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This page is designed for the GM who wants to know what the hell was really going on in the adventures. Here you can see what the bad guys were really up to and what the GM was thinking at the time. These notes wshould help you recreate any of the adventures for your own group, or tell you where to find a copy of any published adventures

'The Adventure Begins' Adventures Link

Introductory adventure by the GM
This small section served as an introduction to the game, and a quick combat to get everyone used to the rules. As a Montaigne in Castille, Francine is given ‘the black spot’ by the Castillian Republican Army of Patriots, which has a very appropriate acronym. They are a bunch of overeager and laughably unlucky Castillains trying laudable but badly to free their country. They don’t do this by picking military targets of fighting on the frontier; instead they pick easy targets and avoid anything too dangerous. They are essentially overgrown angry teenagers, and they are so amateur the Rilasciare wants nothing to do with them. There is another Montaigne in Altamira, the lady Clarisse, who has also received such a threat. Her bodyguard, a Knight of the Rose and Cross, is wounded battling the C.R.A.P. and she asks the players for their assistance. This leads them to the next adventure when they run into ‘Brother Mark (Isso)’.


'Where Drachen Dare' Adventures Link
Adventure by Mark Caldwell, published in Valkyrie magazine #21
This adventure involves a dark plot by an Eisen bad guy. He captures the characters so he can steal a book that (in this case) Clarisse is taking to the Knights in Freiberg. The characters are allowed to escape, but with a copy of the book. They only discover it is the wrong book when it is examined by the knights in Freiberg, at which point it is too late to stop the evil plan. This plan is to use an ancient ritual in the book to raise an undead Drachen skeleton and conquer Eisen. Well, that is what he thinks anyway. The players return to the castle in time to see the bad guy completing the ceremony and murder the local villagers to raise his monster. With the help of the Knights and a once adversarial highwayman they do their best to save the day.

For my group it allowed the characters to form a bond with Clarisse who has become a well respected friend of the group. The conclusion of the adventure saw the group in possession of a castle, which they passed on to Axel’s family. It also gave them a story (that of a huge Drachen skeleton) which they have told to just about everyone in Théah by now.


'Crossing the Mountains' Adventures Link
Short space filler adventure by the GM
At this point the group were left in Freiberg, and wanted to travel to Charouse (for no better reason that sight seeing). I thought it was time they met some of the less pleasant members of the Montaigne nobility in the form of Allain, an arrogant and rich Porté sorcerer. Allain was kind enough to offer a lift to the group. He is crossing the mountains by coach, and can’t use Porté as he has servants and luggage to bring. Unfortunately two of Allain’s servants were part of the Rilasciare, and had finally had enough of him, and wanted him dead. They have organised an attack on the coach as the party cross the mountains into Montaigne. There is a nearby Rilasciare base, which they have just liberated from the C.R.A.P. (who had been giving them a bad name recently). Dave couldn’t make a few sessions so I had to write Francine out for a while, which is why she was kidnapped. Her story can be found in ‘Francine’s Sojourn’. The most interesting part of the adventure was Alejandro’s stubborn refusal to use Porté to get to Charouse. With the coach destroyed in the attack, and the group having been of so much help, Allain offered to take the characters to Charouse by Porté. Unfortunately Alejandro wouldn’t have anything to do with the idea. However it didn’t save the barrier as Allain the sorcerer kept popping back to see he and Axel were ok!


‘The Last Sorcerer’ Adventures Link
Adventure by the GM
This is when the group really played into my hands. On the way to meet the others, Axel and Alejandro meet Stephan Vandragan, a very old man and his assistant the Castillian swordsman Sancho Montoya. Stephan says he is on his way to try and rescue his daughter, but he is too old, can the characters help. His daughter (he says) can retrieve an object from the Sidhe lands that will make him well again.

This is all of course a lie, but the players bought it nonetheless. In fact Stephan is ‘Stephan Von Drachen, the last of the line of Zerstörung sorcerers. He is only half blooded, and has worked long and hard to try and unlock greater power. These experiments have aged him prematurely (he is only really in his mid thirties) and he is running out of time. His lover (Lady Jane Killmarvon) has links to N.O.M. and they have agreed to help (I shouldn’t need to tell you why!). They have located another member of the family, Stephan’s sister Eva. Eva believes she is an orphan, and is completely unaware about her potential, having been working as a mercenary since the war. N.O.M. saw to it she ended up on a slavers ship, from which the players get to rescue her, thus gaining her trust and her assistance to retrieve the item.

To get to the slaver’s ship, Stephan has hired a Vodacce pirate called Captain Virago. He gets to board the ship and take what he likes, and get paid for his trouble. He also ended up making money from the characters who decided to buy the slaves from the Captain (who upon freeing them considered them cargo). He wouldn’t have made so much money had not Viola simply offered everything they had without even trying to bargain!

There is one part Stephan wasn’t lying about. Many years ago the Von Drachen family hid an hourglass that can awaken Zerstörung in those with Von Drachen blood with the Unseelie Sidhe. However the Sidhe are bound to only give it to a Von Drachen. Stephan is too old to make the trip, so they need Eva. Stephan is also not sure how the Sidhe will react, and considers Eva expendable.

So, Lady Jane helps them get the hourglass, and then travels with the group to San Arant, where Stephan will meet her. The players conveniently allow the group to have a family get together in an inn, where in fact Stephan uses the hourglass to grant himself full mastery of his sorcery and imbue Eva with full blooded sorcery as well. He and Lady Jane escape pretty much when the characters work out what a bad idea leaving the NPC’s together may have been. In fact, they had to be told this by Gerard the Musketeer, a member of the Rilasciare who has been tracking Stephan. Still, they do get a quick showdown, and a repeat visit from Mr Toad. Eva needs time to deal with her new powers, and sets off with Sancho, who turns out to be a good man who owed Stephan a life debt. He considers that repaid, and vows to help Eva. The players go off to find a tavern and get drunk after such a mess.

 

‘The Mask of El Vago’ (parts 1 & 2) Adventures Link
Adventure by the GM based on the campaign example in ‘Los Vagos’ sourcebook (& ‘The Mask of Zorro')
Ok, this is where things get complicated. I thought it was time to introduce a bit of El Vago, and keep the players in one place for a while. To this end I decided that Alejandro would be asked to remain in the town as the village priest until a new one can be sent for. The old priest having died from natural causes shortly after the players arrive.

As you’d expect, things are not all as they should be in San Arrant. For a start, Reis turns up. He was a convenient way to bring in Fionn and Bjarne, and served to connect the players to his battle with Bonnie McGee and the Waves of Blood plotline. I was very glad I had impressed upon them the Captain’s reputation, as none of them challenged him to single combat (I do hate killing PCs!).

San Arrant is a normal town in occupied Castille. However, what makes it different is that it’s Montaigne governor (‘Don’ Vincent Leveque D’ur) is rather good to the people and well liked. He has seen the old governor’s daughter Elena has retains her position as first lady and his musketeer garrison has been just and merciful.

In fact, Vincent is plotting to create his own kingdom. During the fight for the town, cannon fire exposed a seam of gold. Luckily Vincent was the first to find it, and shared the knowledge with his Musketeer Captain. They hatched a plan to mine to gold by kidnapping local people in the guise of Inquisition and forcing them to dig for it. The players discover the missing farmers and set out to rescue them, in the process joining the local Los Vagos group. They find the mine eventually and free the people, killing the Captain of the Musketeers who was running the operation. This all happened the night of a big party, and I was upset they wouldn’t follow the clues. I wanted to send them out drunk. Actually they went one better and had to go out on the adventure to rescue Axel (who had followed the plot) with raging hangovers.

Anyway, back to Vincent’s plan. All this impersonating the Inquisition couldn’t go unnoticed by them forever. Eventually they had to bring the Inquisition in on the deal as they have a fortress nearby and might get annoyed. To keep the remainder of the populace in check, Vincent decided to use carrot rather than stick. This is because he wants to rule them as his loyal subjects for a lot longer than the occupation. He wants to buy the land from the Montaigne and rule it himself.

Now, he can’t just turn up at court with a lot of gold and buy the land himself. The fact it was found on Castillian land makes it a spoil of war and therefore belongs to the Montaigne. They may get upset if he tries to buy it with their money, and no one would believe he is suddenly that rich. So he brings in the Inquisition. He brokers a deal saying it is they who wish to buy the land; with the proviso it remains in the hands of the Governor. Vincent cuts the Inquisition in for a certain sum, and everyone is happy. He gets a land where the rule of the governor is law; the inquisition gets technical land rights and a large sum, and the Montaigne get a wad of cash for keeping things just as they are.

As usual, the only losers are the Castillians. However, for them nothing has changed, and at least one bit of land is freed from Montaigne control. This allowed me to do what I’ve always wanted to do. Have a villain who can tell his plan to the players, and not leave them with a thing they can do about it. In fact this one invited them all to dinner to witness the treaty being signed. I love this game.

Unfortunately I couldn’t leave things with the bad guy in charge, as the players so desperately wanted him dead. So there is a flaw in the plan. Elena’s father Rodrigo was not killed in the war as everyone believed. He has survived, and even joined Los Vagos. Through this organisation he hears about what is going on in his home town and leaves the fight to get involved. He arrives disguised as the new priest to observe and wait for the treaty to be signed. Once that has happened, he helps the players storm the ‘Governor’s’ Hacienda and oust Don Vincent. He can do this now as he can claim the title of Governor, effectively freeing a bit of Castille thanks to Vincent’s plan.

Hoorah for the good guys. At the end Lucrezia turns up to see how things go. She has been dogging the heels of the players as she knows they will be involved in the whole Cabora thing. She has also noted that Gerard (a lieutenant in the musketeers and Vincent’s nephew) will be torn between protecting his uncle and doing what is right. As this foreshadows later events in Charouse, Lucrezia wants to see how it all goes.

 

‘Tangled Strands’ (parts 1 & 2) Adventures Link
7th Sea adventure by Kevin Boerwinkle
This adventure was run almost exactly as it is written in the book. However, part 1 (where Ramon and Helena need help to fight the bandits) actually occurred before the climax of ‘The Mask of El Vago’. The second part of the adventure happens after the events in San Arrant have settled themselves, and served as a way to get the players moving again. In this section, Helena asks the characters for help in rescuing Ramon from the Montaigne near the border of occupied and free Castille. The second part runs the way it is written in the book, but with the additional help for the characters of a young (and quite wild) girl who wields powerful ‘El Fuego Adentro’ sorcery. A couple of the characters notice she bears a striking resemblance to Alejandro.


‘La Selva Fendes’ Adventures Link
Adventure by the GM
GM – Simson Leigh

The details of Simson’s ‘undercampaign’ called 'Sticks and Stones, But Words May Tear This World Apart' are explained by the alchemist Timothy Embers in the ‘Soul Mates’ write up below. However, this section from the letter explains a little of this first encounter with the mystery of Syrneth story magic. This adventure saw the introduction of Fiora.

“Where to start? Hmm, well it all began when a certain group of people had the misfortune of stumbling on a pocket of reality in the ‘La Selva Fendes’ forest in Castille.

When they reached this castle they saw a party in progress with people from many nations, all trapped inside for some time. It was not until they tried to escape that they discovered what the place was really like. Some of them encountered the allies of the Binders who were working on keeping the bubble from growing any larger and possibly to seal it.

They managed to 'talk' their way out of the castle and escape the enchantment that kept the castle and its occupants from returning to Théah.”

 

‘Attack on El Morro’ Adventures Link
Adventure by the GM, based on events in ‘Waves of Blood’
The characters arrival in Vaticine City gave me the opportunity to play Alejandro’s elder sister. I love playing characters relatives, as it always gives me to opportunity to be really harsh to them! Poor Constanza was no different. She was glad beyond belief to see her brother again, and angry beyond word with him fro not coming to see her and tell her he was alive for several months. She was away in Vaticine city when the Montaigne attacked the family ranch, and had no idea Alejandro was actually in prison at the time.

Anyway, adventure comes to the group in the shape of Margaretta Orduno. She is led to them as ‘friends of El Vago’ when she asks the order for help to free her husband from El Morro and the inquisition. In this adventure the characters join the General in his amazing attempt to free the admiral. They need the players to bring ‘El Vago’ who’s appearance and assistance in the rescue will see that ‘right is on the Admiral’s side, and not the Inquisition’s’. Unfortunately, during the rescue the group are noticed by Dona Urraca Rioja and her associate ‘El Cameléon’.

The characters get to see the immense Porté hole that allows the ship to escape. However, a warning from Lucrezia to Fionn (see O’Connell’s Travels) convinces them to leave the ship and take their chances.

The characters are tracked however, by the dangerous ‘El Cameléon’ who has followed the ship from El Morro. From the site of the Porté hole he has followed the only tracks, that of the players, back to Vaticine city. He informs the Inquisition when the group arrive in Vaticine City again and Inquisition agents attempt to arrest the group for their involvement in the rescue. However, the characters escape and run to Altamira.

 

‘Altamira Again’ Adventures Link
Modern Adventure and notes by the GM
’The Fencing Master’, Flashing Blades (Parisian Adventure) adventure by Mark Pettigrew
This is where things get strange. It is here I ran a modern version of 7th sea, the details of which are in the ‘7th Sea Modern’ part of the website. Essentially, the characters come together to sit in a café in Altamira. As fate would have it, their descendants are doing the same on the same day several hundred years later. Neither group has any idea about what happens to the other. However, this strange temporal coincidence allows the players to play the descendants of their characters, rather than the originals for a moment. We may again return to the modern era with other characters, or even visit further into the future and across the universe.

Once this was resolved, the players find their original characters exactly where they left them in the café, arguing as usual. Viola is keen to learn a new style of sword fighting, and becomes a student of a master of Gallegos. Unfortunately this master is having trouble from the students of a rival school. He has been abducted to a local monastery and is being kept prisoner there. The enemy school teaches arrogance and bullying to its students, yet has done well and recruited many followers. None however are up to the challenge of the characters (see how bad they are).

The only trouble in this adventure was Alejandro and Viola. For quite some time, Axel and Viola have been under an execution order by the Kreuzritter. Alejandro dropped them both in it when he visits the Altamira base of his order (before then, they were only after Axel!). Axel and Viola have long known about Alejandro’s possible membership as unlike many people, Viola (as a member as Sophia’s Daughters) was aware of the significance of the black cross he wears. This all comes to a head when Alejandro ends up with a gun to his head, captured by the main bad guy. Said bad guy tells the others to drop their swords, they fail to do so, and so Alejandro is shot, at point blank range, in the head.

Now, I don’t like killing a character, but it was going to take some heavy rules fudges to let him survive that one. Then I remembered Lucrezia, and the cheek Alejandro gave her in San Arrant. So I determined that she was responsible for the situation by pulling his strand to give him a near death experience, just to teach him a lesson. Alejandro will discover this when he wakes up, and a few other surprises as well.

‘The Village of Spirits’ Adventures Link
Adventure by the GM
GM – Simson Leigh

The details of Simson’s ‘undercampaign’ called 'Sticks and Stones, But Words May Tear This World Apart' are explained by the alchemist Timothy Embers in the ‘Soul Mates’ write up below. This next excerpt from the letter details the strange occurrence in the Eisen village, another case of ordinary people caught in these ‘reality bubbles’. This episode introduced Pietro and Korov to the group, and reintroduced Fiora as well..

“Some time later they encountered a village in Eisen which had also crossed over to the other side and learned of people being inhabited by the enemies of the Binders. They saved the people trapped on the other side (apart from a few unfortunates) and continued on their way through Eisen.

It was at this point that I became aware of their activities and the fact that some of them were able to alter the pockets of reality (although this appeared to be at an unconscious level). Also, a young woman was charged with guarding one of the books and I knew that she would be forced to copy it. Despite the many great and despicable deeds that I have done, the one thing that will haunt me until my last moments on this planet are the fate of those who fail in their attempts to copy a book. Even if they succeed, the old book often attempts to slay them.”

 

‘Family and Freiburg’ Adventures Link
'Invitation to Dance’ Soft Point 2 from the Freiberg Campaign boxed set by Kevin Wilson and Rob Vaux
As the party wanted to pass by Freiberg, it seemed a good opportunity to begin the prelude to the Freiberg campaign. It also allowed me to play Axel’s family and really tear a strip off him! Axel’s gruff Eisen Military father is far too much fun for me to play. Axel also got abuse from his elder sister, who doesn’t see why Axel should be the important one just because he is a man. She is his equal as a fighter and a leader, but her father only sees Axel as his ‘First Born’.

The scenario ‘Invitation to Dance’ is a simple scenario involving a dinner party at the Wachtturm. It serves to introduce the characters to the power players in Freiberg, including the very old Lord Drachenheim. This caused more trouble that I thought when Francine snuggled up to him and Pietro offended him. Pietro put himself in the position of either forfeiting honour by refusing a direct challenge, or forfeiting honour by fighting an old and infirm man. It is at times like this I love the reputation system.

The next day the group leave Freiberg bound for Hafen. Axel has made a certain amount of peace with his family and Francine has managed to liberate some of Drachenheim’s silver. This whole episode will come back to bite her much later on.

‘Maiden Voyage’ Adventures Link
‘Maiden Voyage’ D20 Penumbra adventure (Atlas Games) by Chad Brouillard
When I found this excellent D20 adventure, I decided to convert it for my 7th Sea game. It begins as a murder mystery and ends as a ghost story. The players take passage on a ship called ‘The Albers’, bound for Crieux. They get this passage cheap as the ship is transporting a prisoner called Vincent. In the D20 adventure he is a low level Mage, so I made him a Vesten Rune mage. As the party had a Vesten and were sympathetic to their cause, I decided to make this one truly evil. He tells the group that he is condemned for killing the Vendel who stole his lands from him. However, the characters have to coax this out of him. He is intelligent enough to know they won’t believe him if he just pleads his innocence. By telling them they are ‘probably just the same and won’t believe the truth any more than the Vendel’ he gets their sympathy. As the players are used to hearing of the Vesten as the good guys, they swallow most of his story. In truth Vincent is an evil mass murderer. He killed the Vendel in a small farm that has never been owned by a Vesten, for no better reason than he wanted to. However he later killed a Montaigne noble, for similar reasons, which is why he is being tried in Crieux. The Montaigne authorities simply got to him first. However, the Vendel have dispatched one of their own to see justice is done on behalf of the family. This ‘observer’ is Idunn Laars who will meet the party in Crieux.

However, Vincent is not the only danger on board. The ship has attracted the attention of an old cursed ship. The captain of this ghost ship comes across the Captain of the Albers and murders him. This action passes the curse onto the Albers, making their dead Captain the master of a new Ghost ship. The original ghost ship haunts the Albers, becalming the ship and creating a thick mist all around. The crew of the Albers are all getting restless, as the murder of the Captain (which to them seems a mundane affair) has sparked off several internal politics and paranoia. Fear and loathing are very soon going to destroy the crew, even if the ghosts don’t turn up.

Just as the crew are beginning to consider killing each other, the ghost ship appears. It is led by the zombie remains of the murdered Captain of the Albers and the zombie crew of the original ship. If they can kill all aboard the Albers they pass on the curse and the Albers and the characters will sail in torment until they can pass the curse on again.

Luckily the heroes survive, but only just. The rest of the crew are all killed or join the zombie attackers. Upon the failure of the ship to take on the curse, the torment ends. The Albers and the ghost ship are drawn into a huge whirlpool and dragged into Legion’s claws. This leaves the group floating in a rowboat on the sea, miles from anywhere. They are rescued by ‘The Discovery’ Cosette’s explorer ship. She tells them about Guy McCormick and recent events in the Waves of Blood plotline. The group are gradually learning more about the strange bracelet and Cabora.

Unfortunately, before the Albers sank, Bjarne freed Vincent. He evil mage told Bjarne the zombies would fear a certain rune, and that he would tell him which rune of he was freed. Bjarne agreed and saw Vincent to a rowboat. Needless to saw, the rune Vincent talked about did absolutely nothing. However it was funny watching Bjarne draw it everywhere he could. The other characters saw a rowboat missing, but don’t know who freed Vincent. However, Vincent did not escape completely, and returns later in Crieux. When the characters reach Crieux they meet Idunn Laars, who is not happy to hear from the group that the evil man has gone.

'Dining with Dreams' Adventures Link
Adventure by the GM
GM – Simson Leigh

The details of Simson’s ‘undercampaign’ called 'Sticks and Stones, But Words May Tear This World Apart' are explained by the alchemist Timothy Embers in the ‘Soul Mates’ write up below. This third piece of the puzzle speaks of a more direct attempt by a Castillian noble to use this new Syrneth sorcery for himself.

“Anyway, we catch up with them again in Crieux where the book draws the attention of an agent for my employer. ‘The Castillian’ knew that his daughter could read from the book and create a pocket of reality the likes of which has never been seen before. He succeeded in getting hold of the book and summoning creatures of nightmare, but was thwarted from creating the pocket by the young Vodacce lady and her friends. The concubine of my employer escaped during the confusion and I have lost rack of her movements since then.

To say that my employer was not happy would be an understatement. Had he been able to he would have ground them beneath his heel. However, when he became aware of the fact that the book was being copied, he decided to let them live until the deed was complete.”

 

‘The Heart of Matushka’ Adventures Link

Adventure by the GM (which I stole and used for an adventure hook in Knights and Musketeers!)
GM – David Durant

Some explorers in Ussura find out about a Syrneth device called the “Heart of Matushka” and decide to make some money from it. They steal it from the monastery where it is being kept at and ship it to Montaigne where they decide to store it in a place no-one will look for it – in the Explorers own storehouse!

The leader of these explorers (Vicomtesse Estelle Leveque d'Aur) is a member of another society, ‘La ligue des messieurs extrodinary’, who have invited the characters to a huge meal at a club. The details of the huge meal counterpoint the starving peasants outside and the conversation topics show off the arrogance of the Montaigne nobility.

The bad-Explorers steal the device back from the Explorers storehouse, killing the guard at the same time. The item itself is an 18-inch steal-grey metallic human-heart-looking thing which has the power to alter the emotions of anyone within range when activated.

The party is called in to investigate, due to their Explorer connections, the night after the meal. They see someone watching from the rooftops and give chase but their quarry dives off the rooftop and (using Pyeryem) changes into a hawk and flies away.

The person was one of four Ussuran’s sent by Koshchei to retrieve the Heart. They are all ex-circus people, a Pyeryem sorcerer (Ilya), two wrestlers (Boris and Natasha) and an archer / knife thrower (Pyotyr). Ilya was chastised by Mastushka for using his powers to entertain people outside Ussura and was repenting at the monastery where the Heart was kept when it was stolen. The Ussurans have a habit of saying things like “May the True Prophet go with you”

If the party inquire around they will find out that there is only one fence in Crieux for Syrneth objects (Jacques La Écureuil). Naturally he doesn’t know anything about what is going on!

The Big Bad hears about their enquiries and sends a message that Jacques wants to see them. They are ambushed on route by a large well-armed mob, but saved by a little girl (Phoebe) who the mob is afraid of. The reason for their fear is that Phoebe is very ill with a form of the White Plague. She is not infectious, but should still make people wary around her. Phoebe says that since people are afraid of her she can find out where the Heart is but only if they rescue her father from prison where he was sent for stealing a loaf of bread. He is being held at peu de maison par la mer, which is a small island just off the coast (think Alcatraz). They party can go to the island to “rescue” him or they can just bribe officials. When they return with Phoebe’s father she will show them to the entrance to a secret passage and tell them that the Heart is at the other end.

The passage leads to the cellar of the house of the Vicomtesse Estelle and her husband. As they creep upstairs they find a bunch of fake Musketeers who they will have to fight. When they get upstairs they will find a young girl dead and drained of blood (the device takes blood to activate). The Vicomtesse Estelle’s husband has been made very depressed and has hung himself. This was also to test the device, as she no longer had any need of her husband.

They can find out from the fake Musketeers that Vicomtesse Estelle has gone to the Allais du Crieux annual “Spring Ball” where the children of Montaigne have their annual “coming out” party and where their parents try to pair them off. The players obviously do not have invites. All the people at the party can get them in if they can persuade any of them to help the party! Attending the party are the Duke de Crieux, Anne du Montaigne and her husband Jean Marie, Remy du Montaigne and anyone else interesting. The characters will obviously stand out and people wonder why these adults are there (at a kids party).

In the party the Heart has been embedded in a 25 foot high ice statue of the Emperor. It has been activated (is pulsing with red light) and will make everyone within range unquestioning servants of Vicomtesse Estelle. If the party try to attack the statue the house guards will prevent them. After a few rounds they should make willpower rolls to see if they are being affected by the device. If they are then the Vicomtesse can order them to attack the other party members!

The statue will have to be destroyed to access the device, and then one of the Ussurans will know how to switch it off. However the Ussurans want to take the device back to the Monastery and the party should let them.

There were also a few asides in this adventure. Fiora finally discovers Pietro is married, and does not react well. Pietro really can’t see a problem, as he and his wife are practically strangers. Very messy. Even messier is that Idunn has fallen for Fiora as well. She manages to get Fiora drunk and takes advantage of her in an inn. Fiora is not too upset by the experience and she cares about Idunn. As she is unsure of her feelings she sleeps with Idunn again later on. Sadly this only confirms to her that she doesn’t feel that way, she leaves Idunn a note explaining (and trusting her with the secret that she can write) and leaves Crieux.

Vincent also gets his comeuppance as well. The evil Vesten is tracked to Avalon where the characters capture him. Sadly Dave had forgotten he was not a potent Vesten warrior but a frail weaselly mage. So the group found him a tougher fight that they expected! However this will later make sense. He is brought to justice and hung, but is that the last the group will see of him?

‘The Haunted House’ Adventures Link
‘The Haunted Villa’, Flashing Blades (The Cardinal’s Peril) adventure by Mark Pettigrew
Travelling to the shining city of Charouse, the party investigate a house they are led to by a note hidden in the pommel of a newly purchased dagger. Viola purchased the dagger in Crieux and discovered a secret compartment in the pommel. Inside is a letter giving clues as to the whereabouts of the wealth of the De Gabriel family. This family was disgraced many years ago and cast out of Montaigne. Their wealth was assumed confiscated by the state, although rumour always had it that this was not the case.

The house is on the way to Charouse, so the group decide to investigate. The adventure is a rather straight forward ‘dungeon bash’. The house is still inhabited by the descendants of the original owner, who lost all his fortune when he was disgraced many years ago. This last remaining member of the family is quite mad and had rigged the house with all kinds of booby traps to keep out unwanted visitors. The traps are designed to make visitors think the place is haunted. Needless to say this does little to dissuade the characters. They dispose of the house’s guardian and claim the place for themselves. In the attic secret room they find a goodly fortune (enough to rebuild the house) and the deeds of ownership. This is claimed by Viola, and grants the group their second piece of real estate (after Axel’s castle). Kat decided to retire Viola briefly and play her new character Richard. So Viola stays to oversee the refurbishment of the house, and the characters run into Richard later on down the road.

‘Secrets, Sewers & Serenades’ Adventures Link
‘Le Grand Theatre’ Flashing Blades (Parisian Adventure) adventure by Mark Pettigrew
‘The Music of the Spheres’ 7th Sea (Mightier than the Sword) adventure by Cris Dornaus & Eric Vaubel
‘Monsieur Le Droit’s Secret’ Flashing Blades (Boxed Set) adventure by Mark Pettigrew
This section weaved together several different adventures. The group begin ‘Music of the Spheres’ by coming across Madeline and her father beset by robbers on the road to Charouse. Richard is travelling with them and has done well, but in sore need of help. Madeline is very grateful to the group and ensures they are invited to her performance in front of L’Empereur in a few days time. Meanwhile the word of the characters actions has reached the local Constable General (Chevalier de la Tour de Vezelay). He asks them for help a case, the recent murder of one of his agents. This starts them on ‘M. LeDroit’s Secret.

However, before either adventure can really get going, the group began a third. Madeline is playing a concert in a local theatre before the performance to L’Empereur. She isn’t playing her new work, which is saved for his majesty. However, the whole of Charouse wants to hear her play and the theatre is packed. Madeline is worried about her safety after the attack on her coach and asks the players to escort her to the theatre. When they arrive the theatre manager (M. D’Orville) asks for their help during the performance. It seems a local theatre owner wants to see the performance fail, in the hopes of closing his rival’s business. With the eyes of Charouse on tonight’s performance, a failure will cost M. D’Orville dearly. He asks te players to stay alert for agents of his rival during the show, and see the show goes off without interference. To make matters worse, Cyrano De Gabryon is in the audience. M. D’Orville fears that if his enjoyment of the performance is spoilt he will do something terrible to the theatre as well. Luckily things turn out well, but more through the luck of the characters rather than their skill.

While waiting for L’Empereur’s ball the group amuse themselves in Charouse and continue to investigate M. LeDroit’s murder. However they draw few extra leads until the night of the ball. During the ball ‘Music of the Spheres’ continues with Madeline absconding before her grand show. The players are sent to find her and track her to the sewers where a battle ensues with the local residents attempting to open an ancient Syrneth prison. Idunn is forced to leave the ball (as Simson had to miss a session) to follow up on a new development in the M. LeDroit mystery. However, she and two musketeer guards that accompany her pick up the character trail and join them for the final battle in the Sewers.

The group returns Madeline to the palace and are awarded the title ‘Knights of Music’ by L’Empereur. Francine who was thought lost in a Porté accident turns up with her sister a few days later. The accident has cast her so far into the void that only her connection to her sister could bring her back. Eponine gives up part of her own soul to allow Francine to return, but this leaves an emptiness in Francine that some of the other characters notice, and assume to be a mark of evil or corruption.

Now things are calmer the group continue to investigate M. LeDriot’s murder. The clues lead them to uncover a plot between a group of Vendel bankers, the Castilian ambassador and the Rilasciare. All three groups have chosen to pool resources to commit acts of terrorism against Montaigne. The Vendel stand to make money in the chaos, the Castillians get revenge and the Rilasciare get to create mayhem. The characters foil this plan by discovering where the conspirators are to meet seeing to it they get arrested (or blown up). The Rilasciare faction involved are the Guerrillas, and agents of ‘Vincent’ are present. Unknown to them the characters have earned themselves a dangerous enemy.

‘Erebus Cross (Part 1) The Lady's Favour’ Adventures Link
7th Sea adventure by Rob Vaux
So we come to the Erebus Cross, which most 7th Sea GM’s know very well. Dominique Du Montaigne sends the characters to Ussura after her husband. She meets them in the catacombs under the palace and from there the adventure runs pretty much as detailed in the books.

The characters end up leaving the Catacombs by coming up through the theatre they previously helped defend. So the musketeers following them are delayed by the staff of the theatre. The group travels south and gets passage on a boat with Reginald Coleson. After a few adventures they walk overland into the forests to cross into Ussura and meet Fleischwult the ‘woodcutter’.

When they reached Ussura the first thing they did was call out to Matuska to tell her what they were doing. According to the scenario that should end the storms, but that would also have been far too easy! So they had to make peace with the land by showing humility to a wolf pack. Axel and Alejandro couldn’t resist drawing weapons, and so had to later so looking for the wolves to prove their obeisance to Mother Russia.

Finally they reach Montegue and resolve the adventure. Alejandro is very ill after playing in the snow so much he has got a very severe chill. Koshei comes to him and heals him,. This is not because he likes Alejandro; he sees the bracelet and wants a good look at it. Now he is aware of the return of Cabora, and that Alejandro has a destiny.

‘Erebus Cross (Part 2) Scoundrel's Folly’ Adventures Link
7th Sea adventure by Rob Vaux
Again, this adventure played out pretty much as it does in the published adventure. However, I did have one trouble. I was following the Waves of Blood storyline and by this point, Berek had been lost to the sea. However, Bonnie McGee is still about and in this case is docking in Hafen. So Reginald sends them to her. She is happy to go to the Midnight Archipelago, as she is hunting Reis and has heard rumours he was last seen there.

I didn’t use many of the soft point encounters and the group was keen to get to the island as quickly as they could. So I didn’t use ‘Faerie Storm’ or ‘Island Castaway’. However I didn’t need any more encounters as left to their own devices for six weeks the characters managed to cause their own adventures.

Aidan attempts to proclaim his love for Viola, but he just isn’t her type. At the same time Eponine decides to get Axel to move along with their relationship by getting Francine to pretend to be her and tell him she is pregnant. Idunn seduces Alejandro, and they are overheard by some of the rest of the group. However, after Aidan and Viola have been behaving, they assume that the two of them have got together. When Idunn discovers she is pregnant, any rumours of pregnancy in the group are assumed to be Eponine. Axel proposes to his paramour, however she finds it difficult to accept, convinced he only did so because of her ‘pregnancy’. She doesn’t want to start married life with a lie but is frightened that the truth will make Axel leave her.

Eventually the party get to L’Il du Bête and stop Malveck’s evil plan. Bonnie McGee drops them off at a nearby Castillain island where they can get passage to Théah. She is travelling on to the Straits of Blood, where non-pirate folk will not be welcome. Unfortunately, this island has been waiting for them.

‘Soul Mates’ Adventures Link
Adventure by the GM
GM – Simson Leigh

'Sticks and Stones, But Words May Tear This World Apart' note: this is the overall title for the series of linked adventure Simson has run. Instead of handling me notes for the website, he let Timothy embers do the talking by letter. This is a letter which was also given to Fiora by Timothy (see how the man reaches across Théah and into the real world!) to explain his actions to her. She is of course the ‘Vodacce lady’ he refers to. There is more adventure and mystery to come when the characters attempt to enter ‘the longest day’ but even Timothy doesn’t know what will come to pass when that occurs.

Dear Reader,

If you are reading this letter then my work is complete and I am hopefully resting in peace. It is not a rest that I deserve, but one that I've longed for a very long time indeed. I'm sorry where I my manners, please let me introduce myself. I am Timothy Embers, noted alchemist and former servant of a very evil and malevolent entity.

I am Timothy Embers. It's funny but I've fallen in to the habit of repeating that phrase again and again in recent decades. It's amazing what living for a long time will do to you. I have forgotten more knowledge than most scholars will acquire in a life-time and the irony is that I may forget my own name before I pass on. Timothy Embers has not always been my name, but I've held on to it for so long that it suits me just fine.

Where to begin? The start is usually a good place, but sometimes this can make things more confusing before it becomes clearer. So instead I'll go over a little theory and if you can keep up, then you might just get to the end of this erudite piece of writing. Pride? Of course, I have it by the ship load – although nothing compared to how much my employer has.

Anyway, as you may or may not be aware Man was not the first intelligent life-form to walk the surface of this planet. There were other creations here a long time before Man and some of them existed at the same time as each other. The reasons for their departure and the consequent fall-out are something that the reader should be aware off, but if not- then put it aside for the moment and you can research it another time.

Suffice it to say some of the ancient races were removed from the world, placed beyond a barrier which prevents their return. The binders ensured that the creatures would not dominate human development and amused themselves by mimicking human society and living on the emotions of this newly developing race.

However, the question that few scholars ask is how did the Binders achieve their deed? How did they cast their enemies beyond the barrier? Despite their best efforts their enemies were able to reach out past the barrier and strike a bargain with the humans. They gave the humans great sorcerous gifts and altered the fate of humanity forever.

My theory as to why few scholars question the origins of the barrier and how it works is that there are a very small number of people that know about it and those that do raise the question are discouraged from pursuing it by the Binders. Knowing the methods of the Binders, this dissuasion can be brutal and inhuman by our standards, but that is exactly what they are.

Anyway, I'm rambling again. Let me start off by quoting the famous saying: 'history is written by the victor'. Some scholars (OK, just me then) argue that this can be taken literally in the case of the Binders and their enemies. The Syrneth were literally written out of history and any research in to their existence is discouraged. Few records of their existence remained, except that which the inquisitive humans dug up in recent centuries.

My employer has a great deal of knowledge about the Binders as well as Glamour. It decided some time ago to use the Binder's Glamour against them by using the power of Words. But they are just words, you might ask? No. History, legends, reputation and many more things are directly influenced by words.

Some time ago I was approached by an agent of my then-to-be employer and commissioned to write a book that would breach the barrier. By writing the enemies of the Binders back in to history my employer hoped to gain entry back in to the world. So why did he approach an alchemist and not a professional author? The answer is simple. For the author approach to be successful the book would have to be read by a great many people. The Binders and their allies would prevent the spread of the book and its ideas – hence that approach would not work. Instead they needed one who seeks to plumb the depth of hidden knowledge including the study of transforming one thing in to another. It's the popular belief of the common man that alchemists obsess about turning lead in to gold and indeed some alchemists do work on this exclusively. However I, Timothy Embers, do not concern myself with such petty metals. Instead I have made it my life's work to be able to transform anything into anything.

That sounds pretty ambitious and it was a life-time's worth of effort. Eventually it paid off and I gained an insight in to the field of alchemy that few humans achieve. Immortality was mine and so was the knowledge of transformation, including changing fiction in to fact. My employer knew of my studies through his agents and in my innocence he managed to get me to write his book.

It was not the success that my employer hoped for, but in some ways it was a great advantage. No longer trapped beyond the barrier he was able to interfere with human development like never before. He was still trapped in a manner of speaking, but not on the other side of the barrier that he cursed for so long.

The book still exists and there are several more copies of similar books. What was unanticipated however was that by creating books that could alter reality, that they would gain a certain level of sentience. The books work to protect themselves from destruction as well as being copied. I know where every copy of this book is, but I am unable to create any more after the first one. In fact, any human who managed to copy a book – thereby creating a new and different book (as the new book changes with time) can never create another book. Many have tried but none have succeeded so far.

Over the centuries my employer has experimented with using the stories in the books to create pockets or bubbles of reality in which the barrier is weak. These places sometimes disappear entirely and other times are simply difficult to reach using mundane means of travel. However, the locations are often not stable and if they don't disappear beyond the barrier, they simply return to the world unchanged.

The catalysts to keeping these places as a bridge for the enemies of the Binders to slip across are people who change the world. Those rare few individuals who by luck, daring or simple twists of fate are in the right place and time to really make a difference. Some of these people spend years on the road carrying out great deeds whether it is their intention or not.

It took my employer some time to understand this concept, but he did manage it in the last century. Since that time he has been experimenting with creating small pockets of reality in hidden corners of the world. Unfortunately for him the Binders have become aware of his activities and are actively hunting him and his agents so that they can be destroyed once and for all. In recent years a ship with Binders aboard came by this island and one was sent to slay me. Unfortunately for it I was forced to release the creature from its corporeal form and it now haunts the island. No Castillian woman can give birth to child; the villages belonging to the natives are unaffected as they are protected by their own gods.

Did I take pleasure in harming the creature? No, although it was interesting to study it. Am I a very evil man? Yes, having worked for employer for so long I have done a great many inhumane things. Hence the reason why I wrote at the beginning of this piece of work that I'm not confident of resting in peace.

Anyway I digress. The creature came to harm me and by destroying its form I created a situation in which self-styled heroes would come to this place to help to lift the curse. It is part of my employer's will and I will do as he commands.

However, there is something that in the last year I have disagreed strongly with and am trying hard to change. Where to start? Hmm, well it all began when a certain group of people had the misfortune of stumbling on a pocket of reality in the ‘La Selva Fendes’ forest in Castille.

When they reached this castle they saw a party in progress with people from many nations, all trapped inside for some time. It was not until they tried to escape that they discovered what the place was really like. Some of them encountered the allies of the Binders who were working on keeping the bubble from growing any larger and possibly to seal it.

They managed to 'talk' their way out of the castle and escape the enchantment that kept the castle and its occupants from returning to Théah. Some time later they encountered a village in Eisen which had also crossed over to the other side and learned of people being inhabited by the enemies of the Binders. They saved the people trapped on the other side (apart from a few unfortunates) and continued on their way through Eisen.

It was at this point that I became aware of their activities and the fact that some of them were able to alter the pockets of reality (although this appeared to be at an unconscious level). Also, a young woman was charged with guarding one of the books and I knew that she would be forced to copy it. Despite the many great and despicable deeds that I have done, the one thing that will haunt me until my last moments on this planet are the fate of those who fail in their attempts to copy a book. Even if they succeed, the old book often attempts to slay them.

So what could I do to help to save these people? As soon as the Binders interfered, my employer decided that they were expendable and began working on grooming a different set of travellers. Well, I helped to arrange matters so that they would eventually reach my little isle in the Midnight Archipelago. Once here I intended to tell them the truth and prevent their demise from being written in the new book. Believe me, if such a thing were to happen their bodies might survive but their deeds, relations and anything else memorable would be erased from all histories.

Anyway, we catch up with them again in Crieux where the book draws the attention of an agent for my employer. ‘The Castillian’ knew that his daughter could read from the book and create a pocket of reality the likes of which has never been seen before. He succeeded in getting hold of the book and summoning creatures of nightmare, but was thwarted from creating the pocket by the young Vodacce lady and her friends. The concubine of my employer escaped during the confusion and I have lost rack of her movements since then.

To say that my employer was not happy would be an understatement. Had he been able to he would have ground them beneath his heel. However, when he became aware of the fact that the book was being copied, he decided to let them live until the deed was complete.

Somewhere in the telling of this tale I have covered the beginning, but not in a great deal of detail. I have mentioned some recent events of note such as the castle trapped in the forest (which now no longer exists), the Eisen villages that almost slipped over and the Castillian who played his hand too early.

At the very beginning of this saga when the bargain was first struck, my employer approached me and commissioned the book. In my pride I created this item and now my employer resides within Théah. However, you cannot travel to him by mundane means, for whilst he exists in this place, he does not exist in this time. Rather he exists in Numan times in a day that never ends. In a mockery of the Binders the same day repeats itself time and time again. I refer to this place as the Longest Day.

So where do we go from here? Well, the Vodacce lady and her friends are on the island. They have a chance of staying alive by helping the islanders, although not by lifting the curse. That is something that my employer has arranged. Rather I have written a little story of my own which will shield them from the machinations of my employer for awhile. If they can untangle the strands of love that bind the communities of this island together then they have a chance of reaching my employer and destroying him. I leave this as my lasting legacy in the hopes that perhaps I can do one good thing before the end.

How does one get inside the Longest Day? That is no simple matter, but it is possible. Unfortunately this bit of knowledge lies buried in the head of a woman in Freiberg who calls herself Natalya. She has encountered the Eisen before and they share a special bond. If they are reunited then she will hopefully discover how to enter the Longest Day. However, if what I have foreseen is true. Then one of those who enter will not leave. Still the world has survived through the sacrifice of a few brave unsung heroes as the Castillian is well aware.

I wish them luck and do not have the audacity to pray for salvation, but perhaps one say at least one of them will forgive me. Perhaps it is best if history simply forgets me and my deeds are erased.

Yours,

Timothy Embers

 

‘Erebus Cross (Part 3) The Arrow of Heaven’ Adventures Link

7th Sea adventure by Rob Vaux
After the interlude of Simson's game, the group return to the Erebus Cross adventure. Taking the time to sail from the Midnight Arcepeligo to be 6 weeks meant I couldn't give the group a time limit of a month to get to Vodacce! I wanted the world to get saved after all, and this lot needed all the time I could give them. For those of you who don't know, the scenario takes the players into Castille to find an astrologer. This man can pinpoint the exact location of a powerful Syrneth ruin that may destroy Théah if awakened. Once they have the position, they must race to Vodacce to stop Reginal Coleson doing just such an awakening.

However, in my game, Vodacce is a very hot place for the players. Pietro dreads meeting up with his wife, and Viola doesn't want to get burnt as a runaway. However, Pietro is looking to reclaim his heritage, and Viola wants to rescue her sister. Lucrezia also wants the group to go there to activate the sixth switch. So they have little choice in the matter.

The adventure played out much as it does in the book. However I saved two encounters 'Vodacce Manners' and 'Bait and Switch' for use later on. I also compleatly forgot to use 'Children's Games' (must make a note of that I can use it later). I decided to save 'Ghost on the Water' for later as well, as it seemed to deserve more time and the group were in a rush. The Vesten raiders made their appearence and I added a tweak to that encounter. The runestone they wanted gave Idunn a blessing, granting her a rune power, but only if she focused her thoughts on the old ways.

 

‘Tangled Strands of the Caligari’ Adventures Link

‘Unstable Ground’ 7th sea (Novus Group) adventure by Patrick Kapera, Ray Yand & John Zinser
‘Tangled Strands part 3’ 7th Sea adventure by Kevin Boerwinkle
While they were in Vodacce, I decided to bring a few more strands to a head. Unstable ground was a very conveniant adventure to explain Viola's inheritance from an unknown Vodacce swordsman. I also wanted to put their secret societies up against each other and see what happened. Tangled strands was also due for another episode and so Porto Spacia seemed a good place to run that. I used the 'Bait and Switch' encounter from 'Arrow of Heaven' to point the characters in the right direction. This was also useful for laying groundwork for Juliette and Valentina's escape later on, especially with 2 members of Sophia's daughters in the group..

 

‘Cabora’ Adventures Link

Adventure by the GM, based on events in ‘Waves of Blood’
‘Tangled Strands part 4’ 7th Sea adventure by Kevin Boerwinkle
Now we come to the climax of the game. Lucrezia has woven the characters to bring them to the sixth switch. I decided that upon reading Alison's background I knew exactly who she was. I'd always wondered about what happened to Alesia. Did she truly die at the hands of Caligari witches after betraying Allende? I decided no, Lucrezia wove her new strands, effectivly bringing her back from the dead, so that she might lead the group to Caligari island and to Allende. Once there, they would be forced into the darkest depths of the island, leaving the Syrneth watercraft as their only means of escape. As a side effect of Lucrezia's weave, the Bernoulli had become interested in a 'secret on Caligari island' and sent Pietro to investigate. Thay way they can blame the Villanova if anything goes wrong.

Earlier on, Lucrezia's strands had also brought the group to the haunted house where a silver card resided. Viola took the card which is actually the key to the watercraft. Lastly, Alejandro's bracelet would fire up the machinery that would allow them to power up the watercraft.

So I brought them all to Villanova's island (as I love playing Villanova, a little too much) on an invitation from Fiora. She is acting on behalf of one of the Tessatore, who can see the vast weave of Lucrezia's work. She doesn't want to interfere, she just wants to see what is happening. However, even the Tessatore is caught in the web, and uses her power to allow Alison to see her link to Allende. Viola also gets to resolve some of the plot with her sister, rescueing her from the clutches of her husband. This husband is a low ranking member of NOM, setting the scene for the next part of the campaign that will bring the group closer to the dark society.