Our Heroes are…
- Edward Kenway, Son of Avalon and Captain of the Jackdaw
- Carmena Elena de Ibarra de la Luz, disgraced Castillian Naval officer and bosun of the Jackdaw
- Milaria Beaufort, Knight Arrant of Avalon and loyal servant of Queen Elaine
- Sebastian Valmont, wayward Montaignese aristocrat and porté mage
- Modestas Radvilas Kelrus (Mohai), Sarmatian Expatriate and former Dragoman to the court of the Empress of the Crescent Moon.
(Mohai and Milaria are absent tonight)
Tonight’s Spotlight Hero is…
Tonight’s Rum is…
Last Season on 7th Sea…
- Fabiano Villanova’s aid delivered a 200 year old bottle of Falsci wine along with a proposition for Captain Ed to hunt down his missing wife, Fiora.
- Carmena discovered an error in the cipher used to incriminate Ambassador Zorita. It appears his secretary is the Montaignoise spy!
- …who also happens to be a Porté mage capable of eavesdropping on a conversation through a pinhole portal.
- As night settles on the Jackdaw, the bottle of Falisci wine mysteriously uncorks itself.
Our Episode Begins…
Captain Kenway and the rest of the heroes stand aboard the deck of the Jackdaw. All about them are the sad, bloodless remains of men and women – the skeleton crew the Captain left aboard on watch. Inside the great cabin, the bottle of wine still sits on its shelf. It is half empty. A sniff of it is enough to tell anyone that the wine has turned.
The scene cuts to black.
One Week Later…
It is a hot, rainy day in La Bucca. The sun is just beginning to peek through the parting gray crowds. The Sunrise Haven Marina is crowded with dignitaries, including many from the Sarmatian Embassy awaiting the return of the Ambassador to the Commonwealth aboard a grand galleon. Our heroes are finishing their business here and preparing to return to the south side of the island when a cry of alarm goes up!
A new ship, flying Montaigne colors, is plowing into the crowded marina at high speed. It is flying half its sails, the rest are clearly ragged and tore. There is no sign of crew on deck or in the rigging. She is clearly on a collision coarse with the Sarmatian galley, and concern grows amongst the Embassy personnel that its powder stores might be vulnerable.
In a feat of heroism rarely witnessed, Carmena, Captain Ed and Sebastian, make their way to the Montaignoise carrack, racing across yard arms and swinging from the rigging to reach it before it rams into the side of the Sarmatian Ambassador’s galleon. As they hurry across the bridge of moving ships, Carmena looks back and catches a meeting between a raven haired member of the Sarmatian party calmly discussing something with one of Magnus Skaar’s officers, despite the chaos surrounding them.
The heroes reach the Montaigne ship in the nick of time, and Carmena cuts the belt holding the wheel steady. The ship groans violently as she turns the wheel, the two great ships shearing against one another’s sides. The heroes drop anchor and, using the ship momentum, turn her about before cutting lose the remaining sails. The anchor chain grows taut and the ship slows to a halt.
A few smaller ships approach but Captain Ed waves them off until the heroes have a chance to investigate. Some sailors spread idle talk that it is a plague ship, bringing the White Plague to the shores of La Bucca.
The deck of the ship is littered with carnage. Blood stains, dried gore, and wreckage litter it. There are no signs of any crew. Sebastian recognizes the ship, the Wandering Sun, as an exploratory vessel that sailed from Montaigne three years ago and was never heard from again. Carmena goes to investigate the hold while Captain Ed and Sebastian seek out the grand cabin.
In the gloom of the hold, Carmena finds a lantern that still has oil. She moves quietly about, the planks groaning underfoot. Ahead of her, towards the bow of the ship, she hears a soft thump and a gasp, oddly muffled. The lantern light reveals the seams of a hidden hatch. She knocks on it and hears a cry of alarm.
“You are safe,” she tells the man hiding in the compartment.
“Is it secure?!?!” There is desperation and madness in his voice.
Carmena eventually coaxes the man out. He is Montaignoise, filthy and dressed in rags. His hands are stained dark with blood. Inside the hatch, Carmena sees strange symbols scrawled in blood. Without touching him, she gently ushers the man up on deck.
Meanwhile, in the great cabin, Sebastian and Captain Ed survey more wreckage. The navigation table is overturned and many of the scattered charts torn, ruined, and stained or smeared with blood. Sebastian looks up at a large bloodstain on the ceiling. A bit of maggoty bread and food remains as well.
Captain Ed finds a ledger once kept by the ship’s navigator. In its last entries, it refers to a place called Montanus’ Mirror. It briefly describes a ruined city, but ends abruptly after an entry about a party going ashore. When the two men hear Carmena calling for them, Sebastian grabs an (mostly) intact chart and the two head out on deck.
The survivor continues to babble on about something trapped below. He insists everyone needs to get off the ship and burn it to the waterline. He believes he is in Castille. When told that he is in La Bucca, he is confused. “The prison island?” he asks. “But. But. We sailed East! I set the heading myself.” He believes it is Autumn of 1665. Carmena finds of bit of rum in an intact bottle and tries to settle the man’s nerves. Sebastian, having heard about the symbols in the hatch, goes below to investigate.
Begin a good son of a noble family, and an accomplished Porté mage, Sebastian knows the signs of the art when he sees it. The man’s hands are a dead giveaway. He has heard rumors of mages so skilled in the art that they can seal places off from portals, but Sebastian has never met anyone capable of doing it. But all indications are that is the purpose of the marks on the hatch.
As he returns to rejoin his friends, the planks give way beneath his feet, dumping him into the bilge below. The heroes hear the crack and his cry and rush to help. The survivor grows increasingly agitated. Somewhere, in the bowels of the ship, Sebastian hears a muffled thumping. As he climbs the rope lowered down to him, the mad thumping is joined by the sounds of scratching and muffled, beastial screeches.
“What is down there?!” he asks the survivor.
“I trapped it, see? In a box. Hehe. It killed everyone. There were so many. Hehe. But I trapped it. We must leave now. Burn the ship.”
Believing caution is the better part of valor, the Heroes put the Wandering Star to the torch and have a smaller craft come along side to take them and the survivor back to port. As the ship quickens, the survivor begins to giggle and pick at the sunburned flesh on his face. Sebastian is certain whatever he encountered broke his mind.
The heroes look over the charts Sebastian took from the ship. They reveal a legendary chain of volcanic islands, Legion’s Teeth, somewhere between Théah and the New World. Despite the smears of blood, they can make out coordinates. And beyond those islands, a hastily marked island, simply labeled “M”.
There are many legends about the island known as Montanus’ Mirror, but almost all agree on one point: that it is the birthplace of Porté magic.
“Captain,” Sebastian says, “I am in need of your services.”
So ends this episode of 7th Sea. The credits roll to ominous music.
If I have a complaint about this episode, it is the amount of narration that I’m providing vs what the players are offering. I need to get better at asking, “what does that look like.” It’s easy to excuse — we are all traditional gamers here, and parts of 7th Sea still don’t come naturally to us. Not that it diminishes the game, but I think the players can provide more color than I do sometimes.
In many ways, this session felt like a more traditional game session. I offered a lot Opportunities here though it occurs to me that if I did more of the above I might not have had to spell out as many. The ledger, the chart, and the hatch – all of these were opportunities. The group finished the Dramatic Sequence aboard the Wandering Star with a pair of raises to spare, but they were ready to leave and had what they needed. I could probably have coaxed something more out of them, but the hour was drawing late.
So far, so good as far as the Hero Spotlight goes. Next game session, Captain Ed gets the spotlight. This should move the action across the waters to Castille where Captain Ed hopes to confront a nemesis head on, though I suspect it will not go quite as planned.
Two more things I’m trying:
- At the end of each session, I ask each of the players what their favorite part was. This is giving me a better picture of what I’m doing right and what the standout moments are. Tonight’s are the creepy atmosphere and the “ghost ship”. Plus, Captain Ed is excited to be getting back to some real piracy stuff – I guess the politics of La Bucca are growing stale.
- I also ask each player if there is a scene they would like to see in the next session. I don’t ask for a lot of specifics, unless they offer them! This gives me a couple of points to build my session prep around. Sebastian’s player is hoping for more information on the bottle, and Captain Ed has a very story specific scene in mind.
What will happen? Tune in in two weeks for another Episode Recap