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Preview of the FreeFall RPG Studios adventure "Silhouette: Shadow Of The Sea. Purchase the full PDF at www.freefallrpgstudios.com

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Silhouette:Shadow Of The Sea

ContentsIntro Story The Fall From GraceIntroduction Preparing To Run “Silhouette” Scene Structure Gamemastering Tips Read The Adventure Be Prepared To Freestyle Know The Players Take Notes Stay Calm General Rules House Rules Non-Player CharactersPlot Summary Scene 1: The Hook Scene 2: The Plan Scene 3: Combat Spotlight Scene 4: Story Skill Scene 5: Social Spotlight Scene 6: Stealth Spotlight Scene 7: The Climax Scene 8: The ResolutionScene 1: Fancy Meeting You Here Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s MapScene 2: What’s The plan Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s MapScene 3: Dancing Shadows Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s MapScene 4: The Chase Is On Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s MapScene 5: Hallowed Ground Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s Map

Scene 6: Undertones Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s MapScene 7: Queen Of The Night Set The Stage (Description and Scene Inventory) Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description) Players Map Gamemaster’s MapScene 4: To the Victor... Why Are We Here (Goal Explanation) Who Else Is Here (Minor Cast List) Finishing Touches (Transition Description)

CreditsWriting And Design

James Holland

Artist & Art DesignJames Holland

EditingKetkeo Holland

Special Thanks A special thanks goes out to the entire community of artists who contribute their time and energy to adding their precious resources to the digital art scene. Without your inspiration and support this would not be possible. To my best friend Ronald Luebbe who, through your constant pushing of every button I possess, has driven me to climb higher than I ever have before. From the bottom of my heart I owe much of the success from everything I do to my beloved wife Ketkeo who’s beauty I share with the world through much of my art. May the rest of the world see the beauty I come home to every night. There is nothing in the world I have not, do not, and will not do for you. To my father, clement (RIP), and my mother, Mendy who brought me into the world. I have made the best of the gifts you have given me and appreciate your love and support. Dad, I know you still look after me in ways I don’t understand.

Copyright© 2008 FreeFall RPG Studios. All Rights Reserved. Gems Of Night, Silhouette: Shadow Of The Sea, The FACET System, Cinematic Action Combat System (CACS), Custom Content Creation Rules, and Talespinner are registered trademarks and/or trademarks of FreeFall RPG Studios in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. FreeFall RPG Studios and the FreeFall RPG Studios logo are trademarks of FreeFall RPG Studios

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Introduction Silhouette: Shadow Of The Sea is an adventure designed originally for Gems Of Night, although it can be easily converted to work with any other game system since it consists of mostly plot information. Like all of the official freefall RPG studios adventures for gems of night it is a story crafted using the patented Talespinner system. The adventure’s primary setting is the lawless city of Port Royal, Jamaica.

For the purposes of the Gems Of Night FACET system Silhouette: Shadow Of The Sea is designed to be an extremely gripping and emotional adventure creating heroes out of ordinary people and placing them on an epic stage. This adventure consists of eight scenes strung together in a fashion that allows each of the primary characters a chance to use their unique abilities without disrupting the enjoyment of the other players. Once all of the scenes have been played out, whether in the exact order or in a different order, the story will have been told and the adventure will be completed.

Preparing To Run “Silhouette” Silhouette: Shadow Of The Sea is intended to be used with Gems Of Night. Although the quick start rules are sufficient to run this adventure is recommended that the gamemaster obtain a copy of the core rules guide in order

to have a more complete set of rules available to him or her. Character Creation is not necessary due to the fact that sample characters have already been provided for this adventure. These characters can also be used for other adventures but we recommend the core rules guide as a source for understanding character creation in order to create their own characters. Item creation, spell creation, and even special creatures can be found in the core rules guide. Also included in the core rules guide a gamemaster will be able to find 12 additional character types (sages) for

players to control.

Scene Structure In the official adventures written by FreeFall Studios the following layout is used to script each scene.

Set The Stage This section of the scene is designed to set the mood and atmosphere for the location in which the scene will take place. The text written here is designed to be read to the players either verbatim or interpreted as the gamemaster sees fit.

Why Are We Here: This section of the scene is designed to explain the circumstances that brought the players into this scene. The text written here is for the gamemaster’s eyes only and will more than likely describe certain hooks that make this scene important to the players, or a deeper explanation of their goal in this scene.

Who Else Is Here This section of the scene will describe minor bit players who the characters can interact with along with their goals and reasons for being here.

Finishing Touches: This section of the scene will describe certain tactics that the gamemaster can use to keep the story on track or step up the difficulty.

Each scenes should also include a map of the location in which the scene takes place along with a legend that will describe key points within the scene. Official adventures written by FreeFall Studios will include two color maps of each scene. One of these maps will be provided for the players so that they can keep track of their characters locations. The other will include detailed explanations and descriptions of the key points found within the map so that the gamemaster can accurately describe certain portions of the map to his or her players.

Keep in mind that at some point during the adventure each character should be granted an opportunity to stand in the spotlight. The Talespinner system provides spotlight scenes and four additional scenes for each adventure. The usual setup should include an inciting event that will draw the players into the adventure, a planning scene where they can cook up their ideas on how to handle the inciting event, at least one spotlight scene for each character in the adventure, a climax, and finally a resolution scene in which the characters reap their rewards and walk off into the sunset.

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Gamemaster’s Tips Each and every gamemaster who was ever run Gems Of Night has always had their own style. Some are fans of dramatic role-playing. Others are action junkies. Regardless of your style there is no right or wrong way to run gems of night. Whatever feels comfortable to you and makes the game fun for your players is all right with us. With that in mind we recommend that every gamemaster at least use the same basic framework for running games. These basic tips will help you get the fundamentals of running Gems Of Night under your belt.

Read The Adventure We cannot stress how important this first step is to making a game fun and enjoyable to for all of your players. Many times we have been the victim of an unprepared Gamemaster and our nights have been ruined by stories that were more “roll playing” than “role-playing”. Read the entire adventure before presenting it to your players. This way you are prepared for what ever your players can throw at you and you know exactly where the game is leading and can react accordingly. Every official adventure from FreeFall RPG Studios reads like a novel with information that is only revealed when the gamemaster reads each specific scene.

Be Prepared To Freestyle All of the official adventures for Gems Of Night have been written with as much flexibility in mind as possible. That does not, however, mean that anything written between these covers is written in stone. As a gamemaster if there is anything written (rule or otherwise) that does not sit well with you feel free to change it. Jim’s a Veritas is as much your game as it is ours. As such you are free to do what ever it takes to give your characters and players a wonderful adventure.

Know Your Players Many gamemasters take up the mantle for the first time by running games for their friends or family (or any combination of the two). Doing this gives each gamemaster the opportunity to understand the personalities of the people he or she is taking with them through the wondrous journeys of gems of night. We recommend getting into your players heads and understanding both them and their characters. That way you will be prepared to know exactly how they’ll be thinking and you can react accordingly. Surely there will be times when your players will surprise you. Knowing them on a personal level will mitigate most of the damage that can be done to a story this way. Take the time to understand each player and each character and the connection between them. This will allow you not only to ensure that each player is involved in a story on an emotional level but will also allow you to know exactly how far to push the envelope.

Take Notes This step is extremely important as most game masters tend to forget small tidbits of information during the course of the story. When a player has a vested interest in the events of the story they tend to keep track of every detail of their characters lives. The last thing any gamemaster wants to do is deprive a player of the excitement of gems of night by forgetting a minor detail that might mean so much to that player. We understand that people do not take notes the exact same way. Therefore we encourage you to take notes in your style so that you can keep track of the details of the events of your story.

Stay Calm Gems Of Night is a new system featuring many new concepts in tabletop role-playing. The details of this game can become so intricate at times that the scope of rules can take up several pages of text. In the core rules guide you will find over 500 fully detailed skills, 20 playable stage types, dozens upon dozens of pages of custom content creation rules, and a master’s class and storytelling. Surely the depth and breadth of detail injected into the core rules guide alone is more than enough to power the average tabletop role-playing game. Keep in mind that these rules are scalable. The rules presented in the quick start guide are but the tip of the iceberg. Just enough rules to get the game going without having to worry about strenuous details. For a new gamemaster we recommend that you start with a limited set of rules and begin injecting new rules as your comfort level increases. Keep in mind that as the gamemaster you have the right and authority to change any part of his game that does not mesh well with your style of role-playing. Also remember that as the gamemaster you are in charge of your game session. Do not allow yourself to become overwhelmed by the sheer volume of rules in this game.

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General Rules Many of the general rules for playing gems of night can be found in either the Quick Start Rules or the Core Rules Guide. Rules on conducting combat, skills, character creation, and statistics are listed there These rules will not be repeated in this adventure. Several adventure specific rules will be found in this adventure. These rules are designed to accentuate and flesh out the various concepts brought forth in this adventure alone. You will find all of the rules that you need in the core rules guide.

House Rules In Gems Of Night, just like many other games, the rules are what makes the game unique. But keep in mind that this is just as much your game as it is ours. Feel free to add any house rules or options to the game to make it your own. If you would like to create your own rules or disregard any of the ones that we have made we recommend that you make sure that every player is informed of the new rules or changes before you begin playing. In the effort at fairness we also recommend that rules be made universal so that they apply to all characters and not just a chosen few. If all players do not agree on house rules we recommend using the standard rules. Of course if you are not using the Gems Of Night rules to run this adventure then we recommend using the standard rules of the game system you are using. Keep in mind that house rules are best when they apply to everyone involved.

Non-Player Characters Non-Player characters (NPC’s) are an essential part of any adventure. They make up the population of the world around the characters. These characters, who’s parts in the story are played by the gamemaster, breathe life into an otherwise lonely world. In the official Gems Of Night adventures these Non-Player characters are represented both in the main cast chapter of each book and in a less detailed version with character sheets similar to the sample characters presented at the end of the Quick Start Rules.

It is recommended that each gamemaster make these NPCs as unique and as “Human” as possible. Even for the faceless minions of more powerful NPCs we advise that you come up with, at the very least, a short background story and personality for each person. Keep in mind that NPCs will, for the most part, not just throw themselves at a powerful hero unless they believe that the consequences for not doing so will be worse than the possible punishment they will receive at the hands of the heroes. It is this concept that also makes for great stories as the heroes can role-play the interrogation of a defeated foe. Even a lowly minion values their pitiful lives and if they believe that there is a chance for survival they are most likely to trade information for safety. Not every NPC is willing or even able to just throw their lives away for a cause that they aren’t that attached to.

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Plot Summary Silhouette: Shadow Of The Sea is an adventure composed of 8 scenes that when strung together create a linear story that revolves around a group of characters that we call the heroes. These characters may not be the legendary heroes that you and I have become accustomed to seeing on the television and in movies. It would be more accurate to say that these characters are very down to earth like you and I. In this adventure the heroes make up the most memorable members of the crew of the “Deck Of Cards”, a privateer vessel in the year 1690 A.D.

Many years, perhaps centuries, before the events of this adventure there was a handsome Spanish Lord who was thought to have the power to woo any woman in the world. He was bold and brave. Dashing to the core. Every woman in Spain practically threw themselves at his feet and worshiped him. That is until he finally married. Little did his new wife know that the man she married was a pirate.

During his journey to the new world to be with his wife the Spanish Lord, Armondo Ortega could not resist the urge to plunder one last ship. During the raid his precious magical sword was wrested from his hand. Without it he was little more than a fool. Ortega was quickly overcome by the crew of the besieged ship and killed. Enraged, his widow gave in to the possession of a demon and allowed herself to be used as an instrument of destruction. The demon is now using her passion, and her body, to wreak havoc upon the likes of all pirates. Starting with the Deck Of Cards.

Using her feminine wiles Lady Carmilla Ortega has seduced the Captain of the Deck Of Cards. She has placed him in a prison on a long forgotten island not far from Port Royal, Jamaica and has used promises of his freedom to spur the Deck’s crew into doing her dirty work. The demon within her has completely taken control of her and also grants her the powers she needs to trap and keep a man. The crew of the Deck Of Cards must now go to Port Royal at the request of Lady Ortega and recover the sword which is said to be in currently in the hands of the dangerous pirate and local heroine known as “Silhouette”. Silhouette is well known in Port Royal for being the wily and crafty pirate who always manages to escape the clutches of the English Royal Navy.

Scene 1: The Hook Scene 1 takes place at Gallows Point, where all who are convicted of piracy are hanged by the neck until dead. The crew is told that in order for their captain to be released they must recover the long lost sword that Lord Ortega once carried. They find the sword in the hands of Silhouette who is minutes away from being hanged. The crew must somehow save Silhouette from the gallows and make off with the magical sword in order to free their captain. Once the crew recovers the sword they return to their ship only to find that Silhouette has stolen it from them.

Scene 2: The Plan Scene 2 takes place aboard the Deck Of Cards where the crew can now formulate a plan as o how they are going to once again recover Lord Ortega’s magical sword. They can ask friends and contact about Silhouette, the sword, Port

Royal, or even the English Navy.

Scene 3: Combat Spotlight Scene 3 takes place at the Swollen Thumb Tavern, a local hangout for privateers. The crew will have been told that Silhouette comes here often. They are in luck tonight as she shows up right on schedule. If confronted she will start a bar brawl that the crew will get involved in. Silhouette has other plans and hightails it out of the bar while the heroes duke it out with the patrons and suffers the consequences.

Scene 4: Pursuit Spotlight Scene 4 takes place in Marketplace Square the shopping district where the Swollen Thumb Tavern is located. The players must now track the clever Silhouette through the streets. They can ask questions about her to just about anyone on the street. Most of the answers will be Red Herrings but a choice few will lead the heroes to the old church near the docks. The gamemaster must stress the fact that this is a pursuit, not just a tracking scene. Time is of the essence since information is not only fleeting but expensive as well.

Scene 5: Social Spotlight Scene 5 takes place at the old church to the south of Marketplace Square. in this scene the heroes must gain an audience with the priest of the church and somehow convince him to arrange a meeting between them and Silhouette. Initially he will not want to because he thinks that the crew will attempt to hurt Silhouette. if he crew is successful he then directs them to the HMS Thunderheart where they find out that Silhuette is actually the daughter of the English Navy’s commanding officer.

Scene 6: Subterfuge Spotlight Scene 6 takes place aboard the HMS Thunderheart, home of the commanding officer of the English Royal Navy’s commanding officer in Port Royal. In this scene the heroes meet with Silhouette’s alter ego, Rachel Ross while she is rebuilding her relationship with her father after the Silhouette accusations were “proven false”. The heroes must now somehow hold their negotiations with the girl while her father sits with them at the dinner table and attempt to avoid tipping him off about the real reason for their arrival.

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Scene 7: Adventure Climax Scene 7 takes place on the Isle Of Tears, so aptly named because it is the long forgotten island just west of Port Royal where the demon keeps those it enslaves. After convincing Silhouette to give them the sword (If they managed) or after she has left Port Royal with the Chinese Sailors (depending upon how scene 6 ended) the crew must either follow her to the island to attempt yet again to acquire the sword or track her to the island after finding out that the sword that she gave them is a fake. Once upon the Island the crew must now confront Silhouette, who is revealed to be the very person who sent them on this quest in the first place. She is the demon-possessed Lady Camilla Ortega, who now has them trapped on a long forgotten island far from anyone who can ever help them escape her wrath. First the crew must fight off the hoards of innocent enslaved men who have fallen to her powers. Then they must battle the demon itself. The outcome of this battle will determine how the final scene is played out.

Scene 8: The Resolution Scene 8 takes place in the Temple Of Chains, another twisted design of the demon queen. If the crew survived scene 7 then they will find their captain here chained to a pillar in Silhouette’s dungeon. After freeing their captain they can search the island for treasure and possibly return here and use the island as a base of operations for future adventures. If the crew wasn’t successful in defeating the demon queen then she just might spare their lives and use them to hunt down other pirates. They will have become her tools of destruction for use in future adventures. Either way the resolution goes this is the end of this adventure and quite possibly the beginning of many adventures to come. For now the heroes either walk into the sunset or are thrown into the dungeon alongside their captain.

Coming Soon: The Castalian Veil

In the year 480 B.C. a young girl from Delphi, Greece suddenly discovers that her strange and surreal nightmares are the result of prophetic visions. Knowing that there can be only one such person in the region the Administration of the Oracle of Delphi spring into action to end this threat to their reign over the religion of all of Greece. Join young Aleatheia as she discovers what truly lies hidden behind the Castalian Veil.

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Set The Stage Your arrival in Port Royal is met with little, if any, fanfare. It just so happens that you have a very grim task ahead of you. Any thoughts of celebration will have to wait until your mission is complete. That mission just so happens to be in extreme danger at the moment as the sounding of the church bell rings from a part of the city just north of the docks. This part of the city is known as Gallows Point. This is the place where those accused of piracy go to receive their final judgment at the end of a short drop and a sudden stop. That judgment is handed down by none other than Lord Nathaniel Ross, a British admiral made noble through his tenacious efforts to put an end to the Golden age of piracy. For Lord Ross today is both a grand victory and an aching loss for today he puts to rest Port Royal’s last bastion of hope for a future of the privateer tradition. He does so at the expense of his lovely daughter, Rachel whom he believes to be the acrobatic heroine known as “Silhouette”.

Lord Ross himself looks on as Rachel is fitted with the noose. A single tear slips from her eye and rolls down her cheek. Rachel looks down from the platform at her father as if to ask why. His only response is to mouth the words “I trusted you” and shakes his head slowly. As you take in this dramatic scene you realize that laying in a silk lined box currently in the hands of Lord Ross is the very item you came here looking for. The elegantly crafted saber that Lord Ross found in his daughter’s room one night is all the proof he needed to condemn his daughter as a pirate. From the look of things the only way that you might be able to get your hands on the sword would be to somehow convince Lord Ross that it is not as important as he may think it is. Time is running out.

Legend Please use the following list as a guide and description of important locations on the gamemaster’s map.

1: Gallows Point Gate Gallows Point is surrounded by a wall standing 14 feet tall and made of red brick. The only access to the courtyard, other than scaling the wall, is through a large wrought iron gate that serves as an entryway. The gate itself appears to be an unusually good condition. This is likely due to regular use. The bricks that make up the wall and gate housing appeared to be in less than perfect condition.

2: Priest’s Home One of the two ordained ministers living in Port Royal actually lives in this home. This is the home of father Adam Shale, the religious leader of the local branch of the Church of England. Those accused of piracy by Lord Ross are usually imprisoned in Port Royal’s equivalent of death row. It is the civic duty of father Shale to minister to these criminals before they take their final walk to the gallows.

3: Gallows Point General Store With the comings and goings of so many people so often it was only a matter of time before some enterprising soul came up with the idea to erect a general store right on the grounds of Gallows Point. Owned and operated by Samuel Young this general store offers provisions such as hats, fans, women’s makeup, and other such items to those who have come to witness the executions carried out on these grounds almost weekly. It would appear as if in Port Royal hangings have become a spectator sport.

4: Gallows Point Prison The Gallows Point Prison is where convicted criminals spend their time awaiting execution at the Gallows. A total of 14 single person cells hold prisoners on the upper floor of the jail and a guard station accommodating 25 armed guards dominates the lower floor. In the event of an escape attempt there is a 3’ gap between the ceiling of the first floor and the floor of the second floor. This space is filled with barrels of gunpowder rigged to a panic button system that can be lit from the guard station.

5: Gallows Point Barracks The Gallows Point Barracks house the On-Duty guards working in the prison across the way. When on duty but not actively working guards can sleep, read, and entertain themselves in the barracks. It is not uncommon to find a woman or twelve quickly exiting from the back doors of the building upon the arrival of Lord Ross and/or his staff. The main entrance to the barracks is at the top of a set of stairs and leads into the top floor of the building. The bottom floor has 2 doors that are only supposed to be used in the event of an emergency.

6: Courtyard The buildings of Gallows Point surround an open courtyard that is used to accommodate the hundreds of spectators who gather each time there is a public hanging. The ground is paved in cobblestones that appear to have been flattened by the sheer force of the foot traffic that passes over them each day.

7: The Gallows The Gallows are where the action takes place. The condemned are lead from their cell in the miniature prison to the gallows to be hanged while onlookers witness the judgement being carried out.

8: Well The Gallows Point well is the only source of potable water in the area. It feeds the guards living in the barracks and is used by Samuel Young to make his famous spirits and snake oils to sell to the onlookers who gather to witness the hangings that take place right next to it.

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Why are we here The characters have arrived in this scene at the request of Lady Camilla Ortega in order to recover her late husband’s sword. By now they will have been told that the sword is in the possession of the famed pirate “Silhouette”. Who is known for her extreme acrobatic abilities and her ability to escape almost any situation. She is also known as the thorn in the side of Lord Nathaniel Ross himself. Lord Ross has been bent on bringing Silhouette to justice more than anything else he has ever wanted. He might have just been given his opportunity.

Upon the arrival of the characters in Port Royal they are greeted not with the crowd of drunken harlots that they had expected. They are nearly trampled by the passing mob as they make their way to witness the execution of Silhouette. Lord Ross is convinced that his daughter, Rachel is the famous pirate and has had her held in the Gallows Point Prison for over a week. The good news is that now the team knows where to find the wily pirate. The bad news is that her sword is in the hands of the leader of Her Majesty’s presence in Port Royal, Lord Nathaniel Ross.

The heroes can attempt just about anything they wish in order to get their hands on the sword. A few scenarios can be seen below.

The team could attempt to convince Lord Ross that he is • mistaken in his assumption that Rachel is Silhouette. If they can come up with a plausible story then Lord Ross will more than likely take the matter under advisement but will insist on returning Rachel to her cell for another three days while he begins a campaign to draw out the real Silhouette by threatening to hang an innocent if Silhouette doesn’t surrender. His intentions in this matter are to show that Silhouette would be willing to sacrifice any of the citizens of Port Royal in order to keep her anonymity • The team could attempt to talk Lord Ross out of the • sword without attempting to free Rachel. Although very unheroic they have not come to Port Royal to deal with Silhouette and really have no connection to her at all. If asked about the sword Lord Ross will want to keep it with him. It will be all he has left of his daughter and it will be extremely difficult for him to part with it. •

The team could fight for it. In this scenario the heroes • will have started a fight that they cannot hope to win. The best they can hope for is that they can escape with their lives, let alone the sword or Silhouette, or both. There are over 100 English soldiers on guard for the hanging and al have been ordered to cut down anyone who interferes. There is also the mob to think about. They have come to pay their respects (or satisfy their curiosity) to a fallen hero. If the characters start a fight at her moment of judgement they might take that as a sign of disrespect and actually gang up on the offenders.

Who Else Is Here Other than the character themselves there are hundreds of other people present at Gallows Point. For the citizens of Port Royal use the “Faceless Minion” template found in the Master Cast List in the back of this adventure.

Non-Player Characters specific to scene 1 include:

Samuel Young• : (66/Human/Male/Store Owner): Sam is the owner of the Gallows Point General Store. He is a former ship captain who once sailed the Caribbean under the monicker “Sammy Pelican”. He has since retired from the sea in order to live out the rest of his life taking the money from people who prey on human suffering. His wares include Energy Elixir (sugared water) for those who wish to stay awake and alert during the public spectacles. He also serves his patented “Sun Damage Blocker (Butter) for those wanting to keep the sun from burning them while they stand and watch the hangings.

Physical Mental SpiritualForce 3 4 2Agility 2 3 2

Celerity 2 3 2Energy 3 3 2

Tolerance 3 3 2

Skills: 1-Handed Small Blunt (3), 1-Handed Medium Edged (3), 1-Handed Medium Ballistic (2), Unarmed Combat (4), Bargaining (4), Profession (Shopkeeper) (3), Chemistry (3)

Liu-fong Li:• (35/Aeron/Male/Pirate): Liu-fong is currently minding his own business as an onlooker in the crowd. The only reason he may become a factor is if the characters start a fight. He serves as this scene’s Enforcer Class Non-player Character, •

Physical Mental SpiritualForce 3 3 3Agility 5 3 3

Celerity 4 4 3Energy 4 4 4

Tolerance 3 3 3

Skills: 1-Handed Medium Edged (5), Duel Weapon Wielding (4), 1-Handed Medium Ballistic (4), Unarmed Combat (4), 1-Handed Small Blunt (Throwing) (4), Alchemy (4), Leadership (4), Climbing (3), Acrobatics (5), Gymnastics (4), Arcane Gestures (3), Dodge (5), Leap Attack (4), Chinese (5)Gear: Sabers (2) (6D6 max), Flintlock Blunderbuss (8D6), Silk Rope (10’) Belt Pouch w/ 35CP in pieces of eight

Gem Of Night: Above The Influence (pg 12. QSR)

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Chinese Sailors:• (Various/human/Various/Pirate): These Chinese sailors are a cut above the average citizen of Port Royal. They are the crew of Liu-fong Li’s ship and are a hard working bunch. If a fight breaks out they will most likely not immediately engage the offending party outright. They take in the situation and act appropriately. If they are threatened they will defend themselves and fight to the last man. For them there is little to be gained by retreat or surrender. Many of these sailors are veterans of the sea and come from families of seafaring folk. They are equipped in a similar manner to Liu-fong and fight with similar tactics. •

Physical Mental SpiritualForce 3 3 2Agility 3 3 2

Celerity 3 3 2Energy 3 3 2

Tolerance 3 3 2

Skills: 1-Handed Medium Edged (3), Duel Weapon Wielding (2), 1-Handed Medium Ballistic (2), Unarmed Combat (3), 1-Handed Small Blunt (Throwing) (2), 1-Handed Edged (throwing) (3), Chinese (4), Climbing (3), Acrobatics (3), Gymnastics (3), Profession (Sailor) (3) Gear: Saber (6D6 max), Flintlock Blunderbuss (8D6), Silk Rope (10’) Belt Pouch w/ 5CP in pieces of eight

Rebecca Gibbons• : (24/Human/Female/Citizen): Rebecca is the double that plays the part of Silhouette during this scene. She dresses up as Silhouette in order to clear Rachel’s (the Real Silhouette) name. Her plan is to make an appearance then a swift retreat. If captured by the heroes she will tell them that she is not Silhouette but will not tell them who is the real Silhouette. She will also attempt to convince them that Rachel is not Silhouette either and the both of them are decoys. If she must press the issue further she will say that she is part of a group of Silhouette imitators who show up at public gatherings on the pirate’s behalf. She will use her capture as proof of this (“Could you have caught captured the REAL silhouette?”) •

Physical Mental SpiritualForce 2 2 2Agility 4 3 2

Celerity 3 3 2Energy 3 3 2

Tolerance 3 3 2

Skills: 1-Handed Small Edged (3), 1-Handed Medium Edged (3), Dodge (3), Climbing (2) Dancing (3), Acting (3), Non-Combat Perception (3), Seduction (2), Dive For Cover (2), Counter-Strike (2)Gear: Chainmail Pirate Outfit (Steel: Armor 20), Saber (6D6 Max), Rope (25’), Flintlock Pistol w/ Stonebiter bolt

Finishing Touches Once the execution is underway the charges will be read to Rachel. They will begin to sound like a personal grudge being settled by Lord Ross as all of the charges stem from acts that Silhouette has performed to embarrass him.

“Rachel Ross, you have been brought to gallows Point to face the judgement handed down by Royal Decree through the honorable Lord Nathaniel Ross. It has been proven beyond a reasonable doubt that you are the person known as “Silhouette”, who’s crimes read as follows: Count 1. Larceny: for stealing a major cache of weaponry from the HMS Thunderheart, a ship of war in service to the Queen of England. This is a crime for which the punishment is death.

Counts 2 through 91. Assault: You have been convicted of the assault and vicious battery of 90 soldiers in service to the Queen Of England over the course of your 5 year reign of terror. This is a crime punishable by spending one full year in prison. Since the combined amount of time ordered in prison exceeds your natural expected lifetime the punishment has been converted to death.”

The list goes on for another few minutes then Rachel is visited by the priest for a final confession. Once this is concluded the executioner throws the switch that causes the floor to drop out from underneath Rachel. Before her weight could carry her downward, however the rope is cut by the Silhouette double Rebecca Gibbons, who frees Rachel and makes a speedy retreat. Rachel will then run to her father’s side and make a passionate plea for his forgiveness. All the while Lord Ross’ soldiers are chasing down the imposter Silhouette. As long as they do not directly interfere with the soldiers they can actually track the sword and where it goes for future reference. In this event they actually see Lord Ross take the sword and Rachel back to his ship, The HMS Thunderheart.

If the characters have devised some other plan for freeing Rachel then this action can be replaced by whatever method the team has for freeing her. Either way Rachel is spared the noose and returned to either her prison cell or the ship, depending on Lord Ross’ disposition.

If the characters started a fight the aftermath should be the team’s escape from the British soldiers. If they have not gotten it in their heads that they should run then slowly begin to increase the effectiveness and number of the soldiers until they get the message.

Once the team is safe from harm they should head back to their ship to formulate a strategy for obtaining the sword. This will lead them into scene 2. If they gather in some other location then scene 2 can still take place. If you need a different map for the location see the Gems Of Night: Locations book for some generic locations.

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