7th Sea - Murder of Supplication.pdf

(2982 KB) Pobierz
7th Sea Ussura Adv
7th Sea¦ / Swashbuckling Adventures¦ eBook
A Murder of Supplication
An Epic Ussuran Adventure
Introduction
more rigid then some GMs and players might prefer
although we have tried to make it less so and will attempt to
give hints to things within the adventure to help keep things
in line. Most published adventures will ÐrailroadÑ a group of
heroes, but hopefully after reading the adventure in full and
with the proper use of Soft Points, you will find enough
material to make an adventure for your heroes in which they
will not feel completely railroaded.
Ultimately, your heroes could simply decide to Ðget out of
townÑ and ditch the quest and head off onto other
adventures. If you are using this adventure to supplement
and expand your personal campaign: To put it simply, let
them. Should there be consequences, sure, but that doesnÓt
mean that they will affect them. Who knows maybe some
months later they will read in the Freiburg gazette about a
group of heroes helping liberate Molhyna from a despot
ruler.
On the other hand, if this is adventure is a Ðone shotÑ or a
Ðconvention runÑ for you, then obviously a little more
demand on following plotlines and railroading is expected,
and yes even appreciated at most conventions, believe it or
not. No one likes a game that goes nowhere at
a convention or game-day.
The most important tool you as the
GM will have is this
adventure is
Koshchei the
Immortal. Should a
group go too far off
the beaten
pathÈor even
not far enough
along the
path!È the
Immortal
can send a
messenger,
or if angry
or agitated
enough
A Murder of Supplication begins in the late summer of 1669
some four months following Jyrgal TimurbekÓs declaration of
independence for Kosara from Ussura. In A Murder of
Supplication your heroes will learn about the tyrannical rule
of the the Knias of Molhyna, Vladimir Goroduk Drakov
vÓPietrov, and of the plight of his lands and people; and if all
goes well perhaps your heroes can make a benevolent
difference in this torn and tragic and bloody land.
A Story In Three Parts
A Murder of Supplication is at its heart a tale told in three
parts that are meant to run in one smooth order. The first part
(Hard-Points 1-6) sends the heroes in to the domain of
Molhyna where the soon realise that their rather unusual
roles as couriers is even more then they thought. The second
part (Hard-Points 7-10) brings the heroes into a greater
understanding of the conflicts of Molhyna and leads them
into the heart of darkness. Then the final part (Hard Points
11-16) gives the heroes the opportunity to bring down a
tyrannical ruler and bring about good and honest
change to the lands of Molhyna.
The adventure is composed of sixteen
Hard Points and fifty Soft Points. In
general each Hard Point should be
run in the order presented but if you
can and need to skip any of them you
should feel free to do so, just be sure to cover
or move any important information or events
that might be in that Hard Point to where you
need it to be. The Soft Points on the other
hand are completely optional encounters that
you can use to lengthen and toughen the
adventure or perhaps use to give depth and
breadth to Molhyna and Ussura.
Off the Beaten Path
As they are wont to do, players can often stray from an
adventureÓs set path. A Murder of Supplication is somewhat
1
190990635.003.png
7th Sea¦ / Swashbuckling Adventures¦ eBook
arrive suddenly on scene himself to chastise the heroes for
their wandering. As a master of fate-magic (in addition to
fire-magic and animal-shapeshifting-magic) he could very
well twist a strand of fate and redirect a small group of
people back in line. In his mind people are dying in
Molhyna, his people. Immortal he may be, heÓs not without a
heart that feels grief. But at the same time, he knows he can
only manipulate things so muchÈthe heroes have to
discover some of what they will face on their own.
Alternatively, if you wish to bring about a more face-to-face
encounter with the evil that they will hopefully help
Molhyna free itself from a group of Oprechnina (ÐThe
Blackness of HellÑ) performing some act of terror can easily
bring the heroes back to focus, especially if said act were to a
group of innocents. The Oprechnina are the Stelets of the
Knias of Molhyna, his personal guard and army. You can
read more about them in the Ussura nation book or Knights
& Musketeers sourcebook.
Also never underestimate the timely message or appearance
of a member of an order or society that one of the heroes
belongs to get them back on track. What the players bring to
the table in the form of their characters can often be the most
important element used to motivate someone.
Ultimately the absolute most important thing to remember is
that fun should be had by all (Including yourself!) and that
you should feel encouraged to use what you want in this
adventure and throw out what you do not want so long as
you and your players all have a great time.
ascent of his son Vladimir (who turned 30 on the same day
his father died) to the throne of Molhyna things changed
greatlyÈand for the better, for most anyway. The
Oprechnina however was dispersed in spirit and name by the
new Knias. Simply put, he had no need for the Oprechnina
for they were useless to the way he was going to rule.
However the Knias did keep the aged Kalenikov as Captain
of the Guard.
Then in the early part of 1667 something terrible happened.
A gunpowder explosion killed VladimirÓs infant daughter.
Kalenikov soon discovered evidence of assassins. Seemingly
overnight Vladimir reinitiated the Oprechnina and made
Kalenikov both his Chamberlain and the head of the army.
Terror had returned to Molhyna with a vengeance, even to
the point that Vladimir ordered the death of his own wife.
Of course there were no assassins, this had all been a ploy
on KalenikovÓs part to kill the Knias and his family, only the
timing had been off and he managed only to kill the
daughter. However, Kalenikov soon realised that maybe he
could turn this to his advantage. Since then he has managed
to take complete control of Molhyna behind the faade of
Vladimir being the ÐTerror of MolhynaÑ. He even managed
to get the Knias to order the death of his own wife, but has
secretly hidden her away of possible use in the future.
Now, as 1669 slowly begins to give way to 1670; Koshchei,
once Knias of Molhyna himself some 1100 years before,
seeks to send a band of heroes into the heart of hell in hopes
that they might reclaim his errant ÐsonÑ and beloved
Molhyna from whatever evil that has hold of it as well as
deflect another force from an even greater evilÈ
Here is a list of subjects and notes and some page references
for your ease.
Wolf: You can read more about this enigmatic power in
Ussura. Ultimately he will have little to do with this
adventure besides being a motivation for Koshchei to act
to even though Koshchei himself does not know that it is
Wolf that is behind this inquisitiveness. Wolf is seeking
things that would advance his goals and he has turned his
gaze upon Lake Vigil (p38) which lies in the heart of
Molhyna.
Molhyna: The realm of Vladimir Goroduk Drakov
vÓPietrov is described on pages 37-40 of Ussura.
Knias: Be sure to read pages 77-78 and 119 of Ussura
for information on the Knias.
Background For The Gamemaster
To run this adventure more smoothly it cannot be stressed
enough that one should read and have a good understanding
of Ussura. Especially the sections and personalities relating
to Molhyna and in some small part Rurik and city of
Pavtlow. The long and short of it is this.
An evil man by the name of Parigorii Nizhne Kalenikov once
served the current KniasÓ (Vladimir Goroduk Drakov
vÓPietrov) father (Drako Goroduk Stanimirov vÓPietrov) as
an officer in the Oprechnina, the Knias DrakoÓs personal
army and tool of terror. Knias Drako was a man of
unspeakable evil and cruelty, devising tortures that even
Legion was impressed with. Tortures that Kalenikov and the
Oprechnina were all too happy to go along with.
However, with the death of Knias Drako in 1663 and the
2
190990635.004.png
7th Sea¦ / Swashbuckling Adventures¦ eBook
Power Behind the Scene: Knias Vladimir is not in
control of his own mind, much less his nation. The true
power in Molhyna is Parigorii Nizhne Kalenikov. The
former officer of VladimirÓs father has turned the current
Knias into a terrified shell of a man while he rules with
absolute tyranny with the aid of the Oprechnina, which is
loyal only unto him. Read pages 78-79 and 119 of
Ussura for information on Kalenikov.
Koshchei: Someone, some power is starting to focus
upon Lake Vigil. This attention has not gone unnoticed
by Koshchei, and seeing that he knows what exactly is in
there and knows what power and destruction lies under
the calm waters of the lake, he in no way wishes it to be
bothered. Who exactly is the force behind this curiosity
he is not sure of but what he does know is that the
current state of things in Molhyna is such that such
inquisitiveness might very well go unseen and unknown
until it was too late. For Koshchei this is a chance to kill
two birds with one stone: head off this unknown force
and free Molhyna from the plight in which it is currently
enwrapped. Read pages 75-77 and 117-118 of Ussura as
well as pages 88-89 of the GamemasterÓs Guide for
information on the Immortal.
The Lake: Ozero Bodrustvovany (Lake Vigil) is fully
described on page 38 of Ussura.
collection of daring-doers. Dependent upon how youÓre
game is constructed, your heroes may or may not need an
entrance into Ussura, much less the Court of the Gaius. If
your group is not in Ussura, feel free to use the Soft Points
listed directly below to aid you in getting the heroes to
Pavtlow. If you do not need help in getting the heroes to
Pavtlow, please feel free to ignore or use the listed Soft
Points in whatever manner you see fit and simply go onto to
Hard Point One. As always it is recommended that you read
the entirety of the adventure so that you are familiar with the
material.
The Crunchy Bits
This document uses a simple convention to try and make it
easier to use no matter which system you are using. Asides
and comments are presented in Grey text boxes. Rules and
NPCs for the original 7th Sea© Roll and Keep system are in
a pale Blue text box. While rules and NPCs for the
Swashbuckling Adventures© line and the d20© rules
system are in a pale Green text box. Of course this only
works if you are reading this document in colour!
New Advantage - Bogaytr ( 8pts Ussuran only )
This advantage only costs 4 points if you have already purchased
sorcery. This is similar to Gentry found in ÒMontaigneÓ.
Where is Matushka during this?
The bogatyr are the landless wandering nobility of Ussura, seeking
their fortune among the cities and open land of the nation. Many
bogatyr are sell-swords using the training they received to advance
in military rank or to become a captain of the guard for one town or
another. Others become merchants, using their contacts within the
court to trade among the provinces. A few travel outside Ma-
tushkaÓs domain, seeking fortune and fame (Ussura p27 for more
details)
That Matushka is a great and impressive and even terrible
power in Thah there is no doubt. However, she does have
her limitations and she is not without her own weaknesses.
Not to put to fine a point on it she has been over burdened
by the war with Montaigne now and sits in reverie while at
the same time trying to watch over the events to the south,
namely the rising of Cabora. For the time being, Ussura has
been left to watch over itself while she recuperates and sees
how events to the south are going to continue to play out. To
his mind this is yet another reason for Koshchei to try and
act at this time.
You receive 5,000G as starting money, but you have no monthly
income unless you create it through investments. Bogatyr receive
one Free Raise when using the Mooch Knack. Get one martial skill
or the Merchant or the Courtier Skill for free.
Getting Your Heroes Involved
Soft Point 1: Invitations & Orders
Because these adventures happen in the most remote part of
Thah it may be something of a challenge to get your
collection of heroes involved in a plot so far from hearth and
homeÈespecially if there are no Ussuran heroes in your
In some cases and for some heroic groups a simple
messenger will be enough. A summons to the Court of the
Gaius can go a long ways, after all. Ussura might be
considered backwards by most of the rest of Thah, but one
3
190990635.005.png
7th Sea¦ / Swashbuckling Adventures¦ eBook
hardly ignores such an exotic summons. For others more
social prodding might be in order. Nearly every Guild,
Society (secret or otherwise) or Club is curious of Ussura or
wants access to her lands, ruins, courts and markets and thus
can be a great influence upon heroes who belong to their
orders. Lord and Ladies, such as the Princes of Vodacce, a
few of the Eisenfrst (Heilgrund for one) would be
interested in the mysteries and potential of Ussura in general.
The Church might be interested in seeing how fertile the
ground might be for missionary work, after all, the current
faith of Ussura is lacking greatly in the eyes of the Vaticine
and even the Objectionist.
Beastmen of the Wolf 7th Sea - Henchman
Brawn 5, Finesse 3, Resolve 2, Wits 1, Panache 2
Attack Roll: Claw/Bite 6k3
Damage: 6k2
Advantages: Cold Climate Conditioning, Howl, Keen Smell, Keen
Hearing, Large, Night Trained, Silence, Toughness, Unnerving
Countenance (Hideous)
Knacks: Ambush 2, Attack (Natural) 3, Climbing 1, Footwork 3,
Grapple 1, Land on Target 2, Long Distance Running 2, Sprinting
3, Stealth 1, Survival 2, Throat Strike 2, Tracking 2
Beastmen of the Wolf
Ussuran Infected Werewolf Hybrid Form / Warrior 2: CR 3;
HD 4d8 +4; hp 22; Init +3; Spd 30 ft; AC 16 (+3 Dex, +4 natural);
Base Atk +3; Grapple +5; Atk claw +5 melee (d4+2); Full Atk 2
claws +5 melee (d4+2) and bite +0 melee (d6+1) melee; SQ alter-
nate form, wolf empathy, damage reduction 5/silver, low-light vi-
sion, scent; AL CE; SV Fort +8, Ref +6, Will +2; Str 15, Dex 16,
Con 15, Int 10, Wis 10, Cha 9; Skills: climb +4, hide +5, move
silently +6, survival +5; Feats: cold climate conditioning, iron will,
run, track
Soft Point 2: Immortal String Pulling
Lastly, there are plots and threads most magical to entice a
set of heroes upon a course of action. As a Gamemaster you
have a great tool upon which to call, and one that is most
eager to be called upon in this case. Koshchei the Immortal.
Most often Koshchei is more then willing to allow matters to
plod along at their own pace and concerns, but things have
changed and forces have come to light that Koshchei no
longer believes he can sit idly by. Thus, as a master of fate
and destinies not unlike those practised by the veiled witches
of VodacceÏhe is a master of no less then three sorceries
(Ussura p117-8)Ïhe might very well decide to pull a few
threads in the hopes of bringing to Molhyna the very heroes
that are needed to aid his young kinsman, the KniasÈand
most importantly perhaps the very world itself.
Any plying of the threads of fate by Koshchei could and
should occur along with mortal and mundane summons,
such as letters of invitation to the Gaius' Court from no less
then the Gaius' wife herself, if such impression might be
needed. A hint of a promise of favours and fortunes might
bring others in line. A damaged shipÓs hull needing repairs
might bring a seaworthy group to an Ussuran port, and thus
into the manipulations of the Immortal.
One important thing to note however is that Koshchei
himself would never signal that it was he that encouraged the
heroesÓ arrival to Ussura. In this case, Koshchei knows that
his role being kept secret in this matter is of the utmost
importance. At least not until he thinks it is necessary to
make an appearance so as to impress upon the importance of
the task at hand.
Soft Point 3: Yellow Eyes¿
Creatures set upon the heroes, while they are travelling in
Rurik; a mix of man and wolf. Anyone familiar with the
ways of Pyeryem might believe that they were ÒsimplyÓ
UssuranÓs gifted by Matushka with the arts of the skin-
changerÈbut thereÓs something different about these men-
beastsÈor beast-men. They are far more animal then man in
attitude and spirit and their eyes are a poisonous yellow
coloration, the colour of pusÈdisease, infection. What are
these beastsÈand why do they hunt after the heroes all of a
sudden.
Hard Point 1: The Green-Door Inn
This adventure properly starts with the heroes meeting
someone named Margreave at a place known as the Inn of
the Green Door. Whether they are delivering a package or
simply stopping there for a meal, or whether they are long
time customers is dependant upon your campaign and what
works best for you as the Gamemaster.
Margreave is an elderly woman who moves slowly about on
her walking stick. She is a friend of Koshchei the immortal,
and has been so nearly all her life, though only a few people
know this. He once helped her escaped a bad arranged
4
190990635.006.png
7th Sea¦ / Swashbuckling Adventures¦ eBook
Margreave 7th Sea - Henchman
Brawn 0, Finesse 0, Resolve 2, Wits 3, Panache 1
Advantages: Age & Wisdom (Old), Animal Affinity, Home Neigh-
borhood, Patron (Koshchei), Sensitive Bones, Small, Ussuran
Servant: Etiquette 2, Fashion 1, Menial Tasks 3, Unobtrusive 3,
Accounting 1, Gossip 3, Haggling 3
Spy: Shadowing 1, Stealth 1, Lip Reading 2, Sincerity 3
Symmons 7th Sea - Henchman
Brawn 1, Finesse 4, Resolve 2, Wits 4, Panache 3
Reputation: 18
Advantages: Able Drinker, Avalon (R/W), Debater, Friend at Court,
Montaigne (R/W), Small, Than (R/W), Teodoran (R/W), Ussuran
(R/W), Vesten (R/W),
Knacks: Attack (DF) 2, Attack (Knife) 1, Balance 3, Balancing 2,
Break Fall 2, Conceal 2, Contortion 2, Dancing 2, Etiquette 3,
Fashion 1, Footwork 3, Gaming 3, Gossip 4, Juggling 4, Leaping 3,
Lip Reading 1, Mooch 4, Oratory 4, Parry (Knife) 1, Rolling 3,
Scheming 2, Sincerity 2, Socializing 4, Stealth 2, Street Navigation
2, Stunt 2, Throw (Improvised Weapons) 4, Throw (Knife) 4. Shad-
owing 3
Margreave, Elderly Innkeeper
Ussuran Spy 1/ Commoner 2 - Small feat
marriage and has, over the last several decades done small
favour for him.
She asks them their names, even if they are regulars, and
tells them that there was a small package dropped off for
them earlier in the day. She gives them the package and then
moves on her own merry, is slow way. The package contains
a small purse of rubles and a letter addressed to each hero.
Each letter is the same, inviting the hero and a significant
other or guest to attend the eveningÓs festivities at the Court
of the Gaius at his palace. There is a small note in the money
purse explaining that there should be enough there purchase
proper (if a bit frugal) attire the heroes for the eveningÓs
revelry.
If asked who delivered the package, Margreave will only
remember that it was a young man whom she did not
recognised. She believes that he wore a blue jacket with red
trim, which might make him one of the Pavtlow Couriers.
The Couriers are a number of young men and woman who
run packages and notes and letters for anyone willing to pay
a few coins for the service. Started by a young displaced
nobleman some years before, the Couriers have gained a
reputation for prompt, reliable and careful service.
Checking with the service the heroes will discover that a
well-dressed older man dropped off the package to be
delivered. The man was Ussuran and had the look and
mannerisms of a servant of the Boyar. The man did not leave
a name or a return location if the package were somehow
undeliverable.
Symmons, Jester of the GaiusÓ Court
Ussuran Than Bard 6 - Small feat / Reputation 4
ÒProtection MoneyÓ Collector 7th Sea - Henchman
Brawn 1, Finesse 2, Reflexes 2, Wits 4, Panache 3
Reputation: -10
Advantages: Patron, Than (R/W), Ussuran (R/W)
Knacks: Ambush 1, Architecture 1, Attack (Dirty Fighting) 3, At-
tack (Firearms) 3, Bribery 1, Cheating 3, Conceal 2, Forgery 1,
Gambling 2, Lockpicking 3, Mathematics 1, Pickpocket 2, Pres-
tidigitation 1, Quack 2, Scrounging 2, Shadowing 3, Shadowing 3,
Socializing 3, Stealth 3, Street Navigation 3, Underworld Lore 2
ÒProtection MoneyÓ Collector, Local Thug
Ussuran Rogue 5
If you so choose you can jump to the heroesÓ arrival at the
Court later that evening or use any or all of the Soft Points
listed below.
Soft Point 4: Shopping for Attire
Armed with invitation and coin the heroes should feel
obliged to find themselves suitable clothing for a nightÓs
attendance at the Court of the Gaius. Such a hook can be
taken to various extremes with as little or as much
roleplaying as you can your group can come up with.
The heroes can meet a nobleman of your own design or
perhaps meet one listed next, who they will run into again
later that evening. This meeting can be deadly serious;
meeting Aleksi would be along these lines, though one
would wonderÏreally wonderÏwhat Aleksi, Knais of Rurik
would be doing there! Alternatively you could have a
downright fun encounter; meeting the GaiusÓ jester,
The Courier service runs without the MerchantÓs Guild sanction,
as the owner resents having to bend knee and open purse to a
bunch of strangers who have nothing to do with his business. This
situation is beginning to heat up as the Guild seeks to bring the
independent service into its fold. As the heroes are there a group
of merchant backed thugs come in to put on a little heat.
5
190990635.001.png 190990635.002.png
Zgłoś jeśli naruszono regulamin