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Seventh Sea
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7th Sea Adventures PDFs
adventures, explorers society


We’re celebrating Free RPG Day early at John Wick Presents!

Today, we’re proud to announce the launch of the 7th Sea: Second Edition official adventures line!

The Caliberi Letters (written by John Wick)

The War of the Cross nearly destroyed Théah. In the end, nearly eight million people died. But what many do not know is the secret reason behind the War…

The Caliberi Letters is the first part in a series of adventures 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 chase to expose the Villains who burned Théah to the ground for their own personal gain.

You can play this adventure with Heroes from any Nation, although a Hero with Hexenwerk can provide an advantage when it comes to dealing the dead. The Caliberi Letters will be free to download until Thursday 6/22 in honor of Free RPG Day. Click here to download.

The Castle (written by Rob Justice and Leonard Balsera)

In northern Eisen sits the long forgotten Duster Castle, deep within the Angenehme Wald. The castle was once the proud home of the Baderbaasch scions, but their lands went into steep, terrible decline in the later years of the War of the Cross…

The Castle is a supernatural horror adventure set in war-torn Eisen; it’s an adventure for adult audiences that comes with the following content warnings: cannibalism, loss of agency, child endangerment and risk of death. The Castle will be available to download for $1.99 until Thursday 6/22. Click here to download.

Thanks for joining us to celebrate the launch of the 7th Sea Adventures line!

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Donovan Morningfire
Donovan Morningfire's picture

I've picked both of these up, but really only had the chance to properly read Caliberi Letters thus far.

It's a decent adventure on its own, but it really does read like an intro to a much bigger story.  While its ties to the War of the Cross do necessitate it being strongly tied to Eisen, on first brush it feels like there's too much emphasis on the PCs having ties to Eisen, what with the means to hook the PCs into the advneture plot.  Granted, this could be worked around by having Heroes who aren't direct friends/associates of Magda but are there on behalf of someone who was.

As for The Castle, it's very much an "adults only" module given the content involved.  And it very much revolves around Eisen being a blighted country and the heavy presence of monsters.  If any of your players are a bit squeamish regarding the tags listed above, then you might want to avoid this particular adventure.

Dono's Gaming & Etc Blog
http://jedimorningfire.blogspot.com/

Heng benjamin
Heng benjamin's picture
I've been puzzled by the Caliberi Letters. I mean that's a great read and seems like a fun adventure. I really like how the NPC are described: it feels easy to play them. However, even if it's compatible with the core rules (I would have to read them again to be sure), it feels like it's not true to its spirit (for exemple, during the chase, what if a player just tells: my approach is to shoot the horse to stop the carriage? One raise should be enough to accomplish his goal: the opportunity seems incompatible with this). I think it is a must have for whoever wants to GM 7th sea 2E because it shows you how much you should steer from what is actually written in the core book.
BluSponge blusp...
BluSponge blusponge@verizon.net's picture

I don't see anything wrong with that's choice. Sure, go ahead and shoot the horse...as it's racing at top speed along the muddy, rain slicked Eisen landscape. Watch as the villain's carriage crashes, tumbling along, throwing and then crushing our noteworthy NPC and sending the macGuffin scattered to the winds, soaked in rain and mud.  And that's on top of any existing consequences. Yes, you end the chase early but at what cost?

Or what if I give the horse a strength score? Or send the wounded, panicked animal over a ledge? 

Plus, since they are doing this from a moving carriage, I'll just drop a danger point on them to increase the raise amount.  Actually, I'd do that anyway, just to make things interesting.

No plot survives contact with the players, but that doesn't mean you just have to give things to them.

Heng benjamin
Heng benjamin's picture
Tell me you wouldn't do the same if they choose the opportunity to stop the carriage with X raises and I would agree with you entirely. Right now this costly opportunities and consequences really feels weird to me...
BluSponge blusp...
BluSponge blusponge@verizon.net's picture

It kinda works out the same way, doesn't it? So yeah, I would say if you dont spend X raises, bad things are going to happen.

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