The players must tell me why their character is willing to board the Jesu de Nazarene for Hispaniola in September 1679. It's a merchant ship carrying fine goods to the Caribbean, but is also outfitted for semiwealthy passengers and is especially recruiting the intelligentsia who will need special care for instruments, books, etc.
When the ship nears Hispaniola, the captain will warn passengers about the danger of pirates, and the first time they see the sail of any other ship, he'll tell passengers to go into their quarters for their own safety as the crew prepares anti-pirate measures.
Secretly, the captain deals with the Haitian slavetraders. They've got need of educated slaves and will pay him a premium for any such slaves he delivers, especially if they have the gear they need for their profession.
What good are educated slaves? They're good as
teachers. (Nobody wants to trust them with real responsibility, but educating children? Feh, who cares about children? It's a time-honored use for smart slaves.)
Once passengers are in quarters, he and a gang of rough sailors will go cabin-to-cabin and capture the passengers, binding them for an almost immediate handover to the slavers. (He figures doing it this way lessens the damage to the cargo and lessens the chance of any sort of revolt).
Unfortunately for his plan, that first ship that he sees actually IS a pirate ship, and as he tries to capture the PCs, the first cannons will fire. PCs will then get their first real decision of the game: facing attack by pirates and capture by a vicious captain with his toughs, what will they do?
So that's the new opening adventure. Ideas?
- Make it very clear that there's a small core of "old crew" and a larger number of "new crew". The "old crew" are 100% loyal to the captain, the new crew can be swayed with magic or even well-made arguments. You can do this during the first session, when a couple of very hungover (new crew) sailors asks the PCs if they can direct them to "our new ship, wossit, the
Jesu de Nazarene".
- The PCs ought to have several chances to interact with -- and do favors for -- members of the new crew. The old crew ought to be taciturn and inaccessible. Only the captain (& perhaps his first mate) has the skill to chat amiably with people he knows he's going to sell.
- The pirates attacking them
do have a Nephandi (or whatever "bad mage" type exists in Sorcerer), but the bad mage doesn't particularly care to intervene until he sees the PCs use magic. He'll try to attack a single PC mage, but if he sees they have more than one, he gets VERY scared and runs off (in a magically-powered lifeboat or maybe he turns into a shark). The PCs will see him on the pirate ship, using a spyglass on them the whole time, until someone goes overt with their magic.
First session will probably happen in Seville, ending with PCs boarding the ship. Here I'd like fun scenes (not necessarily combat--this could be a zero-combat session), interesting characters (including ship crew, captain, fellow passengers, and people in Seville), that sort of thing. Definitely nothing that would take more than a session to resolve.
- Highlight the ambiguity of the "deist utopian" position. Perhaps with a very visible argument between two magicians overseeing a fireworks display -- and perhaps even the ambiguity of their view of slavery. Basically, one premise of Salvation is that it must be chosen (Free Will), while the program of the deist utopian tries to remove most choices ("for the good of the sleeping children, we ought not scatter their floor with knives").
- The slavery ambiguity issue can be a bit more clear-cut. There should be plenty of rhetoric about how "we are all slaves to the Lord", and how children must obey their elders... but slavery isn't enlightening or uplifting. That's the cold, cruel reality behind the rhetoric.
-- "Ah, my brother, but are we not both slaves to the Lord?"
-- "The Lord God, blessed be His name, does not rape my daughters."
The correlation between "science" (disempowerment of individuals) and "slavery" (disenfranchisement of individuals) is left as an exercise for the player.
I dunno how the PCs are going to interact with the scene, though. Maybe just type some of these set-piece scenes up & email them out before the game.
Second session will involve the voyage, which should be pretty nonthreatening until that big scene. Ideas about life on a ship would be great, especially thoughts about sailor customs that could prepare the PCs for life in the Caribbean. Also, ideas about specifics for the attacking pirates would be great. I would like for everyone up to this point, except the PCs, to be non-supernatural, although they could work for supers or have items from supers or the like.
What's the standard reaction to overt magic in Sorcerer's Crusade? Is it "WOT THE BLEEDIN' BLUE BLAZEZ?!", by any chance? If so, the PCs may be able to cow the new crew and / or pirate crew remnants in fairly short order.
Maybe the bad guy mage ought to set fire to the pirate ship -- which is lashed to the PC's ship -- before turning into a shark. Or summon a giant, insane shark spirit. You know, some kind of a distraction.
Cheers, -- N