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The Caliberi Letters

THE GRAND DESIGN: EPISODE 1

AUTHOR
John Wick

AGE
All Ages

TAGS
Novus Ordo Mundi

SUGGESTED HEROES
Any Heroes can participate, but those with connections
to Eisen and the War of the Cross are highly suggested.
Also, if the Heroes do not have a hexe easly accessible,
they may miss an opportunity to speak to the deceased.
Introduction
The War of the Cross nearly destroyed Théah. In the Running Adventures
end, nearly eight million people died. Two genera- Like the Stories you make for your own games, a 7th Sea
tions were wiped out. But what many do not know Adventure proceeds through a series of Steps on its way to
is the secret reason behind the War. It was Novus a Goal. But here, we’ve provided a number of Scenes that you can
Ordo Mundi’s first attempt to control all Théah. use, to cut down on your prep work. While these Scenes proceed in
And it failed. Just barely. a fairly traditional order, feel free to add other Scenes to the Story,
The Caliberi Letters is the first part in a series of ad- just as you would running any other adventure. Good luck!
ventures called The Grand Design, which reveals this
secret truth to your Heroes. What begins at a wake
for a friend—Magda Müller—turns into a desperate Adventure Setup
chase to expose the Villains who burned Théah to the Before you run the adventure, you have a choice to
ground for their own personal gain. make: why did Müller hold on to the Caliberi Letters
You can play this adventure with Heroes from any for so long after the War of the Cross? Future install-
Nation, although a Hero with Hexenwerk can pro- ments of The Grand Design are impacted by this
vide an advantage when it comes to dealing the dead. choice.

Goal and Basic Story Option 1: Blackmail


This is a short adventure broken down into two Steps Müller kept the letters as blackmail. She was once a
and four Scenes. There are no Paths for this adven- member of Novus Ordo Mundi (NOM) and had evidence
ture—simply run these Scenes in order along with of another member’s carelessness. If the NOM Inner
any other roleplaying you wish to do in between. Council ever found out about the letters, heads would
Each Scene has hooks leading into the next. Al- roll. This choice makes Müller a Villain who fooled the
though the players may explore each Scene at their Heroes into trusting her.
own pace, the clues they discover should lead them
to subsequent Scenes, and inevitably, a confrontation Option 2: Safety
with the Villain. Müller came across the letters in the aftermath of the
I designed the adventure to take no more than War. When the author of the letters threatened Müller
three-to-four hours, depending on your own pace and and her daughter, Müller used the letters to buy her
your players’ choices. daughter’s safety. In this option, Müller is a Hero.

11 Learn more about Magda Müller and her Option 3: Shame


connection with the other Heroes. Müller was a Villain, but she got turned into a Hero at

22
some point—possibly by the birth of her daughter—and
Discover the plot around Müller’s unusual regrets her decisions. She kept the letters as a reminder
cane and the letters hidden inside it. of the mistakes she had made in the past, and as a safe-

GG
guard against whatever NOM might have planned for her
Confront Antonio Esposito, save Magda’s after she turned away from her dark path.
daughter and retrieve Magda’s cane.
No matter why Müller kept the letters, the Heroes
will soon be caught up in their wake. Müller’s death is
merely the beginning of the adventure!

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7TH SEA ADVENTURES THE CALIBERI LETTERS
Scene Summary
This is an overview of the Scenes that make up each [H] References
Step of this adventure’s Story. You do not have to use Throughout the adventure, you’ll notice a lot of [H] references.
every Scene when you run the adventure, and may Use this to dynamically modify the size of Villains and Brute
pick and choose from among your favorites or from Squads for various group sizes. Wherever you see [H], replace it
whichever ones seem like logical next steps. with the number of Hero characters in the Scene. In some places

11
[H] will have a multiplier or divider.
Learn more about Magda Müller and her If you have a Heroic Duelist in the Scene, consider doubling the
connection with the other Heroes. Strength of one or more Brute Squads, Monsters or Villains.

GG
Wake for a Friend (page 4) Confront Antonio Esposito, save Magda’s
The adventure begins in Eisen at the wake of Magda daughter and retrieve Magda’s cane.
Müller, a mercenary and veteran of the War of the
Cross. The Heroes should have some acquaintance
with Müller and her old lover, Ulli Janz, who offers The Mud, Blood and Beer (page 10)
to buy the Heroes drinks at the local bierpalast. After Now, the Heroes must rescue Sieghild Müller. It’s a
getting drunk, Janz reveals he made a promise to chase through Eisen’s muddy fields in two carriages
Müller: to pour a beer on her grave at midnight. He as lightning flashes across the sky. Meanwhile, in the
and the Heroes head off to the graveyard. dark woods just off the road, shadowy horrors lurk,

22
waiting to pounce on the wounded and the vulnerable.
Discover the plot around Müller’s unusual
cane and the letters hidden inside it. Confronting Esposito (page 11)
Once the Heroes catch up to Antonio, they must re-
solve a tense standoff, with Sieghild’s life in the balance.
Drinking with the Dead (page 7) One way or another, they recover the cane Sieghild
When the Heroes and Janz arrive at the graveyard, kept as a memento of her mother. They discover that
they discover Müller’s coffin has been dug up and it is hollow, containing letters written during the War
people are clustered around the open grave. Two of the Cross. The letters tell the story of bribery and
Villains await the Heroes, ready to draw them into an blackmail, plus include a strange code that gives the
ambush!. After defeating them, the Heroes can ques- Heroes their first glimpse at the sinister organization
tion the Villains, Valentin Bohn and Ursul Dittmar. known as Novus Ordo Mundi.
Valentin is a hexe and he was using his sorcery to
speak to Müller. He’s also a coward and gives up why:
his employer wanted her cane and Valentin doesn’t
know why. The Heroes discover Müller’s daughter—
Sieghild—did not follow her mother’s instructions
to bury Müller with the cane, but instead took it as a
memento.
The Heroes now have a mystery on their hands:
why did someone dig up Müller and why do they
want her cane?

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7TH SEA ADVENTURES THE CALIBERI LETTERS
Starting the Adventure
At the start of the adventure, read or paraphrase the Arriving Separately
following text to the players. If this is your first game, or if your players have made new Heroes,
you can use this adventure as a meeting point. You can even use it
You are on your way to Bielefeld, a small Eisen village. as a flashback with the Heroes remembering the first time they met.
An old friend, Magda Müller, recently passed away. A “Do you remember Müller’s wake?”
veteran of the War and a trusted comrade, she was a The Heroes are all mutual friends of Müller but have never met.
hero in every sense of the word, a beacon of conviction. They meet at the wake, get drunk, head off to the cemetery and
Unfortunately, you will not arrive in time for the wackiness ensues.
funeral: bodies are consecrated and put into the ground
quickly in Eisen. However, the village is holding a
week-long wake in her honor, so off you go to Bielefeld ENCOUNTER
to remember your lost friend. You plan on meeting a Hinnerk’s Bierpalast
man named Ulli Janz. He was close to Müller—per- The largest building in the village belongs to Hinnerk
haps closer than anyone else. Kruse, and it is the local pub. He hangs a wooden
As you travel toward the town, think of your memo- sign with a frothy mug above the door; that’s enough
ries of Magda. You’ll be sharing them with others soon. to let people know what’s inside. The bottom floor is
a drinking house. The top floor has small and large
rooms for travelers and visitors.
Wake for a Friend Müller and Kruse were dear friends—in fact, Hin-
The Heroes arrive at the small village of Bielefeld nerk loved Magda Müller. Beer helped him tell her so
(population around 900) in southwest Eisen. The many times. Beer also helped him offer her a wed-
town was destroyed twice during the War: burned ding ring once. She refused him, but their friendship
down by the Montaigne army and then wiped out remained.
by the plague. It owes much of its current rebirth to If you had known Hinnerk Kruse for one hundred
Magda Müller, who served as mayor before retiring to years, you wouldn’t know him today. He looks defeat-
a small cottage near the edge of the town. ed—as if he had been told four minutes ago that the
It has everything you’d expect from an Eisen town: world would end in five minutes. His eyes barely hold
a road running through the center of it, going from back the tears. Even mention of her name makes him
north to south, plus a bierpalast for weary travelers. put his washing rag to his face, pretending to wipe
And pig farms. Lots of pig farms. Barley and wheat away sweat when he’s really hiding his grief. He’s a
are the major crops here, and the beer from Bielefeld ruined man and right now, more than anything else,
is known all over the nation. Their yearly festival he needs a friend.
doubles the population. When the Heroes mention they are here for the
When the Heroes arrive, Eisen is in the depths of funeral, he offers them all beers—on the house—and
dark autumn. It is cold. The ground freezes overnight, asks how they all know…he means knew…Magda.
thawed out by the dull noon sun. Wind bites at the He listens to their stories, smiling proudly even while
skin, requiring scarves and hats to cover the throat crying. Then, he offers more beers and food. He tells
and ears. Gloves keep the chill from the hands. a story about bandits raiding the village and how
As they arrive (from either the north or the south), Magda pulled out her old panzerhand and sword,
they see people moving about in mourning clothes, their beating them all back. “She looked like an angel,” he
heads down. The villagers greet the Heroes with no says. “Fought them all by herself. One of them tried
sense of joy or happiness. If asked, the Heroes are told to hold a girl hostage and she stared him down. Just
they can stay at the bierpalast. “Hinnerk has rooms.” stared him down. He dropped his sword and ran. And
when she was done, she came right into my place and
ordered a beer, as if she had done nothing more than
carry something heavy up the stairs.”
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7TH SEA ADVENTURES THE CALIBERI LETTERS
Wake for a Friend (cont...) ENCOUNTER
Ulli Janz
DRAMATIC SEQUENCE As people slowly fill into Hinnerk’s place, a big man
Reminiscing about Magda with a bigger beard enters. He needs to duck to get
While drinking in memory of the dead, the Heroes into the door. He wears a wide-brimmed hat, but his
have the chance to describe their past heroics with thick beard is still wet. He looks as big as a house and
Magda. like he could eat one. With a fork. This is Ulli Janz,
Have each player, in turn, set the scene of a past another of Müller’s old acquaintances. Specifically, he’s
adventure or encounter with Magda, and make an one of the few lovers she had ever known.
appropriate Risk, spending Raises to describe these Janz is looking for the Heroes. He knows one or
events. Don’t worry too much about things like the more of them and recognizes them, calling them out
Improvisation rules or changing Approaches for these by name. He joins their table with a sad smile on his
Risks, just let the players describe a past adventure face. He shakes hands, gives embraces and buys beers.
that they’ve had. Since this is a flashback, there’s no Then he tells stories.
danger of Wounds or death here—this is just for • Like the time he and Müller hunted a werewolf
fun. The goal is to play up the Heroes’ connections to across the Eisen mountains for nearly two weeks.
Magda Müller. Build sentiment. The more the players “By day, we were after him. By night, he was after
fall in love with Müller—yes, the players—the more us. We finally caught up to him at dusk, fighting
emotionally powerful the story will be for them when him as he transformed. The pain and terror in his
they reach the end. eyes. The hunger. I thought he would kill us and
Don’t let this become bogged down in details—if a eat us. Or even eat us alive. But Magda pierced
player paints themselves and Magda into a corner and her sword through his chest and into a tree. And
runs out of Raises before getting out of danger, you she smashed him with her panzerhand until his
get to narrate the ending. Keep it short, and remem- face looked like pudding.”
ber to focus on the bond between the two and the • Like the time in the War, when the Montaigne
friendship they formed. Having Magda save the He- army decided to burn this town to the ground.
roes at the end of every scene (or vice versa) might be “We were in this very building, right here, when
counterproductive to your goal for this scene, so con- they decided it. And Magda said, ‘Hold my beer.’
centrate more on achieving an “us against the world” Honest, she did! And she gave it to Hubert and
atmosphere. The Hero and Magda, back to back, once stood up, marching out into the street. There
faced off against whatever Théah threw at them. were over a hundred of them and just her. And
when they told her to stand aside, she said, ‘Make
me.’ Oh, they burned down the town all right, but
not before they had Magda in chains. And half of
them had broken jaws. I swear on the Prophet’s
tears, it’s true!”

As the stories go on, both Hinnerk and Janz get more


emotional. Finally, Hinnerk asks Janz, “Why didn’t
she love me?”
Janz answers, “She did, Hinnerk. She did. She loved
all of us.”

5
7TH SEA ADVENTURES THE CALIBERI LETTERS
Wake for a Friend (cont...)

FORESHADOWING
Müller’s Cane
One important story to relate to the Heroes is the
one about how she got her cane. This cane becomes
important later because it contains secret letters the
Villains want to acquire.
Hinnerk tells a story about the time Müller fought
a wight trying to haunt the church. After three parish-
ioners were murdered—found as mutilated corpses—
Müller suspected something might be hiding in the
church. She began her search with the priest and the
blacksmith. They found the wight hiding in the cellar.
It had dug out intricate caves leading to isolated parts
of the village (the graveyard, for example) and used
those caves to move around the village. They fought
the thing in the caves. With little room to move or
fight, the priest and the blacksmith used fire to drive
the beast toward Müller. The final confrontation left
Müller nearly crippled and she had to use a cane to
walk for the rest of her days.
She had it made in a nearby city: silver tipped and
carved from hardwood.

The Promise
Janz then says the two of them made a promise: to
pour a beer over the other one’s grave to say goodbye.
Janz says, “I’m going up there now.” If someone tries to
warn him about going up to the graveyard at night, he
says: “If all the Hells stand in my way of keeping my
promise to Magda, they’ll know my name by sunrise.”
He invites the Heroes and Hinnerk to come with
him.
This transitions to Scene 2…

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7TH SEA ADVENTURES THE CALIBERI LETTERS
Drinking with the Dead ACTION SEQUENCE
The graveyard is located on the other side of a small Fight at Müller’s Grave
hill on the south side of the village. It is surrounded When the Heroes arrive at Müller’s grave, they see it
by a ten-foot-high iron fence with a gate on the north has been dug up and the coffin is open. This should
side. Prophet’s Crosses are on each wall of the fence. seriously anger any Eisen in the party as well as put
Rather than individual graves, these are family plots: them on edge. Violating corpses is a great way to get
all members of a family are buried in the same place. zombies and vampires.
This village pays special attention to the burial rites: Consequences: This Scene has two Consequences.
in Eisen you can never be too careful. A regular watch
rotates among five people. Overlooking the graveyard is • Ambush—The Villains Valentin Bohn and Ur-
the church, casting its shadow over the tombstones. sul Dittmar heard the Heroes coming and have
Tonight, Gerhard Strauss looks over the graveyard. hidden behind the gravestones. To avoid the am-
He is armed with a silver sword, a Prophet’s Cross and bush, the group must collectively spend 2 Raises.
a large bell. He rings the bell if things get out of hand. A Hero may not take an Action during the first
However, tonight, Gerhard is unconscious: someone Round of combat until these Raises are spent.
has poisoned his beer. If he isn’t given medical aid im- • Gerhard Is Dying—Gerhard’s body is at the
mediately, he will die. The Heroes can give medical aid grave site. He has a head and chest wound, and is
or get it from the village or the church quickly. bleeding to death. To save Gerhard, one or more
Meanwhile, two Villains have dug up Müller’s grave Heroes must give him medical treatment and
looking for her letters. They’re using Hexenwerk to stabilize his wounds. This requires 5 Raises: 1 to
speak to the corpse, but quickly discover an important stop the bleeding and 4 to keep him alive. A Hero
secret: the corpse in the grave is not Magda Müller. with the Miracle Worker Advantage can spend
1 Hero Point and 1 Raise to save Gerhard. Any
ENCOUNTER Hero assisting Gerhard can do nothing else. If the
Something’s Up entire group decides to throw Raises at him, the
When the Heroes approach the graveyard, Janz no- Villains get free swings at them. Best to have one
tices that Gerhard is missing and the gate is unlocked. Hero help him while the others try to keep the
Searching the small shed shows his pipe is still there Villains at bay.
as well as a half-eaten sandwich and some cold tea.
Obviously, he’s out on his rounds, but why is the gate Opposition: Valentin Bohn and Ursul Dittmar wait
open? to ambush the Heroes. Both Bohn and Dittmar are
Any NPCs along with the Heroes comment on hiding out behind large tombstones.
noises coming from a different direction. They tell Tactics: If spotted, Dittmar attacks while Bohn
the Heroes that they want to investigate these noises, falls back—and if things go rotten, he tries to escape
then encourage the Heroes to continue to Magda’s while Dittmar’s back is turned.
grave and to try to find Gerhard to make sure he is To provide a distraction, send the corpse in the
fine. grave at the Heroes. (Bohn already has animated it
to ask questions.) Since the Heroes just spent most
of the night sharing stories about their friend Müller,
this should be rather disturbing—until they figure
out it isn’t Müller’s corpse, that is. The Corpse is a
Monster with a Strength of 3 and the Fearsome Mon-
strous Quality.

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7TH SEA ADVENTURES THE CALIBERI LETTERS
Drinking with the Dead (cont...) Valentin Bohn
EISEN

Bohn wants to get away and Dittmar wants to crush Strength 2, Influence 5; Rank 7
some skulls—and maybe punch through someone
Advantages
again. A fun way to give folks Dramatic Wounds with Cast Iron Stomach, Connection (Fischler Underworld),
Dittmar is to have her slam her fist into their chests Sorcery (Hexenwerk), Sorcery (Hexenwerk)

and feel their bones crunch. She laughs each time. Virtue: Coins (for the Ferryman)
Adaptable. Activate your Virtue to take your first Action
“Lucky I did not reach right through to your spine, before anyone else in a Round.
little one.” Hubris: The Road
Dittmar fights until she’s knocked out. She won’t Underconfident. You receive a Danger Point when your
Villain decides he cannot take an action without help
relent. Her own Hubris refuses to allow her to believe
from another Villain—asking her to use one of her Ad-
she can be beaten. vantages to aid you, for example.
Bohn tries to escape as soon as possible. He’s no Sorcery
fighter and has no chance against the Heroes. When Black Broth, Corpse Tongue, Funeral Porridge, Scourge-
bane, Spring’s Laugh, Widow’s Veil
he uses a Danger Point to escape the Scene, allow the
players to spend Hero Points to prevent it, but insist Bohn is a low-ranking agent in Novus Ordo Mundi. So low, in fact, he doesn’t
they describe how their Heroes are preventing him. know he’s working for them. All he knows is that he’s getting paid to get the
Once someone uses a Hero Point to prevent him letters. Some man in a Vodacce mask and cloak paid him Guilders for the job.
from escaping, Bohn immediately surrenders. He’s a (He has half the money on him, by the way: 5 Wealth.) He’s supposed to wait
coward and has no interest in physical confrontation. to be contacted about returning the letters.
Outcome: After defeating the Villains, the Heroes
have the option to interrogate their prisoners.
Ursul Dittmar
EISEN

What If Bohn Escapes? Strength 4+[H], Influence 1; Rank 5+[H]


If Bohn escapes, he flees to an old shack on the outskirts of town.
Advantages
He is there for less than an hour—just long enough to gather up Duelist Academy (Eisenfaust), I Won’t Die Here, Reputa-
his belongings before leaving the area. Not much of note is here: tion (Dangerous), Signature Item (Panzerhand)

a pair of bedrolls, some food and drink, and a fire in the fireplace Virtue: The War
Victorious. Activate your Virtue the first time you Wound
that has burned down to embers. Unfortunately for Bohn, it has a Hero during a fight to make her take a Dramatic
only one way in and out—he knows this, and if confronted again Wound in addition to the Wounds you normally deal.
he immediately surrenders if the Heroes agree to let him live. Hubris: The Tower
Arrogant. You receive a Danger Point when your Villain
shows disdain, contempt, or otherwise looks down on a
Hero or someone who could cause you harm.

Ursul Dittmar is a powerful woman. Not very tall, but damn strong. Rumor
is she once punched through a guy. That’s the rumor, anyway. (Totally true.)
She has a panzerhand that she has no business owning—she killed a man for
it—and likes using it a little too much.

Bohn and Dittmar only recently started working together. Bohn needed
muscle and Dittmar needed Guilders, so the deal seemed mutually beneficial.
They’ve run two jobs so far, both successful. This is their third.

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7TH SEA ADVENTURES THE CALIBERI LETTERS
Drinking with the Dead (cont...) Yet...if Bohn escapes the graveyard, Dittmar can
be convinced to give up his hiding place. Getting this
DRAMATIC SEQUENCE information from her requires 2 Raises, or a single
Interrogation Raise along with a properly convincing promise or
Players can spend Raises to coerce Bohn or Dittmar payment (such as letting her go free afterward).
(once she comes to) to answer their questions. Each Questioning the Corpse: If one of the Heroes is
Raise spent gets the Heroes an honest answer. a hexe with the Corpse Tongue power or the Heroes
If the players do not have a hexe with the Corpse convince Bohn to use his magic, the Heroes can
Tongue power and wish to convince Bohn to ask the interrogate the corpse. The corpse says her name is
corpse questions on their behalf, a player must spend Therese Lehrer, and she was a washerwoman from
2 Raises or provide a different form of incentive (for a nearby village. The last thing she remembers was
example, letting him go free or some form of payment). being at the well, where she was looking into the
Bohn and Dittmar are willing to tell the Heroes all water. Reflected in the water, she saw a masked figure
the information they know. Bohn especially knows standing behind her, then she has a muddled memory
when he is outclassed and is much more obliging of drowning. That’s all she remembers.
when asked questions. He’s a coward. Dittmar is only Yes, she was murdered. The question is, who did it?
in this for the money (and punching people). Unfortunately for the Heroes, the lead here goes cold.
What Bohn Knows: Bohn confesses that he was There’s no way to “see” the murderer. Be fair with your
hired to retrieve a bundle of letters from Magda’s grave, players and tell them, “You don’t know who it was.” If
but they weren’t there (and remember, he has half the you need to, let them know, “This is a setup for anoth-
payment on him). The letters were supposed to be in a er adventure.” Don’t let them spend too much time on
cane buried with Müller, but the cane isn’t in the grave. a lead they can’t follow up on.
He doesn’t know the identity of the man who hired
him. He knows the man’s accent was Vodacce and If Müller Is a Hero…
wore a mask. He doesn’t know how to contact his …she’s not responsible for the girl’s death. But someone
employer—he was told to wait for more instructions switched out Müller’s corpse for Therese. Why? Maybe to
once he’d retrieved the letters. He has worked for avoid something like this.
this same contact before, and they’ve always followed
through on this, so he had no reason to be suspicious. If Müller Is a Villain…
Besides, they paid him half up front! …she killed the girl and put her into the grave. Why?
Bohn gives up a more important secret: the corpse You’ll find out later.
isn’t Müller’s. Bohn doesn’t know whose body is in
the grave and he initially won’t use Hexenwerk to ask Searching the Strands: A Fate Witch may look for
questions. “I risk my soul on my own time. Not yours.” strands linking the Heroes to Müller. If she does, she
If pressured—by an Advantage such as We’re Not So might spot very dim strands linking the Heroes to
Different…or even a Convince Risk—Bohn uses Hex- someone else, but they are far too dim to trace. Is this
enwerk to talk to the corpse. Remember, he’s a coward. Müller? It’s possible.
Once he’s outclassed, he concedes to the Heroes.
What Dittmar Knows: Dittmar, by contrast, What Next?
knows little. She knows Bohn pays her well to bash The Heroes know Müller was supposed to be buried
skulls and act as muscle for his heists. She knows the with her cane. Not only is this not the right body, but
man who hired them is Vodacce (she was with Bohn the cane is gone. Where is it?
when he accepted the job) but not much else. Janz remembers that Müller’s daughter, Sieghild,
has the cane. She kept it as a memento of her mother.
That means they must get to Sieghild before anyone
else does. And that leads us to…

9
7TH SEA ADVENTURES THE CALIBERI LETTERS
The Mud, the Blood and the Beer ACTION SEQUENCE
In this scene, the Heroes seek out Müller’s daughter. The Chase
In fact, the Scene also begins in medias res. Esposito, the tall Vodacce Villain in the other car-
However, every group is different. Perhaps your riage, has some friends with him: one [H] Strength
group won’t be comfortable starting a scene in the Brute Squad. This Brute Squad has the Guard and
middle of a chase. Maybe you want to back things up Tenacious Types. Tenacious causes the Strength of
a bit. It’s all up to you. I usually tell the players, “This the Brute Squad to be reduced after being dealt 2
next Scene starts in the middle of the action.” Then Wounds rather than 1 (for example, a group of five
I read the text below and have them roll dice for the Heroes must deal 10 Wounds to the Brute Squad to
Action Sequence: completely defeat them). This does not increase the
number of Wounds dealt by the Brute Squad at the
A stormy night. Lightning flashes across the sky, send- end of the Round.
ing long shadows across the woodlands. A muddy road. But the Brute Squad isn’t the only danger. The driv-
A distant thunder…no, not thunder…gunfire! er turns the carriage into the woods—nasty things
Two carriages race through the night. You’ve traveled always skulk in the woods of Eisen.
two hundred miles to find Müller’s daughter and it has Opportunities: The waldgeists generally assist the
come to this: a carriage race through a storm. The road Brute Squad and the Villain—birds of a feather and
is muddy and treacherous. And in the carriage up ahead all—but if a Brute accidentally hits a waldgeist, every-
is your target: Sieghild Müller, clutching the silver-tipped one is fair game. Making a Brute strike a waldgeist is a
cane. In the same carriage is a tall Vodacce man with Rank [H] Opportunity. Once a Hero activates it, the
a pistol. He’s pointing the pistol right at her head and waldgeists attack Villains, Heroes, Brutes…everyone.
screaming at the carriage driver. “Go faster, fool!” The Heroes can stop the carriage through various
Just five minutes ago, you found Sieghild Müller, but means: unlocking the horses, taking out a wheel, etc.
not before this Vodacce man did. He put a gun to her Players can come up with all kinds of clever ways of
head, used her as a hostage and climbed into his carriage. doing it. Stopping the carriage is a Rank [H] Oppor-
You found a carriage of your own and you gave chase. tunity.

Antonio Esposito
VODACCE

Waldgeists Strength 3+[H], Influence 3+[H]; Rank 6+[2H]


Waldgeists are evil spirits lurking in Eisen forests. When they spot
Advantages
the chase, they see an opportunity to do some evil and attack the Duelist Academy (Ambrogia), Fencer, Perfect Balance
Heroes. Virtue: The Sun
The waldgeists are also particularly vulnerable to fire. Any Glorious. Activate your Virtue when you are the center
of attention. For the next Risk, when you determine
attack with a torch or other flaming weapon causes an automatic Raises, every die counts as a Raise.
Dramatic Wound (in the same way firearms do). They’re also Hubris: The Magician
vulnerable to light. Shining a torch in a mirror and flashing the Ambitious. You receive a Danger Point when you chase
after power and the deal you’re after is dangerous or
light at a waldgeist stuns it, removing one Raise from its pool.
causes trouble.
There are two waldgeists in the forest here, each with identical
Strength and Qualities. Antonio is a little higher on the Novus Ordo Mundi food chain, even ranking
Strength: [H] himself a lowercase letter: “n.” He is a proud, vain man who wears expensive
Monstrous Qualities: Fearsome, Nocturnal, Swift, Winged clothes and keeps his moustache and beard trimmed. He possesses a devilish
charm, although he derives pleasure from watching others suffer. He uses a
sword specifically made for his hand, a masterwork item that can catch the eye
of anyone with an understanding of smithing, dueling or weapon making.

10
7TH SEA ADVENTURES THE CALIBERI LETTERS
Confronting Esposito Option 1: A Fair Exchange
After the Heroes stop the carriage, they still have to The Heroes have to make a deal with Esposito. He says,
deal with the Villain. The resolution of this Scene de- “I’ll settle for letting the girl go in exchange for the
pends entirely on your group: their Skills, Advantages cane.” If the Heroes agree, he grabs the cane, lets the
and attitudes. girl go and rushes off into the Eisen woodlands.
Esposito has his pistol trained on Sieghild Müller. If the players take this option, Sieghild reveals she
Sieghild is not a Hero. That means Esposito can kill removed the letters from the cane before Esposito kid-
her with a single Danger Point. You could allow the napped her. She gives the letters to the Heroes.
Heroes to stop that action by spending a Hero Point
and explaining how they rescue Sieghild, but that Option 2: Physical Confrontation
feels anti-climactic. Or, you could throw every Danger If the Heroes try a physical rescue, they must spend a
Point you have on the table and say, “This is his bluff. number of Hero Points equal to the number of Danger
He’ll kill Sieghild if you try anything. You have to Points you threw on the table. This stops Esposito from
throw as many Hero Points as I’ve thrown Danger killing his captive, but the Heroes must still physically
Points to stop it.” confront him. He’s no slouch. He no longer has Dan-
ger Points, so he can’t kill the Heroes (unless you earn
DRAMATIC SEQUENCE Danger Points during the fight), so he’ll do his best to
Encounter with Esposito incapacitate the Heroes and escape.
The Heroes can attempt to convince Esposito to let But he’s also not stupid. If the Heroes get the letters,
Sieghild go. During this Sequence, the group may he can still track them down and get the letters back.
spend Raises to ask Esposito questions, but it requires That makes surrender a viable option. Time is on his side.
two Raises to have him answer. To convince Esposito He just needs to be patient (he is) and careful (he is),
to let Sieghild go costs [H] Raises; if the group does and then wait for the right opportunity to strike.
not wish to spend Raises to free Sieghild, the Heroes Esposito says nothing about Novus Ordo Mundi. He
may pursue other options (see Option 1 or 2 below). says he was hired by another masked figure to gain the
Additionally, the Heroes may attempt to free letters, and he was offered a great deal of money for
Sieghild by force. If the Heroes choose to follow this them. That’s all he will willingly say. Depending on the
path, the Dramatic Sequence becomes an Action circumstances, he may try to escape, even if that means
Sequence. To do this, have the Heroes declare a new he doesn’t escape with the letters. Being alive and out of
Approach and then roll and make raises (see Option prison is better for his long-term goals.
3 below).
Option 3: Surrender
If the Heroes have had a difficult time dealing with the
Sieghild Müller last Scene and don’t have many Hero Points to spend, or
Sieghild is just 17 years old, and she’s a scholar studying to be a you want to create some tension for a future scenario,
priest in the Church. A devoted Objectionist, she has a good heart. you could choose to have him surrender without a fight.
She is not a Hero, but she might be someday. Hanging out with a But he does so only if they offer him a deal—they must
bunch of Heroes is a good way to make sure that happens. take personal custody of him, rather than sending him
to the local authorities, and in return he will help them
track down the person who hired him.
Of course, he is lying about that last bit. At the first
opportunity, he will try to grab the letters and escape,
forcing a confrontation. As in Option 2, if he can’t secure
the letters, he’ll settle for escaping with his life.

11
7TH SEA ADVENTURES THE CALIBERI LETTERS
The Cane Letter 4
Müller’s silver-tipped cane has a hollow top. Screwing (Funn)eling Guilders through the League operating
the silver top off reveals the letters folded into the smoothly. No questions asked. ATC easiest insert
chamber. You can show them to your players once point. Castille reals funding Montaigne resistance.
they discover them. Can’t imagine the irony. Hard to keep my smile subtle
It’s up to you whether Sieghild has seen the letters. when I speak to the Castille Throne. 3, B, C
If she has, she doesn’t understand what they mean. Time for IC to make a decision regarding the Count-
By the way, if the Heroes mention the scene at the ess. Her strength is growing quickly. She needs to either
grave, she becomes very upset about that. be controlled or approve closing the window.

The Letters Aftermath


Müller’s cane contains four letters in various states. The players have earned themselves a 3 point Ad-
Letters 2 and 3 are merely creased from being rolled vancement. This is a GM Advancement, so they can
up, but Letter 1 appears to have been partially spend it as they like or save it for later.
burned, and letter 4 is somewhat faded from immer- Some examples of rewards that the players could
sion in water. spend this Advancement on include the following:
• Improve a Skill used in the adventure to Rank 3
Letter 1 or less (if less than Rank 3, the player may save
…(Rel)igious zeal makes the Throne of Avalon easy the remaining points for later).
to manipulate. Her devotion to the Throne of Castille is • Change a Quirk.
unquestioning. Control Castille and we control Avalon. • Purchase an Advantage such as Disarming Smile
Already sending armies to assist Perez at Barcino. 1, 7, if the Hero interacted socially with one of the
t, V, X Villains, or purchase Boxer/Bruiser/Deadeye/
Rogue elements in the Marches and Inismore have Fencer/Sniper if the Hero fought with the Vil-
been dealt with. No one has seen the O Entity for years. lains.
Marches nobles are easily bribed. Small rebel forces are • Purchase the Trusted Companion Advantage in
not a factor in the Grand Design, but could be funded the form of Sieghild if the Hero has any stored
to present difficulties for local nobles, further removing Advancement Points (or they may store these
Marches from the issue. P, 2 points and recruit Sieghild at a later time when
Sighting of the Mask in Ca… they can afford that Advantage).
• Purchase the Signature Item Advantage—Es-
Letter 2 posito’s sword is quite a masterpiece, and it can
The Eisen Experiment continues successfully. serve as a Signature Item for a Hero. Failing that,
Increased incidents of abductions and “horrors.” The it’s worth a pretty penny (3 Wealth).
Countess has proven approachable. N, 2, J, Q
Montaigne armies are now driven by a suitable can- With the letters in hand, the Heroes have some ques-
didate. His desire for bloodshed will open more doors, tions to ask: What do these letters mean? Who wrote
making travel easier. 3, B them? And why are they so important? Also, who
replaced Müller’s corpse in the graveyard?
Letter 3 These questions won’t be answered in this adven-
Vodacce still proving to be difficult. MP savvy to ture, but they will be answered in future installments
most recruitment techniques, need to develop new of The Grand Design. See you then!
procedures. 6
GV has progressed too far with his private investiga-
tions. Request permission to close the window. 7

12
7TH SEA ADVENTURES THE CALIBERI LETTERS
…(Rel)igious zeal makes the Throne of Avalon easy to manipulate. Her devotion to the
Throne of Castille is unquestioning. Control Castille and we control Avalon. Already
sending armies to assist Perez at Barcino. 1, 7, t, V, X
Rogue elements in the Marches and Inismore have been dealt with. No one has seen
the O Entity for years. Marches nobles are easily bribed. Small rebel forces are not a
factor in the Grand Design, but could be funded to present difficulties for local nobles,
further removing Marches from the issue. P, 2
Sighting of the Mask in Ca…

The Eisen Experiment continues successfully. Increased incidents of abductions and “hor-
rors.” The Countess has proven approachable. N, 2, J, Q
Montaigne armies are now driven by a suitable candidate. His desire for bloodshed
will open more doors, making travel easier. 3, B

Vodacce still proving to be difficult. MP savvy to most recruitment techniques, need to


develop new procedures. 6
GV has progressed too far with his private investigations. Request permission to close
the window. 7

(Funn)eling Guilders through the League operating smoothly. No questions asked. ATC
easiest insert point. Castille reals funding Montaigne resistance. Can’t imagine the irony.
Hard to keep my smile subtle when I speak to the Castille Throne. 3, B, C
Time for IC to make a decision regarding the Countess. Her strength is growing quick-
ly. She needs to either be controlled or approve closing the window.

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