A ghastly introduction to the Monsters and horror of Eisen. In a change of pace from the usual high-flying of 7th Sea, the Heroes venture into a dark forest at the behest of Die Kreuzritter in search of their mutual friend. This friend— secretly a Kreuzritter— has gone missing in the forest, and the Heroes are the society’s best hope to save him.

What Becomes of Hunters is a standalone adventure for 7th Sea Second Edition. It is intended to be played over the course of one session or two shorter sessions, and should fit perfectly as either a standalone adventure or as part of a longer campaign!

What Becomes of Hunters includes:

Action and Dramatic Sequences ready to play

Scenes including text to be read aloud

Premade NPCs with stats and roleplay tips

GM advice for tweaking the adventure

Hooks for continued adventures

Although the adventure is a complete story in and of itself, it does contain hooks for possible future adventures. It includes Hazards as a mechanic, but offers alternatives for GMs who do not have access to The New World.

If you enjoy What Becomes of Hunters, please let me know by leaving a comment!