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  Introduction
  A Murder of Supplication begins in the late summer of 1669
  some four months following Jyrgal Timurbek’s declaration of
  independence for Kosara from Ussura. In A Murder of
  Supplication your heroes will learn about the tyrannical rule
  of the the Knias of Molhyna, Vladimir Goroduk Drakov
  v’Pietrov, and of the plight of his lands and people; and if all
  goes well perhaps your heroes can make a benevolent
  difference in this torn and tragic and bloody land.
  A Story In Three Parts
  A Murder of Supplication is at its heart a tale told in three
  parts that are meant to run in one smooth order. The first part
  (Hard-Points 1-6) sends the heroes in to the domain of
  Molhyna where the soon realise that their rather unusual
  roles as couriers is even more then they thought. The second
  part (Hard-Points 7-10) brings the heroes into a greater
  understanding of the conflicts of Molhyna and leads them
  into the heart of darkness. Then the final part (Hard Points
  11-16) gives the heroes the opportunity to bring down a
  tyrannical ruler and bring about good and honest
  change to the lands of Molhyna.
  The adventure is composed of sixteen
  Hard Points and fifty Soft Points. In
  general each Hard Point should be
  run in the order presented but if you
  can and need to skip any of them you
  should feel free to do so, just be sure to cover
  or move any important information or events
  that might be in that Hard Point to where you
  need it to be. The Soft Points on the other
  hand are completely optional encounters that
  you can use to lengthen and toughen the
  adventure or perhaps use to give depth and
  breadth to Molhyna and Ussura.
  Off the Beaten Path
  As they are wont to do, players can often stray from an
  adventure’s set path. A Murder of Supplication is somewhat
  more rigid then some GMs and players might prefer
  although we have tried to make it less so and will attempt to
  give hints to things within the adventure to help keep things
  in line. Most published adventures will “railroad” a group of
  heroes, but hopefully after reading the adventure in full and
  with the proper use of Soft Points, you will find enough
  material to make an adventure for your heroes in which they
  will not feel completely railroaded.
  Ultimately, your heroes could simply decide to “get out of
  town” and ditch the quest and head off onto other
  adventures. If you are using this adventure to supplement
  and expand your personal campaign: To put it simply, let
  them. Should there be consequences, sure, but that doesn’t
  mean that they will affect them. Who knows maybe some
  months later they will read in the Freiburg gazette about a
  group of heroes helping liberate Molhyna from a despot
  ruler.
  On the other hand, if this is adventure is a “one shot” or a
  “convention run” for you, then obviously a little more
  demand on following plotlines and railroading is expected,
  and yes even appreciated at most conventions, believe it or
  not. No one likes a game that goes nowhere at
  a convention or game-day.
  The most important tool you as the
  GM will have is this
  adventure is
  Koshchei the
  Immortal. Should a
  group go too far off
  the beaten
  path…or even
  not far enough
  along the
  path!… the
  Immortal
  can send a
  messenger,
  or if angry
  or agitated
  enough
  A Murder of Supplication
  An Epic Ussuran Adventure
  
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  arrive suddenly on scene himself to chastise the heroes for
  their wandering. As a master of fate-magic (in addition to
  fire-magic and animal-shapeshifting-magic) he could very
  well twist a strand of fate and redirect a small group of
  people back in line. In his mind people are dying in
  Molhyna, his people. Immortal he may be, he’s not without a
  heart that feels grief. But at the same time, he knows he can
  only manipulate things so much…the heroes have to
  discover some of what they will face on their own.
  Alternatively, if you wish to bring about a more face-to-face
  encounter with the evil that they will hopefully help
  Molhyna free itself from a group of Oprechnina (“The
  Blackness of Hell”) performing some act of terror can easily
  bring the heroes back to focus, especially if said act were to a
  group of innocents. The Oprechnina are the Stelets of the
  Knias of Molhyna, his personal guard and army. You can
  read more about them in the Ussura nation book or Knights
  & Musketeers sourcebook.
  Also never underestimate the timely message or appearance
  of a member of an order or society that one of the heroes
  belongs to get them back on track. What the players bring to
  the table in the form of their characters can often be the most
  important element used to motivate someone.
  Ultimately the absolute most important thing to remember is
  that fun should be had by all (Including yourself!) and that
  you should feel encouraged to use what you want in this
  adventure and throw out what you do not want so long as
  you and your players all have a great time.
  Background For The Gamemaster
  To run this adventure more smoothly it cannot be stressed
  enough that one should read and have a good understanding
  of Ussura. Especially the sections and personalities relating
  to Molhyna and in some small part Rurik and city of
  Pavtlow. The long and short of it is this.
  An evil man by the name of Parigorii Nizhne Kalenikov once
  served the current Knias’ (Vladimir Goroduk Drakov
  v’Pietrov) father (Drako Goroduk Stanimirov v’Pietrov) as
  an officer in the Oprechnina, the Knias Drako’s personal
  army and tool of terror. Knias Drako was a man of
  unspeakable evil and cruelty, devising tortures that even
  Legion was impressed with. Tortures that Kalenikov and the
  Oprechnina were all too happy to go along with.
  However, with the death of Knias Drako in 1663 and the
  ascent of his son Vladimir (who turned 30 on the same day
  his father died) to the throne of Molhyna things changed
  greatly…and for the better, for most anyway. The
  Oprechnina however was dispersed in spirit and name by the
  new Knias. Simply put, he had no need for the Oprechnina
  for they were useless to the way he was going to rule.
  However the Knias did keep the aged Kalenikov as Captain
  of the Guard.
  Then in the early part of 1667 something terrible happened.
  A gunpowder explosion killed Vladimir’s infant daughter.
  Kalenikov soon discovered evidence of assassins. Seemingly
  overnight Vladimir reinitiated the Oprechnina and made
  Kalenikov both his Chamberlain and the head of the army.
  Terror had returned to Molhyna with a vengeance, even to
  the point that Vladimir ordered the death of his own wife.
   Of course there were no assassins, this had all been a ploy
  on Kalenikov’s part to kill the Knias and his family, only the
  timing had been off and he managed only to kill the
  daughter. However, Kalenikov soon realised that maybe he
  could turn this to his advantage. Since then he has managed
  to take complete control of Molhyna behind the façade of
  Vladimir being the “Terror of Molhyna”. He even managed
  to get the Knias to order the death of his own wife, but has
  secretly hidden her away of possible use in the future.
  Now, as 1669 slowly begins to give way to 1670; Koshchei,
  once Knias of Molhyna himself some 1100 years before,
  seeks to send a band of heroes into the heart of hell in hopes
  that they might reclaim his errant “son” and beloved
  Molhyna from whatever evil that has hold of it as well as
  deflect another force from an even greater evil…
  Here is a list of subjects and notes and some page references
  for your ease.
  • Wolf: You can read more about this enigmatic power in
  Ussura. Ultimately he will have little to do with this
  adventure besides being a motivation for Koshchei to act
  to even though Koshchei himself does not know that it is
  Wolf that is behind this inquisitiveness. Wolf is seeking
  things that would advance his goals and he has turned his
  gaze upon Lake Vigil (p38) which lies in the heart of
  Molhyna.
  • Molhyna: The realm of Vladimir Goroduk Drakov
  v’Pietrov is described on pages 37-40 of Ussura.
  • Knias: Be sure to read pages 77-78 and 119 of Ussura
  for information on the Knias.
  
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  • Power Behind the Scene: Knias Vladimir is not in
  control of his own mind, much less his nation. The true
  power in Molhyna is Parigorii Nizhne Kalenikov. The
  former officer of Vladimir’s father has turned the current
  Knias into a terrified shell of a man while he rules with
  absolute tyranny with the aid of the Oprechnina, which is
  loyal only unto him. Read pages 78-79 and 119 of
  Ussura for information on Kalenikov.
  • Koshchei: Someone, some power is starting to focus
  upon Lake Vigil. This attention has not gone unnoticed
  by Koshchei, and seeing that he knows what exactly is in
  there and knows what power and destruction lies under
  the calm waters of the lake, he in no way wishes it to be
  bothered. Who exactly is the force behind this curiosity
  he is not sure of but what he does know is that the
  current state of things in Molhyna is such that such
  inquisitiveness might very well go unseen and unknown
  until it was too late. For Koshchei this is a chance to kill
  two birds with one stone: head off this unknown force
  and free Molhyna from the plight in which it is currently
  enwrapped. Read pages 75-77 and 117-118 of Ussura as
  well as pages 88-89 of the Gamemaster’s Guide for
  information on the Immortal.
  • The Lake: Ozero Bodrustvovany (Lake Vigil) is fully
  described on page 38 of Ussura.
  Where is Matushka during this?
  That Matushka is a great and impressive and even terrible
  power in Théah there is no doubt. However, she does have
  her limitations and she is not without her own weaknesses.
  Not to put to fine a point on it she has been over burdened
  by the war with Montaigne now and sits in reverie while at
  the same time trying to watch over the events to the south,
  namely the rising of Cabora. For the time being, Ussura has
  been left to watch over itself while she recuperates and sees
  how events to the south are going to continue to play out. To
  his mind this is yet another reason for Koshchei to try and
  act at this time.
  Getting Your Heroes Involved
  Because these adventures happen in the most remote part of
  Théah it may be something of a challenge to get your
  collection of heroes involved in a plot so far from hearth and
  home…especially if there are no Ussuran heroes in your
  collection of daring-doers. Dependent upon how you’re
  game is constructed, your heroes may or may not need an
  entrance into Ussura, much less the Court of the Gaius. If
  your group is not in Ussura, feel free to use the Soft Points
  listed directly below to aid you in getting the heroes to
  Pavtlow. If you do not need help in getting the heroes to
  Pavtlow, please feel free to ignore or use the listed Soft
  Points in whatever manner you see fit and simply go onto to
  Hard Point One. As always it is recommended that you read
  the entirety of the adventure so that you are familiar with the
  material.
  The Crunchy Bits
  This document uses a simple convention to try and make it
  easier to use no matter which system you are using. Asides
  and comments are presented in Grey text boxes. Rules and
  NPCs for the original 7th Sea™ Roll and Keep system are in
  a pale Blue text box. While rules and NPCs for the
  Swashbuckling Adventures™ line and the d20™ rules
  system are in a pale Green text box. Of course this only
  works if you are reading this document in colour!
  Soft Point 1: Invitations & Orders
  In some cases and for some heroic groups a simple
  messenger will be enough. A summons to the Court of the
  Gaius can go a long ways, after all. Ussura might be
  considered backwards by most of the rest of Théah, but one
  New Advantage - Bogaytr ( 8pts Ussuran only )
  This advantage only costs 4 points if you have already purchased
  sorcery. This is similar to Gentry found in ‘Montaigne’.
  The bogatyr are the landless wandering nobility of Ussura, seeking
  their fortune among the cities and open land of the nation. Many
  bogatyr are sell-swords using the training they received to advance
  in military rank or to become a captain of the guard for one town or
  another. Others become merchants, using their contacts within the
  court to trade among the provinces. A few travel outside Ma-
  tushka’s domain, seeking fortune and fame (Ussura p27 for more
  details)
  You receive 5,000G as starting money, but you have no monthly
  income unless you create it through investments. Bogatyr receive
  one Free Raise when using the Mooch Knack. Get one martial skill
  or the Merchant or the Courtier Skill for free.
  
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  hardly ignores such an exotic summons. For others more
  social prodding might be in order. Nearly every Guild,
  Society (secret or otherwise) or Club is curious of Ussura or
  wants access to her lands, ruins, courts and markets and thus
  can be a great influence upon heroes who belong to their
  orders. Lord and Ladies, such as the Princes of Vodacce, a
  few of the Eisenfürst (Heilgrund for one) would be
  interested in the mysteries and potential of Ussura in general.
  The Church might be interested in seeing how fertile the
  ground might be for missionary work, after all, the current
  faith of Ussura is lacking greatly in the eyes of the Vaticine
  and even the Objectionist.
  Soft Point 2: Immortal String Pulling
  Lastly, there are plots and threads most magical to entice a
  set of heroes upon a course of action. As a Gamemaster you
  have a great tool upon which to call, and one that is most
  eager to be called upon in this case. Koshchei the Immortal.
  Most often Koshchei is more then willing to allow matters to
  plod along at their own pace and concerns, but things have
  changed and forces have come to light that Koshchei no
  longer believes he can sit idly by. Thus, as a master of fate
  and destinies not unlike those practised by the veiled witches
  of Vodacce—he is a master of no less then three sorceries
  (Ussura p117-8)—he might very well decide to pull a few
  threads in the hopes of bringing to Molhyna the very heroes
  that are needed to aid his young kinsman, the Knias…and
  most importantly perhaps the very world itself.
  Any plying of the threads of fate by Koshchei could and
  should occur along with mortal and mundane summons,
  such as letters of invitation to the Gaius' Court from no less
  then the Gaius' wife herself, if such impression might be
  needed. A hint of a promise of favours and fortunes might
  bring others in line. A damaged ship’s hull needing repairs
  might bring a seaworthy group to an Ussuran port, and thus
  into the manipulations of the Immortal.
  One important thing to note however is that Koshchei
  himself would never signal that it was he that encouraged the
  heroes’ arrival to Ussura. In this case, Koshchei knows that
  his role being kept secret in this matter is of the utmost
  importance. At least not until he thinks it is necessary to
  make an appearance so as to impress upon the importance of
  the task at hand.
  Soft Point 3: Yellow Eyes…
  Creatures set upon the heroes, while they are travelling in
  Rurik; a mix of man and wolf. Anyone familiar with the
  ways of Pyeryem might believe that they were ‘simply’
  Ussuran’s gifted by Matushka with the arts of the skin-
  changer…but there’s something different about these men-
  beasts…or beast-men. They are far more animal then man in
  attitude and spirit and their eyes are a poisonous yellow
  coloration, the colour of pus…disease, infection. What are
  these beasts…and why do they hunt after the heroes all of a
  sudden.
  Hard Point 1: The Green-Door Inn
  This adventure properly starts with the heroes meeting
  someone named Margreave at a place known as the Inn of
  the Green Door. Whether they are delivering a package or
  simply stopping there for a meal, or whether they are long
  time customers is dependant upon your campaign and what
  works best for you as the Gamemaster.
  Margreave is an elderly woman who moves slowly about on
  her walking stick. She is a friend of Koshchei the immortal,
  and has been so nearly all her life, though only a few people
  know this. He once helped her escaped a bad arranged
  Beastmen of the Wolf 7th Sea - Henchman
  Brawn 5, Finesse 3, Resolve 2, Wits 1, Panache 2
  Attack Roll: Claw/Bite 6k3
  Damage: 6k2
  Advantages: Cold Climate Conditioning, Howl, Keen Smell, Keen
  Hearing, Large, Night Trained, Silence, Toughness, Unnerving
  Countenance (Hideous)
  Knacks: Ambush 2, Attack (Natural) 3, Climbing 1, Footwork 3,
  Grapple 1, Land on Target 2, Long Distance Running 2, Sprinting
  3, Stealth 1, Survival 2, Throat Strike 2, Tracking 2
  Beastmen of the Wolf
  Ussuran Infected Werewolf Hybrid Form / Warrior 2: CR 3;
  HD 4d8 +4; hp 22; Init +3; Spd 30 ft; AC 16 (+3 Dex, +4 natural);
  Base Atk +3; Grapple +5; Atk claw +5 melee (d4+2); Full Atk 2
  claws +5 melee (d4+2) and bite +0 melee (d6+1) melee; SQ alter-
  nate form, wolf empathy, damage reduction 5/silver, low-light vi-
  sion, scent; AL CE; SV Fort +8, Ref +6, Will +2; Str 15, Dex 16,
  Con 15, Int 10, Wis 10, Cha 9; Skills: climb +4, hide +5, move
  silently +6, survival +5; Feats: cold climate conditioning, iron will,
  run, track
  
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  marriage and has, over the last several decades done small
  favour for him.
  She asks them their names, even if they are regulars, and
  tells them that there was a small package dropped off for
  them earlier in the day. She gives them the package and then
  moves on her own merry, is slow way. The package contains
  a small purse of rubles and a letter addressed to each hero.
  Each letter is the same, inviting the hero and a significant
  other or guest to attend the evening’s festivities at the Court
  of the Gaius at his palace. There is a small note in the money
  purse explaining that there should be enough there purchase
  proper (if a bit frugal) attire the heroes for the evening’s
  revelry.
  If asked who delivered the package, Margreave will only
  remember that it was a young man whom she did not
  recognised. She believes that he wore a blue jacket with red
  trim, which might make him one of the Pavtlow Couriers.
  The Couriers are a number of young men and woman who
  run packages and notes and letters for anyone willing to pay
  a few coins for the service. Started by a young displaced
  nobleman some years before, the Couriers have gained a
  reputation for prompt, reliable and careful service.
  Checking with the service the heroes will discover that a
  well-dressed older man dropped off the package to be
  delivered. The man was Ussuran and had the look and
  mannerisms of a servant of the Boyar. The man did not leave
  a name or a return location if the package were somehow
  undeliverable.
  If you so choose you can jump to the heroes’ arrival at the
  Court later that evening or use any or all of the Soft Points
  listed below.
  Soft Point 4: Shopping for Attire
   Armed with invitation and coin the heroes should feel
  obliged to find themselves suitable clothing for a night’s
  attendance at the Court of the Gaius. Such a hook can be
  taken to various extremes with as little or as much
  roleplaying as you can your group can come up with.
  The heroes can meet a nobleman of your own design or
  perhaps meet one listed next, who they will run into again
  later that evening. This meeting can be deadly serious;
  meeting Aleksi would be along these lines, though one
  would wonder—really wonder—what Aleksi, Knais of Rurik
  would be doing there! Alternatively you could have a
  downright fun encounter; meeting the Gaius’ jester,
  Margreave 7th Sea - Henchman
  Brawn 0, Finesse 0, Resolve 2, Wisdom 3, Panache 1
  Advantages: Age & Wisdom (Old), Animal Affinity, Home Neigh-
  borhood, Patron (Koshchei), Sensitive Bones, Small, Ussuran
  Servant: Etiquette 2, Fashion 1, Menial Tasks 3, Unobtrusive 3,
  Accounting 1, Gossip 3, Haggling 3
  Spy: Shadowing 1, Stealth 1, Lip Reading 2, Sincerity 3
  Margreave, Elderly Innkeeper
  Ussuran Spy 1/ Commoner 2 - Small feat
  Symmons 7th Sea - Henchman
  Brawn 1, Finesse 4, Resolve 2, Wisdom 4, Panache 3
  Reputation: 18
  Advantages: Able Drinker, Avalon (R/W), Debater, Friend at Court,
  Montaigne (R/W), Small, Théan (R/W), Teodoran (R/W), Ussuran
  (R/W), Vesten (R/W),
  Knacks: Attack (DF) 2, Attack (Knife) 1, Balance 3, Balancing 2,
  Break Fall 2, Conceal 2, Contortion 2, Dancing 2, Etiquette 3,
  Fashion 1, Footwork 3, Gaming 3, Gossip 4, Juggling 4, Leaping 3,
  Lip Reading 1, Mooch 4, Oratory 4, Parry (Knife) 1, Rolling 3,
  Scheming 2, Sincerity 2, Socializing 4, Stealth 2, Street Navigation
  2, Stunt 2, Throw (Improvised Weapons) 4, Throw (Knife) 4. Shad-
  owing 3
  Symmons, Jester of the Gaius’ Court
  Ussuran Théan Bard 6 - Small feat / Reputation 4
  ‘Protection Money’ Collector 7th Sea - Henchman
  Brawn 1, Finesse 2, Reflexes 2, Wisdom 4, Panache 3
  Reputation: -10
  Advantages: Patron, Théan (R/W), Ussuran (R/W)
  Knacks: Ambush 1, Architecture 1, Attack (Dirty Fighting) 3, At-
  tack (Firearms) 3, Bribery 1, Cheating 3, Conceal 2, Forgery 1,
  Gambling 2, Lockpicking 3, Mathematics 1, Pickpocket 2, Pres-
  tidigitation 1, Quack 2, Scrounging 2, Shadowing 3, Shadowing 3,
  Socializing 3, Stealth 3, Street Navigation 3, Underworld Lore 2
  ‘Protection Money’ Collector, Local Thug
  Ussuran Rogue 5
  The Courier service runs without the Merchant’s Guild sanction,
  as the owner resents having to bend knee and open purse to a
  bunch of strangers who have nothing to do with his business. This
  situation is beginning to heat up as the Guild seeks to bring the
  independent service into its fold. As the heroes are there a group
  of merchant backed thugs come in to put on a little heat.
  
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  Symmons, not knowing who he was and seeing him in his
  getup at the Court would be intriguing. This could also be
  interesting if the heroes say anything untoward about the
  Gaius or certain other court members.
  The heroes could get sized for an outfit, then get handed the
  wrong jacket finding something of value in it at a later
  date—say in the middle of the party—that could very well
  put them in a situation.
  The heroes could be getting sized when the “Ussuran
  Underworld” makes an appearance with the token
  “collecting for the protection racquet”. The clothier could
  come up a little short in his payment and depending on the
  circumstances the Collector could get a little rough.
  Keep in mind that such physical encounters should be
  handled smartly; no one is going to fight to the death. The
  first sign that the Collector gets that he’s outnumbered and
  outclassed is his cue to leave…but only after giving a
  warning to the heroes to watch their back, of course. Such an
  encounter could lead to other adventures dealing with the
  local underworld, and in particular this heavy could become
  a reoccurring pain in the heroes’ collective butts.
  Soft Point 5: That (Street) Smarts
  As the heroes are walking along the streets they might spot a
  group of men tailing them. Then they soon realise that the
  group is not so small, and that some men are also now in
  front of them. They are surrounded. One of the men steps
  forward and asks them for a ‘donation’.
  The men are not looking to hurt the heroes too much, but
  they are willing to give them a few bruises to teach them a
  lesson in street politics. Most of the men are soldiers from
  the war with the Montaigne who haven’t quietly gone back
  into society. They will settle for a few guilders from each
  hero. Any Montaigne characters will have to pay triple and
  will quickly find themselves the target of the men’s ire
  should they answer back to them.
  Keep in mind, that undue attention and noise will bring the
  Guard. The first signs of the Guard will send the thugs on
  their way, and they know the city very well. Dependant on
  how the heroes act, they might very well find the Guard a bit
  more sympathetic to the thugs then their victims.
  Hard Point 2: Court of the Gaius
  The heroes arrive at the court, present their invitations and
  are in turn presented to the court. Ask each player as to how
  the announcer should present them to the Gaius and his
  Court. This is going to be the very first impression the Court,
  as a whole, has of the character. If the Player jokes overly
  around at this point, he could very well be running some
  opportunities with the Court. Let the player have as much
  rope as they like, keeping in mind the announcer of the court
  was born without a sense of humour. Reputation Scores
  should generally be taken into account.
  One quick reminder, be kind enough to allow the heroes
  some warning of the temperament and mind of the Gaius.
  They should be well aware, through rumours and talk in the
  inns and bath halls for instance, that the Gaius is as about a
  dangerous a man as they are likely ever to meet. He could
  very well be more dangerous than the O’Bannon or
  Giovanni Villanova in the respect that the Gaius is quite
  capable of any level of violence at anytime. Jack and
  Giovanni can actually be quite predictable in comparison.
  Once announced to the Court of the Gaius the heroes are free
  to mingle, get a few drinks and visit the buffet table, the
  likes of which are fairly impressive. The Court is staged in a
  series of four halls this evening, each hall hosting it own
  theme. This evening the themes are the four seasons. The
  rooms and a side hook are listed below with a list of three
  encounters that must happen to progress the heroes further
  into A Murder of Supplication’s plot.
  Additionally in soft point Seven, there are several more of
  the function’s attendees and a short motivation or possible
  encounter that they might present if you wanted to enhance
  or extend the group’s court experience. Villainous
  encounters in such a place often tend to be filled with
  dramatics, especially if the heroes want to kill the Villain
  and he knows that they dare not draw steel against him in the
  Gang Leader 7th Sea - Henchman
  Brawn 2, Finesse 2, Resolve 2, Wisdom 2, Panache 2
  Reputation: –20
  Advantages: Théan, Toughness, Ussuran (R/W).
  Knacks: Ambush 3, Attack (Firearms) 2, Attack (Heavy Weapons)
  3, Etiquette 1, Parry (Heavy Weapon) 2, Ride 2, Scrounging 1, So-
  cializing 2, Stand Watch 2, Stealth 2, Street Navigation 3, Survival
  3, Tracking 2, Underworld Lore 3, Unobtrusive 1
  Gang Leader, Deserting Montaigne Soldier
  Montagine Fighter 2 / Rogue 2
  
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  Court of the Gaius. Not only is it disrespectful to attempt to
  kill the guest of a host, much less possibly the Gaius himself,
  the Gaius might take the time to personally oversee the
  matter in whatever fashion he sees fit. He could very well
  decide his dogs need the exercise and tell the heroes to start
  running after they have been stripped of their clothes and
  possessions.
  Encounter 1: The Gaius Wife. The heroes are approached
  by a woman of striking beauty and impeccable style and
  dress who introduces herself as Ketheryna Fischler
  Dimitritova (Ussura p112), the wife of the Gaius. She simply
  wishes to express her gratitude for their attendance. If the
  heroes are foreigners to Ussura she will press them for news
  from abroad; if they are Ussuran she will inquire as to the
  state of things outside Pavtlow.
  Encounter Two: The Wolf of Rurik. Soon after the
  conversation with the Gaius’ wife ends they will find
  themselves face to face with the Knias of Rurik, Aleksi
  Pavtlow Markov v’Novgorov (Ussura p113 HV&M p7).
  Aleksi is interested in the heroes but he’s not sure why, he
  just knows his nose is telling him the heroes are something.
  In truth, Aleksi is part of the reason the heroes are at the
  party. Koshchei has got the feeling that Aleksi is up to
  something to do with Molhyna. Distracted and weakened of
  late, Matushka appears unaware of the growing ire of Aleksi,
  so Koshchei has brought the heroes in to help him see to
  things. He has manipulated the strands themselves to get
  them here. While Aleksi is a huge motivation for Koshchei
  to involve the heroes however, he has little more to do with
  the overall plot of the three-part adventure.
  Encounter Three: A Seneschal of the House. An older
  man, dressed faultlessly in his servant’s garb is a high
  seneschal of the palace. He approaches the heroes and when
  he believes he has a moment to talk to them without being
  over heard, thanks them for coming. He tells them that his
  name is Kostya and that he is in need of their help. He asks
  for them to meet him in two day’s time (at stroke of the 2
  nd
  bell of the day) inside the Gravlana Cemetery. He will meet
  them at the grave of Stavek Pavtlow Kostyov (the man’s
  son). He tells them that it is very, very important and to tell
  no one of their meeting. No one. With a nod, he is gone to
  see to other guests.
  Soft Point 6: The Four Seasons
  Each of the four halls of the night’s Court has a seasonal
  theme. Here they are, with a small adventure hook for each
  room. In each room, young men and women are dressed
  provocatively but not scandalously appropriate to the theme.
  Winter
              (North Hall) The decorations are white, highlighted
  with tints of blue. Servants hide above the revellers room
  slowly spreading handfuls of “snow” while men and women
  walk about pretending to be chilled by the winter night’s air.
  There is even a polar bear in the room.
  Side Hook: The heroes are surprised when the large bear
  carefully motions for them to come closer. The bear is
  actually a Pyeryem shapeshifter and boyar who is rather
  embarrassed as to his role at the party, but when one loses a
  wager to the Gaius one can hardly say no. Luckily no one
  Kostya Pavtlow Ilyaovich 7th Sea - Henchman
  Brawn 2, Finesse 1, Resolve 2, Wits 3, Panache 1
  Reputation: 0
  Advantages: Able Drinker, Age & Wisdom (Middle Age), Théan
  (R/W), Ussuran (R/W)
  Knife: Attack (Knife) 2, Parry (Knife) 2
  Servant: Etiquette 3, Fashion 2, Menial Tasks 4, Unobtrusive 3,
  Gossip 3, Haggling 2, Seneschal 5, Valet 2
  Spy: Shadowing 2, Stealth 2, Conceal 2, Sincerity 3
  Kostya Pavtlow Ilyaovich, Seneschal
  Ussuran Spy 1 / Commoner 3: CR 2; HD d6 +3d4 -4; hp 7; Init -
  1; Spd 30 ft; AC 9 (-1 Dex); Base Atk +1; Grapple +2; Atk dagger
  +2 melee (d4+1; 19-20/x2); SA sneak attack +1d6; SQ Alias (DC
  26); AL N; SV Fort +0, Ref +2, Will +3; Str 12, Dex 8, Con 9, Int
  16, Wis 14, Cha 10; Skills: bluff +6, diplomacy +2, gather informa-
  tion +5, hide +4, knowledge (nobility and royalty) +5, listen +4,
  move silently +4, profession (servant) +8, profession (seneschal)
  +10, speak language (théan, ussuran), spot +3; Feats: able drinker,
  skill focus (profession (seneschal), profession (servant))
  Nobleman ‘Bear’ Shapeshifter 7th Sea - Henchman
  Brawn 2 (5), Finesse 3 (1), Resolve 2, Wisdom 2, Panache 1
  Reputation: 8
  Advantages: Noble, Sorcerer (Half Blood), Théan (R/W), Ussuran
  (R/W), (Keen Smell, Swimming, Warmth, No Fine Manipulation)
  Knacks: Attack (Heavy Weapons) 1, Attack (Knife) 1, Dancing 3,
  Etiquette 3, Fashion 2, Fishing 1, Gaming 2, Oratory 1, Parry
  (Heavy Weapon) 1, Parry (Knife) 1, Politics 1, Ride 3, Sincerity 1,
  Stealth 1, Survival 1; Pyeryem: Man 3, Speak 3, Bear 3
  Nobleman ‘Bear’ Shapeshifter, Worried Husband
  Ussuran Noble 1 / Pyeryem Shapeshifter 1
  
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  knows that he is the bear. Not even his wife, who is showing
  an inordinate amount of attention to a Vendel Merchant! He
  asks the heroes to keep an eye on his wife while he’s stuck as
  a bear.
  Spring
              (East Hall) This green hall is decorated in a
  romanticised version of spring. Small “storms” roam about
  the room as servants carefully pour rain down on the room
  below so as not to get any of the attendees.
  Side Hook: As the heroes are walking about the well marked
  path (where it never rains it seems) they see a young Boyar
  giving a serving wench, dressed in the most flimsy of spring
  outfits, a rather impolite time. Assuming that they are
  unwilling to allow such caddish behaviour and approach
  the man they might notice a small cloud (literally)
  overshadow the path and it will suddenly rain down on the
  man…and anyone within five feet of him. The man will most
  definitely be upset, storming off on his own to go complain.
  If the heroes confront the man, he will demand to know their
  names, telling them that he is Ylion Vlakmorov (Ill-E-yawn
  vlak-MOR-ov). He will act as if the hero should know who
  he is, but none will. The young girl is the fiancée of the
  storm cloud, who let love get in the way of his better
  judgement. The heroes could easily gain a friend amongst
  the serving staff of the Palace, perhaps even saving his life if
  you decide to portray Ylion aggressively.
  Summer
                 (South Hall) Greenery and flowers abound. Real
  tracts of grass and trees have been transplanted into the room
  for the event and lords and ladies are expected to remove
  their footwear so as to enjoy the feeling of the grass between
  their toes.
  Side Hook: A small nest of squirrels have managed to go
  unnoticed and are quite out of their minds in wonderment as
  to nature that nature has changed into. One moment their
  tree was on the grounds, now it is inside a building with
  musicians and fancy humans all dressed to their best
  walking around barefoot! The best thing about it is the fact
  that some of the people walking about are carrying trays of
  great smelling food! It would only take a moment to jump to
  that person and then to that tray to grab up something…
  This works even better if one of the squirrels is the animal
  from which a hero gets one of their skins. After all, they
  must look after the beast as per their bargain.
  Fall
          (West Hall) Dead trees with colourful leaves pasted on
  it, mounds of gathered crops, pumpkins and other signs of
  autumn including leaves falling from above.
  Side Hook: One or more of the heroes might notice as an
  Vendel Gigolo
  7th Sea - Henchman
  Brawn 1, Finesse 2, Resolve 2, Wisdom 3, Panache 3
  Reputation: -15
  Adv: Able Drinker, Appearance (above average), Dangerous
  Beauty, Montaigne (R/W), Théan (R/W), Ussuran (R/W), Vendel
  (R/W)
  Knacks: Attack (Firearms) 2, Attack (Knife) 2, Cheating 1, Danc-
  ing 4, Etiquette 2, Fashion 3, Gambling 2, Gossip 1, Lockpicking 2,
  Mooch 3, Oratory 2, Parry (Knife) 2, Pickpocket 2, Reload 1, Ride
  2, Seduction 4, Shadowing 1, Shopping 1, Socializing 3, Stealth 3,
  Street Navigation 2, Underworld Lore 1
  Vendel Gigolo, Unwanted Suitor
  Vendel Courtier 1 / Noble 3 - Able Drinker & Dangerous Beauty
  Ylion Vlakmorov 7th Sea - Henchman
  Brawn 3, Finesse 2, Resolve 2, Wisdom 2, Panache 2
  Reputation: -10
  Advantages: Able Drinker, Friend at Court, Noble, Théan (R/W),
  Ussuran (R/W)
  Knacks: Attack (Heavy Weapons) 4, Dancing 1, Etiquette 2, Fash-
  ion 1, Mooch 2, Oratory 1, Parry (Heavy Weapon) 3, Ride 3, So-
  cializing 2, Stealth 2, Street Navigation 1, Survival 1, Tracking 3
  Ylion Vlakmorov, Loutish Boyar
  Ussuran Noble 4 - Able Drinker & Track feats
  Byelka “Squirrel” 7th Sea - Henchman
  Brawn 1, Finesse 3, Resolve 1, Wisdom 1, Panache 2
  Attack Roll: Bite 4k3; Damage: 1k1
  Adv: Cold Climate Conditioning, Keen Smell & Vision, Silence
  Knacks: Balance 4, Break Fall 2, Climbing 5, Footwork 3, Leaping
  2, Land on Target 2, Stealth 1, Survival 2
  Byelka, Ussuran Squirrel
  Tiny Animal; CR 1/8; HD 1/4d8; hp 1; Init +3; Spd 20 ft., climb
  20 ft.; AC 15 (+2 size, +3 Dex); Base Atk +0; Grapple -12; Atk bite
  +5  melee(d3-4); SQ low-light vision, scent; AL N; SV Fort +2, Ref
  +5, Will +0; Str 2, Dex 16, Con 10, Int 2, Wis 11, Cha 6; Skills:
  balance +11, climb +12, jump +4, hide +11, listen +1, move
  silently +7, spot +1, survival +1; Feats: weapon finesse
  Squirrels have a +4 racial bonus on Move Silently checks, and a +8
  racial bonus on Balance, Climb and Jump checks. A squirrel can
  always choose to take 10 on Climb checks, even if rushed or threat-
  ened. A squirrel uses its Dexterity modifier instead of its Strength
  modifier for Climb checks.
  
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  obviously scared young lady enters the Autumn Hall. She
  quickly looks about and then moves off of the path and
  moves behind a tree in an attempt to trying to look as small
  and unnoticeable as possible. Moments later another
  woman, appearing as an older version of the young lady,
  enters the room with her a rather plump middle-aged
  looking man with bad skin.
  The young lady is trying to avoid meeting her possible (and
  likely) future husband. The hero who spots this event will
  likely realise that the older woman will spot her daughter
  and that they could easily distract the woman, perhaps
  telling her the young girl went into the next hall.
  Alternatively, a young man who truly loves the girl could
  approach the hero asking for their help in getting his lover
  and him away from her mother. The two could even then try
  and escape fate altogether and go off and elope. This could
  bring the ire of both the mother and the husband-to-be on
  the heads of the heroes. After all, there’s always a snooping
  servant to give the heroes identities away.
  Soft Point 7: The Guest List
  Here is a list of several personalities and guests that might be
  of use. Each name is given a personality quirk or “encounter
  possibility” for your use and abuse.
    Lord Alan Morgan of Harrisborrow. Avalon male of fifty
  years of age. Alan is a salt-of-the-earth type of man with a
  military background from a family of military men and
  women. He is serving as a military advisor from Queen
  Elaine and has been so for the last year or so. Morgan has
  secretly fallen in love with a local Boyar’s wife and she with
  him. If word were to get out about this affair it would very
  Lady Constance MacGregor o’ MacGregor 7th Sea - Henchman
  Brawn 2, Finesse 2, Resolve 3, Wits 3, Panache 2
  Reputation: 11
  Adv: Able Drinker, Avalon (R/W), Dangerous Beauty, Foul
  Weather Jack, MacEachern Weapon, Noble, Théan (R/W), Ussuran
  Background: Hunted 4
  Athlete: Climbing 3, Footwork 2, Sprinting 2, Throwing 1
  Bard: Etiquette 2, History 2, Oratory 1, Singing 3, Riddles 2, Sidhe
  Lore 4
  Courtier: Dancing 1, Etiquette 2, Fashion 1, Oratory 1, Diplomacy
  2, Seduction 1, Sincerity 1
  Knife: Attack (Knife) 4, Parry (Knife) 4, Throw (Knife) 1
  Rider: Ride 3
  Streetwise: Socializing 3, Street Navigation 2
  Sir Dirk Helstor of Freiburg 7th Sea - Hero
  Brawn 3, Finesse 3, Resolve 3, Wits 3, Panache 3
  Reputation: 25
  Adv: Appearance (Above Average), Dracheneisen (sword, panzer-
  hand, breast plate), Eisen (R/W), High Eisen (R/W), Linguist, Mon-
  taigne (R/W), Swordsman’s Guild Member, Théan (R/W), Ussuran
  (R/W), Vendel (R/W)
  Arcana: Overzealous
  Background: Vow of Honour 3
  Eisenfaüst: (Journeyman) Beat 4, Bind 4, Disarm 4, Exploit Weak-
  ness (Eisenfaüst) 5, Exploit Weakness (Bogatyr) 3
  Athlete: Climb 2, Footwork 2, Sprinting 1, Throwing 2, Side-step 3
  Courtier: Dancing 1, Etiquette 3, Fashion 2, Oratory 3, Diplomacy
  3, Gaming 1, Politics 2, Seduction 1, Sincerity 2
  Heavy Weapon: Attack 4, Parry (Heavy Weapon) 4
  Hunter: Fishing 1, Skinning 2, Stealth 2, Survival 3, Tracking 3,
  Trail Signs 1, Ambush 1
  Panzerhand: Attack  4, Parry (Panzerhand) 4, Uppercut 4
  Streetwise: Socializing 3, Street Navigation 2
  Urchin: Stealth 2, Street Navigation 2, Survival 3, Scrounging 1,
  Sincerity 2
  Lord Alan Morgan of Harrisborrow 7th Sea - Henchman
  Brawn 2, Finesse 2, Resolve 3, Wits 4, Panache 2
  Reputation: 37
  Adv: Academy, Age & Wisdom (Old), Avalon (R/W), Connections,
  Friend at Court (Avalon), Noble, Théan (R/W), Ussuran (R/W)
  Background: Secret (Affair) 2
  Athlete: Climbing 2, Footwork 2, Sprinting 2, Throwing 2,
  Commander: Strategy 2, Tactics 3, Ambush 3, Artillery 1, Cartog-
  raphy 2, Diplomacy 5, Incitation 2, Leadership 2, Logistics 2
  Fencing: Attack 3, Parry 3, Cavalry Attack 3
  Firearms: Attack (Firearms) 3, Reload 2
  Hunter: Stealth 2, Survival 3, Tracking 3, Ambush 3
  Politician: Etiquette 4, Oratory 4, Socializing 2, Diplomacy 5, Inci-
  tation 2, Politics 5, Scheming 2, Sincerity 5
  Rider: Ride 4
  Scholar: History 4, Mathematics 1, Philosophy 1, Research 1, Law
  4, Theology 1
  Spy: Shadowing 2, Stealth 2, Bribery 4, Conceal 1, Cryptography 2
  Lord Alan Morgan of Harrisborrow, Military Advisor
  Avalon Courtier 3 / Noble 3 - Leadership feat
  Lady Constance MacGregor o’ MacGregor
  Highland Fighter 2 / Noble 4 - Able Drinker & Dangerous Beauty
  Sir Dirk Helstor of Freiburg, Sieger Ambassador
  Eisen Noble 2 / Ranger 3 / Eisenfaust 3 - Appearance (AA) feat
  
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  likely hurt the Lord’s honour and the Lady’s virtue to no
  small degree. Truth be told, the honourable Lord would
  likely kill himself then suffer the embarrassment.
    Lady Constance MacGregor o’ the MacGregor. Highland
  woman in her early to mid thirties. Constance has only been
  is Ussura for the last two months and while she likes the feel
  of the Pavtlow and her people she terribly misses her
  highland home. Constance is a fair and honest woman who
  is in a bit of a rough spot. Her family has long been involved
  in the struggles of the Seelie and Unseelie conflicts that most
  people are not even aware exists. Several months ago she
  managed to really irritate an Unseelie Lord, never a good
  thing.
    Sir Dirk Helstor of Freiburg. An Eisen man in his early
  twenties. Dirk is a handsome man who has taken the virtues
  of honour to heart. He serves Eisenfürst Sieger as a courier
  and ambassador of sorts to the Ussuran courts. Dirk is a bit
  overzealous in nature and he has got into more then one duel
  due to this.
    Baron Hauser Rane of Posen. An Eisen man in his late
  thirties. Rane is a rather friendly and warm man considering
  the fact that it is Eisenfürst Pösen whom he serves. He lost
  his right arm during the War of the Cross but has overcome
  the handicap by training himself in its use with his left hand.
  He is proud of his Eisenfürst and his culture and people in
  general and does not hesitate to declare such to any who
  might dare give him, his Lady or his people insult.
    Captain Joshua Rikes of Heilgrund. Joshua is a handsome
  Eisen man in mid twenties. He is an accomplished
  swordsman and, unknown to all but a few, a member of
  Eisenfürst Heilgrund’s personal Iron Guard. His mission is
  simple, keep an eye out for and report any unusual or
  mystical incident. He does not know why his lord has sent
  Captain Joshua Rikes of Heilgrund 7th Sea - Henchman
  Brawn 2, Finesse 3, Resolve 3, Wits 3, Panache 2
  Reputation: 8
  Adv: Appearance (Above Average), Commission (Captain), Eisen
  (R/W), Membership (Heilgrund Iron Guard), Night Trained, Théan
  (R/W), Ussuran (R/W)
  Athlete: Climbing 2, Footwork 2, Sprinting 1, Throwing 1,
  Courtier: Dancing 1, Etiquette 2, Fashion 1, Oratory 2, Diplomacy
  3, Scheming 2
  Crossbow: Attack 3, Fletcher 2, Reload (Crossbow) 5
  Heavy Weapon: Attack 4, Parry (Heavy Weapon) 2
  Hunter: Stealth 4, Survival 4, Tracking 2, Trail Signs 1, Traps 1
  Sentry: Etiquette 2, Stand Watch 3, Unobtrusive 4, Menace 2
  Spy: Shadowing 4, Stealth 4, Bribery 2, Interrogation 1
  Wrestling: Grapple 3, Bear Hug 1, Break 3, Escape 1, Head Butt 2
  Baron Hauser Rane of Posen 7th Sea - Henchman
  Brawn 3, Finesse 2, Resolve 4, Wits 2, Panache 2
  Reputation: 31
  Adv: Academy, Age & Wisdom (middle age), Dracheneisen
  (breastplate), Eisen (R/W), Eisen Bodyguard, Firm Grip, Friend at
  Court (Posen), Left Handed, Montaigne, Noble, Théan (R/W), Us-
  suran (R/W), Vendel (R/W)
  Background: Vow of Service 3
  Athlete: Climb 2,Footwork 2,Sprinting 2, Throwing 2, Swimming 2
  Commander: Strategy 2, Tactics 2, Ambush 2, Diplomacy 4
  Courtier: Dancing 1,Etiquette 2, Fashion 2, Oratory 2, Diplomacy 4
  Heavy Weapon: Attack 4, Parry (Heavy Weapon) 4
  Hunter: Skinning 1, Stealth 1, Survival 2, Track 1, Animal Train 1
  Knife: Attack (Knife) 2, Parry (Knife) 2
  Panzerhand: Attack (Panzerhand) 2, Parry (Panzerhand) 2
  Rider: Ride 4, Animal Training 1
  Streetwise: Socializing 2, Street Navigation 1, Underworld Lore 1
  Baron Hauser Rane of Posen, War Veteran
  Eisen Noble 4 - Dracheneisen breastplate
  Captain Joshua Rikes of Heilgrund, Iron Guard
  Eisen Fighter 3 / Spy 4 - Improved Grapple feat
  Pierre Elena du Duchaine 7th Sea - Henchman
  Brawn 2, Finesse 2, Resolve 3, Wits 4, Panache 2
  Reputation: 39
  Adv: Able Drinker, Age & Wisdom, Connections, Debater, Eisen
  (R/W), Friend at Court (Montaigne)(Ussura)(Eisen), Membership
  (Vintners & Distiller’s Guild), Montaigne (R/W), Noble, Rose &
  Cross Patron, Theah (R/W), Ussuran (R/W)
  Athlete: Climb 1,Footwork 2, Swinging 1,Throwing 1, Swimming 4
  Courtier: Dancing 3, Etiquette 3, Fashion 1, Oratory 3, Diplomacy
  5, Gaming 3, Gossip 3, Memorizing 3, Mooch 3, Politics 3, Schem-
  ing 3, Sincerity 3
  Fencing: Attack 2, Parry 1
  Firearms: Attack 1
  Merchant: Accounting 3, Haggling 3, Vintner 3, Distiller 3
  Politician: Etiquette 3, Oratory 3, Socializing 3, Diplomacy 5, Inci-
  tation 1, Politics 3, Rabble-Rousing 1, Scheming 3, Sincerity 3
  Scholar: History 3, Mathematics 1, Philosophy 3, Research 1
  Rider: Ride 2
  Pierre Elena du Duchaine, Former Comte d’Orlaen
  Montaigne Courtier 5 - Able Drinker feat
  
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  him to Ussura for this, but he will do his duty to the utmost.
    Pierre Elena du Duchaine, former Comte d’Orlaen. Pierre
  and his wife Arielle are Montaigne nobles in their early to
  mid sixties. Up until about fifteen years ago Pierre was the
  Montaigne ambassador to Ussura. During the final few years
  of Leon’s rule of Montaigne he became fairly vocal against
  l’Empereur and especially the invasion of Ussura. Despite
  vocal outcry on his part he and his household fled
  Montaigne and have since become displaced. Recently
  Pierre became the ambassador and diplomat to Ussura from
  the Government-in-Exile that sits in Siegsburg.
    Citizen Marcus Brouchfort du Charouse. Marcus is a rather
  unpleasant looking Montaigne man who fell victim to the
  pox in his youth. He is a shrewd and clever man, who is
  mostly self-educated. He has a passionate dislike for nobility
  Marcus Brouchfort du Charouse 7th Sea - Villain
  Brawn 2, Finesse 2, Resolve 2, Wits 4, Panache 2
  Reputation: 18
  Advantages: Connections (Council of Eight), Indomitable Will,
  Membership (Rilasciare), Merchant Patron 5, Montaigne (R/W),
  Théan (R/W), Unnerving Contenance (Ugly), Ussuran (R/W)
  Arcana: Fanatical
  Background: Vendetta (nobles & sorcers) 3
  Arson: Mathematics 2, Street Navigation 2, Architecture 1, Natural
  Philosophy 3
  Artist: Drawing 3, Writing 3
  Fencing: Attack (Fencing) 1, Parry (Fencing) 1
  Firearms: Attack (Firearms) 2, Reload 1
  Forger: Calligrapher 2, Forgery 3, Research 3, Conceal 2, Cryptog-
  raphy 1
  Merchant: Calligrapher 2, Scribe 4, Steward 2, Accounting 2, Hag-
  gling 3
  Politician: Etiquette 4, Oratory 4, Socializing 3, Diplomacy 4, Inci-
  tation 3, Politics 4, Rabble-Rousing 4, Scheming 2, Sincerity 3
  Streetwise: Socializing 3, Street Navigation 2, Underworld Lore 1
  Urchin: Stealth 2, Street Navigation 2, Survival 1, Conceal 2, Pick-
  pocket 2
  Marcus Brouchfort du Charouse, Model Citizen
  Montaigne Courtier 4 / Spy 1 / Saboteur 1 - Rilasciare member
  Vladimir Staver Gregorovich 7th Sea - Henchman
  Brawn 4, Finesse 2, Resolve 2, Wits 4, Panache 1
  Reputation: 18
  Advantages: Able Drinker, Academy, Age & Wisdom, Fhideli (R/
  W), Noble, Théan (R/W), Théodoran (R/W), Ussuran (R/W)
  Archer: Attack (Bow) 3, Fletcher 1, Horse Archery 1
  Commander: Strategy 1, Tactics 2, Ambush 1, Cartography 2,
  Diplomacy 3
  Falconer: Bird Handling 5, Animal Training 4
  Firearms: Attack (Firearms) 2, Reload 2
  Heavy Weapon: Attack 3, Parry (Heavy Weapon) 3
  Hunter: Stealth 2, Survival 2, Tracking 2, Trail Signs 2
  Merchant: Furrier 2, Accounting 2, Appraising 2, Haggling 2
  Politician: Etiquette 2, Oratory 2, Socializing 4, Politics 1
  Rider: Ride 2
  Shield: Parry (Shield) 2, Attack (Shield) 1
  Wrestling: Grapple 4, Bear Hug 3, Break 2, Escape 5, Head Butt 2
  Vladimir Staver Gregorovich, Concerned Father
  Courtier 2 / Noble 2 / Ranger 3 - Able Drinker & Imp Grapple
  Nikita Odyesse Fyodorov of Somojez 7th Sea - Scoundrel
  Brawn 2, Finesse 1, Resolve 3, Wits 3, Panache 1
  Reputation: -18
  Adv: Keen Senses, Noble, Scoundrel, Théan (R/W), Ussuran (R/W)
  Background: Vow (kill Montaigne) 3
  Artist: Composer 4, Musician (Gusli) 3
  Courtier: Dancing 2, Etiquette 3, Fashion 1, Oratory 2, Gossip 3,
  Mooch 2, Scheming 4, Sincerity 2
  Criminal: Gambling 2, Shadowing 2, Stealth 2, Cheating 2
  Dirty Fighting: Attack (Dirty Fighting) 2
  Herbalist: Cooking 1, Diagnosis 2, First Aid 2, Flora 1,
  Compounds 1, Poison 3
  Knife: Attack (Knife) 4, Parry (Knife) 2
  Streetwise: Socializing 3, Street Navigation 2, Scrounging 1, Un-
  derworld Lore 2
  Coika Reenya Borisova Stavertova 7th Sea - Henchman
  Brawn 1, Finesse 2, Resolve 4, Wits 2, Panache 4
  Reputation: 18
  Advantages: Appearance (Above Average), Eisen, Friend at Court
  (Gaius’ Wife), Montaigne, Noble, Pyeryem Sorceress (Half Blood),
  Small, Théan, Ussuran
  Pyeryem: (Adept) Man 3, Speak 3, Cardinal 3, Poodle 3
  Artist: Drawing 5, Sculpting 3, Singing 2
  Courtier: Dancing 3, Etiquette 3, Fashion 3, Oratory 3, Gaming 2,
  Sincerity 2
  Doctor: Diagnosis 1, First Aid 1, Veterinarian 2
  Falconer: Bird Handling 4, Animal Training 4
  Rider: Ride 4, Animal Training 4
  Nikita Odyesse Fyodorov of Somojez, Vengeful Patriot
  Ussuran Courtier 2 / Rogue 1
  Coika Reenya Borisova Stavertova, Jovial Lady
  Ussuran Noble 3 / Pyeryem 4 - Appearance (AA) feat
  
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  and sorcery that is only trumped by his passion for the “new
  Montaigne”. Despite his cruelty and calculations he is a man
  of his word.
    Vladimir Staver Gregorovich. Vlad is an Ussuran man well
  into his forties. He is a boyar of some note from the Knias of
  Veche. His son, Ivan has been out of the country, most
  recently in Freiburg and San Cristobal so anyone from those
  parts of the world will get a fair and pleasant grilling.
  Sofia. This beautiful and alluring Ussuran woman looks to
  be in her mid twenties, but a few whisper (carefully) that she
  may be twice as old as that.
    Nikita Odyesse Fyodorov of Somojez. Nikita is a young
  Ussuran man with sharp eyes and a deep hatred for anything
  even remotely Montaigne. He has vowed to himself, Theus
  and the First Prophet to kill any Montaigne he can.
  Obviously he knows the risk of angering the Court…so he’ll
  look for other ways to do so. His hatred comes from the fact
  that his city was invaded and family killed during said
  invasion while he was away. He has money enough to get a
  good brute squad or two if he needs them.
    Coika Reenya Borisova Stavertova. A Ussuran woman of
  small stature and brilliant green eyes. If there were a contest
  for the most bright and cheerful person in all of
  Ussura…perhaps even Théah itself…Coika could be the
  grand champion. She just might balance the rest of Ussura’s
  doom and gloom. She has a Montaigne poodle named
  “Champaign” that is always with her.
    Master Argus Rasmuller of Kirk. A Vendel man in his mid
  forties. Argus is a bit on the round side for his height. Many
  in he courts whisper that he is a deadly man to have as a
  enemy. There have been several wagers made to see who
  dies first, him or his Vodacce counterpart—Lady Mira
  Gallandro. There have been some unsubstantiated reports
  that he has convinced the Gaius to accept the Guilder as the
  national currency of Ussura.
    Ven Waldson of Kivik. Ven is a tall man well into his
  Ven Waldson of Kivik 7th Sea - Henchman
  Brawn 3, Finesse 2, Resolve 3, Wits 2, Panache 2
  Reputation: 5
  Advantages: Large, Swordsman’s Guild Member, Théan, Ussuran,
  Vendel (R/W)
  Kjemper: (Journeyman) Attack (Shield) 4, Corps-á-Corps 4, Wall
  of Steel (Shield) 4, Exploit Weakness (Kjemper) 5
  Captain: Strategy 2, Tactics 2, Ambush 2, Diplomacy 4, Gunnery
  2, Incitation 3, Leadership 3, Logistics 2
  Heavy Weapon: Attack 5, Parry (Heavy Weapon) 2
  Pugilism: Attack 3, Footwork 3, Ear Clap 2, Uppercut 3
  Sailor: Balance 2, Climbing 2, Knotwork 4, Rigging 3, Leaping 2,
  Navigation 4, Pilot 3, Sea Lore 2, Swimming 2, Weather 2
  Shield: Parry (Shield) 5
  Whaler: Balance 2, Knotwork 4, Throw (Harpoon) 4, Leaping 2,
  Sea Lore 2, Swimming 2, Weather 2
  The Lady Mira Gallandro of Vestini 7th Sea - Henchman
  Brawn 1, Finesse 2, Resolve 2, Wits 3, Panache 4
  Reputation: 15
  Advantages: Appearance (Stunning), Lord’s Hand, Scarovese, Ser-
  vants (Vodacce Brutes TR2), Théan (R/W), Ussuran (R/W),
  Vendel, Vodacce (R/W)
  Cloak: Parry (Cloak) 4, Entangle 3
  Courtesan: Acting 4, Dancing 4, Etiquette 3, Fashion 4,
  Jenny 5, Masseur 5, Unobtrusive 5, Cold Read 4, Con-
  ceal 2, Gossip 2, Politics 2, Seduction 2, Sincerity 4
  Dirty Fighting: Attack (DF) 1, Attack (Improvised Weapon) 3, Eye-
  gouge 4, Parry (Improvised Weapon) 3, Throat Strike 4
  Firearms: Attack (Firearms) 2
  Knife: Attack (Knife) 2, Parry (Knife) 2, Throw (Knife) 2
  Merchant: Cooking 2, Jenny 5, Perfumer 3
  Spy: Shadowing 2,Stealth 4, Bribery 2,Hand Signs 2, Lip Reading 3
  Master Argus Rasmuller of Kirk 7th Sea - Scoundrel
  Brawn 2, Finesse 2, Resolve 3, Wits 3, Panache 1
  Reputation: -28
  Advantages: Age & Wisdom, Debater, Avalon (R/W), Astrologer,
  Eisen (R/W), Friend at Court, Linguist, Merchant Patron, Mer-
  chant’s Guild Membership, Montaigne (R/W), Théan (R/W), Us-
  suran (R/W), Vendel (R/W), Vodacce (R/W),
  Courtier: Dancing 1, Etiquette 4, Fashion 3, Oratory 4, Diplomacy
  5, Gossip 3, Politics 2, Scheming 4, Seduction 1, Sincerity 3
  Firearms: Attack (Firearms) 4, Reload 2
  Merchant: Brewer 4, Confectioner 3, Florist 3, Furrier 4, Gunsmith
  2, Jenny 4, Jeweler 2, Accounting 5, Appraising 5
  Scholar: History 2, Mathematics 3, Philosophy 2, Research 2, As-
  tronomy 4, Law 3, Natural Philosophy 2
  Spy: Shadowing 1, Stealth 1, Bribery 4, Conceal 1, Forgery 4
  Master Argus Rasmuller, Vendel League Representative
  Vendel Courtier 3 / Wanderer 3
  Ven Waldson of Kivik, Vesten Diplomat
  Vesten Pirate 3 / Captain 1 / Kjemper 2
  Lady Mira Gallandro, Agent of the Merchant Prince
  Vodacce Assassin 1 / Courtier 1 / Spy 1 - Exotic Shield Prof
  
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  thirties. Ven has come to Ussura to seek out allies in the war
  against the Vendel. He is hoping to secure materials for
  boats as well as general aid and support to help solidify the
  Vestenmannavnjar side of the conflict.
    The Lady Mira Gallandro of Vestini. Lady Mira is a
  Vodacce woman who appears to be in her early thirties. She
  is a champion of a rich, but strangely subtle style and air.
  She always speaks softly, yet all seem to be able to hear her.
  She always looks just to the left of a person to whom she is
  speaking and she nearly always either has a fan in her hands
  or a set of playing cards. Many wonder if she should actually
  be wearing a veil…
  Soft Point 8: After Party Drink
  As the party is winding down and the attendees are
  beginning to slip away into the early, early morning hours a
  servant, well dressed but somewhat tired looking approaches
  the heroes and invites them, on behalf of his lord, to have a
  drink. Who is this invitation from? Perhaps it is a visiting
  dignitary, or it could even be the Gaius himself curious
  about the heroes after having seen them at the party.
  Soft Point 9: Dirty Hands
  A man approaches the heroes when all things are quiet;
  perhaps he is in their room when they return from being out
  (he quickly explains that he told the innkeeper he was a
  Heroes’ brother or some such thing). The man is a
  Montaigne by his accent and he tells the heroes that he used
  to be in the Montaigne Army but when the Army retreated
  he was forced to remain behind.
  The man has enemies both in Ussura and Montaigne and
  now they have found him it seems. Normally a man such as
  himself, a Porté Mage, could just walk away, but he cannot
  do that as he has no blooded objects that he could walk to.
  He seeks the heroes’ help in getting out of the city…
  Soft Point 10: Finding Gravlana
  The heroes may notice, as they are going about town that
  they are being followed. The agent could be in the employ of
  any number of nobles or other well-off people whom they
  met at the party. It could be an agent of the Gaius, or his
  wife or even that of the Knias of Rurik.
  It could be someone feels very slighted by the heroes and
  that someone has decided to make some trouble for the
  heroes. This could be in the manner of a duel or it could be
  that he or she decides to send some thugs their way to take
  care of them. Or it could be someone looking for help of
  some kind.
  Hard Point 3: Gravlana Cemetery
  Kostya Pavtlow Ilyaovich has asked the heroes to meet him
  at the grave of his son, Staver Pavtlow Kostyov, two nights
  following the Gaius grand ball at two in the morning. Kostya
  is a well-trained and educated servant of the Gaius’ palace.
  He is formal, precise and polite. But Kostya is a front of
  sorts, a willing pawn under the employ of Koshchei. He was
  asked to contact the heroes and arrange for their meeting at
  the cemetery.
  When the heroes arrive Kostya will be kneeling before a
  small gravestone and as he sees or hears the heroes’
  approach he will stand and wipe a few tears from his face.
  Kostya will attempt to do small talk with the heroes at this
  point, as he is waiting for Koshchei to show up. This type of
  scene, in an obviously creepy setting, with a man who does
  not want to be there but is trying to “stall for time” can be
  both a tension builder and a tension breaker at the same time
  if done right.
  A few minutes after the arrival of the heroes, a raven or two
  will fly and let down on this branch or that tombstone.
  Slowly more and more begin to arrive landing on tree
  branches, on top of statues or grave markers. The first few
  the heroes might not notice but when there’s suddenly a
  murder of ravens about them this will undoubtedly make the
  Montaigne Porté Mage 7th Sea - Henchman
  Brawn 2, Finesse 2, Reflexes 2, Wisdom 3, Panache 2
  Reputation: 2
  Advantages: Academy, Commission (lieutenant), Gentry, Mon-
  taigne (R/W), Porté Sorcerer (Full Blood), Théan (R/W), Ussuran
  Background: Hunted (Ussura) 2, Hunted (Montaigne) 3
  Knacks: Ambush 2, Attack (Fencing) 2, Attack (Firearms) 2, Cav-
  alry Attack (Fencing) 3, Climbing 1, Dancing 1, Diplomacy 1, Eti-
  quette 2, Fashion 3, Footwork 3, History 1, Mathematics 1, Mooch
  3, Occult 4, Oratory 1, Parry (Fencing) 3, Philosophy 2, Reload 3,
  Research 1, Scrounging 3, Socializing 2, Sprinting 2, Stand Watch
  2, Street Navigation 4, Throwing 2, Underworld LoReflexes 1, Un-
  obtrusive 2
  Porté: (Adept) Attunement 4, Bring 4, Blooding 4, Pocket 4, Walk
  4, Catch 4
  Montaigne Porté Mage, Stranger in Strange Land
  Montaigne Porté Mage 8
  
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  heroes nervous (its surely making Kostya nervous).
  Suddenly, as the heroes are focusing on all the ravens and
  crows they hardly notice the figure of a man come out of the
  darkness. As Koshchei the Undying finally arrives, Kostya
  will let out a huge sigh of relief.
  Koshchei asks Kostya to make an introduction between the
  heroes and Koshchei, undoubtedly a few heroes might
  recognise the name. Once introductions are complete,
  Koshchei tells Kostya that he may go and thanks him for his
  favour. Turning to the heroes he tells them not to worry
  about the ravens, they are simply making sure that no one is
  spying upon them.
  Koshchei is here to get the heroes to go to Molhyna and free
  his descendent from whatever malaise that it is that has
  fallen over him. He is quite aware of the
  twists and turns in his Knias, but it is not
  his place, in his mind, to give too much
  information on the matter. He has
  manipulated things far too much already in
  bringing the heroes here and sending them
  on. While he would like to see his Molhyna
  out from under a traitor’s machinations, he
  is far more worried about a greater enemy.
  Koshchei is pretty sure he knows who this enemy
  might be and what he might be planning, but he may not be
  strong enough to confront it on his own…and Matushka
  seems…unavailable since the ending of the war with
  Montaigne and some other event that has occurred in the
  south. What Koshchei does know is that if he can get his
  “son” out from under the spell he is currently afflicted by
  and put down the traitor, a strong Knias could stop the plans,
  and for now, this is enough.
  Koshchei will not tell the heroes this, as it is far too much
  information for their needs. Instead he will take out a small
  flask of vodka, offering a sip to each. He then tells them the
  following. (Gamemasters, please change this “speech” to suit
  your needs, tone and style.)
  Thank you for coming.
  Kostya is a good man as was his son. You no doubt have a
  great concern at having such a meeting with one as myself
  at this time of night in such a place. This is understandable
  and quite logical; I do have something of a reputation as I
  understand it…so I will come straight away to the point if
  this pleases you?
  I need your help in delivering a set of correspondence to
  various lords and ladies in Molhyna for me: four letters and
  four people to be precise. This must be done with great care
  and respect for my privacy, if you take my meaning. He
  smiles. I do so value discretion, don’t you?
  If you could find in yourself a way to do this for me I can
  compensate you quite handsomely when you have completed
  this errand. To prove my point and generosity here is a
  demonstration of my favour that you may keep.
  At this one of Koshchei’s ravens flies forward and drops a
  small pouch in one of the heroes’ hands. It has three small
  rubies in it, easily 500 guilders in value worth of stones.
  Here are the four letters. He hands them
  a bundle tied with a waxed cord. Each is
  addressed and they are to be delivered in
  the order in which you find them top to
  bottom. I understand that you, not being
  heartless rogues and scoundrels, would
  never dare open and read such personal
  messages. The heroes get the hint that bad
  things will happen to them if they open and
  read the messages. I have taken the liberty of arranging for
  horses and foodstuffs for you, as well as procuring the aid of
  a guide if that is okay? I would suggest leaving as quickly as
  possible and I will await your return to Pavtlow.
  The guide and mounts await you at your residence so that
  you may collect whatever belongings you might need.
  Good night.
  With that Koshchei will start to walk away and the murder of
  ravens will begin to fly about in a confusing pattern,
  sometimes blocking the heroes view of the retreating man.
  At one point Koshchei will simply disappear, having turned
  into a raven and joined the birds flying about. He will follow
  them back to the hotel and watch their departure from the
  city.The letters given to the heroes by enigmatic Koshchei
  are addressed to the following people.
    Sofia Linauisova. Sofia is a noblewoman with a large
  amount of land under her protection and authority. Her
  manor lies some 500 miles north east of Pavtlow. The heroes
  have, in all likelihood, never heard of the Lady Sofia, as she
  
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  rarely ever leaves her lands.
    Viacheslav Tchernivich. (Ussura p38) Is the governor of
  Eniseisk. He is a former soldier and a good man. Only those
  heroes familiar with Eniseisk , the recent history of Molhyna
  or of the battles with the Kosar might have heard of
  Viacheslav.
    Father Rullo Genovich. This Orthodox Priest is a man of
  honour and strong belief in the spirit of man. Only the most
  ardent followers of the church and its priests as well as those
  informed about Molhyna could have possibly heard of this
  man.
    Knias Vladimir Goroduk Drakov v’Pietrov. Vladimir rules
  his Knias with a rather terrifying fist, but this was not always
  so… It was said that before the death of his wife, that
  Vladimir worked very hard to undue the evil mastered and
  manufactured by his father. But since the death of his love, it
  is said he is fast on the road to become even more terrifying
  then his sire.
  Soft Point 11: Not So Adventurous
  If the heroes decide to not help Koshchei here are several
  ways you might get them to come around. Use them as you
  might need, or think that they might work best with your
  particularly stubborn set of players.
    1. They will find a rather large contingent of Stelets waiting
  for them. This force is meant to over take the heroes and
  throw them into prison. After a week in an Ussuran cell they
  might be more inclined to help Koshchei. However now they
  are not getting paid for it.
    2. They could suddenly find themselves each under a
  terrible curse enacted upon them by Koshchei. Such curses
  should hit each hero where they are most vulnerable and
  should be unpleasant to an extreme. The curse will not
  bother then as long as they are doing what Koshchei wants
  and he will remove it when they return.
    3. The heroes could make it to their room then awaken,
  unable to move with Koshchei standing in the room, over
  them. He can simply tell them to do what he wants, perhaps
  displaying some pyrotechnics and how it is quite unwise to
  make him angry.
    4. Each hero suddenly discovers a loss of something very
  important to him or her. Guess who has it and guess who
  will give it back when their done doing what he wants.
    5. A kindly old woman and her granddaughter approach the
  heroes and sit and have tea with them and she tells them a
  terrible story of retribution and pain and death. (Make it
  graphic and fit the phobias and fears of the heroes and
  players.) She then tells them that this is their fate if they do
  not follow the course set to them the night before.
  If the heroes attempt to open the letter they will find that
  there is something about the letters that makes them unable
  to open them. It is a deep sense of foreboding mixed with the
  way it used to feel as a child when they knew they were not
  supposed to do something and they were contemplating
  doing it anyway. If the players persist, tell them straight up
  that they know something very bad will happen to them if
  they open a letter and remind them that there are much
  greater things to be feared then death. If the “heroes” persist,
  give them your worst. Koshchei, at over a 1000 years old, is
  very capable of the most horrid of thoughts and actions a
  man could possibly have.
  Soft Point 12: Wolves on the Prowl
  As the heroes make their way out of the cemetery and back
  to their accommodations they will get the feeling that they
  are most definitely not alone. As they continue they will get
  the sense of movement first to their left, then to the right.
  Then they will notice several pair of yellow eyes looking at
  them from the darkness ahead…and then to the left…right
  and finally, behind them. They are surrounded.
  These wolves are simply hungry and see the heroes as an
  easy meal, but their appearance will undoubtedly inspire
  suspicion and worry within the group, which is a good thing.
  If it suits your game and style to have these beasts here for
  more reason then a quick meal, feel free to make them spies
  of The Wolf or even Knias Aleksi, or some other power you
  desire them to be mastered by. The wolves will try and keep
  several heroes distracted while the rest of the pack attempts
  to get some food and run. Overly loud noises, or a good hit
  will likely send any of these hungry beasts off to find easier
  prey.
  Hard Point 4: A Guide to Molhyna
  When the heroes arrive to their residence they will find a
  horses for each member of the group plus one more. On this
  horse’s saddle sits a crow with a small string and card
  attached to its leg. In small careful script it says, “This is
  your guide. When you are ready show it the first letter.”
  
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  Once the heroes collect their gear they will find out from the
  innkeeper that their bill has been taken care and the
  innkeeper wishes them a safe and profitable journey and
  hopes they will come again soon.
  The heroes are welcome to rest the night and leave in the
  morning or to leave right way. In any event when they show
  the bird the first letter, it will squawk and fly off expecting
  the heroes to follow it out of Pavtlow and to the east,
  towards long distant Molhyna.
  The journey from Pavtlow to the manor of Sofia Linauisova
  is nearly 500 miles, no small journey indeed. If the heroes
  push their steeds and travel as much as safely possible they
  can make the trip in about nine days. If they take a more
  relaxed stance on the trip it will take about twelve days.
  Really pushing it might make it as little a seven, but this will
  surely result the in the loss of several horses. About half the
  time they will likely be able to find a farm, or small village
  in which to hold up for a night.
  Each day the raven will be with the group and will
  unerringly lead them in the direction in which they must go.
  If they treat the bird right, it might help them later on, such
  as warning them of approaching men or wolves, or it may
  lead them into some trouble if they treat it badly, as you see
  fit. As to how complicated this trip is ultimately up to you.
  Here are several possible ideas and hooks for the long trip
  east and north of Pavtlow. Keep in mind that you could run
  one of the soft points from the beginning of the adventure
  that you did not use.
  Soft Point 13: The Wulv
  A group of men lead by a man simply known as Wulv (a
  rather ruthless skin-changer) hound the heroes’ trail. The
  Knias of Rurik has sent the men to investigate Lake Vigil as
  well as look into the heroes. Wulv and his men are careful,
  practised hunters. As shown in the sidebar, Wulv is a tough
  villainous adversary…if you want or need to tone him down
  please feel free to. If you are looking for an Ussuran nature/
  hunter oriented Villain to boost your game’s danger level,
  Wulv’s your man.
  Soft Point 14: Men on the prowl
  Some hunters or bandits have come upon the heroes trail and
  decided to “get into some trouble”. Times are tough, the War
  with Montaigne has left many dissatisfied and more still on
  hard times. Such times breed hard men. These men could be
  Montaigne or Ussuran deserters or simple local folk who
  have been to hard pressed by their noble protectors.
  Wulv 7th Sea - Villain
  Brawn 4, Finesse 3, Reflexes 5, Wisdom 3, Panache 3
  Reputation: -22
  Adv: Bogatyr, Cold Climate Conditioning, Fhideli, Fhideli Connec-
  tion (3), Montaigne, Pyeryem Sorcerer (Full Blooded), Swords-
  man’s Guild Member, Théan, Teodoran (R/W), Ussuran (R/W)
  Arcana: Ruthless
  Knacks: Ambush 5, Astronomy 1, Attack (Bow) 2, Attack (DF) 3,
  Attack (Hand Axe) 2, Attack (HWeapon) 4, Bear Hug 2, Break 4,
  Break Fall 2,Long Distance Running 4, Cheating 2, Climbing 4,
  Direction Sense 4, Escape 2, Fishing 3, Footwork 2, Gambling 3,
  Grapple 3, Head Butt 1, Heavy Weapon 2, History 2, Mathematics
  1, Occult 3, Parry (Hand Axe) 2, Parry (HWeapon) 3, Philosophy 2,
  Research 1, Ride 3, Scrounging 2, Shadowing 4, Skinning 3, Snap-
  shot 3, Socializing 2, Sprinting 2, Stealth 3, Street Navigation 2,
  Survival 5, Swimming 1, Throw (Hand Axe) 2, Throwing 2, Track-
  ing 5, Trail Signs 2, Trick Shooting 2, Underworld Lore 2
  Bogatyr Swordsman: (Journeyman) Lunge 5, Pommel Strike 4,
  Throw (Axe) 4, Exploit Weakness (Bogatyr) 4
  Pyeryem: (Adept) Man 4, Speak 4, Wolf 5, Boar 4, Fish 4
  Wulv, Dangerous Agent of Rurik
  Ussuran Fighter 2 / Pyeryem 8 / Wanderer 1 / Bogatyr 3: CR
  14; HD 13d10+d8+14; hp 89; Init +0; Spd 30 ft; AC 17 (+7 udp);
  Base Atk +13; Grapple +16; Atk mw battleaxe +18 melee (d8+8;
  x3) or battleaxe +14 ranged (d8+8; x3) or longbow +13 ranged (d8;
  x3); Full Atk mw battleaxe +18/+13/+8 melee (d8+8; x3) and claw
  +11 melee (d6+3) or battleaxe +14 ranged (d8+6; x3) or longbow
  +13/+8/+3 ranged (d8; x3); SA accuracy with axes, all in attack,
  pyeryem adept (tiger’s claw); SQ evasion, forms(boar, fish, fox,
  goshawk, wolf), shape of the beast, transformation 3/day; SV Fort
  +13, Ref +9, Will +9; Str 16, Dex 10, Con 12, Int 14, Wis 14, Cha
  10; Skills: bluff +5, climb +13, escape artist +4, gather information
  +6, hide +11, knowledge (arcana) +9, knowledge (astronomy) +4,
  knowledge (history) +7, knowledge (local) +5, knowledge
  (mathematics) +4, knowledge (philosophy) +7, move silently +11,
  profession (skinning) +7, ride +7, sleight of hand +4, speak lan-
  guage (fhideli, montaigne, teodoran, théan, ussuran), survival +15,
  swim +4, tumble +4; Feats: cold climate conditioning, cruel (flaw),
  full blooded (pyeryem), half blooded (pyeryem), iron will, lunge,
  power attack, run, ruthless (wile), track, unarmored defense profi-
  ciency (beginner), weapon focus (battleaxe), weapon specialization
  (battleaxe); Spells (4/5/4/3/2) animal friendship, hold animal, de-
  tects snares and pits; animal messenger, barkskin; bull’s strength,
  cat’s grace; charm monster, phantom steed; summon nature’s ally
  IV, locate creature
  
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  Soft Point 15: Free Like the wind
  Perhaps the heroes could come upon an Fhideli caravan.
  Such a band of men and women could easily bring the
  heroes several adventures. They could ride with the caravan
  for part of the way, in which case certain social foibles could
  easily be made. Such foibles could bring great tension and
  hostility, a perfect chance for the players to roleplay and
  simmer down such hot-blooded people. Finding a missing
  child or saving a young colt could make them a good friend
  of the Fhideli.
  Soft Point 16: Blackness of Hell
  It is very likely that at some point in time the heroes will
  encounter the Oprechnina (“The Blackness of Hell”), which
  is the personal army of the Knias of Molhyna. It is hardly
  likely that such an encounter will be peaceful. The
  Oprechnina is used to getting what it wants and when.
  The leader of the band will want to know where the heroes
  are from, where they are going, what is their business and if
  they hear of the letters, will want them given to them now
  and they are not afraid to kill the heroes for disobeying them.
  These men are black-hearted thugs who believe that they
  literally have nothing to fear no matter how evil their actions
  might be.
  Should they get a hold of the letters, the leader will try and
  open one and as he does so something very terrible will
  happen to him. He could fall to the ground clutching his face
  and throat before dying after several moments of the most
  horrid and agonising screams the heroes will have likely ever
  heard, or possibly he will simply burst into flame. No matter
  what, anything happening to the commander will spur one of
  the group’s numbers to attempt to escape and the rest to
  attack the heroes without mercy.
  Hard Point 5: Manor of Lady Sofia
  After nearly two weeks of travel across the broad northern
  plains and farms of Molhyna the group of heroes and their
  raven guide come upon the large manor of Lady Sofia
  Linauisova. As they approach the bird will circle away from
  the group and take a spot in a nearby tree, seemingly content
  there.
  The boyar’s homer is a two-story building, spread out, with a
  large structure that must be a stable as well as two other
  smaller houses. Several men and woman work the grounds,
  Oprechnina Mid-ranking Officer
  7th Sea - Henchman
  Brawn 3, Finesse 3, Resolve 3, Wisdom 2, Panache 2
  Reputation: –30.
  Adv: Commission, Théan (R/W), Toughness, Stelets Membership
  (Oprechnina), Swordsman’s Guild Membership, Ussuran (R/W)
  Bogatyr (Apprentice): Lunge 2, Pommel Strike 2, Throw (Axe) 2,
  Exploit Weakness (Bogatyr)
  Archer: Attack (Bow) 2, Fletcher 2
  Athlete: Climbing 2, Footwork 2, Sprinting 1, Throwing 2
  Firearms: Attack (Firearms) 2
  Heavy Weapon: Attack 3, Parry (Heavy Weapon) 3
  Hunter: Stealth 2, Survival 3, Tracking 2
  Rider: Ride 2
  Sentry: Etiquette 1, Stand Watch 2, Unobtrusive 1, Menace 1, Am-
  bush 2
  Shield: Parry (Shield) 3
  Oprechnina Officer, Mid-ranked Handler
  Ussuran Fighter 4 / Bogatyr 1: CR 5; HD 5d10+5; hp 32; Init +2;
  Spd 30 ft; AC 14 (+2 Dex +2 armor) or 16 (shield); Base Atk +5;
  Grapple +7; Atk +9 mw battleaxe melee (d8+4; x3) or +8 battleaxe
  ranged (d8+4; x3; 10ft incr.) or composite (+2 Str) longbow +7
  ranged (d8+2; x3) or pistol +7 (d10; x30); SA accuracy with axes;
  AL LE; SV Fort +6, Ref +3, Will +3; Str 15, Dex 14, Con 12, Int
  14, Wis 8, Cha 10; Skills: climb +5, craft (fletching) +3, hide +6,
  intimidate +4, knowledge (nobility and royalty) +2, listen +1, move
  silently +5, ride + 4, speak language (théan, ussuran), spot +1, sur-
  vival +4; Feats: exotic weapon proficiency (firearms), expertise,
  iron will, pommel strike, power attack, skill focus (move silently),
  track, weapon focus (battleaxe), weapon specialization (battleaxe)
  Oprechnina 7th Sea - Brutes
  Threat Rating: 2
  Usual Weapons: Axes/Swords (Large Weapons: 9), Archery (6)
  TN to be Hit: 15
  Knacks: Ambush 2, Etiquette –1, Menace 1, Riding 2, Tracking 1,
  Underworld Lore 1
  Oprechnina, Member of the Blackness of Hell
  Ussuran Warrior 2: CR 1; HD 2d8; hp 9; Init +1; Spd 30 ft; AC
  12 (+1 Dex +1 armor); Base Atk +2; Grapple +3; Atk battleaxe +3
  melee (d8+1; x3) or longbow +3 ranged (d8; x3); AL LE or NE; SV
  Fort +3, Ref +1, Will -1; Str 13, Dex 12, Con 11, Int 10, Wis 8, Cha
  9; Skills: gather information +2, hide +3, intimidate +1, move
  silently +3, ride + 4, survival +0; Feats: skill focus (gather informa-
  tion), track
  
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  all of who watch curiously as the heroes ride up. Before the
  heroes get to the house one of the servants, a small woman,
  runs into the house and as the heroes ride up, a fairly formal
  looking man, a servant by his dress, walks out of the front
  door and bows in respect to the heroes.
  This is Vyslav, Sofia Linauisova’s butler and seneschal. He
  smiles and greets the heroes fairly, snapping his fingers for
  two of the servants to gather the horses from the heroes. He
  takes their names, and escorts them into the house to a
  drawing room. He tells them that beverages will be brought
  in immediately and asks for their patience while he speaks to
  the Lady Sofia Linauisova.
  True to Vyslav’s word, the heroes are in the warm and
  comfortable room for only a few minutes before a servant
  girl in modest but clean clothing comes in with a tray of
  drinks. Ten minutes later Vyslav returns and welcomes the
  heroes in the name of his Lady and bids them to take the
  opportunity to clean up after several days on the road and to
  perhaps take a rest before dinner this evening where the
  Lady will be available to meet with the heroes and speak
  with them.
  If the heroes try and just drop off the letter and run, Vyslav
  will not stop them, but he will explain that his Lady will be
  most disappointed if the heroes do not at least dine with her
  this evening so that she may speak with the heroes at length
  of the world abroad. However, if the heroes need to go, they
  need to go. If the heroes do leave continue onto soft point
  seventeen.
  If the heroes do stay they are each given a small if not very
  comfortable room. A pair of servants will be put at their
  disposal who will help them with drawing baths, pressing
  clothes or any other general tasks the heroes might need. The
  servants are tight-lipped but canny heroes might get any
  number of the following tidbits. Each tidbit should be taken
  and used to best suit the tone and flavor in which you are
  running this adventure.
  1. That there are few guests this far into Molhyna.
  2. The people under Sofia Linauisova are happy.
  3. The Oprechnina are feared greatly and work with
  Sofia Linauisova 7th Sea - Henchman
  Brawn 1, Finesse 2, Reflexes 4, Wisdom 3, Panache 2
  Reputation: 20
  Advantages: Age & Wisdom (Middle Age), Cold Climate Condi-
  tioning, Noble, Théan (R/W), Ussuran (R/W), Servants
  Arcana: Stubborn
  Knacks: Animal Training 1, Attack (Knife) 2, Diplomacy 2, Eti-
  quette 2, Fashion 1, Gossip 2, Memorizing 2, Oratory 2, Parry
  (Knife) 2, Ride 2, Scheming 1, Seduction 1, Sincerity 2, Throw
  (Knife) 1,Dancing 3
  Sofia Linauisova, Loyal Boyar
  Ussuran Aristocrat 3: CR 2; HD 3d8; hp 13; Init -1; Spd 30 ft;
  AC 9 (-1 Dex); Base Atk +2; Grapple +0; Atk mw dagger +2 melee
  (d4-2; 19-20/x2); AL NG; SV Fort -1, Ref +0, Will +5; Str 7, Dex
  9, Con 10, Int 13, Wis 14, Cha 10; Skills: bluff +6, diplomacy +5,
  gather information +4, handle animal +4, intimidate +1, knowledge
  (nobility and royalty) +6, perform (dancing) +6, perform (oratory)
  +4, ride +4, speak language (théan, ussuran); Feats: cold climate
  conditioning, expertise, iron will, parry, stubborn (hubris)
  Vyslav ( aka Gregoir the Spy ) 7th Sea - Villain
  Brawn 2, Finesse 2, Resolve 3, Wits 4, Panache 3
  Reputation: 0
  Adv: Night Trained, Théan (r/w), Teodoran (R/W), Ussuran (R/W)
  Arcana: Deceitful
  Courtier: Dancing 1, Etiquette 2, Fashion 2, Oratory 3, Diplomacy
  1, Gaming 3, Gossip 3, Lip Reading 3, Memorizing 3, Mooch 2,
  Scheming 2, Sincerity 2
  Dirty Fighting: Attack (Dirty Fighting) 3, Attack (Improvised
  Weapon) 3, Eye-gouge 3, Kick 2, Parry (Improvised Weapon) 5,
  Throat Strike 4, Throw (Improvised Weapon) 2
  Rider: Ride 2
  Servant: Etiquette 2, Fashion 2, Menial Tasks 3, Unobtrusive 4,
  Accounting 2, Drive Carriage 2, Drive Sleigh 2, Gossip 3, Haggling
  2, Seneschal 2, Valet 3
  Spy: Shadowing 3, Stealth 3, Bribery 2, Conceal 4, Cryptography 2,
  Disguise 5, Forgery 3, Interrogation 2, Lip Reading 3, Memorizing
  3, Poison 2, Sincerity 2
  Vyslav, Gregoir the Spy
  Ussuran Assassin 2 / Courtier 1 / Spy 4: CR 7; HD 7d6; hp 24;
  Init +0; Spd 30 ft; AC 10; Base Atk +4; Grapple +4; Atk dagger +4
  melee (d4; 19-20/x2) or dagger +4 ranged (d4; 19-20/x2); SA death
  attack (DC 14), sneak attack +3d6; SQ alias (DC 36), brilliant get-
  away, contacts, poison use, style and grace, talent, wealth; AL NE;
  SV Fort +1, Ref +7, Will +4; Str 10, Dex 11, Con 10, Int 15, Wis
  13, Cha 14; Skills: bluff+9, diplomacy +7, disguise +10, forgery
  +9, gather information +10, hide +6, intimidate +8, knowledge
  (cryptography) +5, knowledge (economics) +8, knowledge (nobles)
  +7, move silently +6, perform (dance) +6, perform (oratory) +10,
  profession (servant) +8, ride +5, speak language (théan, ussuran),
  spot +5; Feats: blindfight, deceitful, expertise, parry
  
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  impunity.
  4. Sofia Linauisova is a good woman who is not happy at
  current events of late.
  5. Koshchei has been to the house before, several years ago.
  6. Viacheslav Tchernivich has never been to the house,
  though a few of the servants might have been soldiers under
  his command.
  7. No one has heard of Father Rullo Genovich at the Manor.
  8. The servants will not dare to communicate any displeasure
  of the Knias, though a few of the older ones might sadly
  shake their head in sorrow.
  After the heroes clean up and rest a bit they are welcome to
  walk the grounds of the estate, which are well cared for but
  somewhat wild compared to the carefully sculpted gardens
  of the Avalon, Montaigne and Castillian nobles. A hour or
  so after sunset Vyslav will come to the heroes and ask that
  they follow him to dinner. The Lady Sofia puts out a rather
  nice spread for the heroes, but nothing extravagant or over
  the top. The food is simple, but flavourful and is well
  proportioned; it is a meal set to impress the frugality of the
  host yet the importance of the guest to the host.
  Lady Sofia will come into the dinning hall just after the
  heroes get a drink. She introduces herself and takes in the
  heroes’ names then thanks the heroes for being her guest.
  Sofia has a lot of questions in regards to the world outside
  her domain. She will want to hear about their trip, their time
  in Pavtlow and especially of the world beyond Ussura.
  Eventually, if the characters do not, she will come to the
  point of asking why the heroes are here and will take
  possession of the letter from them, which she in turn gives
  directly to Vyslav and asks him to place it upon her desk.
  She’ll look back to the heroes and tell them that she will
  look upon the letter after dinner, and if need be have a
  response for them to return in the morning. For now though,
  she is simply desirous to have a good time and will have one
  of her servants sing a song or play the guslyar (a stringed
  instrument).
  Sofi tries to avoid politics, though she is passionate about
  her people. If the heroes can get her going, especially after
  several vodkas, she will voice her disdain and hatred for the
  Oprechnina and sorrow and fear of the Knias. It will appear
  to the heroes that her servant, Vyslav, will do anything he
  thinks he needs to do to save his lady from speaking up too
  much, but in reality this is not the case.
  Vyslav is a spy for the leader of the Oprechnina, Parigorii
  Kalenikov (Ussura p119) and he is trying his best to
  maintain his cover yet at the same time get concrete evidence
  to use against this uppity boyar and these strangers. He
  already tried to open the letter when Sofia asked him to put
  it up on the desk but he got a strange sense of foreboding
  and he wisely stopped. He decided it might be best to try and
  read it after the Lady opened it, perhaps.
  Soft Point 17: Drop and Run
  If the heroes simply drop off the correspondence and
  continue on they will miss the attack on Lady Sofia
  described below and will not know that there’s now a squad
  of Oprechnina now after them. The squad should fall upon
  them some few days later seeing to capture them; hopefully
  the heroes are up to the challenge.
  Hard Pt 6: Oprechnina in the Night
  After a heavy diner, several songs and more vodka the
  heroes and the Lady Sofia are all quite ready for bed. After
  looking over the letter Sofia will be anxious and will start
  drawing several small notes together, during this time
  Vyslav is able to get a few sneak peeks of the
  correspondence and decides to send a small messenger bird
  off himself.
  Several hours later, near to three am, the Lady Sofia asleep
  at her desk, pen in hand a large band of Oprechnina
  approach the house. Their mission is to take the Boyar and
  Oprechnina 7th Sea - Brutes
  Threat Rating: 3
  Usual Weapons: Axes/Swords (Large Weapons: 9), Archery (6)
  TN to be Hit: 20
  Knacks: Ambush 3, Etiquette 0, Menace 2, Riding 2, Tracking 2,
  Underworld Lore 2
  Oprechnina, Seasoned Fighter
  Ussuran Fighter 1 / Rogue 1: CR 2; HD d10+d6+2; hp 11; Init
  +2; Spd 30 ft; AC 14 (+2 Dex, +2 mw leather armor); Base Atk +1;
  Grapple +3; Atk battleaxe +3 melee (d8+2; x3) or longbow +3
  ranged (d8; x3) or pistol +4 ranged (d10; x3); SA sneak attack
  +1d6; SQ trapfinding; AL LE or NE; SV Fort +3, Ref +4, Will +1;
  Str 15, Dex 14, Con 13, Int 12, Wis 8, Cha 10; Skills: gather infor-
  mation +5, hide +5, intimidate +5, move silently +5, ride +5, speak
  language (théan, ussuran), survival +3; Feats: exotic weapon profi-
  ciency (firearms), iron will, track, weapon focus (pistol)
  
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  her guests as prisoner and burn the house.
  The heroes are given fair warning however by the raven.
  Either it’s pecking at a hero’s head (if the window was left
  open) or the gentle wrapping at the window. As the hero
  looks to the bird he will see the two-dozen horsemen coming
  in the distance. Vyslav will attempt to maintain his cover; he
  is not willing to give the heroes a target for their aggression.
  It will not take the men of the Oprechnina long to get to the
  house and Lady Sofia will spare no time in getting the
  heroes out of the house via a small secret tunnel. She tells
  them that they must go on, that she will distract the
  Oprechnina as best she can while they get away under the
  cover of darkness. She gives them a small letter to give to
  Viacheslav Tchernivich and thanks them for their efforts.
  Sofia tells them that what they are doing is very important
  and that they cannot let anything stop them from their duty.
  She tells them a servant with horses will be waiting for them
  a mile east from where they exit.
  A short time later the heroes come out from the tunnel into a
  small copse of trees. They are about a fifth of a mile east of
  the house and can easily see the front of it. There’s shouting
  and it is obvious that the Oprechnina are not happy at all and
  want to know where the Lady’s guests are. They can see
  Sofia talking but there’s no way to read her lips or to hear
  her. Whatever she says it makes the Oprechnina furious and
  he pulls out a pistol and shoots the woman. The servants cry
  out and the Oprechnina commence to finish the job and burn
  the house.
  The heroes might try and stay and fight alongside the Lady
  Sofia but she will plead for them to escape and complete
  their duty. They might try and convince her to go along, but
  she knows that if she can stall the Oprechnina the heroes will
  have an easier time of it. She truly doesn’t believe (or
  perhaps doesn’t care if) anything bad will happen to her
  despite the reputation of the stelets. The fact that the man
  kills her is a surprise even to himself, to be honest…that was
  not his orders, she just happened to push the exact wrong
  button.
  If the heroes kidnap the Lady, they will have a rougher time
  of getting away as the stelets will automatically be searching
  the woods. The stelets should be difficult, and more then
  likely more then a match for the heroes. After all, they have
  been warned of the number of heroes and perhaps even their
  competency by the master spy.
  Does Lady Sofia need to die? No, but her death sets up to
  the heroes what level of “game” they are now playing. If a
  soldier is willing to kill one of the nobles in such a brutal
  fashion, there is little doubt as to what will happen to them.
  This tragic death will also set for the heroes that there is a
  struggle between good and evil happening in Molhyna and
  that the Oprechnina are most definitely not serving the side
  of good.
  Good to her words, there is a servant waiting for them with
  their horses. They will see the raven sitting with them,
  waiting for the heroes to mount up before flying to guide
  them away. The servant will let them have the horses and
  telling them he knows of a village he can (and will) run to,
  runs off into the night after wishing the heroes luck.
  Soft Point 18: Oprechnina Scouts
  As the heroes collect the horses from the tearful servant (he
  can hear what is going on in the distance) a trio of men,
  Oprechnina scouts see the heroes and attack. One has a horn
  that he could call on but a canny hero should be able to stop
  him from doing so. In fact, unless you want the characters to
  battle the Oprechnina, the man should be stopped, but the
  player will not know this and you can play it up with
  dramatic zeal, allowing the heroes this minor victory on this
  very dark night.
  Hard Point 7: Eniseisk
  The road to Viacheslav Tchernivich (Ussura p38) and the
  city of Eniseisk is a long one, longer then the one from
  Pavtlow to Lady Sofia’s manor by nearly 150 miles. No
  doubt the heroes will be pushing their mounts to get the next
  letter to its recipient. The chance for encounters across this
  distance and time are most definitely possible. Villages and
  communities could each have their own little problems that
  they could drag the heroes into.
  The heroes could easily run into Oprechnina patrols. These
  patrols would likely not know of the heroes’ plot and
  mission and would simply be patrols looking for signs of
  trouble. Weather could become a problem in the form of
  heavy thunderstorms. Again, bandits and Fhideli could be a
  thorn in the heroes’ side.
  And lastly, there are the animals of the wild, such as wolves
  that may or may not be more then they seem as well as other
  more supernatural forces (nature spirits, ghosts, etc.) that
  might take an interest in the heroes as they race along.
  
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  And lastly, if you so choose, perhaps the Oprechnina at the
  Lady Sofia’s house have found the heroes tracks and now
  give pursuit to them. A cat and mouse chase might work
  very well for you and your group, with the raven perhaps
  helping the group by warning them of their arrival. This
  might allow the heroes’ time to set-up an ambush and get
  revenge upon the men who murdered the Lady and her
  servants.
  In any event, the heroes should arrive at Eniseisk some week
  and a half to two weeks following the attack on Lady Sofia.
  It is unlikely that news of the event has reached the small
  community given the fact that it was a night attack, that the
  heroes are moving so fast and that the Oprechnina doesn’t
  want the other nobles alarmed unnecessarily.
  Eniseisk (Ussura p38) is the home of 35,000 or so folk and
  sits on the eastern edge of Lake Vigil (Ozero
  Bodrustvovany). The heroes will easily be able to find a
  small hotel or inn in the city, though their appearance will
  undoubtedly call attention…it is not that often that they get
  travellers from so far away, after all. It would be right to
  guess that Viacheslav Tchernivich will hear of the heroes’
  arrival before they find him.
  Viacheslav Tchernivich is an honourable man who has great
  concerns weighing on his mind and soul. He fears for his
  people and his lands to the point that he is actually
  considering declaring his independence from the Knias and
  from the Gaius, he only waits to see what happens to the
  Kosar and their bold declaration of independence.
  Viacheslav is also a smart and cautious man, he will wish to
  make sure the heroes are not some spy sent from
  Sladivgorod. The note from Sofia (which only says, “Trust
  them Viacheslav dear.” if the heroes check.) and the letter
  from Koshchei will bring the heroes into the confidence of
  the ruler of Eniseisk.
  He will tell them of the bright hope that all thought Vladimir
  Drakov v’Pietrov was going to be and the dark day that the
  Knias’ ladylove was killed. He will not tell them what is on
  the letter from Koshchei, but he understands that they must
  go to Sladivgorod. He will help them as best he can, getting
  a small launch to take them across the Lake after they have
  had a good night’s rest and a small feast at Viacheslav’s
  table.
  What the heroes do not know is that Koshchei has called
  upon Viacheslav to begin crafting a small army of trusted
  men and women who Viacheslav knows will not sit idly by
  while evil and tyranny run rampant if they are given a leader.
  Viacheslav is not that leader, but he can bring the small but
  dedicated to that leader, if he or she can be brought before
  them by the heroes, which is why they must go onto
  Sladivgorod. Though he will not tell them this.
  When Viacheslav commented on the group sailing across
  Viacheslav Tchernivich 7th Sea - Hero
  Brawn 4, Finesse 3, Resolve 4, Wits 4, Panache 2
  Reputation: 21
  Advantages: Academy, Age & Wisdom, Eisen (R/W), Natural Apti-
  tude (Strategy), Noble, Théan (R/W), Ussuran (R/W)
  Archer: Attack (Bow) 3, Fletcher 4, Horse Archery 3, Trick Shoot-
  ing 4
  Bodyguard: Interpose 3, Shadowing 1, Unobtrusive 2, Cold Read 3,
  Menace 3
  Commander: Strategy 3, Tactics 3, Artillery 1, Cartography 2,
  Diplomacy 2, Gunnery 1, Incitation 3, Leadership 4, Logistics 4
  Firearms: Attack (Firearms) 3, Reload 3
  Heavy Weapon: Attack (Hv Weapons) 4, Parry (Heavy Weapon) 4
  Hunter: Stealth 2, Survival 4, Tracking 4, Trail Signs 2, Traps 3,
  Ambush 3
  Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 2
  Politician: Etiquette 1, Oratory 2, Socializing 3, Diplomacy 2, Inci-
  tation 2, Politics 2, Rabble-Rousing 2, Scheming 2
  Rider: Ride 4
  Viacheslav Tchernivich, Ussuran Hero
  Ussuran Courtier 2 / Fighter 2 / Noble 5 / Ranger 2 / Captain 2:
  CR 13; HD 4d6 + 7d8 + 2d10 + 13; hp 70; Init +0; Spd 30 ft; AC
  10; Base Atk +8; Grapple +9; Atk mw greataxe +10 melee (d12+1;
  x3) or mw composite (+1 Str) longbow +9 ranged (d8+1; x3); Full
  Atk mw greataxe +10/+5 melee (d12+1; x3) or mw composite (+1
  Str bonus) longbow +7/+7/+4 ranged (d8+1; x3); SA favored en-
  emy (animal), taunt; SQ commanding presence+2,cunning plans,
  motivational speech,  seduction, style and grace, wealth, wild empa-
  thy +3; AL NG; SV Fort +8, Ref +3, Will +15; Str 13, Dex 10, Con
  12, Int 16, Wis 13, Cha 10; Skills: craft (arrowmaking) +9, craft
  (maps) +9, craft (strategy) +9, craft (traps) +6, diplomacy +6, hide
  +6, intimidate +8, knowledge (economics) +11, knowledge
  (nobility) +8, listen +4, move silently +6, perform (oratory) +10,
  profession (siege engineer) +4, profession (tactician) +9, ride +10,
  sense motive +11, speak language (eisen, théan, ussuran), spot +4,
  survival +10; Feats: academy(diplomacy, ride, sense motive), exotic
  weapon proficiency (firearms), expertise, leadership, iron will,
  mounted archery, mounted combat, parry, rapid shot, skill focus
  (knowledge (economics), profession (tactician)), track
  
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  Lake Vigil what he meant was that they would be riding
  around the coast of the of the lake, as far as anyone
  knows…no one has ever sailed the large inland sea.
  In the morning Viacheslav will introduce the heroes to a trio
  of brothers: Nikita, Fyodor and Ilya. These men will take the
  heroes aboard a rather large fishing boat and that will take
  them along the coast to the far western point of the Lake.
  Viacheslav will give the heroes clothing more appropriate
  for this region, which he hopes will make them a little less
  conspicuous and tells the brothers to give the heroes some
  lessons in the way of thing while on the lake to help them
  blend in a bit more.
  The Lake, which is actually a sea the size of the island of
  Avalon is one of the most unusual places the heroes will
  come across in Ussura. The waters are clear and look
  inviting but are terribly bitter and are said to have been
  cursed by Matushka. They do not freeze in the winter and
  when the sun is not out, the fishermen stay off the lake. The
  brothers will warn the heroes of creatures and things in the
  lake best left undisturbed.
  One note of interest, the raven guide will not fly to the boat
  or over the lake at all. As in never. No mater what the heroes
  do, it simply will not fly above the lake, but will follow
  along above the shore and will not approach within twenty-
  five yards of the shore.
  The trip along the Lake’s side will save the heroes a several
  days, as the brothers are very experienced in these waters. At
  night they pull the boat ashore and take their rest with s
  small fire and a comfortable attitude. All in all it might take
  as little as four or five days and will also save the heroes
  from likely run-ins with the Oprechnina or some other
  villain or rival that might be after them.
  Soft Point 19: Another Spy?
  The heroes will likely be very suspicious of anyone and
  anything at this point, and with good reason. You could drop
  into their midst another spy, the Oprechnina will have them
  nearly everywhere after all, or you could drop in a red
  herring, perhaps letting them see something that looks
  suspicious but turns out to be something less then what it
  appears. Ie. The heroes see a local merchant passing a small
  vial of blue liquid to a man they later meet who is the cook
  of Viacheslav. What is this blue liquid? Why were they so
  clandestine in their trade of goods for money? To the heroes
  it will likely look like poison that they are maybe going to
  get fed later that night, but in reality it might simply be a
  perfume that the cook purchased for his girlfriend and does
  Oprechnina Spy 7th Sea - Henchman
  Brawn 2, Finesse 3, Reflexes 2, Wisdom 3, Panache 3
  Advantages: Appearance (Above Average), Night Trained, Small,
  Théan (R/W), Teodoran (R/W), Ussuran (R/W)
  Background: Debt 2, Obligation 2
  Knacks: Apothecary 3, Attack (Knife) 5, Balance 2, Balancing 2,
  Break Fall 2, Bribery 4, Compounds 1, Conceal 4, Cooking 2,
  Cooking 2, Cryptography 2, Dancing 3, Diagnosis 2, Diplomacy 1,
  Disguise 2, Etiquette 2, Fashion 2, Fashion 2, First Aid 2, Flora 2,
  Footwork 4, Hand Signs 2, Lip Reading 2, Memorizing 3, Menial
  Tasks 2, Mooch 2, Oratory 1, Parry (Knife) 3, Poison 3, Quack 3,
  Ride 2, Scheming 2, Seduction 3, Shadowing 4, Sincerity 1, Stealth
  4, Stunt 2, Throw (Knife) 2, Unobtrusive 3, Valet 4
  Oprechnina Spy, Coerced Local
  Ussuran Alchemist 1 / Spy 3 / Swashbuckler 4 - Small feat
  Nikita, Fyodor and Ilya 7th Sea - Henchman
  Brawn 5, Finesse 2, Reflexes 2, Wisdom 2, Panache 2
  Reputation: 8
  Advantages: Appearance (Above Average), Cold Climate Condi-
  tioning, Large, Ussuran
  Knacks: Attack (Bow) 3, Attack (Dirty Fighting) 3, Attack (Heavy
  Weapons) 2, Attack (Improvised Weapon) 1, Attack (Knife) 3, Bal-
  ance 3, Bear Hug 2, Break 1, Climbing 2, Drive Sleigh 1, Escape 3,
  Etiquette 1, Fashion 1, Fletcher 4, Gossip 1, Grapple 3, Head Butt
  3, Kick 4, Knotwork 4, Lake LoReflexes 4, Leaping 2, Menial
  Tasks 2, Parry (Heavy Weapon) 2, Parry (Improvised Weapon) 1,
  Parry (Knife) 1, Pilot 4, Ride 1, Rigging 3, Socializing 4, Stealth 2,
  Street Navigation 2, Survival 2, Swimming 3, Throw (Knife) 1,
  Tracking 1, Trick Shooting 3, Weather 1
  Nikita, Fyodor and Ily, Three Brothers
  Fighter 2 / Pirate 2 / Rogue 1 / Wanderer 1: CR 6; HD 4d10
  +d8+d6; hp 30; Init +0; Spd 30 ft; AC 10; Base Atk +4; Grapple
  +11; Atk knife +7 melee (d4+3; 17-20/x3) or composite (+2 Str)
  longbow +4 ranged (d8+2; x3); SA sneak attack +1d6; SQ evasion,
  damage reduction 2/-, trapfinding; AL N or NG; SV Fort +6, Ref
  +7, Will +1; Str 16, Dex 10, Con 11, Int 13, Wis 13, Cha 10; Skills:
  balance +7, climb +10, craft (arrowmaking) +6, escape artist +4,
  gather information +3, hide +3, intimidate +1, knowledge (local)
  +5, knowledge (nobles) +3, jump +8, move silently +3, profession
  (navigator) +5, profession (sailor) +5, ride +2, speak language
  (ussuran), survival +6, swim + 4; Feats: appearance (above aver-
  age), brawny, cold climate cond, expertise, improved grapple, im-
  proved unarmed strike, pirate trick (sea legs), two weapon fighting
  
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  not want his wife to know about it.
  Soft Point 20: A Dark Shape
  As the heroes are riding along, watching the brothers move
  the craft expertly along the shore one of the heroes suddenly
  sees a large, dark form pass underneath them without so
  much as causing any disturbance. The brothers will look
  nervous (they are not fools after all) but they will keep the
  craft moving.
  Soft Point 21: A Storm
  As they travel along, the sun starts to fade away as storm
  clouds move in. The brothers argue for several minutes
  amongst themselves then tell the heroes they must help them
  get the boat to the shore. As they just reach the shore and the
  rain starts something will bump the boat from underneath,
  but by this time the heroes and the brothers are safely on
  shore. The trio will not speak of what that was; only
  thanking Matushka that they got to the shore in time. They
  will not get the boat out onto the water until sunrise the next
  morning.
  Soft Point 22: Overboard
  As the boat moves along the heroes pass a small boy and his
  grandfather fishing. The boy waves to the heroes, the
  grandfather ignores them. Suddenly the boy’s fishing line
  shifts and as he goes to catch it, falls overboard. The
  grandfather calls out in horror. What do the heroes do? What
  is in the water with the boy?
  Soft Point 23: The Bereginia
  The Bereginia is a waterside spirit, a female. This spirit
  could essentially be anything you need as a Gamemaster.
  Some horrid monstrosity to terrorise your players with, or
  some simple and friendly spirit simply in need of
  conversation, or perhaps some oracle of sorts of something
  to come. Such spirits can hardly ever be killed by the
  mundane weapons and abilities of the heroes but something
  such as fire or perhaps even pure, clean, drinkable water
  might chase it off where swords and axes seem to have little
  effect on a spirit of water. If the heroes have an overly tough
  time of it, the three brothers could easily make a helpful
  suggestion.
  Grandfather 7th Sea - Henchman
  Brawn 3, Finesse 3, Reflexes 2, Wisdom 2, Panache 1
  Advantages: Age & Wisdom (Old), Ussuran
  Knacks: Attack (Heavy Weapons) 2, Attack (Knife) 4, Balance 3,
  Climbing 1, Diagnosis 2, First Aid 3, Fishing 5, Knotwork 4, Lake
  LoReflexes 3, Parry (Heavy Weapon) 2, Parry (Knife) 2, Pilot 2,
  Rigging 3, Shipwright 4, Surgery 1, Survival 3, Swimming 2,
  Throw (Knife) 1, Tinker 2, Trail Signs 1, Traps 2, Veterinarian 2,
  Weather 4
  Grandfather, Elderly Fisherman
  Ussuran Expert 4 / Warrior 1- Old
  Bereginia of Ozero Bodrustvovany 7th Sea - Henchman
  Brawn 2, Finesse 5, Reflexes 1, Wisdom 1, Panache 3
  TN to Be Hit: 30
  Attack: 8k5 Touch
  Damage: 5k2 shocking touch
  Fear Rating: 3
  Skills: Ambush 4, Swimming 6
  Special: The merees touch of this horrid and watery spirit is said to
  be enough to kill a man. Archaic geometric knots created by the old
  wives of the nearby villages stops a beast from getting to close.
  Pure water also drives them back. Any mortal weapon deals two
  less kept dice of damage.
  Bereginia of Ozero Bodrustvovany, Water Spirit
  Use Sea Hag or Nixie - Monster Manual ( p144 / 235 )
  Thing Under the Water 7th Sea - Villain
  Brawn 8, Finesse 2, Reflexes 2, Wisdom 1, Panache 1
  TN to Be Hit: 35
  Attack: 4k2 Bite; Damage: (10k2 Bite)
  Fear Rating: 4
  Skills: Ambush 4, Swimming 6
  Special: The “Thing” oozes a rather nasty inky-chemical, which
  makes getting a good look at the beast almost impossible. If the
  heroes could see it, it would look something like a demonic manta
  ray with two-dozen eyes (Perception 6k2). If the hero has contact
  with the chemical cloud about the beast they suffer –1 penalty to
  Brawn per Round, until they reach Brawn 0, then they sink and
  drown. The effect wears off with a hot soapy bath and a day’s rest.
  Thing Under the Water, Dangerous Creature
  Use Kraken - Monster Manual p162
  
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  Hard Point 8: Road to Sladivgorod
  Making landfall the brothers will help them unload their
  horses and say their goodbyes before setting back out for
  home as quickly as possible. At this point the heroes are
  merely three days away from Sladivgorod with a good road
  ahead of them. Though heavily patrolled by the Oprechnina,
  if the heroes do not go out of their way to attract attention
  and wear the clothing given to them by Viacheslav, they will
  likely get to Sladivgorod without too many problems. Smart
  heroes might even try and get themselves attached to a
  merchant’s caravan that might be heading towards the city.
  The day before they arrive at the city, they will be able to see
  it in the distance they will come upon a small sect of priests
  and monks making their way from the city. The heroes could
  take this opportunity to get an idea of what the mood of the
  city is, what news there might be and even if the priests have
  heard of Father Rullo Genovich and as to where he might be.
  To their surprise, they will find him standing before them.
  He is on his way to visit some family and friends in a village
  a day or so down the road. He is most surprised that the
  heroes are asking for him and at first he will be a bit taken
  aback, perhaps even worried that this might be some trick of
  some kind but something in his heart just tells him this is not
  the case.
  He will take the letter, confused at its presentation and step
  away to read it. After reading it, he will walk away a few
  more feet looking back at the city then will reread the letter.
  After this second reading, he nods, motions a sign of the
  cross of Theus and walks back to the heroes and throws the
  letter on a small cooking fire set to make lunch.
  He looks to his fellow priests and tells them that he must
  return to the city but that they are to go on ahead and give
  his love to family and friends as well as his apology for not
  being free to make it and that he will visit them soon,
  perhaps in a month or so. Confused they will do as asked
  and will leave the priest in the care of the heroes.
  Once out of earshot of his brethren he will turn back to the
  heroes. He tells them that he is aware that they must deliver
  their next letter to the Knias but warns them that this is
  impossible: No one gets in to see the Knias that does not
  pass the inspection of the Oprechnina, some 2,000 of which
  sit in his castle.
  The only chance they might have is if they can get around or
  past the guard and get before the Knias himself. Perhaps
  then the heroes could get the message into his hands. Father
  Genovich might just know of someone who might be able to
  help them out in this regard though they will have to get into
  the city first.
  Soft Point 24: The City Gates
  Getting into Sladivgorod should be fairly easy for the most
  part; the heroes will have enough to deal with soon enough.
  However, if you wish to have a small scene involving the
  bribing of the gate-guard or perhaps even having the group
  figure some alternate way into the city (such as climbing the
  wall at night) feel free, just keep in mind that getting in will
  not be nearly as dangerous and hard as getting out will be.
  Hard Point 9: Sladivgorod
  Once in the city the heroes, hopefully with the help of Father
  Genovich need to find a way into see the Knias without
  Father Rullo Genovich 7th Sea - Henchman
  Brawn 3, Finesse 2, Reflexes 5, Wisdom 3, Panache 2
  Reputation: 18
  Adv: Age & Wisdom, Faith, Home Neighborhood, Man of the
  Cloth, Ordained, Théan (R/W), Teodoran (R/W), Ussuran (R/W)
  Background: Moment of Awe 2, Nemesis 2
  Knacks: Astronomy 2, Calligraphy 2, Compounds 2, Diagnosis 4,
  Diplomacy 3, Etiquette 2, First Aid 4, History 3, Incitation 2, Law
  2, Mathematics 1, Menial Tasks 4, Mooch 3, Natural Philosophy 1,
  Occult 1, Oratory 4, Philosophy 4, Politics 2, Religious Lore
  (Orthodox) 4, Research 3, Scheming 2, Seneschal 2, Sincerity 3,
  Socializing 3, Street Navigation 2, Surgery 3, Theology 5, Under-
  world Lore 2, Writing 3
  Father Rullo Genovich
  Ussuran Courtier 2 / Wanderer 3 / Field Surgeon 1: CR 6; HD
  3d8 + 3d6; hp 27; Init +0; Spd 30 ft; AC 10; Base Atk +3;Grapple
  +4;Atk dagger +4 melee (d4+1 19-20/x2); SQ evasion, healing ex-
  pertise, improved healing (first aid), uncanny dodge, style and
  grace, talent; AL LG; SV Fort +3, Ref +3, Will +10; Str 12, Dex 10,
  Con 11, Int 13, Wis 16, Cha 10; Skills: bluff +6, craft (alchemy)
  +6, craft (calligraphy) +6, craft (writing) +10, diplomacy +7,gather
  info +6, heal +14, intimidate +5, knowledge (anatomy) +6, knowl-
  edge (arcana) +2, knowledge (astronomy) +6, knowledge (history)
  +8, knowledge (law) +5, knowledge (local) +5, knowledge (math)
  +3, knowledge (nature) +3, knowledge (nobles) +7,  knowledge
  (philosophy) +10, knowledge (religion) +10, perform (oratory) +10,
  profession (herbalist) +8, profession (servant) +9, search +6, speak
  language (théan, ussuran) Feats: faith, iron will, ordained, skill fo-
  cus (heal), toughness
  
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  getting intercepted by the Oprechnina. The castle is well
  fortified and is home to over 2000 men and women at arms
  bent on protecting their Knias at all costs.
  The city is a tense hotbed of fear and listening to the
  rumours for a night or two will tell the heroes that there is
  much darkness going on in the castle of the Knias. The city
  and the especially the castle is always on the alert for
  assassins that are bent on killing the Knias so the heroes had
  best try and stay as quite and out of sight as possible.
  A few nights after entering the city, staying in a secret
  basement in one of Father Genovich’s churches the heroes
  are introduced to a small but pretty woman named Ana
  Volshuva. Ana tells them that she knows of a way into and
  out of the castle, a secret and (she believes) forgotten way.
  Her grandmother told her about it one time when she was
  just a child.
  She is willing to show them the way in, but only if they will
  help her with something. The Father grows angry at this and
  tells her that these men and women are not here for her
  abuse, but the woman holds fast, saying that if they want her
  help, she will have theirs. Her needs are simple enough. Her
  lover is to be executed in two day’s time for speaking out
  against the Oprechnina and the Knias and she would have
  the heroes help her rescue her lover, Stevan. She can show
  them where the execution will take place and knows of
  several men willing to help her and the heroes out as best
  they can. The execution is to be held at noon two days from
  the heroes’ first meeting with Ana. There will be fours others
  set to be executed along with Ana’s lover and will likely be
  some twenty Oprechnina as well as some city guard there to
  deal with the crowd.
  Ana can easily show a few of the heroes (taking them all out
  at the same time might be dangerous) to the scene and can
  try and help them plan the escape. She can get almost
  anything that they might need, within reason and can also
  help act as a diplomat with the locals in anyway that the
  heroes might think that they might be able to help out. Ana
  Ana Volshuva 7th Sea - Henchman
  Brawn 2, Finesse 3, Wits 2, Resolve 4, Panache 3
  Advantages:  Appearance (Above Average), Dangerous Beauty,
  Night Trained, Pyeryem Sorceress (Full Blood), Scoundrel, Small,
  Théan (R/W), Ussuran (R/W)
  Pyeryem: (Appr) Man 3,Speak 3, Cat 5, Owl 5, Squirrel 3
  Acrobat: Balance 3, Footwork 5, Break Fall 3, Contortion 4, Jug-
  gling 1, Leaping 3, Rolling 3, Swinging 3
  Athlete: Climb 5, Footwork 5, Swinging 3, Throwing 3, Break Fall
  3, Leaping 3, Rolling 3, Swimming 3, Swinging 3, Side-Step 2
  Courtier: Dancing 2, Fashion 2, Oratory 1, Diplomacy 1, Gaming
  3,Gossip 3, Memorizing 5, Mooch 3, Scheming 1, Sincerity 3
  Criminal: Gambling 2, Shadowing 3, Stealth 4, Ambush 2, Cheat-
  ing 2, Lockpick 4, Pickpocket 3, Prestidigitation 4, Scrounging 2
  Knife: Attack (Knife) 4, Parry (Knife) 2
  Servant: Etiquette 4, Menial Tasks 1, Unobtrusive 3, Haggling 2
  Streetwise: Socializing 4, Street Navigation 3, Scrounging 2, Shop-
  ping 3, Underworld Lore 3
  Ana Volshuva
  Ussuran Courtier 2 / Pyeryem Shapeshifter 4 / Rogue 3: CR 9;
  HD 5d6 + 4d10; hp 39; Init +1 (Dex); Spd 30 ft; AC 19 (+1 Dex,
  +8 udp); Base Atk +7; Grapple +7; Atk mw dagger +9 melee (d4;
  19-10/x2); Full Atk mw dagger +9/+4 melee (d4; 19-10/x2); SA
  sneak attack +2d6; SQ apprentice pyeryem (spell), evasion, forms:
  3 (cat, owl, squirrel), speak with animals, style and grace, talent,
  transmormation 1/day trapfinding, trap sense +1; AL CN; SV Fort
  +5, Ref +8, Will +9; Str 10, Dex 13, Con 10, Int 12, Wis 15, Cha
  14; Skills: balance +5, bluff +14, climb +8, diplomacy +10, escape
  artist +7, gather information +11, hide +10, intimidate +4, jump
  +7, knowledge (local) +6, knowledge (nobility and royalty) +6,
  move silently +10, open lock +11, perform (oratory) +6, perform
  (dance) +8, profession (servant) +6, search +2, sleight of hand +10,
  speak language (théan, ussuran), swim +4, tumble +12; Feats: ap-
  pearance (above average), half blooded (pyeryem), iron will, unar-
  mored defense proficiency (beginner, advanced), weapon finesse;
  Spells: calm animal, detect animal, detects snares and pits; animal
  messenger, barkskin; cat’s grace, summon nature’s ally II
  This is one of those encounters where you can let the players plan
  things out and just have fun with it. It is a moment of true swash-
  buckiling where the heroes get to save some (mostly) innocent
  men from the executioners axe. Run the foes of the heroes as a bit
  laid back as they believe themselves in total control of the streets.
  Sure they expect a little trouble, pushing and shoving and possi-
  bly some rotten vegetables being thrown, but for the most part
  they are simply not ready for the heroes and their plan.
  At the same time, do not let it be a cakewalk though. Go for the
  high drama. Let the heroes be the heroes, let them save lives at
  the last minute, hold off several Oprechnina while the weakened
  condemned make their escape in a wagon, perhaps save some
  poor dropped child who is going to get trampled by the crowd as
  they try and flee the chaos of the attack. If you get a chance re-
  watch the ending fight scenes of Robin Hood:Prince of Thieves
  for a good “attack an execution” scene with heroics.
  
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  will warn the group to keep the plan simple and to keep it
  out of as many ears as possible, else the Oprechnina might
  hear about it.
  Given two days time, fairly decent resources for a bunch of
  foreigners and Ana, who knows the city very well, as well as
  the possible help of Father Genovich the heroes should have
  a pretty good shot of pulling this off.
  Her lover free from the Oprechnina and alive Ana will be
  most appreciative of the heroes’ efforts and will happily lead
  them into the castle as promised though she will warn them
  that they would be better off not going in there. She will give
  them two nights to heal and rest in which time she will make
  a few bribes and arrangements. As promised she returns two
  days later, telling them to don heavy cloaks made of a very
  dark material.
  A few hours later the heroes find themselves coming into
  several dark and dank corridors that Ana tells them will lead
  into the castle. Depending on your style you may or may not
  want to add to the difficulty to get into the castle. If you do
  want more challenge, here are three soft points you could
  drop in. Other options could be a Oprechnina squad sees the
  heroes and gives chase into the sewers or another might be
  that a band of people live in the sewers, not unlike those that
  live underneath Charouse.
  Soft Point 25: The City Sewers
  This place is unpleasant, to say the least. Garbage and waste
  float slowly out of the city in this knee-to-waist-high river. It
  only becomes more disturbing when something moves past
  them under the water, perhaps brushing against one of the
  heroes’ legs. After several minutes of tense waiting
  something drags one of the heroes under the water! We
  recommend it being the person carrying the light source.
  After all there’s nothing like fighting some horrid
  monstrosity in sewer without the light source.
  Soft Point 26: The Castle Doorway
  After a hour (or several if you wish them to get lost for a
  while) of trudging through the sewers Ana brings the heroes
  to a rather sturdy looking grate. Perhaps the gate is trapped.
  Soft Point 27: The Bone Room
  Having got into the castle, the heroes seek their way up from
  the lower catacombs when they come upon a room with a
  slightly shifting floor. As they get a closer look at it, they
  discover the room, which is not a small room, is piled high
  with bones…human bones. There are easily the remains of a
  thousand people in this horrid chamber.
  It is at this time the room’s temperature seems to drop and
  several of the heroes begin to see movement at the corner of
  their eyes…ghostly pale movement! You can handle this
  encounter several ways.
  1. A straight up fight. Remember Ana’s warning to be as
  quiet as possible.
  2. The heroes have to flee the scene and perhaps get lost or
  fall into a trap since the ghosts cannot leave the chamber.
  3. Perhaps the ghosts attack and seem immune to the attacks
  by the heroes but they are willing to negotiate. Perhaps the
  heroes can promise to have a priest come and free their
  souls.
  If this encounter is a bit too “Star Wars: A New Hope” for you,
  please feel free to replace the beast with a horde of rats or perhaps
  a Cathayan Crocodile, or whatever works best for you and your
  group. Also keep in mind that the noise the heroes make might
  very well cause alarm above!
  Sewer Beast 7th Sea - Henchman
  Brawn 6, Finesse 2, Reflexes 2, Wisdom 1, Panache 5
  TN to Be Hit: 30
  Attack: 8k2 Tentacle Grapple (One Attack each Tentacle)
  Damage: 6k1
  Fear Rating: 2
  Skills: Ambush 4, Bear Hug 4, Break 2, Grapple 6, Shadowing 2,
  Stealth 2, Swimming 5
  Special: This beast detects vibration, and as such it is not affected
  by darkness. Heroes suffer –2 kept dice in dim lighting and 4 kept
  dice in total darkness unless they have the Night Trained Advan-
  tage, which halves the penalty. The beast’s normal diet is waste and
  garbage, but it will eat just about anything it can. Its favored tactic
  is to grab a person, hold them under the water till they stop moving,
  stuff them in a crack and then come eat them a few days later.
  Sewer Beast, Natural Waste Recycling System
  Use Aboleth - Monster Manual ( p8 )
  
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  Hard Point 10: Day is Night
  The heroes have gained access to the Castle of the Mad
  Knias. Now all they have to do is find the Knias’ chambers
  or find out where he is if he’s not in them and get to him
  without being discovered.
  Again, this is as difficult as you want it to be. Obviously a
  palace is going to have servants, but keep in mind that there
  might not be as many as you might think, especially as the
  heroes get closer to the Knias. By all accounts he’s insane,
  this tends to keep the servants away as much as they can get
  away with. A servant could be persuaded to help for one
  reason or another, or could act an ally only to betray the
  group the moment they got the chance. There will be
  Oprechnina patrols, but again not that many…after all, who
  would be so foolish as to enter the castle of a madman with
  2,000 soldiers at his call? Most Oprechnina will be fairly
  loyal and iron willed to the cause, so it might be harder to
  get one of them to co-operate.
  You could easily have the spirit of a lost soul find the group
  as they wander the halls. Whether it is hostile or friendly is
  up to you depending upon if you want to aid or hinder the
  heroes’ path. (See soft point 28)
  Parts of the castle are empty enough that they should be able
  to find a place to stay in should they need to get some rest,
  but unless the brought food or can steal it somehow they will
  be out of luck.
  Eventually the heroes should get into a secret corridor and
  room that looks down into a large chamber, in which sits a
  dark haired man on a throne. He looks terrible. He is thin,
  his flesh pale and his eyes rimmed in shadow, sleeplessness
  and a raw redness. His fingernails are long and he is fairly
  unkempt. He looks to be a man broken and tortured by
  conscious and fear. As they look upon the man they see the
  doors open to the large hall and several Oprechnina enter the
  room, led by a much older man. This is Parigorii Kalenikov
  (Ussura p119). Kalenikov approaches the Knias, greeting
  him as the Knias Vladimir and speaks into the man’s ear for
  several minutes before Vladimir nods and says to the
  assembled Oprechnina, “Find them and kill them.”
  Soon, the men leave and as they closed the door behind them
  the man cradles his head in his hands and sigh’s deeply
  fighting back some emotion. When he looks back up his eyes
  are redder then when they were before, no small feat. A
  simple Cold Read or Sense Motive check will tell anyone
  that Vladimir is wracked with fear, self-revulsion and guilt.
  The players can easily see a way into the room, and can enter
  and approach Vladimir as they see best. Before they can
  attempt any serious communication however Kalenikov will
  return, calling out an alarm immediately.
  Kalenikov is an old man, but he’s a battle trained and tested
  warrior, he should likely be able to hold off the heroes till a
  few more men can come into the fray. As a story point
  Kalenikov is not beatable/killable at this time. He should
  escape out a secret door if need be to avoid this fate. As it is,
  being discovered, the players will have little chance of
  escape, in fact they have none. The castle has 2,000
  Oprechnina inside it and whatever servants it might also
  have.
  Dramatically Vladimir will call for the heroes to surrender
  Ghosts of the Bone Room 7th Sea - Henchman
  Brawn -, Finesse 2, Reflexes 4, Wisdom 1, Panache 1
  TN to Be Hit: 30
  Attack: 8k2
  Damage: 4k4
  Fear Rating: 4
  Special: The Ghosts of the Bone Room cannot be stopped physi-
  cally from touching their victims save by complete avoidance, they
  cannot be Parried. Footwork or Balance (because of the treacherous
  footing) is the only Defense that works against them. They will not
  attack someone with the Faith Advantage and someone who is a
  ordained Orthodox Minister can usually guide them beyond the to a
  better place, if they are not full of spite and hatred, which is most
  often the case. Their touch affects the spirit of someone rather than
  them physically, as such the wounds dealt are not resisted with
  Brawn, but instead with Panache. The number of wounds taken be-
  fore Crippling and Knocked-Out are still measured by Resolve.
  They cannot be healed by the medical Knacks, instead time affects
  them, healing two per scene or as the Gamemaster needs.
  Ghosts of the Bone Room, Mournful Spirits
  Ussuran Ghost Fighter 2: CR 4; HD 2d12; hp 13; Init +2; Spd 30
  ft; AC 16 (+2 Dex +1 def +3 udp); Base Atk +2;Grapple +4;Atk
  corrupting touch +4 melee (d6); SA corrupting touch; SQ darkvi-
  sion 60 ft, incorporeal traits, rejuvenation,+4 turn resistance, mani-
  festation; AL N or NE; SV Fort +4, Ref +2, Will +2; Str 15, Dex
  14, Con -, Int 12, Wis 10, Cha 12; Skills: gather information +3,
  hide +10, intimidate +6, listen +9, move silently +10, ride + 5,
  search +9, speak language (théan, ussuran),spot +9, survival +3;
  Feats: exotic weapon proficiency (firearms), iron will, unarmored
  defense proficiency (beginner), track, weapon focus (pistol)
  
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  their arms and for Kalenikov to stop his assault on them.
  Make it seem as if he’s coming awake, coming around…then
  have the darkness cloud over once again and have him order
  the heroes detention in the dungeon.
  As for that which was to be delivered to the Knias, it is
  simply a blank scroll…
  Soft Point 28: A Cry in the Night…
  If the heroes stop and rest in one of the abandoned parts of
  the palace they will not have a very restful night. As night
  falls they will start to hear the mewling of a baby that slowly
  starts to develop into a cry. The sound is definitely that of a
  child and it seems to be coming from the next room, which
  looks to be boarded up. The crying keeps about for an hour
  or two then stops suddenly.
  If the heroes get into the room they will see that it was once
  the room of a baby, there are toys and decorations…it is
  obvious that there was a lot of love put into the room.
  There’s a gaping hole in the floor and part of the wall,
  though the wall has been repaired enough that from the
  outside it is likely disguised. Much of the floors and walls
  look blackened and in the corner lays a cradle.
  There is no child.
  Investigating the cradle reveals to a perceptive hero (TN20)
  the sweet and natural smell of a baby and then slowly that
  smell turns to burnt flesh. The characters that witness this
  are filled with sickening dread and terrible sorrow…some
  terrible injustice happened here.
  A hero with some insight on who’s who in Ussura might
  well remember what happened to the Knias family. This was
  the nursery of Vladimir and Iviana’s daughter who was
  killed in a gunpowder explosion. The state of its death and
  the after effects that it had on the father and the current
  plight of its parents has bound the spirit to the room, perhaps
  righting the wrongs in Molhyna will bring it to rest.
  Soft Point 29: The Help…
  The heroes are moving along when suddenly they hear the
  sound of growling behind them and find three large dogs
  coming up on them. A Pyeryem shapeshifter (who is a
  servant of Kalenikov) and his two pet dogs fell upon the trail
  while doing a patrol and started to follow it out of curiosity.
  These are some serious looking animals and now they have
  caught up to the group.
  Pyeryem Dog Handler 7th Sea - Scoundrel
  Brawn 3, Finesse 3, Reflexes 3, Wisdom 3, Panache 3
  Reputation: -5
  Advantages: Animal Affinity, Combat Reflexes, Pyeryem Sorcerer
  (Half-Blood), Théan, Toughness, Ussuran
  Background: Obligation 2
  Knacks: Ambush 3, Animal Training 5, Attack (Dirty Fighting) 3,
  Attack (Hand Axe) 3, Climbing 2, Etiquette 2, Footwork 4, Leaping
  2, Long Distance Running 2, Menace 2, Parry (Hand Axe) 3,
  Scrounging 2, Socializing 2, Sprinting 4, Stand Watch 4, Stealth 2,
  Street Navigation 2, Survival 3, Throat Strike 2, Throw (Hand Axe)
  1, Throwing 1, Tracking 5, Underworld Lore 1, Unobtrusive 2
  Pyeryem: Man 3, Speak 3, Dog 3
  Pyeryem Sorceror, Dog Handler
  Ussuran Fighter 2 / Ranger 2 / Rogue 3 / Pyeryem 2: CR 9; HD
  4d10+2d8+3d6+9; hp 50; Init +2; Spd 30 ft; AC 20 (+2 Dex,+8
  udp); Base Atk +8; Grapple +10; Atk mw handaxe +11 melee
  (d6+2 x3); Full Atk mw handaxe +11/+6 melee (d6+2 x3); SA fa-
  vored enemy (human) +2, sneak attack +1d6; SQ evasion,
  forms(dog, wolf), shape of the beast, transformation 1/day,
  trapfinding, wild empathy +4; AL NE; SV Fort +8, Ref +11, Will
  +4; Str 15, Dex 14, Con 12, Int 12, Wis 12, Cha 10; Skills: climb
  +7,diplomacy +5, gather information +5, handle animal +11, hide
  +7, intimidate +6, jump +7, knowledge (local) +5, knowledge
  (nobility and royalty) +5, listen +9, move silently +7, speak lan-
  guage (théan, ussuran), spot +9, survival +12; Feats: expertise, half
  blooded (pyeryem), iron will, run, skill focus (survival), track, unar-
  mored defense proficiency (beginner, intermediate), two weapon
  fighting; Spells: animal friendship, calm animals; barkskin, sum-
  mon Nature’s Ally I
  Being taken prisoner, the heroes will be stripped of their posses-
  sions and it is unlikely that they will miss anything the heroes
  might have on them, but a good attempt to concel with some com-
  mon sense could play out in the hero’s favor. Kalenikov will have
  the heroes’ possessions brought to him so that they can look over
  the material for information. As such, the heroes will likely not
  get back any of their possessions until the end of the adventure.
  The heroes will know where the items are going and who will
  have them. During their escape it is unlikely that they would be
  able to get to their items and Rollouvich will beg them to forget
  about them for the time being, that they could be regained later
  on. Obviously a fine item might catch the attention of someone
  and the heroes might see it on a guard or captain or someone. If
  anything, the loss of their “stuff” might be an added motivation
  for them to help Iviana’s cause.
  
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  Soft Point 30: Pursuant Gaze
  As the heroes are moving about in secret to find the Knias
  they begin to hear several men conversing. If they stop and
  listen the heroes will soon notice that there is a small step
  and a slid-latch, as if it is meant to be used to spy in the
  room. Moving the latch reveals a pair of eye-shaped
  holes…they are looking out of the eyes of a painting!
  They can see a half dozen men sitting at a table laid out with
  a food and drink while another man stands at its head. This
  man is older then the rest, his uniform more decorated then
  theirs and his attitude is that of a man who fears no power in
  heaven or hell. This is Parigorii Nizhne Kalenikov. The men
  are Kalenikov’s aides and captains and they are currently
  talking about minor uprisings that they have put down as
  well as a about a few boyars that they have had taken care of,
  including Sofia Linauisova, whom the heroes saw murdered.
  The point of this encounter is to give the heroes the idea that
  Vladimir might not be in charge. Kalenikov’s voice and
  authority are dominant, the others do not argue. If one of the
  men brings up the Knias in conversation Kalenikov’s facial
  expression is that of a man who could care less about the
  bug in his hand.
  If the heroes get to comfortable here, simply have one of the
  men look up at the painting, cock his head and look and tap
  the shoulder of the man sitting next to him as if to say, “Hey
  I think that painting is looking at me.” This should give the
  hero a chance to close the viewing slot and move on before
  they are discovered.
  Soft Point 31: Vermin Problem
  If you wanted to play up a moment of dramatic comedy have
  one of the heroes suddenly feel something fall on his
  shoulder, when he looks he sees the beady eyes of a rat
  looking at him. Or perhaps a large spider crawls over and the
  heroes realised that they all have several large arachnids on
  them. Imagine being trapped in a small, cramped secret
  tunnel in the walls of a palace full of guards and servants
  and having spiders the diameter of a fist crawling all over
  you…you can’t scream…you can’t thrash about too much…
  Hard Point 11: Torture Most Foul
  The characters are in dire straits. There simply is not a
  chance that they can escape at this point. They can try, but
  there’s just too many armed men willing to put them down
  and drag their unconscious bodies into the cells below.
  The dungeons are as bad as you can make them. There’s no
  mercy in this place, no decency, only the manifestation of
  the evils that Drako and Kalenikov can imagine up, which is
  no small thing. The heroes are allowed to stew in the cells
  for the rest of the day and night, take this time to describe
  well the horrors that they can witness from their cells to
  build the sense of dread and doom.
  The next day, Kalenikov will come down and select one of
  the heroes. The hero will be put onto the rack, or some
  similar device and asked about a revolution and what they
  are doing here and how they got into the castle, and who
  helped them, and so on. When that character passes out, he
  goes onto the next. Make sure the characters see the other
  devices that Kalenikov has for later use if need be. Allow the
  characters to resist the first session.
  Dramatically, the harshness of this hard point is to cement
  the heroes’ resolve in seeing this drama to its full and
  righteous end. If they suffer great injustice here then they
  have that much more motivation and will to see its end. This
  is about tyranny and the abject abuse of power by an evil,
  evil man: Kalenikov.
  After this first round, have a somewhat aged man who has
  obviously been down here for sometime named Rollouvich
  approach and help them. He’ll try and ease their suffering,
  help them with their wounds as best that anyone could and
  generally try and uplift their spirits. When asked what he
  was down there for and who he is, he tells them that he was
  the Knias’ Chaplain and that he is down here because
  Oprechnina “Hell Hound” 7th Sea - Henchman
  Brawn 3, Finesse 1, Reflexes 1, Wisdom 1, Panache 1
  TN to Be Hit: 15
  Attack Roll: 6k1 Bite
  Damage: 3k2 Bite
  Advantage: Pain Tolerance
  Skills: Attack (Bite) 3, Corps-á-Corps 4, Footwork 2, Tracking 2
  Special: These hounds have been trained to take down a foe
  quickly. Their tactics are to bring a target down and then savage
  them while they are on the ground.
  Oprechnina “Hell Hound”, Viciously Trained War-Dog
  Use Wolves - Monster Manual ( p283 )
  
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  Kalenikov fears in the bottom of his black heart the power of
  Theus too much to kill the priest outright.
  Rollouvich will then question them carefully. He is trying to
  gage the heroes, decide if they are the answer to his prayers.
  Obviously the heroes should be leery of such questioning as
  for all they know this man could truly be a spy for
  Kalenikov.
  If the heroes are willing to put their trust in the man all the
  better. If they are not, which is likely, having several guards
  come and get him and torture him for a hour or so without
  asking him a single question should bring them around.
  These guys are actually torturing the guy there is no play-
  acting here. Logically this should prove his plight and bring
  the heroes around to trusting him.
  Once they are trusting of him and he is sure that they are his
  hope, he will tell them of a secret way out of the palace that
  he is aware of from his days of being the Master Chaplain of
  the Castle. He knows well the way of the castle and feels that
  he can confidently get them away from the dungeons and the
  castle, if only the heroes can get themselves and he out of
  the dungeons.
  Rollouvich will wish to try and get anyone and everyone out
  of the cells, but he is fully aware that there must be a limit.
  He tells them that he understands that it is impossible for
  everyone to escape but he does ask that they take one other
  with them, a 12-year-old boy (Pyotr) whose parents were
  killed by the torturers. The boy is nearly catatonic and will
  surely die in these cells if the heroes and Rollouvich do not
  take him with.
  Armed with the knowledge that they can get away from the
  dungeons, the heroes can begin to seek an opportunity to
  overpower a few guards and get on the move. This will not
  be too hard; the guards are over confident and will not see
  Leaders of the “Lost” 7th Sea - Henchman
  Brawn 3, Finesse 2, Resolve 2, Wits 1, Panache 3
  Advantages: Area Knowledge (the Under-Terra), Burrow, Keen
  Hearing, Keen Smell, Poor Sight, Teodoran, Unnerving Contenance
  (Hideous), Ussuran (ACQ)
  Background: Cursed 3, Nemesis 3
  Knacks: Ambush 3, Attack (Blowpipe) 4, Attack (Dirty Fighting) 4,
  Attack (Knife) 3, Break Fall 3, Camouflage 2, Climbing 4, Eti-
  quette 1, Fletcher (Darts) 2, Footwork 2, Land on Target 2, Leaping
  5, Lie In Wait 3, Menace 1, Parry (Knife) 1, Poison 2, Rolling 3,
  Set Traps 2, Shadowing 3, Skinning 2, Sprinting 2, Stand Watch 2,
  Stealth 4, Survival 3, Swimming 3, Throwing 1, Tracking 2, Trick
  Shooting (Blowpipe) 3, Unobtrusive 1
  Note: Use “Dirty Fighting” for their claw and bite attacks, which do
  2k2 and 4k2. They often use toxins on their blowguns.
  Leaders of the “Lost”, Cursed Rodent-Men
  Ussuran Natural Wererat Hybrid Form / Rogue 3: CR 5; HD
  d8+3 plus 3d6+6; hp 24; Init +4; Spd 30 ft; AC 17 (+4 Dex, +3
  natural); Base Atk +2; Grapple +4; Atk dagger +6 melee (d4+2; 19-
  20/x2) or blowpipe +6 ranged; Full Atk dagger +6 melee (d4+2; 19-
  20/x2) and bite +1 melee (d6 plus disease) or blowpipe +6 ranged;
  SA curse of lycanthropy (DC 15), disease (filth fever, DC 12),
  sneak attack +2d6; SQ alternate form, damage reduction 10/silver,
  evasion, low-light vision, rat empathy, scent, trapfinding, trap sense
  +1; AL LN; SV Fort +6, Ref +9, Will +4; Str 15, Dex 18, Con 15,
  Int 10, Wis 12, Cha 13; Skills: climb +7, craft (arrowmaking) +2,
  craft (poison) +1, craft (traps) +2, gather information +3, hide +8,
  intimidate +3, knowledge (local) +4, knowledge (nobility and roy-
  alty) +1, jumb +9, listen +7,move silently +7, speak language
  (teodoran, ussuran), survival +6, swim +7, tumble +9; Feats: exotic
  weapon proficiency (blowpipe), iron will, point blank shot, track,
  weapon finesse
  Rollouvich 7th Sea - Henchman
  Brawn 1[3], Finesse 1[2], Resolve 3, Wisdom 4, Panache 1[3]
  Reputation: 38
  Advantages: Age & Wisdom, Man of the Cloth, Ordained (Ussuran
  Orthodox), Pain Tolerance, Small, Théan (R/W), Théodoran (R/W),
  Ussuran (R/W)
  Background: Crisis of Faith 3, Defeated 3, Nemesis 3
  Knacks: Diplomacy 3, Etiquette 4, History 4, Incitation 4, Mathe-
  matics 1, Mooch 3, Occult 1, Oratory 4, Philosophy 4, Politics 2,
  Religious Lore (Orthodox) 4, Research 3, Scheming 4, Sincerity 3,
  Socializing 3
  Note: Stats in brackets reflect his real stats before his suffering
  Rollouvich, Political Prisoner
  Ussuran Courtier 2 / Wanderer 1: CR 5; HD d8+d6+3; hp 8[14];
  Init -1 [+0]; Spd 30 ft; AC 9 (-1 Dex)[10]; Base Atk +1; Grapple
  +0[+2]; Atk unarmed strike +0[+2] melee (d3[+2]);SQ evasion,
  style and grace, talent, wealth; AL LN; SV Fort +4, Ref +3[+4],
  Will +6; Str 8[13], Dex 8[10], Con 12, Int 14, Wis 12, Cha 12;
  Skills: bluff +11, diplomacy +10, gather information +6, knowledge
  (arcana) +4, knowledge (history) +10, knowledge (mathematics)
  +4, knowledge (nobles) +8, knowledge (philosophy) +9,  knowl-
  edge (religion) +10, perform (oratory) +11,  search +6, speak lan-
  guage (teodoran, théan, ussuran), tumble +2[+3] against larger op-
  ponents; Feats: cold climate cond, iron will, ordained, small
  Note: Stats in brackets reflect his real stats. Ability damage Rollou-
  vich has suffered is healed at standard rates
  
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  the heroes as much of a threat as they really are. With
  Rollouvich’s guidance on the when the heroes can spring
  forward and over power a trio of guards as they bring back a
  random victim.
  With one of the heroes taking up the boy and another
  helping Rollouvich move along (keep in mind he’s an old
  man who has been down here for sometime) the heroes can
  move fairly quickly. After taking down a few more guards
  for “dramatic revenge” and allowing the Players to get a
  good sense of control of their characters have Rollouvich
  point out a secret tunnel entrance and have them escape
  behind the door just in time to be missed by more guards,
  and perhaps even Kalenikov himself!
  Soft Point 32: The Lost…
  As the heroes sit in their agony and misery they will see
  several smallish, stopped forms enter into their area of the
  dungeon walking alongside the guards though it is obvious
  that the guards hardly care for the men themselves. The
  small figures are cloaked and draped in layers of cloth and
  have an stink about them that’s enough to turn one’s
  stomach if they get to close. At some point in time the heroes
  will see one in the light, it looks like the cross between a rat
  and a man.
  A cellmate will tell the heroes that they are “the lost” and
  that they were said to have been men who angered a Gaius
  or perhaps Matushka herself many generations ago and now
  as the heroes see them. Whether these are the ones who were
  directly punished or their offspring is unknown. The
  cellmate tells the heroes that they come up every once in a
  while to get their pay.
  At this, the heroes see several prisoners are pointed to by
  one of the rat men and the guards hand the prisoners over to
  the humanoids, who takes the chains and lead them out of
  the area, the screams and please of the taken prisoners
  echoing and calling out as they do so. The cellmate tells
  them that those taken are never to be seen again.
  Soft Point 33: That’s Not Funny
  When things have quieted down some a guard, who just
  finished helping carry a prisoner back to another cell, will
  look about carefully and will subtly beckon one of the
  heroes closer. Once within range to whisper the guard looks
  at him and says that he is working on a way to get the hero
  and his friends out of the dungeon. He believes he can do it.
  For now he asks them to be patient. Several hours later he
  will return saying that he has a plan. A few hours later he
  says that he can get them out but only with a bribe, so he
  asks the heroes if they have anything that they think might
  help him get them out. Of course the guard is just trying to
  pull a fast on them, having his cruel fun and hoping at the
  end of the joke that he can get a little extra for the effort.
  Hard Point 12: Another Prisoner
  Rollouvich now leads the heroes through several tunnels and
  staircases and through this or that room. How much “escape
  and evasion” you want to add is up to you, after a few hours
  time however Rollouvich will ask the group to stop and will
  tell them that they must go across a hall to another set of
  secret passages in order to escape. The problem is that the
  rooms or halls are likely to have someone in them.
  Iviana Chevekka Ketrovnia Vladimirtova 7th Sea - Hero
  Brawn 2, Finesse 2, Reflexes 2, Wisdom 3, Panache 3
  Reputation: 0
  Advantages: Appearance (Stunning), Guardian Angel, Montaigne
  (R/W), Noble, Théan (R/W), Teodoran (R/W), Ussuran (R/W)
  Background: Defeated 3, Lost Love 3, Vendetta 3
  Knacks: Astronomy 2, Attack (Fencing) 2, Attack (Firearms) 2,
  Bird Handling 3, Composer 2, Dancing 2, Diplomacy 1, Etiquette
  2, Fashion 2, Gaming 1, History 3, Law 2, Mathematics 3, Musi-
  cian (flute) 2, Natural Philosophy 3, Occult 1, Oratory 2, Parry
  (Fencing) 2, Philosophy 3, Research 2, Sincerity 2, Theology 4,
  Writing 4
  Iviana Chevekka Ketrovnia Vladimirtova
  Ussuran Courtier 2 / Fighter 1 / Noble 2: CR 5; HD d10+
  2d8+2d6; hp 21; Init +1; Spd 30 ft; AC 11 (+1 Dex); Base Atk +3;
  Grapple +2; Atk rapier +4 melee (d6; 18-20/x2) or pistol +4 ranged
  (d10; x3); SQ commanding presence +1, evasion, friends in high
  places, style and grace, talent, wealth x2; AL NG; SV Fort +2, Ref
  +1, Will +9; Str 9, Dex 12, Con 10, Int 14, Wis 13, Cha 15; Skills:
  bluff +8, craft (music) +7,craft (writing) +9, diplomacy +10, gather
  information +6, handle animal +4, knowledge (arcana) +4, knowl-
  edge (astronomy) +6, knowledge (history) +9, knowledge (law) +7,
  knowledge (mathematics) +9, knowledge (nature) +9, knowledge
  (nobility and royalty) +7, knowledge (philosophy) +8, knowledge
  (religion) +9, perform (dance) +8, perform (wing instruments) +7,
  perform (oratory) +8, search +4, speak language (montaigne, théan,
  ussuran); Feats: appearance (above average), exotic weapon profi-
  ciency (firearms), expertise, skill focus (knowledge (religion)),
  weapon finesse
  
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  Rollouvich does not wish anyone killed, but they must go
  that way, so he’ll urge the heroes to take care in how they act
  and asks them to be better men and women and show mercy.
  Rollouvich is not being completely honest here with the
  group. He could have got them out of the castle already, but
  he needs the heroes help and doesn’t feel quite right with
  telling them the whole truth. Despite his faith, he is still a
  man with fears and doubts, especially after all that he’s been
  through.
  He has led the heroes here so that Rollouvich and they can
  get into the chambers across the way in order to help the
  woman who is trapped there. The woman is no less
  then the ‘dead’ wife of the Knias: Iviana Chevekka
  Ketrovnia Vladimirtova. Kalenikov is keeping her
  against her will; for whatever diabolical purpose he
  might need her for Rollouvich does not even wish to
  think about. All he knows is that she is here and that
  she must be helped.
  The guards that are keeping her are few, and the
  part of the palace they are in is fairly abandoned,
  as Kalenikov does not wish to let anyone know
  of the woman’s existence. The heroes
  should face several men, both guards and
  servants “trusted” by Kalenikov.
  However, once past this obstacle
  they will come face to face with a
  striking woman, Iviana and her
  handmaiden, Ana.
  Ivania will recognise
  Rollouvich, and will
  immediately her eyes will
  become filled with tears. They
  obviously know each other. If the heroes are still working
  under Rollouvich’s “lie” he will explain to them who the
  woman is and what Kalenikov has done to her and
  apologises sincerely for not being honest with them in full
  and promises that he can now lead them all out of the castle
  without further subterfuge.
  Iviana and Rollouvich could go to the Knias now, but it
  would be to little effect, Kalenikov is far too powerful and
  the guard too much under his power. They must escape and
  decide on the next course of action from a place that offers
  more security.
  Soft Point 34: The Chapel
  Going from hall to hall, tunnel to tunnel the heroes come
  upon one of the palace’s chapel. From the spying port it
  looks like the place has just been rampaged. Statuary is
  turned over and broken, wood is smashed and even
  honoured icons are sundered. Curtains and drapery have
  been pulled down and there are pages, once from a
  beautifully scripted book litter the floor.
  Rollouvich will look upon the desecration with great sorrow
  and will say a prayer to Theus and the First Prophet asking
  them to forgive the acts and violence that were set upon
  this room.
  It is at this, when the priest looks upon the scene
  one last time that he gasps, and begs the heroes to
  let him go into the room. He points out to them a
  cross, hanging from a chain on the podium. He
  points it out to them that it had to have been
  put there after the destruction and that it
  was once his mother’s given to him before
  she died. The last he had seen of it, he had
  given it to the Knias just before the Lord had
  him taken to the dungeon. Rollouvich
  desperately wishes to get the cross back.
  Use this scene to build up tension. Have the
  sound of men walking by the doors leaving it
  to the imagination of the heroes that they
  are going to stop and fling open the
  doors suddenly. If you think the heroes
  need a little action, have someone hear
  them and enter the chamber.
  Cross in hand, Rollouvich looks upon the
  relic with great joy and kisses the heroes responsible for
  getting it back on both checks, blessing them repeatedly. His
  joy at this moment should be infectious.
  Soft Point 35: The Sun
  At some point the heroes are going to need to take a moment
  of rest and for Rollouvich to get his bearings. As the heroes
  discuss the matters at hand, check their bandages and get a
  few moments of rest they don’t notice the small form of the
  little boy get up and move off.
  Rollouvich and the heroes will soon notice the boy’s
  absence as they prepare to move on and it will obviously fill
  them with some horror as the child could very easily give
  
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  them away to their enemy. Following the child will not be
  too difficult, though the heroes might have to sneak past a
  guard or two to do so.
  They will find him on the balcony of the palace, looking up
  at the sun, feeling it on his face, tears rolling down from his
  eyes. He will smile at the hero that grabs him and says, “I
  like the sun.” and smiles at the hero as if nothing is wrong in
  the world. After this, the boy is quite and meek, but not
  catatonic any longer. Rollouvich will thank the Theus for
  this blessing.
  Hard Point 13: Escaping the City
  With Iviana and Rollouvich, the heroes can escape the castle
  through some sewers and exit up into the city through a
  graveyard. Rollouvich will counsel the heroes to seek aid
  from Father Genovich, Iviana will agree. It is important for
  her to remind the heroes that what they do now is life and
  death, by freeing her they have put Kalenikov into a corner.
  To the world, she is dead, killed several years ago in a
  “tragic accident”. Anyone and everyone Iviana comes into
  contact with is likely a potential victim of Kalenikov. She
  knows this and it weighs on her conscious greatly.
  Being careful the heroes should be able to get to Father
  Genovich, who is happy to see the heroes and literally
  shocked into unconsciousness by the sight of Iviana and
  Rollouvich, both of whom he thought was long dead. Once
  awakened and he has time to speak with them and learn from
  them all what has happened he will send for Ana Volshuva
  and seek her help in getting the heroes out of the city. Not
  long after the heroes arrive at Father Genovich’s church
  however, the city’s bells will ring out and the city will be
  closed…the Oprechnina will begins searching for
  “assassins”.
  But Ana knows well the city and can get them all out,
  though she will insist that Father Genovich come with as he
  will not likely be safe in the city at this point. He will agree.
  Getting out of the city can be as tough as your game
  requires, but in all likelihood it will be stealth that gets them
  free of the walls and the Oprechnina. Feel free to take in the
  ideas and plans of the group, giving input as Ana, Father
  Genovich, Iviana and Rollouvich and then cut to them
  escaping out of a drain through the wall and stealing off into
  the night. Some possible difficulties are listed in the
  following soft-points.
  Soft Point 36: The Lost Redux
  As the heroes lead Iviana, Rollouvich and Pyotr (the boy)
  through the sewers they are suddenly set upon by several of
  the rat-men from soft point 32. They are scouring the sewer,
  looking for the heroes at the order of Kalenikov.
  Soft Point 37: Gravediggers
  As the heroes come up out of the tomb they will see three
  men not far away, one with a subdued lantern looking
  straight at them in abject horror. By the looks of them, they
  work here in the cemetery as gravediggers and likely are also
  paid to keep a vigil against those that might wish to defile a
  person’s rest for one reason or another. The heroes will have
  to act quickly before they go screaming off into the night at
  the top of their lungs…
  Soft Point 38: The Crossing
  The heroes and their charges have to cross a river in order to
  get to Father Genovich’s church. There are a few bridges,
  but they tend to have activity around them. The heroes could
  try and swim across the river or even take a small boat,
  though this commotion on the river at night might draw
  some attention. The heroes could try and bluff their way
  across, perhaps taking a wagon to the other side.
  This should be a matter of stealth and clever roleplaying
  over arms and combat, as Rollouvich and Pyotr especially
  are hardly capable of dealing with being chased throughout
  the city by the Guard.
  Grave Diggers 7th Sea - Henchman
  Brawn 3, Finesse 2, Reflexes 2, Wisdom 2, Panache 1
  Reputation: -10
  Adv: Area Knowledge, Scoundrel, Théan, Ussuran (R/W)
  Knacks: Ambush 1, Appraising 3, Attack (Dirty Fighting) 2, At-
  tack (Improvised Weapon) 3, Cheating 1, Climbing 2, Footwork 2,
  Gambling 2, Haggling 2, Kick 2, Lockpicking 1, Parry (Improvised
  Weapon) 2, Pickpocket 1, Scrounging 3, Shadowing 2, Socializing
  3, Sprinting 4, Stealth 3, Street Navigation 3, Throwing 2, Under-
  world Lore 3
  Grave Diggers, Terrified Locals
  Ussuran Rogue 2 - Run feat
  
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  Hard Point 14: Revolutionaries
  A few days out of the city, after getting some horses Iviana
  will ask the heroes to help them get to some friends that she
  knows will help them. She will understand, however, if they
  wish to flee out of the region and away from Kalenikov.
  Keep in mind, as Gamemaster that Iviana is an attractive,
  smart, natural leader. She will have spent the last few days
  seeing what makes the heroes tick. She believes that she
  needs them and has no problem asking for their help. She is
  fighting for her life and the lives of her people in her mind,
  but she is not the type to try underhanded tactics and
  subterfuge to do so. She will tell the heroes they might very
  well die by standing beside her, but she truly believes at least
  then they will die with honour and for a good cause.
  Once solidified in their commitment Iviana will take them to
  her friends. She will take them to a manor of a friend, who in
  turn, after the shock of seeing her passes, excitedly takes the
  group to a nearby forest. It is an old and eerie place full of
  weight…a place that seems to be holding its breath.
  There they will meet once again with Viacheslav
  Tchernivich, only this time he has a small army with him. He
  is happy to see the heroes and greets them warmly with hugs
  and kisses on the cheeks. He too is then stunned when Iviana
  Chevekka Ketrovnia Vladimirtova reveals herself to him and
  the others. Her appearance is seen as nothing less then a
  miracle sent straight from Theus to the men and women who
  have gathered here. She immediately becomes the
  inspiration and righteousness of their cause.
  Iviana will immediately take command of the situation,
  though she makes Viacheslav her general and trusts to him
  to make the military commands and suggestions, she has not
  the skill or experience that he has.
  To Viacheslav and Iviana what it comes down to is taking
  out Kalenikov and the Oprechnina. If they can do that,
  getting to the Knias will not be that difficult all things
  considered. So to do so Viacheslav will suggest that several
  attacks on the Oprechnina by Iviana’s army will draw
  Kalenikov out, especially if they are followed with rumours
  of the “the ghost of the Lady Knias”. Kalenikov will have to
  bring a force out to put down the rebellion and squash the
  rumours and Viacheslav knows the man personally and feels
  that he will do so by mustering a large force of men to do it.
  Once Kalenikov makes his move, the rebels can set a trap for
  him and hopefully kill him, without him, the Oprechnina
  will likely founder and break apart. It is a gamble in any
  event, but one that might well pay off. As to what role the
  heroes will play in all this is up to the Gamemaster and the
  players. Listed below are several options and directions that
  could be explored.
  There is another person whom they will recognise, and that
  is Vyslav, Sofia Linauisova’s butler and seneschal from
  Hard Point Four. After the Oprechnina burned down the
  manor most of the servants were left alone and able to get
  away. He managed to find his way here. In actuality he is a
  spy and traitor working for Kalenikov. He will betray the
  heroes and the cause when he gets a chance.
  Soft Point 39: Oprechnina Patrol
  Clearing the city and moving off into the night the heroes
  suddenly hear several shouts as a group of mounted
  Oprechnina spot them and move to ride them down. This is a
  fine opportunity to give the heroes some much-needed
  weapons and horses
  Soft Point 40: The Vodyanoi
  After frantically fleeing the city and the Oprechnina the
  heroes finally get a chance to slow down and rest, if only for
  a moment or two. They have managed to find a small copse
  of trees and a small stream in which to clean up at. Iviana
  will take this moment to get cleaned up herself, asking for
  privacy and a few moments to “pamper herself”. For her,
  these few moments are pure pleasure; it has been nearly two
  years or better since she has been really outside of the
  palace…
  If they don’t agree to stick around Father Genovich, Iviana and
  Rollouvich are all upset but will not speak against them, though
  they will try and convince them. If they are still unsuccessful they
  wish them a long life and move on with their cause. After they
  leave simply plan a few encounters and allow them to escape the
  region and go onto other adventures. You could try and force the
  issues with a few encounters that would force them to go back
  and help her…Koshchei could even twist some strands…but in
  the end, it would only railroad the heroes along. The heroics of
  something like this should be a matter of choice. However, this
  will likely not be the choice the heroes make, so it shouldn’t be
  an issue.
  
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  Unknown to her, she is not alone.
  A Vodyanoi has taken this particular bend of the river as his
  own. Vodyanoi are an evil and dangerous water spirit who
  drowned people that appears as a long green- bearded naked
  old half-man, half-fish; covered with mire, slime, and scales
  that can transform into a fish.
  Soft Point 41: The Good Folk
  The heroes are starving, they have not eaten right in days at
  this point. Rollouvich asks that they try and get some real
  food, if only for the boy, Pyotr. Iviana is reluctant, she does
  not wish to endanger anyone but after looking at the child,
  she will relent and ask the heroes for their opinions. Could
  they risk approaching a farm, perhaps passing themselves off
  as travellers for the night? Could they steal food?
  You should try and work out the matter so that a farmer and
  his family graciously invite the heroes and their companions
  into their home for a fine, if not simple meal and a safe
  night’s rest. Remember that the Ussuran people do not turn
  people away for fear of “unnatural retribution” from
  wandering spirits. Hospitality and generosity are very
  important to the people of Matushka.
  Have the family sit at the table, pray to the Icon of the House
  (A Orthodox Icon that is given a place of honour in the
  house), and then set into the food. They laugh and tell stories
  and after they play some games and drink some food. Pyotr
  has a chance to play with a few other children which brings
  waves of joy to Rollouvich, who will likely cry at the sight.
  The following morning, the man will hand a few tools to the
  heroes, perhaps a old axe, some rope, a few bundles of food
  (bread and such) as well as some skins of water and a few
  draughts of vodka. Afterwards his wife smiles and asks
  Iviana if she might hold her daughter’s hand for just a
  moment. Afterwards she will smile and hug her child telling
  her that that she can tell the entire world when she grows up
  that she once held the hand of the Kniasinya. The farmer will
  smile at them, knowingly, and tell them that their secret is
  safe with them.
  Hard Point 15: Battle of Lake Vigil
  The battle’s flow and outcome should have the following
  points and moments, other then that, feel free (and
  encouraged) to embellish scenes and establish the action of
  the heroes within the battle itself.
  • Vyslav (Gregoir the spy) will have revealed the plans of
  the trap to Kalenikov, putting the rebel army at the
  Vodyanoi 7th Sea - Henchman / Villain
  Brawn 4, Finesse 2, Reflexes 2, Wisdom 2, Panache 4
  Advantages: Area Knowledge, Firm Grip, Théodoran, Toughness,
  Unnerving Countenance (Hideous), Ussuran, Vodianoi
  Arcana: Cruel, Envious, Lecherous, Proud or Talkative
  Knacks: Ambush 4, Attack (Pugilism) 2, Bear Hug 4, Break 4, Ear
  Clap 3, Escape 2, Grapple 5, Head Butt 1, Lie In Wait 5, Sincerity
  3, Stealth 3, Swimming 5
  Vodyanoi
  Use Vodyanoi ( Frostburn p160 by Wizards of the Coast™ ) or
  Sahuagin Ranger 2
  
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  disadvantage tactically.
  • Vyslav will strike at General Viacheslav and/or
  Kniasinya Iviana hurting them dramatically, but not fatally;
  at least not Iviana, though the dramatic fall of General
  Viacheslav at the hands of a spy would be very cinematic.
  • The heroes should chase after the spy onto the Lake.
  • At the end of the battle Kalenikov should escape, he
  should have enough men to be able to slow or stop any
  immediate pursuit. If dramatically you believe its more
  important for the heroes to bring him down, he should not be
  killed, dropping his weapons and surrendering at the last
  minute if need be.
  General Viacheslav’s plan is to present a weak force of
  rebels, with Iviana, are hiding out. He does this in the hopes
  that Kalenikov will bring a force of men adequate to the task
  of wiping out the rebels once and for all. However,
  Viacheslav will really have many more men and women then
  he’s letting out and will be setting the battlefield to his
  utmost advantage. Unfortunately, Kalenikov is well aware of
  this plan because of the spy, Vyslav. Kalenikov is playing
  the part of the fool, while secretly sending a second force of
  men around behind the rebels. In the end, he will easily have
  four or even five times the number of men that the
  Kniasinya’s general will have.
  Dramatically it would be interesting to see Kalenikov and
  Viacheslav come into hand-to-hand fighting but it is
  doubtful that Kalenikov would allow himself to get into a
  test of arms at his age if he could at all avoid it.
  The cowardly attack of Vyslav on the leaders of the
  Kniasinya’s army should happen just at the right moment so
  that the heroes can witness the event and give chase after
  him. As the heroes chase him they will see him get into a
  boat on the Lake Side. As they follow after him they (there
  are many little crafts there for them to use) and they get out
  onto the water, a fog and storm that has been threatening for
  hours finally comes in. The heroes will likely remember the
  terrible things that inhabit the lake from their previous trip
  along its edge. As the spy gets away into the fog he
  mockingly calls out to them, laughing…just then as he
  disappears the laughing turns into terrible screams. The
  heroes have only a few short minutes to get back to shore
  before the fog catches up to them.
  The aftermath of the battle, like any, is terrible. Men and
  women in pain and suffering, the dead laid and twisted upon
  each other. It is a terrible sight, but from a military mindset a
  victory, though it is obvious by the pain in Iviana’s face that
  there was not victory to be had as long as life was lost. She
  will soon come out of her sorrow and rally the army to move
  with all speed to Sladivgorod and hopefully her husband.
  Soft Point 42: The Bannik
  This dangerous spirit is known both to protect and
  grievously harm presents by suffocating them or peeling
  their skin. In this soft point a Bannik has found its way to the
  secret army. Is it happy with what it sees or displeased?
  Suddenly finding sentries without their skin could very well
  destroy the army before its first skirmish. General
  Viacheslav and Kniasinya Iviana ask for the heroes help in
  finding out what is happening and stopping it.
  The Bannik’s Knife
  The Bannik’s knife is a special thing not quite of Théah…or at least
  not part of Théah since the rise of humanity. There are tales of such
  blades, when kept to long, influencing one’s thoughts and that the
  blade can even turn one into a Bannik when they die.
  The blade is fit for a Bannik’s hand, but for a human would be un-
  comfortable to handle and use, imposing a –2 Kept Die penalty on
  attacks. The knife does Brawn+1k2 but due to its extreme sharp-
  ness actually stages at 5 instead of the normal 20!
  The Bannik’s Knife
  +2 keen shocking burst intelligent dagger; AL CE; Int 12, Wis 12,
  Cha 10; Empathy, 30ft vision and hearing; Ego score 8. Lesser
  Powers: unique power, the holder makes a Fortitude save DC 8 or
  raises as a Cloaker when he/she dies. The save is ego-based.
  Moderate transmutation; CL 10th; Craft Magic Arms and Armor,
  baleful polymorph, keen edge and one of the following: call light-
  ning or lightning bolt; 81,302 gp
  The Bannik 7th Sea - Villain / Hero
  Brawn 2, Finesse 6, Reflexes 2, Wisdom 2, Panache 2
  Advantages: Able Drinker, Small, Théodoran, Unnerving Counte-
  nance (Ugly), Ussuran
  Knacks: Ambush 4, Attack (Dirty Fighting) 2, Attack (Knife) 5,
  Climbing 2, Dancing 2, Etiquette 1, Footwork 3, Grapple 4, Jug-
  gling 2, Menial Tasks 3, Mooch 3, Parry (Knife) 1, Prestidigitation
  3, Shadowing 4, Singing 2, Skinning 6, Stealth 4, Survival 2,
  Throat Strike 4, Tracking 3, Unobtrusive 2,
  The Bannik, Murderous Spirit
  Use Cloaker - Monster Manual ( p36 ) with Knife proficiencies
  
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  Soft Point 43: Oprechnina Patrol
  The heroes are helping the army out by doing a patrol of the
  surrounding lands when they suddenly see a group of
  mounted Oprechnina spot them. The men turn their horses
  about and begin to ride off. The heroes must give chase!
  Soft Point 44: The Raid
  The army needs some weapons or other supplies, the heroes
  are asked to infiltrate a small fortification and open the gates
  so that a force of men could be let in to capture the structure
  and its supplies.
  Soft Point 45: Oprechnina Prisoner
  Several Oprechnina prisoners are taken. How are such men
  as these treated? Many in the revolutionary army wish
  vengeance for wrongs done to them and their family, for
  many these men are as good as any to deliver their hate
  upon. What will the heroes do?
  Soft Point 46: I Spy…
  The heroes spot a strange animal in camp. While it’s not
  strange to have various animals in a military camp as they
  are often the pets and companions of soldiers now and again,
  this dog seems to be a rather curious fellow. And he does
  have green eyes…
  Soft Point 47: Series of Skirmishes
  You could run each of the above soft points, plus whatever
  encounters of your own devising intermixed with several
  small battles using Mass Combat rules. This will give the
  heroes (and players) a sense of scale to the events of which
  they are a part of now. Each battle gives them more and
  more clout and recognition amongst the army.
  Soft Point 48: Love and War
  Any number of heroes could find a romantic interest
  amongst the ranks of the men and women in the army. If not
  love, a definite camaraderie and companionship should
  develop. In times of crisis and battle such friends and lovers
  are needed to retain their humanity, but later on, if
  something should happen to them…what then?
  Soft Point 49: Their Moment
  Each hero should be given his or her chance (and theirs
  alone) to shine on the battlefield. Perhaps they must grab up
  the banner of the revolution, perhaps they must stand over a
  wounded friend (or a wounded General Viacheslav’s) and
  fight off those rakes that would kill a downed man.
  Whatever it maybe, give each hero a chance to take some
  glory and do something truly heroic and grand. Look at each
  character and his motivations and background to find that
  moment that you could craft knowing it is just for him.
  Hard Point 16: Waking the Drakov
  Kalenikov should have escaped yet again and has raced
  ahead of the heroes and the army of Iviana Chevekka
  Ketrovnia Vladimirtova to lock down both the city and the
  castle. If he has not escaped, and is dead or captured, the
  heroes and Iviana must then get through several would-be-
  Kalenikov-replacements. You can allow the heroes to
  Oprechnina Spy 7th Sea - Scoundrel
  Brawn 3, Finesse 3, Reflexes 3, Wisdom 3, Panache 3
  Reputation: -5
  Advantages: Animal Affinity, Combat Reflexes, Pyeryem Sorcerer
  (Half-Blood), Théan, Toughness, Ussuran
  Background: Obligation 2
  Knacks: Ambush 3, Attack (Dirty Fighting) 3, Bribery 2, Conceal
  2, Climbing 2, Disguise 2, Etiquette 2, Footwork 4, Leaping 2, Lip
  Reading 4, Long Distance Running 3, Memorizing 4, Menace 2,
  Poison 2, Scrounging 2, Shadowing 3, Sincerity 3, Socializing 2,
  Sprinting 4, Stand Watch 2, Stealth 4, Street Navigation 2, Survival
  3, Throat Strike 2, Throwing 1, Tracking 3, Underworld LoReflexes
  1, Unobtrusive 2
  Pyeryem: Man 3, Speak 3, Dog 3
  Oprechnina Spy, Dog-in-Disguise
  Ussuran Ranger 3 / Pyeryem 2 / Spy 3: CR 8; HD
  2d10+3d8+3d6+16; hp 51; Init +0; Spd 30 ft; AC 17 (+7 udp);
  Base Atk +7; Grapple +9; Atk unarmed strike +9 melee (d3+2) or
  as dog; Full Atk unarmed strike +9/+4 melee (d3+2) or as dog; SA
  favored enemy (human) +2, sneak attack +2d6; SQ alias DC 30,
  brilliant getaway, contacts, forms(dog, duck), shape of the beast,
  transformation 1/day, wild empathy +3; AL NE; SV Fort +9, Ref
  +9, Will +2; Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 12; Skills:
  bluff +7, climb +7,craft (poison) +6, diplomacy +5, disguise +6,
  gather information +5, handle animal +4, hide +8, intimidate +6,
  jump +6, knowledge (local) +6, knowledge (nobility and royalty)
  +6, listen +5, move silently +8, speak language (théan, ussuran),
  survival +9; Feats: endurance, half blooded (pyeryem), rapid shot,
  run, track, unarmored defense proficiency (intermediate); Spells:
  animal friendship, calm animals; barkskin, magic fang
  
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  negotiate their way into the city, or perhaps perform some
  action of subterfuge and battle to open the gates for Iviana
  and her rebel army.
  Getting into the castle will be harder the place is manned by
  several hundred men (remember most would have been
  taken out to crush the rebels) loyal to the Oprechnina. Even
  if Kalenikov is paraded before them, he will not willingly
  play hostage…unless he can get some promise from Iviana
  that guarantees his safety.
  Getting to Drakov is simply as difficult as you wish to make
  it. The heroes and Iviana could walk right into the city, up to
  the castle and into Knias’ throne room, if you so choose.
  Alternatively, you could run a protracted siege of the city
  and the castle and then have Drakov, nearly insane at this
  point coming out of the castle to do battle in his family
  armour and the heroes must fight him to the point that they
  can “awaken him from the trap his mind is in”.
  The most important thing to keep in mind while running this
  is to play up the drama and terror of Drakov. This man has
  been so manipulated and tortured mentally he no longer
  knows what is up and down, day and night. He is terrified
  and would be on the verge of insanity and suicide were it not
  that Kalenikov has him so manipulated. The one thing, when
  all is said and done, that will shock Drakov out of his mental
  state is the appearance of his wife: Iviana Chevekka
  Ketrovnia Vladimirtova. This will cause him to come
  slamming into reality. He will at first think she is a ghost and
  will have to touch her to know that she is real. For the heroes
  this will be an amazing show of the love that these two had
  and what her supposed death had done to him and what her
  living can now do for him. Still, Drakov’s mind is quite
  fragile and splintered, and Kalenikov’s manipulations will
  come forth and Drakov will suddenly turn against the group,
  him taking his wife hostage at the point of a knife.
  Give this opportunity to the heroes to talk Drakov down, to
  show him that things are right now. That Kalenikov is
  stopped, his wife’s death a lie and that he is his own man
  once again. After all is said and the heroes talk Drakov down
  a large black raven flies onto the scene and changes in to
  that of Koshchei the Immortal. Koshchei is pleased with the
  heroes, pleased that his descendent is taken from the grasp of
  Kalenikov’s twisted manipulations.
  Soft Point 50: Guards
  The heroes are asked by the Knias and his warrior-wife to
  guard Kalenikov until they can discuss what it is they wish
  to do with him. The heroes are likely going to have to
  protect him as much as keep him under guard from escapes.
  A Happy Ending?
  What if I do not wish to have an overly happy ending? What
  if I wish to have the Knias and/or his wife dead and
  Kalenikov, or a player’s hero in power at the end of my
  adventure? Our answer is, “Go for it!” However, in regards
  to the official timeline and story chronology for Théah the
  Knias and his wife will have survived their times of trouble
  and will have taken back their kingdom and Kalenikov
  righteously punished.
  Dénouement
  Over the next few months the Knias has a lot of healing and
  rebuilding to do and seeks the heroes aid even in this. They
  are given rewards of title and land for their bravery and
  courage and will forever be counted as friends of Vladimir
  and Iviana.
  As for Kalenikov, if he still lives, what will happen to him is
  a matter of some debate. Koshchei asks to take him, but
  Iviana and Vladimir deny his request. They do not execute
  him as many call for, stating that they will not reduce
  themselves to his level and instead imprison him. A few
  months later he dies, poisoned by one of the families of the
  victims of his tyrannical reign.
  A year following the The Battle of Ozero Bodrustvovany
  Ivianna and Vladimir have a child, a boy and the realm is
  well on its way to healing the terror of the Oprechnina.
  Continued Adventures in Molhyna
  Regarding Kalenikov
  The heroes are asked by the Knias to escort Kalenikov to the
  north, where he will be imprisoned until the end of his days.
  Think “Siberian work house”. The heroes will have a tough
  ride a head of them, the former Chamberlain is smart and he
  has a certain charisma. He also has friends that are seeking
  to free him and enemies hoping to kill him following after
  the group.
  
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  The Lake Watchers
  The Knias, after having a small discussion with the
  enigmatic Koshchei, asks the heroes to go to Ozero
  Bodrustvovany and “look around”. They should be on the
  look out for anyone or anything unusual and deal with it as
  best they can. The locals will be able to help them, and
  surely after their exploits, the characters are famed heroes to
  the people of Molhyna.
  The Subtle Assassin
  The birthday of Iviana Chevekka Ketrovnia Vladimirtova is
  fast approaching and the Knias has called for a large (but
  modest) celebration of the event. The heroes are invited to
  celebrate her birthday with them of course! That leaves them
  with the mission to buy the lady a birthday gift! Will one of
  the heroes be the unwitting pawn of a clever assassin attempt
  when it turns out his gift might very well kill Iviana?
  The Last Stand
  A group of errant Oprechnina still control a small portion of
  land and farms and the heroes are tasked with clearing them
  out.
  Credits
  Writing
  Floyd Wesel
  Editing
  Mark Stanton Woodward
  System Mechanics
  Floyd Wesel
  Nikolas Kyriazopoulos Panagiotopoulos
  Cover Artwork
  Carl Frank
  Line Development
  Mark Stanton Woodward
  7th Sea System Creation
  John Wick, Jennifer Wick and Kevin Wilson
  7th Sea™ and Swashbuckling Adventures™ are properties of
  Alderac Entertainment © 2005. All rights reserved.
  The Subtle Assassin 7th Sea - Villain
  Brawn 2, Finesse 4, Reflexes 3, Wisdom 4, Panache 4
  Advantages: Combat Reflexes, Connections (Various), Keen
  Senses, Membership: Merchant’s Guild, Night Trained, Théan (R/
  W), Théodoran (R/W), Ussuran (R/W), Vendel (R/W)
  Knacks: Accounting 2, Acting 3, Ambush 2, Apothecary 4, Attack
  (DF) 4, Attack (Knife) 5, Attack (Pugilism) 3, Blacksmith 1, Cold
  Read 3, Cooper 2, Dancing 2, Diplomacy 2, Disguise 2, Etiquette 2,
  Footwork 4, Forgery 3, Fuses 3, Haggling 4, Hatter 2, Jab 2, Jew-
  eler 3, Lockpicking 3, Mathematics 2, Natural Philosophy 2, Ora-
  tory 2, Parry (Knife)5, Poison 2, Prestidigitation 3, Ride 3, Seam-
  stress 3, Shadowing 3, Sincerity 3, Singing 1, Socializing 4, Stealth
  4, Throat Strike 3, Throw (Knife) 5, Wigmaker 3
  The Subtle Assassin, Guild Agent
  Vendel Assassin 5 / Wanderer 4
  
  7th Sea™ / Swashbuckling Adventures™ eBook
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SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/08 Other Campaigns And Adventures Of Théah/7thsea_ussura_adventure.pdf