Brancalonia - Macaronicon PDF
Brancalonia - Macaronicon PDF
Brancalonia - Macaronicon PDF
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Apart from the Setting Book, the Macaronicon is the first
official module published for Brancalonia, and it collects every
stretch goal unlocked during our crowdfunding launch campaign.
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Brancalonia is a game by Acheron Games
Credits
Editor-in-Chief: Samuel Marolla Maps: Fabio Porfidia and Moreno Paissan
Creative Direction: Mauro Longo Artwork: Alessandro Balluchi, Lorenzo Nuti, Moreno Paissan, Vittorio
Direction of International Version: Mauro Longo Santi, Colleen O’Dell, Gordon Johnson
Editing: Masa Facchini Historical art: Jacques Callot, Gustave Doré, Giovanni Battista Piranesi
Macaronicon Design and Development: Mauro Longo The Art of Black Rose Rising is by: Giovanni Pirrotta, Simone de Pao-
Adventures by: Christian “Zoltar” Bellomo, Masa, Diego Fonseca, Luca lis, Daniel Comerci, courtesy of Ludus Magnus Studio
Mazza, Mirko Paradisi, Umberto Pignatelli, Simone Romano, Jack Sensolini. Layout and Graphics: Matteo Ceresa
Text and Content Creation: Mauro Longo Italian Editing and Proofreading: Simone Borri and Sebastiano
Other Contributions by: Marco Cardone, Masa, Lorenzo Fantoni, De Angelis
Leonardo Gallori, Livio Gambarini, Lorenzo Ladogana, Davide Mana, Luca English Translation: Sarah Jane Webb and Epic Party Games
Mazza, Thomas Mazzantini, Giovanni Melappioni, Federico Pilleri, Roberto English Editing and Proofreading: John Marron
Recchioni, Nicola Santagostino, Jack Sensolini, Lorenzo Valentini Playtesting, Consulting and Other Contributions: D20 Nation, Forum
Design and Rules Development: Andrea Macchi and Max Castellani for Sententiam, Alessandro Fietta, Genitori di ruolo, Alberto Gervasio, Virginia
Epic Party Games Grego, MazingaZetto92, Quelli che ben nerdano, Streaming & Dragons, The
Design and Rules Consultant: Nicola Santagostino for Epic Party Games GDR Team, Enea Traini, Venti di ruolo, Victory Condition Gaming
Cover Art: Lorenzo Nuti Special Consultant: Marta Palvarini
www.acheron.it
Brancalonia also benefited from the invaluable contribution of all the authors of the Zappa and Spada anthologies previously published by Acheron Books:
Diego Cajelli, Marco Cardone, Giovanni De Feo, Masa Facchini, Lorenzo Fantoni, Livio Gambarini, Michele Gonnella, Federico Guerri, F.T. Hoffmann, Jari
Lanzoni, Federica Leonardi, Marco Lomonaco, Mauro Longo, Mala Spina, Davide Mana, Luca Mazza, Giovanni Melappioni, Marika Michelazzi, Nerdheim,
Elvio Ravasio, Roberto Recchioni, Julia Sienna, Alessandro Vicenzi.
Regno di Taglia, Fratelli di Taglia, and Penumbria were created by Jack Sensolini and Luca Mazza (Ignoranza Eroica).
Borgo Stricchiano was invented by Federico Guerri for Bucinella – approx. 25,000 inhabitants.
The game’s launch and financing campaign are managed in partnership with Officina Meningi, Epic Party Games, and Ludiblood.
Copyright © 2020 Acheron Games. All rights reserved.
Brancalonia is a product of the authors’ imagination: any reference to existing personalities, organizations, places, names, or events is purely fortuitous.
English edition © 2021 Acheron Games
You can find Brancalonia books, maps, sheets, contents and utilities on www.acheron.it
Table of CContents
☞ New Knaves of Brancalonia................. 5
New Marionettes' Subraces. ............................................... 6
New Races of Brancalonia. .................................................7
WolfCat..................................................................................................................... 7
Nonexistent............................................................................................................. 8
Pantegan.................................................................................................................. 10
Puppeteer................................................................................................................ 12
New Class:Puppeteer. ........................................................... 12
New Sublasses...........................................................................20
Mountaineer.......................................................................................................... 21
Bard..........................................................................................................................22
Cleric........................................................................................................................ 23
Fighter.....................................................................................................................24
Monk........................................................................................................................ 26
Paladin..................................................................................................................... 28
Ranger..................................................................................................................... 30
Rogue.......................................................................................................................31
Sorcerer....................................................................................................................33
Warlock................................................................................................................... 34
New personalities and backgrounds.............................. 36
Knaves!
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The book you are looking at is the first official expansion In short, game material and additional information to make
for Brancalonia, the Spaghetti Fantasy Campaign Setting for your Jobs in the Kingdom even more detailed and exciting.
the 5th Edition of the most famous role-playing game ever! Here is the exact list of stretch goals unlocked and collected
in this publication:
This book is a collection of the material unlocked during • Bonus Adventure – The Red Carnival, by Umberto
the game's crowdfunding campaign, carried out in spring Pignatelli.
2020. At its debut, Brancalonia was the most successful Italian • The Profession of Arms - The Thousand Years’ War
RPG on Kickstarter and, at the time of writing these words, Companion.
it is still the first for the number of supporters: all signs of • Vortiga, Queen of the Seas - The Severissima Signoria
appreciation and vivacity that push us to go forward more Companion. With an original city map by Fabio Porfidia.
and more enthusiasticly! • Bonus Adventure – The Divine Sow, by Christian "Zoltar"
The chosen name, "Macaronicon" is a reference to the Bellomo.
most classic horror and weird pseudobiblium of all time, • Superstition in Kitchen and the art of eating Evil, by
the Necronomicon, but also to the original Macaronicon by Pellagrino Abstrusi - How to clean and cook monsters and
Teofilo Folengo, our Limerno Pitocco, a masterpiece of Italian critters of the Kingdom.
macaronic literature. • Mangiafuoco Caravan - The Marionette and Torquoise
This is just to say that we all act like guappos, and we are, Wood Companion, with a whole new class: the Puppeteer
of course, but we also studied a lot our traditions, folklore, • Bonus Adventure – A Criminese Novel, by Luca Mazza and
and literature. Jack Sensolini.
Overall, the Macaronicon includes, in order: • Scum of the Kingdom - Penumbrian Coscas and Crime
Companion.
• New options for the Kingdom Knaves: a whole new • Crimini, The Most Dangerous Place in the Kingdom - The
class, the Puppetteer, with two dedicated subclasses, ten Cupola City Companion. With an original city map by
new archetypes, three new races, two new subraces for Fabio Porfidia.
the Marionette, and new background options for every • Turquoises, Extravaganza, and Cuccaigne - Fairies and
character. Hobs Companion.
• A bandwagon full of new equipment of all kinds. • Special Community Goal – Shoddy Swords and Star-
• A pound of new spells and invocations to the Saints. crossed Sorceries is a special adventure created together
• A series of insights into many doubtful or mysterious with Gremlin Project, Sword & Sorcery, and Ares Games.
aspects of Brancalonia: from the Extravaganza to relics, • From the Dive Cellar to the Acheron Abysses - Potholes,
from the nature of puppets to the use of monsters in Underground Ruins, and Lost Tombs Companion.
cooking. • Tarantasia - The Serpent’s Lair. The Capital of the Galaverna
• New monsters and adversaries, such as the Relic Cluster Companion. With an original city map by Fabio Porfidia.
and the Hob. • Bonus Adventure – The Ancient Urn, by Masa.
• Seven adventures written by a team of the Magnificent • Holy Ship and Sacred Cow – Relics, Miracles, and Miraculist
Seven of Italian and international role-playing games, Companion, with a whole new monster: the Relic Cluster.
from Umberto Pignatelli up to the authors of Black Rose • Of Loves and Ladies, Knights and Arms – A Companion
Wars and Sword & Sorcery. for Paladins and Chivalrous Oaths.
• Four insights into as many cities in the Kingdom, • Special Community Goal – Black Rose Rising is a special
including detailed maps, secret locations, and hints for adventure created together with Ludus Magnus Games.
adventure. • Apollonia, the Scylla’s Head – A Companion to the Capital
of the South. With an original map by Fabio Porfidia.
• Bonus Adventure – Pesto alla Lungarivese, by Mirko
Paradisi
• Special Community Goal – Wolfcats and Pantegans as
new races. This stretch goal came together with the Crowd
of Peasants, actually published in the Brancalonia Setting
Book, p. 183.
• Nonexistent Community Goal – The Nonexistent as a
new race.
New Knaves of Brancalonia
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While humans, sylvans, morgants, gifted, marionettes, and malebranche – in this exact order – are the most
numerous “races” in the Bounty Kingdom, Brancalonia is also inhabited by a vast assortment of other beings
of the most bizarre natures and the most extraordinary lineages. Most of these are of minor importance
and diffusion, and have very little relevance in the Kingdom’s historical and social events. But when they
decide to be heroes or adventurers – or, as in our case, Knaves – their cunning and fortitude are on a par
with everyone else’s.
This chapter features three new playable races (wolf-cats, nonexistent, and pantegans), two new marionette
subraces, and a host of new subclasses and background options to enrich your games and your Bands, all
tailor-made for Brancalonia’s world and dynamics!
New Knaves of
Brancalonia
New Marionettes'
Subraces
Pinocchio and Zagarian Puppet are just two of the types of Saintlet
marionettes roaming - with no strings to hold 'em down Sacred marionettes used as effigies in Creed and Paradox
- through the Kingdom, masters of their own destinies. Faith rituals, neither animated nor sentient, have existed in
Centuries of experiments on triflewood, local variants, and Vortigana and the Kingdom of the Two Scyllas long before
laboratory prototypes that later became true craft traditions they passed to the world of traveling theaters. When the
have brought about numerous other subraces. first animated marionettes began to spread all over the "Left
Boot", the artisans of the Severissima and some Paradox
Cabin Doll monks thought to try and see what would happen by rec-
Also known as "marinette", this is a variant whose construc- reating those religious figurines with triflewood. Thus were
tion secrets are known only to some special Vortigan ship- born the so-called saintlets.
wrights, who use a triflewood core together with some other These marionettes are generally more haughty and inspired
timber recovered from ship wrecks and seasoned in seawater. than the impetuous and rowdy Pinocchios built in Tor-
For this reason, cabin dolls possess an innate and profound rigiana, and often manifest innate powers of divine origin.
understanding of the sea and its secrets, and they are often
used as "ship's boys" aboard Vortigan ships, or in Vortiga's Ability Score Increase. Your Wisdom scores increase by 1.
shipyards as workers, helpers, carpenters, and engineers. In Saint’s Image and Likeness. You know the thaumaturgy
cantrip. When you reach 3rd level, you can cast the bless
Nautical. You have proficiency in vehicles (water) and spell once with this trait, and regain the ability to do so
navigator's tools. Furthermore, through gestures and when you finish a long rest. When you reach 5th level you
sounds, you can communicate simple concepts to any beast can cast the prayer of healing spell once with this trait, and
that has an innate base swimming speed. regain the ability to do so when you finish a long rest. Your
Wind and Water. You know the druidcraft cantrip. When spellcasting ability for these spells is Wisdom.
you reach 3rd level, you can cast the fog cloud spell once
with this trait, and regain the ability to do so when you
finish a long rest. When you reach 5th level you can cast the
gust of wind spell once with this trait, and regain the ability
to do so when you finish a long rest. Your spellcasting ability
for these spells is Charisma.
-6-
New Races of
Brancalonia
New Races of
Brancalonia
WolfCat
Probably spawned by Extravaganza, these beings have been Wolfcats Traits
roaming the Kingdom since the early centuries of the Thou- Ability Score Increase. Your Dexterity score increases by
sand Years’ War, as there seem to be no records of their pres- 2, and your Charisma score increases by 1.
ence earlier, in Empire days. While some believe they came Age. Wolfcats reach adulthood around age 10. They more
from Frangia or Altomagna, scholars from those lands claim or less live half a century.
the contrary, so the mystery remains unsolved. Size. Wolfcats average about 4 feet tall and weigh about 55
The size of catpards and linxes, wolfcats are felines that pounds. Your size is Small.
have adopted human-like posture, language, and skills, and Speed. Your base walking speed is 30 feet.
are also similar in their clothing, craftwork, arts, and the use Darkvision. Thanks to feline senses, a wolfcat benefits from
of manual tools. superior eyesight in darkness and dim lighting conditions.
When undressed and moving on all fours, these beings, from You can see in dim light within 120 feet of you as if it were
a distance, look like ordinary felines, but when they assume bright light, and in darkness as if it were dim light. You can't
an upright bearing and civilized manner, they are comparable discern color in darkness, only shades of gray.
to human beings in every way. Wolfcats are generally known Scratch. Your hands possess sharp claws. Your claws are
as skilled swordplayers, vagabonds ever ready for new engage- natural weapons, which you can use to make unarmed
ments and quests, musicians, and poets. strikes. If you hit with them, you deal slashing damage equal
to 1d4 + your Dexterity modifier, instead of the bludgeoning
Fun Nicknames: Puss in Boots, Catpards, Kittens, PussPuss, damage normal for an unarmed strike.
Furballs. Leap. You can jump a number of meters equal to your
Typical Male Names: Beltrame, Fortunate, Rodilard, movement and you do not have to make any check in case
Rodomount, Chatterbox, Tabarine. of landing on difficult terrain.
Typical Female Names: Alinora, Cleope, Esmeralda, Deceitful. You have proficiency in the Deception and
Miralda, Nives, Scaramuccia, Sutica, Zelda. Perception skills.
Surnames and Other Names: Wolf-cats tend to use Waterfear. You have disadvantage on all Strength
completely fictitious and high-sounding titles (Captain (Athletics) checks made to swim.
Matarato, Marquise of Carabas, Prince of Soldania, Knight Brawl Feature: Cat Burglar. As a bonus action, you
of the Guardera, etc.), which they give themselves, seemingly can steal a common prop wielded by another creature.
unaware that such titles and recognitions should be assigned Once you use this feature, you can't use it again until you
by sovereigns, or obtained in an official manner. finish the brawl.
-7-
New Knaves of
Brancalonia
Nonexistent
The outward appearance of nonexistents is mostly that of empty clothes, armor,
or cloaks, wandering alone as knights, paladins, thieves, sorcerers, and so on. To
avoid upsetting the populace, they are careful to cover themselves up so that the
void under their capes or mantels is concealed. They manage to speak normally by
using ventriloquism of some sort, walk and move like ordinary people, and per-
ceive the surrounding world through senses similar to human ones. When their
garments are removed or destroyed, nonexistents are simply not there anymore,
and can no longer interact with the earthly world, not even by magical means.
Although the first nonexistents mentioned in ballads and tales were knights of Nonexistents and
noble mind and irreproachable morals, these beings can manifest any alignment, background
personality, emotion, instinct, thought, or state of mind, with one main difference
compared to more common beings: they always demonstrate their will, ideals, Most nonexistents appeared at
and intentions in a heartfelt, almost urgent manner, as if they were made of pure some point, somewhere, out of the
sentiment. blue - perhaps just a minute ago -
So far, no recognizable differences of sex, gender, or race are known to exist and immediately started walking
among the nonexistents. They are totally self-determined and use the tone of voice around with the attitude of a pro-
and attitude they deem most appropriate. vincial Knave. How can you correctly
apply the elements of this or that
Fun Nicknames: Dudes, Scraps, No-brainers, Cans, Clothed Farts, Scarecrows, background to them? Actually, non-
Tin Men. existents have no past whatsoever,
Typical Names: Same as humans’, though sometimes they take on knightly but they love to create their own
names or receive nicknames related to their physical peculiarities, coats of arms, when they start their adventures.
or the manifestation of their powers. Although technically a nonexistent
has never lived through any expe-
How Other Races See Them rience at all, they actually pretend
The true nature of nonexistents has long been the subject of speculation, including they did, and do so with such con-
the significant opinion that they really aren’t anything at all. Some believe they are fidence and belief that all related
invisible beings; others, animated armor or clothing; still others, a particular type traits, ideals, bonds, and flaws apply
of ghost; finally, there are those who consider them an ancient accursed lineage; to them just as if they really lived the
however, scientific observation and conversations with these beings would seem to life they imagined for themselves.
disprove such theories. The most widespread thesis today is that they are “abstract Which, after all, is pretty much the
intentions” that have acquired the power to manipulate objects around them and same thing.
to move in the earthly world. Given their utterly mysterious, and possibly sacred,
diabolical, or magical nature, they are generally treated with respect or deference,
but also with detachment, by all other beings. Who knows what intentions they
really harbor under their disguises?
-8-
New Races of
Brancalonia
- 10 -
New Races of
Brancalonia
- 11 -
New Knaves of
Brancalonia
New Class:
Puppeteer
Puppeteer
At the far end of his smoky workshop, a benign-looking Of Puppets and Caravans
pantegan is applying the finishing touches to his mario- Often rough and devoid of any comfort, the puppeteer’s
nettes. He places his latest creation on the countertop and existence smells of wood. Moving from village to village
whispers “come on, Gnappo, show me what you can do!” and from hamlet to hamlet in wagons overflowing with
The window of the local branch of the Mount of Fiascos props and carpenter’s tools, these ambulants live amidst
explodes in a cloud of splinters, and three grim figures of wood wood-shavings, spare parts, and puppets of all kinds, for-
worked in the form of animated monkeys hop out, dragging ever trying to make ends meet. Those who set up their own
heavy bags of florins behind them. The bizarre robbers bound workshop in a largish town might not be so cramped, but
down the road and climb onto the shoulders of their maker are forced instead to compete with hundreds of other the-
who, enveloped in a hooded cloak, is waiting at the end of atricals and artisans, and struggle daily to draw attention to
the village astride a young racing mule, ready to bolt. their artifacts and performances.
A caravan of ambulants reaches the center of the village; Yet a Puppeteer with a capital P is not a simple carpenter
a thug with a black beard alights from this and transforms or barker: his creations are animated, prodigious, sometimes
his jalopy into a puppet theater: “Step right up, ladies and even sentient! In Brancalonia, the puppeteer class consists of
gentlemen... the show is about to begin!” craftsmen who have learned to use turquoise wood for their
creations, and to employ them in shows, battles, shady deals,
The discovery of triflewood’s astonishing faculties has paved and all sorts of roguish feats!
the way for the magical art of Puppeteers: artisans and enter-
tainers skilled in creating sentient marionettes, animated pup- Tinkering with Triflewood
pets, and more common figurines, and making them perform. Whether they are learned wood-cutters with nimble fingers
Having devoted themselves for generations to the sublime art capable of the finest creations, or skilled puppeteers who use
of entertainment, these artisans and their creations are now Threads to make their puppets perform the most unpredict-
ready to carry out other kinds of Jobs. able Jobs, puppeteers handle triflewood and know how to
make animated puppets of various kinds, also called “Ma-
rottes”. Creating, repairing, and using these extraordinary
puppets via the special bond that forms between the crea-
tors and their creations is what these puppeteers’ lives are
all about.
Puppeteer
Level Proficiency Bonus Features Puppets Created Distance Canons Known
of Use
1st +2 Puppeteer’s Tradition, Theatre of 3 50 ft -
Extravaganza
2nd +2 Canons 3 60 ft 2
3rd +2 Artistic Vocation 4 60 ft 3
4th +2 Ability Score Increase 4 80 ft 3
5th +3 Masterpiece 5 80 ft 4
6th +3 Puppeteer’s Tradition feature 5 100 ft 4
- 12 -
New Class:
Puppeteer
- 13 -
New Knaves of
Brancalonia
- 14 -
New Class:
Puppeteer
Loyal Son
At 6th level, when you are reduced to 0 hit points while
you have Strings bound to a puppet, they are not cut, and
you can continue to take actions using only the puppet for
3 rounds. For the entire duration, the Recoil due to the
Strings binding does not affect you. The effect of this feature
ends if you recover any amount of hit points, if you die, or
if at the end of the third round you still have 0 hit points.
When Loyal Son's effect ends, the puppet breaks.
- 15 -
New Knaves of
Brancalonia
- 16 -
New Class:
Puppeteer
Sword of Light. Melee Weapon Attack: reach 5 ft., Stabbing. Melee Weapon Attack: reach 5 ft., one
one target. The target takes slashing damage equal target. The target takes piercing damage equal to
to 1d6 + your Intelligence modifier. The sword of 1d4 + your Intelligence modifier. Once per turn, you
light attack counts as magical for the purpose of can deal an extra 1d6 damage to one creature you
overcoming resistance and immunity to nonmagical hit with this attack if you have advantage on the
attacks and damage. attack roll or if another enemy of the target is within
Defend the Helpless. You can use an action to send 5 feet of it, that enemy isn't incapacitated, and you
the puppet in defense of a friendly creature within don't have disadvantage on the attack roll.
5 feet of it. Until the start of your next turn, any Stamping. Melee Weapon Attack: reach 5 ft., one
attack roll made against the defended creature has target. The target takes piercing damage equal
disadvantage if you are able to see the attacker. to 1d4 + your Intelligence modifier and its base
Secret Technique: Judgment. When the puppet walking speed is reduced by 10 feet until the start of
hits a creature with a sword of light attack, you can your next turn.
deal 2d6 radiant damage to the target, in addition Secret Technique: Disappearance. You can use an
to the weapon's damage. action to turn the puppet invisible until the start of
your next turn or until the puppet makes an attack.
Skills: Acrobatics, Stealth
Doctor Mutandone
AC 13
Speed 20 ft. Guerlocco
AC 12
Soury. Ranged Spell Attack: range 60 ft., one target.
Speed 20 ft.
The target takes acid damage equal to 1d6 + your
Intelligence modifier. Monologue. You choose a creature within 30
Sticky Fingers. You can cast the mage hand cantrip feet of your puppet. As an action you can draw
at will, as if it were cast by the puppet. Intelligence that creature’s attention with a short monologue
is your spellcasting ability for it. performed by the puppet. The target must succeed
Secret Technique: Firebale. You can use an on a Wisdom saving throw or be charmed by the
action to create a 20-foot-radius sphere of smoke puppet until the end of its next turn.
centered on a point within 30 feet of the puppet. Unexpected Taunt. You can cast the vicious
The sphere spreads around corners, and its area is mockery cantrip at will, as if it were cast by the
heavily obscured. It lasts for 1 minute or until a wind puppet. Intelligence is your spellcasting ability for it.
of moderate or greater speed (at least 10 miles per Secret Technique: “Then who the hell else are
hour) disperses it. you spellcasting to - You spellcasting to me??”.
When a creature that you can see targets your
puppet with a spell, you can use your reaction to
halve the spell's damage against your puppet.
Skills: Performance
- 17 -
New Knaves of
Brancalonia
Pulcinello Taratatà
AC 14 AC 14
Speed 20 ft. Speed 20 ft.
Dart of Extravaganza. Ranged Spell Attack: range Pitchfork. Melee Weapon Attack: reach 5 ft., one
60 ft., one target. The target takes force damage target. The target takes fire damage equal to 1d6 +
equal to 1d6 + your Intelligence modifier. your Intelligence modifier.
Flashes of Extravaganza. You can cast the minor Hellish Vent. As an action you can target a creature
illusion cantrip at will, as if it were cast by the within 10 feet of the puppet. The target must
puppet. Intelligence is your spellcasting ability for it. succeed on a Constitution saving throw or be
Secret Technique: Puff. As a bonus action you can poisoned until the end of its next turn.
make the puppet disappear and then reappear by Secret Technique: Devilish Secrets. The puppet
your side. The puppet disappears in a multicolored whispers disturbing secrets that only one creature
haze and reappears in any unoccupied space within of your choice within 30 feet of you can hear. The
10 feet of you. target must make a Wisdom saving throw. On a
failed save, the target must immediately use its
reaction, if available, to move away from the puppet
as far as its speed allows, unless there is nowhere
to move. The creature doesn't move into obviously
dangerous ground, such as a fire or a pit. On a
Romualdo successful save, the target doesn't have to move
away. A deafened creature automatically succeeds
AC 16 on this saving throw.
Speed 20 ft.
- 18 -
New Class:
Puppeteer
One Thousand and One Strikes. Melee Weapon Fangs and Claws. Melee Weapon Attack: reach 5 ft.,
Attack: reach 5 ft., one target. The target takes one target. The target takes piercing damage equal
bludgeoning damage equal to 1d6 + your to 2d4 + your Intelligence modifier.
Intelligence modifier. Tail Lash. Melee Weapon Attack: reach 5 ft., one
Scuffle. Melee Weapon Attack: reach 5 ft., one target. The target takes bludgeoning damage equal
target. The target is grappled. Until this grapple to 1d6 + your Intelligence modifier and if the target
ends, the creature is restrained, and the puppet is Large or smaller, it must make a Strength saving
can't grapple another target. throw. On a failed save, you push the target up to 5
Secret Technique: Shattering. You can cast the feet away from the puppet.
shatter spell at its lowest level, as if it were cast by Secret Technique: Breath. You can use an action
the puppet. Intelligence is your spellcasting ability to make the puppet exhale a jet of flames. Each
for it. creature in a 15-foot cone must make a Dexterity
saving throw. A creature takes 3d6 fire damage on a
special
failed save, or half as much damage on a successful
Swarm. The swarm can occupy another creature's
one. The fire ignites any flammable objects in the
space and vice versa, and the swarm can move
area that aren't being worn or carried.
through any opening large enough for a Tiny object.
Skills: Intimidation
special
Flaming Terror. The puppet has resistance to fire
damage.
- 19 -
New Knaves of
Brancalonia
New Subclasses
The Kingdom is a turbulent land: villages, districts, islands, In this chapter, you will find ten new official subclasses
and provinces oppressed by bullies, afflicted by brigands and available for the Knaves of the Kingdom.
cutthroats, traversed by companies of fortune, and infested
with monsters and perils. Not really the first on the list, it must be said, but not the
last of the fools either.
Although the Subclasses presented in the Setting Book cover
the most common cases, there is no shortage of variants and Like you, after all...
makeshift jobs for rogues, religious, soldiers and charlatans.
New Subclasses
Barbarian
Mountaineer - New Primordial Path Mountaineer
Far from cities, ports, and countryside, up the mountains Level Features
among the mouflons, hircocervi, and ibex, isolated even 3rd Mountaineer Path, Ancient Art of the Grappanel
from the Pagan Plain's barbarians and the woods', the
6th Blend
mountaineers roam: extraordinary guides, explorers, and
smugglers, agile as wild goats and silent as wolves, with
their faithful flask always at their side. In wartime, squads of Ancient Art of the Grappanel
these rocks-peaks-and-precipices savvy individuals are hired Starting when you choose this path at 3rd level, you always
as scouts, spies, dispatch riders, patrolmen, lookouts, and carry your flasks full of spirits with you and you can take a
saboteurs, while in peacetime they escort shepherds, travel- sip from one of them of your choice when you enter a rage.
ers, and wanted outlaws in the backwoods, helping them to If you do this, for the duration of your rage you get a bonus
overcome the most inaccessible mountain ranges. based on the Grappanel chosen, and you are resistant to psy-
chic damage. You also gain proficiency in brewer supplies.
Mountaineer Path
“The Mountaineer Path runs forever uphill”, so the prov- Blend
erb says, “...but the bottle makes it flat”. Among the noble When you reach 6th level, you can sip a blend of two dif-
arts that these rude folks of the peaks have learned is that ferent spirits every time you enter a rage and benefit from
of the distillation of special spirits, obtained from the fer- both the effects.
mentation of mountain herbs with unique properties that
they always carry along. The use of these substances from
an early age has given all mountaineers a particular reso-
nance with the various concoctions, and now, with every
sip, those give them unique effects that cannot be shared
with anyone who's not a mountaineer. These particular
concoctions are called "grappanels" from the name of the
four-sided grappling hook that a true mountaineer always
carries by their side.
Grappanels
Demoncello. You can see normally in darkness, both magical
and nonmagical, to a distance of 120 feet and you gain the
ability to move up, down, and across vertical surfaces and
upside down along ceilings, while leaving your hands free. You
also gain a climbing speed equal to your base walking speed.
Gramp's Sgnap. You have resistance to cold damage. Each
creature that starts their turn within 10 feet of you takes 1d6
cold damage because of your alpine breath.
Storica Rossa. You have resistance to fire damage. When you
are hit by a melee attack that deals you damage, you can use
your reaction to blow a flaming bad-breath against the crea-
ture that damaged you. The creature must make a Dexterity
saving throw. It takes 2d8 fire damage on a failed save, or half
as much damage on a successful one.
Stravecchia. You have resistance to necrotic damage. The
first creature you hit each turn takes an additional 1d8 ne-
crotic damage from your bad-breath.
Vincanto. The spirits of ancient mountaineers, commonly
known as "Santucci", appear around you and sing along
with you in chorus. You have radiant damage resistance and
shed dim light within a 10-foot radius. Additionally, when
you enter a rage, the spirits cast one of the following spells
of your choice, at its lowest level: bless or shield of faith. The
spell lasts until the end of your rage and no concentration is
required.
- 21 -
New Knaves of
Brancalonia
Bard
Guappo - New Bard College Guappo
In the variegated and multiform underworld of the King- Level Features
dom, the guappo represents the flamboyant, boastful, and 3rd College of Guappary, Competence Bonus, Implied
pompous rascal, often even charismatic and good-hearted. Folksong, Unambiguous Violence
In common people's eyes, the guappo is more like a street 6th Do Be Cruel
musician, an entertainer, a ladies' man, or a "wrongs' recti-
fier" than a street Knave. Guappi are skilled in knife duels
and enemies of the bullies, the guards, and the most over- Widespread in all regions of the country, they are often
bearing criminals. In daily life, they serve as popular sing- firmly rooted in their neighborhood or village, where they
ers, storytellers, and auctioneers, often settling disputes know everything and everyone. They represent an incompa-
and smoothing out wrongs and quarrels thanks to their rable source of rumors and information for foreign Knaves,
charisma and common sense. They show off their lifestyle but sometimes they decide to break away from their beloved
and often spend most of their income on clothing, person- neighborhoods and lifelong friends to devote themselves to a
al care, and jewelry. career as an ambulant or join some Band and travel around
the Kingdom for a while.
College of Guappary
Bards of the College of Guappary learn and execute the com- Competence Bonus
plete repertoire of the most typical folk songs, ballads and When you join the College of Guappary at 3rd level, you
serenades of the Kingdom, performing it alone with their gain proficiency in the Intimidation skill and the thieves'
voice and gestures, with the accompaniment of a mando- cant feature.
lin or other traditional instruments, or together with small
groups of improvised musicians picked up along the way. Implied Folksong
Beginning when you choose this archetype at 3rd level, you
can compose a piece capable of undermining the confidence
and boldness of the listener. When you perform for at least
1 minute, you can instill a sense of doubt and consternation
in your audience by singing or reciting a poem.
Unambiguous Violence
Also at 3rd level, you learn how to instill fear and panic
when you hit an opponent. When you make an attack, you
can expend one of your uses of Bardic Inspiration. If the
attack hits, you can roll a Bardic Inspiration die and add
psychic damage equal to the number rolled to your damage
roll. The damaged target must succeed on a Wisdom sav-
ing throw against your spell save DC, or be frightened for a
number of rounds equal to the number rolled on the Bardic
Inspiration die. A creature can repeat the saving throw at the
end of each of its turns. On a success, the effect ends.
Do Be Cruel
When you reach 6th level, you have advantage whenever you
make an attack against a frightened, grappled, incapacitated, or
poisoned creature.
- 22 -
New Subclasses
Cleric
Exorcist - New Divine Domain Exorcist
Some members of the Calendar Creed, the Paradox Faith, or Level Features
the Revelation, of low or high rank, are known as exorcists, Exorcism Domain, Between the Hammer and the
and they're expressly concerned with confronting and fight- 1st
Evil, The Revelation Gab
ing the supernatural forces of evil afflicting the good citizens True Mirror
2nd
of the Kingdom. Like miraculists, exorcists derive their pow-
6th The Flame of the Just
er from some divine spark that permeates them and that they
manage to employ by weaving it with a series of well-coded
rituals, formulas, and gestures that serve to convey it. Due to The Flame of the Just
their mandate's nature, many exorcists roam all around the var- At 6th level, when you use The Revelation Gab, you can
ious regions of the Kingdom, alone or together with Bands and gain more information (the history of a haunted place, a
companies, to investigate all forms of occult manifestations in creature's power level, its weaknesses, or how to remove a
the attempt to vanquish them. curse). Additionally, when you use Turn Undead you can
decide that creatures which fail their saves are restrained in-
Exorcism Domain stead of turned.
Even more than miracoulists, exorcists belong to particular
religious congregations and are committed to a very specific
vocation. For this reason, they like to associate with other
Knaves, in order to keep a low profile and put themselves
right where Hell's plots unfold with ease: that is, where the
Bands' Jobs take place. From this point of view, exorcists
have no problem mingling with scoundrels, adventurers,
and idlers.
True Mirror
Starting at 2nd level, when you use Turn Undead, fey and
fiends are also affected. If a turned creature's true form
is hidden by an illusion, by its mutated form, or other
similar effects, that form is revealed.
- 23 -
New Knaves of
Brancalonia
Fighter
Bravo - New Martial Archetype Bravo
Bravos are fighters specialized in city life and in operating Level Features
among commoners, criminals, and guards of all kinds, rath- 3rd Disheartening Presence, Street Fighter
er than in the wilderness, on the battlefields, or in dungeons
filled with monsters. A bravo is a fighter who has specialized
in the protection of a big fish, in intimidation methods, and Bravo
in the surveillance of places and people: in short, the perfect Streetfighters, halfway between guards and criminals, the
hitter, gorilla, and henchman on some rich patron's payroll. bravos are experts when it comes to fighting in the alleys or
Hired swords, bodyguards, hitmen on the edge of the law, or the backstreets, often treacherous and always ready to pull
more likely outside of it: this is the kind of gallows notoriety dirty tricks and foul play. They are perfect for intimidating
and reputation that accompanies a bravo. Their appearance an insolvent debtor or some priest unable to "read between
is extremely variable, but usually does not ignore a wide- the lines" when he's told some things are to be done differ-
brimmed hat, scars, dark cape or cloak, a belt bristling with ently. Their qualities and experience make them as useful in
hilts, and worn but well-polished boots. peaceful conditions as armigers, soldiers, and battle masters
are in wartime.
Disheartening Presence
At 3rd level, you gain proficiency in the Intimidation skill.
You can also add your Strength modifier every time you
make an Intimidation check.
Street Fighter
When you choose this archetype at 3rd level, you learn
some low blows that are fueled by special dice, called foul
play dice.
Street Fighter. When you choose this archetype at 3rd
level, you learn some low blows that are fueled by special
dice, called foul play dice.
Low Blows. You learn three low blows of your choice,
which are detailed under "Low Blows" below. Many low
blows enhance an attack in some way. You can use only one
low blow per attack.
Foul Play Dice. You have four foul play dice, which are
d8s. A foul play die is expended when you use it. You regain
all of your expended foul play dice when you finish a short
or long rest.
Saving Throws. Some of your low-blows require your
target to make a saving throw to resist the low blow's effects.
The saving throw DC is calculated as follows:
- 24 -
New Subclasses
Low Blows
The Low Blows are presented in alphabetical order.
Counterkick. When a creature within 5 feet of you
attempts to cast a spell, you can use your reaction and
expend one foul play die to make an unarmed attack
against that creature. If that attack hits, add the foul play
die to the attack's damage roll, and the creature must make
a Constitution saving throw against your low blow save
DC to not lose the spell. On a failure, the creature's spell
has no effect.
Cut-and-run. When you hit a creature with a melee
weapon attack, you can expend one foul play die to attempt
to cripple the target and prepare to run away. The affected
creature can't make opportunity attacks and its speed is
halved for number of rounds equal to the number you roll
on your foul play die.
Human Shield. When another creature attacks you, you
can use your reaction and spend a foul play die to deflect
the attack against a friendly creature within range of the
attacker’s weapon. You reduce the damage inflicted by the
number you roll on your foul play die + your Strength or
Dexterity modifier.
Infamous Attack. When you hit a creature with a weapon
attack, you can expend one foul play die to attempt to push
the target into attacking a friendly creature within 5 feet
of you. You add the foul play die to the attack's damage
roll, and the target must make a Wisdom saving throw. On
a failed save, the target has disadvantage on all attack rolls
against anyone other than the friendly creature you chose
until the end of your next turn.
Sand in the Eyes. When you hit a creature with a weapon
attack, you can expend one foul play die to distract the
target. You add the foul play die to the attack's damage roll,
and the target must make a Wisdom saving throw. On a
failure, the target creature has disadvantage on all attack
rolls until the end of your next turn.
Sudden Head Butt. When you hit a creature with a melee
weapon attack, you can expend one foul play die to hit it
with a headbutt. From the beginning of the next round,
the target's initiative is reduced by a number equal to the
number you roll on your foul play die.
- 25 -
New Knaves of
Brancalonia
Monk
Svanzic Guard - Svanzic Guard
New Monastic Tradition Level Features
The monks who roam the Kingdom are not just punch- 3rd Training of the Guard
er-happy friars who wander the dusty country roads, her-
6th Sacred Svanzic Dogma
mits expert in mystical wrestling who sat alone for years to
meditate on pillars and columns, or abbots who give the
commandments of the "Slap One Another" in the coolness Both because of a centuries-old tradition and as a sign of
of their monasteries. In fact, there are noble and sought-af- friendship between the Elevezia's patriarch and that of Ala-
ter monastic traditions, exclusive and secret, which repre- zia, a squad of Svanzic Guards is sent and maintained as the
sent, if you will, "the aristocracy" of the Brawly Orders of Patriarch King of Vaticin City's chosen guard.
the Creed. The most famous of these is the Svanzic Guard, This small army constitutes the elite corps at the disposal of
a battalion of unarmed combat and halberd expert monks, the higher hierarchies of the Creed of Alazia, and sometimes
representing the most important religious congregation of some of its members are sent on missions as spies, observers,
the Svanzic cult in the territories of the Gray League and informants, or messengers. That's how many of them also end
throughout Elevezia. up serving in Bands and companies throughout the Kingdom,
where they always stand out for their matchless training.
- 26 -
New Subclasses
Training of the Guard • When you hit a creature with a halberd attack, you can
Starting when you choose this tradition at the 3rd level, you spend 1 ki point to attempt to knock that creature prone.
specialize in the traditions of the ancient order of the Svan- The target must make a successful Constitution saving
zic Guards and become a master in the use of the halberd. throw or be knocked prone.
You gain the following benefits:
• Proficiency in the Religion skill. Sacred Svanzic Dogma
• Proficiency in the halberd, which is from now on At 6th level, you can use your ki to duplicate the effects of
considered a monk weapon for you. certain spells. As an action you can spend 2 ki points to cast
• While you wield a halberd, you have a +2 bonus to AC beacon of hope, searing smite, shield of faith, or spirit guardians
when you take the Dodge action. without providing any material components. Additionally,
• While you wield a halberd, other creatures that enter your you gain the thaumaturgy cantrip.
range provoke an opportunity attack. You must make the
opportunity attack with the halberd.
New Knaves of
Brancalonia
Paladin
Gallant Knight - New Sacred Oath Gallant Knight
These aristocrats, courtiers, and knights are devoted not to a Level Features
cause or to an abstract ideal, but rather to Courtly Love, and 3rd Oath Spells, Channel Divinity
in particular, to the affection of a specific Lady or Sire, who
have made them their "servants". It is almost always a real
social contract and a court custom, in which the Knight and Oath of Love
Paramour tell each other secrets, provide advice, converse, The consecration of a Gallant Knight begins with their Oath
and keep company with one another. Still, there are cases in of Love, with which they officially enter "at the Service of
which Gallant Knights have accomplished great deeds in the Love" for their Sire or Lady and, more generally, consecrate
name of Love. These paladins may even be genuinely in love themselves to the glorious Courtly Love's spiritual flame.
with their Paramour, but that relationship is mostly kept Each knight can serve one only Paramour in this way, and
sublimated and abstract, idealized and platonic, even on the each Paramour can have one only serving gallant knight at a
rare times it can become sensual. Moved by such a spiritual time. Their relationship can even remain epistolary or just a
intent, Gallant Knights launch into battle or engage in no- long-distance one, for a long time, but it is still considered
ble deeds to honor that courteous form of Love that grants a great shame to sever it for trivial reasons. Furthermore,
them extraordinary faculties and abilities. this relationship does not require one or the other to remain
celibate or chaste and does not cause any spouses' jealousy.
New Subclasses
To all intents and purposes, despite the knight being actually Channel Divinity
in love, their relationship with the Sire or Lady is a "vassalage When you swear this sacred oath at 3rd level, you gain the
of love" based on the cult of pure-love, rather than a typical following two Channel Divinity options.
love relationship. Divine Love. As an action, you can use your Channel
There are also some cases of gallant knights devoted to a Divinity to call on the divine love within yourself. You
"distant princess" or to a "sweet gentlemen" who they have have resistance to all damage. Until this effect ends, you
never seen nor known, and who doesn't know anything of cannot cast spells or maintain your concentration on them.
their existence: even in these cases, although the sentiment The Divine Love's effect ends early if you are knocked
is not (yet? ) requited, the power of Courtly Love is strong unconscious or if your turn ends and you haven't attacked
enough to grant the gallant knight all their abilities. a hostile creature since your last turn or taken damage
since then. You can also end this effect on your turn as a
Love Precepts bonus action.
The Oath of Love's precepts may vary from one paladin Hymn to Love. As an action, you can use your Channel
to another. However, they all devote themselves to poet- Divinity to unleash your whole fervor in an ecstatic chant.
ry, art, a life of chivalry and righteousness, and Courtly Each hostile creature within 30 feet of you must make a
Love to free their spiritual ardor. The paladins who observe Wisdom saving throw. On a failed save, that creature takes
these precepts renounce the search for material goods or, 3d8 radiant damage and is deafened, or half as much damage
often, for genuine but worldly love relationships, dedicat- on a successful one.
ing themselves to the inner life, to the flame of spiritual
passion and kindness.
Oath Spells
You gain oath spells at the paladin levels listed. If you gain
an oath spell that doesn't appear on the paladin spell list, the
spell is nonetheless a paladin spell for you.
- 29 -
New Knaves of
Brancalonia
Ranger
Rat Catcher - New Ranger Archetype Rat Catcher
In the largest and most convoluted cities of the Kingdom, Level Features
the Rat Catcher profession is fairly widespread: in addition 3rd Rat Catcher’s Magic, Torch Bearer,
to what such a name suggests, this typical urban hunter Danger Perception, Urban Guide
deals with all sorts of pests, parasites, sewers and catacombs'
beasts, carrion, and animated objects that don't want to stay Rat Catcher’s Magic
where they belong, and even fairies and specters. Starting at 3rd level, you gain new spells when you reach
The city, its dungeons, its cellars, its canals, its sewers, its specific levels in this class, as indicated in the "Rat Catcher
catacombs, and its towers are the favorite hunting ground of Spells" table. Each spell is treated as a ranger spell, but does
these multi-talented scouts. not count against the maximum number of a ranger's spells
known.
Rat Catcher
What many think is a relatively quiet profession, compared Rat Catcher Spells
to that of matadors, wilderness specialists, and monster Level Spells
hunters, is, in fact, nothing but another terrain of challenge, 3rd incandescent mark*
exploration, and combat, different from the more common
5th flame blade
ones but not at all safer than them. Try to patrol Tarantasia'
sewers, Vortiga's canals, or Crimini's alleys… do that, and
then we'll talk about it! Torch Bearer
Starting at 3rd level, when you deal fire damage, you can
add your Wisdom modifier to the fire damage dealt.
Danger Perception
At 3rd level, you gain a prodigious perception of anything
that is not as it should be all around you, which makes it
easier for you to dodge threats and dangers. You have ad-
vantage on Dexterity saving throws against all effects which
you can sense, such as traps and spells. To benefit from this
effect you must not be afflicted by the blinded, deafened, or
incapacitated conditions.
Urban Guide
At 3rd level, you become great at moving around city envi-
ronments and cramped dungeons. You consider urban areas,
sewers, cellars, fortresses, and all sorts of city buildings as
your favored terrain.
- 30 -
New Subclasses
Rogue
Gadgeteer - New Roguish Archetype Gadgeteer
The Kingdom is not just a land of scoundrels, condottieri, Level Features
friars, and noblemen: the cities and main academies are not 3rd MacGadget, Bag of Gadgeteering
short on artists, inventors, jewelers, watchmakers, and ar-
chitects capable of creating the highest and most fascinating
works of genius. In particular, those who specialize in preci- Bag of Gadgeteering
sion watchmaking, in the creation of devices and ramshackle Through study and pure genius, the gadgeteer manages to
objects, and the invention of gadgets and mechanisms of all create wonderful and terrible objects. When you choose
kinds are called Gadgeteers. this archetype at 3rd level, you learn how to make unique
Just as architects and scholars are called by companies, and Gadgets.
military campaigns as sappers and siege engine builders,
gadgeteers are also often hired by thieves, criminals, and vil-
lains to create the gadgets they need. For this reason, the best
gadgeteers belong to the rogue class.
Gadgeteer
Gadgeteers are rogues specialized in the creation and use of
special Gadgets that help them in their missions and in com-
pleting their Jobs.
MacGadget
Starting at 3rd level, you gain proficiency with tinker's tools
and you learn how to craft makeshift items out of any other
junk you can get your hands on. You must spend 1 minute
consuming one or more objects of a comprehensive value
equal or greater to that of the item you want to make, in
the process. You must make an Intelligence (tinker's tools)
check. The DC is 10 or equal to the value of the item in
gold, if higher. The item created will be a shoddy version of
the item (although this does not lower the cost of creation).
- 31 -
New Knaves of
Brancalonia
Gadgets. You know all the gadgets described in the Foolishnet. This cluster of hooked threads hinders
Gadgets section below. Gadgets are tricks that can only be movement by hooking onto anyone who ends up in the
used by you, they cannot be passed on to others and have no middle of it. As an action, you can throw this gadget. Each
significant weight. You can prepare and carry a number of creature within a 10-foot-radius area centered on a point you
gadgets equal to 1 + your Intelligence modifier (minimum choose within 20 feet of you must succeed on a Dexterity
1). You can change your prepared gadgets when you finish saving throw, or be restrained. A creature restrained by the
a long rest. You can select the same gadget more than once. foolishnet can use its action to make a Strength check against
Use. Each gadget can only be used once. You regain any your gadget's save DC. On a successful save, the creature is
expended uses when you finish a short or long rest. no longer restrained.
Traps. In addition to their normal use, some gadgets can This gadget can be set as a trap.
be set as a trap. Setting a gadget as a trap takes 1 minute. Greasing Contraption. As an action, you can throw this
When a creature enters the gadget's area of effect, you can gadget to cover the ground in a 10-foot-square in an oily
use your reaction to activate the gadget. You must be within and slimy glaze centered on a point within 20 feet of you
40 feet of the gadget set as a trap in order to activate it. and turn it into difficult terrain. When the explosion occurs,
Saving Throws. Some of your gadgets require your target each creature standing in its area must succeed on a Dexterity
to make a saving throw to resist the gadget's effects. The saving throw or fall prone. A creature that enters the area or
saving throw DC is calculated as follows: ends its turn there must also succeed on a Dexterity saving
throw or fall prone. The oil remains active for 1 minute
Gadget save DC = 8 + your proficiency bonus + your before losing its effectiveness. The oil is flammable and
Dexterity or Intelligence modifier (your choice) burns away in 2 rounds when exposed to fire, dealing 2d4
fire damage to any creature that starts its turn in the fire.
This gadget can be used as a trap.
Gadgets Mechanical Wings. With a bonus action, you can activate
The Gadgets are presented in alphabetical order. a pair of rudimentary wings capable of allowing you to hover
Dazzling Contraption. As an action, you can throw this in the air for a short period of time. Once activated, you
gadget to create a strong dazzling blaze, centered on a point have a flying speed of 50 feet, but you cannot fly upward.
within 20 feet of you. Each creature in a 10-foot radius At the beginning of your turn, if you are hovering in the air
sphere centered on a point you choose within range must your altitude drops by 5 feet. The wings remain functional
succeed on a Constitution saving throw or be blinded until for 10 minutes before becoming irreparably damaged.
the end of its next turn. Stinking Contraption. As an action, you can throw this
This gadget can be set as a trap. gadget to create a 10-foot-radius sphere of nauseating gas,
Diving Mask. This mask, connected to an air reserve, centered on a point you choose within 20 feet of you.
allows you to access a personal air supply for a short period The cloud spreads around corners, and its area is heavily
of time. When you wear the mask you can activate and obscured. Each creature that is completely within the cloud
deactivate it as a bonus action. While the mask is active and at the start of its turn must make a Constitution saving throw
you are wearing it, you don't need to breathe. After using it against poison. On a failed save, the creature spends its
for a total of 10 minutes, the air supply is consumed. action that turn in the grip of spasms and nausea. Creatures
Exploding Contraption. As an action, you can throw this that don't need to breathe air are immune to the poison
gadget to create an explosion of splinters in a 10-foot-radius and automatically succeed on this saving throw. A moderate
sphere, centered on a point you choose within 20 feet of wind (at least 10 miles per hour) disperses the cloud after 4
you. Each creature within the affected area must make a rounds. A strong wind (at least 20 miles per hour) disperses
Dexterity saving throw. On a failed save, a creature takes it after 1 round. The cloud lingers in the air for 1 minute.
piercing damage equal to 3d6 + your Intelligence modifier, This gadget can be set as a trap.
or half as much damage on a successful one.
This gadget can be set as a trap.
Flaming Bellow. As an action, you can activate this gadget
to generate a cone of fire. Any creature within a 15-foot
cone must make a Dexterity saving throw. On a failed save,
the target takes fire damage equal to 3d6 + your Intelligence
modifier, or half as much damage on a successful one. The
fire ignites any flammable objects in the area that aren't
being worn or carried.
This gadget can be set as a trap.
- 32 -
New Subclasses
Sorcerer
Heresiarch - New Sorcerous Origin Heresiarch
The Creed is a religion of extreme tolerance and openness, Level Features
dedicated more to good living, preaching, and collecting 1st Heresy Stigma, Infernal Magic
alms than persecutions, inquisitions, and religious wars.
6th The Ninth Gate
However, if there is one thing that the clergy and the faith-
ful cannot bear, it's the Heresiarchs: sorcerers who adore and
draw power from Lucifuge, Archdevils, Malacodas, and the The Ninth Gate
whole pseudo-monarchy of Inferno's devils. These charac- When you reach 6th level, you gain the ability to infuse
ters often plot the worst atrocities and iniquities and culti- your spells with the echoes of the terror and agony felt
vate their abilities to pursue deadly sins and transgressions by the damned souls. When you cast a spell that deals
against all the Kingdom's inhabitants. In many cases, they damage, you can spend 1 sorcery point to change the
are also leaders of heretical sects and secret cults seeking re- type of damage dealt to psychic damage.
ligious goals and giving other kinds of sorcerers, magicians,
and followers of the Mothers a bad name. It is also true that
these powers are inborn in such individuals, but the path
of perdition is neither necessary nor predestined for them.
Indeed, if even the devils can leave Inferno and live as ordi-
nary people in the Kingdom, those who have just a drop of
diabolical blood in their veins could surely do as well: evil,
apparently, is never innate…
Inferno
Perhaps the Heresiarchs are Malebranches who have made
the Great Refusal and retained some infernal powers, or are
their descendants. Perhaps the sorcerer, or one of his ances-
tors, made a Pact with an Archdevil or a Befana, and the
malevolent spark of the dark world still flows in his blood.
Perhaps the Knave was conceived during witchcraft rituals
that it is better not to know about, or one of their ancestors
may have spent too much time in Hell or in the company
of its inhabitants… The fact is that the power of the sorcerer
derives from their diabolical origin, a lineage that can never
be changed or removed, despite what the sorcerer tries to
do about it.
Heresy Stigma
At 1st level, you have darkvision out to a range of 120 feet
and you gain proficiency in the Deception skill.
Infernal Magic
You gain new spells when you reach specific levels in this
class, as indicated in the "Infernal Spells" table. Each spell
is treated as a sorcerer spell, but does not count against
the maximum number of a sorcerer’s spells known. You
can’t replace these spells when you gain a new level in
this class.
Infernal Spells
Level Spells
1st charm person, disguise self
2nd enthrall, suggestion
3rd fear, phantom steed
- 33 -
New Knaves of
Brancalonia
Warlock
Talismancer - Talismancer
New Otherwordly Patron Level Features
Instead of Madame Jinx or some fiendish patron, cer- 1st Expanded Spell List, Chosen Bearer, Angelic Fervor
tain warlocks draw power from celestial essences scattered
6th Angelic Intercession
throughout the earthly world, similar to shooting stars, but
with extraordinary powers. From another point of view,
those who manage to obtain, by chance or thanks to studies Chosen Bearer
and research, one of these astral talismans acquire prodi- Starting at 1st level, you acquire the training necessary to fight
gious mystical powers that make them real warlocks, albeit effectively and skillfully in battle. You gain proficiency with
linked to celestial powers. medium armor, shields, and martial weapons.
The name that these astral talismans have for the holders
of these divine and arcane secrets is Enchiridion, or "that
which one carries in hand", because these talismans are grafted
into the palm of the bearer in order to work, and from there
they release their powers. These mystical essences are rare and
appear in the earthly world in the form of brilliant and perfect
gems of various colors and shapes. Gathering and entering
into mystical communion with an Enchiridion immediately
gives supernatural powers to formerly ordinary individuals,
but also to gifted, marionettes, and members of any other
race. The fusion of the Enchiridion with the talismancer is
so profound and recondite that the warlock can no longer
detach from it, as that would cause their death.
Enchiridion
The celestial talismans known as Enchiridia are sen-
tient mystical objects of great power that share their
mystical faculties with their bearer, giving them more
and more power as they acquire inner strength and
earthly abilities. Their nature is shrouded in mystery, but
it is almost certain that they are of angelic, divine,
or celestial origin, objects fallen to the ground
from the Firmament, or trafficked from one end
of the world to the other after being created in the
blessed forges of Urania.
Talismancers who have fused with an Enchiridion and
feed on its power are not required to always use it in a benev-
olent and luminous way, but it is also true that the resonance
between talisman and bearer may not last long if they do not
share the same alignments and ideals.
- 34 -
Angelic Fervor You can use this feature a number of times equal to your
Starting at 1st level, you gain the ability to invoke the En- Charisma modifier (a minimum of once). You regain any
chiridion's power to aid you in battle. You have one of the expended uses when you finish a short or long rest.
following benefits:
• When you hit a creature with a weapon attack, you can Angelic Intercession
decide to infuse your weapon strikes with the Enchiridion's At 6th level, when you are reduced to 0 hit points but not
fury to cause the attack to deal additional radiant damage killed outright, your patron's energies flow from its body to
to the target, in addition to the weapon damage. The both support you and your allies and punish your enemies.
additional radiant damage dealt is equal to your Charisma You and any other friendly creature within 30 feet of you re-
modifier. Also, you can choose to use warlock spell slots gain hit points equal to 2d8 + your Charisma modifier.
to deal an extra 1d8 damage to the target for each spell Each enemy creature within 30 feet of you must make a
level expended. Wisdom saving throw. On a failed save, the target takes radiant
• When you are hit by an attack you can use your reaction damage equal to 2d8 + your Charisma modifier, or half as much
to release a wave of invigorating energy. You and all other damage on a successful one. Once you use this feature, you can't
friendly creatures within 10 feet of you gain temporary hit use it again until you finish a short or long rest.
points equal to your Charisma modifier. You can choose to
spend a warlock spell slot to add an extra 1d8 temporary
hit points for each spell level expended.
- 35 -
New Knaves of
Brancalonia
New personalities
and backgrounds
This expansion includes new backgrounds, character features, qualities, weaknesses and ideals designed specifically for
the Kingdom's Knaves, and can be used together with those found in the Brancalonia Setting Book or in other settings
of your choice.
- 36 -
New personalities
and backgrounds
Dispatch Rider 7
me.
I always sleep with one eye open.
In a country oppressed by the Thousand Years' War, the
martial professions and all the figures that have to do with I face any accident and obstacle with a nice smile on my
8
face.
battles and military campaigns in one way or another are
often strictly codified and regulated. Dispatch riders are
generally young people still not very useful in the weapons d6 Ideal
trade but who, like field attendants, pages, and squires, are Sacrifice. The lives of many may depend on the delivery
part of bands and armies who provide support or service to 1 of one message, and I am willing to sacrifice my own for
that of others. (Good)
the troops. In particular, dispatch riders are experts in trave-
ling long distances quickly and covertly, memorizing coded Duty. I do precisely what I am asked to do, no questions
2
asked, and no distractions. (Lawful)
messages, crossing wild areas, dodging enemy patrols, and
telling lies and misleading when stopped and interrogated. Instinct. The predetermined route is not always safe.
3 The dispatch rider's instinct can determine the success
or failure of the mission. (Chaotic)
Skill Proficiencies: Athletics, Survival
Opportunism. There is a price for each delivery or
Tool Proficiencies: One type of game set, vehicles (land)
4 non-delivery of a given message, and in any case, no
Equipment: A rank insignia, a pouch containing a secret communication is worth my life. (Evil)
pocket for dispatches, a dice set or a poppycock card deck, a
Impartiality. I carry out my duties for one or the other
set of common clothes, a pouch containing 10 sp 5 side: fair, uninvolved, and impartial. I consider my role
fundamental in the unfolding of events. (Neutral)
Feature: Through Good and Bad Weather Ineluctability. No matter how hard you have to try or
The whistling wind, the raging storm, a pair of shoddy 6 how fast you have to run, if something has to happen
shoes, and yet, if the captain gives the order, someone has before the message is delivered, it will happen. (Any)
to go out into the night to deliver orders and messages of
primary importance. Dispatch riders have learned to be un-
stoppable, delivering their messages at any cost. When they
travel, they ignore effects that slow movement if due to the
climate's unfavorable conditions or the territory.
- 37 -
New Knaves of
Brancalonia
d6 Bond Enamored
I am ready, at any moment, to deliver a message for the The enamored is usually a member of a court or an important
1
mercenary company with which I served in the past. family who grew up immersed in the Courtly Love myth
2 A warning saved my life. I will not let anyone die if I can prevent it. and environment, and dedicated their younger years to court-
My horse, although no longer young and energetic, is my ships, games and amorous pastimes, poetry, attending ban-
3 quets, receptions, salons, theatrical performances, and other
most trusted companion.
I still possess the letter I was unable to deliver, causing aristocratic entertainment venues... Enamored are generally
4
many people's deaths. privileged, well-educated youths, expert in the liberal arts and
A family now influential owes its wealth to me, but I have sophisticated hobbies, raised to become flirts, diplomats, gig-
5
not yet redeemed that debt. olos, and courtiers: prying skirmishes, complicated love "cus-
6 I never part with my Saint Fedexus holy card. toms", jealous pranks, and dramatic heartaches are the kind
of activities that essentially fill their nights and days. Howev-
er, such occupations make their lives far less shallow than it
d6 Flaw may seem. In addition to the excellent education and cultural
1 I'm paranoid, and I always think I'm being followed. study which an enamored gains from their environment, their
I have always worked for a faction now considered life is entirely dedicated to the building and managing of per-
2 ignoble and hated throughout the Kingdom. I would do sonal relationships which are aimed at highlighting the more
anything to keep that a secret. charismatic and engaging ones, the most diplomatic and per-
I have a little nervous spasm that occurs every time I lie, the suasive, those that will more efficiently obtain prestigious po-
3
leftover of a rather bad interrogation. sitions or lead their families in the future.
I am willing to risk the lives of those who accompany me
4
in order not to fail.
5 I've got pretty bad personal hygiene.
I have difficulty memorizing things, and I have a terrible
6
sense of direction.
New personalities
and backgrounds
Suggested Characteristics
Enamored can often seem like naïve young men or young la- d6 Bond
dies, spoiled and vacuous, engaged in pastimes and activities I want to be a hero and conquer an otherwise
1
out of touch with everyday life. However, the most cunning inaccessible heart.
and skilled among them can present themselves as fascinat- I have humble origins, but a talking animal helped me fit
2
ing, charming, clever manipulators, charismatic individuals, in among Vortiga's high-ranking youths.
and passionate idealists. The most heroic enamored often I wear my parents' wedding rings around my neck. To
3
become gallant knights, but all of them - in one way or an- me, this is the symbol of true love.
other - fall into the most common categories of adult life 4 I have a personal, extravagant wax seal.
and common Knaves. I have an illustrious but secret, inappropriate, and un-
5
seemly lover, supporting me behind their spouse's back.
d8 Personality Trait
6 I am the founder of a young poets' literary social club.
I never deprive myself of the things my heart and ego
1
desire.
I can make anyone blush with my ways and flattering d6 Flaw
2
tones. I try to seduce any adult and consenting humanoid
1
I'm not familiar with the idea of "working" or even just within arm's reach.
3
"staying busy". 2 I'm way too full of myself.
4 I love philosophy, and I hate anyone with a closed mind 3 I am a chronic and unreliable latecomer.
I always have a positive and carefree attitude. Nothing 4 I'm stupidly competitive, even with my companions.
5
seems to worry me.
I'm hiding a secret that would immediately mark me as
I know how to get into kings or queens' beds, but I 5
6 Infamous.
would never brag about it.
6 I am unable to accept any rejection.
7 I am tormented by my inability to repress my passions.
I speak of myself in the third person, and I feel myself to
8
be better than anyone else.
- 39 -
New Knaves of
Brancalonia
2 Courtly, receptions and upper crust company. Communion. A show is not what happens on the stage
1 only. There is plenty of room for anyone who wants to
3 Opera, concerts, ballets, and great stage performances. help out and earn their keep behind the curtain. (Good)
4 Songs, madrigals, and street or chamber music. Lawfulness. Although art is the highest expression of
5 Prestidigitation, curtain raising magic. freedom, it must be manifested in compliance with the
2
laws and will of those who host or commission the show.
6 Marionette Theatre, puppets or shadow plays. (Lawful)
7 Circus and fighting matches. Self-Determination. It is sacrosanct to do what's right
8 Commedia dell’arte, dramas and monologues. 3 for the show, even when it might not be convenient, fair,
or legitimate to others. (Chaotic)
9 Sacred, religious performances.
To the Bone. the world is an oyster, and the oyster
10 Farce, pranks and scams. 4 belongs to those who take it: using others to take
everything will be the real spectacle. (Evil)
Feature: The Art of Making Do 5
The Show Must Go On. Whatever happens, run the
You are used to facing unexpected events of all kinds, and show as if nothing else really matters. (Neutral)
you are always able to patch it up, somehow. You can impro- The Script. Everyone has a part to play, a plot to follow,
vise a series of components and put a valid representation or 6 an epilogue to perform... nothing happens by chance.
Each scene has a purpose. (Any)
show together in no time.
- 40 -
New personalities
and backgrounds
4 My show and my earnings are all I care about. I love being outdoors and napping among the tree
2
branches.
I expect the best of others, but I don't really do much
5 I am passionate and genuine. I do not accept compro-
for them. 3
mises.
6 I have delusions of grandeur and control.
I believe that only by truly entering into connection with
4 Extravaganza can we understand life, the universe, and
Lucignolo everything!
In a world where you can meet fairies, elves, turquoises, and I was raised by funfellows. I am a joker who loves more
5
than anything else to play tricks and pranks.
all kinds of nonsense behind any corner, some mere mortals
have reached a degree of awareness, confidence, and ability I am tremendously intolerant of anyone who dares to
6
offend or mistreat the fairy creatures.
when it comes to dealing with these beings that allows them
to use the best of both worlds to their advantage. Children I've always felt halfway between the two worlds. I'm
7
only looking for a place to call home.
exchanged by fairies for long or short periods, girls blessed
by their godmothers, firstborns given to witches or elves as I love gambling, games, drink and feast, having fun and
8
rollicking.
servants due to some pacts entered into by their parents,
shepherdesses and cunning millers accustomed to living
with funfellows, talking animals, and fairies, brave boys who
have found access to Cuccaigne and went there to experi- d6 Ideal
ence unforgettable adventures. all of these are often called 1
Charity. I use most of the money I earn to help
“Lucignolo" (kindling), because they seem to retain a small struggling faeries and orphans. (Good)
amount of fairy sparkle in their eyes wherever they go. Community. Fairies took care of me when I needed them
2 the most, even though it wasn't their responsibility. I feel
a moral obligation to help them as a community. (Lawful)
Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: Two types of game sets Extravaganza. I am the Extravaganza become person,
3
impetuous, effervescent, and unpredictable. (Chaotic)
Languages: Racket
Equipment: A set of common clothes, a pouch containing Revenge. I consider my origins an actual curse. I'll get rid
4
of any fairy beings crossing my path. (Evil)
15 sp, one additional Memorabilia
Brotherhood. I look forward to the day when the fairy
5
people and humans will learn to live together. (Neutral)
Feature: My dinner with Fairies
Accustomed to entering and exiting the Extravaganza's world Enchantment. Life is like a daydream. Even the most
6 unlikely thing can happen, or can be nudged to happen.
without getting trapped in it by tricks or odd clauses, a lu- (Any)
cignolo can find a meal and hospitality among the fairies when
they want to, if they're in the right time and the right place.
Moonlight banquets, boot-like or giant-snail-shaped houses,
parties under the mushrooms and little doors that appear and
- 41 -
New Knaves of
Brancalonia
d8 Personality Trait
Prelate 1 I am always ready to help a believer in difficulty.
Prelates can be members of the Creed or other religious pro- I know that the ways of the Ternal Father are infinite, but
fessions holding a key position, respect, or power. Still, they 2
more likely three.
became Knaves for their own personal or secret purpose. I began to despise poverty because of the ease and
Their titles can be the most various: abbots, abbesses, vic- 3 vices granted by my privileged position. Now I could no
ars, archimandrites, scabbots, priors, and chaplains, and up longer do without a comfortable standard of living.
to the top of the respective hierarchy, such as ordinals and I am an inexhaustible source of parables and invectives,
4
horoscopals. There's no particular distinction between men especially when I drink.
and women concerning high prelatures, even if specific or- I have lost faith in the Creed, and I feel disappointed
5
ders are composed of specific genders and races. Even age or and lost.
vocation are not discriminatory for a prelate: some designa- I have chosen the prelature out of convenience and to
6
tions are assigned to school-age children, others are offered escape a life of struggle.
to commanders, fighters, alchemists, scholars, hermits, and I read the signs of the celestial spheres' will in every
7
travelers for the most disparate merits, provided obviously event that deviates from the ordinary.
that the recipients are declared believers and are committed I always try to bring a sinner back onto the right path,
to pursuing the purposes and dictates of their religion. 8 sometimes by reading the right verse, other times by
distributing the right amount of slaps.
- 42 -
New personalities
and backgrounds
5
I see the members of my community as brothers and Feature: Relic Academic
sisters, sons and daughters. Thanks to your license, you can access the Creed's archives,
6
I seek revenge against the heresiarch who kidnapped studies, and collections of relics, along with the chronicles
and led my sisters astray. of known Saints and ancient descriptive tomes on the archi-
tecture and the martyrs of the past. This way, you can get
information about relics and the locations where they might
d6 Flaw be found.
1 I am an incurable drunkard.
I am but an impostor who hardly knows how to make Suggested Characteristics
2
the Sign of the Bingade. Relic hunters can be pious believers who carry out this mis-
3 I have too much faith in the goodness of people. sion as a vocation, or crafty opportunists for whom relics are
4 I am always afraid of losing faith.
nothing but a precious object of trade. There is no shortage
of middle ground: there are those who are interested in the
5 I abhor fatigue.
antiques for the power and the secrets they could give to
6 I have a habit that is definitely not in keeping with my position. their owners, the professionals who carry out this work with
great seriousness and preparation, and those who have ob-
tained the license and set out to explore ancient tombs to
make the find of a lifetime!
- 43 -
New Knaves of
Brancalonia
d6 Flaw
d6 Ideal 1 I suffer from mild claustrophobia.
Research. Recovering a relic and delivering it to the 2 I can't stand every second spent outdoors.
Creed means returning it to the only ones who have the
1 3 I am paranoid about the constant presence of traps.
necessary means to understand and respect the Saint’s
body and spirit. (Good) I hate standing still and loafing around, and I'm annoy-
4
Conservation. Relics are very precious objects... they ingly hyperactive.
2
belong in a museum! (Lawful) I am convinced that every room hides a secret com-
5
Risk. No quest comes without innumerable dangers, partment.
3
but that's what makes it exciting! (Chaotic) I never separate myself from fragments of a gangre-
6
Greed. Promising the same thing to multiple buyers nous relic, although it smells terribly.
and getting rid of one or more of them after pocketing
4
every single petechin from them all... that's undoubted-
ly the quickest way to riches! (Evil)
Rest. Death should be followed by stillness, everything
5 that resists death must be found, exorcised, eradicated,
or placed in safe and competent hands. (Neutral)
Mystery. An unknown find, the mystery that hovers in
the corridors of a buried mausoleum or in an ancient
6
crypt are what drives a relic hunter to adventuring.
(Any)
- 44 -
New Equipment and New Spells
C
“In the Sea of Towers,
starting at the first light of the tenth day of the Mouflon Moon, a good number of
brightly colored fish appear on the shores, much sought after by rogues and explorers. The famous Fish
of Opening species, an enchanted creature of obvious extravaganzian origin, is capable of disassembling
any lock or padlock solely by breathing on it.
This priceless resource, however, gives its owner a bit of a headache: in addition to latches, locks, and
chastity belts, the Fish of Opening also dissolves its owner's mouth-filter, and they are forced to say
out loud all sorts of embarrassing secrets, sensational tales, or often insensitive comments in respect of
the spouses of others. Some Fish of Opening owners often end up in a brawl way before reaching their
beloved reward. It is also necessary to use it quickly: at the end of the last hour of the day, the bizarre
creatures put on their wings and fly away, returning to the waters of Vattelappesca, from which they
seem to come."
New Equipment
New weapons, magical junk, grave robbers’ and scoundrels’ A martial lantern provides bright light in a 15-foot radius
kits, holy relics, and concoctions of all kinds. Whether it's and dim light for an additional 30 feet. Once lit, it burns
good quality, shoddy, or counterfeit gear, Knaves never seem for 6 hours, consuming 1 flask (1 pint) of oil. If you make a
to have enough stuff to beg, borrow, or steal. Here's an ex- melee attack with a fire-lit martial lantern and hit, it deals 1
cellent shopping list! extra fire damage. Using the lantern to make an attack does
not extinguish the flames.
New Weapons and Armor
Martial Spade
Blackened Armor The perfect complement to the rural combatant, together
This special treatment makes the metal of the armor dark with the more famous “mattock”. This weapon's prototype
and difficult to spot in the dark. If its wearer is in dim light appears to be typical of the fighting monks of distant Ser-
conditions, it does not have disadvantage on Dexterity india. They used it mainly against yuckes and self-propelled
(Stealth) checks due to the Stealth modifier of the armor. cadavers, and they may have made brought it to Vortiga
For medium and heavy metal armor only. along the Evening Route. In addition to its effectiveness as a
weapon, it also works well as a spade.
Martial Lantern
This very practical object was invented by and is main- Pavise
ly popular among grave robbers and relic hunters to sup- A defensive weapon, similar to a large rectangular shield that
port their explorations. One hand to hold the light, one can be used as an actual portable cover. As an action, it can
to dig, one to break in, one to fight: at a certain point, be placed on the ground to provide half cover. Otherwise, it
in the tomb raiding business, it became necessary to can be wielded as a shield. The pavise reduces the wielder's
increase the number of hands or to reduce the num- speed by 10 feet unless the wielder has a Strength score equal
ber of equipment items. The martial lantern and mar- to or higher than 15.
tial spade were created precisely because of this need.
New Armors
Name Cost AC Strenght Stealth Weight Properties
Blackened Armor + 50 gp - - Special
Pavise 20 gp +2 Special Special 16 lb Special
New Weapons
Name Cost Damage Weight Properties
Martial Lantern 15 gp 1d6 bludgeoning 4 lb Versatile (1d8), special
Martial Spade 5 gp 1d8 slashing 4 lb -
- 46 -
New Equipment
Litmus Bandana
This face-covering handkerchief changes color whenever in
contact with inhaled toxic substances. It is generally used by
Knaves and brigands who want to carry out their misdeeds
in complete safety, keep their identity secret, and protect
themselves from toxic vapors and all kinds of pollutions.
The wearer has advantage on all saving throws against in-
haled poisons. The effect lasts for 1 hour from the first con-
tact with the poison.
- 47 -
New Equipment and
New Spells
- 48 -
New Magical Junk
You can make a Charisma check contested by the Wisdom Charges Effect
check of the conjured undead, attempting to control it. On 1 charge A character who drinks the water regains 2d4 +
a failure, the conjured undead attacks you. On a success- 1 hit points.
ful one, as long as you use an action each round to play 2 charges You can cast lesser restoration.
the flute, the undead is controlled by the flute's music and 3 charges You can cast remove curse.
becomes friendly towards you and your companions. The
4 charges A character who drinks the water gains the
friendly undead obeys your commands. If you don't issue a benefits of a short rest.
command, the friendly undead defends itself without tak-
ing any further action. If the friendly undead starts its turn
without hearing the flute's music, your control over it is Vanishing Weapon
ended, and the undead attacks you. Once the flute has been Weapon (any), common
used, it can't be used again until 7 days have passed. “Where the hell did my sword go?”
Glazed Weapon When you make an attack with this magical weapon and roll
Weapon (any), uncommon a 1 on the d20 for the attack roll, the weapon disappears,
These particular armaments come from Cuccaigne, and they only to reappear somewhere else and aid some other Knave
are very popular there. The type of damage dealt by these in need. It is said that the owner of such a weapon will never
magical weapons is bludgeoning, and it replaces the type of be able to find it again after the vanishing. Still, the folk-
damage dealt by the weapon. For example, a glazed great- lore also tells about a certain Buciarello "Lucky Seven", who
sword deals 2d6 bludgeoning damage instead of 2d6 slash- kept on finding his Green Prince's Vanishing Rapier over
ing damage. When you make an attack with this magical and over.
weapon and roll a 1 on the d20 for the attack roll, the weap-
on breaks into pieces. The fragments of the weapon become
edible candy, equivalent to 1d4 Rations.
- 49 -
New Equipment and
New Spells
New Spells
In this section you will find some new arcane spells created Cleanse
by guiscards, fairies, and turquoises, and several Saints’ in- 3rd-level evocation
vocations, usually the prerogative of miraculists, exorcists,
and other devotees. Casting Time: 12 hours
Range: Touch
Spells Descriptions Components: V, S, M (herbs, oils, and incense worth at
Spells are presented in alphabetical order. least 50 gp, which the spell consumes)
Duration: Until dispelled
Spell Table
Lev Spell School Class You touch a point and infuse an area around it with holy (or
1st Dreadful Tale Transmutation Bard
unholy) power. The area can have a radius up to 60 feet, and
the spell fails if the radius includes an area already under the
1st Incandescent Mark Transmutation Ranger
effect of a cleanse spell. Fey, fiends, and undead can't enter
1st Quality Stamp Transmutation Wizard the area, nor can such creatures charm, frighten, or possess
2nd Exorcism Abjuration Cleric, creatures within it. Any creature charmed, frightened, or
Druid possessed by such a creature is no longer charmed, fright-
3rd Angelic Emanation Invocation Cleric ened, or possessed upon entering the area. You can exclude
3rd Cleanse Evocation Cleric, one or more of those types of creatures from this effect.
Druid
3rd Insurance Evocation Wizard Dreadful Tale
3rd Poorman's Feast Conjuration Cleric, 1st-level transmutation
Druid
Casting Time: 1 bonus action
Angelic Emanation Range: 90 feet
3rd-level abjuration Components: V
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Touch You tell a disturbing tale that only one creature of your
Components: V choice within range can hear, shocking it with psychic ener-
Duration: Concentration, up to 10 minutes gy generated by the spell. The target must make a Wisdom
saving throw. On a failed save, the target becomes frightened
A willing creature you touch is pervaded by an aura of an- for the duration. At the end of each of the target's turns
gelic energy and wings of light spread from its back. Until before the spell ends, the target must succeed on a Wisdom
the spell ends, the target gains a flying speed of 30 feet for saving throw or take 1d8 psychic damage. On a successful
the duration, can't become diseased, has resistance to poi- save, the spell ends.
son damage, and has advantage on saving throws against At Higher Levels. When you cast this spell using a spell
effects that cause any of the following conditions: blind- slot of 2nd level or higher, the damage increases by 1d8 for
ed, charmed, deafened, frightened, paralyzed, poisoned, or each slot level above 1st.
stunned.
- 50 -
Nuovo Ciarpame Magico
Exorcism At Higher Levels. When you cast this spell using a spell
2nd-level abjuration slot of 3rd level or higher, you can target one additional fey,
fiend, or undead for each slot level above 2nd.
Casting Time: 1 action
Range: 30 feet Incandescent Mark
Components: V, S, M (incense and a page or parchment 1st-level transmutation
containing some prayers. The spell consumes these
components) Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: 90 feet
Components: V
You pray to the Ternal Father, to the Cinquain, or to the Duration: Concentration, up to 1 hour
whole Bingo, and choose a fey, fiend, or undead within range.
The target must succeed on a Wisdom saving throw, or it is You choose a creature you can see within range and mysti-
incapacitated for the duration of the spell and must spend its cally mark it with a glowing sign. Until the spell ends, you
turns trying to move as far away from you as it can, and it deal an extra 1d6 fire damage to the target whenever you
can't willingly move to a space within 30 feet of you. At the hit it with a weapon attack. Until the spell ends, the target
end of each of its turns, an affected target can make a Wisdom sheds bright light in a 20-foot radius and dim light for an
saving throw. If it succeeds, this effect ends for that target. additional 20 feet.
For the duration of the spell, you can use the following special At Higher Levels. When you cast this spell using a spell
functions: slot of 2nd level or higher, the damage increases by 1d6 for
Break Enchantment. As your action, you touch a creature each slot level above 1st.
you can reach that is charmed, frightened, or possessed by
a celestial, an elemental, a fey, a fiend, or an undead. The
creature you touch is no longer charmed, frightened, or
possessed by such creatures.
- 51 -
New Equipment and
New Spells
- 52 -
Additional Insight
C
“There are rumors that on some nights, as you wander through the countryside of Alazia, you may be
drawn by lights, music, and intoxicating scents and find yourself – if you are particularly lucky, or unlucky,
depending on your point of view – before a seemingly-endless expanse of tents and stalls, where peddlers
from all over the Orb (and even beyond, some whisper) are ready to satisfy your heart’s desire.
Should you be thus singled out by, er, fate, and reach this place, you will find yourself in the mythical
market of the Courteous Court. As its name implies, violent behavior is strictly forbidden in the market
area: here, a perennial armistice reigns even among factions that hate each other the most.
Anyone who tries to break these rules, and quite a few have, shall pay a heavy price for their transgression.
That said, those who have the guts to wander amongst the stalls and awnings will find themselves admiring
an incredible amount and variety of goods. “An enchanted sword? Here you are, but beware... it may be
smarter than you are, and have its own hidden goal. A bucketful of dreams snatched from children? No
problem, but what if their owners come looking for them and want them back?”
Everything is possible at the Courteous Court, but everything has a price. Are you willing to pay it?”
A Thousand Years of War another region (for the moment). Cities, villages, fiefdoms,
Since the Fall of Plutonia, the Brancalonian peninsula has lords, captains of fortune, alliances and confederations have
never enjoyed long-lasting peace. Consequently, the King- always been at war with one another, and only a hypothetical
dom’s inhabitants no longer consider war a bloody solution general unification could put an end to this situation. And
for conflict, but simply a routine condition and, as such, an so, all sorts of services and businesses have sprung up around
opportunity to put bread on the table. war, clearly based on the lofty philosophy that underpins the
The so-called Bounty Kingdom is in a permanent state of Kingdom: there are no real problems, but only money-making
warfare, although there are periods when the war subsides, sim- opportunities that have not yet been grasped.
mers down, meanders in a controlled manner, or only concerns
- 54 -
The Profession of Arms
The bellicose seas of Quinotaria are also afflicted by the Grimaldelli, a family of “Noble Pirates”. Once a historic
merchant family from the powerful seafaring city of Lungariva and now impoverished after a tumultuous exile, this
family-run mercenary company has devoted itself exclusively to naval warfare for many years. The most notorious
member of this family and captain of the company is the infamous Francesco “Slyboots” Grimaldelli, known for his
cunning, a legendary example of which was his conquest of Dog Head promontory along the Frangia coast, achieved
by disguising himself and his men as monks and entering the fortress undisturbed, then taking possession of it. It
is not unusual for vessels crossing those waters to attract their roguish attention, then glimpse the symbol of their
pirate ships on the horizon: the head of a Black Monk on white sails...
In the pay of the highest bidder, the Flying Swine Squad is an armed militia of farmers and swineherds equipped
with farming tools and decrepit armor, always accompanied by a winged pig that can actually fly, kept on the ground
with a rope leash. Former mayor of the town of origin of this original militia, the curious beast once tried to seduce a
turquoise girl in an ungentlemanly manner. In retaliation, she gifted him with his “true form” and rendered the lands
around his town parched and sterile. Now the villagers drag their ex-mayor around on a leash and are ever ready to
fight for a loaf of bread.
The Devils of Ruggenzo are led by the beastly same-named barbarian Malebranche, Ruggenzo Sanguamaro. The
Devils only accept recruits from among pantegans, morgants, sylvan, malebranche, marguttes, and befanas. Given
their propensity to slaughter and to terrify people while on the job, these villains are considered among the most
violent and ferocious cutthroats of the Kingdom.
The Viperwolf Bastards are a company of Penumbrian exiles, matadors, wanted, and other scum, clad in slapdash
armor with viperwolf furs draped on their spaulders, specialized in hunting and eliminating whatever abominations
manage to cross the Mistide.
Also from Penumbria, the Sgarbati are a company of failed, violent, and lawless artists devoted to arms and raids
and commanded by Vittorbo degli Sgarbi.
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Additional Insight
Captains of Fortune
In a world that makes no difference between commander
and boss, corsair and admiral, rivalry and armed conflict,
any leader in charge of a few dozen Knaves or trained sol-
diers can offer their services to anyone. The powerful con-
sider bands a convenient source of expendable characters
whose word counts for little in case of arrest; in more “ex-
treme” cases, however, they prefer to rely on real captains of
fortune: that is, on expert, well-equipped veteran warlords:
after all, surviving ten years in the profession of arms is the
best curriculum a leader can have. Requirements to be rec-
ognized as captains of fortune are not so stringent: all you
need is a certain number of men-at-arms, a den for them to
stay in between jobs, and the money to keep them on a leash
until the next engagement. When in possession of these
requisites and hired for an “official” military campaign, the
leader merely goes to the appointed department at the lo-
cal Royal Bounty headquarters and pays for a Safe-conduct,
a special permit that recognizes the company as an official
military force, granted certain forms of immunity when
carrying out its duties. In short, a company of this type is
formally authorized to commit crimes within “the limits of
decency” (a factor that varies from region to region, depend-
ing on local sensitivity) as long as it can prove that it has a
signed contract.
Ransom or Blackmail?
If one of these armies needs to beef up its ranks, its cap- The Spade and Sword Treaty
tain can offer to redeem the sentences of prison inmates Centuries of wars large and small, interminable and ubiq-
who would normally have done hard labor in exchange uitous, of companies by the dozen constantly roaming the
for a symbolic sum of 30 silver pieces each, thus empty- countryside and setting fire to villages, harassing peasants,
ing his client’s brigs. Consequently, those prisoners will enlisting them by force, looting farms, spoiling and seizing
have to serve their sentence as soldiers and receive (poor) districts and territories, have led, among other things, to
food and accommodation and basic equipment, on pain continuous revolts and popular uprisings. Armed with hoes
of immediate execution in the event of desertion. At the and martial mattocks, knives and clubs, spears and bows,
end of the campaign and expiry of the contract, the best increasingly substantial crowds of angry laborers and peas-
of them may be offered the option to join the company, ants have begun to rebel against condottieri, armigers, and
or simply be released. marauders, domestic and foreign alike, often to the point of
overturning the fate of entire military campaigns, extermi-
Soldiers or Bandits? nating or driving out armies with guerrilla warfare and ban-
Companies of fortune and more regular columns, such as ditry, sabotaging their supply lines, and inflicting all sorts
the Dragoons of Penumbria, are to all effects competitors of damage, aggravation, and deprivation. To avoid having
with bands of marauders and armies of brigands: often to fight these popular masses as well – who were, after all,
the decision to hire one or the other depends entirely much more experienced in the territory than they were and
on the client’s funds. Rivalry is always keen: while sol- only marginally less skilled in the use of weapons – leaders
diers and armigers see gangs of bandits as “stray mongrels and condottieri increasingly resorted to formal and informal
with neither skill nor purpose”, marauders and smugglers agreements with these rioters, promoting the untouchability
consider their opponents “dogs on a chain begging for of farms, villages, and commoners during military maneu-
bones”. Relations between the two factions are made no vers in exchange for free passage through their lands and
easier by the fact that several companies have in their supplies at an agreed-on cost.
midst members of mercenary companies kicked out by This very fluid situation was then sanctioned a century
their captains of fortune for inappropriate conduct, while ago in Queen Menalda’s famous Spade and Sword Treaty.
brigand leaders sometimes hire bands of foot soldiers and The treaty, still in force in almost every region of the Bounty
more regular sappers for well-paid jobs, when they have Kingdom (except in Penumbria and other equally ferocious
the chance and wars are scarce. On balance, there is no places), ratifies the untouchability of commoners by armed
real difference between bandits and soldiers, at least in men of all kinds. Hirelings and soldiers, armies and compa-
the Bounty Kingdom. nies are free to cross the enemy’s territories and fight their
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The Profession of Arms
armed forces, conquer their fortresses, roads, bridges and of names, goods, times of departure, and destinations.
towers, and slaughter each other. The people, on the other Anyone interested can hand over to the Pigeons a package
hand, must be respected and safeguarded: no indiscriminate requiring delivery. Their rates vary according to weight,
looting, violence, or oppression, no wheat and livestock req- mass, and content. The word of a Pigeon is certified and
uisitioning, no forced conscription is tolerated. If the soldiers the expense insured but obviously, as is often reiterat-
want something from the peasants they have to pay for it, ed, no one can guarantee the exact time of delivery or
and any violation of the Treaty is considered a war crime by that the package will not suffer any damage or accidents.
all parties concerned. Concurrently, armies can count on Hence it is advisable to give the Pigeon a small incentive
labor, services, procurement, guides and informants – even to stress with the courier the importance of what you are
in enemy territory – so long as they pay. asking for; over time this practice has become known by
Today, this mutual exchange of favors and benefits is widely the name of Certified Blackmail.
acclaimed as a fine example of civilization by all Overmoun-
tain jurists.
- 57 -
Additional Insight
Mangiafuoco Caravan
The Marionette and Torquoise Wood Companion
There is no doubt that the lineage of marionettes and the to Kingdom cities remains a mystery. They are rumored to
mysterious uses and weird properties of pupos, cabin dolls, be spies and emissaries whom the turquoises send snooping
saintlets, guignols and pinocchios, marottes and puppeteers, amidst the populace and rulers, not least for their extraordi-
all derive from the many applications of triflewood, nor are nary ability to hide their wooden nature, except in particular
there any doubts that this magical wood comes from Ex- circumstances. How can we be sure that some of the Kingdom’s
travaganza. rulers and officials aren’t actually dummies manipulated by
“The blue tree”, or “turquoise wood” and all the other names the Fairy Godfather?
of this enchanted timber were discovered centuries ago along Another tradition linked to triflewood is that of the Jubia-
the borders of Cuccaigne, whence they were sourced and used nas: when these fairy trees die naturally or are cut down, their
by enterprising carpenters for fantastic new creations. And trunk is said to turn into a cruel, gigantic creature resem-
while reckless and disrespectful use is now punished by the bling a colossal wooden witch. Jubianas allegedly develop
turquoises in the most creative and terrifying manner, it is also long and gnarled limbs in order to move freely through the
true that the Lords of Extravaganza allow a significant amount woods and grab the unwary, whom they devour with their
of triflewood to be collected and used every year, and even slobbery old maws.
grown elsewhere, to make puppets and other such creatures. An endless series of Marottes and other beings is also carved
from this extravaganzian material: wooden animals that move
Not Only Marionettes and converse in Vernacular, automatons and sentient spring
Much broth has passed under the bridges of Cuccaigne since chests, talking sticks, figureheads that know sea routes, ani-
this miraculous resource was first exploited, and many are mated doors and shrines, chests and furniture endowed with
the practical applications that triflewood has been used for, intelligence, ventriloquists’ puppets who control their owners,
thanks to the imagination of carpenters, artists, device-mak- and much more.
ers and inventors: after the first pinocchios of Torrigiana And what nymphs would be sired by such trees? Perhaps
– marionettes of similar size to those used for centuries in these special triflewood nymphs are the turquoises themselves,
theaters – artisans in other areas of the Kingdom recreated or some secret otherworldly coterie that gathers on starry
belligerent armed “puppets”, similar to Frangian paladins, nights in woods of turquoise trees and dances entranced in
the blessed “saintlets” based on sacred representations of the glittering light of a diamond-spangled sky…
the Creed, and “cabin dolls”, useful on Vortigan vessels. In
their own way, even the riotous Penumbrians have gradually Wishes and Magic Wands
adopted this creative art, producing artificial beings capable A fairy with dark-blue hair, a lovable face and starry eyes,
of the darkest iniquities: the cruel and lethal guignols, often holding a magic wand: isn’t this the way everyone pictures
violent and vengeful against all fleshies. a turquoise? And actually, often and willingly, Fairy God-
But marionettes are not the only wonders derived from mothers and Fairy Godfathers, and even the Fairy Girl, are
turquoise wood. In the thick of fairy forests, where dry twigs interested in mortals, especially the most tormented and
and branches come off and mix with roots and fallen trunks, troubled ones, and offer them supernatural protection.
roam “natural marionettes” called Mandrakes: gallimaufries And even if they didn’t, a marionette, a nonexistent, or any
of wood and foliage that live their whole existence without a other tormented individual would turn to them and ask for
creator or puppeteer ever laying hands on them. Some Man- a wish: to make them human, transform their nature, change
drakes are kind and friendly; but others are said to live in their body, give them happiness. Nothing strange if the tur-
disturbing and dangerous communities and to feed their roots quoises grant these wishes. Provided that:
with the blood of unwary travelers.
Another secret related to triflewood is that of the Mani- • The wish is not a passing whim but what the asker craves
kins, men and women-sized beings purportedly created not the most in the whole world.
by mortal carpenters but directly by fairies and turquoises. • The wish is not a silly mortal thing, such as money, power,
Why these artificial beings should be carved and dispatched or magical items.
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Mangiafuoco Caravan
• Wishes affect only those who express them and not the The Red Carnival of Vortiga is the most famous: half a moon
world; exceptions generally granted: saving or helping of masked dances and revels during which the whole city
another person obtain their wish. becomes an outdoor party. There is one thing that might
• Whoever expresses a wish is willing to submit to the make the more sensitive look down their noses, and that is
turquoises’ conditions: perform a task, be mindful of the bizarre custom of hanging a criminal from the city jail at
midnight, obey dad, find the blue bird on the other side the height of the party, as a “good omen” (but also a warning)
of the world, and such like. for the rest of the population.
Several days before Vortiga’s, the White Carnival is held in
Once these clauses have been considered, the only discrim- Spoletaria, the best-known version of which is that of Aquilea.
inating factor is not to bore or annoy the turquoises in any This is celebrated on snow and ice, with themed stalls and
way: there is only one thing the turquoises hate more than festoons. Most of the masks and characters are white-themed
human stupidity, and that is their insistence, cluelessness, and many competitions and challenges based on snow and
and lack of respect. Be careful not to press your luck, or the ice are held during the days of revelry.
magic wand will turn you into a donkey... Definitely more disturbing are the Istranian Carnival of
Monsters and the Black Carnival of Malevento, dedicated to
Kingdom Carnivals nature’s wild and dangerous forces and to those of witchcraft
Among other things, the Kingdom is also the realm of Car- respectively. Although the atmosphere is always festive in both,
nivals, the time of year when everything becomes even cra- their themes are gloomy and creepy: typical cookies are called
zier, more carefree, colorful, and dangerous than usual. The “bones of the dead”, masks only represent scary characters,
rich pretend to be commoners, men dress up as women, witches and devils, and superstitious dances and rituals abound.
marionettes organize shows with flesh-and-blood perform- Held between spring and summer, the Green Carnival of
ers, and wolfcats and pantegans go around arm in arm. Torrigiana is a celebration of luxuriant nature and life: women
In many ways the opposite of Mala Tempora, Carnival is the and men dressed as nymphs and satyrs chase each other across
happiest and most carefree period of the year, when everyone the fields, weave garlands of flowers, and revel in circle-dancing,
can be happy and not think about the future. Er, actually… wine, and carnal pleasures. The prevailing spirit is expressed
the rich do lock up their mansions and the shopkeepers their in these immortal verses:
shops, removing coffers and anything valuable: but from that
moment on, anyone in the streets and squares will enjoy a “Hark the beauty of our prime,
week or more of revelry and non-stop merrymaking, where See how swiftly it doth flee,
the only laws are those of madness and Extravaganza. Knowing not our future time
The Carnival cult is so widespread in this country that there Now’s our chance to merry be.”
are different and special ones in each of its regions.
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Additional Insight
Hunterine and Redmoustache. This cheerful pair of pop- Scroogey and the Waifs. A mask from Lungariva, Scroo-
ular masks is made up of a busty peasant carrying a basket gey is an old miser with a gray wig and black clothes, who
of salami that she offers to everyone, and her husband, who carries a large bag hanging around his neck. Greedy and nar-
wears a funny hat and whose whiskers are tinged in red; while row-minded, he only thinks of his own money and frequently
Hunterine is ever eager for attention, Redmoustache (who ends up being duped by crafty servants and clever maids. He
carries a pitcher of wine) is perennially drunk as a skunk, is often surrounded by a crowd of children dressed in white
hence unable to satisfy her. and wearing black masks, the Waifs, poor orphans who try to
steal his bag (which is full of candy), amidst ferocious yelling
Calandrone is a typical mask of Spoletaria and Alazia, a and insults from the stingy old man.
silly, muddled character, a dreamer, yet physically imposing,
menacing, endowed with prodigious strength; often portrayed Skillet and Ovenbird. Two other popular masks, representing
as a mean, stupid margutte, other times as the village oaf, two a cook and a baker respectively, who are perennially fighting.
approaches that are not mutually exclusive. Skillet is tall, dressed in yellow, wears a funny headdress of
chicken feathers, and brandishes a long-handled pan, while
Ovenbird is dressed in white, wears an apron and mask, and
carries a bag of flour (actually sand or talc).
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Mangiafuoco Caravan
Taratatà, “the devil with the silver backside”, a mean, diabol- The Circus
ical marionette, dressed in red, with small sharp horns, often Mercenary companies that tour the Kingdom are often ac-
seen in Penumbrian theaters; he represents a short, deformed companied by a mob of squires, suppliers, doctors, villains,
archdevil who loves to inflict humiliations and play wicked attendants, and assorted entertainers, who actually travel in
pranks on mortals. In particular, he is known for his thunder- their wake. Hence, the soldiers’ quarters are eternally sur-
ous and nauseating flatulence, which the actors simulate with rounded by camps and wagons offering commodities of all
special stage effects; he also buys and sells souls and favors and kinds: classic brothels on wheels providing various services
invariably pursues his deals with the most disgusting practices. to relax the mind and body; itinerant taverns and norcitan-
eries that offer greasy and flavorsome alternatives to army
Truffaldino, a name often synonymous with puppet and slop; bards, harlequins, actors, and puppeteers who enter-
harlequin, is the quintessential protagonist and one of the tain the soldiers with their shows. It would be a serious mis-
oldest carnival masks in the Kingdom. Slovenly, beggared, but take to consider them easy victims of sudden attacks, night
full of resources, Truffaldino is a commoner, a shrewd and lazy assaults, or military expedients: these characters, including
servant who always manages to get out of trouble, scrounge a mimes and prostitutes, are often veterans, Knaves, former
free meal, and cheat all the other protagonists. He wears cheap warriors, and other people accustomed to getting by, one
but flashy clothes, like a village guappo, and makes extensive way or another.
use of tricks, pirouettes, tripping, and slapstick blows. These gatherings include some unusual lines of business:
marionette-engravers performing genuine works of art directly
on their customers’ wooden bodies; supersticians who guar-
antee to remove Madame Jinx’s evil eye; and expert concoc-
tioneers peddling all kinds of tonics, spirits, and tinctures
for the fighters.
Not everyone knows that all these “street artists” have banded
together over the centuries in a union known as the Circus.
Like so many things in the Kingdom, the Circus is an informal
and unofficially-recognized organization, divided into a myriad
small factions and minor families; each of these follows a spe-
cific army or garrison in a specific territory, often coexisting and
joining forces with the Bounty Brothers, although the Circus
rabble don’t usually have Bounties on their heads. Currently,
the Circus is headed by a certain Orfea della Mirandola, a
morgant with flashy clothes, heavy make-up, and a lion’s mane,
often accompanied by two enormous and perfectly-trained
felines, which she claims to have found in far-away lands.
- 61 -
Additional Insight
- 62 -
Scum of the Kingdom
- 63 -
Additional Insight
- 64 -
Scum of the Kingdom
Crowd's Favor
Each team is supported by its fans. Based on their successes, teams can earn crowd's
favor points.
If a team has a crowd's favor point, one kicker of that team can expend it when
they make an attack roll, saving throw, or ability check. Spending a crowd's fa-
vor point gives that kicker advantage on that roll.
Each team cannot stockpile more than 3 crowd's favor points and must spend
them in order to earn new ones. A team earns 1 crowd's favor point each time one Penumbrian Football
of its kickers play out one of the following actions: Sequence
• A kicker scores 1 hunt. Entering the Field
• A kicker makes an ability check and the d20 roll result is a 20.
• A kicker knocks an opponent unconscious during a brawl. DC 15 Charisma (Performance)
DC 18 Charisma (Intimidation)
Substitutions
At the end of the first half it is possible to substitute up to 3 fresh and uninjured
kickers. First Half
Hunt Run
All kickers make a DC 14 Strength (Athletics) check. The team with the higher Second Half
number of successes scores 1 hunt. Catch the Ball
3 Highlights:
Counterkick d4 Highlights
All kickers make a DC 15 Dexterity check. The team with the higher number of
1 Hunt Run
successes scores 1 hunt.
2 Counterkick
Tactic 3 Tactic
All kickers make a DC 16 Dexterity (stealth) check. The team with the higher 4 Pitch Invasion
number of successes scores 1 hunt. A kicker of the team with the lower number of
successes suffers 2 whacks.
End Game
Pitch Invasion
The teams fight 1 Brawl round with the following modifications:
• Props cannot be collected.
• Whacks remain and accumulate until the end of the entire game.
Apply the effects of the Stray Danger rain of stools or house of the flying punches
apply, see page 55 of the Brancalonia Setting Book.
- 65 -
Additional Insight
Turquoises, Extravaganza,
and Cuccaigne Fairies and Hobs Companion
“The world is slow-witted, and leading it by the nose is ic wand that they always carry around, the turquoises can
child’s play. That’s what Extravaganza is, my friends. Extra- grant mortals their wishes. The problem is why they do it...
vaganza is magic, fantasy, everything you could wish for in But where do the Fairy Courts come from? What is their
the world. There is nothing more dangerous, believe me.” origin and essence? What does the harmless farfarel have in
common with the Fairy Godfather?
- Lonfranco the Volpolo, According to the most corroborated theory, they were once
storyteller from Fioraccia - celestial beings who did not take part in Lucifuge’s rebellion
and in the expulsion of the Fallen Angels, but did not fight
In old wives’ tales told in front of the hearth, in the whis- them directly, either. Whether powerful or humble, none of
pers of little children half-sleep, in the coarse declaiming of these lackadaisical spirits were condemned to Inferno, but
drunken poets: there lies Extravaganza. More a concept than were exiled instead to the Orb. Over time, their material
a real place, Extravaganza is everywhere and nowhere, far- aspect conformed to that of earthly beings and their pow-
ther than overseas lands, yet so close that you can stumble ers distinguished themselves from both divine and infernal
into it accidentally at any time. ones, giving rise to arcane magic, whose heart is Extravaganza.
The best way to get in touch with Extravaganza (though far Hidden in their realms and on mysterious islands, isolated in
from a good idea), is to take a tour of Torrigiana districts. In enchanted courts and castles, or mingling with peasants and
addition to triflewood and some over-talkative animals, Tor- princes, fairies and elves have always shared the world with
rigiana features an entire district governed by the turquoises mortals, gradually adapting their habits and appearance to
and their emissaries: Cuccaigne, not to mention a hundred those of common humans of the same era.
and one magical and portentous ravines, realms, fiefs, and
palaces whose master can be a Snail of colossal dimensions, a The Court of the Turquoises
gang of Funfellows, or a Turquoise Giant, and where every law Although some beings of Extravaganza claim that there
of nature and common sense has been subverted. But that’s are princes and queens, ruling families, lords and servants
not all: somewhere even farther away lies Great Extravaganza, among them, the truth is that almost complete anarchy
a totally surreal and nonsensical land, where anything can reigns in their midst, as their political, family, and social re-
happen. ere. lations seem to change with the turn of the seasons. Their
races, species, and subspecies are innumerable, as are the
On the Nature of Fairies, names they are known by: funfellows, linkets, farfarels, gne-
Hobs, and Turquoises fri, mallets, fanes, bonecrackers, laurels, vivenes, fairies, syl-
All of Extravaganza, all the surreal and paradoxical magi- vanelli, twilights, janas, sea monks, and dozens of others, are
cal power of fairies and hobs, all their kingdoms, castles, used in every corner of the Kingdom to designate creatures
plots of enchanted land, and floating palaces are ruled by of sometimes similar and other times quite distinctive char-
the turquoises, who share the same nature as their subject acteristics. Because they are called by different names and
beings, but distinguish themselves through immeasurable sometimes wear different clothes, it can be difficult to de-
powers so deep and innate that they can bend reality to their termine how many of these beings are actually “of the same
liking. To foreigners, the turquoises often show themselves breed”, and how many are other creatures entirely. The one
as tall and handsome, with long hair of a color that gives irrefutable fact is that the turquoises are the most powerful
them their name. Sometimes they prefer the form of a por- of them all, the only true rulers of Extravaganza, though
celain-skinned girl child, a blue bird, or a blue goat. In any their number is also impossible to determine; some say there
case, whatever they look like and wherever one happens to is a legion of them; others believe there are about ten; still
be in Extravaganza, the turquoises will always be there, ob- others think there is only one Turquoise Fairy who takes on
serving and judging. More rarely, when they are truly bored, different forms, or even claim it is all nonsense...
they venture out of their domain to torment their inferi-
ors (that’s everyone, in their opinion). Thanks to the mag-
- 66 -
Turquoises, Extravaganza,
and Cuccaigne
That said, the populace traditionally counts Twelve Fairy The Fairy Godfather
Godmothers among them, plus a ponderous, evil Thirteenth The number of Godfathers is also unclear. There could be
that everyone tends to avoid: the Fairy Stepmother. as many as there are godmothers, or only one who decides
Above them there is only the Child, sovereign of all turquoises the fate of all; perhaps the truth lies somewhere in between.
since the dawn of time. She has always had the appearance of What is evident, however, is that few things in the Kingdom
a ten-year-old girl with milky white skin and turquoise hair, are considered as dangerous and worthy of respect as the
and an equally childlike mind. But don’t be misled by her Godfather. Turquoise godfathers decide the fate of entire
appearance and behavior: the reason the Child has never been fiefdoms, and showing them disrespect often leads to curses
ousted, despite numerous attempts, is that the entire power of that can last a hundred years.
Etravaganza is under her thumb. Her every wish is, literally, The Fairy Godfather is at once an abstract concept and a
an order. No one is allowed to say no or to contradict her; all single, material being, albeit endowed with immeasurable
fay beings are forced to follow her will to the letter. She can powers: for better or for worse, this is an extraordinary fate
bend reality around her with a simple whim and transform for which some individuals are inescapably destined. Extrav-
Aiccaroif in the blink of an eye, as has already happened in aganza seeks extremes, prodigies, the strange, the unpredict-
the past. In fact, Aiccaroif is not the original name of the city: able, the unique. According to the turquoises themselves,
it has changed, along with all its inhabitants and buildings,
dozens of times. It is difficult to be precise because the Child
usually erases the memory of her subjects before molding
them into something new, something she finds less boring.
- 67 -
Additional Insight
the power of Extravaganza comes from deceiving reality armor because the thick layer of fat under his skin protects
and making it believe that absurd things exist. One of the him, and all he has to do is eat something and even the
side-effects of this deception is that within Cuccaigne, Aic- deepest wound will heal.
caroif, or the various fairy realms, the laws of probability
are completely disrupted. People under the influence or Aiccaroif
“protection” of the Fairy Godfather shun mediocrity. While Cucca is the capital of Cuccaigne, as well as a (most-
If the d20 roll result is 18, 19, or 20, an ability check, ly) real city, made of (mostly) real stone and wood, and
attack roll, or saving throw is considered a success (in the inhabited by (mostly) real people, Aiccaroif is officially the
case of an attack, a critical hit). If the d20 roll result is 1, capital of Extravaganza, which is hardly surprising, being
2, or 3, an ability check, an attack roll, or a saving throw is the only hob city known to this day.
considered a failure. The city limits are sunrise in the east and sunset in the
west, both ever-present at any time of “day”, if we can call
Cuccaigne it that. The lower city is a cluster of squared white buildings
It must be noted that the boundaries of Cuccaigne are seemingly growing one on top of the other, all with doors
somewhat evanescent and elusive, and curious travelers and windows of an intense blue.
will often find themselves wandering around Torrigiana Actually, turquoise.
for a day, a month, or a year before coming across it. Actually, triflewood.
Other times, a hungry wretch or a crowd of abandoned Basically, all the doors and windows are sentient, and do
children, even from a completely different place in the nothing but chat and mutter the whole time.
Kingdom, could end up there as if by chance and in the Five large canals start from a star-shaped lake right in the
blink of an eye. middle of Aiccaroif, dividing the metropolis into as many
Everything here is delicious: there are orchards loaded with districts. The lake is fed by the rain that continuously falls
salami, rivers of grappa, boulders of pecorino cheese, and from the base of an immaculate castle built on a thunder-
expanses of pasta-casserole-flavored breadsticks swaying in cloud in the upper town.
the wind. Cuccaigne, however, is not all lamb and cake: The lower town is mainly inhabited by linkets and fun-
many dangers lurk in this edible realm. fellows, the two lowest castes of Aiccaroif. The former like
The local fauna, for example – flying spit-roasted birds, to appear as chubby red-haired folk (or birds, or talking
roast pigs with apples in their mouths, and all manner of animals), while the funfellows look like skinny dark-haired
walking delicacies – have the peculiar habit of trying to get children. This is how they show themselves to travelers: like
themselves eaten. Though at first this may seem incredibly any elf, they can change their appearance at will. The linkets
lucky, Knaves who stop to feast will soon discover that, are gloomy, a little disturbing, and fond of music, poetry,
without a huge effort, it is almost impossible not to go on and crafts, while the funfellows are jovial and friendly, and
eating until their “serving” is finished: even after a sixth mainly devoted to the arts of swindling and murder. Gen-
lamb has jumped into their mouths! Consequently, they erally speaking, linkets organize parties in the courts of the
could literally burst from over-eating. turquoises, and funfellows are the fey rulers’ favorite tool
The civilized inhabitants of Cuccaigne are equally insid- for solving court intrigues and disagreements.
ious. Here and there, hidden among valleys of cheese and It’s always best to avoid offending anyone in Aiccaroif, since
peaks of crunchy almonds, you might find the tiny villages even linkets have access to the full powers of Extravaganza
of the damijohns. and when they lose their cool they can literally catch fire.
Plump and transparent, these elves are as tall as a one- Reaching the uptown districts is almost impossible for anyone
year-old baby and filled to the brim with red wine. On other than a turquoise or a high-ranking fairy, unless their
their head-cork they have a single bulbous eye and a kind presence in the palace is required.
of proboscis that ends in a trumpet shape. During the day The upper town looks like a single immense castle made
they are jovial gascons, ever ready to sing and dance, and from a seamless, colossal piece of white marble, bristling with
let themselves be drunk by newcomers. But at night they pointed blue roofs and with banners fluttering everywhere. The
transform their mouths into a sharp needle and search for only hobs allowed there are servants in charge of the kitchens
drunks, draw their blood without their noticing, then refine and of satisfying their lords’ every wish. Finally, there is no
it into new wine in a few hours. shortage of lucignoli and other mortals roaming Aiccaroif,
Last but not least among these lands’ dangers is the Knight at their peril, of course.
of Lardo, a morgant of unknown origins. Naked and over-
flowingly obese, he rides a barrelopod, an oak barrel sup-
ported by about twenty muscular legs. The Knight of Lardo
considers Cuccaigne his by right, and will try to crush or
drive away anyone who tries to eat “his” delicacies.
He wields an immense spit driven through chunks of
grilled meat and vegetables, while the lid of a cauldron is
his shield, and his helmet an overturned pot. He needs no
- 68 -
Turquoises, Extravaganza,
and Cuccaigne
Great Extravaganza Inside Grandpa Shark there are four seasons that chase one
Although most people who end up in Extravaganza will find another without respecting any natural rhythm, sometimes
themselves in Cuccaigne or Aiccaroif, Extravaganza is sus- changing even during the same day, depending on the color
pected of having unlimited secondary aspects that you can of Saint Pittosporus’s pear. In spring, when its light is green,
fall into at any moment. Old bridges of scamorza cheese, the trees are filled with clusters of blood-red flowers, which
floating lamps, or doors drawn on city walls are the most talking animals use as decoration and to prepare medicines. In
popular entries into these bizarre lands, commonly known summer the light is very hot and yellowish, and the branches
as Great Extravaganza. As mentioned earlier, Extravaganza is are heavy with fruit shaped like human skulls, the only food
not an actual place, so the fact that there are several regions available apart from that recovered from the wrecks.
within it may seem strange. Indeed, the different areas iden- In addition to making the leaves come off trees, the orange
tified in Extravaganza are overlaid, knotted, and stretched, light of fall transforms any fruit left out of doors into a gelat-
so you can cross the Bitter Sea in one step or be trapped for inous and alcoholic substance. In this season, it is advisable
decades in a tiny turquoise yard. There are more “aspects” in to keep away from the usually-gentle animals, because their
Extravaganza than places to visit, given that a grove of salami behavior becomes more similar to that of drunken members
can morph in no time at all into a luxurious ballroom full of their species. Winter, with its blue light and icy gusts of
of masked badgers. Even the passage of time doesn’t make wind, forces the animals into their homes.
much sense in Extravaganza: a day in there can be a matter In the cold season, ill-talking trickets, parasitic insects that
of seconds or a century in the outside world. There is also live in the shark’s flesh, are much more active. Sometimes
the case of the “seer” Salmando the Omniscient, actually a they venture as far as the houses and it’s best to stay away:
baker from a village near Cucca, who found himself in Cuc- transparent as ghosts, these beings slip into people’s ears and
caigne for an afternoon and left four months and two days make their way into their brains. Once a colony of ill-talking
before he had entered. trickets is established, they begin to comment on any actions
When dealing with Extravaganza, you have to leave logic they consider “wrong” or “immoral” using a very annoying
behind you. inner voice.
The Bitter Sea is an endless expanse of chicory-flavored Over time, these parasites multiply and destroy the mind
water, populated by all kinds of monsters and lashed by storms of their host, who eventually becomes an automaton driven
that sing dirty ballads. The only ones to sail these waters by the trickets in search of someone else to infect.
are the turquoises, who move on splendid sky-blue sailing Despite the danger and strangeness of the place, visiting the
ships with white sails. If you try to walk inland, you will Wood that Speaks still has its advantages: the animals that
soon discover that you are stuck on a strip of sand with no inhabit it seem to have the gift of omniscience, and, between
vegetation apart from the sinuous roots that come out of the a game of cards and a gala dance, they could reveal fragments
water. These shores are dotted with animal sculptures as tall of the future or hidden truths.
as hanging towers, half-sunk in purple sand and entangled
with the mysterious roots. Pangravio Rodimilza,
the greatest pantegan scholar of fairies
There is a way out, however: Grandpa Shark, a very old and hobs, attempted to enumerate all the various known
shark, larger than any ship, who loves to converse with his aspects and realms of Great Extravaganza and to organize
prey about philosophy before beaching and swallowing them. them into a book. The tome reached three thousand three
Inside Grandpa Shark there is an island of stacked shipwrecks hundred and thirty-three pages before the luminary lost his life
partly enclosed in a thick forest of trees similar to tamarisks. in a curious accident involving a bag of manure and a sheep.
This is the Wood that Speaks. Actually, it is not the trees that Apparently, imagination is the only limit with Extravaganza.
speak, but those who inhabit their hollow trunks: thousands
and thousands of animals of all kinds, all bipeds, dressed
like humans and exceptionally well-behaved. There are also
numerous castaways who, over time, have forgotten where
they came from.
The tallest and oldest of these trees, Saint Pittosporum,
holds amidst its branches the “sun” of this inner world: a
colossal pear that shines with its own light.
Moving through the woods, you quickly discover that the
inside of Grandpa Shark is even bigger than the outside. You
can walk for days along the boardwalks and wrecks in there
before reaching the fleshy walls that enclose this world. By
heading for about a week toward the tail, however, you will
find yourself on a branch that extends beyond the edge of an
immense waterfall, above impenetrable darkness.
If you throw yourself into this gloom, you will emerge in
any lake in Cuccaigne or Aiccaroif.
- 69 -
Additional Insight
- 70 -
Turquoises, Extravaganza,
and Cuccaigne
- 71 -
Additional Insight
No doubt about it: the sublime art of identifying, exploring, Up and Down the Streets of
looting and cleansing crumbling, abandoned, and under- Vetera
ground sites remains one of the main activities of the King- A city of outcasts and poets, Vetera was built in the Esperi-
dom’s Knaves, perhaps their most beloved and traditional. an era and was already ancient when Plutonia was founded.
From exterminating rats and pantegans in cellars and disused Indeed, the people of Vetera were already experienced navi-
mills, to the most colossal expedition into the abyss of Plutonia, gators when Plutonians were learning to use the plow. Later,
nothing stimulates the adventurous spirit of the Bounty Brothers the most skilled Draconian administrators and the shrewd-
and idlers more than a thrilling inspection of dungeons full of est Quinotarian “hoteliers” founded Lungariva, moving
traps and monsters, in search of lost treasures. their businesses to a healthier and better-protected center
some thirty miles to the south.
This kind of Job, in its various forms, is suitable for Knaves of Today, Vetera remains the region’s traditional capital and repre-
all ranks. Novices delight in cleaning up scolopendra-infested sents the dark side of Lungariva. Despite its greater antiquity and
tavern pantries, while hardened and matriculate Knaves are ready its administrative role, it is a much poorer and more marginal
to sneak into the buried remains of archaic or Draconian cities, center than the southern “daughter” city. Used for centuries by
in search of coffers, artifacts, and relics of those forgotten eras. Lungarivans as a labor reserve, trading port, and makeshift stop-
Here are some examples and ideas suitable for all Bands. over, Vetera is a perfect blend of past splendor and sad neglect.
In its gloomy and dilapidated neighborhoods, spread out with
Showdown at the Hanged contorted urban planning right next to the sea or directly above
Man’s Inn it, the houses are ancient and often lean forward, forming strange
Magagna, keeper of the Hanged Man’s Inn, has a rat-infest- arches. With their barred windows and crooked entrances, the
ed cellar. He asked a handful of indomitable heroes to deal lower floors continue to sink into the muddy banks of the piers.
with them, but the heroes didn’t want to go anywhere near Half-flooded cellars and dilapidated hovels offer hospitality to
the filthy dump. wanted, dispossessed, pagans, dracians, heresiarchs, marked,
The fat landlord then tried to hire a small group of expe- and who knows what other mysterious occupants.
rienced adventurers but, again, the pay was too miserable Jobs set in Vetera can begin in the damp, meandering streets
for them. of its center, and lead to underground rooms invaded by mud
At this point he turns to some Knaves who have been and mold, which in turn join up in huge secret caves under
eating and drinking the whole day and don’t seem to have the very heart of the city: dark and disturbing caverns where
the money to pay the bill. dracians, and the original inhabitants of this place who have
never left, secretly worship their abysmal, abyssal deities…
“Go down to the cellar and get rid of every single rat,
and I’ll not charge you for all the food and drink you’ve Sanctuaries of Pasta Mater
polished off.” Tenebrarum
“And what about dinner tonight?” The people of the Kingdom often view cooking, traditional
“Okay, you damn parasites, but don’t touch anything down gourmet food and culinary practices as a veritable religion,
there and don’t poke your nose around too much!” and show great respect for ingredients and the historical rec-
“Wine included?” ipes of the most famous cooks of the past.
“Damn you, get your asses down there!” The darker and more disturbing side of this fixation is
embodied by the Curdlemancers, a sect of cultists, cooks,
This Job is set in Spelonca and features in great detail in and sorcerers who have made of culinary secrets their field
Issue no. 2 of the Daily Jinx. of experimentation. Curdlemancers create servants, portents,
and abominations out of cooking ingredients, food and raw
materials, especially idolizing all forms of leavening, fermen-
tation, curdling, and transformation of edible substances. In
- 72 -
From the Dive Cellar to the
Acheron Abysses
Dangers and Pitfalls of the When a creature enters the area (10 feet deep) it sinks 1d4
Kingdom's Dungeons + 1 feet into the pit of eternal stench and becomes restrained.
Sepulchers holding precious relics, dungeons full of traps, At the start of each of the creature's turns, it sinks another
underground homes for monsters and heresiarchs, and 1d4 feet and must succeed on a DC 12 Constitution saving
mine tunnels crawling under the city walls: whatever type throw or be poisoned for 24 hours. As long as the creature
of dungeon the Knaves may face, there are several possible isn't completely submerged in the pit, it can escape by using
pitfalls that the Condottiero might want to stage. Here's a its action and succeeding on a Strength check. The DC is 10
quick rundown. plus the number of feet the creature has sunk into the pit. A
creature that is completely submerged can't breathe.
Dangerous Ground A creature can pull another creature within its reach out of
The area is slippery and completely littered with spiky re- a pit of eternal stench by using its action and succeeding on
mains, stalagmites, or other sharp fragments. The ground in a Strength check. The DC is 5 plus the number of feet the
the area is considered difficult terrain, and entering it with- target creature has sunk into the pit. A creature that takes
out proper caution can be risky. The irregular and treacher- this helping action must succeed on a DC 10 Constitution
ous conformation of the terrain makes it difficult not to fall. saving throw or be poisoned for 24 hours.
When a creature enters the affected area for the first time on
a turn or starts its turn there, the creature must succeed on a Rusteaters Lair
DC 9 Dexterity saving throw or fall prone and take 5 (1d10) A small group of rusteaters roams the ruins. A character can
piercing damage. detect traces of the monsters' presence with a success on a
DC 11 Wisdom (Perception) or Intelligence (Investigation)
Debris Collapse check. If the Knaves passing through the area possess equip-
This pitfall can be detected with a success on a DC 18 Wis- ment or objects of iron or steel, 2d4 rusteaters (Rust Mon-
dom (Perception) or Intelligence (Investigation) check. As sters) come out to attack them.
an action, a Knave can hit the unstable debris with an ap-
propriate weapon or tool, or with a spell that deals force or Secret Door with a Surprise
thunder damage. In this case, the hit causes the unstable Mechanical trap
debris to collapse. There is a secret door in the area. A character can detect the
Each creature in the area under the debris collapse section hidden door with a success on a DC 10 Wisdom (Percep-
must succeed on a DC 14 Dexterity saving throw or take 9 tion) or Intelligence (Investigation) check. Behind the door
(2d8) bludgeoning damage and 9 (2d8) slashing damage, or is a 5-foot square room. A high wooden ladder fixed to the
half as much damage on a successful save. Once the collapse wall opposite the entrance leads up to a small wooden hatch
has occurred, the floor of the area is filled with debris and on the 20-foot-high ceiling. The wooden hatch at the top
becomes difficult terrain. of the stairs is fake, and there is a 10 foot deep pit hidden
under the ground trapdoor. A character can detect the trap
Insect Nests Pathway by making a DC 16 Wisdom (Perception) or Intelligence
A large insect or vermin nest is hidden among the ruins. (Investigation) check.
A character can detect this trap with a success on a DC 16 When a creature tries to open the wooden hatch at the top
Wisdom (Perception) or Intelligence (Investigation) check. of the stairs, the trap is triggered, and any creature on the
If one or more creatures pass near the nest, 1d4 swarms of ladder must succeed on a DC 18 Dexterity saving throw or
insects attack them. fall from the rungs tilting down. At the same time, the floor
trapdoor opens.
Pit of Eternal Stench
Mechanical trap Note: there are even more deadly and subtle variants of this
An unbearable stench pervades the area presenting this trap, trap featuring sharp spikes or acid on the bottom of the pit.
a treacherous trapdoor that extends from one side of the
corridor to the other. When 20 or more pounds of pressure
are placed on this trap’s pressure plate, the trap is triggered.
A character can detect the trapdoor with a successful DC 20
Wisdom (Perception) or Intelligence (Investigation) check.
Each check is made with disadvantage unless the creature
making it is within 5 feet of the trap. When the trapdoor
opens, the creature that triggered the trap falls into a 20-foot
deep pit but takes no damage; the pit's bottom is filled with
unspeakable and dense sewage and floating oblong agglom-
erates of brown matter. Although the landing is soft, the
stench is rather unbearable.
- 74 -
Holy Ship and Sacred Cow
Holy Ship and Sacred Cow Relic, Miracles, and Miraculist Companion
Despite all the theological questions; disputes between the four Patriarchs;
hundreds of religious orders scattered throughout the Kingdom; hierarchies of
prelates; and intricacies between temporal and religious power, the only glue
that holds together popular devotion and the divine sphere are the Saints of the
Calendar, and therefore the miraculists canonized over time, together with their Sour Lady
sacred relics.
Although, one way or another, everyone believes in the Ternal Father, in the There are a number of sacred fig-
Bingo of Angels, and in all the other figures of the celestial hierarchies, it is ures of the Creed: the Bingo of
Saints, relics, and miraculists and, to some extent, friars, exorcists, hermits, and Angels; Godhead’s Cinquain, that
Svanzic guards, who truly bring the divine into people’s lives, and therefore the is to say, the five archangels who
aspect of religion that everyone considers most common and close to their daily command them; the Quatern of the
existence. Mothers; the Ternal Father himself;
It is the Saints who can truly be invoked and who intercede for small everyday and the Double, his children, the
requests; their relics that confer powers and special favors on the needy, and twin Luminaries that light up the
miraculists and exorcists who alleviate the troubles of the populace. Heavens. There is one last sacred
That said, what ordinals, priors, horoscopes, and patriarchs do and sanction figure whose cult is respectfully
remains a matter reserved for notables and big shots, the prerogative of those observed (while touching wood).
who speak macaronic... Considered, with fear and rever-
ence, not malevolent but gloomy,
Wandering Clerics, Military Chaplains, this is the Sour Lady, also known
and Itinerant Priests as Our Lady of the Holy Death, the
Along the streets of the Kingdom you meet all sorts of friars, deacons, clerics, Gaunt, Whammy, Double Whammy,
hermits, monks, and priests engaged in preaching and assisting the needy. This or Sister Death. The Sour Lady
interminable procession of religious professionals is divided mainly into the is depicted as a severe, skeletal
three great currents of the New Doctrine (the Calendar Creed, the Paradox woman in black, at times harsh, at
Faith, and theh Revelation of the Prophets), and above all into the innumera- other times compassionate, who
ble congregations, orders, and currents of the Creed, the most widespread reli- relieves suffering or cuts the thread
gion in the Kingdom. Alongside friars of the Brawly Order and paladins of the of life of the dying with her dagger.
Knightly Erring, the greatest number of miraculists, relic seekers, and exorcists In her merciful version, Sister Death
found among a band’s Knaves belong to these orders: is venerated in many cities of the
Kingdom, and although many chap-
Wandering Clerics els and churches are named after
Many religious professionals, particularly among those of a young age and still the Saints, pictures and prayers
low-ranking in the Creed, belong to this minor category. Students (who knows dedicated to Our Lady of Death are
for how much longer) of theological and humanistic subjects at religious and very common among soldiers, the
secular universities, these boys and girls often travel from one end of the King- elderly, and the sick, as are many
dom to another, passing from one academy to another in search of the best votive offerings by grieving mothers,
teachers and the most interesting subjects. Meanwhile, they usually neglect their widows, and orphans.
studies for long periods at a time (after all, what’s the hurry?) and devote them-
selves to revelry, journeys, scams, jokes and pranks, often ending up for quite a
while in the midst of bands of all kinds… because life is beautiful and the world
is vast, even if you’ve taken holy orders.
- 75 -
Additional Insight
- 76 -
Holy Ship and Sacred Cow
“Greetings, brothers!"
“Hey, did you tell him
we're brothers?"
- 77 -
Additional Insight
- 78 -
Holy Ship and Sacred Cow
Relic Cluster
Large construct, unaligned
Armor Class 14 (natural armor) Never mix the sacred with the profane
Hit Points 133 (14d10 + 56)
Speed 30 ft.
- Common sense proverb -
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 3 (-4) 14 (+2) 5 (-3)
“I’m serious! Angels really are my friends! Generally speaking, though, marriage in the Kingdom is not
They believe in me!” such a serious matter and serves mainly to guarantee some
security in the event of an inheritance. Hence, in the name of
– Bogus of Tallstoria the Malebranche - overpowering love, a chivalrous paladin can end up breaking
more than one law or stepping on eminent toes, without
Although at first glance it may be difficult to associate the remotely impinging on his own sense of justice.
term “paladin” with Knaves of the Bounty Kingdom, they Justice: Justice in the Kingdom is not always just: far from
are extremely passionate people, as ready to fight over triv- it, in fact. As a result, paladins frequently get themselves into
ialities as they are to throw themselves into battle for their serious trouble. From their point of view, being consistent
ideals, at the cost of their lives. In addition, if we consider with one’s rigorous principles is frowned upon in a world
the significant fact that the Kingdom is rich in fallen nobili- often ruled by bureaucracy, big wigs, and finaglers. Knights
ty, self-appointed knights, “unrecognized” descendants, and and squires tend to follow their hearts and this, while very
braggarts of all kinds, we will easily conclude that the cham- noble, is not always the most legal choice.
pions we are talking about are not necessarily noble heroes Faith: “Faith” is a strange term in a world where miracles
in spotless armor. What defines the Kingdom’s knights-er- are proven and angels occasionally stroll down the street.
rant and paladins, therefore, is not the nobility of their The Creed has no shortage of knightly orders, fighting
blood, their faith in divine powers, or devotion to a king or in the name of the Ternal Father and the Saints of the
sovereign, but simply the fact that they believe in their ideals Calendar, and a few paladins end up with a bounty and
and love their lords to the point of drawing on extraordinary an excommunication on their heads after questioning the
inner strength – admittedly, often expressed in blows. devotion of certain important members of their own cult.
Strength: Most paladins believe in using strength to protect
It is fairly common to run into more than one paladin the weakest and not to bully others, and have a tendency to
among the ranks a company of Knaves, and the reason is challenge the authority of those who exploit their position
not so hard to guess: those who firmly believe in something to break the rules. Meaning almost everyone. No matter
often have a big heart but lack prudence and brains. how many problems he risks getting into, a paladin only
respects his one, guiding law, and will never stop in the face
of injustice and abuse just because whoever stands before
Ideas and Ideals him represents the status quo.
“Love always wins over envy and hatred.”
Knightly Orders
– Silvano della Berlusca, Knight of the Adder - “Dying for my leader is only the beginning!”
In addition to the oaths that knights-errant and paladins have – Laurent Bonadieu, Knight of the Tuber -
sworn, the ideals that motivate these devoted warriors are many,
as several Kingdom ballads confirm. As absurd as this may seem in a world of Knaves, sever-
al knightly orders live and fight in the Kingdom and the
Love: Sun, heart, love: these are three recurring words in fact that more than one of them has a bounty on their head
many ballads and tales of the Kingdom, especially in the doesn’t bother anyone.
south. Throughout the peninsula, love is an all-encompassing Indeed, the Thousand Years’ War witnessed the rise of dozens
principle, a force as powerful as a stormy sea that breaks if not hundreds of armed brotherhoods and sisterhoods, then
down any barrier, as well as the cause and cure of all human saw many of them collapse and become outlawed with the
ills. Alas, as the minstrel sang: We know that passion often downfall of their powerful backer or the rise of new interests.
compels us To satisfy our urgent desires Without enquiring Whether made up of a single elderly and slightly deranged
whether the loved one Has a free heart or marital ties. knight and his squire, of a handful of devoted followers of
one of the Creed’s factions, or of five hundred veterans with
- 80 -
Of Loves and Ladies,
Knights and Arms
Bingo insignia embroidered on their chests, any reference to Knights of the Tuber
an elusive order will not prompt questions and will be accepted According to tradition, the Knights of the Tuber descend
as a fact. Listed below are some of the Kingdom’s best-known from a mythological founder by the name of Pantagruello,
orders in the year 1020 after the Fall of Plutonia. a morgant known for having arms as thick as oak trunks,
an impressively robust waistline and... er... a gargantuan
Hostellers appetite, but above all for being skilled with weapons and
For centuries, in a land plagued by ancestral hunger and a as intelligent as a rock: no more, no less. However, Panta-
great fondness for wine and beer, a brave caste has served the gruello’s great strength lay in his being resilient to the point
weakest, offering protection and, above all, proper refresh- of wearing down every single enemy with sheer frustration.
ments. They are the Knights Hostellers, formally known Over time, who knows how, he managed to unite and com-
as the Knights of the Order of the Hostel of Saint Savour mand a company of men and women exactly like him, who
of Malt, or simply as the Knights of Malt. Founded a few adopted as their coat-of-arms a humble tuber, source of food
centuries ago during the Holy Bingades, this knightly reli- for the poor people.
gious order soon became a military and naval force quite In the eyes of the founder, this root vegetable embodies the
independent from the Creed, and launched into charitable highest qualities of a knight: placid calm, stoic resistance to
missions throughout the Boot and along the eastern trade events and pain, and also a certain strength. The Knights of the
routes, in direct competition with Vortigan sailing ships. Tuber roam the Kingdom in search not so much of adventure
as of leaders to devote themselves to, and are often employed
For centuries these Knights have placed themselves at the in different Companies as bodyguards or as human shields.
disposal of pilgrims, wayfarers, and even poor Knaves, offering
protection, food, and accommodation even in the most inac- Order of the Adder
cessible parts of the Kingdom. The Hostellers are also sworn Tarantasia is a rich and prosperous land, and wealth and
enemies of all those who use food to vicious ends, and for prosperity often lead to boredom. So it was that, years ago, a
adulterated or arcane preparation, from the followers of Pasta rich tycoon under threat of imprisonment decided to found
Mater Tenebrarum to the Curdlemancers, who create sentient his own personal order of knights and live incredible ad-
hodgepodges of food and Alimentalies in their laboratories. ventures and successfully avoided, year after year and under
In addition to the sacred mission of wiping out the King- the Laws of the Kingdom, ending up in the Royal Peniten-
dom’s scourge of famine and fighting culinary iniquities and tiaries. Having gathered around him every trusted person,
sophistication, every Knight Hosteller has at heart the dream client, accomplice, and outlaw drawn to such provisions,
that Saint Savour himself tried to fulfill all his life: to find and greased the wheels of the Royal Bounty, he founded
the Sangrallo, an enchanted wine that flows from magical the Order of the Adder, named expressly after the Chief of
fountains in the land of Cuccaigne... Chiefs of Tarantasia, the great dragon who rules the city and
had made the whole operation feasible.
The current Grand Master of the Order is the morgant Having achieved his intended purposes, the brave Silvano
Canavaccione of Quartodibue, an expert in cleavers and slaps. della Berlusca finally retired from public life, spending his
old age serenely, but leaving an indelible mark on the whole
Bingaders Kingdom.
As powerful as the Hostellers and equally ramified, but
older and still linked to the Creed, the Bingaders are the Order of the Unknown Mussel
first knightly order created during the Bingades in the Holy While most people believe that paladins and knights rov-
Land. “The Poor Comrades of the Bingo of Galafrone” cur- ing the lands of Ausonia are merely hunting for trollis, only
rently have no possessions overseas or in the Middle Sea, but a few know that this marine region is the birthplace of an
their priories are scattered across half of Occasia. Original- order of fighters who defend those who venture across the
ly a mixed bunch of wretches, underdogs, and Knaves who seas. More like pirates than knights, the faithful of the Or-
devoted themselves to the protection of pilgrims in eastern der of the Unknown Mussel are often paid by merchants
cities, they soon became so skilled and wealthy that the and navigators to protect them along south and westbound
course of their endeavors was totally transformed, and they sea routes, where the risk of being ambushed by pirates or
became opulent bankers, money changers, and escorts for monsters is considerable. Legend has it that this order was
nobles and plebeians, representing in many ways the armed founded by Moscone the Altomagnan, a nasty privateer
financial wing of the Creed. and great blasphemer who converted to the Ternal Father
after narrowly avoiding death by drowning along the route
to Gibralcanda. Grateful for not ending up, forgotten by
everyone, in a tomb made up only of the typical local mus-
sels, he decided to devote his life to defending those whom
no knights had considered: people who ventured out onto
the seas...
- 81 -
Superstition in the Kitchen
and the Art of Eating Evil
Of the legendary recipe book of Pellagrino Abstrusi, only Then, have ye a sense of prop'rtion and fav'r brains ov'r
a few tattered pages survived the Great Purge of 555. Due modesty: the larg'r and m're f 'rocious the beast whose blood
to their controversial contents, the Creed, in the figure of the weapon did imbibe, the most wondrous'r the pow'r of
the then-Patriarch King Beneficius I, tried to destroy all the tool itself.
the transcriptions: precious works illuminated and handed
down by the Yellow Friars of Saint Polenta in the early cen- In particular, th're art three categ'ries of beasts in the w'rld,
turies that followed the Fall of Plutonia. from the least cankered to the most…
As well as the cook whose fame stretched from the barren Here the writing of Abstrusi is ruined, but the meaning can
and parched lands of Galaverna to the snow-capped peaks of be guessed from a subsequent passage, albeit so obscure and
Falcamonte, Abstrusi was the greatest superstician and mon- cryptic that commentators are divided into factions on its cor-
ster-hunter of his time. He was the first to understand that rect interpretation:
the meat of “evil beasts” had unnatural effects on men, and
he figured out how to combine them to produce the desired … trying to slaught'r a lupinaire with a weapon dipped in
effects in tasty recipes. the blood of a bawbling linket be like trying to make a
Amidst the thongs of charlatans, barkers, and impostors, roost'r mate with a cow; using a weapon that did imbibe
all of which he was anyway, he alone was in possession of the blood of a colossal beast on one of an inf 'ri'r categ'ry,
authentic secrets, but distinguishing them from all the frauds on the oth'r hand, be like picturing a stallion who, finding
and nonsense is far from easy, these days. What follows is one nay bett'r, heads f 'r a seclud'd c'rn'r of the paddock with
of the rare trustworthy excerpts from his culinary treatise. the most tend'r nanny goat in the flock.
If necessary, in the absence of the right Ingredients, the
recipes below can be prepared by replacing the meat of dark The reader is free to meditate on such wise and cryptic
beasts with the more common ones suggested by Abstrusi; words.
in this case one can still expect to obtain tasty dishes, while
abandoning all hopes of witnessing prodigious effects. As far as hunting techniques are concerned, little can be
said about the content of Superstition, most of which has
Superstition in the Kitchen and the Art of Eating Evil is not become lost; according to the vulgate, it so happened that
just a recipe book, but also a hunting manual and an arcane an incontinent monk, in the unfortunate situation of having
grimoire; how to use it is up to the reader. soiled his breeches before reaching the latrine, had only a few
Abstrusi began his manual as follows: parchment scrolls with him, including... no need to indulge
in trivial jokes: the reader will understand. As for this, only
Firstly, be sure to procure fresh ingredients, prop'rly wash'd the advice contained in the bestiary remains.
and pres'rved, so the tiny beasts of malady which nestle
ev'rywh're, unseen by the eye of man, doth not c'rrupt them. Due to the complex and unpredictable effects of the meat
Keep in mind, ye novel cooks who wish to be hunteth'rs as of dark creatures, Abstrusi consumed large numbers of them,
well, that in 'rd'r to slaught'r the beasts of the night, ye testing them personally in order to classify them and reveal
shalt need a weapon already dipped in the blood of one the truth. Nonetheless, as a demonstration of the wholesome-
such beast: the most f 'rmidable blow with a weapon virgin ness of malignant meat, he enjoyed excellent health until his
of such blood may not suffice, and could expose the ov'rly death, and never suffered from a single ailment in his twen-
bold hunteth'r to grave dang'rs; on the contrary, ev'ry wound ty-three years of life.
of a blade prop'rly treated, even the slightest graze, shalt
have much m’re wondrous'r effects. From these supreme studies, Abstrusi compiled his secret list
of ingredients found in the Kingdom, and their effects. Here
is what remains of it:
Recipes
The following are the surviving recipes from Astrusi’s manual. Note that they feature, alongside the dark beast, the recom-
mended replacement for making the dish with common animals or plants.
A final warning: Abstrusi wanted his recipes to include some exotic vegetables called “toma toes” and “ta toes”, coming from
far away and which, to this day, are not easy to find. We trust that, in their absence, you will be able to make do with peppers
and chestnuts, as usual.
MIDWINTER MERMAID
Game Time Difficulty
Mermaid
30 minutes - 1 hour For cooks who can hold a ladle
(alternatively: salted cod)
Ingredients
Preparation: If the mermaid are almost submerged. Bring back the salt, which should be added as
fillets are preserved in salt in the to the boil, cover with previously- needed if the fillets are fresh, or used
manner of salted cod and are yet to washed cauliflower florets, using sparingly if they were preserved in
be desalted, they should be soaked only the tender parts and not the the manner of salted cod.
for four or five days, and the water stems, then sprinkle with pepper to Warning: Cooks should hold
changed twice a day. your liking, but generously. Cover their nose most carefully whilst
In a saucepan, over low heat, with a lid and cook briskly for 10 they are cooking or, unable to resist
simmer a sliced onion in equal parts to 15 minutes, then remove the the scent of the siren, they will
of olive oil and water, taking care not lid and simmer until most of the devour it directly, boiling-hot from
to burn it. Then add the mermaid water has evaporated and the fillets the casserole, and find themselves
fillets and water aplenty, so they are suitably moist. Pay attention to scalded without knowing why.
ingredient
Mermaid: Aquatic creature similar to a woman of most desirable shapeliness from the waist up, and fish-like from the
waist down. In truth, her appearance is mere illusion, dispelled, too late, when her false features peel back to reveal her real
fish aspect and a mouth bristling with thin sharp tusks. The mermaid feeds only on meat and is an admirable swimmer from
whom one cannot escape in the water.
Territory and herd: Typical of coastal areas between Torrigiana and Volturnia, mermaids also exist, in smaller numbers,
along other coasts, and even more rarely in stretches of lakes and rivers. They roam in packs or alone.
Effect: Once the dish is consumed, it induces a watchful yet submissive numbness; in such a state, its eater can be commanded
to perform any gesture, even something they would abhor, and they will obey unhesitatingly. Once the effect has worn off,
all recollection of these facts will be erased: the larger the meal consumed, the longer the loss of memory.
Whoever eats Midwinter Mermaid must succeed on a DC 12 Constitution saving throw, or they will be bewitched by the
first creature they interact with after the meal; the effect lasts for 2 hours.
Hunting Tips: Never confront mermaids alone. Seal your ears as best you can: do not hesitate to use hot melted wax, and
keep away from their claws. Always fight them above water, or you will despair of triumphing.
NURIA (OR ANGUANE) IN “CRAZY WATER”
Game Time Difficulty
Nuria or anguane For cooks who are not
30 minutes
(alternatively: trout) missing both hands.
Ingredients
Preparation: Should be cooked in to make your breath even smellier Remember: nurias and trout are
a pre-heated oven or in a pan. Rinse (unlikely as this may seem). Add a glass ready when their eyes turn white
the nuria parts and place them in an of water, season with salt as necessary and bulging. Finally, bake or cook
oven-dish, or saucepan, greased with and add diced toma toes, but not too at medium heat with a lid for a
oil, then sprinkle with chopped parsley many. If, unable to keep your breeches good half hour, adding water as
and with garlic, either chopped or clean when you see a real live nuria, use needed. Serve garnished with freshly-
crushed, depending on whether you trout, stuff its gutted belly with parsley, chopped parsley.
intend to eat it, or remove it so as not garlic and toma toes.
ingredient
Nuria (or Anguane): Also called “river bride”, aquane, vivene, longane and by other names in popular tradition, this is a
creature of ambiguous and serpentine nature. Nurias appear in the form of young maidens but conceal a crushing python’s
tail, which they use to prey on the unwary on the banks of waterways.
Territory and Herd: Nurias are solitary and never wander from their rivers.
Effect: Nuria infuses invincible courage capable of inducing eaters to throw themselves into any undertaking, however risky.
Remember, however, that in these conditions it is not uncommon to commit serious misdemeanors, while honestly believing
they were good ideas.
A creature that eats Nuria in Crazy Water is immune to the Frightened condition for 1 hour.
Hunting Tips: Attack immediately, to prevent the anguane from distracting you with sinuous movements, sudden
appearances, by showing its horrible tail or, instead, its large and round bosom. If in great difficulty, remember that river
brides sometimes ask for favors, in exchange for which they will spare their victim. But do not even consider deceiving them,
or no waterway will ever be safe for you again.
As for weapons, they are sensitive to common ones, and even more to blessed ones, but their slippery nature prompts them
to flee as soon as they sense a coming danger. For this reason, it is always advisable to bring a net.
UNGHUMAN CASSEROLE
Game Time Difficulty
Unghuman
4 hours For cooks who know how to juggle knives.
(alternatively: pork or wild boar)
Ingredients
Preparation: The purpose of this cabbage and discard the tough parts, hours, and finally add the cabbage,
recipe is not to discard anything, keeping only the leaves, put them sausages and rind, turning up the
because “with unghumans you aside and chop the celery, carrots flame a little, season with salt and
throw nothing away”; whilst the and onions into chunks, brown pepper and continue cooking for
noblest parts are easy to serve as them with a large knob of butter in another hour. Broth can be added
they merely require roasting – and, a saucepan, preferably of terracotta. as needed, but make sure the dish is
by the Godhead, you should know The ribs, snout and trotters are then thick and glutinous, not some watery
how to cook sausages – for the use of added, together with some sage and deathbed slop.
trotters, snout, and rind, this recipe rosemary tied in a small bunch that Warnings: Beware of serving to
will come to your aid. can be discarded later. Brown the the unknowing wife in the presence
The meat is cut into pieces and meat for about five minutes, sprinkle of others, as you may well be faced
cooked in boiling water to remove with a good half-bottle of dry white with unwelcome surprises about her
excess fat, then the liquid is thrown wine and let it evaporate. This done, true desires: these rarely regard her
out. A couple of minutes are enough add the well-crushed toma toes and husband, whatever he chooses to
for pork rind and sausages, about a couple of ladles of broth or, if you think.
ten for trotters and snout. Ribs don’t have any, of water. Cook over
don’t need pre-boiling. Clean the low heat with the lid off for several
ingredient
Unghuman: a human and wild-boar chimera, omnivorous, widespread in Falcamonte, Pianaverna, and along the Titan’s
Spine, of massive build and height compared to humans. Although it devours its victims with evil gusto, what really nourishes
and makes its species grow are human ill-feelings.
Territory and Herd: Unghumans mostly hunt alone, but it is not impossible to run into herds of up to six individuals
coordinating with admirable cunning and military instinct.
Effect: Causes an irresistible frenzy of the senses and dissolution of common modesty. Served to the unknowing, it can lead
entire armies to disarray. Moreover, it can cause addiction and craving for ever-increasing quantities.
Whoever eats Unghuman Casserole must succeed on a DC 10 Constitution saving throw, or they will suffer disadvantage
on all saving throws and ability checks until the end of a short rest.
Hunting Tips: Make sure you always sever the head from the torso, as a seemingly-dead unghuman can attack even when
seriously injured. If you hunt more than one specimen, always look behind your back, because a pack will use tricks and
distractions to set up terrible ambushes.
TRITON STEW
Game Time Difficulty
Triton For cooks not sired by too many
3 and a half hours
(Alternatively: salted cod) generations of blood relatives
Ingredients
Preparation: First of all, clean are large and dangerous in tritons. hour, turning as little as possible so
those paws, soiled with assorted Mince the carrots, celery, onions, as not to break up the fillets. When
devilries. No, not the beast’s, garlic and parsley, then slow-fry in the hour is over, add the ta toes in
your own. a saucepan, adding the anchovies. pieces, the pitted olives, and enough
Now, what I said for Midwinter Add the fillets and brown them, water and salt, then be patient for
Mermaid applies again here: if the then sprinkle with white wine; about three quarters of an hour,
fillets were salted, they can be left to while this evaporates, toast the pine until the ta toes are well done. Set
soak for four or five days, changing nuts in a pan, just barely, and add aside for a good half hour before
the water twice a day. them to the preparation. Then add serving.
Sear the fillets in boiling water, the toma toes reduced to a pulp, a
to easily remove the thorns, which little hot water, and simmer for an
ingredient
Triton: Much bigger and more robust than the female, it compensates in strength what it lacks in deviousness. What
makes tritons much less dangerous than mermaids, however, is the fact that tritons detest human flesh, much preferring
large fat fish.
Territory and Herd: They prefer to hunt in pairs of males, always separate from females.
Effect: Enables breathing underwater for a short time. Keep this in mind if you plan to use this prodigy near sewers: if the
stench of shit disgusts you, imagine its taste!
Whoever feeds on Triton Stew will be able to breathe underwater for 30 minutes.
Hunting Tips: Do not waste time hitting its armor: aim instead for joints and soft parts, such as the throat, eyes, and groin.
When aiming at the groin, however, you had better make sure that the beast dies at the first blow, as tritons strongly object
to this move.
BAVALISK CACCIATORE
Game Time Difficulty
Bavalisk, prized parts For cooks who can find their own
45 minutes
(alternatively: chicken) buttocks with both hands.
Ingredients
Preparation: Chop the carrots, hot gouache until nicely browned. Warnings: Pay attention to the
celery and onion, fry in a pan over Then remove the garlic and rosemary poison, which can be extracted and
medium heat with a generous and add a glass of Torrigian red wine. preserved by removing the glands
sprinkling of oil, add the pepper Once it has evaporated, add some located between the creature’s jaws;
(making sure it is not from a diced toma toes (not too many, as inexperienced cooks are advised to
magara!), the garlic in its skin, barely they are more for color than for chop off the head on the spot and
crushed with the flat of a knife, taste). Stir often and cook over bury it, as a mere touch of the poison
and a sprig of rosemary. When the moderate heat for a good half hour, can kill a man.
onions are golden-brown, add the or until the meat comes off the
chopped Bavalisk, and toss it in the bone easily.
ingredient
Bavalisk: A rooster and dragon, dog and gecko chimera, of which several variants and popular names are known. There are
so many legends about this beast that it is difficult to discern reality from gibberish. They are said to be very poisonous and
able to petrify victims with their breath. It is also rumored that, reduced to dust, they transform metals into gold. Thanks to
this nonsense, many fools have reached the Ternal Father prematurely.
Territory and Herd: They are solitary creatures and do not travel much, except to find a hunting ground after leaving their
nest. They are found everywhere in the Kingdom.
Effect: Loosens muscles and joints so that even an old or crippled individual acquires the agility of a cat. Consumed
repeatedly, it can cure rheumatism. Take care to remove the creature’s poison which, as already mentioned, petrifies on
contact. Traitors and spies may well avail themselves of it.
A creature that eats Bavalisk Cacciatora has advantage on Dexterity checks until the next short rest.
Hunting Tips: Dangerous creature, especially because of its poison: it is advisable to hunt it from a distance with a bow, or
with the ingenious new ballista, or to trap it and crush it with stones.
GHOUL STEW WITH ARTICHOKES AND TA TOES
Game Time Difficulty
Ghoul
1 hour For cooks quick of hand and wit
(alternatively: beef)
Ingredientis
Preparation: First prepare the even dullards like you will have got guaranteed, and diners are sure to
ingredients: chop the carrots, the message) salt to taste, add the exclaim: “Ghouly Cow!”
celery, and onions, then peel the white wine, and let it evaporate. Warning: Do bear in mind the
artichokes, remove the toughest Cook with the lid on low heat for tremendous stench of rotting ghoul
tips and leaves, and cut them about ten minutes, then add the ta that those who feed on it will emit.
into medium wedges. Now peel toes and milk (half a glass will do) Finally, never, for any reason other
and cut the ta toes the same size and continue for another twenty than a spell, combine ghoul with
and quantity as the artichokes. minutes; when the meat is halfway blubber beans or bavalisk: may the
Place the minced vegetables in a cooked, add the artichokes. Do Ternal Father protect those who
saucepan with some simmering not worry about over-stewing the eat them together: by comparison,
olive oil, followed by the meat, meat, as the ghoul has already gone a pigsty would resemble a field
which should be browned nicely. off.., er, matured. Let it cool a of wildflowers graced with naked
Only when the meat is browned little and then serve, making sure nymphs.
all over (and after so many recipes that the stew is well set. Success is
ingredient
Ghoul: There isn’t much to say about these creatures: everyone knows them well, or think they do. They are hunchbacked
corpse-eaters who wander around cemeteries, desecrating the mortal remains of those who were dear to us, right? This is how
the learned hermit Saint Sarchione (actually a cowardly impostor), describes them: “horrible beasts who looks like men from
afar... but stronger and faster, boney, with foul mouths bristling with fangs that chew those resting eternally; they also look
for live prey with their big devilish eyes.”
Territory and Herd: There are often several around large cemeteries or necropolises, whence they rarely wander.
Effect: If a sufficient amount is ingested, ghoul will cloud the mind and change the nature and inclinations of the unfortunate
ladies and unwary gentlemen who consumed it, and they will find themselves rooting about amongst the graves in a cemetery
and attacking anyone who comes within range.
Whoever eats Ghoul Stew with Artichokes and Ta toes must succeed on a DC 10 Constitution saving throw, or act as a
ghoul for 1 hour; the character’s stats do not change.
Hunting Tips: Ghouls are stronger and faster than humans, but not so strong that weapons won’t defeat them. Apart
from their fangs, their most dangerous weapon is their sharp claws, which are smeared with the rotten flesh of corpses. It is
advisable to hit them from a distance, even with common weapons, and then dismember them by cutting off their arms, legs
and head, to make sure they don’t rise again, which they are quite capable of doing.
And this, ladies and gentlemen, is a selection of what has survived to the present day of Abstrusi’s manual. We trust that new
excerpts will be published in the future, with new contrivances and recipes.
In Search for Quatrins.. Again!
C
“Definitely more intelligent and shrewder than other rotting ghouls infesting the slopes of Montefer-
rato, overghouls distinguish themselves through their skill in designing traps and using their inferior
cousins as bait or distraction, as well as through primitive attempts at communication with the living via
a complicated series of guttural sounds, often aimed at tricking wayfarers. Some even appear to have
developed an exchange system based on corpses’ limbs, bones, and fat.
Explorers sent forth by Patriarch Barbosio III verified the existence of a stronghold of these creatures,
located in remote recesses of the world, with walls and ceilings made of mud, bones, timber, and soil. The
miserable and fetid capital of these unfortunate beings is known as Ghoulieville, where ghouls returning
from their raids are said to gather and consume their disgusting meals together.”
- 89 -
In Search for Quatrins...
Again!
Introduction for Knaves “It’s an easy-peasy job” minimizes Edwige. “Once you’ve
Everyone knows Sanguigno de’ Masnadieri, son of the fero- recovered Sanguigno, all you have to do is steal any old boat
cious Arterio, the Brigand Duke, and is likewise aware of and set sail. The Miss Fit, my ship, will be ready and waiting
how he was finally captured by Vortiga’s guards and sen- two arrow-shots from the shore. Hopefully, we will be far
tenced to the gallows. The Knaves are surprised when his from Vortiga before the Carnival is over. But the ships of
father invites them to his fortress in Tergesta to drink a mug the Dogaressa patrol the sea in front of the city. The Miss
of wine in memory of his heir. There’s actually wine in it, Fit will only wait for you until the Twelfth nightly Toll. If
but that’s not all. Arterio is in the company of a woman with you delay until dawn, we will leave you to your fate.”
a resolute look in her eyes. Her fame precedes her: she is
Captain Edwige the Bewhiskered, Leader of the Misfittery, Suddenly Arterio’s wine doesn’t taste so good anymore.
a bunch of shabby flagpole pendants who sail the routes of
the Murky Sea. Background for the
Condottiero
“My son is still alive!” exclaims the duke, slamming his hand This Job is a desperate mission for a desperate band: a hand-
on the table and spilling much of the precious nectar. “He ful of Knaves against all of Vortiga’s guards, among the best-
is now a prisoner in the Giurisdana, in Vortiga.” trained in the Kingdom. Fortunately, the Red Carnival is
Edwige drinks her wine in silence: as every Knave in the involved, a week of revelry, parties, and indecencies during
Kingdom knows, the Giurisdana is more inviolable than which everyone, even the guards, is distracted and often
the belt of Saint Chasta. drunk.
“Those sons of castrated dogs of the Great Council of Vor- The Knaves enter Vortiga by land on the evening of the last
tiga have decided to use him to round off their accursed day of the Carnival, a few hours before their mission begins.
Carnival” continues the Duke. “Arterio will be publicly Edwige has provided them with some useful information
beheaded in the Piazza Grande, after being tried by the (see below), but they won’t have much time for planning.
Court of Masks, on the night of Red Venerable, the last The whole Job must be done in a few hours and they won’t
day of the festivities.” be able to take short or long rests once the action begins.
The Bell Tower of the Submerged, audible throughout the
Edwige the Bewhiskered takes the floor. city, marks the fast pace of the adventure: the Knaves must
have Sanguigno handed over to them at the stroke of the
“Your son is not lost yet, your Highness. The rules of Red Fifth Toll (one hour before midnight), avoid the execution
Carnival are very precise: Sanguigno will be handed over to scheduled for midnight, and reach the Miss Fit before dawn,
the Redingotte Mask, head of the city guards, at the stroke otherwise the Bewhiskered will abandon them in the middle
of the Fifth nightly Toll of the Bell Tower of the Submerged, of the sea. For this service Arterio is willing to pay 500 gold
and transported in Redingotte’s Cart to the Piazza Grande, pieces, obviously upon delivery of his damned son.
to be beheaded at the Sixth Toll. Of course, no one can Will our scapegallows prevent their Job from turning into
really tell who is actually behind a mask, once it is put on.” a Bloodbath Carnival?
“Captain Edwige is right!” Arterio replies, smiling. “On
the night of the Carnival, someone unknown to the Vorti- Scene 1 – There Was a Fair Dame Called
gans must get hold of the Redingotte costume worn for the Ubalda
occasion by the captain of Vortiga’s guards, and of those of Catching Zirconio Pettycoater, head of the guards of Vorti-
his servants, then head for the prison and have Sanguigno ga, with his breeches around his ankles, the Knaves make off
handed over in their place.” with his mask, costume, and parade float.
- 90 -
The Red Carnival
watchful eye, the aging matron. The cuisine of the Two Pos-
Scene 2 – The Great Escape tilles is surprisingly good: Vortigan’s Large Eel, in particular,
Without a single shot fired, the Knaves collect the prisoner is one of the best in town.
to be delivered to the gallows. Shortly after the Forth Toll of the Bell Tower, Zirconio Pet-
tycoater (CN male human chief guard) enters the brothel,
Scene 3 – Fear and Loathing in Vortiga accompanied by four queen’s guards, leading the Redingotte’s
The Knaves cross Vortiga in procession, surrounded by a Cart. It is an open, four-wheeled cart, pulled by two harnessed
crowd of drunken idlers and revelers. mules, adorned with Redingotte’s drapes and colors. Both
the guards and their chief wear the traditional costumes of
Scene 4 – Guards! Guards! the Redingotte and her servants (see page 60). One of the
The Knaves, whose deception has been discovered, discover guards remains outside to guard the wagon, while the other
in turn that the best part of courage is... to run for it! three enter and start playing the Poppycock game. Their leader
instead retires upstairs with Ubalda. The lady is notorious for
Scene 5 – The Mystery of the Spinsterites being a big sylvan woman with a packed physique, a mascu-
The stampede ends… in a dead end, but there is always a line voice, and a ferocious appetite. Her nickname (the Bold)
way to escape and the Knaves discover the secrets of an an- actually derives from the fact that she is completely bald, but
cient nunnery, as well as a passage to safety. always wears a pretty bushy, blonde wig.
If the Knaves quickly make their way to the Fishbone District,
Conclusion they arrive at the brothel an hour before the guards and have
The Knaves sneak out of the Spinsterite convent’s catacombs, all the time they need to organize. All characters described
steal a fishing boat under the guards’ noses, and set out to above are incorruptible, but two of the girls in the place, Darna
sea. If they arrive on board the Miss Fit on time, everything and Soupie - jealous as they are of Ubalda’s wealthy lover - can
will work out for the best, and they will celebrate! either introduce the Knaves into their bald colleague’s room
or help them in other ways.
Scene 1 – There Was a Fair The best way to recover Zirconio’s costume is to sneak into
Dame Called Ubalda Ubalda’s room by making a successful DC 12 Dexterity
At sunset, or at the First nightly Toll of the Bell Tower, Ed- (Stealth) check right when the two lovers are busy, or to hide
wige lets the Knaves rollick near Vortiga’s mainland landing, in the closet (maximum one person) and steal the costume
Malcontento, before setting off and heading to the meeting left by Zirconium on an armchair, with a successful DC 10
place. Dexterity (Stealth) check.
She provides them with precious information: the Knave’s
target, Don Zirconio Pettycoater, head of the city guard, has a
regular lover named Ubalda the Bold, a well-known courtesan
from the brothel of the Two Postilles. Every night, Zirconio
visits her in the latter part of the evening, and he will certainly
do so during Carnival night: what’s better than a brief love
encounter before a good execution?
The brothel is the best place to steal his costume, his guards’
ones, and the whole Redingotte’s Cart. The brothel of the
Two Postilles is located at the end of Marvel Street, on the
Fishbone Islands, not far from the Giurisdana Prison. The
brothel is so-called because of the two rules in force: one
does not enter armed, and the girls must not be mistreated.
From the outside, it is a crumbling, two-story building
guarded by Twiggy (LN male morgant thug), a bouncer the
size of a coasting trade boat. Twiggy only cares that the place
doesn’t get damaged and the girls don’t get injured; on the
other hand, he couldn’t care less about what happens outside
the door, a stone’s throw away from him.
Inside, the Two Postilles is way less worn than on the out-
side: amidst flashy and tacky furniture, girls with too much
make-up approach men (and women) of all sorts to lead
them upstairs to small private rooms. The Poppycock game
is also played quite strongly on the ground floor, all of this
under Madame Rosamunda’s (LN female human commoner)
Soupie
- 91 -
In Search for Quatrins...
Again!
Ubalda, who has just received a jewel as a gift, is determined to entertain Zirco-
nio for at least a full hour, so the chief guard will hardly notice the thief until he
realizes that he’s late and gets out of bed, out of breath.
Otherwise, the Knaves can take care of the couple by putting them to sleep with
a good head-bump or with a dose of sleeping-poison in the wine, or whatever.
The only thing they must not do is steal Ubalda’s wig: if this happens, the woman
begins to scream like an eagle, alerting the whole brothel.
Meanwhile, downstairs, Zirconio’s guards are playing Poppycock and losing a Sanguigno
good bunch of money. They took off their heavy costumes that now lie heaped de’ Masnadieri
on a sofa to be more comfortable. The Knaves can retrieve the costumes in sev-
eral ways, by distracting the guards, for example, or unleashing a brawl in which The prisoner is miserable. His hit
the 4 queen’s guards, and two clients plus three of the girls of the Two Postilles point maximum is reduced by half,
(5 commoners) would get involved. If an epic prop is used during the brawl, and he is unarmed, dirty, and in
Twiggy joins the brawl to sedate it. irons (until they are removed, he
can’t fight and moves at half his
Two Postilles Stray Dangers base walking speed). If the keys
Tumble-Eel down! A heavy tray of large-eels falls to the ground, breaking are somehow lost, the irons can
into a thousand pieces. Use the stray danger river of beer. be broken with a successful DC
Of course, there’s still the last guard outside to be taken care of, but it shouldn’t 15 Strength check, or opened by a
be a big issue… character proficient with thieves’
tools with a successful DC 10 Dex-
Scene 2 – The Great Escape terity check. Despite his condition,
Fifth nightly Toll of the Bell Tower Sanguigno spares no scoldings and
Once they have obtained the costumes and the cart, the Knaves can move with bitter orders to his liberators. Yeah,
impunity to the Giurisdana, a dismal complex of buildings located at the Dis- he’s that kind of person…
trict’s eastern end. The streets are already crowded with cheering people at various
drunkenness levels, and the characters proceed slowly, forced to push people away
with the stick.
Once at the prison, after knocking on the door with the stick, the Knaves are
brought into the courtyard with the cart. There are six goalers (queen’s guard) and
the chief jailer waiting for them, and they’ve prepared the prisoner according to
tradition: a red costume (to hide the blood) and the face covered in white powder.
Sanguigno is delivered to the characters with irons on feet and hands (but they are
given the keys, too).
Together with the guards, there is also Rusco (wolf), the chief jailer’s huge dog,
who - in the words of its master - “...could recognize a gallows-bird just by the
smell”.
And, in fact, as soon as one of the PCs approaches to take over the prisoner, the
beast starts snarling! The Knaves must find a valid explanation for the dog’s behav-
ior, or the jailers will ask them to take off their masks, and the trick will end badly,
forcing the characters to defeat the guards in order to leave the fortress.
Once released from prison with their precious asset, the Band has to face an evil
twist of fate.
Cheering people await them on both sides of the street, shouting the mask’s
name in chorus: “Redingotte! Redingotte! “ If the characters expected to throw
away the masks and quickly disappear into the crowd, they’re going to have a nasty
surprise: people will keep following them, and the Knaves, like it or not, will have
to continue with the parade at least until they cross the Fishbone Bridge, and then
try to vanish as best they can, once they reach the Ventremolle District.
- 92 -
The Red Carnival
Lady Taliacca
- 93 -
In Search for Quatrins...
Again!
Note: if the Knaves stumble upon this Carnival Encounter who offers it food can make this check with advantage.
after they got rid of their masks and cart, Lady Talìacca will On a success, the bull stays on the bridge, slowing down
just ask them if they have seen her unfaithful, cowardly hu- some of the following guards. Subtract 2 Havoc Points.
sband, without paying real attention to their answer anyway, On a failure, it feels threatened or annoyed, and attacks the
but instead railing against each male character in the Band Band. Add 1 Havoc Point.
with a cry of “You are all the same, dirty pigs!”, and then move
on to the search for her husband. 6. Here Comes the Fog. The famous Vortigan fog rises
suddenly from the lagoon waters. The area is heavily
2. The Skillets and Ovenbirds battle. The Ovenbird and obscured. Subtract 1 Havoc Point.
Skillet masks have always been rivals (see page 60)! If this result is rolled again, the fog dissipates. Add 1 Havoc
When the characters arrive, they find themselves involved Point.
in a brawl between the two factions. Each group consists
of a mob of 6 commoners. If the Knaves participate in 7. Stalls and Merchants. Carnival night is also a time
the brawl, add 1 Havoc Point. to drink and eat, and many street vendors take the
In case the brawl lasts more than three rounds, add 1 extra opportunity to stand along the streets to sell their wares.
Havoc Point. The Knaves end up right in the middle of some stalls
Characters can avoid this brawl with success on a DC 13 selling the following goodies:
Dexterity (Acrobatics) group check. On a success, subtract • Vortiga’s fritters (filled with jam, honey, or wine)
1 Havoc Point. • Apples (candied or normal)
• Jugs of Festival Wine
3. When it Rains it Pours. A nice old Vortigan woman • Fried Frogs (sold on skewers)
decides to empty her chamber pot from the window, just • Lagoon Castagnole (boiled chestnuts, deep-fried and
as the characters pass by. One of the Knaves must succeed covered with honey)
on a DC 14 Dexterity saving throw, or be covered in fetid Each one of these culinary treasures can be purchased for
and muddy fluids from head to toe, and have disadvantage 3 cp. If the Knaves stop to buy something, add 1 Havoc
on all Charisma checks until they manage to clean up or Point.
take off their costume.
8. Hunterine and Redmoustache. Two other masks stand
4. Scroogey and the Waifs. The Knaves hear angry yelling, in front of the Band, now: it’s Hunterine, a busty peasant
and there he is, Scroogey, the miser mask, followed by who brings a basket filled with salamis of very allusive
a crowd of young beggars, the Waifs (see page 60). shape, accompanied by Redmoustache, a thin man with a
Scroogey shouts and insults the children, who run red mustache who leans on a wine amphora, completely
screaming toward the Knaves, pulling at their costumes, drunk (see page 60). Hunterine offers her salamis (one
asking them for money, and even getting on the cart. The to each character), while Redmoustache provides the
Waifs are damn pickpockets, and a random Knave must wine. These two masks’ tasty products have been made
succeed on a DC 11 Wisdom saving throw or lose all the according to the Red Carnival customs, and now have
coins carried in their pouch or, alternatively, some other extraordinary effects. Redmoustache’s wine is really strong
valuable items equipped in plain sight. Add 1 Havoc but restorative (see Biondino Tonic’s effects on page 65 of
Point. the Brancalonia Setting Book). Each Knave guzzling the
In case the Knaves want to chase the thieves, they catch wine must succeed on a DC 12 Constitution saving throw,
them after a short while, recovering all stolen belongings or be poisoned. If the Knaves stop to revel, benefiting
but wasting precious time. In this case, add 2 Havoc Points. from the Hunterine and Redmoustache’s hospitality, add
1 Havoc Point.
5. Bull on the Bridge. Carnival night is a crazy night,
and it can also happen that a big bull escapes from its
stable and finds itself wandering around the city streets.
That’s precisely what happened to Benedict, the Bull
of the District. The beast stands right in the middle
of the bridge that the Band must cross to continue its
path. Benedict is starting to get nervous, with all the
people yelling, laughing, and cackling around him. The
last thing he needs is to see someone dressed in red, just
like Sanguigno de ’Masnadieri and Redingotte! Benedict
can be calmed down with a successful DC 17 Wisdom
(Animal Handling) check. The bull is hungry: a character
- 94 -
The Red Carnival
Scene 4 – Guards! Guards! There are many guards, at least a dozen, and others are
Sixth nightly Toll of the Bell Tower coming: the best option is to run away!
The Knaves, disguised or not, arrive in the Ventremolle Dis- In case Zirconio was defeated by the Band previously, his
trict’s heart, where the crowd is partially thinning out. Fol- second in command, the Sergeant of the Night Shift Valanzano
lowing the street, they would move to Rivofondo, the main Dullfaith (LN male human chief guard) commands the guards.
District of Vortiga, and then to the Piazza Grande and the The Band can out distance the guards with a successful DC
gallows. This would be the perfect time to run away and 13 Strength (Athletics) or Dexterity (Acrobatics) group check.
get out to sea. However, in that moment, Zirconio appears, The number of ability checks required is indicated in the
running after them with a handful of guards; the more chaos Havoc Counter table. For each failure on a check, roll 1d20
the Knaves have left behind them in the previous encoun- on the Events table. If the Knaves collect three failures before
ters, the more guards are present! The captain, who is finish- getting the successes needed to escape, the guards catch up
ing tying his breeches, yells: “Guards! Guards! Take them, with the escapees and - presumably - it’s really over for them!
take them!”
d20 Events
1 Up the Stairs. Running up all these steps is exhausting! Each Knave must succeed on a DC 12 Constitution saving throw
or suffer one level of exhaustion.
2 Canal. A Knave falls into a canal, slowing the escape. The Knaves have disadvantage on their next group check to escape
from the guards.
3 Mirror, Mirror on the Wall. Who is it that carries such a large mirror through the city streets during Carnival night? The
Band crash into the mirror, shattering it into pieces. Each Knave takes 1d4 slashing damage.
4-7 They’re Coming Outta the Damn Walls. 4 queen’s guards, from the top of the balcony, start shooting darts at the run-
ning Knaves with their heavy crossbows.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit roll, range 30/120 m, one target. Hit: 6 (1d10 + 1) piercing damage.
8-16 No Specific Event
17 Capons Cart. A cart loaded with cages full of live capons stops in the middle of the escape route. The Knaves can free the
fat chickens by causing chaos and slowing their pursuers. The failures required to get caught increase by one.
18 Bramoldo, My Steed! Someone left their horse outside the inn! One of the Knaves can jump into the saddle. A mounted
character has advantage on all following Strength (Athletics) checks to escape from the guards.
19 Which Way Did They Go? Alleys, streets, it's sufficient to take one quick turn to try to lose their pursuers. The guards
lose sight of the Knaves, who automatically succeed in their next group check to escape.
20 Blind Alley! Suspend the chase, and immediately play The Mystery of the Spinsterites (Scene 5).
- 95 -
In Search for Quatrins...
Again!
Conclusion
Continuing along the secret passages of the catacombs, the Band eventually
emerges in an abandoned warehouse located at the mouth of a small unattended
pier. Looking around, the Knaves spot a Vortigan fishing boat, pulled ashore a
short distance away.
- 96 -
The Red Carnival
- 97 -
In Search for Quatrins...
Again!
Everything would be perfect, were it not for two minor details: Benedict, the Bull of the District
when put to sea, the boat takes on a little water from the A big brown bull, who loves appels and songs.
bottom, and those familiar with the swirling southern waters
of Vortiga know that they are infested with ferocious torpedo
fish. However, if the Knaves decide to try their luck and reach Benedict, the Bull of the District
the Miss Fit by boat, everything will go smoothly. The ghostly Large beast, unaligned
outline of the ship appears through the mist, and immediately Armor Class 11
a ladder is lowered to allow the Band back on board. Then, Hit Points 45 (6d10 + 12)
as fast as the wind, the Miss Fit takes to sea, leaving Vortiga’s Speed 12 ft.
pursuers behind. When the sun rises, Captain Edwige rolls a
barrel of wine on deck to celebrate the mission’s success. STR DEX CON INT WIS CHA
Because the Band was successful, right? In this case, the amount 20 (+5) 12 (+1) 15 (+2) 4 (-3) 12 (+1) 6 (-2)
agreed by Arterio de’ Masnadieri will be paid.
But if they failed, may the Godhead protect them from his Senses passive Perception 11
Languages -
wrath...
Challenge 2 (450 XP)
Chief Jailer
A nasty and greasy big bloke, perfect for its role as a jailer in Vortigan
the Jurisdiction. The chief jailer is a queen’s guard with the The common citizens of Vortiga are commoners.
following changes:
Zirconio Pettycoater
In his forties and handsome, everyone knows that Zirconio
Hit Points 27 (5d8 + 5)
bought the rank of Captain of the West Guard of Vortiga
Challenge 1/4 (50 XP)
with the money of his wife, Lady Chained Derelicta Talìacca.
actions Apart from that, he is a brave man, he fears three things only:
Multiattack. The Chief Jailer makes two attacks: his wife, the Great Council of Vortiga, and Hell, in that order.
one with its dagger and one with its whip. Zirconio is a chief guard (see the Brancalonia Setting Book).
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 Rotting Ghoul
+ 2) piercing damage. The Kingdom’s Ghouls are abject corpse-eating creatures of
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft, controversial origin, notorious for their stench. Use ghoul
one target. Hit: 4 (1d4 + 2) piercing damage.
stats with the following modifications:
- 98 -
Vortiga
From the Istranian colonies to Sidonia, from the Evening to be such that none of the tycoons have attended the meet-
Route to the ports of the Great Levant, if there’s a symbol ings for decades, and even the main delegates have delegates.
that represents the Kingdom’s dominance over the Mid- Also known as “the Manticore”, an abstract symbol of the city’s
dle Sea and its influence in the east, it’s the crimson-and- power, the Dogaressa is under the orders of the Council but is
gold manticore on the banner of Vortiga. Compared to the the actual mistress of the city: hers is an elected office renewed
countless cities and potentates dating back to the Draco- by the Council and traditionally reserved for women, responsible
nian Empire, or even to previous eras, Vortiga is a much for maintaining the city’s order and prosperity.
more recent center, founded and developed after the Fall
of Plutonia. Vortiga is divided into Sestieri, each built at different times
Yet, in just a few centuries, the Severissima has become one and by different classes, mirroring internal contrasts and social
of the most important domains of the Middle Sea and Occasia. disparities.
A city of merchants, bankers, and navigators, Vortiga stands Rivofondo is the heart of the city, where the most opulent
at the mouth of the Fossa, right where the largest river in the patrician buildings are found, namely the homes of the Ten and
Kingdom flows into the Murky Sea, amongst a vast scattering the majority of the families belonging to the Great Council.
of rocks, islets, and stacks on which fortresses, towers, docks, Bacareto, right next door, is the center of day and night
houses, and palaces were later built. On these jagged black life, with clubs, taverns, and prestigious shops frequented
rocks, after centuries of construction work and quarrying, by merchants and artisans of all kinds, wandering clerics,
tall and austere buildings have been erected, digging out the curious customers, scholars, fops, scions of wealthy families,
raw material from the very heart of these rocks and leaving and artists. For citizens and visitors looking for excitement,
behind a maze of underground passages, including – some business, and adventures, this is certainly the place to find it.
say – a secret route connecting the islands. The Torpedini district is inhabited instead by commoners
Soaring black, Gothic mansions, adorned with gargoyles and fishermen, and is also the most infested by the beasts that
and grotesques, pinnacles and spiers, rise above black bases give it its name; many houses here have direct access to the
and vestiges of primordial ruins, in turn the seal of a network canals and squeri, small yards and sheds for family boats; it is
of tunnels that reaches down to the heart of the Murky Sea. from here that fleets of boats and barges of all kinds leave in
Balconies, bridges, walkways, and bridge houses join these the morning, heading for the fishing grounds or warehouses
impressive buildings, from island to island, forming a single where they carry out their trades.
black cathedral of rock, around and under which canals and The Fortrezze district is occupied by the city’s main defense
impetuous rivers flow, where currents and tides produce lethal facilities, military ports, and customs officials, as well as by
eddies, vortexes, and whirlpools. the immense Darsenale, where vessels and sailing ships are
As if the dangers of its streets and surrounding eddies weren’t built, and where thousands of master shipwrights, joiners,
enough, the black lagoon that encircles and traverses the city blacksmiths, craftsmen, carpenters, and cabin dolls workshops.
every which way is infested with ferocious meandering torpedo The Lisca (Fishbone) is made up of half a dozen different
fish: attracted by the city’s drains and garbage, these leave no islands, mostly inhabited by foreigners: ambassadors, mer-
escape to the unfortunate who fall into these murky waters. chants, entrepreneurs, and sailors; among them, throngs of
In the face of this urban and architectural ferocity, which gave venerable travelers from the Silk Route, and even from cities
it the name of Severissima Signoria and is aptly represented of the mysterious Serindia, who come here to deal directly
by the cruel manticore of its banners, Vortiga is an opulent, in gems, silks, and spices.
magnificent place, and its leading merchants have fortunes Finally, Ventremolle, the area with the muddiest and most
comparable to those of sovereigns. For centuries, the city’s top unstable sea bed, is a mass of stilt-houses, barges, and hovels,
magnates have been united in the Council of Ten, aka the where the numberless mob of the poor lives; it is also where
Supreme Absents, the Grand Impostors, or the Masks, due the local petty criminals manage to get by, especially if they
to their custom of showing up masked at meetings, almost don’t step on the toes of their richer and more vengeful fellow
invariably replaced by delegates, to avoid dying from stabbing citizens.
or poisoning directly at the Council table. The danger is said
- 99 -
Legend for the
Knaves
1. Piazza Grande
Lisca
2. Cathedral of Saint Navarco
3. Palazzo del Consiglio
4. Corte Arcana
5. Mausoleum of the Turquoises
6. Malibranche Theater
7. Campo of the Cats
12 8. Darsenale
9. Small Fortress
Ventremolle
10. Great
10. Great Fortress
11. Giurisdana
11. Giurisdana
12. Fishbone
12. Fishbone Bridge
Again!
11
In Search for Quatrins...
- 100 -
Fortezze
7
9
2 1 8
6
3 10
Bacareto
Rivofondo
4
Torpedini
Vortiga
2. Cathedral of Saint Navarco. A monumental and 8. Darsenale. Pride and glory of its citizens, the Darsenale
terrifying construction, erected to impress the world with of Vortiga is made up of dozens of warehouses, yards,
the naval power of the Severissima Signoria; the exterior shops and workrooms, dry docks, and piers, and
is reminiscent of a colossal sailing ship, while the interior thousands of Vortigans work there.
is entirely made of shipwreck timber, whale bones, sails,
shrouds, and gold votive offerings donated by the sailors’ 9. Small Fortress. Center of customs offices and of naval
families. authorities of overseas operations; every ship arriving or
departing from Vortiga must stop here for controls and
3. Palazzo del Consiglio. The center of power of the duties.
Signoria, with all the main offices, state archives, and
halls of the Maggior Consiglio, the Council of Ten, and 10. Great Fortress. This is the seat of the city’s military
the Dogaressa. It is here that the Golden Book is kept: and regional government authorities; in addition, naval
in this, the births, marriages, deaths, concessions, and troops and officers are trained here before sailing to
possessions of all the patrician families of the city are colonies and routes all around the world. By order of the
recorded. Great Council, the fleet is currently headed by Othello,
“the Morgant of Vortiga”.
4. Corte Arcana. The district, inhabited by superstitians,
slickers, and guiscards, is dominated by the School of 11. Giurisdana. Vortiga’s prison, general chancellery, and
Cartomancy of Madame Modiana of Negus, who claims local headquarters of the Royal Bounty; this is where
to be the daughter of some sovereign of Meridiana. trials are held and many sentences carried out. The
Giurisdana is notorious throughout the north of the
5. Mausoleum of the Turquoises. This famous shrine Kingdom for its tough prisons, the Wells, from which
is said to house the sarcophagus of Queen Brigida, a rowers who volunteer their work in the home galleys are
turquoise residing in the city centuries ago; despite often sourced.
this, the palace is now a very popular blue-light venue,
favored especially by lucignoli, hobs, artists, poets, and 12. Fishbone Bridge. The longest bridge in the city,
marionettes, where all kinds of shows, extravagance, and made of wood and sometimes destroyed or dismantled
hullabaloo are staged. for military reasons; it joins the Lisca district to the
rest of Vortiga.
6. Malibranche Theater. The most famous in Vortiga,
erected at the behest of the powerful Grifagni family,
exponent of the Ten, in front of their mansions and in
the square named after them; traditionally, the theater’s
impresarios and managers are Malebranche, like the
Grifagni themselves, and there is a long tradition of
malebranche artists performing there, though art and
business have no race...
- 101 -
In Search for Quatrins...
Again!
12
14
Fortezze
7
1
5
4
2
13
Bacareto
8
3 Rivofondo
Torpedini
- 102 - 15
Vortiga
4. Palazzo Augusto. These buildings are among the oldest 10. Murena Island. For centuries, to safeguard the rest of
in the city, and home to the prestigious and lugubrious the city from frequent fires and constant smoke, the island
Augusti family, whose origins date back to before of Murena has been the home of factories and workshops
Vortiga’s Foundation and the Patriciate of Plutonia. for glassware, crystal, clockwork, and engineering; today
Although the head of the family, Giovanni Augusto XIII, these workshops are the city’s pride and joy and represent
is a member of the Ten, the Augusti are always suspected some of the most typical and celebrated craftwork of
of plotting to turn Vortiga into a tyranny and are among Vortiga. Murena glassmakers are said to be skilled enough
the most austere and predatory families in the domain. to know the secret of Glass Gallimaufries, constructs of
Many people suspect that in the basements of the family glass and crystal that defend their masters and wealth.
mansions lurk secrets too dark even for a magnate family
of Vortiga. 11. Casino of the Spirits. Often surrounded by mists,
this secluded villa is home to a private gambling house
5. The Serraglio. This complex of gardens, inns, and famous for its eerie and lugubrious atmosphere. Madame
luxury baths is in the hands of a large community of Rosaura, owner of the Casino and necromancer of the
eastern people from Soldania. One of the most luxurious Black School, manages lottery rooms and Poppycock
venues in Vortiga and in the whole Kingdom, it is tables, where the living can sit face to face with the dead
completely decorated in the Levantine style. and gamble for secrets and favors. In fact, it’s far from
true that the dead have nothing left to lose: hidden
6. The Little Arena. Although duels to the death and treasures, private wills, family mysteries they take with
combat with wild beasts are forbidden in the city, in this them to their grave… ghosts who haunt the Casino are
semi-submerged space, the Zanne family’s entrepreneurs happy to play them in exchange for a little life, a pint of
are licensed to organize slaughters and shows with blood, or a night of lovemaking in a mortal body.
ferocious, aquatic, terrestrial, and flying animals, subject
to stringent terms and circumstances. For example, only 12. Mirandola District. One of the poorest and most
strangers, slaves, and prisoners can participate, apart dangerous in the city, this is where beggars, guappos,
from sylvans like the Zanne themselves. bravos, charlatans, and Knaves of all kinds hang out. Partly
of Sidonian and Zigane origin, the recognized leader of
7. The Bucentauro. launched years ago as a naval symbol these districts is Zanetta Casanova, actress, witch doctor,
of the city, this huge galleon is the largest boat ever built in occultist, and adventurer. The most important ability
Occasia. However, owing to its size, it proved impossible of the Casanova Company is its ability to smuggle and
to sail. To avoid wasting all that work, the shipowners ran receive all sorts of goods, in a city where crimes against
it aground near the dock and turned it into a top-of-the- property and duties are handled with extreme severity.
range dive. It is said that there is a trap door in the lower
level of its hold that opens onto a tunnel – dug into the 13. The Pits. The most feared and hated prison in the
rock against which it ran aground – allegedly leading to region; it is rumored that monsters of all sorts, demons,
the heart of the Giurisdana. and political prisoners are also kept segregated down
there.
8. Cathedral of the Sea. made of stone and white
marble, the Cathedral of Our Lady of the Sea is less grim 14. Black School. Access to the Black School is said to be
in appearance than other city buildings. By tradition, under a wharf, through a door encrusted with dark algae
anyone who wants to ask this member of the Quatern, located several feet beneath the surface of the lagoon.
the most revered in the city, for special favors or miracles Rumors have it that the School is the secret seat of the
should jump into the water at the Wharf of the Desperate oldest and most powerful school of necromancers and
in Rivofondo and swim to the Wharf of the Saved heresiarchs in the Kingdom, with up to nine students,
overshadowed by the cathedral, amidst torpedo fish, and the devil himself as the teacher.
currents, and eddies. Only survivors will get what they
want: the others will no longer care. 15. The Ongana.The Witch of the Lagoon lives on a lonely
island far from Vortiga. By ancient pact sanctioned with
9. Brothel of the Two Postilles. located very close to the Ten, this horrible witch is allowed to live but a short
the Giurisdana, this dive intercepts most of the guards stretch of sea from the Severissima Signoria, and even
coming off duty; although keen not to lose their jobs, the hunt and enter into pacts with the sailors, merchants,
girls and servants of the dive are often in league with the and cutthroats of the Murky Sea.
Knaves of Mirandola to cheat the guards or extort some
important secret from them.
- 103 -
In Search for Quatrins...
Again!
Introduction for Knaves Having picked some Regal Herb and recovered a cruet of
There’s a saying in Lungariva, handed down from father to son: Holy Oil, the Knaves will have to return to Palazzo da Prà as
soon as possible to save Tristan, but one last surprise awaits
“If you are poor and have a problem, face it. If you are them at the mansion!
rich and have a problem, pay someone else to deal with it!”
Scene 1 – Baciccin, Gold Pieces, and Wine
Keenly aware of this, Baciccin da Prà, a rich local merchant, The Band meet their patron, Baciccin da Prà, and get the
issued a very urgent request for well-paid help needed as Job, plus instructions on how to proceed.
quickly as possible: to find a damned plant said to be hidden
somewhere in Batta Forest and deliver it to him in Lungariva Scene 2 – The Ballad of the Old Town
forthwith. The Band happens to be in Lungariva just then, Following the minstrel’s trail, the Knaves slip into the Old
on some, er, extremely sensitive business, and the promised Town in search of Bafer.
reward is truly impressive.
Having recovered from the usual revelry, the Knaves quickly Scene 3 – The Stone Beauty
head for the da Prà’s mansion to received detailed instructions, Bafer the minstrel recites the ancient ballad of the Stone
partly because their Leader – faced with the promise of such Beauty, which contains clues on how to find some Regal
compensation – has lost the ability to think straight... Herb, and adds an unexpected but necessary ingredient:
Holy Oil.
Background for the
Condottiero Scene 4 – Good Master Savage
Located in Lungariva’s hinterland, Batta Forest covers most The Tavern of the Two Grumbles is the only place in town
of the province of Ostria and reaches the border with Fal- that has Holy Oil: getting some from its rude owner will be
camonte. Wild and inhospitable, this forest is home to no easy task…
hordes of beasts who can’t wait to feast on Knaves, and offers
shelter to bands of brigands headed by the King of Coins, Scene 5 – For Saint Giobatta!
one of the most powerful bandit leaders in the country. The Batta Forest is infested with hunters, bandits, and beasts,
A few days earlier, while hunting on the western edge of the including the famous battacats. The Knaves only have a few
forest, the young scion of the da Prà, Tristan, was bitten by a hours to reach Mount Veturia and find the Regal Herb.
bavalisk, and has been sinking into a deeper and deeper coma.
Over the next two days, his desperate father summoned all Scene 6 – Bavarisk
sorts of miraculists and healers to the young man’s bedside, Finding the legendary plant, the Knaves begin a race against
but to no avail. However, one of the herbalists gave him an time to return to the merchant before Tristan turns into rock
indication: the best remedy for the bavalisk’s bite is Regal forever. But a surprise awaits them in the da Prà’s mansion!
Herb, a broad-leafed herb that, alas, no one knows where to
find anymore. No healer or herbalist in the city has any, but Conclusion
Baciccin has been given a clue: Bafer, a composer and minstrel All is well that ends well: Tristan is safe, the basil trade
who lives in the Old Town and collects popular songs, may has just begun, and everything ends in a colossal spaghet-
know a ballad in which the plant’s location is suggested. After ti-with-pesto party in the mansion’s courtyard.
finding the minstrel, the search for the ingredients can begin:
you will need not only some Regal Herb, which grows right in
the heart of Batta Forest, but also the Holy Oil of Piccadora:
the only place in town that has any is the excellent Tavern of
the Two Grumbles.
- 104 -
Pesto alla Lungarivese
- 105 -
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Again!
After each character attempts to gather rumors (taking at least You lie asleep like a statue of stone,
a couple of hours), with a success on a DC 14 Wisdom (Percep- Because my arrows were uselessly thrown
tion) check, the Band may notice a young man spying on them. The ravenous monster they failed to smite
His name is Pietrasso (NG male malebranche explorer), and That pierced you deep with its venomous bite.
he is Bafer’s young and loyal helper, who certainly knows where And while you lie cold on a lonely deathbed
the minstrel lives. If Pietrasso realizes he has been noticed, Up Ancient Mountain I gallop ahead
he flees at breakneck speed toward the heart of the Old City. My heart is full of your same bitter pain
Capturing the agile boy among Lungariva’s alleys, lanes, and Yet there’s still warm blood coursing in my veins...
streets is not easy at all, also because every passer-by, washer-
woman, and street urchin encountered along the way is on If the Knaves failed to pay attention to the guards in the
his side. To run after Pietrasso and catch him, the characters previous scene, or to shake them off, before Bafer can finish
have to succeed on a DC 12 Dexterity (Acrobatics) check and his ballad the patrol will raid the block, making ample use of
a DC 12 Strength (Athletics) check. their truncheons. The Band can decide whether to stay and
On a success on both ability checks, a character can put fight, or follow Bafer’s advice and beat it from the rear entrance,
the rapscallion, who prepares to defend himself, against the which those genius guards have not bothered to block.
wall. If the Band explains to Pietrasso why they’re looking Once the potential threat from the guards is eluded, still at his
for him or the minstrel, the young man relaxes and escorts home or in a new shelter, Bafer will complete the old ballad:
the characters to Bafer; vice versa, if the Knaves don’t reveal
their aims, Pietrasso fights and attempts to escape. But knowing not that I’m now on my way
To pain you succumb on the very tenth day
Note: the mission assigned by the merchant is known to many While I bring back the health-giving flora
throughout the city, and the guards of Lungariva can’t wait And Holy Oil rare of Piccadora.
to get their hands on Bafer. Knaves on the Minstrel’s trail or
chasing Pietrasso must succeed on a DC 12 Dexterity (Steal-
th) check or draw the attention of some queen’s guards, who
then follow them to the Old Town Minstrel’s house (see scene
3). With a successful DC 16 Wisdom (Perception) check, a
character notices that a group of 1d4 queen’s guards covered
in crumpled and old beggar-cloaks follows the Band at a safe
distance. The guards can be left behind with a successful DC
12 Dexterity (Stealth) check made with disadvantage.
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Pesto alla Lungarivese
With Bafer’s help, the Knaves work out that the key clues Poppycock
offered by the Ballad seem to be the following: All the elders in the place use secret signals and fake swear-
• The beauty wounded by the monster gives in to the poison words invented to cheat and have advantage on all their
after ten days. Charisma (Deception) checks during the game.
• The “health-giving flora” of the “ancient mountain” could
be the Regal Herb. Barrel Beating
• The ancient mountain is certainly Mount Veturia, located Participants are served a robust white wine instead of beer.
just outside the city, right in the heart of Batta Forest. Unlike the original dive game, each player must make a
• The song seems to indicate that another, unexpected Constitution saving throw at the beginning of the third
ingredient is needed: Holy Oil, a very rare extract of olives round of this Barrel Beating game. The DC of 12, +1 for
and rough chili pepper from Anduja Port. each glass of wine consumed. On a failure, they are drunk,
and all subsequent checks have disadvantage.
Bafer informs the Band that the only place he knows of
around there that has Holy Oil is the Tavern of the Two Poorman’s Carousel
Grumbles. The tavern, run by the chronically ill-tempered The opponents here are already drunk as hell, and they make
Master Savage, is located in the border area between the Old all Dexterity (Acrobatics) checks with disadvantage.
Town and the city’s most bourgeois area. After that, Bafer and
Pietrasso disappear, wishing the Knaves “break a bavalisk”. If the Knaves don’t have enough coins and don’t want to
make some by participating in tavern dive games or, again,
Scene 4 – Good Master Savage are caught stealing, they can try to start a brawl to solve the
When they arrived in front of the Tavern of the Two Grum- issue: the Two Grumbles’ owner, sure of his strength, would
bles, the Knaves find themselves in front of a scene already not hesitate a single second at the chance to beat up the Knaves
seen before for sure: a man, visibly drunk and with a black and send them back home pummeled as punching bags. In
eye, is thrown out of the place by the host, a huge pot-bel- the case of a brawl, PCs must deal with: Master Savage, the
lied morgant who, not yet satisfied, starts roaring insults at cook Filoni, and a large group of elderly regular customers.
the poor fellow. After struggling to his feet, the man mum-
bles some barely comprehensible words that sound like “this
time... ya gettin’ away with it... next time, you won’t!” and
then staggers away.
Once in the tavern, the Knaves will be greeted by a terrifying
bustle: drunkards singing their hearts out, pretty girls sitting
in the corners, selling the same rose to everybody, and tables
of veterans spending the day over-drinking and over-cursing
women, weather, and politics, just to stay in the quote.
The havoc is kept under constant surveillance by the watchful “Time goes by
eye of the host. Good Master Savage (CG morgant veteran)
does all he can to avoid the Knaves’ looks, but if they manage but the day never will come.
to draw his attention, he reminds them that he demands that
they buy a drink before answering any questions. There will never be sun
After serving the drinks in the most bored and annoyed way
possible, Master Savage answers the Band’s questions. He if she won’t come back."
admits that he owns a flask of Holy Oil he uses for cooking
but does not intend to give it away, if not at the rather high -The moon is burning -
price of 20 gold pieces.
Characters can persuade Savage to lower the price by 10%
with a success on a DC 18 Charisma (Persuasion) check. If
a Knave is not a native of Lungariva, they make the check
with disadvantage.
The characters can try to sneak in the back of the room to steal
the oil, but they must first elude Filoni’s zealous surveillance
(NG marionette commoner), the tavern’s marionette cook.
Of course, the characters can take their chance and try to
collect the coins necessary to buy the precious oil, participating
in some dive games present on site:
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Pesto alla Lungarivese
If the characters win the brawl, Master Savage proves to The Knaves can decide whether to fight the fearsome For-
be an old-fashioned morgant of honor, and gives the flask of eigners (1 cutthroat, 1 explorer, 4 thugs), escape, or bypass
Holy Oil to the Band. them (this, only if they have spotted the gang without being
If the Knaves get the Oil regularly (by paying for it, or by noticed). In case they choose the combat solution, the enemies
winning the brawl), Master Savage becomes more accom- will fight tooth and nail, but they will not hesitate to retreat
modating and reveals the reason for his distrust of strangers, if put in critical difficulty. In any case, the Foreigners know
due to some “damn Foreigners”. If the Band wants to learn nothing about bavalisks nor any legendary herb.
more, the host explains that the Foreigners are a company of If the Knaves free the prisoner, he introduces himself as
marauders who arrived from across the border, and part of Volpone “Old Fox” of Gualborro (LG male human explorer).
the King of Coins troops, probably the greatest bandit leader He claims to be an aspiring matador who has set out to hunt
in the North of the Kingdom. They have settled in the Batta for the bavalisk to obtain the merchant’s reward. He hoped
Forest and have been causing trouble for a long time now. that, by bringing the beast alive to the palace, some surgeon
Unfortunately for travelers and merchants in the area, the Duke or herbalist would create an antidote.
Zani’s queen’s guards seem to have no intention (nor do they To thank the Band for saving him, he will explain to them
seem capable) of neutralizing this threat. The marauders are in detail the best route to Mount Veturia and will give them
so hated that the expression “It’s all the Foreigners’ fault!” has his Saint Giobatta’s Necklace (see appendix), the patron saint
become a common-expression to denote hatred toward others. of Lungariva’s relic. However, the Foreigners have hurt and
exhausted him: he has had enough of this story, and he will
Scene 5 – For Saint Giobatta! gladly leave the hunt for the beast to the Band.
Assuming the Knaves have resolved both Bafer and the Holy
Oil’s tasks, all that’s left to do now is to head toward the Scene 6 – Bavarisk!
Batta Forest and Mount Veturia. As the characters approach the mountain, the path gradual-
The forest is eight miles from Lungariva, along well-marked ly disappears, devoured by the undergrowth, and the forest
roads through open countryside just before reaching gorges, thickens significantly; to orient correctly, the Knaves must
ravines, barren, and uneven terrain. succeed on a DC 11 Wisdom (Survival) check. On a failure,
Crossing the forest via the main path and reaching Mount they begin going around in circles, only to find themselves
Veturia’s slopes takes at least 8 hours of walking. back at the starting point an hour later. If the Knaves have
The woods’ trail is fairly quiet during the day, and Knaves received Volpone “Old Fox” of Gualborro’s instructions,
won’t encounter bandits, although maybe some hunters. If the they can make the Wisdom (Survival) check with advantage.
Condottiero wants to include some encounters here, they can When the Band eventually leaves the Batta Forest and begins
choose to challenge the band with some bad apple, some other their ascent up the mountain, they can start looking for the
Knaves - perhaps hired by Baciccin, who wants to know more Regal Herb. In order to find it, the Knaves must succeed on
about the Regal Herb’s information collected by the charac- a DC 16 Intelligence (Nature) check. On a failure, they can
ters - or a Battacat (panther), the forest’s prevalent predator. try again once every hour.
Midway through the journey, the more alert characters can When one of the Knaves eventually succeeds, they find what
detect some distant noises with a success on a DC 18 Wisdom they came looking for: a bright and aromatic green plant, with
(Perception) check. If the Knaves are careful and proceed small leaves that shine in the sunlight and that seems to have
cautiously, with a successful DC 12 Dexterity (Stealth) check, something magical and... regal, about them. Yes, it must be
they can spot a gang of Foreigners camped a little further it: the Regal Herb!
ahead on the top of a hill, without being noticed. The bandits
have a distinct Galaverna accent, and are discussing what to Note: the large quantity of leaves available is enough for the
do with their prisoner: a tied and gagged man wearing what Knaves, but if they wish to take away some plants with all the
remains of light armor. With a success on a DC 14 Wisdom stem and roots to plant, farm, and resell them, they will reali-
(Perception) check, it is possible to notice, albeit faded and ze - in due time - the Regal Herb can only grow imbued with
creased, the colors and symbols of Lungariva on the prisoner’s magic on Mount Veturia, lacking its exceptional properties if
armor. On a failed Dexterity (Stealth) check, or if the Knaves grown anywhere else.
approach the area without trying to hide their presence, the
Foreigners notice their arrival and prepare an ambush; in this At this point, the race against time to go back to Lungariva,
case, the characters must make a DC 15 Wisdom (Perception) to Tristan’s bedside, begins.
check to detect the gang of cutthroats ready to ambush them;
Any Knave that doesn’t notice the threat is surprised at the
start of the encounter.
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In Search for Quatrins...
Again!
The Knaves can choose whether to go back to the city in a Given the effects of the fragrant mush, he offers to buy the
hurry, maybe traveling at night, or take a rest and leave without Regal Herbs from the Band, if they have any left, but is blocked
haste. If the characters don’t take a rest, they automatically by the even more far-sighted merchant. The two end up joining
gain 1 level of exhaustion. forces and devoting their future to the profitable cultivation
of the plant, which they name “Basilic”, synonymous of the
If the characters arrive in Lungariva at night, the city gates Archaic “Regal Herb” and reminiscent of “Bavalisk”.
are locked, and the only access point is the Night’s Gate,
well-guarded by guards (4 queen’s guards, 1 chiefguard). If Meanwhile, some of those attacked by the poor bavalisk
the raid at Bafer’s house occurred during scene 3, the night are still suffering from the milder effects of the monster’s
guards could recognize the Band as the criminals who helped venom, while Tristan is seemingly starving after several days
the Minstrel. If the Knaves mention their mission’s success in a coma. To solve all these problems, Master Savage and
in front of the guards, those could decide to steal the Regal Baciccin organize a spaghetti party directly in the mansion’s
Herb to obtain the merchant’s payment. courtyard, based on pasta dressed with the “Prodigious find
If the Band is still on time to save the petrified young man, of Mount Veturia”.
a final twist awaits them right at the da Prà’s house: a matador To cut a long story, everyone soon refers to the sauce as pesto,
has captured the ferocious bavalisk (decrepit bavalisk) who in honor of the pounding the Band endured to get hold of it.
had injured Tristan in the forest and led it on a cart, secured Buon appetito!
in a cage, right into the palace courtyard. Baciccin is there,
in front of the beast, not sure on what to do, together with Saint Giobatta’s Necklace
a sawbones who seems intent on trying to extract the venom Relic Rare
using a pair of strange pliers. Suddenly, the beast wiggles out This powerful amulet includes a callus of Saint Giobatta,
of its shackles, freeing its jaws from the noose and opening the patron saint of Lungariva. While wearing this relic, you
weak door of the old rusty cage. At that point, the monster have advantage on saving throws made against the petri-
jumps out in the courtyard attacking the merchant and his fied condition.
courtiers but not before having blown its terrible bad-breath
on the matador, who falls to the ground restrained. Before Regal Herb
continuing, it is necessary to defeat the horrible thing. A bright and fragrant green plant, with small leaves that shine
The Knaves might realize that that specific bavalisk’s exemplar in the sunlight. A creature that ingests at least 12 leaves of
seems to be particularly old with a successful DC 13 Intelli- the Regal Herb plant, regains a number of hit points equal
gence (Nature) check. The beast is missing several teeth, its to 2d8 + 4. A character who uses a herbalist’s bag with the
eyes seem dull, and its legs move as if arthritic and cramped. plant can grind and blend all Regal Herb’s leaves and 1/4 flask
Could the age of the monster be the reason for the unusually of Piccadora’s Holy Oil with a successful DC 20 Intelligence
weak effects of its petrifying powers?! check. A creature that consumes the mixture created in this
way gains the benefits of a greater restoration spell.
Conclusion
After defeating the Batta’s Bavalisk, Baciccin and the herb-
alists take the leaves and crush them in a mortar together
with part of the Holy Oil, obtaining a fragrant green cream,
which they immediately feed to poor Tristan with a spoon.
The magical pesto does its duty, the stone seems to slowly
recede, allowing flesh to re-emerge, and finally Tristan returns
to his normal color and recovers. In the meantime, good
Master Savage, moved after learning of the role of Holy Oil in
restoring the young man’s health, reaches the da Prà’s mansion
with another cruet of oil that he kept in the pantry.
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Pesto alla Lungarivese
Decrepit Bavalisk
As the bavalisk gets older, its powers significantly modify Decrepit Bavalisk
their effects, and it becomes quite a bit weaker, but it gains Medium monstrosity, unaligned
the ability to perceive the world around it even in the most
Armor Class 14 (natural armor)
impenetrable darkness. Hit Points 60 (8d8 + 24)
Speed 30 ft.
actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) piercing damage
plus 3 (1d6) poison damage, and the target must
succeed on a DC 13 Constitution saving throw
against being magically petrified. On a failed save,
a target begins to turn to stone and is restrained.
The restrained target must repeat the saving throw
at the end of its next turn. On a success, the effect
ends on the target. On a failure, the target slowly
begins to petrify and is incapacitated for 10 days
at the end of which it is petrified until freed by a
greater restoration spell or similar magic.
Petrifying Bad Breath (Recharge 6). The bavalisk
exhales petrifying gas in a 15-foot cone. Each
creature in that area must succeed on a DC 13
Constitution saving throw. On a failed save, a target
begins to turn to stone and is restrained. The
restrained target must repeat the saving throw at
the end of its next turn. On a success, the effect
ends on the target. On a failure, the target slowly
begins to petrify and is incapacitated for 10 days
at the end of which it is petrified until freed by a
greater restoration spell or similar magic.
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Again!
Introduction for Knaves Under Casella’s spell, Nina revealed the secret of the half-
While roaming remote lands in the North of the Kingdom woolly sow, a prophecy that she herself saw come true by magic
(far away from Tarantasia), the Band is joined by an im- at her kidnapper’s command: whoever managed to capture the
posing young man with a statuesque physique and a naïve, mystical animal would one day become king of Tarantasia.
good-natured air. Alone and totally lost, the handsome lad Having confided the legend to Casella, the young befana had
waves his arms and approaches the Knaves, asking for their another vision in which she saw Belloveso, a handsome fledg-
help. After introducing himself as Belloveso, the likeable ling leader. Despite her restricted conditions, she somehow
dunderhead mumbles sheepishly that he is desperate be- managed to send him the first vision described above. Why
cause he has a mission to accomplish but is unable to reach Belloveso, instead of any one of thousands of cleverer, more
his destination, Tarantasia. skilled, and closer possible saviors? Neither Nina nor Belloveso
Discouraged by the numerous failures and misadventures know this yet, but the Band will accompany Belloveso in his
suffered during the last few weeks owing to his lousy sense exploits, as he tries to save Nina. They will challenge the evil
of direction, Belloveso opens his purse and shows the Knaves Count and witness the final revelation.
a fair amount of gold nuggets and gems, worth about 150
gold pieces: these will be theirs, he says, if they help him find Scene 1 – The Polentoni’s Inn
a certain Nina who awaits him in Tarantasia, where she will The first tavern the Band reaches when they arrive in Taran-
fulfill his destiny. tasia is the Polentoni’s Inn, where many rumors and very
Looks like the Band has found a sitting duck to pluck. important clues can be gathered.
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The Divine Sow
Avventore
Dazy - Once an attendant of the city Patriarch, Barbosio V, he was thrown out for not knowing how to harmonize in the choir (he
says), and for his bad drinking habit (says everybody else).
Rumor: Barbosio, visibly altered by alcohol, claims that a few months ago, at Barefoot Lake, he saw a beautiful young girl with
golden hair walking on water (True).
Cootie - Lanky figure with an intellectual attitude, although a bit dizzy. She’s got thick curly hair and green eyes.
Rumor: It is said that three befane live on the edge of Barefoot Lake. They’re not evil, maybe a little grim, and one of them
is a girl with golden hair called Nina (True).
Pooch - Fun and likable face-puncher, professional hitter, wise, and always ready to play. If he doesn’t understand something, he
scowls and prepares to strike first.
Rumor: The man declares that the city’s true lord is Tarantasio the dragon, who protects the city from all invaders (True).
Guy Rich - A former rich man with haughty and arrogant ways, always talking about his past deeds and riches and constantly
trying to sneak into new partnerships.
Rumors: Once, he met Tarantasio for a trade deal and saw its immense treasure, but a spell made him forget where the access to
its palace is (False).
Bleaty - A beautiful swordswoman with curly blonde hair and a pair of big, blue eyes. She has traveled the world by boat, sailing
seas and rivers, but she always returns to Tarantasia when she can.
Rumor: In order to summon the Three Befane of Barefoot Lake, you have to throw a pair of boots into the pond (True).
Giovanna and Artemio - Two good-natured peasants (mother and son) who have decided to open a fruit and vegetable shop in
the city. They’re waiting for their cousin Severino who will certainly have information for Belloveso. However, Severino will never
show up at the inn.
Rumor: Tarantasio is no longer the dragon it used to be, because it now believes it is the King of the City, and it is also eating
children (False).
Jasonion - A ruddy and cowardly nobleman who exaggerates all his tales, always closing them in tragedy. Lover of the inn’s onion
soup, his breath can stun!
Rumor: He is convinced that Tarantasio will soon attack the city, destroying everything (False).
Drastic - Warrior with brisk manners and a foreigner accent. He is looking for his horse, which was stolen from him; he is also
convinced that his curses will find the thief way before him.
Rumor: The halfwoolly sow is a cursed animal, known to possess dark powers (False).
Fofò the Jester - An elderly and histrionic poet and actor who often expresses himself in nonsense phrases and jibber-jabbers.
Rumor: The prophecy of a halfwoolly sow that would allow her troubadour to become king of Tarantasia for a day is well known
among bards and minstrels, but so is that of the halfsowy wool that would become day for one king once found in Tarantasia
(True?)
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Meanwhile, a ridiculous charlatan performs on the tavern If the characters, for whatever reason, fail to summon the
stage, playing a poignant violin solo: Ubalthus the “Wizard befane, a talking frog leaps a couple of meters from them.
of Segarate”, a not very talented guiscard whose real name is After claiming to have followed them for a while and heard the
Baldo. If the PCs want to talk to him too, Ubalthus will actually name “Nina” repeatedly uttered by the group’s tormented big
become very excited about Belloveso’s quest, and offer himself man, the animal asks the Knaves why they are visiting the lake.
as his court magician, something that the future “king” accepts If the characters reveal that they are looking for Nina, the
willingly, not realizing that he is dealing with an imbecile. frog transforms into a befana in the flesh, a Junoesque lady
However, the Wizard of Segarate knows Julius Casella, one of dressed and made up sumptuously, the Mabilia. The befana
his old classmates at the Fosco of Burrasca’s Correspondence calls her sister out of the water with a croaking bark. An
School of Magic, and a much more recommended (gifted) old woman with skinny features called Terenza walks out of
student than him. If the Band returns to question him at the the lake. They are two creepy-looking befane, yet apparently
right time or decides to welcome him into their ranks, Baldo good-natured. They are very well known in the region, and
could even prove useful. they’ve got an almost legendary aura, also because of the sweets
The dive patrons are pleasant people, but they could clam they cook during holidays and sometimes offer to the locals.
up like hedgehogs in front of pagans and foreigners in general, If the Knaves let Belloveso tell the story of his vision, the
and Belloveso doesn’t look like a local at all. In case of rising befane are willing to share what they know: Nina is their
tension, Ginetto and Michelone will play the “Siresa” (dialectal “younger sister”, and she’s got girlish features; a few months
expression for “cherry”) trick: they put a basket of fruit on the earlier, Nina fell in love with a handsome young man with
table and ask the characters to pick one “siresa”. If a PC takes thick hair and a charming attitude, but after a few romantic
the wrong fruit, the atmosphere around them could heat up, rendezvous, she never returned. The befane do not know
and the Drastic could even demand a brawl. Otherwise, everyone much about the man, except that his name is Julius, and
will be ready to talk with the strangers. he manifested mild magical abilities. Regarding the elusive
“halfwoolly sow”, however, the two witches don’t know a
Scene 2 – Panettone of the damn thing.
Three Befane The witches tried to track Nina through a magic ritual,
Just outside Tarantasia, there’s Barefoot Lake, a placid artifi- but without success. Unfortunately, they also cannot leave
cial lake used as a fish pond and a rest area for those leaving Barefoot Lake, unlike the younger sister who they used to
the city. All along the way, a nervous Belloveso mulls over send out to run errands.
and over regarding his vision, and repeatedly invokes Nina’s However, they know a powerful culinary ritual that may help
name between one grunt and another. them locate Nina, but they need three specific ingredients,
If the Band goes there to investigate after the gathering difficult to find inside the forest!
of rumors about Nina at Polentoni’s Inn, they could know that The Band will be able to get the ingredients by visiting
the only way to make Terenza and Mabilia reveal themselves Tarantasia and its surroundings.
is to throw their boots into the lake. This information can Roll 3d4 on the Panettone of the Three Befane’s Ingredients
be acquired by collecting rumors from passers-by or with a table to determine which ingredients the characters need to
successful DC 15 Intelligence (Arcana or History) check. recover.
“All the year, I am looking for the summer, and suddenly, here it is.
She left for the beaches, and I’m alone, here in town,
I hear whistling over the roofs a creepy streagle that goes away"
- Tarantasian popular song -
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The Divine Sow
Once they know the three ingredients, the characters can Pig
go out looking for them. Following, the location of each Almost any farm near Tarantasia has got pigs, but it is
of the 12 ingredients in the Panettone delle Tre Befane’s also possible to buy a tarantasio salami in every self-re-
Ingredients. specting dive in the city.
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transformed her into rigid, cold metal. The wizard is a certain
Scene 3 – The Cast Iron Julius Casella, a skilled spellcaster who aspires to conquer the
Dungeons city. After discovering the woolly sow’s prophecy, Casella reg-
Close to Tarantasia’s Circle of Rods, below the Covered Dis- ularly goes to a place just outside Tarantasia where, according
trict, there is a place halfway between legend and reality: the to some watered-down visions, the prodigious animal seems
Ferraccio, also known as the Cast Iron Dungeons. to be alive: the Star Mount.
With success on a DC 20 Intelligence (History or Arcana) Meanwhile, Belloveso picks up Nina as carefully as his big
check, the Knaves may be aware of the following information: hands allow. The two begin to whisper to each other, getting
lost in who knows what conversations. To fulfill the rest of
• It is said that a brilliant and crazy nonexistent once the prophecy, the characters have to reach the Star Mount
lived here, Guiniforte del Solaio, the inventor and and find the magical sow, before it’s too late!
scrap-metal dealer who settled in a forgotten dump in
the city. Without being noticed nor disturbing anyone, Scene 5 – The Very Bristly Pig
this bizarre individual dug, expanded, and furnished an The Star Mount is located north of the city. It is not a real
immense dungeon, transforming it into a secret district, mountain, but a hillock, and it is not easy to reach due to
half cluttered with endless junk and half designated as a the thick and nauseating fog and the swamp surrounding it.
laboratory for its inventions and creations. The area is infested by a Will-o’-Wisp that could attack the
• The nonexistent Guiniforte created numerous creatures Knaves wandering the area.
of metal and tin, self-propelled passages, and mysterious The Knaves can cross the marsh by building improvised rafts
devices, which still dwell among these remains even after with rotten trunks or by swimming. However, the waters are
its disappearance, although they mostly lie in rusty and unnaturally freezing: Any creature that dives into the swamp’s
disastrous conditions. waters must succeed on a DC 14 Constitution saving throw
or suffer one level of exhaustion. Once on the other shore,
Guided by the hen, the Knaves venture into the dungeons it is possible to notice from a distance a pig fleeing along
and most likely will encounter a series of difficulties caused the mountain’s slopes while a bizarre individual runs after it,
by the precarious state of the Ferraccio. This section is entirely throwing bolts of colored fire.
left to the Condottiero’s discretion, who can use the traps and It’s time to face Count Julius Casella, and all his tricks.
challenges proposed in the Dangers and Pitfalls of the Kingdom’s
Dungeons paragraph of this book (p. 74).
Note: the hen will tirelessly guide the group through the end-
less maze toward the room where Nina is kept captive. Even if
the animal is hit or hurt, it surprisingly never dies and keeps
following its magical mission.
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The Divine Sow
If the Knaves defeat the treacherous and charming spellcaster, The Befane’s Footwear Collection
the halfwoolly sow approaches them gratefully and cheerfully Over the course of dozens of years, the muddy bottom of
growls next to them. It is a half-common and half-covered- Barefoot Lake has been filled with endless pairs of shoes of
in-turquoise-coat animal, clearly a creature born from that every shape, size, and color. Though moldy, soaked in water,
same Extravaganza that moves everything in the Kingdom! full of mud, algae, and who knows what else, in the Kingdom
The sow wants to break free, go back to her mountain, and of Brancalonia, an extra pair of boots can only be useful!
tries to communicate something to the Knaves, grunting Furthermore, so great is the variety that characterizes
incomprehensibly. The only one able to understand the sow the Befane’s footwear collection that the presence of some
is Nina, who acts as an interpreter between the animal and steeped in Extravaganza clogs, boots, or ankle-boots, cannot
the characters. be excluded!
If it gains its freedom, the turquoise pig uses its extravagan- Each Knave that accepts the gift of the befane must roll 1d4.
zian powers to allow the Knaves to make a wish. Nina puts If the d4 roll result is 4, the pair of shoes received is magical.
pressure on the young pagan for fulfilling his destiny, telling The Condottiero can choose one of the following items:
him: “Hurry up, ask the sow to become King of Tarantasia, • Tip-Top Flip-Flops (Slippers of Spider Climbing)
and the prophecy will come true!” • Pilferer Booties (Boots of Elvenkind)
Of course, Belloveso has already forgotten his elusive “king- • Jumpin’ Jackboots (Boots of Striding and Springing)
dom” and has no intention of using such a powerful gift for • Zippy Scuffs (Boots of Speed)
such a purpose. Instead, he insists on using the wish’s power
to free the poor girl from her golden imprisonment. Count Julius Casella
Count Casella is a gifted guiscard, NE, with the following
Conclusion modifications:
unique power
Terenza and Mabilia have the following unique
power: Change Shape
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In Search for Quatrins...
Again!
Scrapiron Cluster
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
- 118 -
Tarantasia
During the Draconian Empire, the ancient center of Medion- With the Serpent forgotten or ignored, along with everything
anum was a small market and trading stronghold founded by that its terrifying presence implies, Tarantasia is now consid-
a population of dwarves from beyond the Crown Mountains, ered the Kingdom’s “capital of the north”. Rich, influential,
shrouded in fog, and surrounded by rivers, forests, and marshes. and open to Occasian fashion, this municipality has opted for
After the Fall of Plutonia, the small fort and the rest of the an exquisitely plutocratic meritocracy, founded on its domi-
Pagan Plain were hit by a devastating series of crises composed of nant mercantile and bourgeois middle class. Here, men and
famine, invasions, and plagues. Last but not least, in the second women of all origins, morgants, sylvans, marionettes, pantegans,
century AD, it was chosen as its lair by a huge earth dragon and all sorts of bizarre creatures, are admitted and evaluated
known as Tarantasio, who finished off the local population exclusively on the basis of their wealth and objective ability to
of dwarves and settled in the city’s bowels. Far from being a achieve it. Hence, it is not uncommon for major lineages to
brainless predator, Tarantasio was a shrewd planner: having include strangers, subraces, and half-breeds, and the number of
exterminated the dwarves, the monster came to terms with Tarantasian women in positions of power is constantly growing.
the local humans, pagans, peasants, and farmers, and became In squares of polished porphyry you meet all sorts of guiscards
their tyrant and protector. In exchange for a continual supply and harlequins, courtesans and gigolos, all of whom work hard
of herd animals and other perks, Tarantasio allowed the people to earn a living and achieve their dream of owning a villa on
to found the city anew and to thrive within its walls, defending the lake, sooner or later. Even jinxes are acquiring credit among
them from outside enemies as the need arose. entrepreneurs and merchants, who hire these professionals to
Renamed Tarantasia, the city expanded, growing enormously cast the evil eye on their rivals while devoting themselves to
in size and wealth, particularly in the middle centuries of the gallant conquests (hence the motto “Brugna e Affatturato”, that
Thousand Years’ War. The city, whose political organization is means something like “pleasure and hexed money”).
now municipal and whose vocation is eminently forward-looking In Galaverna, practically everyone aims at making a fortune
and business and craftwork-oriented, is considered one of the in Tarantasia, amassing enough wealth to retire for good from
most important in the Kingdom. their business or shop, and spending the rest of their life in
Coveted for years by lords from Overmountain (Frangese and a villa overlooking one of the region’s beautiful lakes, where
Altomannian above all), and rival at once of the darker and pilgrims flock, particularly in the warm season.
more elegant Vortiga, of the sunnier and agricultural Fioraccia, While the other municipalities of Galaverna and Pianaverna
of the haughty and aristocratic Tauringa, and of Lungariva, are extremely free and independent, compared to the norm in
reaching indomitable across the western seas, Tarantasia slowly other parts of the Kingdom, the fact is that the lords of Taran-
emerged among the cities of Pianaverna and Galaverna as the tasia have been striving to gain control over both these historic
most powerful and successful model of mercantile municipality regions for about a century. Only the rivalry between the city’s
that the Bounty Kingdom ever expressed south of the Crown. two main families has prevented Tarantasia from dominating
Events linked to Tarantasio and the dwarves are now glossed the entire north: the ambitious Dusconti are the greatest army
over and avoided, or treated at best as legends; few people captains within hundreds of miles, while the rich and ancient
believe that the monster still lurks in the city’s foundations. For Del Torrione maintain control over fiefs and landed wealth.
some mysterious reason, the municipality’s consuls, mayors, Hilly Tarantasia is a rich and well-kept city, divided into thirty
and captains of the people unanimously brand any statement small but well-organized districts, and surrounded by tall towers
regarding the “Serpent” as groundless nonsense or a minor, distributed along its Ringwall, aka the “Bastioni”, an impreg-
insignificant matter of the past. nable circuit with numerous fortified gates. These overlook
In the middle centuries of the Millennium, Tarantasia also the Naviglia, the city moat, straddled by stone bridges (already
endowed itself with its own patriarch, whose importance is mined against possible sieges) connecting with the region’s major
reputed to be equal to that of his peer in Vaticin City. Having roads to outlying municipal towns. The center of municipal
no intention of bowing or reporting to an authority as remote as life is the very wealthy Piazza dei Mercanti, while the most
that of the “Alazian Thief”, Tarantasia and its merchants created impressive building is the Veneranda, the city’s Cathedral, and
their own religious doctrine and their own version of the Creed, the heart of Barbosian worship.
which they called “Barbosian” after its first leader, Barbosio I.
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Legend for the
Knaves
1. Naviglia
2. The Bresciamasca
1
3. Mills and prenses
4. The Polentoni’s Inn
5. Palazzo Dusconti
6. Piazza dei Mercanti
7. Merchants’ Loggia
8. Barbosian District
9. Cathedral
10. Palazzo
10. Palazzo del Podestà
11 11. Via
11. Via Monte Caprileone
12. Nettle
12. Nettle District
Again!
10
7
6
In Search for Quatrins...
5
8
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2
9
4
12
3
Tarantasia
7. Merchants’ Loggia. New headquarters of Tarantasia’s 12. Nettle District. Consisting mostly of gardens and open
Corporation of Merchants since a fire destroyed the spaces, this district resembles a little piece of countryside
previous seat, this is also known as the Palazzo Mezzanotte transplanted into the city – complete with bandits, pagans,
(Midnight Palace), after the current head of the corporation, and brigands. Most of the houses emerging between the
who paid for the building’s reconstruction out of his own alleys and rows of vines are taverns and dives frequented by
pocket. Mezzanotte, a very rich Nonexistent, is said to be thieves, swindlers, guappos, bravos, and idlers of all sorts.
very honest and extremely reserved. The fact that few can
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In Search for Quatrins...
Again! Legend for the
Condottiero
1. Covered District
2. Segarate
3. Ratcatcher Corporation
1 4. The Torrione
5. Bollate
3 2 6. Dwarf Tower
7. Criminfest Headquarters
5 8. Priory of the Adder
6 9. Guiscards’ Lodge
10. Convent of the Dominicats
11 11. Bigcats Garden
4
12. Wolf District
10
12
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Tarantasia
where, at least along the main passageways, it renders its 8. Priory of the Adder. Of knightly origin, this religious
vermin-control services every day. order is only present in Tarantasia and is closely linked
to the Barbosian cult and veneration of Saint Anguillone
4. The Torrione. The tallest and most imposing tower who, according to a number of scholars, was the Serpent
in the city belongs to the family named after it, the Del itself. Since the retirement of Silvano della Berlusca,
Torrione, who alone compete in power, wealth, and founder of the order, the two hundred knights who
influence with the Dusconti. The current head of the congregate here are commanded by Azzodice Dusconti,
family is Morgantino, thus named because he has morgant eldest daughter of the Duke.
blood in his veins and is over seven feet tall. Morgantino
del Torrione is a magnate with boundless land properties, 9. Guiscards’ Lodge. This elegant and luxurious building
a lover of peace, though he is not prepared to tolerate is the main seat of the Kingdom’s order of the Guiscards.
direct affronts from his rival Azzoguardi Dusconti, This is where leading families of the north send their
the current Duke. Rather than surround themselves most promising cadets to enable them to acquire arcane
with armed men, the Del Torrione favor accountants, knowledge and skills of some kind. Plenty of initiatives
notaries, courtiers, and cooks – and even jinxes, whom and searches are regularly planned at the Loggia, and
they employ to cast spells on their opponents: indeed, ambitious Knaves can always find an interesting job there.
Tarantasia’s motto derives from this family custom. Jinxes It is whispered that a plaque in the internal courtyard of
in town will almost always find a Del Torrione ready to the Lodge marks the place where old Duke Prospero was
offer him credit and a few jobs. shipwrecked: a mysterious lost island in the heart of the
Half Sea, enveloped in a perennial storm...
5. Bollate. Unlike nearby Segarate and the Covered
District, Bollate is inhabited by middle-class Tarantasian 10. Convent of the Dominicats. Accessed through cat
families of ancient local origins, engaged in ordinary flaps traditionally left open night and day, this monastery
city life. The district’s peculiarity is its ancient, twisted, is home to about forty Dominicats (half of whom are
and intricate aspect, for which it is also known as “the wolfcats), always keen to hear secrets and rumors on what
Labyrinth”. This is the best area for Knaves looking for is happening in the rest of the Kingdom.
accommodation in the city: suitably distant from both
aristocrats and Knaves of other areas of Tarantasia, it offers 11. Wolf District. The southern districts of the city
reasonable, honest prices, and affordable equipment. often throng with travelers, mercenaries, and foreigners,
particularly from Overmountain, seeking employment
6. Dwarf Tower. Once standing in the heart of the ancient in venture companies, bands, gangs, and all sorts of
dwarf city, the tall watchtower now barely protrudes from formations. If the Knaves or condottieri are seeking
the current level of the ground. A fine example of long- bizarre characters of a kind, race, or class not commonly
lost Medionanum’s ancient architecture, this massive and found in the Kingdom, this is where to look. This is also
still-solid construction has been restored and opened the headquarters of Manuelomeo Colleoni, a ferocious
to visitors. The family of pantegans that manages entry captain of fortune who always welcomes new recruits
fees is available to guide you through a maze of vaulted within the ranks of his companies.
passages that are none other than the ancient streets of
the original city. The deepest rooms of these dungeons, 12. Bigcats Garden. This picturesque urban park is named
lying underneath all kinds of catacombs, dungeons, and after the huge, grotesque statues of felines that adorn
sewers, are said to lead to the lair of the Chief of Chiefs of it. According to a local legend, however, none of these
Crime and Political Power of Tarantasia, the Old Serpent sculptures are the result of human handiwork: a hundred
himself, in scales and bones... years ago, according to the legend, a legion of Mammon
Cats was spreading death and destruction to the north
7. Criminfest headquarters. This gloomy black of the Kingdom, slaughtering all the adventurers and
palace is the seat of a Malebranche family dedicated for paladins deployed to stop them. It was the archmage
centuries to the abject art of finagling. United in a coterie Zurlone de’ Turturellis, a guiscard in the service of
of notaries, lawyers, and financial and entrepreneurial Queen Menalda, who stopped the monstrous creatures
consultants called “Criminfest”, they are so skilled, and turned them into stone. Too heavy to move and
ruthless, and renowned that they are generally referred too enduring to destroy, the forty-two statues have been
to as the “Devil’s Advocates”. Their clientele includes the there ever since. It is also said that two of those creatures
richest and most powerful lords of Galaverna and of the escaped the guiscard’s spell and are still haunting the
entire north of the Kingdom, and they are rumored to Kingdom.
have been representing the earthly interests of the Serpent
for generations.
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In Search for Quatrins...
Again!
A Criminese Novel
A Job set in Penumbria for Seasoned Knaves (5th level), by Jack Sensolini and Luca Mazza.
Introduction for Knaves and enter Sylvatrocious forest, where they are to intercept a
After loitering in the dusty corners of their den and post- convoy of four scapegallowses hired to replace the deceased
poning this ominous moment for as long as they could, the players. The four are headed by the morgant Tordogo, native
Knaves have been summoned yet again to the deadliest re- of Maremma Impestata, who peddles his bullying and football
gion of the Kingdom, Penumbria, to work at the service of talents to the highest bidder around the Kingdom. Once
an old acquaintance: the fallen noble, great son of a pelicarp- they manage to pass themselves off as reserves, the foursome
er, Lapidario de Mali. will participate in the match, and investigate what is actually
Known for his penchant for prophecies, the rogue has already happening from within the team’s dynamics.
organized the Knaves’ journey and they are to meet him at Under the watchful eye of the Band, the culprits will hardly
the usual place: the Castracockerel dance hall, in the heart go unnoticed: the athletes were poisoned by the Crimini team’s
of Crimini. doctor, under heavy threat from Norberto Oltraggio, aka
Escorted by Grincia, the smuggler employed by Lapidario Outrage Norb, the historic captain of the team, and by Tonino
who knows every trick to get in and out of the Mistide, the la Carogna, generally referred to as Tony Rotten, head of the
Band enters Penumbria and the City of the Cupola without local fans. The hardest part for the Band will be framing the
too many problems. traitors and proving their guilt and their own innocence...
Here, the guards, bravos, cutthroats, and gangs all have the without losing their skins in the process!
same fixation: the imminent football challenge taking place
ten days from now. Football is a damn serious business in Scene 1 – Wiseguys
Penumbria, and the melee between Crimini and Orbino, the The Knaves reach the Castracockerel dance hall, where they
deadliest event of any midseason. receive instructions from Lapidario and an advance on their
It’s a well-known fact that no Penumbrian Football match pay. They are free to place prophecies, collect rumors, and
ever ends without at least one death, but this time the athletes start fights.
have started to die before the match has even started, and in
the fiefdom’s suburbs, there is talk of a round of rigged proph- Scene 2 – They call him Tordogo
ecies. Nothing new, of course: after all we are in Penumbria... The Knaves head southward along the Via Cappia to inter-
cept a convoy of players hired to replace the dead ones. They
“Hell, no!”, exclaims Grincia, “you can cheat on anything have to face them or pay them to leave.
here, but not on football!”
Scene 3 – Prey for the Win
Introduction for the Introduction to the team and trial match to decide on start-
Condottiero ing players and back-ups.
Lapidario de Mali is no saint, but he’s an honest patron,
at least from the Penumbrian point of view. True, the jobs Scene 4 – Any Given Prophecy
he procures for his Knaves are suicide missions with a high The day of the challenge has arrived: this time it’s the real
mortality and failure rate, but he hardly ever plays dirty and, thing. The Knaves will end up straight on the field as start-
above all, he always pays an advance. This time the agreed ing players, and will have to try and win the game while
fee is 300 gold pieces, and the Knaves’ task is in fact linked sorting out the whole matter.
to the match that has been in the pipeline for months: they
must infiltrate the ranks of the team, investigate the athletes’ Conclusion
suspicious deaths, figure out who lurks behind the round As with any job in Penumbria, getting home alive after com-
of rigged prophecies and, last but not least, save their skins. pleting the assignment is the hardest part, but you never
In short, the Knaves will need to equip themselves with know: this time the Knaves might even make it...
spaulders and groin guards and get ready to smell the scent
of weapons. Once they have accepted the mission, they will
have to take the Via Cappia southward, towards Pertugia,
- 124 -
A Criminese Novel
- 125 -
In Search for Quatrins...
Again!
The Unseen offer to escort the Knaves, but they want to Then they are introduced to the rest of the team. Here are
be paid 15 gold pieces for the job. If the Knaves do not pay the main kickers:
for the Unseen’s services, traps set by them are added to the
random encounters in the Sylvatrocious forest. The Captain: Outrage Norb, also known as the Divine
If they pay them, in addition to a guide, the Band can stop Butcher. The fans’ idol, undisputed controller of the
for the night in the huts they find along the road. The cabins midfield, collector of opponents’ shinbones and remains.
are safe havens used by the Unseen, providing: spartan beds, Of humble origins, born in the slums of the city, since
frugal meals, the possibility of buying and repairing weapons, he entered Crimini’s first-team, he has never lost a match
armor, and survival items. Also, here characters can deliver against Orbino.
or take forest beasts’ rewards and bounties. Each cabin has Rotten: Morgant lead supporter, affiliated with the Vaioli
a stable where animals can rest and feed and, as long as the clan. Dedicated to criminal support and all kinds of illicit
Unseen get paid, nobody gets robbed. trafficking. Responsible for the choirs and fistfights outside
On the third day of walking, if the Band has survived the and inside the stadium.
Unseen’s traps and the monsters of the forest, they come across The Coach: Sbronzo “Slaughty” Scannà, a stocky little man,
the diligence they are looking for: four gallows birds called severe and obsessive, a tactics perfectionist, proud of his
to substitute for the deceased athletes, escorted by Tordogo, many career achievements as a player and as a coach.
the ferocious entrepreneur who selected them from the Per- Frullo Frulli: Tall, skinny, and shaved, all nerves and malice.
tugia prison and sold them to the Crimini team. They are He’s usually too busy offending to think of defending.
four dragoons with no armor. Gorgolino called Fin: Beefy brawler with a difficult
personality and an easy uppercut.
At this point, the Knaves have two options: Vrecchiuti, known as the Gaucho: Skilled and silent little
1. Pay Tordogo and the reserves the same price offered by the man, thinks it’s more important not to get hit than to land
Crimini to play the game, naturally with a small surtax, a hit.
for a total of 50 gold pieces. Farmo, called Juju: Goalkeeper of the team. Cheerful,
2. Make their steel do the talking. It’s time to draw the with ape-like arms and feline agility, he loves to joke and
metalware and put them offside. make fun of newbies. Strong in coming-outs and training-
skipping.
In both cases, the Knaves can retrieve the football players’ The Doctor: Malandro “Croaky” Schiattarella, gloomy,
clothes and armaments: spiked boots, helmets, bibs, shoulder cold, and deadly. A man of few words.
pads, shells, clubs, bats, and brass knuckles.
At this point, the Knaves have to take part in the training
Scene 3 – Prey for the Win match to decide formation, tactics, first-team, and reserves:
If the Knaves have enough cash to bribe Tordogo’s Band, survivors and substitutes are now enough to build two teams
or blades sharp enough to beat them in an armed dispute, of seven people. The Band is also divided between the two
they can return to Crimini and present themselves to the sides randomly.
rest of the team as the reserves. Nobody cares if they are the
promised players, as long as they look capable and willing The training match uses the rules of Penumbrian Football
to kill somebody on the pitch. It is good to remember that described on page 64 of this book with the following mod-
the Penumbrian game rules allow only humans to partici- ifications:
pate, including gifted and sylvan people that do not draw The Entering the field phase is not performed, and Crowd’s
too much attention. When they return to Crimini, there are favor points cannot be earned. It is also desirable to play only
only two days left before the game and, in the city, people the first half of the game at this point in the adventure.
can’t seem to think of anything else. Unsporting choirs and
banners animate and decorate the town. Carousels and pa- At the end of the training match, the athletes return to
trols of fans are everywhere. Even the street gangs and the the locker room. A bowl of warm SanMortese is waiting for
guards are involved in the general madness. them, served by the lead supporter Rotten, who cheerfully
The reserves are admitted to the Stadium Fortress, where congratulates, criticizes a bit, and gives his own suggestions.
the home team’s last days of retreat occur before the match. The soothing massages of the Doctor restore the aches from
They are welcomed at the practice match by a handful of fierce the fistfight on the pitch. Then, as a pre-match tradition, the
fans led by Tony Rotten and Outrage Norb, the historic team whole team moves to the Castracockerel for a reserved and
captain. Rotten and Outrage explain to the Knaves the supreme exclusive dinner. It could be the right moment to put on a
importance of winning the tenth consecutive match against Brancalonian Buffet among the kickers, played with the Fine
the arch-rivals from Orbino. The “Tenth” - as fans already Wine variant (see the Brancalonia Setting Book, on page 58).
call it - would represent an historic humiliation, never seen
before in more than a hundred years of Penumbrian football.
It would be accompanied by parades, punitive expeditions,
and weeks of celebration throughout the whole city.
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A Criminese Novel
Scene 4 – Any Given Prophecy At the end of the first half, the teams return to their respective
The next day, while on their way to the stadium, the locker rooms. If the Knaves aren’t making a complete fool
Knaves are joined by a street urchin who delivers a mes- of themselves on the pitch, they will see Doctor Schiattarella
sage to them before quickly disappearing among the crowd becoming obviously more and more nervous. The Doctor
packing the street. will then try to poison the healthy team members, too, while
The ocher ink that stains the note reads as follows: “Crimini giving them water to drink; however, the tension makes his
must lose today. You help, you get the gold. You don’t, you attempt far more clumsy than expected, and the Knaves can
get the blade”. The message is signed “Dead Geese”. easily notice it with a successful DC 10 Wisdom (Insight or
To find out who the Dead Geese are, characters can make a Perception) check.
DC 14 Intelligence (History) check. A Knave from Penumbria If they do not notice the Doctor’s clumsy attempt, they must
does not need to make the check. make a DC 16 saving throw on Constitution or be poisoned
The Dead Geese are the deadliest gang in Orbino: bravos, for 24 hours. If they catch the Doctor in the act, he panics,
guappos, and the worst kind of assassins. spilling the beans at the first hint of violence, and collapsing
Their flashy clothing quickly identifies them, always accom- into hysterical tears. The real instigators are others: Captain
panied by a feathered hat and an ocher-colored cloak. Outrage Norb and Rotten. They blackmailed the Doctor,
Unfortunately, the game’s start time is tremendously close, threatening to kill his wife and children.
and the characters should hurry to get to their destination. In fact, Outrage and Rotten sold the game for a considerable
Within minutes of the match’s start, some first-team members amount of baiocchi to the Dead Geese, who wanted to avoid
are struck by tingling, fatigue, and unbearable pain. Orbino’s tenth consecutive defeat at all costs.
The battered and feverish kickers are assisted by the doctor,
Schiattarella, who puts on a particularly convincing panto- Conclusion
mime of pretending to be exasperated and surprised that the If the Knaves lose or decide to sell out to the Dead Geese,
other players are in the grip of a sudden illness. Distraught they have to escape from Crimini chased by a crowd of fu-
and saddened, he tells the coach that the kickers are absolutely rious supporters, led by Rotten, who wants to erase all ev-
unable to enter the field, and it will be up to the reserves to idence of his corruption. The Job is considered failed, and
play the game. With a success on a DC 15 Wisdom (Insight) the Band will no longer be able to work for Lapidario: “all’s
check, the Knaves may notice that there’s something wrong bad that ends bad!” concludes lapidary, Lapidario.
with the doctor’s attitude: he seems too nervous, and some of
his reactions seem quite unnatural. With a DC 15 Wisdom If they manage to win instead, despite the captain’s inter-
(Medicine) check, the Knaves can diagnose that the kickers ference, they have two options:
have ingested some toxic substance and have been poisoned. 1. Join the city’s wild celebrations, which will bring them in
triumph, and take advantage of the hustle and bustle to
The match’s start is now imminent, and the coach Sbronzo knock out Outrage Norb and Rotten and then deliver
“Slaughty” Scannà, reluctantly, communicates to the Knaves them to Lapidario, who will send them straight in the
that they must enter the field as first-team kickers. Captain custody of the Casademoni and the Malavita.
Outrage Norb, fortunately, shows no symptoms whatsoever 2. Listen to what the two have to say: Outrage
and will take the field alongside the Band. He sets up a nice Norb and Rotten offer the characters half the gold
little pretense in which he inveighs against the patron saints received from the Dead Geese to get rid of them and to
of Orbino, against bad luck, and so on, but he does it very never have them talk about this sad sporting episode ever
well, so much so that characters must succeed on a DC 17 again. If the Band accepts, the next day at dawn, they will
Wisdom (Insight) check to realize that he is also not sincere. face the Dead Geese.
The teams are invited to enter the field. The atmosphere is This does not prevent the Knaves from delivering the two
burning-hot at the stadium, and Rotten makes unequivocal traitors to Lapidario anyway, once the skirmish with the
gestures from up in the bleachers: in case of defeat, all kickers Dead Geese is over. After all, this is Penumbria.
should expect nothing but a lynching.
The Knaves’ team has no reserves available.
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In Search for Quatrins...
Again!
- 128 -
Crimini
Crimini,
The Most Dangerous Place in the Kingdom
The Cupola City Companion
All the faults and evils afflicting other cities in Penumbria are For example, one of these bosses can claim a favor from
enormously amplified in Crimini. another in exchange for a pledge of honor: this can be col-
The fiefdom’s administration is in the hands of the Cupola, lected at any time and cannot be refused, ever, on pain of
the organization – made up of bosses heading the region’s bloody retaliation by the entire criminal affiliation.
most influential criminal families – that controls power rela- Another fundamental law is that no affiliate can be killed
tions and illicit trafficking. The dominion of the Criminese without the authorization of a boss, who in turn must account
Cupola reaches well beyond the city limits, and its black ten- for the corpse to the other godfathers.
tacles grope around most corners of Penumbria, but it is in Finally, the division of all dealings is clear and territorial.
Crimini that it decides and judges, sanctions and condemns. Any affiliate or independent who wants to go into business
The largest and most important Criminese family is that must respect boundaries and hierarchies. Anyone who refuses
of the Malavita, currently heading the table at the Cupola’s to pay or voluntarily evades bribes suffers serious and per-
meetings, and therefore topping the hierarchic pyramid of manent retaliation.
the region’s entire underworld. Promises notwithstanding, truces between gangs and cliques
Also formally Dukes of the fiefdom, the Malavita have been are ephemeral and broken at the slightest sign of insolence:
placed in command by the Gualtieri to sanction an actual after all, Etiquette is merely a feeble convention to stop
state of affairs and avoid further internal wars. people from killing one another from morning till night.
The Malavita are related to the Istranian family of the Cas- When it comes to blades, the dons and gang leaders sum-
ademoni, assassins and corsairs of all seas, who moved to mon their henchmen to the outskirts, and the city limits
Penumbria generations ago. In addition to being the most are drenched with blood until the weakest surrenders or a
violent executive arm of the Underworld, the Casademoni remedial conclave is held.
control the city’s prophecies and gambling scenes.
In addition to the Malavita and Casademoni, the most pow- The Wiseguys
erful families in the organization are the Vaioli, the Reati, the The city of Crimini and its oppressed and bloodied fiefdom
Fecola, and the Spranghini clans. are the most violent and dangerous in the Kingdom.
The Vaioli, generally referred to as Pockmarks, are actively Around here, people appeal to the Saints’ mercy against
tied to the respect and traditions of Etiquette; they control slights and accidents of nature, but against men’s they turn
brothels and extortion, mostly in the traditional manner: that to the bravos’ blades – provided they have enough gold to
is, with unchallengeable violence and retaliation. buy their services.
Unlike the Pockmarks, the Reati, aka Robs, are a violent A Criminese bravo can easily be mistaken for a guard, or
and unpredictable family: they control muggings, second-rate an affiliate of the mob. This would not be far from the truth,
thefts and robberies, and clandestine fighting between men the basic difference being that a bravo answers only to him-
and beasts. self. He has no Etiquette, no hierarchical rank, no family
The Fecola, better known as the Candymen, are dealers and connections: he’s a mad dog that bites without so much a
pushers of bootleg spirits, poisons, and drugs. They control pop. Typical Crimenese bravos are well-versed in Penumbrian
most of the city’s distilleries and alchemical laboratories. fencing, and in the use of all close and long-ranged weapons,
Finally, the Spranghini, usually called the Bloodgeons, are a favoring swords, rapiers, parrying daggers, and foils. They
family of usurers, bookmakers, fences, and smugglers. They can ride, lie, speak multiple languages, write, and do math –
own the closest thing to pawn shops and stalls in Crimini, especially accounting – read maps and, if necessary, step into
and are the Cupola’s treasurers. the shoes of a thief or burglar. Bravos are generally hired as
security guards by city merchants, diplomats, companies of
Laws of Crimini: Etiquette matadors, or people traveling through hostile and bandit-in-
Every guappo, henchman, or corrupt guard affiliated with a fested lands, and they are far from cheap. In the streets of
mafia family of the Criminese Cupola, or gang, must neces- the Cupola City, a bravo usually works as a bodyguard for
sarily submit to a criminal code of conduct called Etiquette; prophets, merchants, big wigs, brothel madams, and their
this also applies to the powerful bosses. employees and family members.
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Tenebro River
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11
12
Dead Branch
Crimini
But when a bravo works for himself, or more rarely, with a anywhere near it. No matter how thorny a task, procuring
partner, he does so as a man-hunter. Penumbria is a breeding necks – of dons, lords of Penumbria, or even fugitives from
ground for rascals, brigands, and exiles on whose head hangs beyond the Mistide – for the city gallows is typically a job
a price, but no emissaries of the Royal Bounty dare come for a bravo.
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3. Black Market. The city market is held every day in this 8. Sgarri Warehouse. Among the various degraded
square, located in a widening of the Via Cappia. Aside warehouses on the island, this one in quite singular and
from the usual things you find in any market, all sorts animated – especially at night – by a constant coming
of smuggled, stolen, counterfeit, and fenced merchandise and going. It’s the Criminese lair of the Sgarri. Officially
are sold here in broad daylight, including relics, magical part of the Scotenna pirates, theirs is one of the crews
junk, weapons, and special items. All of these items are to that most afflict the Monstrum Sea. Its warehouses and
be considered shoddy or counterfeit. docks are used as the pirates’ city base. Anyone wishing
to sneak out of Crimini by sea, or deal with contraband
4. The Golden Piada. This high-profile fortified goods from Scotenna, will meet their match here.
dance hall is the most prestigious venue in the city for
performing bards, harlequins, minstrels, guappos, and 9. Dragoons Tower. This abandoned tower was occupied
artists of all kinds, and the one place that (usually) ensures by a contingent of Orbino dragoons and is now the
they will be spared beatings and mockery. It is also the company’s operational headquarters in the city. The
headquarters of the Spranghini family, and rumored to dragoons are not allowed to interfere with the Cupola’s
be their treasury. Succeeding in looting its dungeons affairs, but they use their lair as an enlistment, espionage,
would be the most profitable Big Heist in the whole of and corruption center.
Penumbria, and certainly the most dangerous.
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Tenebro River
Crimini Legend for the
Condottiero
1. Gallows Gate
2. Castracockerel
3. Black Market
4. The Golden Piada
5. Grand Guigno
4 6. The Kennel
7. Molly Coddly’s
2 5 8. Sgarri Warehouse
1 9. Dragoons Tower
3 10. Villa Venemosa
10
Dead Branch
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The Ancient Urn
Scene 1 – The Man from Note: during the sea travel to Forgia, the chosen landing pla-
Overmountain Said Yes! ce, the Condottiero can stage a storm, a pirate assault, or a
The sun beats hard on the Knaves’ heads when the Band’s confrontation with sea monsters, also depending on the port
turn comes. The page boy escorts them to a corner of the from which the Band set sail.
warehouse decorated with carpets and tapestries. The Man
from Overmountain is a middle-aged fellow, well dressed in Random Sailing Encounters
white, and with features that seem sculpted with a billhook,
who stares at them while removing some yellow morsels Pirate ship
from a strange juicy fruit never seen before, with a cutlass. A small crew of cut-hawsers made up of 8 Quinotaria pirates
The page boy takes the floor and invites the Knaves to in- (bandits), and their captain (duelist) try to board the Gulls-
troduce themselves and explain why they would be the best eye. Once the Knaves have spotted the pirate ship, they have
possible choice. Whatever the Knaves say, the Man from 10 minutes before it reaches their fishing boat.
Overmountain always remains silent, staring at them with
his disturbing gaze, letting the page boy conduct the ques- Sea Monster
tioning. With a successful DC 14 Intelligence (Investiga- Attracted by some leftover hake, a giant shark attacks the
tion) check, the characters can detect the big shot’s non-hu- fishing boat. The colossal beast crashes into the ship, and
man heritage. Once the presentation is over, the page boy if it is not quickly chased away, it could even sink it. After
escorts the Knaves out again, explaining that they will re- taking 50 damage, the shark wanders off in search of less
ceive a response shortly. Somehow, the Band has managed to combative prey.
convince the Man from overmountain with their presenta-
tion, in fact, the page boy runs to meet them shouting “The Scene 3 – The Lady in Yellow
Man from overmountain said yes! “ holding a sealed parch- is Peckish
ment in his hand. The instructions are straightforward: an Leaving the Gullseye at Forgia’s docks, the Band is greet-
Ancient Urn is found somewhere in the Forgotten Counties, ed by a flawlessly dressed coachman with a very fashionable
in a place called the Margutte Valley. From the names, it re- Falcamonte-mustache. He drives a big stagecoach, pulled by
ally doesn’t look like a piece of cake. The vase must be found the kind of horses that any Knave would sell for quite a fine
and brought back to the port from which the Band set sail. pile, and some cutthroat-looking bravos escort the vehicle.
Attached to the letter, a drawing of the vase and passage doc- Inside the wagon, a lady with delicate traits and an expen-
uments to be given to Captain Gullseye, a few piers ahead, sive-looking yellow dress awaits the Band. The woman claims
and the promise of a payment of 400 Big Pieces. to have been sent by the Man from Overmountain to accom-
pany them to the counties and gladden the journey, serving
Scene 2 – Captain of the some hazelnut-flavored pastries of which she is particularly
Gullseye fond. If the Knaves scrutinize the woman, they could notice
The Gullseye (sailing ship) is the most ramshackle fishing that there is something vaguely off about her.
boat one could lay their eyes on. Captain Gullseye is an
old sea dog in his perfect sun-bleached uniform. His crew
is made up of kids eager to skin their palms on cordage and
rigging and scrub the decks. The client has paid for the
trip upfront, including the rations based on an unlimited
quantity of battered hake that the captain serves on board
at all hours. During the trip, the Band can collect some ru-
mors about the Margutte Valley and the Forgotten Coun-
ties. Rumors are almost entirely false because nobody truly
knows much about those places. It is up to the Condottiero
to create the most ridiculous and unbelievable fibs (nobody
should believe any of them), using the references found in
the Brancalonia Setting Book. There are only two certainties:
at the entrance of the valley, there is Fizzonato, a city famous
for its itinerant market of rickety furniture, and that the
county is almost entirely covered by vegetable plantations
that grow during the day and freeze during the night, due to
the peculiar temperature range of the area.
Not much else happens. However, with a success on a DC
13 Wisdom (Perception) check, the Knaves can notice that
a dolphin seems to follow the ship and looks very curious
about what is happening on the deck.
Lady in Yellow
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In Search for Quatrins...
Again!
In fact, she is a malebranche who keeps her infernal nature Scene 4 A – Grandma’s
well hidden under her skirts. Laundry
She is very self-confident, and she does everything she can If the Knaves choose to visit the granny’s house, as they ap-
to ingratiate herself with the characters, to steal the vase from proach, an unusual lavender perfume permeates the air until
them at the right time. In reality, the woman is not affiliated they find themselves in the midst of a web of wires on which
with the Man of Overmountain at all.. She’s more of a straight uber-cleaned-laundry is hung to dry. In the center, a thatch-
competitor. With a success on a DC 22 Wisdom (Insight) roofed shack stands out in the middle of some tanks filled
check, a Knave can sense that the Lady’s friendly attitude with a transparent liquid that stinks so much it hurts. While
is not completely genuine. A Knave that eats one or more approaching the woods, with a successful DC 17 Wisdom
pastries must succeed on a DC 13 Wisdom saving throw or (Perception) check, the Knaves can notice that a sparrow
be charmed by the Lady for 24 hours, or until the Lady or seems to be following them from above the branches. A
one of her companions harm them. A charmed Knave regards hunched but jovial old woman comes forward, welcoming
the Lady as a trusted friend. the characters. Behind her are a tall, muscular, utterly bald
morgant, and a puppet that has been covered in sheep-wool
If the Band discovers the Lady’s subterfuges and confronts to make it look like a sort of tiny white bear.
her, she tries to offer them a higher amount for the vase: the
same offer from her competitor + 10%. Any negotiations can The granny is a befana, and a remarkably evil one. She was
raise the offer up to + 50%. waiting for nothing but unsuspecting visitors to show up at
her house right on time for human-sacrifice-day. Clean (CN
If it comes to blows, the Band can also steal both carriage male morgant pagan) is her bodyguard, a completely subju-
and horses, but they must first defeat the Lady in Yellow (NE gated, mindless brute. Cuddly (NE marionette cutthroat)
female malebranche spy), Ambrogio the coachman (LN male is an infamous, loquacious son of a birch, and very quick
human dragoon), and the six bravos (NE human thugs). with sneak attacks.
Otherwise, the stagecoach trip takes a week before reaching The granny confirms to the Knaves that she has an extensive
the Forgotten Counties and the Margutte Valley. collection of vases, and invites them inside the hut to show
it to them. Inside the house, there actually is a whole lot of
When the stagecoach reaches Fizzonato, the Lady in Yellow ancient pottery. With a successful DC 13 Intelligence (Arcana
(if still with the Band) takes herself a room at an inn, declaring or Religion) check, a Knave can notice that the vases are
that she will wait there for the Knaves. Fizzonato is a village mostly covered with sacrilegious symbols and positioned to
consisting of wooden shacks with rotted roofs and decaying form a sort of pentacle.
ruins with half-collapsed stone walls. Only one building seems The granny plans to drug the Knaves with herbal tea and
to be in better shape than all the others, a tower overlooking sacrifice them in her tanks, in the name of Lucifuge. If the
the central square, with a heavy metal door. At the center Knaves accept the drink, after Cuddly takes a sip and says the
of the village, the large clay court clearing is occupied by tea is “Phenomenal!”, They must make a DC 12 Constitution
stalls and newsies trying to sell their stuff, mostly made up of saving throw or fall unconscious for 1 minute.
moth-eaten furniture and the kind of furnishings one would The insane trio represents a tough challenge, but if the
not even buy as firewood. Any equipment item or service Knaves refuse to drink and become suspicious, defeat Clean,
the Knaves may need can be found here, but it’s all shoddy or threaten Cuddly, the befana will stop threatening them
or counterfeit. There are also several potters and ceramicists and let them go.
in the market, but nobody seems to know anything about If cornered, the granny confesses that she’s had the infernal
the Ancient Vase. pot for a while, but it was eventually stolen months ago by a
Talking to the people of the village, the Knaves may discover large and stealthy figure who fled towards a specific direction
that in the north, in the middle of a grove, lives an old woman within the Margutte Valley (which she can indicate), where
obsessed with cleanliness and unusual urns - they are crazy in she lost track of it.
the Forgotten Counties!
Scene 4 B – The Whitish
Furthermore, if they talk to some elders, they can learn Watermill
that south of the village, there’s the white mill of the mar- The mill finally appears on the horizon, but the building
gutte-miller, who knows the life and times of the Valley; if always seems far away despite the regular shortening of the
they’re looking for somebody who might know something distance. As the Knaves get closer, they realize that their eyes
about the vase, that’s the guy. He seems to be the last mar- have deceived them. The building is monumental, built to
gutte in the Valley, and he hasn’t always been friendly, but... scale for a giant or something, with the white walls freshly
Anyway, the white mill and the granny’s house seem to be painted with a giant paintbrush lying on the ground. The
the right places to inspect, although the latter is the closest. fragrance of freshly baked biscuits permeates the air. While
the Band approaches the structure, with a successful DC 16
Wisdom (Perception) check, the PCs notice a strange reflec-
tion of the sun, caused by a marmot that holds some shin-
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The Ancient Urn
ing paper between its paws; the animal seems curious about Scene 6 - The Ancient Urn
the Knaves, but there’s really nothing more than that. Once Must be Brought to Safety
reached, the mill appears empty, but both the door and the If the Knaves manage to recover the Ancient Urn, they can
windows are closed. There is a barn, but inside of it there is return to Fizzonato. If they have not already taken care of
only a huge lilac-spotted cow wearing a plaque around its the Lady in Yellow, they find her there, waiting for the vase.
neck on which the name “Lola” stands out. In the adjacent The coachman, Ambrogio, offers to take the item to secure
stall, there is a jumble of branches and pieces of hay in the it on the stagecoach while the Band can finally rollick a bit
center of which lies a gigantic egg. If the Knaves manage to and dedicate themselves to some well-deserved rest before
climb up and look through the mill’s window, they notice leaving. Whether the Knaves have made arrangements with
that a large vase, very similar to the one they are looking for, the Lady in Yellow or think she is an agent of the Man from
is sitting on the top of a huge table. To enter, they can pick Overmountain, it does not change the fact that the male-
one of the windows’ locks using thieves’ tools with a success branche-woman will try to rip them off.
on a DC 12 Dexterity check. Alternatively, they can break Therefore, if they do not realize that the whole situation
a window, but this alerts the giant guard-hen Rosella that smells fishy, the stagecoach will leave them behind, going back
pronto runs to warn Bandiera, the mill’s owner. to Ausonia at great speed, and the Knaves will have to chase it
With a successful DC 14 Strength (Athletics) check, the and eventually fight the Lady in Yellow and her whole gang.
Knaves can climb the table to reach the vase. Otherwise, it
is possible to damage the low table by using one of the tools If the Lady in Yellow was defeated earlier during the adven-
abandoned in the kitchen’s corner. Apart from some freshly ture, the Knaves can take the vase to the Man from Overmoun-
baked as-big-as-cakes cookies, and a map of the valley unrolled tain for the promised reward, sailing off aboard the Gullseye.
and in full view, there is not much else inside the colossal
kitchen. The latter indicates the main places in the area, with Conclusion
various notes on where to find the best fruit and vegetables, As soon as the Ancient Urn is delivered to the Man from
and one particular site marked with a large X, a skull, and a Overmountain, he pays all rewards due, plus an extra (50
giant stylized humanoid creature. gold pieces) if the Knaves got the Lady in Yellow out of the
Once out of the mill, if the Knaves made a mess, they have way. The page boy hands a purse full of coins to them, and
to face Bandiera and Rosella, very annoyed by the intrusion. invites the Band to leave the room quickly, treating them
The margutte is visibly itching to thump the Knaves, but if quite poorly.
they manage to parley, he will avoid beating them up badly If the Knaves decide to stick around or spy on the big shot
and won’t order the gargantuan hen to peck at them. How- to understand what he’s going to do with the artifact, they see
ever, he will ask both for a fair amount of petechins to repair the Man from Overmountain pouring some Avernus Bitter
any damage caused and the promise to fix a small issue that’s into it. The man takes a long sip, and a pair of horns suddenly
afflicting him: someone keeps stealing the mill’s supplies and appears on his forehead, along with a tail on his back and
appears to come from the area marked on the map. thick fur starts sticking out of his white clothes. “The Man”
reveals himself for what he really is now, a malacoda.
Scene 5 – Margutte Valley
Soup Note: if the Band decides to face the fell creature, they should
By following the instructions on the map or the granny’s know that they are going to face a particularly tough challen-
directions, the Knaves approach the area of the Orc Valley, ge, but if they are victorious in the end, they will be able to
their goal. It is a place full of fields of vegetables of colos- take all the coins contained in the warehouse together with the
sal dimensions that seem to grow naturally, without any- precious furniture and rich clothes. The Condottiero is also free
one taking care of them. Just behind some half-frozen mel- to decide which extraordinary objects and treasures the Knaves
on-size-tomato plants, the characters can spot smoke rising can find in the warehouse once the arduous task of defeating
from beyond the crops. the malacoda has been completed.
Going in that direction, the Band discovers that there is
another margutte in the valley, after all.
Covered by a tiny - at least on him – bearskin, Delongo is
dancing around a campfire. Some small clouds are magically
forming right above a ceramic container to fill it with splashes
of water: here it is, finally! The Ancient Vase that the Knaves
have been looking for this whole time!
Delongo takes the freshly filled-to-the-brim vase and spills
some of that water into a pot placed on the fire. Then, he
throws some big frozen vegetables, taken from a large stash
he keeps in the cavern where he lives, into the pot.
The time for subtleties is over. The vase is ready to be recov-
ered, even if there is a margutte to get rid of, before that.
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In Search for Quatrins...
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Bandiera Rosella
Bandiera is a margutte with the following modifications: The giant hen Rosella is a fearsome opponent, capable of
tearing apart an unfortunate Knave in a few seconds. The
only creature able to tame this nonsense animal is Bandiera.
Alignment N
Hit Points 110 (13d10 + 39)
CON 16 (+3)
Challenge 5 (1.800 XP)
Rosella
Large beast, chaotic neutral
unique power Armor Class 12
No unique power Hit Points 45 (6d10 + 12)
Speed 40 ft.
Skills Perception +5
unique power Senses passive Perception 15
Delongo has the following unique power: Innate Spells Languages -
Challenge 2 (450 XP)
Ancient Urn
Wondrous item, legendary
If you pour liquor inside the Ancient Vase, pronounce the
command word, and drink the brew obtained, you gain the
benefits of the greater restoration and remove curse spells, and
any geas effect that afflicts you is broken.
Rosella
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Shoddy Swords and
Star-Crossed Sorceries
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In Search for Quatrins...
Again!
Reach out a hand and help the devil dodge the blow
The character’s hand rescues the devil from his inauspicious fate. Getting to his
feet before the astounded ogre, the devil will turn to the Band, dusting off sand
and revealing a short, deformed body. “When he popped down to visit us, old
Durante degli Aligeri always said
‘We were not made to live as brutes, but to follow favors and rewards!’ Or some-
thing along those lines… and you, dear fellows, seem to have been minted in this
very fashion!”
“I gather from your expressions that you aren’t getting much of what I said, so I’ll
☞Adramelech is in possession
be more direct: soon you will wake up blaming the rich food, but the black spot of information essential for the
on your hand will tell you otherwise! You have until the next moon to find and characters, or of objects that
defeat that villain Folgorantilus, a margutte who has taken refuge not far from could be very useful, say, for their
your current position, near a small village in the hinterland called Aspra. That personal background, individual
damned beast possesses the Big Key, the only thing that can unlock the doors to goals or for the Big Heist they are
the Aegis Arena. planning.
Although I am sure of your iron will to help me, know that the stain you are marked
☞Adramelech promises the Band
with will bring you bad luck, plus itching, burning pains, and death if you decide some truly extraordinary object,
to ignore my request... have a good trip, Knaves, it’s time to wake up!” even a relic or an artifact of great
power. What it is will depend on
Obviously at dawn, when the Knaves wake up, the dream is only too real: the how they reacted to the hand
black spot on their hands does not cause physical pain, only a slight itch, but it dilemma during their dream.
changes appearance continuously as if it were alive, making it clear that this is no
joke!
☞Adramelech promises an incred-
ible amount of money: ten times
what the Knaves normally earn
with their Jobs. After all, devils
own all the money in the world
and can dispose of it at will. If they
accept and win the Challenge,
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Shoddy Swords and
Star-Crossed Sorceries
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In Search for Quatrins...
Again!
Folgorantilus’ Tower
However, Folgorantilus will be informed of the foreigners inside Knaves on sight. However, he has the Great Key the Band needs
the city walls only a few hours after their arrival at Goat Gate. to participate in the Arena.
If the Knaves act quickly, they might find some of the very few
rebels willing to help them against the margutte; alternatively, The Big Key can only be stolen, there’s no other way, but if the
if they infiltrate the town secretly, they have some advantage in Band defeats the margutte, the whole city falls into confusion,
the assault on the monstrous lord of Aspra. and a crowd of peasants forms and likely attacks the Knaves.
The complex at the top of the city consists of a millstone and After having well-plundered Folgorantilus’ treasures, and being in
a storehouse where farmers and oxen are employed, working on possession of the Great Key, the Band can escape, but they have
producing the “Margutte Mustard”, the primary goods exported to do it very quickly and can’t carry too much treasure around.
from Aspra. The monster lives in the large bell tower instead, In fact, the workers want to redistribute the margutte’s wealth
constantly pushing and forcing the workers through the various immediately, and rush in. After these exploits, the Knaves will
production stages. likely see their Bounty increase significantly: Folgorantilus is still
Folgorantilus (margutte) is extremely difficult to deal with: he a big shot and an important personality in the area.
is a monster who intends to capture and devour strangers and
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Shoddy Swords and
Star-Crossed Sorceries
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In Search for Quatrins...
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- 144 -
Shoddy Swords and
Star-Crossed Sorceries
is due, and thanks the Band for the excellent performance and
the great impression they helped it make! Suddenly, everything Gremlin
becomes blurred, the noises muffled, and an annoying tingling Medium humanoid, neutral evil
climbs up the limbs of the characters... Armor Class 13
Hit Points 22 (4d8 + 4)
The Knaves Lose the Final Fight with the Speed 30 ft.
Nemean Lion
The Knaves fall on the blood-stained sand of the arena one STR DEX CON INT WIS CHA
after the other, dropping like flies. The ground seems to 12 (+1) 16 (+3) 12 (+1) 7 (-2) 14 (+2) 6 (-2)
break under their bodies without interrupting their fall. The
characters fall into oblivion and darkness while the crowd’s Skills Perception +4, Sleight of Hand +7,
Stealth +5
cheering voices and the King of the Arena’s roar gradually
Senses Darkvision 60 ft., passive Perception 14
become more and more distant, more abstracted, more in- Languages Vernacular
consistent… Challenge 1/2 (100 XP)
...a moment later, the Knaves awaken exactly at Ianica Torva’s Pack Tactics. The gremlin has advantage on an
Infernetto’s Inn, bathed in sweat and with the sheets soaked attack roll against a creature if at least one of the
in their blood and dirty with sand from the arena. gremlin’s allies is within 5 feet of the creature and
the ally isn’t incapacitated.
It looks like three moons have passed.
The Condottiero can act at his discretion regarding addi- Hooked Crest. A creature that touches the gremlin
tional prizes to be found in the Knaves’ room for a Band that or hits it with a melee attack while within 5 feet of it
takes 3 (1d6) piercing damage. i.
has won the final fight, as well as consequences in case of a
defeat. What is certain is that no one will ever believe what actions
happened to the Knaves! Multiattack. The gremlin makes two attacks: one
with its bite and one with its claws.
Sword of Fervor Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Weapon (long sword), very rare (requires attunement) one target. Hit: 6 (1d6 + 3) piercing damage.
You gain a +1 bonus to attack and damage rolls made with Claws. Melee Weapon Attack: +5 to hit, reach 5
this magic weapon. In addition, while you hold the sword ft., one target. Hit: 8 (2d4 +3) slashing damage.
and you have half of your hit points or fewer, you gain the Instead of dealing damage, the gremlin can steal a
tiny object.
following additional benefits:
• When you hit with an attack using this magic sword, Rock. Ranged Weapon Attack: +3 to hit, range
15/30 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
the target takes an extra 1d6 fire damage.
damage.
• You can use an action to emit a globe of light. Any
creature within 15 feet of you must succeed on a DC reactions
14 Constitution saving throw or be blinded until the Split. When a Medium size gremlin comes into
contact with a water-based liquid, it splits into two
end of your next turn.
new gremlins if it has at least 10 hit points. Each
new gremlin has hit points equal to half the original
gremlin, rounded down. New gremlins are one size
smaller than the original gremlin.
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In Search for Quatrins...
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Black Rose Rising
Introduction for Knaves The first to grow curious about the building that appeared
After twiddling his thumbs in the den for days, the Leader out of nowhere were the members of the gang of a certain
has seen fit to entrust the Knaves with a wacky new mission, Mingoldo, a street criminal from Tauringa, who sneaked into
just to keep them amused. As the great man rambles, a mys- the Lodge and took possession of its outermost rooms. Min-
terious building surrounded by a forest of dark flowers with goldo and his team also came into contact with their “peers”
poisoned thorns has appeared in the center of Tauringa. This of Alabaster’s gang, and the two groups of cutthroats agreed
is the Black Rose Lodge: a place mentioned only in an an- on the basis of mutual convenience: Mingoldo and his friends
cient and long-forgotten story, whose rose is said to blossom are only interested in robbing and slaughtering Falcamontese
directly from Inferno or from another world... intruders who come to explore the Loggia, while Alabaster
The city council has promised a lot of money for whomever wants to work out how to yoke the power of the Eye and
manages to get in and out of the Lodge on their own legs, return to Nova Aetas’ Italy.
reporting what lurks inside.
The Knaves find themselves in front of the Lodge at night- Scene 1 – At the Ordained Octopus Inn
fall and must find a way to enter the building, to avert the The Knaves find a place to refuel before venturing into the
eternal twilight looming on the Kingdom’s horizon. Loggia of the Black Rose, where they hear the first rumors
But first, with the advance paid by their Leader, they will about the strange building that appeared out of nowhere.
feast on delicious fish at the Ordained Octopus Inn, right
in front of the place where the Lodge appeared... Scene 2 – The Phantom Door
Following the directions they were given or losing them-
Background for the selves among the brambles, the Knaves find a passage in the
Condottiero dense tangle of creepers that surrounds the Loggia and man-
Black Rose Rising is a special adventure created in coopera- age to get inside.
tion with Ludus Magnus Studio. In the alternative Renais-
sance Italy that provides the backdrop for the events of Nova Scene 3 – Mingoldo and his Thieves
Aetas Renaissance, the tribal people of the Primaevi, a group As soon as they venture inside, the Knaves are attacked by
of mythical races such as fauns, centaurs, and minotaurs, Mingoldo’s marauders and spot a mysterious and unknown
live hidden in the densesest and most remote areas of Italian creature: one of Alabaster’s fauns!
forests.
These individuals typically avoid contact with humans, but Scene 4 – Goat Courtyard
a small group of fauns, whose charismatic leader calls himself In the center of the mansion’s courtyard lie Alabaster’s en-
Alabaster, have decided it’s high time for the Primaevi to raise campment and the Heart of Gaea, and the Band will have to
their heads and take on the hated humans on an equal footing. use their cunning, or weapons, to make their way in.
One night, Alabaster managed to sneak into the Black Rose
Lodge of Turin, the lordly abode of the most powerful wiz- Scene 5 – The Thorn Dragon
arding guild in Italy, and to lay his paws on an artifact of Arriving in front of the Heart of Gaea, the Knaves find
immense power, known as the Heart of Gaea. Unable to themselves facing one last terrifying enemy.
fully understand its power, Alabaster and his people caused a
mystical transfer of the whole building and of all its residents Conclusion – A New World
to the heart of Tauringa, in the Kingdom’s Falcamonte: a After all these ups and downs, the Knaves could find them-
paradoxical event that made the mysterious lodge appear in selves in the world of Nova Aetas, an alternative version of
the center of the city. the Kingdom, in a strange place called Italy...
- 147 -
In Search for Quatrins...
Again!
Scene 1 - At the Ordained to talk about the recent events, and some will furtively
Octopus Inn point out Pinello: “that guy could know something”, is
The Ordained Octopus Inn is located along the great em- the underlying message.
bankment of the Stura, the river that cuts Tauringa in half. • In front of the fire, on three stools, three men smoke a
Apparently, it is the only dive in the city specialized in this pipe. Two of them look like experienced sea dogs: long
tasty freshwater shellfish and another horrid local food: the beards, tattoos from head to toe. One has the wrinkled
lamprè, a large nauseating bloodsucking river fish well fried. skin of somebody who’s been too much in the sun and an
The wooden room is soaked in humidity, and the fumes that uncombed, pitch-black beard; the other is a silent dark-
rise from the two pots on the fire fill the air with the smell of skinned and nearly hairless individual. The last man of the
old fish. Behind the counter, a shrunken old man in a dirty trio is a guy with a quick talk, a cross-eye, and just the skin to
apron wearily cleans dishes in the gray water of a tub, while cover his bones: that’s Pinello Eye Blink. He is wearing a beat-
an elderly lady, his wife, according to her verbal assaults on up leather jacket; his breastplate seems to have been recently
the man, fidgets, running up and down and filling jugs of ripped in half by something big, and Pinello proudly shows
wine and bowls of soup. the wound on his chest, under the broken armor.
They are Mrs. Lia, the tavern’s official keeper, and Tonio • Mandragola and Lotus are two foreigners, also interested
di Tonno, her husband and dishwasher. Tonio is a tired old in the Black Rose Lodge. Mandragola is elegant and
man. The only good thing that life has given him is a slight theatrically gifted, perhaps a superstician or a charlatan,
hearing loss so that he no longer has to listen to his wife. He and his right arm, Lotus, is a tall and fat lad. They have
speaks little, and that little is made nearly incomprehensible already understood that Pinello knows something more,
due to his mumbling. From time to time, the son of the old but they do not intend to share this information with the
couple, Fulvo di Tonno, a man in his forties all muscles and Knaves and would like to question him in private as well.
hair, comes out the inn’s back to give handfuls of lamprè to • Pinello Eye Blink was part of Mingoldo’s company, which
his mother. She regularly stops yelling insults for a moment, Alabaster’s satyrs attacked at the first encounter with the
caresses him, and kisses him on the forehead. Fulvo always Primaevi inside the Loggia. While his companions were
scowls at all customers before going back to the cookery. beaten up by the satyrs (before making an agreement),
If the Knaves raise their voices, especially if they complain Pinello ran away from the tower, unable to get back in by
about the cuisine, Fulvo comes out looking at them darkly himself in any way. With a successful DC 12 Charisma
for a long while. The local people don’t like arguing with (Persuasion or Intimidation) check, Pinello opens up and
him, so they usually calm down, but if the Knaves overdo explains that he no longer wants to return to the mysterious
it and don’t lie low, Fulvo (CN male human thug) immedi- Loggia. Still, he’s willing to explain, if sufficiently paid,
ately starts a brawl, trying to throw them out of the tavern. how he and his companions managed to enter.
• If the characters give him a white-glove treatment, Pinello
The small groups of patrons scattered around the smoky also gives them a green bandage, the symbol of his old
room almost all speak of the vines and thorns covered build- Band; the blindfold could help convince Mingoldo that
ing that appeared one moon ago in the city, just a few steps the Knaves are allies, once inside the Loggia.
away from the inn. The authorities have already sent guards
and mercenaries to investigate the strange event. Also, a crew Scene 2 - The Phantom Door
of guiscards, a couple of Vortigan supersticians, and a jinx When the Primaevi activated the Heart of Gaea, in addition
from the Kingdom of the Two Scyllas seem to have dedicated to transporting the Black Rose Lodge to the center of Tau-
themselves to that, all without success. These agents were ringa, they caused some other portentous effects:
either rejected or failed to find access to the odd structure. • The mages of the Black Rose, and every single thing
Those were the lucky ones: others just disappeared, leaving that possessed even a single spark of arcane power,
no trace. have turned into inconsistent and disturbing shadows,
All attempts to set the vines on fire, exorcise the palace, although apparently unable to harm or interact with the
or tear it to the ground have caused disturbing mystical material world.
effects that have spread throughout the city, such as purple • The building’s exterior is imbued with powerful
lightning storms or firebolt shocks. enchantments, which make it impenetrable to any spell
or magical effect.
• In short, “You Don’t Mess with the Lodge”, as they • To protect itself from other possible threats, the Heart of
now say all around Tauringa. The Ordained Octopus’ Gaea isolated the building by covering it with a wooden
patrons play Poppycock on two different tables. They web of thorny vines and bushes of flowers similar to black
laugh coarsely and yell at each other, round after round. roses. Trying to cut such robust shrubs is useless because
Some of them have green teeth and continue to chatter the thorns and branches grow back at an unnatural
and then spit on the ground some moist algae that they speed. Each creature that comes into contact with the
keep inside glass jars on the table. If the Knaves want to thorns takes 1d4 piercing damage and must succeed on
play a game or two, patrons gladly let them participate. If a DC 12 Constitution saving throw or take an extra 1d6
the clients are treated well, Knaves can probably get them poison damage.
- 148 -
Black Rose Rising
The only way to enter the Lodge is through the Phantom Indeed, unless the Knaves try an outstandingly well thought
Door: since one of the access doors to the building was out diplomatic approach, the visitor creatures’ first reaction
permeated by powerful spells, it has now become a shadowy is to attack any intruder in their headquarters. While their
and ghostly door, hidden by the thickest vegetation near a leader, Alabaster, stays in the rear singing arcane chants, his
side entrance of the building. To find this secret access, the men join the fray to stand between the Knaves and their leader.
Knaves must succeed on a DC 18 Intelligence (Investigation) After two rounds of combat, 2 more primaevi arrive in the
check; a Knave that has obtained related information from courtyard ready to battle, attracted by the noise.
Pinello at the Ordained Octopus Inn can make the check
with advantage Scene 5 - The Thorn Dragon
The Heart of Gaea resembles a large emerald green pine
Scene 3 - Mingoldo and his cone, with black veins, which has sprung up in the center
Thieves of the courtyard, wrapping all its roots, shoots, and vines
For several days, the company of Mingoldo has settled in around an old black stone fountain that stood in the middle
the Loggia’s outermost rooms, as agreed with Alabaster, and of the Loggia.
attacks those few who manage to pass through the Phantom In one way or another, the Heart is also the mystical and nat-
Door while they’re still confused and weakened. ural apex of all the brambles and thorns that spread throughout
As soon as they see the Knaves entering the Loggia, they the building and surround it on the outside, and the thing
draw their weapons and prepare to repeat the script already responsible for the protective enchantments that surround
performed for the umpteenth time. the structure.
Alabaster’s defeat causes a sense of threat in the Heart, which
Mingoldo’s company is made up of 4 cutthroats, one vet- will activate its last defense: the courtyard vines retreat and
eran, and one cult fanatic. wrap around the “heart” forming an immense thorns-and-
roses dragon, which is going to attack everyone present in the
During the third round of combat, a hideous creature makes courtyard with its lashes. The formation of the dragon takes
its appearance. It’s a primaevo, a bipedal being with goat legs, two rounds, during which all the satyrs still alive start fleeing
a swollen and distorted face, massive muscles, and dressed the courtyard as quickly as possible, disappearing between the
up in strange skins and gold metal discs held together by dim rooms of the Loggia.
precious-looking chains. Sent to watch over Mingoldo’s cut-
throats, the Primaevo launches on the invaders to support
Alabaster’s allies.
If the Band manages to get these vile profiteers out of the
way, the member of the primaevi is undoubtedly the most
interesting creature to inspect. If there are prisoners, they can
reveal much of what happened in recent days and uncover
the mystery of the Lodge (except all secrets about the Heart),
indicating the inner courtyard where Alabaster’s primaevi
gather and await.
- 149 -
In Search for Quatrins...
Again!
During these first 2 rounds, the Knaves can attack the thorn-
rose dragon as it grows and forms; in this case, the dragon Conclusion - A New World
will form with a number of missing hit points equal to half If the Knaves do not leave the tower in time, they will find
the damage inflicted by the Knaves during the first 2 rounds. themselves catapulted into the world of Nova Aetas, in the
heart of the Black Rose Academy in Turin. Of course, no
After 3 rounds from the dragon’s formation, Man- one there has much interest in conducting them back to
dragola and Lotus come to the Knaves’ aid, casting protec- their original world.
tion and healing spells to give the Band a better chance to Who will help them?
make it and survive. Will they investigate, exploring nearby Italian towns shaken
by the war between Venice and the Papacy?
Note: the Condottiero may anticipate or delay the duo’s arri- Will they return the stone to the primeeval priestesses to
val based on the combat’s progress. gain their favor?
Or maybe they will meet the heroes involved in Nova Aetas
When the thornrose dragon is defeated, the Lodge vines Renaissance events to forge an alliance and find their way
crumble to the ground, withered, and the heart seems to home?
go dormant. At that point, the Black Rose Lodge begins The future is in the hands of the Knaves!
its mystical transition to return to the Italy of Nova Aetas.
- 150 -
Black Rose Rising
Alabaster Lotus
Alabaster is a satyr with the following modifications: Lotus is a dragoon.
Mandragola
CHA 18 (+4)
Mandragola is a priest with the following modifications:
Innate Spellcasting. Alabaster’s innate
spellcasting ability is Charisma (spell save DC
Armor Class 15 (chain shirt, shield)
14, +6 to hit with spell attacks). He can innately
Hit Points 37 (5d8 + 15)
cast the following spells, requiring no material
CON 16 (+3)
components:
Alabaster
- 151 -
In Search for Quatrins...
Again!
- 152 -
Apollonia
The city of Apollonia is one of the first colonies founded While the Magnates of Apollonia have been trying for some
by the Archaics in the south of the peninsula, the former time to recover their lost prestige, the city and surround-
Magna Archaica. Placed between a sheltered harbor full of ing region are far from famous for their armies of fortune,
fish and a fertile and opulent plain, and already splendid at commanders and soldiers: these areas have been lacking the
the time Plutonia was founded, Apollonia soon became one necessary funds and organization to build substantial compa-
of the most prominent cities of the Middle Sea. While its nies and regular armies for too long. Vice versa, the criminal
trading ships plowed the waves and visited the ports of half underworld is thriving: for some time, in fact, the city has
the world, the hinterland was quickly transformed into very been renowned for its criminals with a heart of gold: swindlers,
rich farmland, from whence enormous quantities of wheat, charlatans, counterfeiters, relic sellers, fake beggars, privateers,
oil, wine, and livestock reached the coast. thugs, smugglers, thieves, sinkers, fences, and guappos of all
In the early centuries of the Patritiate’s expansion, along kinds, often united by necessity, by empathy toward the dis-
with the whole of Volturnia and Torrigiana, Apollonia came possessed, and by the support of the populace, who clearly
under the dominion of the Plutonians, subjecting itself in a prefer them to the violent bullies of the Vicariate. Who the
fairly peaceful manner, and the main Archaic families entered good guys really are, and who the fools, remains unclear... after
the government. Apollonia then prospered, attaining extreme all, even the most charismatic guappos often have inordinate
opulence, becoming one of the main ports of the Empire and riches that even their friends know nothing about, and their
one of its most iconic cities. kind-heartedness is merely a façade.
With the Fall of Plutonia, Apollonia also went from riches The center of Apollonia consists of immense aristocratic
to rags, and its immeasurable wealth of art and gold was plun- dwellings converted into social housing; beyond the city walls,
dered countless times. Once they understood that the Empire the former villas with their plots of land have reverted to coun-
was over and that every region and city would have to look tryside split among countless properties, gardens, stables and
after itself again, the Magnates of Apollonia transformed the peasant settlements. Yet the decline of the last few centuries
center into a seaport city-state and slowly regained its splendor. has not weakened the spirit of the people of Apollonia, in
During the middle centuries of the Millennium, a succes- whose faces many Archaic features are still recognizable: all
sion of kings and emperors went back to viewing the city as Apollonians think of themselves as princes, artists, philoso-
a useful colony, endowing it with funds and armies, to the phers, and free citizens, and even in the humblest of beggars
point of turning it into a sort of “capital of the south”. Even one can easily discern popular wisdom, pride, and a noble
the famous Fregarico II elected it as one of the capitals of spirit. Another fundamental trait of the local people is their
the Kingdom of the Two Scyllas, together with the Zagarian theatrical, musical, and artistic nature.
Elefanta, and elected it as the “head” of northern Scylla in its Apollonia is a city of terraces and balconies: people look at
banners and coins of the time. its landscape as if from the wings of a theater, and the theater
Now that the unfortunate dominion of Fregarico II has is the city itself: everyone plays out some drama, passion,
also come to an end, Apollonia is left with a Viceroy, who in or tragedy in the public square. They say that the people of
theory is waiting (and might be for centuries) for the return Apollonia never act: that their life itself is a drama.
of some kingdom or other, as is the case with the Elefanta. The culinary vocation of Apollonia is also one of the most
The truth is that today’s Viceroys of Apollonia, the Caraffa celebrated and luscious in the Kingdom, owing partly to a
princes, barely govern the city and surrounding district, and millenary tradition of banquets, gala dinners, and taverns
have but a modicum of influence across Volturnia. Unable rooted in the Archaic era.
to compete at sea with the Vortigans and Lungarivese, or to This region’s cooks, cellarmen, pastry chefs, and caterers are
further expand their domain, these rulers and their entire dec- famous throughout Occasia. Many are the typical specialties
adent court of nobles, nouveau-riches, fops, butlers, knights, that can be tasted here, in popular taverns and at noble tables
profiteers and servants hardly manage to look after themselves alike: pasta, pizza, pies, and all sorts of gravies, always based
and what little remains of their past magnificence, endlessly on the strong and traditional flavors of peasant cuisine, but
struggling to stem the leakage of riches that trickle like sand equally enjoyed by gentlefolk.
from their helpless fingers.
- 153 -
Legend for the
Knaves
1. Del Colle Castle
2. Vicariate District
3. Castle of Justice
4. The Decumani
5. Blusta Gate 1
6. Marketbourg
7. Port
8. Castle of the Egg
9. Frangian Keep
10. Mozarab
10. Mozarab Neighborhoods 2
3
Again!
10
4
In Search for Quatrins...
- 154 -
8
9
6 5
7
Apollonia
- 155 -
In Search for Quatrins...
Again!
2. Cathedral of the Sour Lady. Linked to the Vaticinal 5. Vico Bonafficiata Vecchia. This nondescript, out-of-
rite, the city’s Cathedral is consecrated to Sister Death the-way lane is known in the city as the realm of pawn
in her attributions as the Sour Lady of Deep Dormition shops, gambling halls, pawned merchandise fences, and
and of Consolation. Next to the cathedral is Horoscopal prophets. Although in Apollonia, games, prophecies, and
Temple, home to the city’s prelates and monks. bets take place every day on every street corner, it is here
Overflowing with gold, gifts, relics, and very luxurious that the most absurd and spectacular bets can be placed.
embellishments, the Cathedral also houses the entrance
to the Royal Chapel of the Treasury of Saint Diospyrus. 6. Cagliantesa’s Inn. In the heart of the Mozarabic
One of the the city’s patron saints, Diospyrus was a Quarters lies the most infamous tavern in Apollonia:
sacred marionette, a saintlet, whose relics produce every entirely managed by the mobsters of the Honored
year a worshipped, miraculous manna. The wealth of the Society, this is the trading floor for the shadiest and most
Cathedral’s Treasure is legendary, but popular devotion dangerous deals in town. You need to have a really good
is such that not even a pin can be stolen there, under reason, an obliging connection, and to be prepared for a
penalty of being man-hunted by the entire city, organized whole lot of trouble to venture here.
crime at the forefront, owing to their devotion to the
Saint and to the Sour Lady herself. 7. Viceroys’ Inn. Again, this inn belongs de facto to the
Honored Society; unlike the Cagliantesa, however, the
3. Turquoise Music Academy. The “Mercy of the Viceroys’ hides crime behind lace and velvet, and the
Turquoises Singing and Music Chapel”, better known place is as stylish and luxurious as a royal palace, with
as Turquoise Music Academy, is one of the most famous highly select staff. Don Crispano himself, along with
music schools in the Kingdom and perhaps the most the heads of the Families and the richest vicars of the
unusual, since it is open only to marionettes. Indeed, Honored Society can be seen here in the evening, eating,
in the city of song and music, many entrepreneurs have drinking, and enjoying exceptional shows. The venue is so
discovered that pinocchios, pupos, and saintlets have opulent that everything costs four times the normal price;
high-pitched woody voices for life: this makes them ordinary patrons include music-hall singers, courtesans,
excellent “natural sopranos”. The teachers here give their knights, thespians, businessmen, guiscards, prelates,
students an excellent artistic education: after leaving the hustlers, magnates, and aristocrats, and even members
Academy, these artists are greeted as celebrities and paid of the viceroyal family. Selection at the entrance is
rich sums of money in any theater company or court in rigorous and totally arbitrary, and those wearing shoddy
the Kingdom. The best known of these is the famous equipment, lacking an invitation, or belonging to races
Farinello, who performs exclusively at the Saccagnarlo or classes looked down upon will not be allowed in.
Theater in Apollonia, the oldest of the Two Scyllas, or at
the Caraffa court. 8. Terresante Ossuary. Through the Church of the
Most Holy Death of the Hornbeam you enter the largest
4. Prince’s House. Said to live in an attic on the top catacomb of Apollonia, and one of the largest in the
floor of an anonymous decumani building, Stramonio Kingdom, the Terresante Ossuary. In a boundless maze of
Griffo Sirenas Flangelo DucaContes Timeno narrow tunnels, huge caves and forgotten underground
Perfidogenito Gagliardo de Furtis of Constantinaples, a passages, millions of corpses belonging to innumerable
- 156 -
Apollonia
generations of living beings who succeeded one another or shoddy. Goods here are usually 10-20% cheaper than
in the city are buried. For centuries here, the Friars of the average market price, but deals tend to be preceded
the Death with the Black Sack have been laying down by a lot of haggling. Potential buyers are advised to be
the remains of the dearly departed and composing careful, as it is not unusual to be swindled: empty weapon
them in ever-new shapes and decorations, thanks to the cases, unusable tin armor, potions made of water...
internal ambience of the ossuary that perfectly preserves
skeletons, mummies, carcasses, and other remains. There 10. Tramontana Gate Pizzeria. Surrounded by an
are also countless stories of encounters with ghouls, open courtyard with dozens of tables, this large tavern
chitinominiouses, mummies, ghosts, and all kinds of is named after and located near a gate in the city walls
former beings having their eternal home here, as well and is the oldest and most famous pizzeria in Apollonia.
as Don Raffaello (none other than an archangel of the Prices are very reasonable, quality is excellent, and the
Cinquain), said to have been there for centuries, enlisting owner, Mastro Canicola, prides himself on serving drinks
his own company of fortune of the dead, for some and food to everyone, regardless of race, party, or pocket.
mysterious purpose… The only problem is finding a table; to book there, you
have to pay a non-refundable advance fee. Against this,
9. Poverelli Market. Held in Apollonia every day, this even when you have no more money, Canicola will serve
endearingly-named open-air resale of stolen, counterfeit, you all the fresh water and white pizza you want.
and fake merchandise is the largest of its kind in the
Kingdom. Just about anything is bought and sold here,
from caged wild animals to magical junk, invariably false
10
4 9
7 2
6 5
- 157 -
Index
A Glazed Weapon 49 Q
Guappo - New Bard College 22
Angel Feather 48 Guerlocco 17, 60 Quality Stamp 52
Angelic Emanation 50 Gutspritzer Poison (Ingested) 47
Apollonia, the Scylla’s Head 153
R
Archaic Fire 47 H
Archangel Giorel 17, 60 Ranger 30
Army Chaplains 76 Harlequin 60 Rat Catcher - New Ranger Archetype 30
Herd of Broken Toys 19 Redingotte 60
B Heresiarch - New Sorcerous Origin 33 Relic Cluster 4, 79
Highlights 65 Relic Hunter 43
Barbarian 21 Hob 71 Reliquarians 76
Bard 22 Hostellers 81 Ring of the Appetizer 47
Barefoot Miraculists 76 Hunterine and Redmoustache 60 Rogue 31
Bavalisk Cacciatore 87 Hunt Run 65 Rusteaters Lair 74
Belt of Mediocre Strength 48
Bingaders 81 I S
Blackened Armor 46
Bollo di qualità 50 Impresario 40 Saint Cuterine’s Hidden Blade 47
Bravo - New Martial Archetype 24 Incandescent Mark 51 Saint Gonnello’s Knuckles 49
Brighella 17, 60 Insect Nests Pathway 74 Saintlet 6
Broken Compass 48 Insurance 52 Saint Napaniel’s Blessing (Inhaled) 47
Scroogey 60
C K Secret Door with a Surprise 74
Seeker Helmet 47
Cabin Doll 6 Knights of the Tuber 81 Skillet 60
Calandrone 18, 60 Sorcerer 33
Canons 16 Sour Lady 75
Capuccioni 76
L Substitutions 65
Catch the ball 65 Litmus Bandana 47 Svanzic Guard - New Monastic Tradi-
Cleanse 50 Lucignolo 41 tion 26
Cleric 23
Cloak of Extravaganza 48
Cloistered 76 M T
Counterkick 65 Tactic 65
Crimini, the Most Dangerous Place in Mangiafuoco 15
Marionettes, Animated Puppets, and Talismancer - New Otherwordly
the Kingdom 129 Patron 34
Crosser 36 Inanimate Puppets 13
Martial Lantern 46 Tarantasia - Legenda 121
Crowd’s Favor 65 Tarantasia, the Serpent’s Lair 119
Martial Spade 46
Midwinter Mermaid 83 Tarascone 19
D Monk 26 Taratatà 18, 61
Mountaineer 21 Triton Stew 86
Dangerous Ground 74 Truffaldino 19, 61
Debris Collapse 74
Dispatch Rider 37 N U
Doctor Mutandone 17, 60
Dominicats 76 Nonexistent 8
Nuria (Or Anguane) In “Crazy Water” Unghuman Casserole 85
Doublists 76
Dreadful Tale 50 84
V
E O Vanishing Weapon 49
Order of the Adder 81 Vortiga, Queen of the Seas 99
Enamored 38
Exorcism 51 Order of the Unknown Mussel 81
Exorcist Bone’s Flute 49 Ovenbird 60 W
Exorcist - New Divine Domain 23
Waifs 60
Extravagant Existence 70 P Warlock 34
Paladin 28 Wise 76
F Pantegan 10 WolfCat 7
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to indicate compatibility or co adaptability with any Trademark or Registered
All of the rest of the SRD5 is Open Game Content as described in Section 1(d)
Trademark in conjunction with a work containing Open Game Content except
of the License.
as expressly licensed in another, independent Agreement with the owner of such
The terms of the Open Gaming License Version 1.0a are as follows:
Trademark or Registered Trademark. The use of any Product Identity in Open
OXPN GAME LICENSE Version 1.0a
Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall
The following text is the property of Wizards of the Coast, Inc. and is Copyright
retain all rights, title and interest in and to that Product Identity.
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
8. Identification: If you distribute Open Game Content You must clearly indicate
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
which portions of the work that you are distributing are Open Game Content.
who have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations (including into 9. Updating the License: Wizards or its designated Agents may publish updated
other computer languages), potation, modification, correction, addition, extension, versions of this License. You may use any authorized version of this License to copy,
upgrade, improvement, compilation, abridgment or other form in which an existing modify and distribute any Open Game Content originally distributed under any
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, version of this License.
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 10. Copy of this License: You MUST include a copy of this License with every copy
(d)”Open Game Content” means the game mechanic and includes the methods, of the Open Game Content You Distribute.
procedures, processes and routines to the extent such content does not embody the 11. Use of Contributor Credits: You may not market or advertise the Open Game
Product Identity and is an enhancement over the prior art and any additional Content using the name of any Contributor unless You have written permission
content clearly identified as Open Game Content by the Contributor, and means from the Contributor to do so.
any work covered by this License, including translations and derivative works under
12. Inability to Comply: If it is impossible for You to comply with any of the terms of
copyright law, but specifically excludes Product Identity. (e) “Product Identity”
this License with respect to some or all of the Open Game Content due to statute,
means product and product line names, logos and identifying marks including
judicial order, or governmental regulation then You may not Use any Open Game
trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
Material so affected.
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual or 13. Termination: This License will terminate automatically if You fail to comply
audio representations; names and descriptions of characters, spells, enchantments, with all terms herein and fail to cure such breach within 30 days of becoming
personalities, teams, personas, likenesses and special abilities; places, locations, aware of the breach. All sublicenses shall survive the termination of this License.
environments, creatures, equipment, magical or supernatural abilities or effects, Reformation: If any provision of this License is held to be unenforceable, such provision
logos, symbols, or graphic designs; and any other trademark or registered trademark shall be reformed only to the extent necessary to make it enforceable.
clearly identified as Product identity by the owner of the Product Identity, and which
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards
specifically excludes the Open Game Content; (f) “Trademark” means the logos,
of the Coast, LLC.
names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
edit, format, modify, translate and otherwise create Derivative Material of Open Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
Game Content. (h) “You” on original material by E. Gary Gygax and Dave Arneson.
www.acheron.it
Bravery!
The Macaronicon is the first official expansion for Brancalonia,
the Spaghetti Fantasy Setting for the 5th Edition of the most
famous role-playing game ever.
This module collects every stretch goal unlocked during our crowdfunding launch
campaign, in Spring 2020.
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