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Janek Sielicki

Madman’s
Blade
Adventure module
for 7th Sea 2ed

Explorers Society, 7th Sea and all related marks are © and tm 2016 John Wick Presents. All rights reserved.
No part of this work may be duplicated without express permission from the Author.
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Madman’s Blade
Credits:
Written by: Janek Sielicki
Editing and Creative Contribution: Evan Perlman, Lech Górski
Art: Filip Gutowski (NPCs and the battle), Dean Spencer (b/w pixies), August Malmström
(Dancing fairies), Sir Joseph Noel Paton (The Quarrel of Oberon and Titania) Cover
image: Błędne koło [Vicious Circle], Jacek Malczewski, oil on canvas, 1895-1897
Typesetting: Anna Madrjas-Dymek
Playtesting: Paweł Kubicki, Paweł Niedbalski, Kubu, Marek Kubicki and others who
helped a lot, but wish to remain anonymous
Contents

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Adventure Summary 5
Scene 1: The Drunken Ducks Tavern 14
Scene 2: Between Fire and Ice 16
Scene 3: A trip through dreams 18
Scene 4: Hunted! 21
Scene 5: Guarded Glade 24
Scene 6: Faerie Feast 27
Scene 7: The Answerer 29
Conclusion 32
Gallery 33

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4
Adventure Summary

How to use
this module
This is an adventure scenario and as Madman’s Blade offers your players a
such it is for Game Master’s eyes only! chance to sample famous Glamour magic
Stop reading now if you are a player! unique to Avalon and meet the Sidhe and
Madman’s Blade takes place in Avalon other fantastical creatures. This is a short

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and starts in Carleon. While meeting adventure and it takes about 4 hours to
an old captain in possession of infor- play through. As such, it is a good choice
mation they need, the Heroes get drawn for a convention game. There are three
into a plot that involves the Sidhe and ways to use the module: as a one-shot
their intrigues. The Heroes don’t know adventure, as a part of your own ongoing
that their contact is actually the king of storyline to progress Hero Stories, or you
Inismore – Jack O’Bannon. Suffering can just use individual scenes, NPCs, and
from a bout of madness, the monarch ideas as you like. Considering the nature
needs to find his sword, the Freagarach. of 7th Sea 2ed and the fact that players and
Once he has it, he will be healed. The their ideas can significantly change the
Heroes accompany him on the jour- plot and the narrative, be advised that
ney that takes them into the Fey realm, this scenario should be treated more as a
where the evil Sidhe who caused the set of wildcards, a guideline from which
king’s condition tries to finish the job. you can pick and choose whatever you
Back in the mortal world the Heroes want. Moreover, the module offers sam-
need to figure out how to get the sword, ple faerie trinkets and new enemies that
encounter more supernatural beings can be used in other adventures.
and phenomena and eventually com- Although it starts in Carleon, you can
plete the quest, learning (or confirming) choose to start in any location on the
their companion’s true identity. Glamour Isles– Avalon’s capital is prob-
ably the most likely place the Heroes will
visit when travelling Thea. The adventure

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consists of 7 scenes, but Scenes 4 and 6 are 3) Recovering the sword and solving
optional if you are pressed for time. For the situation is Step Three
each scene I provide background infor-
mation, scene setup, developments, and Additionally, any Hero pursuing their own
sample Consequences and Opportunities. Story (as per adventure hooks, below)
Background Information explains the sit- should accomplish one or two steps.
uation before the Heroes get involved and
describes the environment. Scene Setup Convention Play
explains what players should know before
they declare Approaches for their Heroes. Convention and one-shot games allow
The Developments section discusses how for a bit more freedom when it comes
Heroes’ actions affect the scene and the to getting the Heroes involved. What if
story (naturally, these are just examples or one of the players played Jack/Gregory?
most likely situations). Finally, there are Before the game, take the person aside and
example Consequences and Opportunities. explain the situation, emphasising the fact
that he must roleplay Gregory, not Jack.
Therefore, the player will know the back-
Story Steps
ground and what’s going on while the Hero
This is a three-step adventure: won’t! Once the game starts it is Gregory
who seeks the other Heroes out, assaulting
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1) Meeting Gregory and getting involved


in the Sidhe conflict is Step One. them with a stream of abuse, but with bits
of knowledge in it no foul-smelling beggar
2) Journey into the Fey Realm is Step should know. Who is he? What’s going
Two. on? Maybe we should help him?

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Adventure
Background
Although Jack O’Bannon, the reluctant ars believe that the dievas from the dis-
king of Inismore, does have demi-god tant Sarmatian Commonwealth are in
powers, they come at a price. From time fact Winter Court Sidhe. Bael Seh, a
to time, he loses the sense of Self and powerful Unseelie creature, targeted
wanders away from his castle, uncon- the king’s mind with a confusion spell.
sciously taking Fae paths and often end- The fey wanted to prove to his lord that
ing up in distant parts of Avalon. This the Winter Court can, in fact, affect the
affliction is a result of Faerie magic and mortal world in Avalon as much as the
both the Winter and Summer courts Summer Court. However, the magic,
(the Seelie and Unseelie) try to take being a fickle thing, triggered his mad
control of the king and use him for escapade instead. Then a Summer Court
their own ends. But the human mind Faerie, Yavanna, intervened. The king,
can only take so much and, perhaps his mind in total confusion, used a Fey
as a defence mechanism, switches off, path and disappeared from Inismore,
making O’Bannon forget who he is and a few members of his Royal Guard
sending him on his trips. accompanying him. The two Sidhe went

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The first time it happened, the after him, and catch up to him only as
madness ended when O’Bannon the adventure starts.
recovered his ancestral sword, the While they were searching, Jack
Freagarach (Answerer). Since then, O’Bannon re-emerged in the mortal
the act of retrieving the sword has world near Carleon. His mind con-
become the anchor point that brings stantly degrading, he buried his sword
Jack back and pushes his madness away. in the ground in the middle of a forest
Whenever he feels the onset of an epi- and told his guards to keep it safe. Then
sode and sets off on yet another crazy he completely lost it, ran away before
journey, before fully slipping into mad- he harmed his own soldiers and disap-
ness Jack always hides the sword some- peared in Carleon’s streets, adopting
where, so he can recover it and thus the persona of a drunk has-been cap-
restore his faculties. Re-living the orig- tain, well known to the locals (it’s not
inal journey and the first time he recov- the first time he adopted that guise) as a
ered the sword restore Jack’s mind and font of sometimes obscure information
memories. This method is Jack’s great- and surprisingly sound advice, if you
est secret and no-one knows about it. manage to get him talking. And that’s
This time however, the bout of mad- when Heroes bump into him.
ness was no accident. The Unseelie are
banned from Avalon, and some schol-

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The Freagarach (Answerer)
Major NPCs
Jack O’Bannon’s sword is made of
cold iron and thus it is especially
Mad Captain Gregory
deadly when used on the Sidhe. (King Jack O’Bannon)
The blade is chipped with spots of
rust here and there, the hilt is worn King Jack is a legendary figure.
out and stained with old sweat and Considered a demi-god, his adven-
blood. However, the edge is remark- tures are told and re-told across Avalon.
ably sharp and the weapon is more Details about King Jack can be found in
than capable of doing what it was Nations of Thea vol. 1, but in this mod-
designed to do, as hundreds of ule he appears under the guise of Mad
Castillian invaders learnt. Captain Gregory: an epitome of repul-
siveness. His hair and beard are a con-
voluted mass of caked dirt, old food
In game terms, it is a heavy blade and and mysterious fluids. The face is cov-
can’t be used with the duelling styles ered with fresh boils and a half-healed
requiring a fencing weapon. It’s so flesh wound festers on the forehead.
sharp that it deals 1 extra Wound Gregory wears a mix of animal skins
per Round to Villains or takes out 1 with rudimentary sleeves made of sail-
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additional brute. The Freagarach is cloth and has no trousers or shoes. He


especially deadly to the Sidhe (and walks stooped, with a lurching gait of a
creatures from their domain): a hit man gazing deep into alcohol-spawned
causes one Dramatic Wound in reality. And he scratches a lot, disturb-
addition to any other damage it may ing thriving colonies of fleas and lice,
cause. However, it is a fickle blade, licking his fingers afterwards, or exam-
almost with a will of its own, and ining his “finds.” Then there is the stink.
when not fighting a Sidhe, once per Theans are not particularly clean people
scene it also produces one indirectly and are used to bad smells, especially in
harmful Consequence: it may get cities. But the stench around Gregory is
stuck in a ceiling, slice through the something different altogether. A vile,
bearer’s belt, or destroy something bile-rising, eye-watering phenome-
valuable (and not necessarily belong- non that intensifies every time Gregory
ing to the wielder). opens his mouth or just moves. The only
thing about him that’s relatively clean
are his eyes, always burning with intense
emotions and occasionally showing a
spark of wisdom and experience.
Gregory’s hoarse mumble is fre-
quently interrupted by harrumphing,
wet cough and nasty laughter. Moreover,
the words coming out of his mouth are

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mostly garbage. Sifting the nonsense and cially unpleasant, or a situation becomes
obscenities for a meaning is difficult and really dangerous, this power may show
requires patience. And Gregory swears (for example he might strike a Hero for
a lot. When portraying him, adjust the 10 Wounds), but otherwise it is a good
profanity level to your group. You can idea to keep the king’s abilities under the
go with Monty Python-like funny insults lid: the whole premise of the adven-
(“Your mother was a hamster”) or go ture is based on hiding Gregory’s
full tilt if your group agrees and you feel true identity as long as
comfortable with it too. Interacting with possible. Therefore, if
Mad Captain Gregory should be chal- there is a need
lenging but fun! for Gregory
Although Mad Captain Gregory to actually
does not remember his real identity, roll dice, con-
there is Jack O’Bannon, the King sider him a
of Inismore, hidden deep in the repul-
sive man. And he yearns to be restored.
Unable to express his need directly, he
does so through overly cryptic sugges-
tions and fragmented ideas. But what-
ever he does or says, his one

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objective (albeit sometimes
heavily obfuscated) is this:
recover his sword. And
then, if possible, punish the
creature guilty of the attack.
Finally, it is not the first
time that O’Bannon has
adopted the persona of
Gregory. Locals in the
seedier parts of Carleon
know him as a beggar,
thief, and troublemaker
– who knows surpris-
ingly much about pretty much
any topic you ask him – if you know
how to force him to talk coherently and
endure the stench and the incoherent
barrage of obscenities.
Jack O’Bannon is a truly legendary
figure and when it comes to his game
stats, he could be easily represented with
Power Rank 20. If Heroes are espe-

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Strength 4 (no Influence) NPC, who Bael Seh
also causes a number of Consequences, A powerful Sidhe, Bael Seh acted against
detailed in each scene. his liege’s orders and put a spell on Jack
O’Bannon, one that made the king mad.
Note: It’s possible that your players He wanted to use the king as a puppet
figure out Gregory’s identity early on, to spread the Winter Court’s influence
especially if they know Avalon’s history across the islands, but thanks to Yavanna’s
and rulers. It’s OK. Jack’s will deny any intervention, the king escaped. Now Bael
accusations or ask the suspecting PC to Seh needs to find Jack before his liege
keep the truth to themselves. He still hears about the fumble and either con-
needs to recover his sword to get rid of tinue with the plan, or even the situation
madness. proves to be unsalvageable, make the king
forget about the whole affair.
Bael Seh resembles a very tall, lean
human. Dressed in a spiked, body-fit-
ting metallic armour he radiates an aura
of menace and despair. Hoarfrost creeps
up the plates and icicles form on slightly
oversized shoulder plates. His pupil-less
eyes have the colour of overcast sky,
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and the voice drips with contempt for


the “lesser beings.”
Two frost hounds, Frigid and
Howl accompany him on the
hunt. More reptilian than canine,
these beasts can track their prey
through time and space, grap-
pling the target with lashing,
barbed tails so their master can
dispose the catch as he
sees fit.
Bael Seh is a pow-
erful, dangerous, and
otherworldly entity,
therefore he has a bit
more Advantages
than a mundane
human being. He
fights with two long,
semi-transparent knives.

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Bael Seh the Sidhe Yavanna
Power 12 (Strength 10, Influence 2) Summer Court Sidhe are considered the
Queen’s allies and supporters. Yavanna
Hubris: Relentless. You receive a is one of the Court’s “agents” who tries
Danger Point when you refuse to leave to keep the peace between humans and
well enough alone or quit while you’re the Fey. She is beautiful, but it’s a distant,
ahead, and it gets you into trouble. alien beauty of a finely chiselled sculp-
ture that you’d rather admire from afar
Virtue: Astute. Activate your Virtue after than hold in your arms. Daisies dot her
a Hero spends Raises for an Action. auburn hair and beneath an unruly fringe
That Action fails. The Hero still loses the
green and curious eyes study the sur-
Raises she spent.
roundings. Dressed for action, she is cov-
Advantages: Indomitable Will ered with green armour apparently made
(spend a Danger Point to ignore effects of leaves. A short cape, woven from
of persuasion, intimidation, or similar feathers, is slung across an arm. A scent
attempts), Poison and Disease of a hot day at a meadow wafts in the air
Immunity, Duellist (knows moves around Yavanna, relaxing you and mak-
similar to the Boucher AND the Valroux ing you feel a bit drowsy.
Press Manoeuvres). She doesn’t like humans, yet they fas-
cinate them – a juxtaposition she finds

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Special Abilities: Fearsome, Nocturnal,
Teleporting troublesome and confusing. However,
Aura of Cold: Anyone within a few steps she understands the importance of her
from the Sidhe suffers 1 Wound per round mission and finding the missing king is
of exposure. Anyone striking Bael Seh her priority, even if it means harming a
must pay off 1 Consequence, or suffer few mortal troublemakers. She will try
3 wounds due to extreme, numbing cold not to kill anyone and rely on her magic
released upon the hit. Dealing a Dramatic and charm nearby people. If forced to
Wound causes another Consequence: fight, she turns a twig from her outfit
unless the weapon dealing the wound into a sturdy quarterstaff.
was made of cold iron, it breaks. Just like Bael Seh, Yavanna is a pow-

erful, otherworldly creature and she has


a few more Advantages and abilities
Frost Hound than a mortal NPC would have.
Strength 5 Relentless, Swift and
Teleporting Monster

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Yavanna, a Summer Court Sidhe Getting the
Power 10 (Strength 5, Influence 5)
Hubris: Bitterness. You receive a Hero
Heroes involved
Point when you bring up old grudges or The best way to get a Hero involved in the
bad feelings when doing so will lead to adventure is to find a reason for them to
trouble. need Captain Gregory for something: he
might be a source of information or have
Virtue: Proud. You receive a Danger
Point when your Hero refuses an offer
something a Hero might need. Although
of aid—for example, if a Hero tries to
mad and repulsive, Gregory is known
spend a Hero Point to give you Bonus for his uncanny knowledge and almost
Dice and you turn them down. supernatural talent in procuring items.
Then, at the end of the adventure or
Abilities: Fast, Regenerating, when Gregory’s true identity is revealed,
Teleporting King Jack may explain (perhaps in a flash-
Advantages: Glamour Sorcery back scene) that it was him who planted
(Bullet Catch, Flash 2, Greater Luck) the info and “made” the Hero sought him
Special Power: Voice of Summer. out, just as Pym did
Yavanna can spend a Danger in the Ant-man
Point to put a Brute squad film. Taking
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under her command into the


until the end of
the scene. Each
Danger Point spent
lets her charm
another squad.
The charmed
people will obey
her commands,
but wake up if
sustain serious
injury. Once
the spell ends,
they won’t
remember
what
happened.

12
account Hero Stories and personal moti- Obligation
vations, consider the following plot hooks: Desperate to find Jack, Yavanna acti-
vated her network of informers. In turn,
Amnesia one of them contacted the Hero. In order
Meeting the infamous Mad Captain to fulfil their obligation, that Hero must
Gregory is the next step for the Hero to go and meet foul-smelling Mad Gregory
restore his memory. For example, while and “sober him up.” The informer, who
searching for a face from the past, the Hero is also connected to the person the Hero
learnt that Captain Gregory, currently in owes, does not know more or even that
Carleon, knew that half-remembered per- he is working for the Sidhe.
son. Now the Hero must find the old man
and convince him to share his knowledge. Rivalry
Both the Hero and their Rival decided to
Cursed outshine each other by winning a drink-
Helping Gregory may be a step in remov- ing competition with the worst, foul-
ing a Hero’s curse, completed retroac- est dredge they could find in Carleon.
tively: after the adventure finishes either And according to “the experts” it means
Yavanna or Bael Seh (both are familiar Mad Captain Gregory! If you choose
with such magic) may remove the foul this story, when the Heroes arrive to
magic affecting the Hero or explain how the tavern in Scene 1, the Rival is there,

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to do it, thus creating the next Story Step. perhaps already passed out on the floor
under the captain’s table.
Hunting
Gregory may know about the location Romance
of a person or object a Hero needs. For A Hero may have won the favour of a
example, if a Hero wants to acquire the man or woman, but the road to love is
Signature Item advantage and the said challenging. A romancing Hero may
item is located in the Queen’s Vault, have boasted that they can “civilize”
Gregory may be the person who knows anyone and now they need to show
how to get into the vault – once he is that those weren’t just empty words.
cured and restored as Jack O’Bannon, They promised to find the worst scum
he’ll just walk into the castle, talk to the in Carleon and bring them to court, all
Queen, and visit the vault. cleaned up and dandy…

Lost Love Vendetta


Gregory is known in the underworld as Similarly, a Hero planning a revenge
a person with mysterious connections may need information Gregory has
and a Hero searching for a way to win about a Villain’s weakness, a secret
back the love of their life may need the route into their stronghold, or simply
captain’s help: he can tell them about their whereabouts.
the location of the person or knows the
Villain’s weakness.

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Scene 1: The Drunken
Ducks Tavern

Background Information. Back in to socialize. Although space is precious,


Inismore, when Bael Seh attacked Jack one man seems to be enjoying a cor-
and cast the madness spell on him, ner table all for himself, a collection of
Yavanna intervened. Jack and a squad jugs and pitchers forming a small pyr-
of his guards fled into Fey Paths and amid before him. That’s Mad Captain
emerged in a forest, where Jack, his Gregory, as the patrons inform the
madness progressing, hid the sword Heroes and it’s better to leave him alone
and told the guards to keep it safe. when he’s drinking. Even the establish-
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Then, before they could clear things up, ment’s owner allows him to drink for
he disappeared again and re-emerged free (the worst dregs, naturally) to avoid
in Carleon, now completely crazy the endless troubles the man would oth-
and under the guise of Mad Captain erwise cause.
Gregory. When the adventure starts,
Heroes find him in “The Drunken Developments. This is an establish-
Ducks” tavern, where he is drinking, ment for locals and a strange group asking
alone. While he was gone, both Bael questions is not welcome here. Therefore,
Seh and Yavanna were searching for even talking to the patrons carries a Risk.
him: the first using his hounds, the Ask players for their Approaches. For
other with her informants. example, some may want to hang back,
others to talk to Gregory, or to get a drink
Scene Setup. The tavern, one of the and talk to the patrons first. If disturbed,
many ramshackle buildings in the poor- Gregory reacts with an avalanche of
est part of the docks, is a low building ear-withering curses, but if a Hero man-
that used to be a boat storage. It has ages to get through to him, he’ll agree to
narrow windows and a few entrances, help them – if they help him first. Before
none of which have doors. The interior he explains what he wants, the two Fey
is a gloomy place, warmed by the bod- appear (see Scene 2). If the PCs manage
ies cramped along long tables, minding to get him talking early, he’ll start explain-
their own business or talking in low ing about the sword and the Fey appear
voices. People come here to forget, not before he finishes.

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Consequences. Opportunities.
• disturbing another patron (may lead • Noticing that one of the patrons is
to a bar brawl) the infamous Kirk Cutter, wanted by
the law (3 Wealth if turned in)
• being recognized as a Hero (particu-
larly if a Hero has a Reputation) • Befriending the barkeep and getting a
decent drink on the house
• getting drunk or sick after sampling
local “cuisine” and gut-incinerating • Assessing the composition of the
beverages crowd (sailors, has-beens, a few
thugs)
• throwing up when assaulted by
Gregory’s stink
• allowing Gregory’s curses to rile up
your hero (1 Consequence that deals
3 Wounds OR treat is as Pressure:
Spend 1 Raise or throw a punch, to
which Gregory answers with a pow-
erful left hook dealing 5 Wounds)

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15
Scene 2:
Between Fire and Ice

Background Information. Using Sidhe “Anyone who tries to stop me, dies,”
magic and mortal informants, Bael Seh he declares and looks at Gregory. “And
and Yavanna tracked Jack to the tavern. you’re coming with me.”
Both appear almost at the same time. The tavern explodes with shouts and
chaos. Time to declare Approaches!
Scene Setup. After the Heroes manage
to get through to Gregory and convince Developments. A lot of things are hap-
him to help them, he declares that they pening in this scene! First of all, Gregory
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need to help him first. Before he has a wants to escape. He is confused but one
chance to explain, suddenly people near thing he remembers is that the Sidhe
the main entrance gasp and jump onto attacked him in his castle and they’re
their feet. A Sidhe female’s slender form the enemies. Spend a Danger Point and
fills the frame, the auburn hair lit up from describe how Gregory dives into the
behind - afire, her emerald eyes scanning crowd (if a player follows and spends
the crowd and stopping on Gregory. appropriate Raises (e.g. Notice), they’ll
“That’s quite enough, you’ve had your find him in the street outside. The shock
fun, but it’s time to go now,” she says of the encounter made him remember
sternly. At this Gregory stars cursing and something: he needs to get his sword!
begs players to help him escape or their He asks the Heroes to help him, while
deal is over. Allow some roleplay here, avoiding “those meddling, back-stabbing,
let the Heroes ask questions, but before deer-wrangling bloody elves!” If the PCs
Yavanna has a chance to explain suddenly decide to deal with the Sidhe first and let
the crowd at the other end of the tavern Gregory go, they can find him outside
gasps and a wave of human bodies scram- (no Approaches required) or even he
bles away from a dark corner. Hoarfrost approaches them after the commotion is
creeps up the walls and then two whitish over (also see Outcomes below).
not-canines emerge, clouds of frigid air Meanwhile, Yavanna charms people
escaping their salivating mouth with each inside (1 Brute Squad per Hero less one,
breath. Behind them another Sidhe slides you might also assume that she charmed
from the dark, bringing the hounds to them in Scene 1 upon arrival) and orders
heel with a sharp word. It’s Bael Seh. them to protect her – from the Heroes if

16
they move against her or from the other Developments. Once the scene ends,
Sidhe. The patrons under the spell are the following outcomes are the most
zombie-like and do whatever Yavanna likely (but be prepared for the unex-
orders but you might want to remind your pected and extrapolate!)
players that they are still innocent people.
There are also 10 or so un-charmed people 1) The Heroes escape and manage to stay
inside. Bael Seh wades into the mob, his close to Gregory, or find him soon
hounds snapping at humans. He defends after (no need for extra rolls or scenes,
himself if attacked (remember about his assuming they’re searching for him).
special abilities!). At Raise 3 both Sidhe He explains that he needs he sword, he
realize that Gregory/Jack is gone and can’t do anything without his sword.
decide to disappear, realizing that they Can the Heroes help him get it?
have caused too much ruckus. Unless a
Hero does something to convince them to 2) The Heroes convince Yavanna to stay.
explain the situation, they teleport away: She releases her captives and explains
Bael Seh through the dark corner, Yavanna that she needs Gregory. If pressed,
in a summer-scented flash of flower petals. she reveals only that “it’s Sidhe busi-
ness” and he is more important than
he seems. She is also worried that
Consequences. Bael Seh will strike again. She doesn’t

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• A hound takes down a patron know about the sword (it’s King Jack’s
• Spilled liquor ignites, the fire spreads personal secret), but she asks the
dealing 1 Wound at each Raise (and Heroes – perhaps recognizing some of
endangering patrons) and at Raise 2 them – to help poor Gregory however
the tavern is aflame possible and all shall be revealed and
they will be rewarded. Then she takes
• A mob presses against a Hero, mak- off to shield them from Bael Seh.
ing them unable to move
• Bael Seh summons another hound 3) The Heroes convince Bael Seh to stay to
explain. He will tell them that they med-
• Yavanna charms another group of dle with things they don’t understand,
Patrons (Brutes) but secretly he is afraid of Yavanna and
other Summer Court Sidhe – after all
Opportunities. he is on their territory. Therefore, he
• There is a weak spot on the wall! will try to hire the Heroes, promising
Kicking it in will open a new exit route. magic items and wealth should they
bring Gregory to him. He won’t reveal
• A barrel of pickles in brine can be Gregory’s true identity. It should be also
pushed over to help fight the fire or clear that Bael Seh is an evil entity who
take out several brutes at once hates mortals and anything that’s warm
• Noticing that Bael Seh and his and happy. Take note if the Heroes take
hound’s don’t like fire the deal and intend to keep their prom-
ise. If they carry it through, they should
get a Corruption Point.

17
Scene 3:
A trip through
dreams

Background Information. Some through doors and windows. Another


of Jack’s powers, such as entering and blink and a huge gnarled shape moves
exiting the Fae Paths, work on the among the trees in the distance. The
subconscious level. Although he tells sky’s colour changes into vermillion
the Heroes that the sword is buried and then to cobalt. Ask players for
in a shed just outside the city, in fact their Approaches.
it is hidden in a primeval forest deep
in Avalon. Anyone travelling with Developments. Tell players that in
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Gregory walks along the thin border order to avoid getting lost, they spend
between the mortal and Sidhe realms, the Raises to create new magical ele-
a strange world where magic is real ments of their journey. They should
and amazing things happen. It is also also talk to Gregory to find out where
a place extremely dangerous to mor- they are going: this is a collective goal
tals, full of malign beings that lurk for and to finish the journey the Heroes
those who wander into their territory. must devote the number of Raises equal
Moreover, in that place Bael Seh can to their number to get to the destina-
act more openly than in the mortal tion. In the stream of obscenities com-
world. He gathers allies and opportun- ing out of Gregory’s mouth the follow-
ist hunters and goes after Gregory and ing details about can be heard: a glade,
the Heroes. a shed, guards, old oak, stone obelisk.
Once the Heroes spend Raises to cre-
Scene Setup. The scene begins with ate the details Gregory mentions, the
the Heroes walking through a forest place solidifies and the journey ends.
near Carleon. As Gregory leads them, This should be a fun, creative and mag-
muttering to himself, trying to remem- ical scene, not unlike travelling through
ber the way he went, and the Heroes the Shadows in Roger Zelazny’s Amber
notice that the scenery changes. A books.
tall pine stands by a brook… A Hero
blinks and the tree is covered with tiny
houses, with fleeting shapes darting

18
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Consequences. • Disturbing a colony of tiny shadow
• Gregory’s ungodly stench makes any- moths (3 Wounds)
one interacting with him just want • Stepping into a puddle of enchanted
to go away. This works like constant water and immediately falling asleep
Pressure and anyone close to the cap-
tain must spend 1 extra Raise or they • Any of above, but happens to a Hero’s
leave him alone. horse if they’re riding
• Gregory picks up a branch and
attacks the trees, thinking they are Opportunities.
monsters. The noise draws a group • Finding a Sidhe Trinket (see sidebar)
of angry toad-like goblins (treat as • Finding a pot of gold (10 Wealth,
Brutes with the Pirate quality). but it’s really heavy and cumbersome
• Accidently walking across a mush- causing a Consequence in each subse-
room circle and releasing an angry quent scene: it can be lost, gold may
Redcap (Strength 5 Swift Monster) be spilled, draw thieves, or its origi-
nal owner)
• Losing a precious (preferably sparkly)
item to a mischievous pixie • Befriending a friendly forest critter
more intelligent than their mortal

19
world counterpart: an owl, rabbit, or Sap of Life. Chew it for a while.
squirrel. Although your teeth are glued and
you won’t be able to speak for a few
• Being invited by beautiful Sidhe
hours, your wounds close (includ-
to spend some alone time with
ing Dramatic Wounds) and you feel
them among fragrant flowers and
invigorated.
shimmering streams. The Hero is
removed from the scene (and the
Hunted! Scene if you’re using it) Thunderstone. These strange
and returns to the party in Scene metallic objects draw lightning dur-
5, bewildered, happy, and visibly ing storms. Throw and run!
aged (or earlier if they spend a Hero
Point). They remember snippets of
a life they had with the Sidhe, but Luck Coin. A small gold coin with
can’t fully explain what happened. a leprechaun stamped on both sides.
Also, one of their skills, determined It allows the owner to re-roll one
randomly (roll a d10), increases by 1 dice per day.
point.
• Noticing a hint of deep wisdom and Dwarven Bread. A stone-hard and
experience in Gregory. Something… heavy loaf, if its owner licks it once
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larger than life, even? a day, they don’t need to eat and feel
nourished.
Outcome. The Heroes and Gregory
arrive to the Glade (Scene 5) or Bael
Seh’s hunters find them (Scene 4) Green Creeper. Sprinkled with
wine, this short piece of vine will
Glamoured Trinkets grow to any length and is an excel-
lent improvised ladder.

Minor artefacts like this are quite


common in the Fae Realms. Most Mighty Pick. This pick is only
are one-use items, others, once taken a foot long, but if you strike the
to the mortal world, are known to ground with all your might, a deep
gradually lose their powers. Figuring hole opens! Careful not to fall in!
out their powers needs a Raise spent
per item.
Striders. A pair of huge, old shoes.
They double your speed and you are
Magic Acorn. Plant it, water it, sing unable to move slowly while wearing
songs throughout the night and a them.
mighty oak will rise in the morning.

20
Scene 4: Hunted!

Background Information. If you’re resemble horses, because human minds


short on time (important at a conven- desperately seek understandable ana-
tion game) or wish to keep the adven- logues. Their eyes shine with cold fury
ture less action-oriented, you can skip of deep winter, armour and weapons
this scene. After escaping the Drunken are covered with frost, tattered capes
Ducks tavern, Bael Seh re-acquired billow in the wind!
Gregory’s scent, gathered his allies and Then a gust of warm air comes from
began hunting the captain (and his the opposite direction and Yavanna

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companions) in the Fae realm. They appears, riding a huge white deer. She
found the Heroes just as they are about is surrounded by a gleaming host of
to emerge back to the mortal side of colourful Summer Court Sidhe, ideal-
Avalon and now race to catch them! ized versions of forest animals and…
From another direction comes Yavanna a shadow passes behind them as a
and her allies, also heading towards the bona-fide real dragon sweeps in, defi-
Heroes. If they made a deal with her in antly roaring and releasing a ball of
Scene 2, true to her word, she heads to fire toward the Winter Host. It seems
stop Bael Seh’s host instead. that both groups are going towards the
Heroes!
Scene Setup. As the Heroes and
Gregory head toward the meadow, Developments. The Heroes may stand
the journey – according to Gregory – and fight, but Gregory dashes towards
almost complete, suddenly all the little the exit: a half-formed vision of a for-
creatures inhabiting the fairy world dart est glade in the night. However, a slimy
into hiding, leaves curl, temperature vine reaches towards him (in the dis-
plummets. Hooves thunder in the dis- tance Bael Seh seems to be concentrat-
tance, dark clouds boil in the sky and, as ing on a spell) and entwines his leg!
a lightning strikes and hail begins, they The players declare their Approaches.
release a group straight out of a night- Depending on the skills used reaching
mare! The Unseelie host consists of gro- the glade costs 1 or 2 Raises, as usual.
tesque creatures riding beasts that only A Hero may also want to help Gregory

21
get up and escort him to safety as
two hosts clash. Some Heroes, par-
ticularly if they’re duellists, may
wish to stay behind and cover
the retreat. Let them shine! Have
them fight frost hounds and/or
an Unseelie Knight and several
Brutes. Finally, if you’ve already
picked up an ending (see Scene 7)
you might want to have the Heroes
combat Bael Seh here, not at the
finale.

Consequences.
• Getting hit by a magic spell
(thorns, icicles, dragon fire) that
causes 3-5 Wounds
• A tree, cut down by the dragon’s
slashing talons, falls down and
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pins down a Hero


• A family of rabbits is in danger
of being trampled by the riders!
• The very trees come alive and
block a Hero’s path (must be the warrior earns the Hero a minor
dealt 5 Wounds to hack through Favour with the Sidhe.
unless other solution is offered) • A Hero may notice that Yavanna is
• A dark portal to icy nothingness actually trying to protect Gregory
starts to open. Unless closed, a host (this assumes they didn’t talk to her
of 5 Ice Devils per Hero emerges in Scene 2).
(Elemental [Ice], Chitinous brutes) • An Unseelie creature, covered with
• Falling off the horse (3-5 Wounds) hard ice shards, explodes when hit
with a living spear. Most of it evap-
orates, but one shard remains – it’s a
Opportunities. diamond worth 5 Wealth.
• One of the Sidhe combatants loses a
knife. It’s a minor artefact that can set • The Sidhe notice a Hero’s exploit,
small inanimate objects aflame. which earns the Hero a Reputation
when dealing with the Fae.
• A Summer Court Sidhe is bleed-
ing out on emerald grass. Helping

22
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Outcome. The Heroes and Gregory Power 7 (Strength 5 Influence 2)
arrive back to the mortal realm, near the Advantages: Duellist; Maneuver:
secluded glade where Jack hid the sword. Sudden Death. Spend a Danger
Point. The knight teleports behind
Unseelie Knight his opponent and stabs them in
the back, then teleports back to his
The Knights of Winter come in different
original position and stabs again. The
shapes and sizes. Some are hulking
manoeuvre works like Lunge, but each
brutes that use oversized icicles to smash
Raise spent counts as 2 Raises.
enemies, other are wispy creatures
surrounded by a cloud of frigid air. Some
wear heavy hoarfrost-covered armour
while the more bestial ones rely on their
fur. If you own “The Sarmatian Bestiary”
a Midnight Wraith may be also among
their ranks. A Knight of Winter makes an
excellent Nemesis for future adventures!

23
Scene 5:
Guarded Glade

Background Information. After overheard saying his name (treat it as


Yavanna and Bael Seh clashed in the an Opportunity).
Castle of Tara, Jack O’Bannon, shielded Moreover, not far away a group
by a group of his guards, fled into fey of Sidhe is having a feast and faint
paths. They emerged in this secluded sounds of laughter and music waft in
glade, somewhere deep in a forest in the night. If a Hero goes to explore, see
Avalon. Jack secretly buried the sword, Scene 6. Finally, Old Wise Oak is nap-
told the guards to stand guard and ping nearby. It is an ancient creature of
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disappeared before they could react. myths and magic, a tree that walks and
Because Glamour magic is strong in talks, but not well-versed in the affairs
the area, the guards think only a few of the Sidhe or mortals. Loud voices or
minutes have passed since their liege combat will rouse him and he’ll shuffle
left them. There are 10 elite guards, all to the glade to intervene.
tough sons and daughters of Inismore.
They are led by Fiona Ó Dochartaigh, a Scene Setup. The Heroes are back
brawny red-haired woman in her thir- to the mortal world, somewhere
ties with a stoic demeanour of a person deep in a primeval forest that defi-
who’d seen it all. The group is worried nitely doesn’t look like anything near
and alert – after all even in Inismore Carleon. Gregory explains in an exag-
the Sidhe don’t attack your castle in the gerated whisper that his sword is just
middle of the day! They are organizing over there, in the shed! But he also
defences and awaiting Jack’s return, as warns the Heroes that there are guards.
ordered. The guards have no idea why Then he pauses, as if remembering,
Jack buried his sword in the shed that and orders the Heroes not to harm the
stands in the middle of the glade, nor guards because “that would be really
do they realize the weapon’s impor- bad.” Then he becomes unresponsive,
tance. Some are in the shed, others lost in thoughts, apparently working
walk the perimeter or try to figure out really hard to remember.
why Jack brought them there. They It’s a cold, dark, and quiet night.
never mention Jack’s title, but can be Among timidly rustling vegetation

24
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another sound can be heard to the east:
a faint, distant echoes of laughter, music capture one of the sentries and make
and singing. them talk, or spend Raises to over-
hear conversations, each Raise (again
Developments. Unless the Heroes remember about the double Raise cost
have light (which reveals their posi- for using inappropriate skill) spent
tion), noticing any important details reveals the following, in that order:
costs 1 extra Raise. Sneaking into the • They are from Inismore, Fiona Ó
shed and retrieving the sword qui- Dochartaigh is their officer.
etly is possible, but might cost a lot of
Raises. Consider the Consequences and • They came here through Fey Paths,
the fact that the weapon must be found escaping a Sidhe attack.
with Notice, so any Hero using Stealth • They are protecting something in
will need to pay double. A diversion the shed, but the guard doesn’t know
might help but also draw the attention what. Their lord’s orders.
of Old Wise Oak. If a Hero manages to

25
• Their lord is someone really impor- Consequences.
tant, a figure legendary on the Isles. • Being spotted by the guards
• They serve Jack O’Bannon, the King • Gregory wanders away
of Inismore (Note: See Scene 7 to
make this revelation a bit more dra- • In the dark a Hero rouses a sleeping
matic). deer, which springs up and charges
through the forest (making noise)
If the Heroes bring a captive guard • An artefact in the possession attracts
to Gregory, unless someone spends a a cloud of fireflies
Raise, the guard doesn’t recognize their
• Activating an old trap: sharpened
liege (it’s dark and Gregory looks really
sticks on a flexible branch slam into a
different). Otherwise, he immediately
Hero (3-5 Wounds).
begs the Heroes to escort Jack to Fiona,
who agrees to search for the sword.
If the Heroes openly approach the Opportunities.
guards and don’t attack them, after • One of the guards is a Hero’s friend
initial tension Fiona will listen to the
• Branches of a large tree extend over
Heroes and help them search for the
the shed
sword.
If the Heroes or the Guards make • Fiona has left her brace of pistols on
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too much noise (or you just think it a stump near the fire
would add to the scene), Old Wise Oak • One of the guards happens to be
emerges from the dark forest grumpily sort of an expert on the Sidhe and is
complaining about “the young ones.” explaining her companion the differ-
Upon seeing the shed, which is made of ences and types. A Hero may learn
wood, he starts to get angry and needs more about the creatures and phe-
to be calmed down or he smashes the nomena they have experienced in the
shed and plants himself where it stood. adventure
Fighting Old Wise Oak with mortal
weapons is completely ineffective, but Outcome. The Heroes retrieve Jack’s
he is scared of fire and can be chased sword, the Freagarach! Time for the
away. However, he won’t forget that Finale – see scene 7.
and the Heroes may never feel fully
safe in Avalon’s woods.

26
Scene 6: Faerie Feast

Background Information. A group accepts complements on her rose bush,


of the Sidhe and their animal friends are which is displayed next to her, the flow-
celebrating a joyous event: Lady Violet’s ers’ fragrance permeating the air.
beloved rose bush has bloomed! This is an
optional scene and can be easily dropped Developments. Gregory refuses to leave
if you’re short on time or feel it is not the glade where his sword is hidden and
necessary. However, the scene empha- if the Heroes make him go with them
sises the fleeting nature of the Fey and is to investigate the feast, he purposefully

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a tribute to Frodo and Sam’s adventure in makes noise to scare the revellers away
“The Lord of the Ring.” The fairies don’t (might be treated as a Consequence).
want to be disturbed, especially by boor- The first time the Heroes approach the
ish mortals and their “important” affairs. feast (unless they’re sneaky), everything
They eat, dance, and gush over the rose disappears and only eerily quiet for-
bush – which has its own place of honour est remains. However, after a while the
at the main table, next to Lady Violet. sounds resume a bit farther away. The
situation repeats unless a Hero spends
Scene Setup. Investing the sounds of Raises to make the feast stay, e.g. by
laughter and music, the Heroes approach convincing the revellers they are not a
another glade in the forest, where some threat, approaching calmly, or showing
denizens of the Fey lands are having a off their swordsmanship (the Sidhe love
feast. The group consists of colourful, talented mortals).
fantastical creatures such as Sidhe, pixies, If the Heroes make a suitable impres-
dwarves, and yes, there is even a unicorn! sion, Lady Violet invites them to join the
Tables groan (some literally) under the feast (and admire the bush). Most of the
weight of food, amazing cuisine such as participants don’t want to get involved
dancing nuts, refreshing water from the with mortal affairs or even know that mor-
purest springs, mushroom in all shapes tals come from their own world. However,
and colours… Sweet music accompanies the Heroes may convince some of them to
the revellers, but no musicians can be help them. For example, performing a feat
seen. Lady Violet is a gorgeous androg- of strength will earn the respect of Striped
ynous Sidhe who laughs all the time and Bear and a moving speech or poem may

27
convince a group of frivolous pixies to Opportunities.
accompany the Hero for some time. • Finding a magical trinket (see page 20
The feast is a distraction – the longer for guidelines)
the Heroes spend here, the more pow-
erful Bael Seh becomes in the final scene • Earning Lady Violet’s favour and
– but don’t warn the players! receiving a single flower from her rose
bush. If the bearer thinks about Violet
at least once a day (devotes a Raise in
Consequences. game terms in any scene), the trinket
• Eating food that’s wrong for humans grants the Valiant Spirit advantage.
(although the steamed purple mush-
• Gaining a temporary supporter
room does look delicious). Causes 4
(counts as a Brute). Let the player
Wounds or/and visions (counts as
come up with the being’s particulars.
Pressure to stare into space or walk
unending stairwell) • Learning more about the Sidhe and
for example that Bael Seh shouldn’t be
• Drinking delicious water that makes
doing what he’s doing, because he is an
you happy, careless, and deeply phil-
Unseelie and they’re technically banned
osophical.
from Avalon. This opportunity also
• Having an important item (weapon, causes a Consequence, because it’s a
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memento, money) turned into a pebble fun subject to talk about at a nice party!
• Insulting a 2-foot tall Sidhe noble The Hero is booed by other fairies
Ser Candywanagh and fighting in a (Reputation: Bore with the Sidhe).
duel… With forks! • Learning the location of a Fey Path
• Losing all clothes to an angry rippercat that connects two places a Hero is
interested in and how to enter it.
• As before, having Gregory and his
Stench around can cause a number of Outcome. The Heroes leave the feast
unpleasant consequences. and return to their mission.

28
Scene 7:
The Answerer

This is the adventure’s end, when Although he doesn’t remember much


Gregory finally picks up the Freagarach from this adventure, he knows the
and remembers who he is. Consider and Heroes helped him and he’ll keep the
choose one of the following ending word given as Gregory. For example,
scenes and pick one most suitable for your if he promised he’d get the Heroes to
group (or mix and match for perfection). Elaine’s castle vault in Carleon, he’ll do
that – by just walking in (causing quite a
1) Solemn Majesty stir) and arranging an audience with the

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other monarch.
Consider playing the traditional
Alasdair ballad by Clannad or The Born 2) For Inismore! For the king!
King piece from Arthur: Legend of the
Sword by Daniel Pemberton. When Mad Captain Gregory is reunited
When Mad Captain Gregory’s hand with the Answerer, he heavily drops to
closes on the old sword’s hilt, the man his knees, clutching the weapons han-
transforms. Gone is the repulsive mad- dle with all his might. His body trembles
man. The Heroes are standing in the and he is obviously struggling, trying
presence of the legendary Jack O’Bannon, to remember and break the Unseelie’s
King of Inismore. The man who sin- curse. If the Heroes still don’t realize
gle-handedly stopped a Castillian inva- who they have been helping, Yavanna
sion. Who killed a dragon and befriended can quietly show up and explain the
another. A man loved by the Sidhe – per- situation. And that’s when Bael Seh
haps because he is their child. appears from the shadows. Plants wither
Madness leaves his eyes and he and freeze around as he and his warriors
straightens, looking at the people approach the tableau. When he sees that
around him. His guards genuflect. If Jack already has the sword, he realises
Bael Seh is present, he backs away and it’s his last chance to either subdue the
disappears in the night, giving up his king – or kill him and be done with it.
plan. If Yavanna is present, she smiles The Sidhe approaches and the Heroes
with relief and gives Jack a clean tunic. must protect Jack until he comes to

29
his senses, which happens at Raise 2 Consequences.
(counting down). He tries to bribe the • The King is wounded
Heroes, offering them the same what • A Hero slips on the ice (2 Wounds)
Gregory/Jack offered and more. If the
Heroes wasted time at the feast, he may • Yavanna is wounded
be accompanied by Winter Knights and • One of the guards or faerie allies
beasts. On the other hand, he is not with- (acquired in Scene 6) falls
out honour and if a Hero offers a duel, he
• Old Wise Oak charges into the fight,
agrees. In that case his Power level is 10
attacking both sides (“be QUIET!”)
because he lost some Influence due to the
setbacks in Scenes 2 and 4.
During the fight the Heroes can speed up Opportunities.
Jack’s recovery using Convince, Intimidate, • negating Bael Seh’s frost aura by
or Warfare (Command) and contributing kicking flaming brands from the fire
the number of Raises equal to the num- (assuming the scene is taking place
ber of Heroes. Unaided, Jack recovers at at the glade where the Inish guards
the end of the scene. With Hero’s help he camped)
recovers at Raise 2 of the round follow-
• drawing in some fireflies and other
ing the one when the sufficient number
fantastic sources of light to negate or
of Raises was contributed. Optionally,
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weaken Bael Seh’s Nocturnal ability


Yavanna kneels near the king and guides
him through the recovery process and the • jumping into thick bushes to hide
Heroes must shield both of them. (might be thorny and also cause a
Finally, madness leaves Jack’s eyes Consequence – 1 Wound)
and he straightens, looking at the peo- • discovering a temporal distortion
ple around him. His guards genuflect. If that allows a Hero to load a gun faster
Bael Seh is present, he backs away and
disappears in the night, giving up his
plan. If Yavanna is present, she smiles 3) Madness Rising
with relief and gives Jack a clean tunic. In this version of the finale the Heroes
Although he doesn’t remember much don’t fight Bael Seh (perhaps because they
from this adventure, he knows the already beat him in Scene 4) but King
Heroes helped him and he’ll keep the Jack himself! Sword in hand and mad-
word given as Gregory. For example, ness boiling in his eyes, his swings are
if he promised he’d get the Heroes to wild, but incredibly powerful. If Yavanna
Elaine’s castle vault in Carleon, he’ll do is present she finally explains the situ-
that – by just walking in (causing quite a ation and asks the Heroes to calm the
stir) and arranging an audience with the king down. The sight of the Sidhe infu-
other monarch. riates Jack even more, perhaps because
he remembers her presence in his throne
room when the trouble started.

30
In this fight, Jack is a Power 20 NPC Opportunities.
(to speed game up, you may want to • Convincing Jack that a bush, rock,
assume he has 10 Raises, or 8+d6, per or a tree are his enemy. That round
round) that always uses the Lunge he attacks and destroys the object.
manoeuvre. However, he is easy to con- Unless players spend extra Raises to
fuse and may attack trees, bushes, or “create” them, there are only three
nearby rocks. Yavanna begs the Heroes such objects at the scene.
to use non-lethal means of attack and • Gaining a momentary respite. Unless
reminds them that Jack can’t drop the attacked that round, Jack struggles
sword, in case someone wanted to dis- with his memories. The Heroes have
arm him. The Heroes may also “talk the the rest of the round to regroup, dis-
king down” i.e. “attack” him with words, cuss plans, or tend wounds.
with each Raise from Convince or
Intimidate counting as a Wound. (In 7th • Encouraging some of the Inish
Sea 2ed Wounds don’t necessarily rep- guards to help
resent actual physical damage). If Fiona
and the Inish guards are present they Outcome. Jack’s madness is vanquished
explain they can’t join in because they and the king returns.
swore to protect their king. Attacking
him, even in that situation, would go

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against that oath.

Consequences.
• Being hit by Jack (if applied to multi-
ple Heroes, split the Wounds evenly
between them)
Jack put’s a Hero in a chokehold
• Accidentally hitting another Hero
• Waking up (perhaps again) Wise Old
Oak
• A Guard (if they’re present and fight-
ing) is hit and requires medical help
• Jack’s slips and loses his sword, per-
haps after a particularly mighty swing

31
Conclusion

Once he comes to If the Heroes


his senses, Jack helped Bael
O’Bannon and Seh and fought
Yavanna explain Yavanna,
what transpired Jack is now
in his castle and under the
fill the gaps in Sidhe’s control
each other’s sto- and Inismore
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ries. Both of them becomes Winter


are really grate- Court’s foot-
ful for the help the hold on Avalon.
Heroes offered and For this, each
Jack does whatever he Hero receives a
promised as Gregory Corruption Point.
and maybe more if Assuming the Heroes
he is able. There is no made a deal with him,
need for extra scenes here. Bael Seh fulfills all his
Moreover, the Heroes gain promises to the letter.
a Major Favour with Jack and The adventure ends here,
another with Yavanna. Although the Heroes proved they’re worth
they’ll need to travel to Tara to secure their salt. They have experienced
Jack’s help should they need it, Yavanna the magical side of Avalon, met leg-
promises to help them wherever they endary creatures and perhaps gained
are – but all of them at once, and it’s a new friends and enemies. I hope you
shared favour. and your players enjoyed Madman’s
She gives them a bottle of 50 year old Blade. Please follow me on Twitter and
single-malt Inish whiskey with small sil- Facebook and return to the product’s
ver tumblers. If they all sit down around page on DTRPG to leave a rating or a
and share the bottle, Yavanna will come review.
to their aid.

32
33
Gallery

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34
35
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36
37
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38
39
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Other titles by Janek Sielicki
For 7th Sea 2ed

Gold and Shadows The Sarmatian Bestiary Disadvantages


For the world’s most popular RPG:
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Options for Trollskull Finders Keepers – Homeward Bound


Manor adventure for level 20th PCs
For the Cypher System and Numenera:

The Bridges we Burn – A Breath Coruscation


A Numenera Adventure of Fresh Air

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