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A subreddit dedicated to the swashbuckling and action filled tabletop RPG by John Wick Presents, Chaosium Inc, and originally Alderac Entertainment.Adventures on the High Seas
Updated: 2 hours 29 min ago

Ming dynasty musketeer

Sun, 10/13/2019 - 23:39
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Additional things to learn in Heka sorcery (from Khemet, in Ifri)

Fri, 10/11/2019 - 21:01

I am running a story line that is about to start dealing with the issues going on in the lands of Khemet, Mahgreb, and Mbey.

Among the events that takes place will be the return of the Ennead. Starting with Seti, who comes as a villain intentionally seeking redemption.

Some other time I will go over all the details I am planning, but I wanted to present this bit about Heka sorcery sooner rather than later, because the party has a Heka sorcery, and I want to apply any recommendations you all make before it debuts in my game.

Each of the Ennead is going to be able to teach new branches of Heka, with talisman and inscriptions based on the Ennead who teaches it. They will also be able to use their own branches as well. This is Seti's branch:

Seti's Heka

Sandstorm A pictogram of the sky inside the pictogram of sand. Talisman are made from sandstone that crumbles and blows away on the wind when it's used.

Talisman-Gain the effects of direction sense and time sense when activated during inclement weather. If activated on a vehicle, everyone in that vehicle gains this benefit as well.

Inscription-Activate to gain Dominion over any weather based hazard affecting you. This lasts until the beginning of the next round.

Scorpion The scorpion represents the enduring patience of one who protects and guides during transitions.

Talisman-Activate to summon one scorpion and issue any instruction you like to it. If there are no creatures within travel distance to you, one takes shape out of sand if any is nearby, otherwise the magic remains unspent. If the command you issue would require a Risk, the animal rolls 5 dice, but you decide how it spends Raises. It gains 2 Bonus Dice if the command is particularly suited to it.

Inscription-Activate and spend any number of hero points to remove an equal number of danger points from the Storyteller's pool.

submitted by /u/Cryhavok101
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Would you guys use untap?

Tue, 10/08/2019 - 10:27

I recently discovered 7th sea through the card game, and I LOVE IT the characters, the lore, the gameplay. hell even the art has me hooked! The only problem is it's not super popular anymore and I'd like to play the game with other people.

Untap.in is a website that let's people to play card games online. It allows for several diffeant games (magic, lightseekers, etc.) So if we could get 7th sea added we could probably get a decent sized community going.

So what do you think? if 7th sea (card game) was added do you think you guys would play it?

submitted by /u/Iamdabestist
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Need a name for the Old Empire Capital

Tue, 10/08/2019 - 09:28

The First Edition had Numa City, its expy for Rome. In Second Edition, Numa are now a bunch of Islands with a Greek theme. However, the core book still references the 1st edition idea that there is an abandoned capital in Vodacce. Also "Vestini" is listed as the capital on the Theah map with no textual explanation for why.

So, in my campaign, I want to reintroduce the old "Numa" city, to reconcile all the above issues and more. My thought is that sometime in the Old Empires hsitory an Emperor moved the capital to what is now Vodacce for various reasons. Pacatezza would be the surviving remains of a small part of the capital, rebuilt by the Vestini around the lucrative docks. The rest of this city lies in ruins, unable to be rebuilt because of the cost and machinations of the other Princes. Within the borders of the "Old City" will be the diminished-but-still-active Vaticine Enclave, which was originally known as Vaticine City until The Third Prophet relocated it to Castille (which was mentioned in the draft of the Vaticine City book).

Getting to my Question - I need a name for this old city.

I had thought of some variation of Numa, but that that might be confusing. I am looking for something that would sound like a cool capital name of the Old Empire.

Any thoughts?

submitted by /u/ProphetableMe
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Brute squads vs brute squads

Thu, 10/03/2019 - 15:05

My heroes are going to have the opportunity to command their own brute squads from time to time. (They'll effectively low-ranking officers.)

Any suggestions on running brute squads against other brute squads?

submitted by /u/grauenwolf
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Looking for lore and tales of treasure and riches for my Homebrew game.

Tue, 09/24/2019 - 17:57

Running sort of a treasure hunter style Homebrew game and looking for some sweet tales that could be past down by sailors of riches and treasures in the world. They could be real or fake it doesn't matter.

submitted by /u/SpecialAgentSteve
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Beginner questions

Tue, 09/24/2019 - 03:46

I'm a total beginner with 7th sea as well as reoleplay altogether. I ran a couple of Call of Cthulhu adventures and played online with roll20 a few times CoC. I kinda want more action for my group as I think they are quite bored by CoC.

I read the quickstart rules and really dig the mechanics although they are very different from CoC (which I find is the most natural way to start pen & paper role play). I read this in german, so I hope I translated the specific terms correctly and you can follow.

While reading, I was wondering how to deal with changing situations. So if there is a drama scene and I ask everyone what they want to achieve, how they want to do it, tell them the risks and chances and let them roll. But what if in those situations (I guess that counts for action scenes as well) something changes? E.g. another player discovers something that changes the whole plan? The players already committed to their plan(s) - that seems really static to me and prevents a natural flow. How do you deal with that?

What I also don't get is you have to tell the GM what and how you gonna do. And after knowing risks and chances and rolling dice you "have to" describe what you do. Do you let the players describe their actions a second time or do you take care of that?

P.S. if anyone offers a roll20/voice chat round I'd be so happy to join :)

submitted by /u/Kennson
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Khitai Word docs uploaded for KS backers

Mon, 09/23/2019 - 16:19

John Wick sent out a Google Drive link with the Khitai docs before going to layout. (If you got the email, the link there is incorrect; it's been fixed on the KS post itself.)

Lots of advantages changed from their 2E incarnations (in particular, a few advantages have a more moderate effect, and the Academy/Lyceum/University bonuses that add to your individual die rolls now do something different).

The lore for Shenzhou and Khazaria looks to have been rewritten from the earlier pdfs, so that now Shenzhou is encroaching on Khazaria instead of Khazaria being an occupying force in Shenzhou. Also, the nations of Kiwa and Kammerra aren't included anymore as playable nations. :(

submitted by /u/BentonSancho
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Updated Sheets for 1st Edition

Wed, 09/18/2019 - 06:30

I'm trying to update all the old sheets I have with high quality versions from the books, and I'm having a problem tracking down 2 of them. I'm hoping you guys will know where to look. At this point the only non-digital versions I need updated are:

Sorcerer's Character Sheet (This is digital but the font is very screwed up and I can't it fixed) Henchmen Sheet (Like the villian sheet but both slots are dedicated to henchmen)

If they are in the books or have a good download location, any information would be thankful. Have a great day and thank you in advance.

submitted by /u/tiberousbsd
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Brute Squads on Steroids - a variant rule JW used at a con game

Mon, 09/16/2019 - 10:11

Ahoy all,

Wanted to let you know about a variant rule that John Wick used when he ran 7th Sea at GenCon this year. He altered the Brute Squad mechanic so that they did their damage to ALL Heroes at the end of the turn.

So if you had one Strength-10 Brute Squad in the scene, and the Heroes collectively took it down to Strength 3 during Round 1, EVERY Hero would take 3 wounds at the end of the Round.

I'm not sure I would always use this approach, but I kind of like it. It makes combat faster (because you can get away with having 1 Brute Squad rather than a few small ones divided among the Heroes), and it encourages the Heroes to work together to deal with the cannon fodder in Round 1 while giving the Villain room to work. Then in Round 2-3, they can engage the Villain more directly.

Downside of course are things like Riot Breaker (I think), but again, it's situationally dependent.

If you want to introduce these, I think that's fine, just let your players know. If you use relatively fewer brutes but give them this power, it shouldn't feel unfair.

submitted by /u/DrColossus1
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Splitting up brute squads

Sun, 09/15/2019 - 01:36

Lets say you have 4 heroes and 20 points of brutes.

How would you divide them up? One large group, 4 small ones, or something in-between?

submitted by /u/grauenwolf
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Sat, 09/14/2019 - 07:12

Is there a compiled errata list for 2nd ed?

submitted by /u/Brannig
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About to learn the game - Deal with a devil

Fri, 09/13/2019 - 13:12

Our group is about to play this... they’ve run it in the past but it’s my first time... been asked to make a character and I’ve been looking at the player handbook.

I’m leaning towards Sarmatian Commonwealth and a soothsayer background. But I’m struggling to get my head around the Sanderis rules regarding my deal with a devil (how do I structure this in my backstory?), favours (are there limits?), and telling the truth (compelled at all times?).

Ideally it will all come together when we play and with guidance from the GM, but prepping feels like trying to stride through deep mud

submitted by /u/goat-beard
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7th Sea in Arabic

Wed, 09/11/2019 - 20:19

I have created a sever in discord where we play 7th Sea in Arabic, the sever been running for about 2 years now, we done more than 3 games, there is some document that are translated and many more. If you are interested please join our community:

All Best,

submitted by /u/balswyan
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Is it railroading if I tell my players they are already on an adventure when we begin?

Wed, 09/11/2019 - 09:10

I want them to be chasing a sarmation inventor that has a small syrneth artifact because a voddace prince hired them to, he is the main villain of the story and is going to use that artifact to invade Théah with an ancient syrneth army.

submitted by /u/ImaNerd164
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Where can i find adventure ideas/seeds?

Sat, 09/07/2019 - 11:51

Gotta say, I don't really want to buy adventures, even if cheap on the Explorers Society. I'm no good with written stuff.


submitted by /u/signoftheserpent
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What Happened to The Mirror?

Thu, 09/05/2019 - 10:07

It appears that in 2e, there is no "Sea" for The Mirror - but yet if you take the Ship's Background "Broke The Mirror", it says you gained notoriety : "Your Ship sailed the frozen waters of the Mirror, something that only the bravest and most heroic Vesten have managed before, and so has earned the honorable title of isabrot, “Icebreaker.” You can spend a Raise or a Hero Point when encountering an NPC from Vesten. They respect you, your Ship and her Crew."

On an old 7th Sea 1e site, I found this: The seas of the Thèah are these.... . The fifth sea is the Mirror, south of Ussura. It is said to contain a creature called Vodanken, of which little is known, and sailors speak of islands that rise from the deep only to resubmerge hours later - islands on which entire crews have been drowned by the sudden submergences.

But in the 2E Core rulebook, it says the Fifth Sea is The Maw. The book literally doesn't mention "The Mirror" anywhere else, and that is frustrating for a book with such lore and intricate backstory. I can only assume that this was a 1E carryover that didn't get fixed. Anyone know anything different?

submitted by /u/Kayigh
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Trying to write a combat scene that doesn't suck...

Wed, 09/04/2019 - 01:54

I'm ok at action and dramatic scenes, but I'm still trying to work out combat.

How's this for a start?

Act 1: Crisis in Vesoul

Scene One: Lady in the Well

An older man and some straggly looking seamen are standing around a well when our officers arrive. You’ve heard of raiders in the area, preying on the northern coast. There’s no doubt from their appearance, these are no common sailors.

  • Greytooth (Str. 3, Inf 2)
  • Brute Squad (5 points per character, Pirate)

In the well is a woman the squad was chasing down. She had hoped to hide, but the keen-eyed Greytooth spotted her. They were debating whether to cut the rope or fish her out for the slave trade when they were interrupted by a couple of musketeers.


  • A raise may be used to draw Greytooth or the brute squad away from the well.
  • Alone by the well: Two raises to pull the struggling Lady Brigitte from the well. (Villain may do this as well.)
  • Alone by the well: One raise to calm Lady Brigitte. (Reduces cost to pull her out to one raise for this character only.)
  • By the well: One raise to cut the rope. (Villain may use this as a threat.)
  • Approaches that involve conversation: One raise to recognize the pirates’ accent, the band is part of the Sea Dogs
  • Approaches that involve grappling: One raise to spot a ship’s tattoo. Not immediately useful, but can be matched up later.

This would be the first encounter of the adventure. All the characters are presumed to be musketeers but none of them have been made yet.

submitted by /u/grauenwolf
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The Three Cup Monte - Dramatic Sequence Example

Tue, 09/03/2019 - 23:10

Continuing from the race against time, I tried experimenting with a dramatic sequence.

So here's the setup:

  • Duke, who wants to poison the Artist
  • Artist, who has no clue what's going on
  • Two heroes

On the table are four pawns and some poker chips representing cups. Each chip is of a different color so I could track which were poisoned.

The way this scene worked, each time a raise was spent the character could:

  • Move next to another character
  • Lure a character away from another character
  • Take or give a cup
  • Call a toast and drink
  • Spill or refill a cup
  • Add poison to a cup (if alone)

Over the next few rounds it was like playing hot-potato or musical chairs. The Duke didn't want to end up holding the poison cup when the toast was called, but he needed to make sure the Artist did. The Artist really wanted that drink. And the heroes had to avoid giving offense to the Duke (which would cause an international incident).

Outcome: This actually worked far better than I had expected. It was the last scene of the adventure and they enjoyed the game of moving the cups around.

Even better, it completely hid the fact that I suck at improvising social scenes despite they being so important the to adventures I write.

submitted by /u/grauenwolf
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