but taste like bland oatmeal.
  Should the heroes simply eat his offerings, he will treat
  them politely and then wish them a pleasant evening. If they
  refuse his food or make any rude comments about it, his
  face will harden and he will motion towards the place
  settings. The silverware, plates, napkins and other items
  upon the table will rise off the table and begin moving
  independently. For the first round, the silverware will stab
  into the dishes of food and cut off pieces of the various
  items. Then they will fly through the air and attempt to
  force the food into the mouths of the heroes. If the heroes
  refuse to open their mouths, the silverware will stab into
  their faces while the napkins begin strangling the heroes.
  The Sidhe and his table will not attack or pursue the heroes,
  although the silverware will follow for one round.
  Dramatis Personae
  Lord Waverunner, the Jade Knight ( d20™ )
  Sidhe Noble: CR 11; SZ M (humanoid); HD 8d6+8; hp 42;
  Init+9 (+5 Dex, +4 Improved Initiative); Spd 30 ft., Swim
  60 ft.; AC 28 (+ 5 Dex, +5 Natural, +8 Sidhe plate mail);
  Atks: Sidhe Sword +11 melee (1d6+7); SA Spell-like
  abilities; SQ Shape change, Sidhe qualities, Touch of the
  Sea; damage reduction 10/cold iron or Syrneth/Sidhe
  weaponry; SV Fort+4, Ref+11, Will+8; Str 20, Dex 20, Con
  13, Int 16, Wis 14, Cha 20; AL CE; Skills: Bluff+11,
  
  7th Sea™ / Swashbuckling Adventures™ eBook
  10
  Concentration+6, Disguise+11, Hide+11, Knowledge
  (Avalon)+8, Knowledge (Bryn Bresail)+11, Knowledge
  (Sea)+10, Listen+10, Move Silently+11, Ride+9, Speak
  Language (Aquatic, Avalon, Sylvan, Vestenmannavnjar
  [alternately, any four languages from your campaign
  setting]), Spot+16, Swim+20; Feats: Dodge, Expertise,
  Improved Initiative, Mobility, Parry, Spring Attack
  Spell-like abilities: He can cast Glamour spells as if he
  were a 20th level character, although he rarely does so. (See
  Swashbuckling Arcana™ or Illusion spells as if he were
  a 20th level sorcerer, with the same benefits as
  above.)
  Shape Change: He can assume the form of a
  platemail-clad humanoid with the head of a fish
  or a tiny winged fish. All of his abilities and
  powers remain the same regardless of form.
  Touch of the Sea: Once per round, after being
  hit by Lord Waverunner’s melee attack, the
  victim must make a Fortitude save (DC 15) or
  suffer the effects of the deep underwater pressure
  (2d6 damage and -4 to all rolls; and unable to use
  Dexterity bonus to armor class for the next 2
  rounds).
  Sidhe Armor: Lord Waverunner’s jade armor is
  highly Glamoured and unbelievably light and
  flexible, while still as hard as any metal forged
  on Théah. It confers no check penalties of any
  kind and does not affect his swimming in the
  least.
  Lord Waverunner, Villain  ( 7th Sea™ )
  Brawn 5, Finesse 5, Resolve 3, Wits 4, Panache 3
  Reputation: -30
  Advantages: Avalon (R/W), Vendel; Appearance:S
  tunning, Combat Reflexes, Immortal, Immune to Disease,
  Sea Bound, Sidhe Armor (see below), Sidhe Sword, Slow
  Aging, Smell Glamour
  Courtier: Dancing 2, Etiquette 2, Fashion 1, Oratory 1,
  Sincerity 3
  Hunter: Ambush 2, Fishing 3, Stealth 3, Survival 2
  Spy: Disguise 3, Stealth 3, Shadowing 2. Sincerity 3
  Athlete: Climbing 2, Footwork 3, Sprinting 2, Swimming 5,
  Throwing 3
  Fencing: Attack (Fencing) 5, Parry (Fencing) 5
  Rider: Riding 2
  Shape change: He can assume the form of a platemail-clad
  humanoid with a human head or the head of a fish, or he
  may appear as a tiny winged fish. All of his abilities and
  powers remain the same regardless of form.
  Touch of the Sea: Once per round, after being hit by Lord
  Waverunner’s melee attack, the victim must make a Resolve
  check (TN 20) or suffer the effects of deep underwater
  pressure (2k2 damage and -2 unkept dice to all rolls, and –5
  to TN to be hit).
  Should the party foolishly attack Derwyddon, the
  Sidhe Queen, Lady of the Lake, or Queen Maab,
  please consult The Sidhe Book of Nightmares™ for
  details.
  Unnamed Sidhe ( d20™ )
  Medium-sized Fey: CR 9; SZ M (humanoid); HD
  8d6+8; hp 33; Init+9 (+5 Dex, +4 Improved
  Initiative); Spd 30 ft., Swim 60 ft.; AC 20 (+ 5 Dex,
  +5 Natural; Atks: Sidhe Sword +11 melee (1d6+7); SA
  Spell-like abilities; SQ Shape change, Sidhe
  qualities, Touch of the Sea; damage reduction
  10/cold iron or Syrneth/Sidhe weaponry; SV
  Fort+4, Ref+10, Will+7; Str 18, Dex 20, Con 14, Int
  16, Wis 14, Cha 20; AL CE; Skills: Bluff+11,
  Concentration+6, Disguise+11, Hide+11, Knowledge
  (Avalon)+8, Knowledge (Bryn Bresail)+11,
  Knowledge (Sea)+10, Listen+10, Move
  Silently+11, Ride+4, Spot+16; Speak Language
  (Aquatic, Avalon, Sylvan, Vestenmannavnjar
  [alternately, any four languages from your campaign
  setting]), Spot+16, Swim+20; Feats: Dodge, Expertise,
  Improved Initiative, Mobility, Parry, Spring Attack
  Shape Change: He can assume the form of a platemail-clad
  humanoid with the head of a fish or a tiny winged fish. All
  of his abilities and powers remain the same regardless of
  form.
  Touch of the Sea: Once per round, after being hit by this
  Sidhe’s melee attack, the victim must make a Fortitude save
  (DC 15) or suffer the effects of the deep underwater
  pressure (2d6 damage and –4 to all rolls; and unable to use
  Dexterity bonus to armor class for the next 2 rounds).
  
  7th Sea™ / Swashbuckling Adventures™ eBook
  11
  Unnamed Sidhe ( Villain ) ( 7th Sea™ )
  Brawn 4, Finesse 5, Resolve 3, Wits 4, Panache 3
  Reputation: -15
  Advantages: Avalon (R/W); Appearance: Stunning,
  Combat Reflexes, Immortal, Immune to Disease, Sea
  Bound, Sidhe Sword, Slow Aging, Smell Glamour
  Courtier: Dancing 1, Etiquette 2, Fashion 1, Oratory 1,
  Sincerity 2
  Hunter: Ambush 2, Fishing 1, Stealth 2, Survival 2
  Spy: Disguise 2, Stealth 2, Shadowing 1. Sincerity 2
  Athlete: Climbing 2, Footwork 3, Sprinting 2, Swimming 4,
  Throwing 3
  Fencing: Attack (Fencing) 3, Parry (Fencing) 3
  Rider: Riding 1
  Shapechange: He can assume the form of a platemail-clad
  humanoid with the head of a fish or a tiny winged fish. All
  of his abilities and powers remain the same regardless of
  form.
  Touch of the Sea: Once per round, after being hit by this
  Sidhe’s melee attack, the victim must make a Resolve check
  (TN 20) or suffer the effects of deep underwater pressure
  (2k2 damage and -2 unkept dice to all rolls, and –5 to TN to
  be hit).
  Willow Wand
  This simple willow branch is roughly two feet long and
  unremarkable at first glance. However, it has the ability to
  transform itself into other forms, but does so only in the
  presence of Sidhe and the owner has no control over what it
  becomes. Regardless of form, it is a weapon capable of
  harming Sidhe and ignoring their damage reduction, which
  makes it an extremely valuable item.
  Pearl
  This simple white pearl appears merely valuable, but it
  possesses a dangerous secret. Queen Maab is aware of the
  pearl at will and can see anyone possessing it as well. While
  this is not inherently harmful, her attentions are rarely
  beneficial. She can also see anything within ten feet of the
  bearer at will. When used as a weapon, it ignores the
  damage reduction of any Sidhe.
  Credits
  Writing
  Dana DeVries
  Format
  Mark Stanton Woodward
  Editing
  Nancy Berman
  Line Development
  Mark Stanton Woodward
  7th Sea System Creation
  John Wick, Jennifer Wick and Kevin Wilson
  7th Sea™ and Swashbuckling Adventures™ are properties of
  Alderac Entertainment © 2004. All rights reserved.
  
  7th Sea™ / Swashbuckling Adventures™ eBook
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SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/08 Other Campaigns And Adventures Of Théah/The 7th Sea The Fall Of Derwyddon.pdf