TEXT: Rose + Cross Roleplaying
  1
  Wheels Within Wheels
  NOM Adventure 5
  Adventure Overview
  Note: This adventure takes place shortly before the events
  of the Montaigne Revolution.
  Serk Markstrom, a prominent member of the
  Swordsman's Guild, and a member of the Council of
  Thirteen, has put a plan into motion to thwart Alvara
  Arciniega. Although Serk is not ready to openly defy
  Arciniega, he is more than willing
  to interfere with his plans and
  delay his research. Utilizing his
  many connections, Markstrom
  discovered the whereabouts of
  Stefan, 
  one 
  of 
  the 
  many
  smugglers Arciniega uses to
  acquire 
  artifacts, 
  scientific
  inventions, 
  and 
  alchemical
  components. He knows that
  Stefan is driving a caravan of
  three wagons through the Lockhorn forest of
  Montaigne, towards the city of Muguet, where the
  contents of the wagons can be shipped to Arciniega.
  Markstrom hires the Heroes, through the guise of the
  Swordsman's Guild, to stop the wagon in the forest,
  arrest Stefan, and bring the contents of the wagon to
  the authorities at Muguet. Of course, Arciniega is no
  fool, and he assigns his personal police force, de
  Espectro 
  Acero, 
  to 
  keep 
  Markstrom 
  under
  surveillance. Upon discovering Markstrom's plan, the
  Espectro Acero are dispatched to deal with the
  Heroes and protect the caravan.
  The Assignment
  If one or more of the Heroes is a Swordsman,
  bringing them into this adventure will be very easy,
  as the Guild will simply broker a commission and
  offer it to the Hero. He's welcome to refuse, but
  Markstrom will inflate the price if necessary.
  Alternately, a Hero might have crossed swords with
  Stefan earlier in the campaign, and harbour a desire to
  get even. You might even replace Stefan with another
  Villain, provided he or she is connected to NOM in
  some way. The adventure opens with the Heroes
  having already been given a
  contract by the Guild, complete
  with a rough map of the area,
  and a description of Stefan.
  They are told that Stefan is a
  wanted criminal who specializes
  in smuggling, and that the
  caravan 
  contains 
  illegal
  contraband. The Heroes are paid
  to find the caravan in the forest,
  detain the criminal Stefan, and
  turn over the contraband to the Muguet authorities.
  Scene 1 : Into the Night
  The Heroes begin the adventure by entering the forest
  of Lockhorn on the side closest to Muguet. Smart
  Heroes will travel on horseback, since the wagon
  caravan would likely outdistance the Heroes on foot.
  The information provided by the old indicates they
  should meet the caravan head-on near the Crossroads
  of Despair on the fifth day. If the Heroes engage in a
  forced march, they arrive at the crossroads a day
  early, and may attempt to stage an ambush. They'll
  have to hurry, however. Deducing the necessity of a
  forced march takes a simple Wits check, TN 15.
  
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  To heighten tension, play up the foreboding look of
  the forest, and explain that there have been rumours
  that those who stray to far into the forest of Lockhorn
  disappear, never to be seen again. As they enter the
  forest, the sky seems to disappear, as if the trees
  swallow them up completely. The trail is framed on
  both sides by dense underbrush and huge trees whose
  large overhanging branches effectively block out the
  sun. It is dark in the forest, and the heroes can hear
  unidentified noises coming from its depths, and
  occasional movement within the shadows of the trees.
  If you wish to add random encounters, roll once
  during each day, and four times at night. A roll of a 1
  on a d10 indicates an encounter.
  Roll 2d10 and consult the chart below.
  2 - 5
  Boca (pg. 155)
  6 - 10
  Wolves (pg. 155)
  11 - 13
  Bear (pg. 155)
  14 - 15
  Ghoul (pg. 156)
  16 - 17
  Ghost (pg. 156)
  18 - 19
  Night Terror (pg. 159)
  20
  Ruin Monster (pg. 159)
  Page references refer to the GM’s Guide book.
  Scene 2 : A Specter Comes Calling
  On the third day in the forest, the Heroes walk into an
  ambush set by Commandant Miguel of de Espectro
  Acero, who automatically gains surprise against
  them. The Brute Squads appear both in front of, and
  behind the Heroes, effectively cutting off any chance
  of escape. There is one Brute Squad for every two
  Heroes, with the following stats:
  Threat Rating: 4
  Weapons: Rapiers (medium)
  TN to Hit: 25
  Ambush +1, Stealth +1
  Special: These Brutes hail from Castille, and thus roll
  and keep one extra dice when they attack. Miguel leads
  one of the Brute Squads personally.
  All of them wear dark brown, or black clothing, and
  have the look of mercenaries. None bear any
  markings or insignia, which might give the PC's a
  clue to their identity. If the Heroes are clearly,
  winning the battle, Miguel and his surviving
  followers retreat into the forest. They are such skilled
  woodsman that they are impossible to track or follow.
  It is imperative that Miguel escapes, as he will return
  to pester the Heroes later in the adventure. If the
  Heroes fail, Miguel and his men subdue the Heroes
  and tie them up. Miguel keeps them in the forest for
  three days, just enough time to allow the caravan to
  make it to the docks of Muguet. Then he leaves them
  in the forest, taking their horses with him. Obviously,
  if this happens, the mission is a failure. Assuming the
  Heroes are able to free themselves and return to
  civilization, the Swordsman's Guild shuns them for
  not completing the contract. No payment is given and
  any Swordsman Heroes lose Reputation points equal
  to their Reputation Rank.
  Scene 3: The Crossroads of Despair
  Deep in the forest of Lockhorn, in a small clearing, a
  trail leading from east to west intersects the larger
  path running from north to south. These are known as
  the Crossroads of Despair. In the clearing stand
  several large trees, scattered few and far between.
  These trees have shackles nailed to their boughs: a
  favoured spot for local authorities to leave criminals
  hanging by their wrists from the branches. By
  nightfall, according the legend, the criminals' screams
  can be heard as far away as Muguet as the creatures
  of the night feast on their warm bodies. A few, human
  bones can be seen scattered here and there as the
  Heroes approach the clearing. All manner of animal
  tracks can be seen around the trees, and particularly,
  observant Heroes may find several unidentifiable
  tracks which are at least as large as a bear.
  
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  Unless the Heroes engage in a forced march, they
  arrive at the Crossroads on the morning of the fifth
  day. Despite their efforts, they do not have time to
  stage an ambush; the caravan scouts spot them from a
  distance and prepare their forces for trouble. Stefan
  stays with the caravan and orders his forces into
  strategic positions to defend the wagons. One Brute
  Squad rides out to the Heroes to discuss their
  intentions. The Brutes offer the Heroes a bribe: one
  thousand guilders each if they simply ride away, and
  do not attempt to hinder the caravan. Of course, the
  Heroes should refuse this offer, leaving the Brutes
  with nothing to do except
  rerun to the caravan.
  There are a total of three
  wagons, each protected
  by three Brute Squads,
  for a grand total of nine
  Brute Squads. One squad remains in or on
  each wagon and attacks the Heroes with firearms.
  The remaining six squads remain on the ground with
  weapons drawn, and mill close into melee with any
  Heroes who approach. Stefan leads one of the Brute
  Squads on the first wagon, and fires both of his
  pistols at the Heroes before taking out his axe and
  leaping into the fray, taking charge of the Brute
  Squads on the ground. The Brutes have the following
  stats:
  Threat Rating: 2
  Weapons: Rapiers (medium) Pistols (firearms)
  TN to Hit: 15
  Footwork +1
  Special: These Brutes are Montaigne mercenaries and
  have one additional attack per round. They are being
  paid very well, but only receive it upon reaching the
  docks of Muguet safely. Thus, they will fight to the
  death to protect the caravan.
  Forced March
  If the Heroes engage in a forced march, they arrive at
  the crossroads on the morning of the fourth day, and
  have plenty of time to stage their ambush. However,
  a forced march leaves the horses exhausted, and they
  need at least one day's rest before they can be ridden
  again. One Hero may roll for the entire party,
  indicating that he has taken control of the ambush
  preparations, and knows where to position the other
  Heroes. He must make a contested roll of his
  Finesse + either Stealth or Ambush vs. Stefan's
  Wits. If the Hero wins, then he gains
  surprise on the caravan when
  it 
  approaches 
  the 
  next
  morning. The Heroes gain a
  free attack for one phase,
  during which time those
  protecting the caravan are
  disorganized and unable to act.
  Even if the Ambush attempt fails, Stefan does not
  have the time to rally the troops for a proper defence,
  leaving them disorganized and confused. They take to
  the ground and fight with their rapiers. Stefan stays
  on the lead wagon, defending it with his pistols. Once
  half of the Brute Squads have been defeated, Stefan
  flees into the forest on foot. Any Heroes not under
  attack may chase him, but have to do so on foot; the
  horses are too tired to run. Use the Chase rules on
  page 169-172 of the GMs' Guide to conduct the
  chase. As Stefan and the Hero flee deeper into the
  wood, roll a d10 for each round that passes. A roll of
  1 indicates a random encounter, which may give
  Stefan the chance he needs to escape. On the other
  hand, Stefan is just as much of a target as the Hero,
  and may find himself another victim of the Lockhorn
  Forest.
  
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  The Spoils
  Whether the Heroes capture Stefan or not, they have
  full access to the wagon caravan once the Brutes are
  defeated. The First wagon contains building
  supplies... rope, lumber, iron, and other gear. A
  careful search reveals several manuscripts concealed
  at the bottom of a footlocker containing blankets. The
  manuscripts, bearing the seal of the Invisible College,
  are illegible to anyone who doesn't have at least a
  Rank 4 in the Astronomy Knack. If the Heroes can
  read it, all they can make out is the possibility of
  several new discoveries of stellar phenomena along
  with co-ordinates in the night sky.
  The second wagon contains food, water, and other
  supplies necessary for the trip. If the wagon is
  searched well, the Heroes find a small wooden case
  containing rack upon rack of corked vials. The vials
  contain a variety of powders, each a different colour.
  Any Heroes with a Rank of 3 or higher in the Natural
  Philosophy Knack can discern that the powders are
  components used in alchemical research. The final
  wagon contains crates full of weapons, and raw
  goods. If all of the crates are opened, the Heroes find
  a man, bound and gagged, inside one of them. He is
  young, dressed like a beggar and smelling of alcohol.
  Once released, he thanks the Heroes sincerely,
  introducing himself as Paddy O'Brien, the ruler of
  Dreenan County Inismore. He promises them riches
  beyond their mildest dreams if they take him home.
  When asked why he was abducted, he says he
  overheard Stefan saying something about milking
  him of his blood. If there are any female Heroes, he
  makes a pass at one of them, and has a hard time
  keeping his hads to himself. For the rest of the
  adventure, Paddy continually prattles on about his
  romantic interludes, and inundates the Heroes with
  gossip concerning members of the Avalonian court.
  Any heroes willing to share their alcohol find that
  Paddy becomes their new best friend, at least until the
  whiskey is gone.
  Scene 4:Once More Into the Breach
  Now that the Heroes have the wagons, and hopefully
  Stefan as well, their next step is to deliver them to the
  authorities at Muguet, another two-day journey.
  Unbeknownst to the Heroes, Commandant Miguel
  regrouped, and followed the Heroes, waiting for the
  perfect time to strike. On the first night after the
  Heroes confiscate the caravan, Miguel makes his
  move. Hopefully, the Heroes placed a sentry or two to
  watch over the camp during the night otherwise they
  are doomed. Miguel attempts to ambush any sentries
  who are awake, making a contested roll of Miguel's
  Finesse + Stealth vs. the sentry's Wits + Ambush. If
  Miguel succeeds, he gains surprise on the sentry for
  one phase, and attacks alone. If Miguel fails, he
  openly attacks with two Brute Squads (see earlier
  stats), while a third attacks the Heroes with firearms
  from the trees.
  Once the first Brute Squad is defeated, Miguel asks
  for a truce in order to discuss business. If the Heroes
  accept, he orders his men to stand down, and he steps
  forward alone. Miguel then takes the scarf off of his
  face, revealing the young man's handsome features,
  and rugged demeanour. He says the following: "There
  is no need to fight over this gentleman. I know you
  have been paid to acquire contraband and deliver it to
  the authorities. I have a counter proposal. The beggar,
  is most certainly not contraband. I will allow you to
  keep the wagons, and anything found within... if you
  will turn the beggar over to me. To sweeten the deal,
  I will throw in 500 guilders for each of you. You have
  my word: give me the beggar and we will leave you
  
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  to your own devices."
  The Heroes are free to accept Miguel's deal if they
  wish. After all, the beggar isn't contraband, and with
  the wagons, they can still complete their contract. Of
  course, it isn't a very heroic thing to do, and the GM
  may impose a loss of Reputation if he sees fit.
  If the Heroes refuse the offer, Miguel and his men
  continue to attack. If two or more Brute Squads are
  defeated, Miguel flees and returns to Alvara to report
  the situation.
  If no sentries are posted, Miguel and his men tie up
  the sleeping Heroes, retake the caravan, and recapture
  Paddy O'Brien. Of course, this means that the
  adventure is over, and the Heroes failed. Miguel and
  his men take the heroes to the Crossroads of Despair
  and shackle them into the trees. It is unlikely that any
  Heroes left in this fashion will survive the night, but
  Miguel cannot be persuaded otherwise. If Stefan
  escaped into the forest in Scene Three, you may have
  him reappear and free the Heroes (he is skilled at
  picking locks), assuming they give him their word
  thay they will let him leave in peace. Once they
  return, no payment will be honoured by the Guild,
  and any Swordsman Heroes lose Reputation points
  equal to their Reputation Rank.
  Aftermath
  If Stefan escapes into the forest, he goes straight for
  Muguet where he tips off the authorities that a
  caravan containing contraband is heading their way.
  Once the Heroes arrive, they are arrested by the
  Constable, and are held until the Duke d’Aur himself
  sees fit to interrogate them. The Duke holds them for
  three days, asking them over and over where they got
  the Invisible College manuscripts. He does not
  believe their story about working for the Guild, and in
  a furious rage, he schedules them to hand on the
  following morning. The GM should play up the
  tension surrounding the hanging, complete with
  jeering crowds and thrown garbage as the Heroes
  make their walk of shame from the jail to the gallows.
  Just as the nooses are placed around their necks, an
  entourage of men ride into the city, bearing the seal of
  the Swordsman's Guild. After some explaining on the
  Guild's behalf, the Heroes are free to go. Alternately,
  you may allow the Heroes to conceive and execute
  any escape plans they wish, without giving the Duke
  time to hang them.
  Once the Heroes turn over the contraband to the
  authorities, they can collect their reward. Serk
  Markstrom believes the Heroes may come in handy
  for future endeavours where expendable personnel
  are needed.
  If the Heroes take Paddy O'Brien home, they are
  greeted by his grateful father, Geal O'Brien, the true
  ruler of Dreenan County. He prepares a huge feast in
  their honour, which lasts for three days. During that
  time the Heroes are treated like kings. They are given
  the best cuts of meat, all the ale they can drink, and
  the most beautiful Jennies available share their
  company. On the fourth day, the O'Brien calls for a
  ceremony where he can properly thank his son's
  benefactors. The Heroes are ritualistically bathed,
  their hair braided, and their bodies clothed in
  colourful robes. At dawn they are lead from the
  castle, out into the surrounding countryside to a stone
  circle. Waiting within the circle is a tall man, wearing
  a brown robe and holding a large knotted walking
  stick. The man is a druid, and one of the O'Brien's
  many sons. Each Hero steps into the circle in turn,
  where the druid speaks to him in an unknown
  
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  language, then blows smoke into his face. When the
  Hero leaves the circle, he finds himself blessd with a
  lesser Gesa.
  Important NPCs
  Commandant Miguel
  Brawn 3, Finesse 4, Wits 3, Resolve 3, Panache 3
  Arcana: Exemplary
  Advantages: Castille (R/W) Théan (R/W) Combat
  Reflexes, Keen Senses, Membership (NOM), Membership
  (de Espectro Acero), Patron (Arciniega)
  Athlete: Climbing 4, Footwork 4, Sprint 3, Throwing 2
  Aldana (Journeyman): Feint (Fencing) 5, Riposte
  (Fencing) 4, Tagging (Fencing) 4, Exploit Weakness
  (Aldana) 4
  Courtier: Dancing 3, Diplomacy 3, Etiquette 4, Fashion 2,
  Oratory 2, Politics 2
  Fencing: Attack (Fencing) 5, Parry (Fencing) 4
  Hunter: Ambush 4, Stealth 4, Survival 4, Tracking 4
  Spy: Bribery 3, Conceal 4, Hand Signs 2, Shadowing 4,
  Stealth 4
  Commandant Miguel is one of the officers in
  Arciniega's hand picked Council Police force known
  as de Espectro Acero (The Steel Specters). As a
  Commandant, Miguel is authorized to speak on
  Arciniega's behalf in his absence, and holds other
  such important duties. Originally Miguel Arciniega
  de Montoya, Alvara chose him for his outstanding
  tracking skills and exemplary leadership capabilities.
  Miguel will pursue the PCs to the best of his ability,
  and stop them if he is able. He is not stupid, however,
  and will not fight to the death if things go badly.
  Someone needs to survive to inform Alvara of the
  situation. Miguel dresses entirely in black leather,
  reminiscent of Vodacce nobleman, and wears a long
  black scarf around his face.
  Stefan, Master of the Caravan
  Brawn 3, Finesse 3, Wits 4, Resolve 3, Panache 3
  Arcana: Righteous
  Advantages: Eisen (R/W), Théan (R/W), Dracheneisen
  (Breastplate), Membership (NOM), Patron (Arciniega)
  Criminal: Gambling 2, Lockpicking 4, Pickpocket 4,
  Quack 1, Shadowing 4, Stealth 3
  Firearms: Attack (Firearms) 4, Reload (Firearms) 3
  Heavy Weapon: Attack (Heavy Weapon) 4, Parry (Heavy
  Weapon) 4
  Servant: Drive Carriage 3, Etiquette 2, Fashion 2, Gossip
  4, Menial Tasks 4, Unobtrusive 5
  Spy: Bribery 4, Conceal 5, Disguise 4, Forgery 4,
  Shadowing 4, Sincerity 5, Stealth 3
  Streetwise: Scrounging 4, Shopping 5, Socialization 3,
  Street Navigation 3, Underworld Lore 5
  Stefan is one of NOM's many field agents,
  specializing in acquisition and smuggling. Arciniega
  often utilizes him for smuggling artifacts, and
  scientific discoveries. Born an Eisen, Stefan grew up
  in the mean streets of Freiburg. Although he inherited
  his dracheneisen from his father, their lands had long
  ago been seized during the war, leaving Stefan with
  Reprinted from Avalon
  Gesa ( Advantage )
  Gesa are powerful spells cast on Heroes. Only Heroes
  and Villains may have Gesa; Henchmen and Brutes are
  not eligible. The number of points depends on the Gesa
  cast; Lesser Gesa require 3 points, while Greater Gesa
  require 5. The Gesa binds the Hero to a simple rule.
  Sample Lesser Gesa:
  Must never remove their boots
  Must keep his head shaved
  Must not give his name to strangers
  Must never refuse a demand from a lady
  For each Lesser Gesa a Hero still has in effect at the
  end of a Story, he recieves 1 XP. When a Hero breaks a
  Lesser Gesa, any XP he may have recieved from that
  Gesa at the end of the Story is lost. In addition, new
  Gesa may not be placed on the Hero until the beginning
  of the next Story.
  
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  7
  only his wits to survive.
  Stefan is a middle-aged man with a bald pate and no
  facial hair. In battle, he fires his pistols first, then
  pulls out his axe and close into melee. If captured, he
  will not give up any information concerning his
  mission under any circumstances. Anyone who
  attacks Stefan suffers a damage penalty of -1 Kept
  dice due to his armour.
  Paddy O'Brien
  Brawn 2, Finesse 3, Wits 3, Resolve 3, Panache 2
  Arcana: Hedonistic
  Advantages: Avalon (R/W) Théan (R/W), Able Drinker,
  Noble
  Courtier: Dancing 5, Etiquette 2, Fashion 4, Gossip 4,
  Mooch 5, Oratory 3, Seduction 4
  Fencing: Attack (Fencing) 3, Parry (Fencing) 2
  Glamour (Apprentice): The Horned Hunter 3, Anne o' the
  Wind 3, Jack 3, The Green Man 2, Thomas 2
  Paddy O'Brien is the fourth son of Gael O'Brien, ruler
  of Dreenan County Inismore. Although he comes
  from a powerful family, Paddy spends his time
  drinking, dancing, and gossiping with other nobles.
  He loves to travel from county to county, visiting
  noble families and having a grand time at their
  expense. Paddy is little help in a combat situation and
  will flee and hide rather than fight. He will, however,
  use his Glamour to defend himself if necessary.
  Paddy has been dressed as a beggar, but his smooth
  young face and luxurious long hair stand out starkly
  against the rags he wears.
  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, Chris Laycock and Kevin P Boerwinkle
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