TEXT: 7th Sea Online Resource
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  Villanova’s Rose
  NOM Adventure 3
  Adventure Overview
  The adventure begins with the Heroes having been
  hired by a minor Vodacce nobleman as bodyguards
  for his emissary Angelina, who is tracking a pirate.
  The job is simple: protect Angelina from harm,
  protect the strongbox she carries, and help her capture
  and bring in the pirate for trial. At least, that is
  what the Heroes believe...
  What The Heroes Know
  The Heroes were hired by a man named
  Carlo who is secretly a cousin of
  Villanova, claiming to be a Vodacce
  Special Enforcer charged with tracking
  down those who have committed
  crimes against the Princes. He has any
  necessary paperwork to back this up,
  which are  forgeries or course.
  Their mission: to assist Vodacce Special
  Emissary Angelina in capturing a
  Vendel pirate who attacks and sinks
  Vodacce merchant vessels. Based on
  numerous 
  sightings, 
  Angelina
  knows 
  the 
  approximate
  whereabouts of the Vendel pirate she calls "Il
  Macellaio" (The Butcher). She intends to secure
  passage aboard a mercenary vessel, which will seek
  out the pirate and aid her in his capture. The Heroes
  must protect her, and her strongbox containing
  money for their passage, and help her capture "Il
  Macellaio."
  The True Story
  Villanova has long had a rivalry and hatred for Val
  Mokk. Recently, one of Villanova's merchant ships,
  carrying a fortune in rare goods and a few artefacts of
  note, was scuttled by the League for travelling too far
  north. Now, Villanova wishes to settle the score. His
  spies have provided him with information that Val
  Mokk's nephew, Lome Mokk, is currently in
  Montaigne solidifying a new trade agreement,
  and the date which his ship leaves for
  home. Incidentally, Lome Mokk is
  an innocent, a simple diplomat
  who knows nothing of the
  sunken 
  Vodacce 
  vessels.
  Villanova plans to send Angelina to
  the Vesten ship Revensj and provide
  Captain Yngvild with the itinerary of
  Lome's ship and several bags
  of gold for her trouble. All
  he wants is for Lome to be killed,
  and Angelina to witness the
  man's death. Then, Yngvild and
  her crew may do whatever they
  want with his ship and its
  contents. In addition, after
  they arrive at the Revensj, the
  emissary tells Yngvild that the Heroes have served
  their purpose and are expendable.
  Unfortunately for Villanova, the Vendel also have
  spies and know part of his plan. They have sent a
  band of mercenaries to steal the strongbox from the
  Heroes, and have dispatched armed frigates as
  reinforcements for Lome's vessel.
  
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  Scene 1 : The Ambush
  Emissary Angelina will be travelling in a coach for
  the three day journey to the quay where the Revensj is
  docked. The coach can hold a maximum of 5 people
  (three in the cab with the strongbox, two up front
  driving). Any Heroes who cannot ride on the coach
  must provide their own horses or walk along side.
  At mid-morning on the second day, while travelling
  through a densely wooded area, the coach is
  ambushed by a burly looking group of mercenaries
  who automatically gain surprise on the Heroes. There
  is one brute squad per Hero with the following stats:
  Threat Rating: 2
  Weapons: Rapiers (medium)
  TN to Hit: 15 (+1 Ambush)
  These are Eisen brutes and require 2 hits before going
  down. Each squad is lead by a generic Henchman
  with the following stats:
  Brawn 3, Finesse 3, Resolve 3, Wits 3, Panache 2
  Fencing: Attack (Fencing) 3, Parry (Fencing) 2
  Athletics: Footwork 3, Sprinting 2, Throwing 2,
  Climbing 2
  Firearms: Attack (Firearms) 3
  A search of any downed Henchmen will reveal a
  pendant with the seal of the Vendel League inscribed
  upon it. If Angelina is questioned about the seal, she
  says that the Vendel League must be protecting "Il
  Macellaio"
  Scene 2 : Thrown to the Wolves
  When the Heroes finally arrive at the designated
  dock, they are met by a large Vesten named Red. He
  briefly scolds them for being late, then takes the
  Heroes below deck to show them their bunks and
  stowage. Angelina reminds the Heroes that they are
  guests aboard this ship, and must follow the orders of
  the ship's officers. She then follows Red to the
  captains quarters where she remains for most of the
  voyage.
  Within minutes after the Heroes' arrival, the ship sets
  sail. They have very little time to stow their gear, as
  Red returns, telling them to report above for their
  duty watches. If questioned, he says: "Did ya think ya
  were gonna ride for free? Everyone aboard this ship,
  performs a duty for this ship. I have no tolerance for
  laziness. Any questions?"
  If any characters refuse, they are given thirty lashes
  by the bosun, sustaining one Dramatic Wound which
  remains for the entirety of the voyage. If the Heroes
  have the Sailor Skill, then they are assigned as
  topmen and riggers, otherwise they will be tarring
  ropes, swabbing decks, and scrubbing the scuppers.
  Reprinted from Pirate Nations
  Rules for Ship, Captain, Bosun
  This is a collecting game that involves players collecting
  a “set” to score points. Six dice are used and every
  player gets three rolls. The title refers to the object of
  the game: to collect a ship, a captain and a bosun. Play-
  ers roll six dice trying to collect a 6 (ship), a 5 (captain)
  and a 4 (bosun).
  A player must collect a ship before he collects a captain,
  and he must have a captain before he has a bosun. Each
  player has three rolls. Once a player rolls a 6, he may
  keep that die and re-roll the rest of his dice. He cannot
  keep any other dice - even 5s and 4s - unless he has
  rolled a 6. If a player has rolled a 6, 5 and 4 by his third
  roll, he has completed a set. The remaining dice are his
  “crew” and are counted as points: one point for each pip
  showing. If he does not collect his set, he cannot count
  any of the dice as crew and gains no points. The player
  with the highest points at the end of a turn wins the ante.
  
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  That night the Heroes are invited to drink and gamble
  with the crew. Any of the Revensj's crew may
  participate except Yngvild or Red. They are playing
  Ship, Captain, Bosun, but with a twist. Each time
  someone wins the ante, he must gulp down a tankard
  of rum.
  If one of the Heroes wins more than once, a drunken
  Jorund Guttormson accuses him of cheating. If the
  Hero objects, Jorund only becomes angrier,
  challenging the Hero to a pirate duel. If the Hero
  declines the duel, the crew picks him up and tosses
  him over the side of the ship as a coward. This is a
  submission duel, meaning it will continue until one
  man either admits defeat, or dies. Jorund will use his
  Dirty Fighting Knacks to the best of his ability during
  the duel, but will submit if he is dropped to one
  Dramatic Wound. If the Hero wins, he earns the
  respect and admiration of the crew, and gains five
  reputation points. The crew henceforth refers to him
  as "Liten Krieg" (Little Warrior). If he loses,
  everyone has a hearty laugh at his expense, then they
  force another mug of rum down his gullet and put
  him to bed.
  Scene 3 : Fighting the Good Fight
  Early in the morning on day three, the lookout calls
  down from the crow's nest that he has spotted a vessel
  on the horizon. Captain Yngvild and Angelina come
  out on deck and view the ship through a spyglass.
  Angelina confirms this as the ship they are seeking,
  and Yngvild plots an intercept course.
  Red immediately springs into action, rallying the
  crew and making preparations for a boarding attack.
  Angelina gives the Heroes a description of "Il
  Macellaio," and assigns them to the first boarding
  party. She insists that the fugitive must not be
  accidentally killed before his capture, and therefore,
  the Heroes must go over in the first wave and seek
  him out.
  From this point on, everything happens very fast.
  Keep your Heroes off guard, and give them very little
  time to make decisions.
  During boarding preparations, Yngvild stands upon
  the bow of the vessel, and raises her hands to the sky.
  Within minutes, the sky darkens, thunder rolls, and a
  storm rages. The wind increases to gale force,
  creating immense waves that batter and waterlog the
  pirate's vessel. The storm came up so quickly, that
  they didn't have time to reef the sails, and the rigging
  Reprinted from Pirate Nations
  Pirate Duels
  The traditional manner of settling heating arguments
  between pirates is a knife fight in which the left hands
  of the two duellists are tied together with two feet of
  rope. Just like ordinary duels, the can be to the death or
  only to first blood. The following rules also apply:
  1. Each duellist’s Defense Knack is reduce by 1 be-
  cause of the rope’s constraint.
  2. Either duellist can spend one Action to try and yank
  his opponent of his feet. He make a Contested Roll of
  his Brawn + Balance versus his opponent’s Finesse +
  Balance. If the duellist suceeds, his opponent is prone.
  3. Either duellist can spend one Action to try and reel
  in the slack in the rope and wrap it around his hand. He
  makes a Contested Roll of his Brawn + Lifting versus
  his opponent’s Brawn + Lifting. If the duellist suceeds,
  each duellist’s Defense Knack is reduced by an addi-
  tional 1 for the remainder of the duel, or until he uses
  one Action to let out the slack.
  4. Each duellist can cut the rope (no roll needed), but
  this indicates that they’re throwing in the towel and for-
  feiting the duel. It also brands them a coward (-3 Repu-
  tation Points)
  
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  begins to snap; the sheets splitting and tearing. As
  their crew frantically attempts to batten down their
  vessel, Yngvild suddenly thrusts out her left hand and
  lightning crackles across the waves, striking the
  enemy ship and splintering its mainmast. Thrusting
  out her right hand, another bolt of lightning rips
  through the air, striking their foremast, blasting it into
  the sea and taking several crew members with it.
  Finally, she drops her hands to her sides and slowly
  draws her weapon in anticipation of boarding.
  As the Revensj draws closer to the enemy, the Heroes
  can see the extent of the damage caused by Yngvild's
  furious attack. The foremast is completely gone, the
  mainmast is split in twain, shredded sails, splintered
  timber, and broken bodies litter the deck, and the
  vessel is listing badly to starboard as it is taking on
  water. Unfortunately, there are still quite a few Inish
  mercenaries on deck, frantically preparing to repel
  boarders.
  Red marches along before the Revensj's boarding
  party shouting words of encouragement, and spouting
  epithets designed to illicit fury and rage. As the
  grappling cannons are fired, he is heard yelling:
  "Show no quarter! Death to all Vendel! Death to all
  aboard!!"
  After the Heroes make a successful Swinging roll
  (TN 15), they land in the thick of the fray. As the
  battle rages around them, the Heroes must each face
  three separate Inish Brute squads, lead by a
  henchman. The brute squads have the following stats:
  Threat Rating: 3
  Weapons: Broadswords (large)
  TN to Hit: 20 (+1 Balance)
  Special : One re-roll per scene
  The Stats of the Henchman are:
  Brawn 4, Finesse 3, Resolve 3, Wits 3, Panache 3
  Heavy Weapon: Attack (Heavy Weapon) 3, Parry
  (Heavy Weapon) 2
  Sailor: Balance 4, Climbing 2, Knotwork 2, Rigging 2
  Firearms: Attack (Firearms) 3
  These Henchman must take a number of Dramatic
  Wounds equal to their Resolve before being knocked
  out. By the time the Heroes defeat all of their Brute
  Squads, the battle is over. Any remaining enemy crew
  have been subdued. The Heroes are joined by
  Yngvild and Angelina (carrying the strongbox), as
  Fid-Blue Eye brings a cringing man from below deck
  who fits the description of "Il Macellaio." Fid throws
  him to the deck at Yngvild's feet. The man, grovelling
  before her, cries and pleads for his life. A rumble
  goes through the crew as they mock and laugh at him,
  shout insults, and call for his death.
  Yngvild silences them with a hand motion. Then
  reaches into the strongbox, withdrawing something
  which the Heroes can't see. "Lome Mokk, our hatred
  of everything Vendel is well known... But there is
  another who wishes you dead." She then throws a
  black rose to the deck in front of him. "Giovanni
  Villanova sends his regards." Yngvild then raises her
  sword, and steps forward to run him through.
  Angelina watches with a grin, making no attempt to
  stop her.
  By now the Heroes should realise they were duped.
  They are working for Villanova, and if they do not
  act, they will become accomplices to murder. Any
  Hero who passes a Wits roll with a TN 15, recognises
  the name Lome Mokk, and realises that he is no
  pirate. The Heroes now face a difficult choice. They
  can stand by and do nothing while Lome is killed by
  Yngvild. Or they can defend him, in what is surely a
  
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  lost cause as they will be overwhelmed by the crew of
  the Revensj.
  The Heroes Defend Lome
  Have each Hero square off with one of the named
  crew members of the Revensj. Red savagely attacks
  the Hero who appears to be the best swordsman.
  If one of the Heroes defeated Jorund in the
  earlier duel, then Jorund attacks that
  Hero in an attempt at retribution.
  Yngvild is backed up by a brute
  squad, and attacks the leader of the
  Heroes. Let combat proceed for three
  rounds, then one of the Revensj's
  crew notices three armed frigates in
  the distance approaching fast.
  Yngvild swears revenge against the
  Heroes, then orders her crew to retreat
  back to her ship where they make a quick
  get-away.
  The frigates were sent by the Vendel
  League as reinforcements. The Heroes
  will be questioned about their dealings
  with Villanova, but are well rewarded
  by Val Mokk for saving Lome's
  life. Any Hero who directly participates in the
  defence of Lome Mokk are honoured with the Vendel
  League's Award of Valour and Merit (Citation), and
  will gain the Connections Advantage (Ally: Val
  Mokk).
  The Heroes do Nothing
  If the Heroes decide the odds are against them, and
  they don't protect Lome, then Yngvild will stride
  forward and take his head with one swipe of her huge
  blade. The Vesten will then strip the vessel of
  anything of value, and return to their own ship. If the
  Heroes try to return to the Revensj, they are rudely
  told by Angelina that their services are no longer
  needed, and are told to remain on the derelict vessel.
  If they attempt to force their way aboard, they will be
  attacked by the named crew members, each backed
  up by a Brute Squad.
  Three Vendel frigates arrive within an hour
  after the Revensj departs. The Vendel
  arrest and interrogate the Heroes
  regarding Lome's death, and how
  they came to be involved. At this
  point the Heroes realise they must
  escape before taken to a Vendel court,
  as they will most likely be tried and
  hanged for murder. Any Heroes who
  do not participate in the defence of
  Lome Mokk receives the Nemesis
  (Val Mokk) Background.
  Important NPC's
  Yngvild Olafsdottir, Captain
  Brawn 3, Finesse 3, Wits 3, Resolve 2,
  Panache 4
  Arcana: Focused
  Captain: Ambush 5, Incitation 5, Leadership 5, Strategy 4,
  Tactics 5
  Heavy Weapon: Attack (Heavy Weapon) 3, Parry (Heavy
  Weapon) 3
  Sailor: Balance 4,Climbing 3,Knotwork 4,Rigging 2
  Red Thorfild, First Mate
  Brawn 3, Finesse 4, Wits 4, Resolve 3, Panache 3
  Athlete: Footwork 4, Leaping 4, Side-step 3
  Dirty Fighting: Attack (Dirty Fighting) 4, Kick 4, Throat
  Strike 4
  Heavy Weapon: Attack (Heavy Weapon) 4, Parry (Heavy
  Weapon) 3
  Sailor: Balance 3,Climbing 4,Knotwork 3,Rigging 2
  
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  Jorund Guttormson
  Brawn 4, Finesse 2, Wits 2, Resolve 3, Panache 2
  Dirty Fighting: Attack (Dirty Fighting) 3, Attack
  (Improvised Weapon) 3, Throat Strike 4, Kick 2
  Heavy Weapon: Attack (Heavy Weapon) 4, Parry (Heavy
  Weapon) 4
  Sailor: Balance 2, Climbing 3, Knotwork 2, Rigging 2
  Angelina
  Brawn 2, Finesse 4, Wits 4, Resolve 2, Panache 3
  Arcana: Righteous
  Advantages: Vodacce (R/W), Thean (R/W), Dangerous
  Beauty, Membership (Lord's Hands), Patron (Villanova)
  Athlete: Climbing 3, Footwork 5, Sprinting 3, Throwing 3,
  Leaping 4
  Courtesan: Cold Read 5, Jenny5, Masseur4, Unobtrusive 4
  Courtier: Dancing 3, Etiquette 4, Fashion 4, Gossip 4,
  Oratory 2, Scheming 5, Seduction 4, Sincerity 5
  Criminal: Gambling 1, Lockpicking 4, Pickpocket 4,
  Prestidigitation 4, Quack 1, Shadowing 3, Stealth 5
  Firearms: Attack (Firearms) 4, Reload (Firearms) 4
  Knife: Attack (Knife) 5, Throw (Knife) 4
  Spy: Shadowing 3, Stealth 4, Bribery 4, Conceal 4, Forgery
  3, Lip Reading 3
  Angelina is one of the many underlings working for
  Villanova. Originally a Courtesan with a knack for
  gleaning information from her clients, Villanova
  hand-picked and trained her as a spy. Her
  assignments generally include information gathering
  (through any means necessary), forgeries, dis-
  information, espionage, theft, bribery, and courier
  duties. Angelina is one of Villanova's best female
  operatives, and he will be furious if she is killed,
  launching a global search for her murderers. If
  Angelina is killed by the Heroes during the
  adventure, they will receive the Hunted (Villanova)
  Background.
  Lome Mokk
  Brawn 2, Finesse 3, Wits 5, Resolve 3, Panache 4
  Advantages: Large, Membership (Merchant's Guild),
  Noble, Montaigne (R/W) Thean (R/W), Vendel (R/W),
  University
  Courtier: Dancing 3, Diplomacy 5, Etiquette 4, Fashion 4,
  Oratory 5, Politics 5, Scheming 4, Sincerity 5
  Merchant: Scribe 3, Accounting 3, Appraising 2,
  Haggling 4
  Fencing: Attack (Fencing) 3, Parry (Fencing) 4
  Firearms: Attack (Firearms) 3
  Scholar: History4, Mathematics4, Philosophy2, Research2,
  Law 5
  Spy: Shadowing 1,Stealth 1,Bribery 4,Cryptology 3, Lip
  Reading 4
  Lome Mokk is the nephew of Val Mokk, leader of the
  Vendel League. He is in charge of making treaties
  and trade agreements with the other nations of Theah,
  and insuring that those agreements are followed to
  the letter. He is an excellent diplomat, who always
  manages to gain the upper-hand in his negotiations,
  and is an extremely valuable asset to the League.
  Lome really is an innocent in this situation, with no
  knowledge of the razed Vodacce vessels.
  7th Sea and all related marks are © and ™ Alderac Entertainment Group Inc. All Rights Reserved.
  Format and layout by Mark Stanton Woodward © 2004
  Original material written by Ray Yand
  Official Alderac 7th Sea Site - http://www.swashbucklingadventures.com/
  
SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/09 NOM Related Materials/03 Villanovas Rose.pdf