A story of revenge, madness, and posession, with your Heroes caught in the middle!

A mad ghost hungers for revenge, committing atrocities with his ghostly ship and crew, while a conniving Governor plots to trade innocent lives for power. Can the Heroes prevail? Can they prove the crew’s innocence? Can they survive an encounter with fury from beyond the grave without losing their own souls?

This is a 2-step GM Story, suitable for 3 – 6 Heroes. It can be used for convention play (playable in 3 to 4 hours), or integrated into a home game.

Mechanics highlights include Hazards and Dramatic Sequences and a unique approach to ghostly possession that shows off some of the best of what 7th Sea can do!

To help you make the most of this horror tale, it provides easy-to-find and easy-to-use resources, including:

8 Hook ideas to give your Heroes a stake in the Adventure, no matter their Nation or Background

Full stats for Villains and Hazards, including suggested tactics for use in encounters

Advice on running the Dramatic Sequences, including suggested Consequences and Opportunities

Alternative settings and options for the Goal step

Keywords: Atabean, Aragosta, Dramatic Sequence, Hazard, Horror, Possession, Ghosts, Pirates, Ghost Pirates

Thank you to Ben Eastman for reviewing and editing, and thank you to the crew of the Justice for playtesting.