I’m halfway through running a great 7th Sea session with five of my gaming friends, three of which are new to RPGs. It’s been great fun, run on Saturdays at my house over the summer, we’ve been sat outside in the sun, rolling dice and drinking. All been good fun so far, leading up to next months finale!
My 7th Sea story so far.
A group of soldiers, sailors, priests and scholars all in the employ of The Vaticine church, have been tasked with escorting Sister Ursula Of The Inquisition back to Castile. Within moments of revealing she is in possession of an ancient Syrneth artifact, The Heart Of Quinametazin an ancient stone giant, their boat is attacked and wrecked on a nearby island.
Working their way inland to escape the attack of a young Kraken, they are escorted by a young shaman, White Flower, who falls for the elderly scholar and teaches him to reach inside and awaken his own links to magic.
Calderon, the Inquisitions agent in the new world seems to have kidnapped Sr Ursula and taken her to an ancient pyramid, our heroes battle their way to the top against stone beasts that come to life and fling themselves into a small chamber at the top of the pyramid.
The newly awakened scholar/ shaman, enters into his first animal trance and maps out the pyramid finding a shortcut to the ancient Syrneth complex below, the heroes jump down a stone slide chased by skeleton pirates, and land in the middle of half of Calderon’s troops.
As the local shaman summon terrible creatures, alchemists pelt our heroes with potions, acids and fire. Taking damage, the heroes finally beat their way through these mobs and find their way into the ancient temple below.
Dwarfed by the scale of the place, our heroes find themselves on a stone bridge, spanning a magma filled chamber, disappearing into the dark centre of the island and what must be the inactive volcano that could be seen from the beach.
The bridge’s traps are cunning and deadly, but scaled to prevent giants - massive blades the size of ships sails swing across the bridge overlapping the length of the bridge. Giant hammers smash parts of the bridge, the thousands of years of action causing parts of this causeway to have collapsed into the magma. Arrows the size of tree trunks fly across the space when triggers are stepped on.
The heroes wind their way through these only to be faced by the second half of Calderon’s troops, dispatched in even quicker time, but their progress is stopped by one of Calderon’s partners jumping out of the shadows.
John Pierre Ballon - the secretive leader of the new Montaigne revolutionary forces introduces himself, reveals that Sr Ursula is a Montaigne princess and that she holds the final key for Calderon to awaken Quinametazin.
At the mention that Ursula is Montaigne royalty, something in the newly awakened shaman stirs, and a further magical force of Porte is shown to him, revealing that this orphan boy may be Montaigne royalty himself.
Tiberon the naval officer with piratical urges, lunges at John Pierre, slips through his guard as he is boasting about his revolution, releasing he may not have been as prepared as he could have been John Pierre slips away under the cover of his troops.
Our heroes make short work of the remaining brutes and reach the end of the bridge, as it opens into an even larger chamber, the furthest parts clouded in sulphuric clouds, bridges spanning from all quarters into the centre of the chamber, far below, the magma like a trapped subterranean ocean.
The centre of the cavern holds an ornate altar, circular discs of stone make up a platform with control panels that are made of sheets of diamond and buttons made of more gold than either of the heroes has ever seen in one place.
Atop the altar is Calderon, JP and Ursula.