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Macaronicon

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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.

To use this expansion, you need the


Brancalonia Setting Book.

C
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

☞ New Equipment and New Spells.......45


New Equipment.......................................................................46
New Magical Junk . ...............................................................48
New Spells ................................................................................ 50

☞ Additional Insight. ................................53


The Profession of Arms ...................................................... 54
Mangiafuoco Caravan ......................................................... 58
Scum of the Kingdom ..........................................................62
Turquoises, Extravaganza, and Cuccaigne . .............. 66
Hobs of the Kingdom.........................................................................................70
From the Dive Cellar to the Acheron Abysses........72
Holy Ship and Sacred Cow . ............................................... 75
Pugnacious Monks...............................................................................................77
Relic Cluster......................................................................................................... 78
Of Loves and Ladies, Knights and Arms.......................80
Superstition in the Kitchen and the Art of
Eating Evil.............................................................................82
Recipes......................................................................................... 83

☞ In Search for Quatrins... Again!....... 89


The Red Carnival. .................................................................90
Vortiga, Queen of the Seas . ............................................99
Legend for the Knaves...................................................................................... 101
Legend for the Condottiero........................................................................... 102
Pesto alla Lungarivese. ....................................................104
The Divine Sow...................................................................... 112
Tarantasia, the Serpent's Lair. .................................... 119
Legend for the Knaves...................................................................................... 121
Legend for the Condottiero........................................................................... 122
A Criminese Novel...............................................................124
Crimini, The Most Dangerous Place in the Kingdom .129
Legend for the Knaves....................................................................................... 131
Legend for the Condottiero .......................................................................... 132
The Ancient Urn................................................................. 134
Shoddy Swords and Star-Crossed Sorceries ........... 139
Black Rose Rising................................................................ 147
Apollonia, the Scylla’s Head .......................................153
Legend for the Knaves....................................................................................... 155
Legend for the Condottiero............................................................................156
Macaronicon

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.

“Centuries ago there lived...


- A guard! - my little urchins will say immediately.
No, children, you are mistaken. Once upon a time there was a piece of wood."
- Master Carolus del Colle, Poet and Puppeteer -

-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.

How Other Races See Them


Wolfcats are considered bizarre and magical beings, but are
usually much more welcome than pantegans, fairies, and
malebranche. Despite their unusual appearance, their in-
nately curious and positive attitude to life and adventure
is strongly reminiscent of the braggarts and daredevils so
common in the cities and villages of the Kingdom. Famous
for their pranks, jokes, boastfulness, and stunts, wolf-cats
are also proverbial for their sense of honor, fencing mastery,
cunning, and poetic skill.

-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?

“No heart have I, yet I love!”

-8-
New Races of
Brancalonia

Nonexistents Traits Anti-Magic Susceptibility. You are incapacitated as long


Ability Score Increase. Your Constitution score increases as you are within the range of an anti-magic field. If targeted
by 2, and one ability scores of your choice increase by 1. by a dispel magic spell, you must succeed on a Constitution
Age. Nobody knows exactly how nonexistents are born, or saving throw against the spell's saving throw DC, or you
even if they actually age at a regular pace. become unconscious for 1 minute.
Size. nonexistent are the size of an adult human, although Dressing. You always have to wear some kind of suit or
their weight depends entirely on the items they have armor and you can ignore the shoddiness quality of the
equipped. Your size is Medium. items you wear. When you reach 3rd level, the items you
Speed. Your base walking speed is 30 feet. wear are considered magical. Once you reach 5th level, you
Extravaganza Being. You are pure abstract consciousness gain a +1 bonus on all saving throws.
enclosed within clothing. You get the following benefits: Brawl Feature: Vanishing. When you are attacked by
• You are immune to the poisoned condition and to poison a creature, you can use your reaction to ignore the attack.
damage. Once you use this feature, you can't use it again until you
• You do not need to eat, drink, or breathe. finish the current brawl.
• You are immune to disease.
Pantegan
Pantegans, aka “murine people”, are small rat-men of mag- Today, pantegans live on the edge of different fiefdoms and
ical or paradoxical origin. They have thick hair on various cities, trying to integrate as best they can or merely making
parts of their bodies, prominent ears and teeth, sharp faces, the most of their proximity with the wealthier and bet-
very thin hands, long, tapering feet, and a characteristic ter-organized human race. Their activities and attitudes are
hairless tail. Little is known about the pantegans’ origins, as varied as those of any other people; however, owing to
but scholars interested in the matter (mainly members of their physiognomy, they are particularly good at engineer-
this same population) recall that a kingdom of mice ap- ing, goldsmithing, and precision craftsmanship, highly
pears in very remote chronicles of the Archaic Age. Those skilled in counterfeiting all sorts of objects and documents,
stories also mention the brave ruler Psycharpax and his and adroit in the exploration of places underground.
warriors, so these beings are reported to have been roam-
ing the shores of the Middle Sea since the dawn of history.

- 10 -
New Races of
Brancalonia

Fun Nicknames: Moaners, Otters, Scabs, Rats, Thingies, Pantegans Traits


Vermin, Rodents, Pests, Ratas, Dog-rats. Ability Score Increase. Your Dexterity score increases by
Male Names: Acacio, Angelino, Ammicchio, Anatolio, 2, and your Constitution score increases by 1.
Basilio, Bebio, Bernardo, Bianco, Casconio, Cico, Durmio, Age. Pantegans reach adulthood roughly around age 9 or
Furbigno, Geronimo, Gigio, Lollio, Marciano, Michelino, 10. They rarely live longer than half a century.
Mineco, Nicarco, Paconio, Ragunio, Roderico, Scheggia, Size. Pantegans average about 3 feet tall and weigh about
Scrocchio, Teo, Torquato, Trappolo. 45 pounds. Your size is Small.
Female Names: Feminine versions of the same. Speed. Your base walking speed is 25 feet.
Surnames and Other Names: Pantegans’ surnames are Darkvision. Thanks to your rat senses, you have superior
taken from the food they most like to eat, for example: vision in dark and dim conditions. You can see in dim
Hazelnut, and various kinds of cheeses: Caciotta, Grana, light within 60 feet of you as if it were bright light, and in
Stracchino; as a result, they often sire huge families with darkness as if it were dim light. You can’t discern color in
completely mixed surnames. darkness, only shades of gray.
Nimble and Snappy. You can move through the space of
How Other Races See Them any creature that is of a size larger than yours. You can also
Their distinctive appearance, natural immunity to disease attempt to hide even when you are only obscured by a single
(despite being healthy carriers of some), ability to feed on creature, as long as they are of at least one size larger than
fare inedible for other races, and philosophy that “the true yours.
hero is the one who survives to fight another day” are all Rat Life. You are immune to disease.
qualities that Kingdom inhabitants publicly criticize, while Live Fast. You have proficiency in the Stealth and
barely managing to conceal their envy. Perception skills.
Another vile rumor about them attaches the Fall of Plutonia Flee and Survive. You have disadvantage on all saving
to the endless network of tunnels that the pantegans are said throws against being frightened.
to have dug, more or less intentionally, under the capital of Brawl Feature: Pantemime. When you get hit during
the Empire. While Pantegans have always kept quiet on this a brawl, you can make a scene and pretend that the hit
subject, they remember the Fall as a terrible tragedy for their you've taken has knocked you out, discouraging further
own people. attacks. When you take a whack, you can use your reaction
to pretend to be injured and you cannot be attacked again
until the start of your next turn. Once you use this feature,
you can't use it again until you finish the current brawl.

“Rats do not run away when the ship is sinking.


The truth is, when the rats leave, no one keeps the ship
together anymore, andso it sinks."
- Ratorius Blackfur III, The Bilge Rat -

- 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

Marionettes, Animated Puppets,


and Inanimate Puppets

What are the differences in terms of play between mar-


ionettes, animated puppets, and ordinary puppets?

Marionettes are veritable sentient puppets, born of a


blend of triflewood’s magical power and the art and “And remember, Pernacchio: never
love of their creator craftspeople. The making of true
marionettes (the Brancalonia Setting Book’s New Race trust to those who promise to make
Marionettes) pushes boundaries in the life of puppeteers
and the handling of their class. As these fey beings have you rich in a day. Usually they are
their own will, character, and personality, they cannot
be bound by a puppeteer’s “Strings”. Creating such indi- either mad or knaves!”
viduals is more like adopting a child than performing a
work of craftsmanship, and these sentient puppets are - Master Stromboli, Morgant Puppeteer -
used as player characters or as NPCs managed by the
Condottiero: they are not subservient to their creators
or a puppeteer.

Brancalonia’s marionettes are entirely different from


“marotte” animated puppets, and from inanimate pup-
pets, carved figures, spring chests, or other props whose
triflewood component is too modest to create a sentient
being. Puppets with a triflewood heart are animated, but
devoid of autonomous will and personality. Puppeteers
usually have a fair number of the latter special pup-
pets, alongside the more common inanimate puppets.
Animated puppets have the same depth of thought as
mechanical toys or simple automatons, and function in
a similar manner. They can talk and carry out elemen-
tary tasks, and sometimes perform their own scripts in
shows, but little else.

Finally, there are inanimate puppets and other common


figurines made without triflewood or other magic: simple
props manipulated mechanically by puppeteers whose
charm lies exclusively in the amazing stories they tell
and in the smile of their spellbound spectators!

- 13 -
New Knaves of
Brancalonia

Create a Puppeteer Equipment


It is not enough to carve wooden puppets or have them You start with the following equipment, in addition to the
perform in theaters: in terms of play, only those who have equipment granted by your background:
learned to work triflewood and know how to use Strings to • (a) a light crossbow and 20 bolts or (b) any simple weapon
manipulate their own animated puppets are puppeteers. • (a) an entertainer’s pack or (b) an explorer’s pack
When creating their puppeteer, players should consid- • Leather armor, any simple weapon, two daggers, mason’s
er two main elements related to their character’s back- tools, and woodcarver’s tools.
ground: what kind of puppeteer do they want to be? How
will they actually use their animated puppets while doing Puppeteer’s Class Move
Jobs with their Band? Saint Marciano Puppet. You use your pugilist puppet
to make two beatings (using your attack bonus) as an
To answer the first question, all players need do is im- action, or to increase your AC by 5, as a reaction to an
agine the life their character led before joining the Band. opponent's attack.
Did their puppeteers have a workshop, or were they
peddlers? Were they rich and famous, or had they yet to Puppeteer’s Ace in the Hole
make a name for themselves? Are they more the skilled Pull the Strings. You can use your action to take total and
craftsman type (the Geppetto) or the entertainer type precise control of the target. Until the end of your next turn,
(the Mangiafuoco)? Did they ever experiment with a par- the creature takes only the actions you choose, and doesn’t
ticular invention or a special kind of puppet, or did they do anything that you don’t allow it to do. During this time
stick to tradition? How were their favorite puppets made, you can also cause the creature to use a reaction, but this
and what are they called? requires you to use your own reaction as well.
The second question is perhaps the most intriguing:
why did they leave their little shows and their workshops’ Puppeteer’s Tradition
wood-shavings to join a Band? What do they hope to At 1st level, you choose a tradition: Geppetto or Man-
achieve with their company? How are their misdeeds re- giafuoco. Each tradition is detailed at the end of the class
lated to their previous occupations? How do they intend description. Your choice grants you specific features at 1st
to use their animated puppets in Jobs? and 6th level.

Quick Creation Theatre of Extravaganza


You can make a puppeteer quickly by following these sug- Although your puppets are not sentient, you share your en-
gestions. First, Intelligence should be your highest ability ergies with some special puppets that you control through
score, followed by Constitution. Second, choose the Im- an inner, fey bond, called “Strings".
presario background. Finally, choose your three starting
puppets: Romualdo, Guerlocco, and Brighella. Strings
When you finish building an animated puppet, a magical con-
Class Features nection called Strings weaves between you and your creation.
As a puppeteer, you gain the following class features. Strings allow you to move the puppet and activate its unique
abilities. You can only be connected to one puppet at a time,
Hit Points and you can move the Strings from one puppet to another
Hit Dice: 1d8 per puppeteer level with a bonus action. The connection ends if you are inca-
Hit Points at 1st Level: 8 + your Constitution modifier pacitated or if you die.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per puppeteer level after 1st You can perform various actions through the puppet you
are connected to, as long as you can see the puppet and the
Proficiencies puppet is within the Strings’ Distance of Use.
Armor: Light armor
Weapons: Simple weapons Action. You can use your action to perform the Attack,
Tools: Mason’s tools, Tinker’s tools, Woodcarver’s tools Dash, Disengage, Dodge, or Help action with a puppet.
Saving Throws: Dexterity, Intelligence Movement. You can use your bonus action to move a
Skills: Choose two from Arcana, Deception, History puppet, using the speed indicated in the puppet's stat block.
Performance, Persuasion, and Sleight of Hand. Secret Technique. You can use a puppet's Secret Technique,
using the action indicated in the puppet's stat block.
Skills. You can use your action to make an ability check
with a puppet making use of a specific skill indicated in the
puppet's stat blocks.

- 14 -
New Class:
Puppeteer

Distance of Use Puppeteer’s Traditions


You can use your animated puppets if they are within 50 From Vortigan master carpenters to old Torrigianian wood-
feet of you. workers, the first to discover the triflewood's powers, from
The Distance of Use column in the "Puppeteer" table indi- Zagarian itinerant puppeteers to the sacred and religious
cates the increasing distance within which you can use your figurine engravers... there are many schools and workshops
puppets. linked to the animated puppets' art, and they often in-
tertwine with each other. The most widespread traditions
Puppets Created amongst the puppeteers who embark on a life of adventure
At 1st level, you own three puppets of your choice from the are undoubtedly the Mangiafuoco and the Geppetto ones,
common puppets list. The Puppets Created column in the named after the mythical founders of these two approaches.
“Puppeteer” table indicates when you can get other puppets
of your choice from the common puppets list. Mangiafuoco
Each puppeteer builds their own puppets themselves and Mangiafuocos usually come from the street and are born
can only connect their Strings with the puppets they've cre- among the many artists and entrepreneurs living in the
ated themselves. Kingdom's cities. Even if they're the ones who create their
puppets, precisely like the Geppettos, the Mangiafuocos are
Puppets less emotionally-tied to their creations and use them essen-
As long as you are connected to a puppet, it is considered a tially as actors or artists of their own company, being ready
Tiny construct. to sacrifice them if needed.
A puppet not connected to you by Strings is considered
an object with 10 hit points and AC 8. If it drops to 0 hit The Show Must Go On
points it is broken. You cannot connect your Strings to a Starting at 1st level, when a puppet is about to take damage,
broken puppet. Repairing a broken puppet requires a long you can use your reaction to cut the Strings that bind you to
rest and 30 gp. that puppet, which will lose all the benefits of the bond.
The puppets are designed for a specific purpose and can
perform limited actions. Puppets cannot carry or equip items. Pyrotechnics Art
At 6th level, when you use the feature The Show Must Go
Recoil. When you are connected to an animated puppet On, you can destroy your puppet by releasing the energy of
with Strings, all damage, effects, spells, and conditions the triflewood's extravaganza in a big firework display. Any
inflicted to the puppet are inflicted on you instead, while the creature within 10 feet of the puppet must make a Constitu-
puppet remains unharmed. If an effect targeting the puppet tion saving throw, taking 3d8 thunder damage and suffering
requires a saving throw, you have to make the saving throw the blinded condition on a failed save, or half as much dam-
in the place of the puppet. age and no conditions on a successful one.
Attacks. Your attack bonus for any attack made with a
puppet equals your Intelligence modifier + your Proficiency Geppetto
bonus. The range of the puppets' melee attack is 5 feet, Unlike the Mangiafuocos, who are more similar to unscru-
unless otherwise noted. pulous entrepreneurs than loyal creators, Geppettos relate
Saving Throws. Some of your puppets require their target to their puppets with a solid and personal emotional bond,
to make a saving throw to resist the effects of their attack or a bond that the puppets themselves can't fail to feel. This
special ability. The DC to resist these effects is equal to 8 + more comprehensive intimacy transforms the relationship
your Intelligence modifier + your Proficiency bonus. between puppeteer and puppets into a strong friendship or
Secret Technique. Each puppet has a Secret Technique, even an almost parental relationship.
and after using it, they can't use it again until you finish a
short or long rest. Fatherly Love
Starting at 1st level, you have advantage on all saving throws
made due to an effect transmitted by the bond with a puppet.

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

Canons Cold Audience


Dedicating themselves to the art of puppets and mario- When a puppet connected to you by Strings hits with an
nettes, the puppeteer has developed some artistic canons, attack, it deals an extra 1d6 cold damage.
knowledge of construction and staging, allowing the use of
puppets to perform true portents. Fierce Puppets
At 2nd level, you get two canons of your choice. Each Canon Prerequisite: 5th level
is detailed at the end of this class description. You learn addi- When you use your action to perform the Attack action
tional puppeteer Canons of your choice at higher levels, as with the puppet, you c
shown in the Canons Known column of the Puppeteer table.
Additionally, when you gain a level in this class, you can choose Inflame the Audience
one of the Canons you know and replace it with another When a puppet connected to you by Strings hits with an
Canon you could learn at that level. attack, it deals an extra 1d6 fire damage.

Artistic Vocation Last Performance


At 3rd level, you choose your Artistic Vocation, the one that You can use the Secret Technique of a puppet connected to
will characterize your Theater of Extravaganza and the use you by Strings, but the puppet breaks after the use.
of your puppets. You get one of the following features of
your choice. Lightning Replacement
You can use a bonus action to swap your position with that
Mise-en-scene of the puppet your Strings are connected to.
The puppeteer is very skilled at moving its creations and has
an unrivaled mastery with the Extravaganza's Strings. Perception of Wood
If you learn the Mise-en-scene, you double the value of the Prerequisite: Mise-en-scene feature
Distance of Use within which you can use your puppets. Addi- The puppet with which you have connected your Strings gets
tionally, as an action, you can extend your perceptions through blind sight within a 20-foot radius.
a puppet with which you're connected with the Strings, until
the beginning of your next turn. During this time, you are Protection from Energy
deaf and blind for the purposes of using your senses. Prerequisite: 5th level, Construction Art feature
When you take this canon you must choose one of the fol-
Construction Art lowing damage types: acid, cold, fire, lightning, or thunder.
The puppeteer is a skilled craftsman, able to build and repair The puppet connected to you by Strings gains resistance to
puppets with expertise. the chosen damage type.
All your creations are more resistant. A puppet that is not an make two attacks instead of one.
connected to you by Strings has 20 hit points and AC 10.
Also, repairing a broken puppet requires a short rest and 15 Quick Puppets
gp only, for you. The speed of the puppet connected to you by Strings in-
creases by 10 feet.
Masterpiece
At 5th level, you create a new unique and special puppet, Ventriloquism
your masterpiece. You can choose the puppet from the list You are able to speak through the puppet you are connected
of masterpieces. to by Strings.

Canons The Puppets


If a canon has prerequisites, you must meet them to The most common and widespread puppet models in the
learn it. You can learn the canon at the same time that Kingdom derive for the most part from the commedia
you meet its prerequisites. A level prerequisite indicates dell'arte masks interpreted by the harlequins, and the ad-
the puppeteer class level needed. dition of the warlike, macabre, and sacred components
coming respectively from the traditions of the Zagarian
Child's Play pupos, the Penumbria's guignols, and the saintlets of the
Prerequisite: 5th level Creed. Even the following models, surely the most popular
The puppet connected to you by Strings gains the ability animated puppets, come from the same selection: Romual-
to move up, down, and across vertical surfaces and upside do is the most famous of the puppets, Doctor Mutandone,
down along ceilings, while leaving its hands free. The puppet Guerlocco, Brighella, and Pulcinello are some classic car-
also gains a climbing speed equal to its walking speed. nival characters, while the Archangel Giorel and Taratata
come respectively from the samples-book of the saintlets,
and the guignol's one. (For a more detailed description of
these characters, see page 60).

- 16 -
New Class:
Puppeteer

Archangel Giorel Brighella


AC 16 AC 14
Speed 20 ft. Speed 25 ft.

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.

Sword Blow. Melee Weapon Attack: reach 5 ft., one


target. The target takes slashing damage equal to
1d8 + your Intelligence modifier.
Masterpieces
Shield Blow. Melee Weapon Attack: reach 5 ft., one
target. The target takes bludgeoning damage equal
to 1d4 + your Intelligence modifier and if the target Calandrone
is Large or smaller, it must make a Strength saving Calandrone is the mask of the fairy tales' margutte, a
throw. On a failed save, you knock the target prone. filthy, selfish, and cruel giant, who frightens children and
Secret Technique: Shieldraiser. When an attacker threatens to devour the other characters. And yet it is also a
that you can see hits your puppet with an attack, clumsy, stupid, and ignorant boor, that eventually ends up
you can use your reaction to halve the attack's being the laughingstock par exellence.
damage against your puppet.
AC 14
Skills: Athletics
Speed 30 ft.

Cleaver. Melee Weapon Attack: reach 5 ft., one


target. The target takes slashing damage equal to
1d8 + your Intelligence modifier.
Sweep. You can use an action to use the puppet
to sweep around him with his cleaver. Each
creature within 5 feet of the puppet must succeed
on a Dexterity saving throw or take 2d6 slashing
damage.
Secret Technique: Howl. You can cast the thunder
wave spell at its lowest level, as if it were cast by the
puppet. Intelligence is your spellcasting ability for it.
special
Monster. The puppet has resistance to
bludgeoning, piercing, and slashing damage from
nonmagical attacks.

- 18 -
New Class:
Puppeteer

Herd of Broken Toys Tarascone


This cloud of broken puppets, disassembled parts, and This large dragon made of wood, metal, and papier-
workshop scraps is what remains of the puppeteer's previous mâché is one of the favorite special effects of puppeteers
creations, still animated by splinters and fragments of and actors, as the particular contraption built inside of
triflewood.Thanks to both the Strings and the years of the puppet allows it to breathe fire. In fairy tales and
familiarity with this enchanting mass of junk, you are now legends, Tarascone is the father of dragons, Tarantasio's,
able to control all of the pieces together, just as if they were elder brother but also an elderly, angry, grumpy, and quite
a single entity. bloated monster.
AC 11 AC 15
Speed 20 ft., climb 20 ft. Speed 20 ft., fly 40 ft.

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.

Truffaldino Secret Technique: Blatant Luck. If the puppet


is targeted by an effect that requires it to make a
Truffaldino is the most clever mask, the troublemaker
saving throw, you can use your reaction to make
who thinks of one thing while making a hundred the puppet ignore that effect.
others, capable of breaking in, tampering with, and
Skills: Acrobatics, Athletics, Sleight of Hand,
counterfeiting anything, and always getting away with it Stealth
in the face of the unexpected.
special
AC 13 Svanzic Army Knife. The puppet is able to grasp
Speed 30 ft. and manipulate objects, is able to use thieves'
tools, and has a backpack with 1/2 cubic foot/10
Whip. Melee Weapon Attack: reach 10 ft., one
pounds of gear capacity. The puppeteer can use
target. The target takes slashing damage equal to
the puppet to take the Use an Object action.
1d4 + your Intelligence modifier.
Flight. You can use an action to move the puppet
up to double its speed.

- 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.

At the end of your performance, choose a number of hu-


manoid creatures within 120 feet of you who have watched
and heard you, up to a number equal to your Charisma
modifier (minimum of one creature). Each target must
succeed on a Wisdom saving throw against your spell save
DC or be frightened. On a success, the target has no idea
that you attempted to frighten them. Once you have used
this feature, you can’t use it again until you finish a short
or long rest.

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.

Exorcism Domain Spells


Level Spells
1st detect evil and good, incandescent mark*
2nd exorcism*, zone of truth
3rd magic circle, cleanse*

Between the Hammer and the Evil


At 1st level, you gain proficiency with martial weapons and
heavy armor.

The Revelation Gab


Starting at 1st level, you gain the ability to speak the sacred
words that reveal the presence of evil. With an action, you
can brandish your holy symbol and utter the prayer of rev-
elation. You know if places, objects, and creatures within
60 feet of you are cursed, possessed, infested, or under an
evil influence. You also understand their nature (whether
it is a creature, magic, or effect). You can use this feature a
number of times equal to your Wisdom modifier (a mini-
mum of once). You regain all expended uses when you finish
a long rest.

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:

Low Blow save DC = 8 + your proficiency bonus + your


Strength or Dexterity modifier (your choice)

- 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.

Way of the Svanzic


This religious order's monks are known for their martial
training and their high standard of living, and huge personal
wealth. Their wages are very high and paid in svanzics, Eleve-
zia's silver coins. Those stationed in Vaticin City are in charge
of maintaining public order, investigating the most dangerous
crimes, commanding the town's common guards, guarding
the innermost part of the Creed's buildings, and escorting its
major officers. The number of these monks is always kept at
around 500 units, and their turnover occurs slowly, with rein-
forcements sent from the motherland once a year.

“Do you prefer the handle, the head,


or the blade?"
- Bernarda from Sventole -

- 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.

Service of Love. Serve your Paramour at all times, or


dedicate yourself to nothing but those acts and deeds that
would make them proud of you.
Loyalty of Love. Courtly Love is not only the feeling and the
relationship established between enamored and Paramour,
but it is also the sum of all the values of "courteous" chivalry:
kindness, benevolence, upright justice, friendship, search for
beauty, dedication, sense of humanity, and empathy.

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.

Oath of the Gallant Knight Spells


Level Spells
3rd charm person, heroism
5th calm emotions, warding bond

- 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).

“Poor is the pupil that does


not surpass his master."
- Legnardo da Sguinci
Marionette Gadgeteer-

- 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.

Expanded Spell List


The Enchiridion lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you.

Talismancer Expanded Spells


Spell Level Spells
1st bless, shield of fate
2nd exorcism*, searing smite
3rd angelic emanation*, daylight

- 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.

Crosser Feature: Boundless


Crossers are men and women expert more than anybody A crosser is an expert in passing the borders between regions
else in land smuggling, especially through mountain pass- by land, avoiding checkpoints, environmental dangers, and
es, impassable rivers, swamps, woods, and all sorts of natural problems of sorts, and all while going unnoticed. This fea-
obstacles. Usually, they move alone or in very small groups, ture also extends to any Fumarea crossing by land for which a
on foot, on horseback, or at most by leading a donkey, and crosser doesn't need to roll any survival check.
they travel along paths and tracks unknown and hard to find
by guards and soldiers. They are also known to be the perfect Suggested Characteristics
guides for anyone who wants to leave a region across guarded Crossers are often grouchy and lonely men and women, ac-
borders. Relying on a crosser, in this case, means being led customed to spending days and nights in the open, traveling,
"to the other side" without being noticed or making anyone escaping border guards, and marching for days in wild and
suspicious ... or disappearing forever into thin air! The most desolate territories. Tough and experienced as smugglers and
feared and priciest crossers in the Kingdom know the secrets brigands, they combine these characteristics with an in-depth
of the Mistide and how to get goods and people in and out knowledge of the territory and the tricks useful for a life in the
of Penumbria. open. They are often highly respected among Knaves: you can
find plenty of rogues, cutthroats, and thieves around every
Skill Proficiencies: Stealth, Survival corner of the Kingdom, but those who possess the knowledge
Tool Proficiencies: Vehicles (land and water) and skills of a crosser are much more rare...
Languages: Racket
Equipment: A set of traveler’s clothes, a pouch containing 15 sp

d8 Personality Trait d6 Ideal


I'm not particularly eager to talk. If possible, I mumble Morality. I would never agree to transport goods or
1
and use sketchy gestures instead. 1 people who are part of - or on behalf of - cutthroat and
thieving gangs. (Good)
2 I am a gourmet. I never travel on an empty stomach.
Honesty. I always take a group of travelers to their
3 I was raised by a family of talking animals.
2 destination as quickly as possible and for a fair price.
I become impatient with anyone who can't keep up with (Lawful)
4
me on a march.
Freedom. Cities and towns' laws are worth nothing out
3
I respect nature much more than people, and I like to here among forests, mountains, and rivers. (Chaotic)
5
point that out.
Slyness. It's not uncommon for travelers to die on these
I love danger, and I rarely find an excuse not to take a 4 unknown and dangerous trails. However, it seems I can
6
high-risk action. always save at least their equipment and goods. (Evil)
I would never trade a night out under the stars for a Exploration. I do what I do to explore new and old plac-
7
night at the inn. 5 es, discover and trace paths, and overcome obstacles.
(Neutral)
I always know an alternative route, just in case the main
8
one is impracticable. Aspiration. I want to be the first to cross the Kessel Trail
6
in less than twelve days. (Everything)

- 36 -
New personalities
and backgrounds

d6 Bond Suggested Characteristics


The sturdy walking-stick that belonged to my father, The character served as a dispatch rider during some military
1 and to my grandfather before him, and to my great campaign that happened a long time ago, on behalf of a com-
grandfather before that, and so on. pany or a real army, over a few months or even for many years.
I know the location of a talking animal community This activity has profoundly marked the Knave, for better or
2 whose existence I have not yet revealed to anyone, and for worse: perhaps they're still connected to the ideals or fac-
to which I pay a visit from time to time to revel.
tions of that long-ago war, to the comrades and commanders
I always read the Seven-Mile Boot tale before going to
3 of the past, to the places that served as the setting for certain
bed as a superstitious gesture.
battles. Or, on the contrary, they've been shocked by such
I have a score to settle with a bounty hunter, and I accept
4 events. Maybe they realize they sided with the wrong flag for
any illegal work available, hoping to meet her again.
years, or they've become disillusioned with war in general. Re-
Staying in the woods is the only thing I can do to escape
5 gardless, the courage and determination showed in those sit-
a dangerous hitman.
uations, and the abilities acquired, will accompany the Knave
I give most of my expeditions' profits to a small town
throughout their lives.
6 downstream that sheltered me after some troubles with
the guards.
d8 Personality Trait
I am so used to being alone that I often forget how to
1
d6 Flaw behave among people.
Occasionally, I indulge in the pleasures of life, and when I only feel comfortable when I have an important task to
1 2
I do, I tend to lose control. complete.
2 I can't accept having someone else leading the way. I hate seeing working animals abused, especially
3
horses.
3 I have a tendency to overestimate my abilities.
I have often found myself between life and death, but I
4 I am convinced I can communicate with wolves. 4
never hesitated to carry out my mission.
5 I am unable to keep a secret.
I always make sure, almost neurotically, that my shoes
I think everyone should be like me, and I deliberately put 5 are in good condition and that I have at least a couple of
6 my companions at risk so that they can be tempered rations with me.
and become stronger.
I have seen and experienced war with all its horrors, and I
6 find it incredibly exhausting to carry certain memories with

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

Skill Proficiencies: History, Persuasion d6 Ideal


Tool Proficiencies: One type of musical instrument, Trust. Looking at life with singular positivity and im-
calligrapher's supplies 1 agination, and having an unshakable trust in others is
fundamental. (Good)
Languages: Draconian
Equipment: A musical instrument (one of your choice), a Etiquette. You would never jeopardize your image by
2 making an inappropriate comment, responding to a
collection of love letters, a book of poetry, ink (one ounce
provocation, or lapsing into any discourtesy. (Lawful)
bottle), an ink pen, a pouch containing 15 sp
Plutonianticism. 'Tis better to have loved and lost than
never to have loved at all.” Passions must be lived to
Feature: Courtesy 3 the fullest and welcomed in all their turbulence, with
Accustomed to softness, kindness, and refinement of all kinds, the utmost disregard for any possible consequences.
the enamored uses poetry, their urbane ways, grace, and flir- (Chaotic)
tation to obtain small favors and privileges, especially among Manipulation. People are clay in the your hands, and
notables and bigwigs, or among kind-hearted people who are you exploit every emotion and feeling to your advan-
4
tage, with complete indifference toward the victims.
sensitive to coaxing and tearful verses. The enamored will al- (Evil)
ways be welcomed and helped when in particular difficulty by
Philosophy. Everything is relative, every feeling is jus-
those who hold values such as courtesy in high esteem, whether tifiable, and every action is motivated. You always use
they belong to the common folk or higher classes. The enam- 5
your emotions as the lens through which to read the
ored will always be granted food, accommodation, and essen- world. (Neutral)
tial support. Furthermore, if they can use their courteous ways, Authenticity. Years spent in the courtly debates, verbal
they're not subject to social disadvantages caused by shoddy 6
skirmishes, and banquets have bored you, and you
equipment. (see the Brancalonia Setting Book on page 63). yearn for new emotions in the real, murky, and authen-
tic world. (Any)

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

Impresario Suggested Characteristics


The Kingdom is crossed by ambulants, actors, puppeteers, From the worst circus barkers to the legendary Fox and Cat,
itinerant singers, troubadours, bards, minstrels, acrobats, the elves and turquoises’ impresarios, these smart showmen
and all sorts of artists, not to mention those who always re- generally represent the meeting point between merchant
side and perform in a specific city, in one particular theater, and artist, between rogue and bard. Kingdom business
or their own ward. This confusing saraband of musicians, people are known to be Occasia's most skilled fixers and
entertainers, and wanderers often leads to some Impresario, greatest charlatans: broken promises, hidden conditions,
or crafty traffickers who know how to deal with commoners terms and restrictions with ambiguous meanings, terrific,
and gentlemen, full of connections and knowledge, and no- epochal scams… it is also true that, if they are motivated
tably able to manage a theatrical work, a company of actors, and well paid, some impresarios could find and take trained
or a single virtuoso. The impresario is the meeting point elephants and dragons, platoons of artists and stagecoaches
between artists, clients, and the masses: there is not always full of courtesans, to court in no more than three days. They
a need for them, and many are incompetent or scammers, say a good impresario could save a sinking lord's estate with
but the most skilled of them have really made the fortune a single, successful reception.
of their protégés.
d8 Personality Trait
Skill Proficiencies: Insight, Persuasion I often speak in Macaronic, and I see myself as an illustri-
1
Tool Proficiencies: Two types of gaming sets ous and famous person.
Languages: Racket, Macaronic I am profit-oriented, and I always act following my
2
Equipment: A book containing aspiring stage performers own interests.
names, a set of fine clothes, a pouch containing 20 sp I am able to convince anyone that they have a natural
3
talent.
Shows and Scams 4
I see life as the most incredible show in the world. Every
Over the centuries and within the different Kingdom re- situation and event can inspire a brand new performance.
gions, the Impresarios have dedicated themselves to many I love art as much as ease, and I would never compromise
5
diverse occupations, often ending up performing themselves one for the other, or vice versa.
when necessary or tricking a whole village and running away As an impresario, I believe that keeping one's word is very
6
with the proceeds. An impresario can choose from one to poetic, but nothing more than that.
three types of shows or roll on the table below to define the 7 I am always looking for talent and adventures.
art forms in which they are more experienced. 8 I live my life a quarter pièce at a time.

d10 Type of Show


1 Street Theatre, mime actors and juggling. d6 Ideal

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

d6 Bond disappear along the slopes... Lucignoli know how to present


1 I believe people who work with me represent my strength. themselves with the right attitude, how to ask respectfully for
Despite everything, I owe a lot to the grumpy and violent accommodation and help, and how to leave at the right time
2 old mentor who taught me all I know and handed me without being screwed for a thousand years in fairy-freakin-
down this trade. land. And that's quite impressive.
I would do anything to preserve my original copy of the
3 script for “Brancalonians in Tights” by the famous draco- Suggested Characteristics
nian dramatist, Melvino Torrenti.
Lucignolos often have the sly gaze of those who have never
I am secretly in love with my lead actress, who is the only having a hard time, the ways of those who have lived through
4
person in the Kingdom that I would never try to fool.
so much that cannot be told anything, the language of those
I live every day to evoke emotions in anyone I meet on my who are accustomed to Extravaganza. Their familiarity with
5
path.
the fairy world's rulers and funny creatures may be innate,
I am devoted to art and entertainment, and I will never put or it may derive from some childhood events, but they could
6
anything above them.
also come out during adolescence or mature later as adults.
Lucignolos appear as mortals among the fairy beings, but are
recognized as touched by the fairies among the commoners.
d6 Flaw For these reasons, they are often treated with caution and
1 In truth, I'm jealous of anyone with real talent. distrust by both worlds.
I am a full-blown scammer, and I use others for my own
2 d8 Personality Trait
benefit.
I am an irresponsible visionary who always tries to run I have a song, a nursery rhyme, or a joke for every
3 1
before I can walk. occasion, especially in improper contexts.

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

d6 Bond Feature: Deference and Influence


That Befana I escaped from by the skin of my teeth when Thanks to their prominent position, the prelate is held in
1
I was a kid is still out there somewhere. high regard by the worshippers of their own religion, as well
The funfellows community I was raised in is my home. I as welcomed in high society and places of worship, and ge-
2
would never let anything bad happen to them. nerically recognized as a notable or even a big shot by the
I don't know how I know, but I know I have a twin brother common folk. The prelate and his fellow Knaves can expect
3
or sister somewhere. to receive hospitality in churches, sanctuaries, and monas-
I have always had a crush on the little turquoise child I teries. They can also ask for the help of followers of the same
4 met as a youth; I want to become a hero to ask for their religion, as long as that help does not involve dangers and
hand.
the prelate enjoys a good reputation among them.
My only real purpose in life is to sensitize the human
5
world to the fairy world.
Suggested Characteristics
I want to accumulate enough money to open my own The prelate can be the commanding chaplain of a knightly
6
business on pleasure island.
order, the abbess of a convent of fighting nuns, a tireless evan-
gelizer who travels up and down the Kingdom's ruts trying
to convert brigands, an ordinal that dedicated her life to the
d6 Flaw
search for sacred relics, a holy hermit who seems to preach
I am obsessed with the idea that others always look like a madman, a dressed-for-success astrologer that dedicates
1
down on me.
themself to Knave-jobs to show they can get their hands dirty,
2 I have a serious addiction to Extravaganza Extract.
the prior or the patriarch of who knows what currently lapsed
3 I am both a braggart and a coward. religious tradition, looking for new followers... the fact that
4 I am secretly intolerant of human beings. formally they are bigwigs shouldn't represent a problem for
5 I try to play tricks on anyone, just for fun, all day long. anyone: after all, in the Kingdom, we are all ragamuffins any-
way, and in the end, the difference between glory and mud is
I really can't help but bother the proverbial sleeping
6 just a matter of one good or bad day!
dog.

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.

Skill Proficiencies: Persuasion, Religion


Languages: Draconian, unknown language
Equipment: A golden holy symbol, a book of prayers,
vestments, a pouch containing 25 sp

- 42 -
New personalities
and backgrounds

d6 Ideal Relic Hunter


Guide. As a good shepherd, I care about my flock and Among those who dedicate themselves to the noble art of
1 my band of lost lambs. I try to protect and direct them exploration and ruins, dungeon and catacomb looting, relic
to the best of my ability. (Good)
hunters are probably the most recognizable and appreciated
Rigor. The Creed dictates have an absolute value and community. Some of them are part of the Congregation of
must be respected and enforced with rigor and intransi-
2 Reliquaries. The Creed's hierarchies send them out to find
gence, since it is in their free interpretation that evil lurks.
(Lawful)  the mortal remains of the saints of the past, their objects, sa-
cred instruments, weapons, and their magical artifacts of di-
Free Will. Saints have indeed traced the righteous
3 path's route, but the believer can only decide how to vine or angelic nature. Other times, it is a question of com-
follow it. (Chaotic)  mon grave robbers and mercenaries who do the same thing
Career. I ensnare and take advantage of believers to obtain and then directly resell their findings to those in charge at
4
support my climb within the Creed's hierarchy. (Evil)  the Creed. In any case, relic hunters must have a special
Faith. Fortunes and misfortunes, miracles and horrors, I license stamped by the Creed itself to dedicate themselves
5 know that everything is part of the great divine plan and that to such research officially. They are also required to provide
there's a constant balance between good and evil. (Neutral)  complex documentation of authenticity and all details of the
Redemption. Before answering the Creed’s call, I was as discovery and specifications of its conservation for each relic
6 far as possible from being virtuous. I feel more and more recovered in this way. The cult and trade of antiques, both
the need to redeem myself. (Any)
sacred and profane, is in fact so widespread that it leads to an
endless number of counterfeits, complete with special laws
d6 Bond and sanctions for those who falsify such findings.
I owe everything to father Sgroppino, who found me at death's
1
door, healed me, and taught me the dictates of the Creed. Skill Proficiencies: Investigation, History
The sacred golden symbol I carry with me is more pre- Tool Proficiencies: Thieves’ tools, calligrapher's supplies
2
cious than my life itself. Languages: Macaronic
I have all the infants of the Kingdom at heart, as pure souls Equipment: A parchment case filled with study notes
3
to be instructed and directed towards the right path. and maps, a crowbar, a set of traveler’s clothes, a pouch
One of my parents is the only bond left with my past life containing 10 sp
4
before the prelature.

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

d8 Personality Trait d6 Bond


1 I love everything to do with mystery and the unknown. Since I was a child, I have heard stories about cursed
1 corpses and backbiters. My research's primary purpose,
2 I am fascinated by death and corpses.
now, is to find out more about these mystical creatures.
3 I look at each relic as the next gold mine.
I have worked for the Creed for a long time and, al-
I am a member of the Creed, yes, but I would never, ever 2 though I'm now independent, I still have some friends
4
deny myself some healthy revelry and a proper fistfight. among the priests.
I know something about failure, but I never let myself be I have a deep scar, the cause of which I don't remember,
5 3
negatively affected by it. that pulsates whenever a relic is nearby.
I'm not afraid of setting off a trap since I always have 4 I am incredibly devoted to the Creed.
6 the foresight to keep somebody else walking in front of
I believe there was a saint among my ancestors, and I
me. 5
want to recover a relic connected to them.
7 I live my quest as a real vocation.
I have the diary of a famous Creed antiquarian, full of
6
I feel more comfortable in some catacomb or tunnel notes and knowledge. Losing it would be devastating.
8 than in the streets of the most bucolic country in the
whole Kingdom.

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."

- Limerno Pitocco, Macaronee Minori, Book III -


New Equipment and
New Spells

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

Adventuring Gear Ring of the Appetizer


This special ring contains a secret compartment holding a
New Adventuring Gear dose of poison, which can be easily released with a wave of
Name Cost Weight the hand, and is often used by the nobility on formal occa-
Archaic Fire 25 gp 4 lb
sions. You have advantage on all Dexterity (Sleight of Hand)
checks made to dispense the dose of poison contained with-
Gutspritzer Poison (Ingested) 180 gp -
in the ring without being noticed.
Litmus Bandana 5 gp - Cost: 30 gp + the cost of any seals, gems, and embellishments
Ring of the Appetizer Special -
Saint Cuterine’s Hidden Blade Special - Saint Cuterine’s Hidden Blade
Saint Napaniel’s Blessing
A hidden blade is a must-have accessory for any self-respect-
150 gp - ing Knave. In the Brothers' slang, this trick is called "the
(Inhaled)
Seeker Helmet 4 gp 2 lb blessing of Saint Cuterine", the patron saint of the escaped,
the pilloried, and all death row inmates. It is a small blade
hidden in an everyday object, such as a bracelet, a hat, a
Archaic Fire boot, or even a holy symbol. If the item is inspected, it is
This incendiary mixture was particularly feared in naval bat- possible to deduce the blade's presence with a successful DC
tles since water cannot dampen its effectiveness but rather 15 Intelligence (Investigation) check.
feeds its destructive power. The mixture ignites when ex- Cost: 5 gp, in addition to the cost of the item in which it
posed to water, generating a strong explosion. The mixture is inserted
is usually
​​ sold in 2-pint clay flasks. As an action, you can Damage: 1 piercing
throw a flask up to 20 feet, and it shatters on impact. Make Weight: Equal to the weight of the item in which it is
a ranged attack against a creature or object, treating the ar- inserted
chaic fire as an improvised weapon. On a hit, you cover the Properties: Finesse, light
creature with the mixture. If the archaic fire gets exposed to
water, it generates a strong explosive reaction that deals 1d6 Saint Napaniel’s Blessing (Inhaled)
fire damage to each creature within 5 feet of the mixture. This powerful concoction was developed by Abbot Dormi-
You can also pour a flask of archaic fire on the ground to tory I of Saint Napaniel who wanted to cool down the spirits
cover a 5-foot-square area, provided that the surface is level. of the intruders and freeloaders that continually haunt his
If ignited by exposing it to water, the archaic fire burns for 1 abbey. A creature subjected to this poison must succeed on
minute and deals 1d4 fire damage to any creature that enters a DC 14 Constitution saving throw or be poisoned for 24
the area or ends its turn in the area. A creature can take this hours. If the Constitution saving throw fails by 5 or more,
damage only once per turn. the creature is also unconscious as long as it is poisoned in
this way. The creature is restored to consciousness if it takes
Gutspritzer Poison (Ingested) damage or if another creature uses an action to wake it up
This mixture of arsenic and pork entrails is one of the most by shaking it.
harmful and most effective poisons found throughout the
Kingdom. A creature subjected to this poison must succeed Seeker Helmet
on a DC 15 Constitution saving throw or take 7 (2d6) poi- This ingenious hat was created as an invention to help
son damage and become poisoned. The poisoned creature Tarantasia’s rat catchers in their tasks. The helmet sheds
must repeat the saving throw every 24 hours, taking 7 (2d6) bright light in a 15-foot radius and dim light for an addi-
poison damage on a failed save. Until this poison ends, the tional 15 feet. Once lit, it burns for 6 hours consuming 1
damage the poison deals can't be healed by any means. After flask (1 pint) of oil.
three successful saving throws, the effect ends and the crea­
ture can heal normally.

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

New Magical Junk


Angel Feather Figurine of Wondrous Power
Relic, very rare (requires attunement) Wondrous item, rarity by figurine
An authentic and absolutely original angel feather. Believe A figurine of wondrous power is a statuette of a beast small
it. As long as you are attuned to the feather, you gain the enough to fit in a pocket. If you use an action to speak the
ability to use Channel Divinity once with this relic. You command word and throw the figurine to a point on the
must finish a short or long rest to use Channel Divinity with ground within 60 feet of you, the figurine becomes a liv-
the feather again. If you already have the Channel Divinity ing creature. If the space where the creature would appear
feature, you gain an additional use of it. Additionally, you is occupied by other creatures or objects, or if there isn’t
get the following option to Channel Divinity. enough space for the creature, the figurine doesn’t become a
Angelic Judgement. You can use Channel Divinity to creature. The creature is friendly to you and your compan-
invoke divine light and banish evil. You can use your action ions. It understands your languages and obeys your spoken
to wield the Angel Feather and dispel any form of magical commands. If you issue no commands, the creature defends
darkness within 30 feet of you. Also, each fiend or fey itself but takes no other actions. The creature exists for a du-
creature within 60 feet of you takes 4d6 radiant damage. ration specific to each figurine. At the end of the duration,
the creature reverts to its figurine form. It reverts to a figu-
Belt of Mediocre Strength rine early if it drops to 0 hit points or if you use an action
Wondrous item, uncommon (requires attunement) to speak the command word again while touching it. When
As long as you wear this belt, your Strength score is equal the creature becomes a figurine again, its property can’t be
to 14. used again until a certain amount of time has passed, as
specified in the figurine’s description.
Broken Compass
Wondrous item, very rare Cast Iron Bull (Very rare). This metal statuette of a bull
This item looks like an ordinary compass pointing to a ran- rampant is approximately 4 inches tall and long. By twisting
dom direction (1d4) each time it is consulted. Still, it is in- its testicles three times, it can become a cast iron bull for up
disputable from the flickers and enchanted sparks it makes to 1 hour. Once it has been used, it can’t be used again until
that it hides some prodigious magical power. 7 days have passed.
Curse. The truth is that this compass is cursed, and it
has a secondary hidden function: it leads dangers straight Fraudo’s Helmet
to whoever carries it. Each time a roll is made on the "Job Wondrous item, legendary (requires attunement)
Hazards" table, the Condottiero adds 10 to the result. Ladies and gentlemen, this is the prodigious King of Bandits'
Helmet, a symbol for the Bounty Brotherhood and a relic
Cloak of Extravaganza coveted by all Kingdom's companies. It is said to include a
Wondrous item, uncommon (requires attunement) map to the greatest Knave of all time's fabled treasure. As
When you wear this cloak, you are subject to the effects of long as you wear this helmet, difficult terrain doesn't cost
the Fairy Godfather. When you make an ability check, an you extra movement, and magic can't reduce your speed nor
attack roll, or a saving throw, if the d20 roll result is 18, 19, make you paralyzed or restrained. Additionally, you gain the
or 20, it is considered a success (in the case of an attack, a following benefits:
critical hit). If the d20 roll results is 1, 2 or 3, that ability • Darkvision out to a range of 60 feet.
check, attack roll, or saving throw is considered a failure. • You can use an action to cast the disguise self, knock, or
locate object spells with it, at will.
• You have advantage on all Dexterity (Sleight of Hand)
checks.

- 48 -
New Magical Junk

Exorcist Bone's Flute Saint Gonnello’s Knuckles


Relic, very rare (requires attunement) Relic, rare
This relic still conveys the power of the ancient exorcist it Saint Gonnello of the Grinning Knuckles was one of the
belonged to, and acts as a catalyst for the fury of the spirits it many pugnacious saints of the past, blessed members of
turned in the past. You can use an action to speak the flute's fighting monastic orders, who became maraculists in life and
command word and play it, producing a melancholy melo- venerated after death. One of the most instructive legends
dy. In reply, a ghostly undead you determine by rolling a d6, about him relates that he could defeat the Creed's enemies
and consulting the following table, appears. with only his famous knuckles, and that he used to immerse
them in buckets of well water to relieve them. Thus, the
d6 Undeads water within the buckets became blessed in turn, providing
1 Shadow an effect similar to that of panacea or soothing infusions, to
2 Specter be then immediately consumed by his followers! Saint Gon-
nello's Knuckles can transform a glass of water into a bitter
3 Will-o’-Wisp
flavored decoction able to restore the body and soul of those
4 Phantasm
who consume it. The relic has 4 charges per day.
5 Wraith If you steep the knuckles in water for 1 minute, you can
6 Confined spend one or more charges as described below:

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.

“Steal a relic and they call you a thief


Rob the entire population and they call you patriarch."
- Brother Fantomius, gentleman, friar, and thief -

- 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

Insurance Quality Stamp


3rd-level evocation 1st-level transmutation

Casting Time: 10 minutes Casting Time: 1 bonus action


Range: Self Range: Touch
Components: V, S, M (a sheet with the written insured spell Components: V, S
and the triggering circumstance, secured by a seal in wax Duration: 1 hour
and gold dust with a total value of 15 gp)
Duration: 10 days You touch a shoddy quality object or creature. Until the
spell ends, the target loses the shoddy quality.
Choose a spell of 2nd level or lower that you can cast, that At Higher Levels. When you cast this spell using a spell
has a casting time of 1 action, and that can target you. You slot of 3rd level, the duration of the spell increases up to 8
cast that spell-called the insured spell-as part of casting hours.
insurance, expending spell slots for both, but the insured
spell doesn't come into effect. Instead, it takes effect when
a certain circumstance occurs. You describe the triggering
circumstance when you cast the two spells. For example, an
insurance cast with mirror image might stipulate that mirror
image comes into effect the next time you are the target of
an attack. The insured spell takes effect immediately after
the circumstance is met for the first time, whether or not
you want it to, and then insurance ends.
The insured spell takes effect only on you, even if it can
normally target others. You can use only one insurance spell
at a time. If you cast this spell again, the effect of another Saint Barbarian, convert the Pagans
insurance spell on you ends. Also, insurance ends on you if with fast blows and beating bare-hands.
its material component is ever not on your person. Saint Barbarian, redeem the bedlam
with yer flames and forged weapon.
Poorman's Feast Saint Barbarian, of Pyromancers
3rd-level conjuration shoo the Devil with roaring thunders.

Casting Time: 10 minutes - Limerno Pitocco, Minor Macaroni, Book VII -


Range: 30 feet
Components: V, S, M (onion, celery, carrot, and herbs)
Duration: Instantaneous

The caster evokes a great banquet, made up of pasta, pizza,


wine, and other typical dishes of the region to which you
belong. The feast takes 1 hour to consume and disappears at
the end of that time, and the beneficial effects don’t set in
until this hour is over. Up to twelve other creatures can par-
take of the feast. A creature that partakes of the feast gains
the benefit of a short rest and its exhaustion level is reduced
by 1.

- 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?”

- Limerno Pitocco, Major Macaroni, Book I-


Additional Insight

The Profession of Arms The Thousand Years’ War Companion

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

Famous Bands and Companies of Fortune


The Bream-Dream Capes originate from a company of Quinotarian fishermen-smugglers who spent their time
attacking lopsided vessels and selling smuggled fish in coastal markets. Their leader, Seabass de Corallis, had
features like the fish of the same name, and is often described as an abomination (perhaps one of the mysterious
coastal dracians). It was only when he ended up in prison that his associates realized they could make a living by
similar but more legal means.

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.

Dead, Undead, and


Gravediggers
A millennium of campaigns, maneuvers, and sieges has fre-
quently cost the Kingdom huge death tolls: amassed in the
same place, time, and condition, those corpses are a real
boon for heresiarchs, sorcerers, and befanas wishing to use
“human material” for the own purposes. Sometimes the
dead rise up spontaneously in fields where veritable mas-
sacres have taken place, and ghosts, specters, and confined
start to haunt the district.
At other times, villains, body thieves, necromancers, and
gravediggers make a fortune out of the wealth of still-usable
weapons, carcasses, and armor.
These characters always follow in the wake of armies and
companies of a certain importance. For two copper pieces
per fallen, gravediggers take care of giving the dead a wor-
thy burial, thus removing the risk of assorted diseases and
necromancy. But each future customer is also advised to “And I went to the war in spite
offer a small incentive, to ensure greater zeal during the
burial: after all, a moment’s inattention can always happen, of my father.
and ending up buried or burned on the pyre while still
alive is never much fun... hence, to those who offer them But there were flies and
a silver coin, gravediggers give the Obol of Saint Saved, a
pendant to be worn around the neck that guarantees its poisonous things;
bearers will receive “additional care”.
And there was the deadly water,
Ground Pigeons
The Kingdom’s correspondence is rarely exchanged via And the cruel heat,
carrier pigeons or other kinds of flying poultry, as no one
wants to entrust their secrets to something that could And the sickening, putrid food;
end up as the meal of a flying raptor or a mean-shoot-
ing, empty-bellied farmer, both categories being equal- And the smell of the trench just
ly widespread throughout the Kingdom. However, as a
result of The Thousand Years’ War, a veritable organi- back of the tents..."
zation of Ground Pigeons slowly formed, and learned,
over time, to take advantage of this opportunity. Now
every tavern or camp has a list hanging somewhere with
the organization’s official stamp on it, providing details - Bafer, the minstrel of Old Town -

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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.

- 59 -
Additional Insight

Masks, Harlequins, Dummies Doctor Mutandone is a typical mask of Pianaverna, symbol-


and Puppets izing the pedantic and wealthy bourgeois, often well-versed in
Puppet theaters and shows differ in many ways from those the most useless sciences but inept and distracted in everyday
with actors of flesh and blood, but both forms of entertain- matters, so much so that he wears his underpants over his
ment have elements in common: characters and plots. trousers. He is often mocked and duped by his wife, servants,
Commedia dell’Arte protagonists, traditional carnival masks, Knaves, and daughters.
popular theater characters, and the most famous dummies
and Zagarian puppets seen around the Kingdom, all play Archangel Giorel. Sacred representation of one of the arch-
exactly the same roles, whether embodied by an actor in a angels of God’s Cinquain, he represents the typical celestial
theater, used as a disguise during carnival, or represented apparition sent to resolve quandaries and muddled affairs,
by a puppet in a village fair. And even the more traditional who untangles the plot in favor of the show’s protagonists.
stories, comedies, and adventures performed on stage are the Handsome, blond, and dressed in a blue tunic, he often turns
same, whether the characters are puppets dressed in rags in out to be a divine trafficker fond of exchanging favors and
a humble village show, or famous and overpaid harlequins miracles with gifts to the Creed, promises, sacred vows, and
playing a carnival farce in a lordly mansion. other prebends.
Dating back to different eras, the origins of these characters
and their stories are varied and disparate, yet today they all mix Guerlocco, “the foolish sorcerer”. An Ausonian mask that
in a melting pot of influences and themes. The following are embodies the typical charlatan-wizard that roams the King-
the most famous characters of the Kingdom’s harlequinades dom, a bungling magician full of tricks but skilled solely in
and “pulcinellades”. swindling the populace. He wears bright purple and green
clothes, a wizard’s hat, and a hundred jingling trinkets.
Harlequin. Among the oldest in Kingdom comedy, this
mask evolved into many different versions, eventually losing Pulcinello. The most classical mask of Volturnia, symbol
its uniqueness and giving life to a whole series of characters, of of the humble and kind-hearted commoner, often romantic,
cunning or foolish servants, braggarts and swindlers, wizards poetic, and in love; clumsy and unable to fool others, he is
and ruffians... the term lived on and now refers collectively to nevertheless endowed with peasant wisdom and common
all these masks and characters. The original version wore several sense, and eventually manages to get by and make it to the
colorful stage costumes one on top of the other, in order to next day. He is dressed in white, with a black mask and hat
change from one mask to the next in a single gesture; he was typical of street layabouts.
an expert in mimicry, somersaults, and various acrobatics,
and made extensive use of the slapstick. Redingotte and his minions: this Vortigan mask represents
a vicious, pompous, braggart chief guard, surrounded by his
Together with Truffaldino, Brighella is the symbol par excel- slimy and incompetent minions. He wears a black cloak and
lence of street Knaves and Bounty Brothers: doer of countless tricorn and a silver mask, while the guards have bronze masks.
misdeeds, expert in many jobs without ever concluding a In addition, they all have a walking stick with a sculpted lion-
single one, sometimes good, other times charlatan, slacker, head whose function, on stage, is that of a baton or slapstick.
or fop, he is one of the few characters known for his ability Even Palandron with the golden mask, symbol of the Chan-
and propensity to (jokingly) hit his opponents, whom he cellor General of Vortiga, head of all the chief guards, hence
punishes vigorously with his slapstick or with resounding even lazier and incompetent than the rest of them, appears
slaps and punches. on stage in some shows.

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

Scum of the Kingdom Penumbrian Coscas and Crime Companion

The whole of Penumbria is a cauldron that bubbles on the Gangs of Orbino


flame of oppression. Conspiracies, outbreaks of revolt, cas- Unlike Crimini (see page 129), Orbino is no land for dons
tles under siege, and field battles between lordships constant- or families: there is no birthright within the walls of this
ly grind alliances and political order like a relentless mortar. fiefdom: one’s place in a gang is earned on the field.
On a smaller scale, its villages and feudal cities, from Cas- In the Tragedi feud, where the power of the Criminese
tel Notturno to Pertugia, from Orbino to Crimini, from is weakening despite alliances and partnerships, business
Scotenna to Bubbogna, reflect this constant seesaw of inter- is the prerogative of street gangs, who divvy up the alleys
ests and powers. with systematic brutality.
Alleyways and neighborhoods swarm with scum, and terri- To the sound of abuse and beatings, the mob of the Dead
torial disputes are consumed in clashes between companies Geese (stabbers in scarlet doublets and black tricorns), con-
and family feuds sometimes more brutal than cavalry charges. tend with other criminals for dominance over the Cinque
The streets of the ghetto cut your teeth and knock them Canti, the black heart of criminal business in the Soborbs
out: there’s no finer training for guards, bravos, guappos, of Orbino, one of the most infamous and lethal places in
and cutthroats. Penumbria. Among the few squads able to rival the Dead
Geese are the Bitches, obscenely-dressed street ladies wear-
Of Guards and Gangs ing greasepaint and noblewomen’s wigs, and the Orbs, a
Since Penumbria is ruled by coscas and there is no differ- gang devoted to Saint Squintus, the city’s patron; the Orbs
ence between masters and slavers (is there ever?), the term all wear a patch over an empty socket, since the price to
“guard” around here means any member of a mob, gang, enter the gang is to have an eye gouged out.
squadron, crew, or criminal sect. Whatever they are – exec-
utors, buccaneers, or corrupt wardens – the discriminating Pirates of Scotenna
factor is the guards’ affiliation to a clan or a company and Administered by the Ceppi family, the criminal crews of
their implicit vote of obedience to its code of honor. Scotenna Bay stand out from the gangs on land in the rest
Being hired by a don, a captain, or a gang leader usually of Penumbria due to their skill in navigating, smuggling,
involves an initiation, more or less bloody depending on the and maritime looting. Unlike the other bands, they do not
age and degree of kinship of the affiliate. Once “baptized”, wear uniforms, but use their gang’s flags and tattoos to dis-
a guard will get protection and percentages in exchange for tinguish themselves.
favors and loyalty. Whoever pays is in command! Fearsome pirate ships, captained by corsairs of single or
While ranging from neutral to evil, the moral alignment of multi-sail ships under their own banners, haunt the Monstrum
these thugs never deviates from legality, albeit in the form of Sea and navigable rivers of the hinterland.
compliance with the rules and conduct called Etiquette in If you want to cross the Mistide and leave Penumbria by
Crimini, where no mercy is shown to those who step out of sea, the Scotenna pirates are the only ones to turn to. Their
line. This principle applies equally to the Consigliere, a boss’s best-known crews include:
right-hand man, and to the henchman in charge of garroting • The Scontrovento, fleet of the Ceppi Counts, Scotenna’s
an insolvent gambler. main corsair navy.
The guards, guappos, and bravos of Penumbria not only • The Sgarri, mostly criminal buccaneers stationed in
follow their gang’s ethical code, but also its aesthetic one. Scotenna, who handle shipments and cargo on behalf of
Their clothes are elaborately distinctive, deliberately flaunted the Cupola after paying a bribe to the Scontrovento.
to defy the law – and decorum – and to intimidate the humble: • The Risaliti, outcasts, sinkers, and shipwreck-plunderers
colorful silks, sashes, wide-brimmed or feathered hats, ruffs, who live between the Scotenna Bay’s harbor and sewers.
rings of solid gold, oiled moustaches. • The Fondali: an autonomous company famous for not
These professional criminals sport an often-exorbitant and taking prisoners; when they board a vessel, be it a war
studiedly conspicuous number of melee weapons (daggers, galleon or a merchant ship, you either become one of
small swords, razors, cleavers, whips, clubs, brass knuckles). theirs or jump to the seabed.

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Scum of the Kingdom

Matadors and Squads of In addition, on feasts celebrating patron saints or events of


Pertugia the nobility, it is customary to organize a Slaughter: a prize
In the fiefdom of Pertugia, particularly along the beaten for hunting abominations in which each prey is evaluated
paths of Sylvatrocious, it isn’t the gangs, families, and cliques based on a score of danger and rarity, and recorded in the
who rule the roost, but teams of matadors and rangers in participants’ scoreboard. A Slaughter can last from 1 to 3
disarray: corrupt gamekeepers and ruthless poachers who months and is always inaugurated with a race of Bulldosers,
unite under a single flag to extort, kidnap, capture beasts freed in an arena or in a city center. The oldest and most
and monsters, and hunt illegally. These squadrons of brig- famous Slaughter is that of Pertugia.
ands and foresters are trained in ambushing and stalking, The following are the main factions of the region’s matadors:
and in the use of traps, ranged weapons, packs of hounds, as Beasts of the Kingdom: captained by Giulio Verme and
well as falcons and other wild beasts. headquartered somewhere in the Morassi, they operate
Depending on their level of experience, these matadors throughout the region and decorate their clothes with
are able to find their way through labyrinths of woodland animal parts and skins. Based on rank, each member of the
and brambles and along passages in the most inaccessible Beasts is given the name of an abomination.
gorges, knowing by heart the paths and tracks that they The Matarogues: at the service of the Gauci, Duke-Counts
and their precursors contributed to create. Hence it is not of Pertugia, these foresters are, in theory, the gamekeepers
uncommon for mercenary captains or units of Dragoons to officially in charge of controlling Sylvatrocious.
hire matadors as scouts in enemy territory, nor for compa- The Unseen: unscrupulous matadors and smugglers of wild
nies of adventurers to exploit their sense of direction across beasts and monsters, skilled in camouflage and in making
unexplored areas. Penumbrian matadors get by in the most deadly traps.
prohibitive and life-threatening situations, are quick with The Dragonets: from the surname of the family composing
a knife, accomplished in close combat, and even more so it, this gang is renowned for its infamous conduct, poaching,
at a distance. trafficking in puppies, and subjecting animals and prisoners
However, camouflage and adaptation are secondary skills to the most brutal torture.
compared to the ancestral art of hunting.
The matador’s career is accessible to people of all walks The Breath of the Dragoon
of life, from commoners to patricians, though clearly the Usually in the pay of the dukes of Orbino, the Dragoons of
former are motivated by profit and necessity and the latter Penumbria are a column of mercenaries; by extension, the
by tradition and pleasure, as in the case with the dukes of term “dragoon” has come to designate the heavily-armored
Pertugia, knights of Castel Notturno, and matadors and and unscrupulous veterans representing the highest military
collectors for generations who have an exclusive reserve for standard in the region, and perhaps in the whole Kingdom.
this very purpose: Selva Gualtieri. There are also examples, The Dragoon is moderately skilled in Penumbrian fencing
historical and living, of saints and monks who embraced techniques and in the use of any melee, pole, and blow weapon
the matador’s mission, devoting themselves to freeing the (sword, two-handed sword, spear, war ax, halberd, mace, flail),
world from the threat of diabolical and monstrous beasts. and trained in melee and ranged (longbow, crossbow) combat.
In addition to falconry, the manufacture of traps, and cap-
tive breeding of rare specimens, another outlet for matadors Having served with a captain of fortune, he is an expert in
that is possibly more prestigious both socially and econom- field maneuvering tactics, and accustomed to extreme cli-
ically, is represented by tournaments. mates, fasting, and sanitary conditions that “would make a
On anniversaries, successions, and major holidays, every goat throw up”. He also knows how to ride any mount and
county and district of Penumbria sets up carousels and bull- can march for days without touching food or water, as long as
fights starring men and beasts in bloody duels to the death. he has plenty of wine and spirits with him. Constitution and
The stakes entice trainers and matadors who flock there from training allow him to arm himself heavily with any piece of
all corners of the region, and often from the Pagan Plain armor available, in a jumble that is often the result of repeated
and overseas as well. looting: pagan helmet, officer's boots, lamellar body armor,
dented shield, remnants of fur.
The gruesome brutality of these shows has long made the Strong or cowardly, disciplined or debauched, a dragoon is
elders consider banning this custom, but these games’ pop- drawn to gold and booty. As the famous saying goes: “There’s
ularity and the amount of silver pieces that revolves around no such thing as enough!”
betting guarantee their stubborn longevity.

- 63 -
Additional Insight

Penumbrian Football Playing Penumbrian Football


The draconian football has been the most attractive popular in Brancalonia
phenomenon in the whole Kingdom since the time when In order to make a penumbrian football match exciting
the colosseums were crowded with gladiators who killed but fast and enjoyable in the middle of a game session, the
each other or some wild beasts. Each city and region of characters who decide to participate in a game of such com-
the Kingdom has its own teams, small and large, its tour- petition will actually play just the so-called Highlights that
naments and challenges, while the grand Boot Cup is the occurred within the "real" duration of the match. The char-
most popular sporting event throughout the whole penin- acters take to the field equipped only with their team uni-
sula and islands. form and, it goes without saying, they cannot wear armor or
Slightly different in terms of rules and very different in use weapons of any kind.
terms of violence, Penumbrian Football is the most popular The game begins with entering the field. The match is
variant within the boundaries drawn by the Mistide. The divided into two halves. Each half starts with the catch the
small number of players and the smaller size of the pitch are ball Highlight and continue with 3 other Highlights randomly
some fundamental differences of the Penumbrian variant. determined by rolling 1d4 each time:
This second aspect is closely linked to the first: if teams
took the field with twenty-seven penumbrian kickers on each d4 Highlight
side, like in regular draconian football matches, the hosting 1 Hunt Run
towns would end up on fire in the middle of the games. To 2 Counterattack
contain collateral damage, in Penumbrian Football, teams
3 Tactic
are therefore made up of seven kickers (players) only on each
4 Pitch Invasion
side, and there is an obligation to interrupt the game in the
case of a kicker's death, so killings are typically reserved for
the second half, or for when a team believes they have taken Note: each half time can be composed of more than one High-
the lead so far ahead that they want to end the competition. light of the same type.
Games that actually end after the scheduled match time
expires are rarely registered. As in draconian football, a game
lasts two halves of half an hour each: the winning team is the
one that scores more hunts (points) or the one that knocks
out all the opposing team's kickers. To score a hunt, you have
to put the only ball in the opponent's hole (goal) and, at that
point, the two teams change pitch side. Only humans, male
and female, are allowed in legal matches, with common excep-
tions made for sylvans and gifted whose extraordinary nature
does not attract too much attention. It is possible to substitute
up to 3 kickers during the game to replace those knocked
unconscious or with bones broken due to the violent fights.

“Penalty is when referee blows"


- Guiadino del Bosco, notorious Penumbrian coach -

- 64 -
Scum of the Kingdom

Entering the Field


At the beginning of the first half, the teams take to the field all dressed up, ac-
companied by bards and standard bearers. Players can make a DC 15 Charisma
(Performance) check or a DC 18 Charisma (Intimidation) check to earn 1 crowd’s
favor point for their team.

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

Highlights Catch the Ball


3 Highlights:
d4 Highlights
Catch the Ball
1 Hunt Run
The teams fight 1 Brawl round with the following modifications:
• Props cannot be collected. 2 Counterkick
• Whacks remain and accumulate until the end of the entire game. 3 Tactic
• The kickers of the team dealing the highest number of whacks have advantage 4 Pitch Invasion
in their next Highlight action.

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.

“I kiss your wing, Godfather”

- 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

Hobs of the Kingdom


“Hobs” are a special subtype of fey creatures, typical of the Extravagant Existence
Kingdom and with their own traits and features. Together
with the Fairies and the Turquoises, they are the most com- In all the Kingdom's legends and myths, hobs and fairies,
mon fey type creature in Brancalonia. as well as angels and devils, can be duped, tricked, moved
In the Bounty Kingdom, every region, every district, every to compassion, seduced, corrupted, intimidated, and
city and village, every corner of forest, mountain, and swamp, captured; they can be convinced or forced to make deals,
has its own hob, to whom popular tradition often attributes fulfill wishes, reveal secrets, grant favors, treasures, or
different names and powers, but somehow the same origins magical items, perform wonders, and much more. They
and faculties. can be summoned and shooed away in different ways,
So, are funfellows, linkets, farfarels, sea monks, janas, mallets, and you can protect yourself from them with spells and
and all the others a single people that differs in minor ways, superstitions, magic words, and tricks of all kinds. What
of many different origins, scattered throughout the Kingdom, is really impossible to do is to kill them. Even when these
or are they thousands of unique individuals grouped into beings accept a sword fight, a duel, or a battle, they are
distinct races and species only by tradition? No one can really not subject to death even when struck by deadly wounds
answer this question, or rather, the answer to each of these and destructive magic. They are immortal creatures, not
theories is “yes and no”. bound by the laws of the earthly world.
Each hob is a unique individual, but when they are together,
depending on familiarity and closeness, they love to take on Here's what can happen in-game when one of these
similar appearances, like large families of similar beings, and creatures is "killed":
consequently feel part of the “little people”, the subjects of
high-ranking fairies and turquoises.
☞They vanish into thin air, thunderously leaving the
Whether discussing single representatives encountered or scene; They'll not directly torment the Band for a while,
entire “races” or courts of these individuals, trying to determine but they're going to hold a grudge for sure.
what their powers and specific aspects may be is obviously
☞They get up, bow, and declare themselves defeated, as
subject to approximation, generalization, and confusion: after salubrious as they were at the beginning of the fight.
all, they are fey beings imbued with Extravaganza.
☞They give up and agree to be imprisoned, at least until
In general, their appearance is that of beings as tall as chil- they decide to free themselves.
dren or even of small animals, of supernatural and immortal
origin, as fatuous and distracted when they want to be, but
possessing great powers and infinite wisdom on command. In some other cases, these beings directly reject the fight.
Their favorite occupations are playing pranks and making If attacked by clumsy mortals in any way, or treated with
fun of mortals, minding their own business, and obeying the violence, arrogance, or pedantry, they could:
commands of the turquoises. Hobs, like fairies, are not subject
to the laws of the mundane world and have no consideration
☞Prove invulnerable to attack and get offended as if
of human rules and customs. they're roughly addressed.
However, they are very careful to respect their own rules:
☞Vanish into thin air, leaving everyone in the dark
they cannot lie or say anything false, ever, even though they or upset.
can (and love) to hide the truth, disguise it, hide part of it
☞They could also alter and transfigure into monstrous
and keep quiet about the consequences; they never fail to beings: in that case, you can use the the chosen mon-
keep their word; above all else, they appreciate art, jokes, and ster’s statistics, and bring back the same ole hob as
a good story; moreover, even when they want to keep quiet soon as it’s defeated.
about something, if someone asks them an explicit question
three times, they cannot avoid answering.
At the same time, they automatically recognize lies told by In all these cases, if the Knaves are successful despite the
any mortal and detest this habit. considerable power of the creature, they should get the
desired results even if the fey is still alive: favors, treas-
ures, experience, knowledge, passage, and whatever else
is expected from the continuation of the adventure. Also,
if the fairy creature was defeated with wit or in a fair fight,
the laws of Extravaganza prevent them from being able
to take revenge, and they will have to accept that they've
been beaten.

- 70 -
Turquoises, Extravaganza,
and Cuccaigne

Hob Faeriance Powder (Recharge 6). The hob exhales


Small fey, chaotic neutral a puff of turquoise powder at one creature within
5 feet of it. The target must succeed on a DC 13
Armor Class 14 Wisdom saving throw, or for 1 minute, the target
Hit Points 22 (5d6 + 5) can't take reactions and must roll a d6 at the
Speed 30 ft., swim 40 ft. start of each of its turns to determine its behavior
during the turn:
STR DEX CON INT WIS CHA
• 1-2. The target takes no action or bonus action
7 (-2) 18 (+4) 12 (+1) 15 (+2) 14 (+2) 16 (+3)
and uses all of its movement to dance comically,
waving its arms, stamping its feet on the ground,
Skills Deception +5, Perception +4, Persuasion +5,
and doing somersaults.
Sleight of Hand +6, Stealth +6
Damage Immunities bludgeoning, piercing, and • 3-4. The target falls prone, in the grip of
slashing from nonmagical attacks euphoric uncontrollable laughter, becomes
Senses darkvision 60 feet, passive Perception 14 incapacitated, and is unable to get up.
Languages Vernacular • 5-6. The target doesn't move, and the only thing
Challenge 2 (450 XP) it can do on its turn is make a DC 13 Wisdom
saving throw, ending the effect on itself on a
Magic Resistance. The hob has advantage on success. ezza con CD 13; se lo supera, l’effetto
saving throws against spells and other magical per lui termina.
effects.
Invisibility. The hob magically turns invisible until
actions it attacks or casts a spell, or until its concentration
Stinger Needle. Melee Weapon Attack: +6 to hit, ends (as if concentrating on a spell).
reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing Any equipment the hob wears or carries is invisible
damage. with it.
unique powers Teleport (Recharge 4-6). The hob magically
The hob has three unique powers, chosen from the teleports, along with any equipment it is wearing
following: or carrying, up to 40 feet to an unoccupied space
Innate Spellcasting. The hob's innate spellcasting it can see. Before or after teleporting, the hob can
ability is Charisma (spell save DC 13, +5 to hit with make one stinger needle attack.
spell attacks). It can innately cast the following
spells, requiring no material components:
At will: dancing lights, hideous laughter, mage hand,
minor illusion, misty step
1/day each: hallucinatory terrain, mirror image,
suggestion
Keen Senses. The hob has advantage on Wisdom
(Perception) checks that rely on sight, hearing, or
smell.
Limited Telepathy. The hob can magically
communicate simple ideas, emotions, and images
telepathically with any creature within 100 feet of it
that can understand a language.
Mimicry. The hob can mimic animal sounds and
humanoid voices. A creature that hears the sounds
can tell they are imitations with a successful DC 13
Wisdom (Insight) check.
Spell Immunity. The hob is immune to three spells
which can change from one hob to another.
actions
Change Shape. The hob magically polymorphs into
a cat, a marmot, a fox, an owl, or other similar small
beast, or back into its true form. Its statistics are
the same in each form. Any equipment it is wearing
or carrying isn't transformed. The hob reverts to its
true form if it dies.

- 71 -
Additional Insight

From the Dive Cellar to the


Acheron Abysses
Potholes, Underground Ruins, and Lost Tombs Companion

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

this process, both in the evolving and in the decaying phases,


they see the immortal work of their patroness, Pasta Mater Polental Alimental
Tenebrarum, a sentient, cosmic, and abominable food mass, Large Construct, unaligned
which they even consume to transform themselves from within. Armor Class 13 (natural armor)
The workshops of the Curdlemancers are generally based in Hit Points 114 (12d10+48)
pantries and cellars, well stocked with every raw material, and Speed 20 ft.
they often hide among publicans, winemakers, and restaurant
staff, while their nefarious purposes are actually inflicting STR DEX CON INT WIS CHA
sophistication, contamination, and poisoning on the largest 18 (+4) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 5 (-3)

number of people with exemplary acts. Their hiding places


Damage Resistances fire, poison, bludgeoning,
often have secret shrines and altars dedicated to Pasta Mater,
piercing, and slashing from nonmagical attacks
where the horrendous ooze that represents it is kept: this fre- Condition Immunities charmed, exhaustion,
quently leads to the discovery and incarceration of its adepts. frightened, grappled, paralyzed, petrified,
The main result of curdlemantic practices is the creation restrained, unconscious
of fearsome Alimentalies, such as those of Polenta, Tripe, Senses darkvision 60 ft., passive Perception 10,
Lampredotto, or Anduja, depending on the region of origin. Languages understands the languages of its
Another hideous servant creature of theirs is the Medullian, creator but can't speak
a being made of mountains of discarded offal, constantly Challenge 5 (1.800 XP)
piling up and decomposing: probably the vilest among the Polenta Form. The alimental can move through a
Kingdom’s undead. space as narrow as 1 inch wide without squeezing.
A creature that touches the alimental or hits it with
a melee attack while within 5 feet of it takes 3 (1d6)
fire damage. In addition, the alimental can enter a
hostile creature’s space and stop there. The first
time it enters a creature’s space on a turn, that
creature takes 3 (1d6) fire damage.
Freeze. If the alimental takes cold damage, it
partially freezes; its speed is reduced by 20 feet
until the end of its next turn.
actions
Multiattack. The alimental makes two slam attacks.
Slam. Melee Weapon Attack: + 7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage
plus 3 (1d6) fire damage.
Whelm (Recharge 4-6). Each creature in the
alimental’s space must make a DC 15 Strength
saving throw. On a failure, a target takes 13 (2d8 +
4) bludgeoning damage plus 3 (1d6) fire damage.
If it is Large or smaller, it is also grappled (escape
DC 14). Until this grapple ends, the target is
restrained. If the saving throw is successful, the
target is pushed out of the alimental’s space. The
alimental can grapple one Large creature or up
to two Medium or smaller creatures at one time.
At the start of each of the alimental’s turns, each
target grappled by it takes 13 (2d8 + 4) bludgeoning
damage plus 3 (1d6) fire damage. A creature
within 5 feet of the alimental can pull a creature or
object out of it by taking an action to make a DC 14
Strength roll and succeeding.
Additional Insight

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

Army Chaplains Reliquarians


These priests are trained and regularly lend their services in This religious order is particularly devoted to the cause of
armies small and large, as well as in companies of fortune. relics, to their recovery, safety, study, and adoration. Their
Ordinals have given them full mandate to decide their mil- main purpose is to find bones and remains of the saints of
itary actions in accordance with the moral code expressed by the past, or any sort of even minor relic, and bring them
the Calendar, the Smorfia, and the sacred texts of the Creed; back safely to Vaticin City. At that point, they take care
consequently, many of them live and act like real fighters, of analyzing the properties of these finds and eventually
recruits, officers, or veterans. sending them to the cathedrals, churches, or priories that
have applied for them. Reliquarians are headquartered in
Capuccioni the Catacombs of Saint Terraneo, in the heart of Vaticin
Part of an itinerant order relatively free from the hierar- Hill, where relics are kept and studied.
chies of the Creed and from obedience to the Patriarchs,
these religious professionals are often seen wandering Barefoot Miraculists
around the country, alone or in small groups, preaching, This mendicant order has embraced pauperism and is
performing miracles, assisting strangers and companions, mainly made up of people from the lower rungs of so-
often even taking from the rich to give to the poor. This ciety, the countryside and the wilds – rovers, sylvan, and
order is favored by adepts with urban origins and a de- pagans – or members of small heretical or splinter groups
cent education who prefer to follow their own path and who have broken away from the Creed. Its members have
dedicate themselves to the Greater Glory of the Godhead the mandate and possibility to wander around the cart
as they deem fit, and without too many constraints. tracks and dirt roads of the Kingdom to preach, con-
vert, and work minor or major miracles on behalf of the
Cloistered Saints. Many rustic or sylvan miraculists join this order,
The friars and nuns of cloistered orders are those most which also professes great respect for nature, animal life,
dedicated to studying, spreading knowledge, teaching, and the rural world. The current Patriarchate of Gyrfal-
and delving into the Creed’s sacred and theological mys- con of Tasinnanta is governed by the Barefoot Miraculists
teries, but also to more common subjects, such as astrol- and other orders close to them.
ogy, medicine, antiquities, literature, mathematics, phys-
ics, and natural sciences. Whether in cities or in the wilds, Doublists
the numerous cloistered convents are generally in isolated If the Barefoot Miraculists represent the most rustic and
and protected places where monks and nuns can devote the Capuccioni the most popular order, the Congrega-
themselves to studying and analyzing texts, with ample tion of the Doublists is mainly made up of people from
spaces for laboratories, rooms for experiments, medicinal middle class families and aristocrats. This religious insti-
herb gardens, anatomical chambers, and similar facili- tute represents the Creed’s bureaucrats and upper crust,
ties. This is where medicinal recipes and healing potions and sires most of the high-level prelates, especially those
found in markets around the Kingdom are invented, as who run Alazia’s entire Vaticinal worship machine.
are formulas and devices for fighting the undead and oth- Ranking highest among all Vaticinal religious orders, the
er devilries. The cloistered often leave their monasteries “Doublists” owe their name to the great importance in
to exchange knowledge or garner firsthand experiences in their meditations and prayers of the Double, the divine
other places of learning throughout the Kingdom. twins represented by the Sun and the Moon, aka the two
Luminaries.
Dominicats
Belonging to the Barbosian cult of Tarantasia, the Domin- Wise
icats, or Cats of the Godhead, are an order founded by The Wise mainly profess Revelation and not the Creed,
a group of wolfcats of firm religious vocation. Having but in Zagara, where this congregation is more wide-
spread and branched out very quickly, the Dominicats spread, it is not unusual for a follower of the Creed or
now accept other races of believers in their congregation, the Paradox Faith to ask to join and be admitted. Mostly
although the tradition that the Prior of the Order be a mystics, the Wise are interested above all in the contem-
member of the founding cat race has been maintained. plation of supreme truths, Prophecies, of the Unknown
The Dominicats are known for their easygoing manners Language, and of every other supernatural mystery linked
and for professing to be “friends of all and servants of to the Ternal Father and to the Firmament.
none”, but many suspect that their main task when wan- A defining characteristic of the Wise is that they often devote
dering around the Kingdom is to gather information themselves to earthly pleasures, mystical combat, the search
and act as spies and envoys on behalf of the Patriarch of for truth, logic and philosophy, ecstatic dance, and the use
Tarantasia. of stimulating substances, in order to access Truth: from this
point of view their numerous schools of thought are considered
bizarre and original, if not expressly heretical, by all followers
of the New Doctrine.

- 76 -
Holy Ship and Sacred Cow

Ghostchasers Pugnacious Monks


While exorcists of the Calendar are widespread and well-
known throughout the Kingdom, everyone recognizes the The brawly orders widespread throughout the Kingdom are
fame and an even greater range of powers in the Ghost- numerous and diffuse, and often develop fighting schools
chasers of the Paradox Faith. Very popular in Piccadora and styles that are the equal of those of fencers, knights, and
and across the Istranian coast, their main monasteries are armigers; however, such disciplines are almost always based
located on the Aygremounts and in Tessaratto. Unlike the on natural weapons or other everyday or cult objects recon-
common exorcists of the Creed, usually sent expressly to verted to the Slap One Another's sacred precepts. In general,
carry out a specific mission, Ghostchasers travel contin- for those wishing to include monks and their abbots as op-
uously around the Kingdom offering their gift to anyone ponents in their Jobs, they can use the following statistics.
in need, or taking on ghosts and demons in the wilds.

Pray and Prey Pugnacious Abbot


The Penumbrian Creed and local ecclesiastical hierarchies Medium humanoid (any race), any alignment
are different from those of the rest of the Kingdom, as are
Armor Class 17
the Saints honored here. Hit Points 58 (9d8 + 18)
In Penumbria, each lordship is devoted to the cult of a par- Speed 40 ft.
ticular Saint to whom the major temples are dedicated: Saint
Squintus in Orbino, Saint Sepulchra in Feretro, Saint Guinn STR DEX CON INT WIS CHA
in Crimini, Saint Blisterus in Bubbogna, Saint Rogulfus in 18 (+4) 12 (+1) 14 (+2) 11 (+1) 16 (+3) 10 (+0)
Castel Notturno, Saint Marauda in Pertugia, Saint Castrato
in Malconvento. The ordained of the various dioceses are in Skills Athletics +6, Insight +5, Religion +2
any case free to beg along the Cappia and to gather proselytes Senses passive Perception 13
and alms wherever they are. Languages Vernacular
Challenge 3 (700 XP)
In spite of their criminal conduct, members of clans, fami-
lies, crews, gangs, squads, and companies are all particularly Pugnacious Monk. While the pugnacious abbot
attached to the celebrations of their patron Saint. is wearing no armor and not wielding a shield, its
On the patron’s name day, the lord of the fiefdom an- AC equals 10 + its Strength modifier + its Wisdom
nounces a week of pomp and ceremonies, which include modifier.
masses, grandiose executions, palios of matadors called actions
Slaughters, and blood-thirsty matches of Penumbrian Multiattack. The pugnacious abbot makes three
Football. melee attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
damage. If the target is a creature, the pugnacious
abbot can add to the attack one of the following
effects:
• The target must succeed on a CD 13 Dexterity
saving throw, or be knocked prone.
• The target must succeed on a CD 13 Strength
saving throw, or drop one item that it's holding (at
the choice of the pugnacious abbot).
• The target must succeed on a CD 13 Constitution
saving throw, or be stunned until the end of the
pugnacious abbot's next turn.
reactions
Turn the Other Cheek. When the pugnacious abbot
is hit by a melee attack it can use its reaction to
make an unarmed strike.

“Greetings, brothers!"
“Hey, did you tell him
we're brothers?"

- 77 -
Additional Insight

Relics – What They Are and


Where to Find Them
In terms of play, relics are a special type of magical junk with
particularly prodigious effects, all of divine, angelic, sacred,
or celestial origin. The most common relics are remains of
the bodies of Saints of the past, which their miraculous ori-
gin or popular devotion have imbued with true powers. The
relics may also consist of robes or objects that belonged to
hermits, miraculists, exorcists, or fathers of the Creed; or
sacred artifacts, angel feathers, and even supernatural objects
that rained down from Heaven.
Depending on their origin, some relics are unique, while
others exist in several versions and have similar effects: for
example, dozens of toes of Saint Crippolo; hundreds of feath-
ers of the Archangel Giorel; and foreskins of Saint Siffredo
in numbers so impossible as to provide irrefutable proof of
their saintly and miraculous nature.
Given that these relics are usually found in the burial places
of Saints and miraculists of the past, often interred in cata-
combs and necropolises when these individuals had not yet
Some relics are more been canonized, the search for these objects involves ventur-
ing into long-forgotten tombs and mass graves, well-hidden
powerful than others crypts and cemeteries lost in the middle of nowhere.
Reliquarians and other seekers often devote months to
studying their sources and the lives of the Saints in order
to identify such places and organize veritable expeditions in
search of a very specific relic. At other times, they enter the
first still-sealed catacomb they find on their way and rum-
mage at random until they find something that looks like a
relic, then spend the following months trying to identify it
and obtain a license of originality, without which they will
Pugnacious Friar not be able to put the object in circulation.
Medium humanoid (any race), any alignment
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Relic Cluster
The greatest secret contained in the Catacombs of Saint Ter-
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
raneo in Vaticin City is the weapon that Reliquarian leaders
and Creed ordinals have been assembling for generations.
Skills Athletics +4, Religion +2 They call it All Saints, a conglomeration of relics found in
Senses passive Perception 13 catacombs across the Kingdom, fused or stitched together
Languages Vernacular to build a sort of reanimated automaton of miraculous and
Challenge 1/8 (25 XP) mummified body parts, some of which are still covered in
gems or set in ancient cases.
Pugnacious Monk. While the Pugnacious Friar
is wearing no armor and not wielding a shield, its The cluster is continuously adjusted and upgraded as new,
AC equals 10 + its Strength modifier + its Wisdom more powerful, or better-preserved relics reach the Archives.
modifier. So far it has only been deployed a few times, to test it on the
battlefield against some malacoda, heresiarchs, and criminals.
actions
Multiattack. The Pugnacious Friar makes two
It seems to work.
melee attacks. What the Creed has in mind as its definitive use is as yet
unknown…
Unarmed Strike. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
damage.

- 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)

Damage Immunities necrotic, poison, psychic,


radiant; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages understands the languages of its
creator but can't speak
Challenge 8 (3.900 XP)

Divine Absorption. Whenever the Relic Cluster is


subjected to necrotic or radiant damage, it takes no
damage and instead regains a number of hit points
equal to the necrotic or radiant damage dealt.
Immutable Form. The Relic Cluster is immune to
any spell or effect that would alter its form.
Magic Resistance. The Relic Cluster has advantage
on saving throws against spells and other magical
effects.
Magic Weapons. The Relic Cluster's weapon
attacks are magical.
Blessed. The Relic Cluster emanates
a blessed aura that radiates anyone
close to it. Whenever a creature within
20 feet of the Relic Cluster makes an
attack roll or a saving throw, it can roll
1d4 and add the number rolled to the
attack roll or the saving throw.
actions
Multiattack. The Relic Cluster makes
two slam attacks.
Slam. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 16 (2d10 +
5) bludgeoning damage.
Bane (Recharge 6). The Relic Cluster
targets up to three creatures that are
within 30 feet of it and that it is able
to see. Each target must make a DC
15 Charisma saving throw against this
magic. Whenever a target that fails this
saving throw makes an attack roll or a
saving throw before the spell ends, the
target must roll a 1d4 and subtract
the number rolled from the attack
roll or saving throw. This effect lasts
for 1 minute. A target can repeat the
saving throw at the end of each of
its turns, ending the effect on itself
on a success.
Additional Insight

Of Loves and Ladies, Knights


and Arms A Companion for Paladins and Chivalrous Oaths

“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

‐ Mermaid fillets ‐ 1 cauliflower ‐ olive oil


‐ 1 onion ‐ black pepper

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

‐ nuria ‐ a bunch of parsley ‐ olive oil


‐ 2 toma toes ‐ 3 cloves of garlic

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

‐ 2 onions ‐ butter ‐ 1 pound of unghuman ribs


‐ 2 carrots ‐ meat stock ‐ 1 pound of unghuman sausage
‐ 2 celery sticks ‐ 8 pounds of cabbage ‐ dry white wine
‐ sage ‐ 6 pounds of waste parts of the beast ‐ toma toes reduced to a pulp
‐ rosemary (trotters, snout, rind)

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

‐ 1 pound of triton fillets ‐ some dried mushrooms (the ‐ two carrots


‐ half a pound of ta toes recipe asks for these, but if you ‐ two cloves of garlic
‐ 1 handful (or more) of pine nuts listen to your Pellagrino, you’ll ‐ a sprig of parsley
‐ a few small ruddy toma toes leave them out) ‐ dry white wine
‐ a handful (or more) of olives ‐ a large golden onion ‐ oil of olives
‐ 4 or 5 salted anchovies ‐ two sticks of celery

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

‐ bavalisk ‐ 3 cloves of garlic ‐ 1 dried Piccadora rough pepper


‐ celery sticks ‐ red wine ‐ tomatoes
‐ carrots ‐ pepper, rosemary
‐ 1 large golden onion ‐ olive oil

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

‐ naturally-matured ghoul meat ‐ carrot ‐ artichoke hearts


‐ onion ‐ milk ‐ gold ta toes
‐ celery ‐ olive oil ‐ dry white wine

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.”

- Limerno Pitocco, Middlor Macaronee, Book XI -

- 89 -
In Search for Quatrins...
Again!

The Red Carnival


A job set in Vortiga for Small-time Knaves (2nd level), by Umberto Pignatelli.

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.

And that someone is the Knaves, of course.

- 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

Scene 3 – Fear and Loathing in Vortiga Havoc Counter


The Knaves must hurry and leave Vortiga; it’s only a matter of time before Zirco-
nio or some other guard figures out what has happened. The Knaves, on the run after saving
The cart’s parade through the city proceeds with grueling slowness and is full of the precious prisoner, start at the
encounters: it’s Carnival night, and people are crazy! The Knaves must face three beginning of Scene 3 with 4 Havoc
encounters. The first and last take place respectively in the Fishbone and the Ven- Points. Depending on the Carnival
tremolle Districts, while the second takes place on the Fishbone Bridge. Encounters’ progress, add or sub-
The characters must make a group DC 15 Charisma (Deception) check while tract all Havoc Points collected by
parading throughout the Carnival. The Condottiero rolls two d8 on the Carnival the characters, and determine the
Encounters table. The Condottiero uses the higher of the two rolls on the table on number of checks needed to escape
a successful group check or the lower roll in case of failure. the guards in this scene, using the
If an encounter that has already occurred (excluding the Here Comes the Fog Havoc Counter table.
encounter) is rolled again, the Condottiero must reroll on the Carnival Encoun-
ters table.
These random encounters could lead to increased confusion and havoc. The Havoc Counter
greater the chaos caused by the Knaves, the more difficult it will be to escape Havoc Points Ability Checks
from the guards in Scene 4. This difficulty is represented by Havoc Points and the Needed
related Havoc Counter. 0-1 1
2-3 2
Carnival Encounters:
4 3
1 Better Wed Over the Mixer Than Over the Moor.
5-6 4
2 The Skillets and Ovenbirds Battle.
7-8 5
3 When it Rains it Pours.
9 - 10 6
4 Scroogey and the Waifs.
5 Bull on the Bridge. Getting Rid of Redingotte. If the
6 Here Comes the Fog. Knaves want to flee by abandoning
7 Stalls and Mechants. the cart and the masks, they can
do it. In this case, there will be only
8 Hunterine and Redmoustache.
two random encounters, and the
Condottiero can determine them
1. Better Wed Over the Mixer Than Over the Moor. The crowd opens up, and a by rolling two d6 on the Carnival
noblewoman, richly dressed although with no costume, and notably unkempt Encounters table and choosing the
and coarse, appears in front of the Band. She is Lady Talìacca (LN female lowest result. Add 2 Havoc Points.
human  noble), Zirconio Pettycoater’s wealthy and uber-jealous foreign wife,
who has discovered that her husband is cheating on her with that piece of (insert
insult of your choosing) named Ubalda! The woman of Zagarian origin can’t
contain her anger and wields a sort of magic wand in her hands, crackling with
energy (it is a Wand of the Two Out of Three, capable of launching the shocking
grasp  cantrip). Lady Talìacca rushes against the character she believes to be
her husband and is ready to electrocute him on the spot. Characters can try
to appease her and convince her to go back home with a successful DC 18
Charisma (Deception or Persuasion) check. On a failure, they have to fight with
her instead. Add 1 Havoc Point. 
If the Knave dressed as Zirconio throws off their mask, the woman will scream
like a maniac, “They killed him! They killed him!” while tearing her hair at the
same time, and alerting all the guards in the area. Add 2 Havoc Points.

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!

Scene 5 – The Mystery of the Spinsterites


Shortly after the sixth nightly Toll of the Bell Tower
Even if they have outdistanced the guards, the Knaves’ escape abruptly stops at the
end of a dark, dead-end street! Behind them, they can hear the frantic orders of
a chief guard getting closer, the clang of halberds, and the galloping pitter-patter
of the rapid chase of numerous members of the city guard. They’re coming, and it
looks like there’s going to be a freakin’ lot of them!
The characters can notice that the wall is covered with ivy that could be easily
climbed, leaving the guards behind. Once on the other side of the wall, the Knaves
find themselves in the Convent of the Spinsterites’ courtyard, a long-abandoned
monastery in ruins. The Spinsterites, protected by Saint Spinsteria, were a monas-
tic order that gathered poor, abandoned peasant gals, offering them the benefits
of rigid seclusion. About a century ago, during the pitiless invasion of the city by
some pagans from the hinterland, the convent was ravaged by marauders looking
for gold and women to satisfy their despicable instincts. Still, they found nothing:
the nuns had disappeared with all their fortunes.
The Long Version or Knaves who pass a DC 16 Intelligence (Religion or History) check know all the
the Short Version? above information about the convent’s history. Knaves from Vortiga or who have
studied with monks and clerics can make the check with advantage.
If the game session is coming to No one knows that the nuns, led by the Abbess Samorona, have never really aban-
an end, or if the Knaves are already doned the monastery; underneath it, there is in fact, a secret dungeon, accessible
worn out and injured enough, the through a passage hidden under the church’s altar. The dungeon has a secondary
Condottiero can quickly play this exit that opens into an abandoned warehouse near the pier, where a boat in decent
dungeon, having characters face condition is at anchor.
3 to 5 rotting ghouls (depending However, the nuns didn’t survive the invasion: their crypt was - and still is - infested
on the number of Knaves) along by a weird Mold of the Catacombs, which ended up poisoning the pious women
the dungeon’s main corridor, then through the stale air of those recesses. Falling in a hallucinatory coma after inhaling
quickly move on to the next scene. those vapors for hours, the Spinsterites slipped painlessly into the cold of death,
turning into the disturbing rotting ghouls that still haunt these places.
Otherwise, this adventure can con-
tinue with the information on the A quick inspection of the convent reveals only rubble and ruins already cleaned
catacombs included in The Con- out a long time ago. While the characters wander around the area looking for a way
vent of the Spinsterites, a Salty out, the floor collapses under their feet after a few not-really-reassuring creaks. All
Sailor Misfit Tale included in Daily Knaves must succeed on a DC 13 Dexterity saving throw or take 1d6 bludgeoning
Jinx #1, that explores in detail this damage from the fall. Covered with rubble and struck by a sickening smell of mold,
dungeon and the mystery of the the PCs find themselves in a real catacomb.
crypts.
We Ain’t Got Much Time! While the Band is busy in the convent’s dungeon,
the guards continue undeterred to patrol the district like hounds. The Knaves
must always keep an ear out for the distant tolling of the bell tower, prodigiously
audible even inside the catacombs.

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)

Vortiga’s Guards Charge. If the bull moves at least 20 feet straight


The Vortiga City Guard, known for its brisk manners and its toward a target and then hits it with a gore attack
members’ sticky fingers, is made up of queen’s guards with on the same turn, the target takes an extra 9 (2d8)
the following changes: bludgeoning damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be
knocked prone.
Halberd. Melee Weapon Attack: +4 to hit, reach 10 actions
ft., one target. Hit: 7 (1d10 + 2) slashing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.

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:

Ghoul’s Stench. The ghouls of the Kingdom are


Twiggy surrounded by an unmistakable stench that makes
The Two Postilles’ bouncer. His sense of humor is as de- them easily recognizable from 15 feet away (45
veloped as that of the oar handle he uses to quell brawls. feet if downwind). Any creature that starts its turn
Twiggy is a thug. within 5 feet of the yucke must succeed on a DC 8
Constitution saving throw or be poisoned until the
Sanguigno dei Masnadieri start of its next turn. On a successful saving throw,
The descendant of Arterio de ‘Masnadieri’s, the Duke the creature is immune to the Ghoul’s Stench for
Brigand, from whom he got the mustache, the Mephis- 24 hours.
tophelic goatee, and the cruelty. Bandit out of passion
and duty toward the name he bears, he is a man with
whom not to share bread. Sanguigno is a noble.

- 98 -
Vortiga

Vortiga, Queen of the Seas


The Severissima Signoria Companion

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

Legend for the Knaves


1. Piazza Grande. The city’s trading and political center; 7. Campo of the Cats. One of the largest campi
paved with the islands’ black stone and smoothed for (squares) in Vortiga, this is the headquarters of
centuries by the passage of innumerable feet, it also Vortiga’s wolfcat citizens, generally housed in the
has grooves along which street vendors drag their boats monastery and cloister of the Dominicats, or at the
and place them on the sides of the square to display local seat of the order of the Knights Hostellers, which
their goods. has one of its main priories here.

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!

Legend for the Condottiero


1. Bell Tower of the Submerged. This structure has 3. Noble Casino. The seesawing financial and dynastic
long since sunk in the waters of the black lagoon, but the vicissitudes of Vortigan patricians can swiftly ruin or
bells almost skim the surface, and still chime the hours impoverish the offspring, cadet sons, and entire secondary
audibly. Paradoxically, the submerged clock mechanism branches of very wealthy families; the hundreds of nobles
is such a sophisticated work of engineering that it has on the breadline in Vortiga usually gather in the Saint
remained the most reliable among the city’s clocks. Bauco district and are therefore called “Baucotti”. The
A legend states that its tolls can also be heard by the Noble Casino’s building is where they find reasonably-
drowned, by prisoners in the Pits, and even by the dead priced accommodation and avoid collective mockery by
buried in Vortiga’s catacombs. surrounding themselves with their peers. Also located
at the center of the district, the Red Games School is
2. Convent of the Spinsterites. This crumbling the most prestigious fencing academy in the city; it is
monastery was destroyed decades ago, and has long since here that reprobates and penniless noblemen become
been abandoned. It is whispered that a grim curse still mercenaries, duelists, and prodigious fencers, and find
lingers there. the opportunity to rebuild their lives as swordsmen in
the pay of other aristocrats and merchants who still have
the wind in their sails.

Legend for the


Condottiero
1. Bell Tower of the Submerged
Lisca
2. Convent of the Spinsterites
3. Noble Casino
4. Palazzo Augusto
10 5. The Serraglio
6. Little Arena
9 7. The Bucentauro
11
8. Cathedral of the Sea
9. Brothel of the Two Postilles
10. Murena Island
11. Casino of the Spirits
Ventremolle 12. Mirandola District
13. The Pits
14. Black School
15. Ongana Isle

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!

Pesto alla Lungarivese


A Job set in Quinotaria for Small-time Knaves (2nd level), by Mirko Paradisi.

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

Scene 1 – Baciccin, Gold Scene 2 – The Ballad of the


Pieces, and Wine Old Town
On reaching Palazzo da Prà, the Knaves are greeted by the The Old Town is Lungariva’s working-class area and is un-
landlord, a plump, mustachioed gentleman, visibly annoyed doubtedly the most “lively, overflowing with idlers, rascals,
and troubled, who is busy dismissing some other people: sailors, and poor and desperate people. People of all back-
onlookers, doctors, herbalists, and hunters. grounds come out from every corner, busy with the most
As soon as he sees the Knaves, the man mutters something disparate activities and trying to get a petechin or two, here
about not trusting Foreigners, yet invites the Band into the and there. In this neighborhood, the Band can collect the in-
house, informing everyone about what has happened. Three formation about the minstrel included in the Rumors table.
days earlier, his son Tristan was bitten by a bavalisk during a
hunting expedition in Batta Forest. His companions rushed d12 Rumors
to his aid, miraculously putting the monster to flight, and The Minstrel has a loyal and young ally named Pietras-
brought Tristan back to town. Since then the young man – so, a malebranche who takes care of his business and
1
keeps an eye on his surroundings, ready to warn him in
now halfway transformed from flesh to stone – has been lying
case of danger. (True).
in bed fighting the beast’s venom. This, for some mysterious
The Minstrel is named Bafer and lives in Vico
reason, seems not to have had its full effect. The herbalists, 2
Sgualembro (True).
priests, supersticians, and miraculists who rushed to his bedside
The Minstrel never leaves the house because he has a
have no answers; the effects are significantly different from 3
Bounty on him (True).
those typical of the bite of a bavalisk, which should petrify its
The Minstrel helps a group of street orphans by provid-
victim instantly. What they are sure of is that the petrifaction 4
ing them with shelter and food (True).
of the young man’s flesh is gradually progressing...
The Minstrel is a gifted with a pale skin tone and, de-
However, one of the sages consulted claims, somewhat skep- 5 spite his age, he still has a thick brown mane and not a
tically, that there is an old ballad about a certain Regal Herb, single white hair (True).
a miraculous herb that cures all evil. It’s a very old folk song, The Minstrel has sung a ballad about a “stone beauty”,
never transcribed, and he hardly remembers its subject, let 6
at least on a couple of occasions (True).
alone the lyrics. At these words Baciccin seems to brighten, 7 The Minstrel lives in Vicolo Torto 21 (False).
because he has heard that, until recently, there was a famous
8 The Minstrel died years ago (False).
singer-songwriter in Lungariva known as The Minstrel of
the Old Town, a bard said to have collected every ancient The Minstrel left, took to the sea, and embarked for the
9
islands (False).
ballad and legend of the Quinotarian tradition. He might
be the right person to ask. At the end of the explanation, 10 The Minstrel runs a Barrel Beating elderly club (False).
the wealthy merchant seems to grow somber again: hunted 11 The minstrel is bald and has a goatee (False).
for some time by the guards, this Minstrel has seemingly 12 The minstrel is an undercover queen’s guard (False).
disappeared into thin air. Baciccin looks the Knaves up and
down, nods thoughtfully to himself, then declares that they
might be just right to go snooping around rotten Old Town, Characters can collect these Rumors in multiple ways:
teeming with rogues, cutthroats, and other weirdos, and find • A character from Lungariva can roll one d8 on the table
out what happened to the minstrel. with a successful DC 13 Intelligence (History) check.
If someone tries to intimidate him, threaten him, or make • Characters who want to try to talk to passers-by and
fun of him, the man calls his personal guard (1 dragoon beggars can roll one d10 on the table with a successful DC
and 4 queen’s guards) to him, who will chase the crafty out 12 Charisma (Intimidation or Persuasion) check.
of the house without much ceremony. Baciccin, however, is • Characters searching for rumors that spend up to 5 copper
so desperate that the position remains in place in any case. coins in rewards can roll one d10 on the table.
If the characters wish, they can visit Tristan - the boy is • Characters searching for rumors that spend at least one
unable to answer any questions. With an Intelligence check silver coin in rewards can roll one d6 on the table.
(Arcana or Nature) with DC 18, you can realize that the bite • Characters searching for rumors that spend at least one
from which the petrification process originates is actually gold coin in rewards can roll 1d4 twice on the table (reroll
attributable to that of a bavalisk, but the effect it is having the die, if rolling the same result twice).
on the boy is definitely not typical • Characters who fail a check or do not spend adequately on
Finally, frustrated, Tristan’s father cuts short: his son must coin rewards can still try to collect one rumor. In this case,
be saved, and quickly, as his court of miracles believes he a character can roll 3d4 on the table.
may have less than a week left. This is the time he will allow
the Knaves to find the Regal Herb; there are no advances
available, but if they succeed in the enterprise, Baciccin will
reward them with 150 Big Pieces, plus 500 florins for each
day less than a week that they take to bring the magic herb
back to the palace.

- 105 -
In Search for Quatrins...
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.

Scene 3 – The Stone Beauty


As they approach the Minstrel’s door, the group hears the
notes of a lute coming from inside, where a man with thick
brown hair is intent on playing his instrument. If the char-
acters ask the Minstrel for confirmation of his identity, or
recognize him, Bafer will look at the group searchingly and,
having made sure that they are not guards, will claim he is
the person they are looking for. He will introduce himself as
Bafer the Wistfully Happy, and explain that he has lived for
a long time as a recluse to elude the guards who are constant-
ly on his heels, considering him the leader of a company that
steals from the abodes of the rich. If pressed with questions
about this, Bafer will reply that it is not important whether
this is the truth or not, but that people in the Old Town
should have enough to eat. When told about the evil that
has struck Tristan da Prà, the minstrel replies that he knows
nothing about this phantom Regal Herb, but knows an an-
cient ballad about the bavalisk – The Stone Beauty – and
that, between a verse and a refrain, ancient ballads always
conceal great answers. With the help of his lute, therefore,
he will enchant the Band by declaiming it:

- 106 -
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:

- 107 -
In Search for Quatrins...
Again!

- 108 -
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.

- 109 -
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.

- 110 -
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.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 16 (+3) 2 (-4) 8 (-1) 7 (-2)

Skills Perception +1, Stealth +4


Senses Blindsight 30 ft., passive Perception 11
Languages -
Challenge 3 (700 XP)

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.

- 111 -
In Search for Quatrins...
Again!

The Divine Sow


A Job set in Galaverna for inveterate Knaves (4th level), by Christian “Zoltar” Bellomo.

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.

Introduction for the Scene 2 – Panettone of the Three Befane


Condottiero The Band is heading for Barefoot Lake to meet the witches
One night, the young free-range pagan Belloveso dreamed who hide there. After helping them carry out a ritual, the
of the appearance of a girl with golden hair who revealed Knaves will obtain a trail to follow in their search for Nina’s
his glorious destiny to him. “The divine sow! The halfwool- whereabouts.
ly boaress! Find her and you’ll become King of Tarantasia!
I will help you if you save me!” Teased by his people yet Scene 3 – The Cast Iron Dungeons
determined to pursue the vision, Belloveso gathered all his The magical trail leads to the mysterious Cast Iron Dun-
possessions and set off towards Galaverna, leaving the Pagan geons, buried in the heart of the city.
Plain behind, only to be thrashed repeatedly, imprisoned
and beat up by the region’s guards – not without returning Scene 4 – The Beautiful Captive Nina
his fair share of slaps, of course! The Knaves find Nina, whom Casella is holding captive to
By now Belloveso has realized that he needs a “civilized” extort other prophecies.
escort familiar with those areas to help him enter the city
and follow his vision step by step. Scene 5 – The Very Bristly Pig
Unfortunately, the matter is complex and there are few The final battle with Mage Julius Casella takes place on Star
clues available. First, the dream comes from a young and Mount, outside Tarantasia. Only then, once freed, will the
kind-hearted witch with great powers called Nina, who lived legendary halfwoolly sow make sense of the prophecy.
with her two “sisters” near Barefoot Lake, a pond just outside
Tarantasia. Nina was kidnapped by Count Julius Casella, a Conclusion
second-rate charmer who duped the young befana and led her With the divine sow finally in his hands, Belloveso will at-
to his lair, deep in the Cast Iron Dungeons under Tarantasia, tempt to perform the heroic deed that the shrewdest had al-
where he imprisoned her to exploit her powers through a ready foreseen: instead of claiming the crown of Tarantasia,
peculiar ritual. the barbarian expresses the wish to save Nina, who becomes
human and falls in love with the dude. And they live (poor
and) happily ever after...

- 112 -
The Divine Sow

Scene 1 – The Polentoni’s Inn


The Polentoni’s Inn is a large and ancient, but a bit decrep-
it building where many elderly and old-fashioned Taran-
tasians still gather today. Stuffed heads of monsters that
once plagued the contrada, such as catsnakes, ghouls, and
bavalisks, hang on the walls of this former barn, with signs
bearing the name of each creature and a plaque quoting
the words “we wanteth not thee h’re!”. The owners, the
brothers Ginetto and Michelone del Polentone, gladly ac-
cept new heads to add to the collection, offering free board
and lodging for a few days in exchange, depending on the
trophy’s value.
The inn is universally recognized as the ideal place to col-
lect rumors about old city legends, jokes, colloquialisms, and
secrets. When the Band arrives in Tarantasia accompanied by
Belloveso (NG male human pagan), they could go directly
to the inn or be directed toward it.
Typical clients of the inn and rumors about Belloveso’s quest
that can be gathered:

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?)

- 113 -
In Search for Quatrins...
Again!

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.

d4 First Ingredient Second Ingredient Third Ingredient


1 Ghoul's Canine Violin Red Gold
2 Mummified Hand Drop of Biondino Dragon's Water
3 Giggles in a Jar Pig Elephant's Ear
4 Horse's Tears Cow's Tail Star of the Baker

“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 -

- 114 -
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.

Cow’s Tail Red Gold


One of the possible cow tails that the Knaves could find is In all Tarantasia and its surroundings, “red gold” means
that of the old Clarabella, a cow owned by the Polentoni one thing only: saffron. The precious spice is well kept in
Brothers, who has provided them with excellent milk for wealthy people’s warehouses or in some renowned tav-
many years. It is certainly not the only cow present near erns. The Polentoni’s Inn does not have any, but the two
Tarantasia, and the Knaves can probably find another one owners can indicate an apothecary where the band can
somewhere else. find some.

Dragon’s Water Star of the Baker


This ingredient, apparently complicated to find, is, in This supposedly mystical ingredient is none other than
fact, merely the water that gushes out from the drag- the standard “michetta”, the most typical bread type pre-
on-shaped fountains installed all over the city of Taran- pared by Tarantasia’s bakers. Characters can make a DC
tasia. The fountains’ origin is unknown, but some believe 12 Intelligence (History) check to apprehend this, or
they’re a tribute to the mighty dragon who is said to live they can ask about it on the streets of Tarantasia.
underneath the city streets.
Violin
Drop of Biondino Ubalthus, at the Polentoni’s inn, owns an old rickety vio-
With this ingredient, the Knaves have two possibilities. lin. The Wizard of Segarate would agree to part with his
The first is to find or buy a Biondino Tonic, one of the instrument for the modest price of 2 gold pieces, without
city’s most famous - and most expensive - concoctions. batting an eye. The Knaves can get it for half the price
The second is to get a few drops of blood from a man with with a success on a DC 20 Charisma (Persuasion or In-
blond hair (note: “biondino” means “blonde lad”). timidation) check. If Ubalthus has joined the Band as
Belloveso’s court magician, instead, he will give them the
Elephant’s Ear violin without asking for anything in exchange.
Anyone who has been to one of the many inns that fill
Tarantasia has sooner or later noticed the peculiar name re- Ghoul’s Canine
served for a specific piece of Falcamontese beef, which usu- Although it is possible to find Yuckes near isolated crypts
ally weighs around 4.5 pounds and measures almost two feet and cemeteries, the easiest way, in this case, is to tear the
in diameter. Fortunately for the characters, an elephant’s ear tooth from the stuffed head hanging on the wall in the
can be regularly ordered at the Polentoni’s Inn. Polentoni’s Inn. Of course, the owners may not be happy
with that.
Giggles in a Jar
There are three correct ways to interpret this ingredient’s Once in possession of the ingredients, Terenza and Mo-
nature as deemed acceptable by the befane: the Knaves bilia start working on their special dough, and - after a
can literally laugh into a jar and then close it, or give while - they pull out a perfectly baked “panettone”, which
them a jar containing a joke written on a parchment or they feed to one of their hens, while humming a rhyme:
a dental plate.
“A King we’ve seen in a dream,
Horse’s Tears Belloveso is the name, so it seems
The Band can easily find horses in the Polentoni’s Inn For the blonde, he was weeping
stable. However, getting tears out of them could be some- For the sow, too, poor thing
thing else entirely… Follow the hen, follow it now
and he’ll be the one to which they will bow.”
Mummified Hand
Before being expelled by the city’s patriarch, Dazy stole The hen sets off and, if followed, will lead the way to the
a relic from the Veneranda’s crypts. In contrast to his Cast Iron Dungeons.
brothers’ opinion, he has always considered the mythical
relic that belonged to Saint Gropert, a mummified hand,
an excellent tool to massage his sore limbs. The prelate
would never voluntarily separate himself from the relic,
but it could easily be stolen from him as soon as he’s
drunk enough.

- 115 -
In Search for Quatrins...
Again!
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.

Scene 4 – The Beautiful


Captive Nina
Following the hen finally leads the characters to a large room
of the Ferraccio that seems inhabited. On one side, there is
what appears to be an exit leading back to the surface. In this
clean and tidy room, there are some bizarre-looking scrap
metal statues. There is a gold figurine on a cast-iron pedestal
in the center of the room, and it looks just like the girl Nina
from Belloveso’s vision. As soon as the young pagan sees it,
he yells her name.
“I’m here! Who are you?” is the answer. The voice is metallic,
not distant, but weak and shielded: it seems to come from
the small statue. The Knaves can detect that one of the stat-
ues around them is in fact a dangerous guardian (scrapiron
cluster) with a successful DC 16 Intelligence (Investigation or
Arcana) check. The construct attacks any creature that enters
the area within 10 feet of the gold figurine or removes it from
the pedestal. Casella transformed the beautiful Nina into a
golden statuette to trap the befana and exploit her prophecies.
Nina cannot use her powers, and even just talking seems to
take a lot of effort. She tells the Knaves that it was naive to fall
into the trap made of charming words with which the wizard
Count Julius Casella

- 116 -
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:

Kill Two Birds with One Stone


INT 18 (+4)
The Knaves give satisfaction to Belloveso, freeing Nina
thanks to the halfwoolly sow’s wish. The girl materializes Spells. Casella is a 6th-level spellcaster. His
next to the gold statue, worth 150 Big Pieces, whose face no spellcasting ability is Intelligence (spell save DC
longer presents any features; Belloveso tells the characters 14, +6 to hit with spell attacks). Casella has the
they can pick it up and take it as their paycheck. following wizard spells prepared:
The two young people, now madly in love, thank the Knaves
and return to Barefoot Lake, where they will build their house Cantrips (at will): friendship, fire bolt, magic hand,
prestidigitation
next to those of the other two befane.
1st level (4 slots): charm person, color spray, mage
If the Knaves accompany the couple to Nina’s sisters, the armor, sleep
befane will thank them by allowing each character to choose a 2nd level (3 slots): hold person, mirror image,
pair of shoes, among those present in their desirable collection.   suggestion
3rd level (2 slots): counterspell, fear, fireball
Broken Dreams
If the Knaves find a way to convince or force Belloveso not Casella carries the following magic items: Cloak
to make a wish to free Nina or make him King of Taranta- of Extravaganza (see page 48), Pearl of Power,
sia, they can benefit from the wish spell’s effects. Nina will Boring Essay of the Kingdom of Extravaganza (see
the Brancalonia Setting Book, on page 68), Figurine
forever remain a golden statuette, but the Knaves will sooner
of Wondrous Power: Cast Iron Bull (see page 48).
or later suffer the terrible revenge of the two befane or the
enmity of Belloveso himself. Count Casella’s Spellbook
Casella’s spellbook is a Boring Essay of the Kingdom
Befane of Extravaganza.
Terenza and Mabilia are befane with the following The spellbook contains all of Casella’s prepared
modifications: spells plus the following spells: disguise self,
identify, invisibility, lightning bolt, nondetection.

Terenza and Mabilia have Malevolence 1

unique power
Terenza and Mabilia have the following unique
power: Change Shape

- 117 -
In Search for Quatrins...
Again!

Scrapiron Cluster
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 17 (+3) 3 (-4) 10 (+0) 4 (-3)

Damage Immunities poison, psychic; bludgeoning


piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its
creator but can’t speak
Challenge 6 (2.300 XP)

Immutable Form. The scrapiron cluster is immune


to any spell or effect that would alter its form.
Magic Resistance. The scrapiron cluster has
advantage on saving throws against spells and
other magical effects.
Magic Weapons. The scrapiron cluster’s weapon
attacks are magical.
Aversion to Bludgeoning. If the scrapiron cluster
takes bludgeoning damage, it has disadvantage on
attack rolls and ability checks until the end of its
next turn.
Scrapiron. The scrapiron cluster loses multiattack
if it has half of its hit points or fewer.
actions
Multiattack. The scrapiron cluster makes two
melee attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Old Rusty Metal Sheet. Melee Weapon Attack:
+7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4)
slashing damage.
Rust Breath (Recharge 6). The scrapiron cluster
exhales blinding dust in a 15-foot cone. Each
creature in that area must make a DC 14 Dexterity
saving throw or be blinded for 1 minute. A creature
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.

- 118 -
Tarantasia

Tarantasia, the Serpent's Lair


The Capital of the Galaverna Companion

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.

- 119 -
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

- 120 -
2
9

4
12

3
Tarantasia

Legend for the Knaves


1. The Naviglia. The Naviglia, the large navigable moat meet him, and only in the innermost halls of his mansion,
that surrounds Tarantasia, has been maintained in optimal has fueled a famous saying in Tarantasia: “A rich and
conditions for centuries. Fed by a canal that flows from honest merchant can only be Nonexistent”.
the Acqualonga river to the north, the Naviglia divides at
the Bergascia Gate, and is clean and fishable as far as its 8. Barbosian District. Here, the buildings and manors
southern stretch. Here the canal receives the waters of the of the Barbosian clergy form a miniature Tarantasic
colossal city sewers, and streams on toward the Cesspool, version of Vaticin City. Only hasty monks, prelates on
which then oozes southward and into other canals. their way to reciting vespers, and some solitary little
rigoletti intent on their mysterious business are ever
2. The Bresciamasca. Flanked by farmland and vegetable seen around here after nightfall.
gardens, the two main roads departing from the eastern
side of Tarantasia continue along converging lines that 9. Cathedral [CHECK WITH MAP]. Tarantasia is
meet at Barefoot Lake, a small artificial lake the locals use dominated by the Veneranda, aka the “stone diner”.
as a fishing pond. Further on, the eastern road continues Commissioned centuries ago by Barbosio I as a symbol of
towards Bresciamo. the city’s patriarchate, the construction of the cathedral of
Tarantasia was entrusted to the rigoletti, descendants of the
3. Mills and prenses. Controlled upstream by locks, ancient founders of the city, and last surviving dwarves in
the Naviglia’s slow but even course is used to power the region. Despite the extraordinary skill and dedication
waterwheels, millstones, presses, and workshops of of these workers and of their “masters”, the Veneranda has
all kinds. Many of the city’s industries, factories and never been completed: it is currently an intricate labyrinth
laboratories are located along the outer side of the of spires, stairs, statues, halls, basements, and catacombs,
Naviglia, and owe their regular production to this canal. where only the rigoletti manage not to get lost. A real city
within the city, the Veneranda reaches down to the ancient
4. The Polentoni’s Inn. Located in the heart of the foundations of Medionanum, as well as up, as far as the
Ravens District, the largest and most famous tavern in holy staircase that climbs the highest pinnacle, said to lead
Tarantasia usually welcomes travelers entering the city to the First Heaven. The rigoletti have chosen to make the
from the southwest. The inn is managed by the brothers Veneranda their home and, slowly but inexorably, have
Ginetto and Michelone del Polentone, and its patrons been building, altering, and extending it for decades.
include many of Tarantasia’s most characteristic citizens.
10. Palazzo del Podestà. Dominating the center of the
5. Palazzo Dusconti. By long-standing municipal decree, Sledge-Hammer District, Palazzo del Podestà is the
fortifications within Tarantasia’s Bastioni are prohibited: municipality’s administrative center, as well as the seat of
no family fortresses, ducal castles, or strongholds are the local branch of the Royal Bounty, and entrance to the
allowed. For this reason, the mansion of the Dusconti city’s underground prisons. Corresponding to the heart of
looks like a noble residence, not a fortress. Currently, the dwarves’ ancient settlement, this area is also called the
Azzoguardi Dusconti, is the irascible head of the family “Passion District” because of its luxury dives, cathouses,
and duke of the city, although her position is disputed at and brothels, in sharp contrast to the elegance of the
every election by Morgantino Del Torrione, her major central districts.
rival. On the large portal overlooking the square, the
family motto reads: Taranteos Mores Non Violabo: “I 11. Via Monte Caprileone. This central street closes the
will not violate the customs of Tarantasia (or Tarantasio)”. Passion District to the north and borders with the city’s
most opulent districts, where the wealthier citizens live and
6. Piazza dei Mercanti. This is the city’s financial hub, where the richest visitors who come here on business stay.
where the most important business transactions take place It is also the liveliest area for nightlife and cultural venues,
and around which the workshops, shopping streets, and with theaters, academies, luxury brothels, gambling
main city stores are located. The entire area surrounding houses, art galleries, goldsmiths, gadget-makers, and
the square is known as the Merchants’ District. entertainment of all kinds.

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

- 121 -
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

Legend for the Condottiero


1. Covered District. Thus named because of the large northernmost district. There are also quite a few pagans,
number of balconies, passages, and galleries crisscrossing ambulants, rovers, matadors, and mountaineers: this
above its alleys that make it look like an underground maze, heterogeneous set of races and cultures lends the streets
this district teems with second-hand dealers, inventors, a particularly wild atmosphere. The road leading north
gadget-makers, scrap-metal dealers, coppersmiths, heads towards Star Mount, a place that many of the
tinsmiths, craft shops, and medium or low-quality district’s inhabitants consider “sacred”.
workshops. Rumors have it that amidst the garbage
dumps and metal carcasses lies the access to the Ferraccio, 3. Ratcatcher Corporation. For centuries, the
“the Cast Iron Dungeons”, a series of underground vaults numerous canals, waterways, and rivulets that once
dug under mountains of decayed metal garbage decades flowed into the heart of the city have been regulated
ago by the insane nonexistent Guiniforte del Solaio. by masonry works of the city center’s first inhabitants:
It is also whispered that Guiniforte’s last creation, the now they flow under the pavements in perfectly-made
monstrous Scrapiron Cluster, still haunts these parts, sewers, pipes, basins, and pools. While contributing to
and that his joints are heard creaking around the lanes on the decorum and quality of city life, this labyrinthine
particularly wet nights. underground level is also haunted by all sorts of rascals,
wanted, beasts and abominations in search of food
2. Segarate. The Segarate District throngs with sylvans, and shelter. The headquarters of the Corporation of
morgants, pantegans, and even some gobbolini, who Tarantasia’s Ratcatchers looms right on top of one of the
reached the city from the north and settled in its main entrances to this network of underground channels

- 122 -
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.

- 123 -
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

Scene 1 – Wiseguys Penumbria


The Knaves are guided through the Mistide by Grincia (again? See page 158 of Jeez Festival
the Setting Book), then to a dance hall in Crimini called the Castracockerel, where
good old Lapidario de Mali awaits them, sipping his usual Infernet Malebranca. If he so wishes, the Condottiero
If the Knaves survive the Castracockerel’s patrons, Lapidario will give them in- can link this Job to the one in the
structions for their mission, along with a third of their pay in advance: a bag with Setting Book also organized by Lap-
a hundred Pig Pieces, which he is careful to hand over without drawing attention. idario de Mali. The viperwolf venom
The Crimini team’s athletes are dying one by one and there are growing suspi- used to poison Crimini’s players is
cions that someone is killing them off. Accidents, stabbings, sudden ailments... indeed the one that features in the
nobody really knows what’s going on, and all the bodies retrieved are so ravaged “Penumbria Jeez Festival” adven-
and scarred that investigations are impossible. There is obviously a scheme behind ture, though the unfortunate viper-
all this, and fans, players, and citizens are all extremely nervous. wolf breeders knew nothing about
Lapidario has an idea: the Knaves will intercept a convoy of athletes coming the football-game business.
from the south to replace the players taken out, infiltrate the team’s ranks, inves-
tigate the suspicious deaths of the four starting athletes, find out who is behind If you choose to combine the two
the round of rigged prophecies, and possibly win the game – not exactly a picnic! jobs, Grincia will mention the foot-
Before leaving the venue, the Knaves are also free to place one or more proph- ball challenge when they are first
ecies on who will win the game, or on whatever else they choose, as long as the traversing the Mistide, as described
prophecy is formulated correctly (see page 86 of the Setting Book). Scrag and his in Penumbria Jeez Festival; there
team will take care of the odds. If Crimini’s victory is prophesied, the payout will will only be one dead player at that
be low (a quarter of the stake). Orbino, given by everyone as the underdog, pays time, and no one will have linked his
four times the odds. If the Knaves wish to add details to a basic prophecy, stakes death to the poison.
might increase as described in the Setting Book.
Because of his obsession with prophecies, Lapidario has credits with half the When the Knaves have finished
region and debts with the other half. Hence, for their safety’s sake, the Knaves had the first assignment, Lapidario will
better not let slip their employer’s name. If this happens, the Band will risk a brawl explain that the dead have now
or duel. It is also important to note that Lapidario, while involved in much of the become four, that the matter is
trafficking of the Malavita, the dukes of Crimini, is not affiliated with any family very suspicious, and that the farm’s
or clan. Ultimately, he is a wiseguy. poison is probably involved. At that
As a rule, if the Knaves need to talk to their leader, they can find him, or Grincia, point, having seen how the Knaves
his right-hand woman, at the Castracockerel. work, he will ask them to help him
While discussing final details, the Knaves are provoked by some cutthroats who again with the rigged prophecies of
have recognized them as foreigners and even accuse them of being Orbino fans. this second scenario.
The presence of Lapidario may be enough to calm them down, but if the Band
respond to the provocations a Brawl will ensue immediately, which Scrag will Lapidario De Mali
expect to be carried out according to the common “etiquette”, the only difference
being that, at the end of the brawl, he will help himself to everything the losers
own and not just “suitable compensation” for wrecking the place. And woe betide
those who object.

Scene 2 – They Call Me Tordogo


To intercept the diligence transporting the players called to substitute for the de-
ceased and replace them, the Knaves still have two days left.
Before taking the Via Cappia route, the Knaves can also investigate the city,
question the deceased athletes’ families, and collect some rumors. They receive
conflicting and incoherent information. Some accuse the gangs of the rival city,
some even the Lutti, dukes of Orbino. In fact, Crimini has won nine con-
secutive games, and the tenth win would represent a further humiliation for
the Orbinati, marking it as a definitive record. Still, others blame the Cupola
Criminese and the Malavita themselves, given that most of the city’s prophets
have bet on Crimini’s victory. As always, via Cappia is quite busy: you can meet
preachers, charlatans, venture companies, bands, bravos, pickpockets, prophets,
squads of guards, and matadors. Once they enter the forest of Sylvatrocious, the
Knaves come across a gang of matadors called the Unseen (see also page 63)
who warn them about some abominations that inhabit those woods: spider-
crows, bulldosers, sleazebears.

- 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.

- 126 -
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.

Note:  the game follows the rules of Penumbrian Football


found on page 64. Captain Outrage Norb will deliberately
fail any check made during the first half. The Knaves may
notice that these are intentional failures with a successful DC
17 Wisdom (Insight) check.

- 127 -
In Search for Quatrins...
Again!

Dead Geese Outrage Norb aka Norberto Oltraggio


The gang of the Dead Geese sent to Crimini is composed of Outrage is a NE human gladiator with the following
7 thugs, 3 cuttroaths, 1 dragoon, and 1 guiscard. modifications:

Kicker Armor Class 12


(Mob)
actions
Armor Class 12 Dagger. Melee or Ranged Weapon Attack: +7 to hit,
Moves and Beatings Attacks: +4 reach 5 ft. and range 20/60 ft., one target. Hit: 9
Whacks 4 (2d4 + 4) piercing damage
Moves Clothesline, Drop Them Pants!
Move Slot: 2

Clothesline. As an action, the mob can make an


attack. If it hits, the move deals 1 whack and the Orbino’s Team Captain
target is knocked prone.
Drop Them Pants! As a bonus action, the mob can (Heavy-Hitter)
make an attack. If it hits, the target is restrained.
Armor Class 12
Moves and Beatings Attacks: +7
Whacks 6
Moves Diving drop, Hammer Slam, Sacrum, Vorpal
Punch
Move Slot 2
Special Moves Human Shield
Special He has the Iron Jaw brawl feature (he can
spend a move slot and use his reaction to remove a
condition that affects him).

Diving Drop. As an action, the Captain can make


an attack roll. If he hit the target, the move deals 1
whack and the target is stunned. The Captain take
1 whack.
Hammer Slam. As an action, the Captain can make
an attack. If he hits, the move deals 1 whack and the
target is incapacitated.
Human Shield. When the Captain is attacked by a
creature, it can use its reaction to grab a member of
the mob that takes the hit in his place.
Sacrum. As an action, the Captain can make an
attack to deal 1 whack and the target is knocked
prone.
Vorpal Punch. The Captain can make a beating that
deals 3 additional whacks.

Tony Rotten aka Tonino la Carogna


Rotten is a CM morgant berserker.

- 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

Legend for the


Knaves
1. Via Cappia
3 2. Stadium Fortress
3. Corso Latitanti
4. Basilica of Saint Nefarious
5. Palazzo Malavita

8 6. Basilica of Saint Lazierone


9 7. Saint Guignol Cathedral
4 8. Blackmail Bridge
1 9. Inciter Square
10
7
2 10. Martinet
10. Martinet Street
11. Cutpurse
11. Cutpurse Square
12. Clubs
12. Clubs Square
Again!
In Search for Quatrins...

- 130 -
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.

Legend for the Knaves


1. Via Cappia. The ancient road that crosses the whole 8. Blackmail Bridge. is notoriously the place where
of Penumbria from south to north, seemingly dates Criminese couples meet, and where the most
back to Empire times or to who-knows-what forgotten contemptible of the two ends up blackmailing the other
Penumbrian civilization. Its current name derives from with accidental pregnancies, moral coercion, or threats,
the unhealthy habit of decking it with gallows, official imposing remedial or convenience marriages. It is also
or makeshift. customary for the bully to be the first to move away from
the bridge, giving the other a chance to put an end to it all
2. Stadium Fortress. Central to Crimenese social life, this in the whirlpools of the Tenebro or accept the blackmail;
stadium is where slaughters, fights between beasts and in this case, the bribed tie a chain to the bridge’s pylons,
matadors, and Penumbrian football matches are held; to indicate their submission to the blackmail.
given the context, this sports center is as fortified and
manned as a stronghold. Even the lodgings of footballers, 9. Inciter Square. Just the place for hiring bravos,
matadors, and beasts look more like prison-cells than mercenaries, and assassins, or for the latter to be hired by
anything else. cliques, companies and instigators of all kinds. The Robs’
armed guards make sure that everything goes smoothly.
3. Corso Latitanti. Is the city’s main street, apart from
the Via Cappia. The few luxury shops and the most 10. Martinet Street. Is the heart of the district directly
prominent merchants of Crimini, generally suppliers and controlled by the Bloodgeons. The place is rife with pawn
proteges of the underworld, are based here. shops, usurers, fences, and smugglers controlled by the
clique, but also finaglers, judges, administrators, and
4. Basilica of Saint Nefarious. Is favored by the entrepreneurs of the city’s few public activities.
most abject gangs of Crimini: first and foremost, the
Casademoni, Reati, and Fecola. 11. Cutpurse Square. Around this muddy open space
sprawls one of the poorest districts of the already-
5. Palazzo Malavita. Is the den (if we can call it that) wretched Crimini, disputed between the Robs and the
of Crimini’s leading clan, so powerful and far-reaching Candymen. The only area that surpasses its squalor lies
that is has obtained a formal investiture from the region’s beyond the Dead Branch: those with the guts to wander
lords. A veritable fortress, the Cupola’s operational base there have good reason to brag.
has been occupied and manned by the clan’s cutthroats
and bravos for some time. 12. Clubs Square. Is in the middle of an island sitting at the
mouth of the River Tenebro, between the main arm and
6. Basilica of Saint Lazierone. Stands in the middle the Dead Branch, so called owing to the fact that a corpse
of Crimini’s slummiest district, the most harassed and is found there, stuck in the grille of the water outlet,
tormented by bands, gangs, and exploiters of all kinds. every morning. This widening leads to the small and evil-
Despite the laxity and ineptitude attributed to the Saint smelling city harbor, controlled by the Candymen, who
by popular tradition (or precisely because of that), act at once as customs officers and smugglers.
Lazierone is particularly revered by those who cannot be
entrusted to more efficient protectors.

7. Saint Guignol Cathedral. The most prominent


house of worship in the city, where lugubrious religious
rituals celebrated by the region’s prelates (so different
from those of the rest of the Kingdom) take place.

- 131 -
In Search for Quatrins...
Again!

Legend for the Condottiero


1. Gallows Gate. Straddling the Via Cappia, this is the 5. Grand Guigno. Tucked at the end of a dark, menacing
southern gate of the city, and is used for public hangings. alley, the Grand Guigno is a dilapidated theater
The garrison’s lieutenant has a fondness for magical junk converted from an old chapel dedicated to Saint Guignol,
and relics from beyond the Mistide, and will not miss and endowed with vast dungeons and catacombs.
an opportunity to seize any such property from travelers. Featuring marionettes, mime shows, and perverse art,
Welcome to Crimini! it has a wretched and disturbing reputation, even for
the Criminese, owing to the macabre performances
2. Castracockerel. Half dance hall and half gambling and countless disappearances said to take place there.
den, this building overlooking Iniquita Street is the Stripping, grim shows and mutilations, scenes of
headquarters of the Casademoni. Compared to the torture and violence, dismal and bloody tricks, and
common Criminese dive, the Castracockerel is a special effects take turns on this accursed stage and in
respectable brothel. Choice furniture, bordering on the the countless “back rooms”. There are those who say
tawdry, top-quality merchandise. The best wines and spirits that the theater is run by a bunch of crazy Guignols, the
from Penumbria and many others imported from beyond same who presumably appear in various forms as actors
the Mistide are on offer: Infernet Malebranca, Amaro del in various shows.
Capro, Amaro Averno, Nero Diavola, Schianti, and so on.
The bustling dance hall has been managed for generations 6. The Kennel. This fetid and well-fenced shed is the
by the Casademoni who, among other things, manage den of the Robs’ clan, as well as the main arena used by
the city’s prophecy scene on behalf of the Malavita. The the family’s breeders and matadors for fights between
motto of the Casademoni family, “Buy your fate from the animals, beasts, monsters, and men. In addition to filthy
Deathdealer” is stamped on the sign of the dance hall. and bloody cages used for breeding dogs, spidercrows,
The owner of the Castracockerel is Scrag, a skeletal and other fighting beasts, random victims, debtors,
guappo bursting with gold, nerves, and bad manners, insolvents, and monsters brought to the city by poachers
who can be found loitering among the game tables or at and rangers are locked up in the Kennel’s prisons.
the counter, mocking patrons old and new. A braggart
who provokes customers with the most disparate insults, 7. Molly Coddly’s. A gambling den-cum-dance hall,
he will welcome new arrivals by showing the blade of a has two opposite faces: the one facing the Via Cappia
dagger with an ivory handle, saying “Our respects for is relatively clean and attractive, and is known as one of
the Blades”. You have to literally kiss the blade of his Crimini’s most prominent venues. Behind this façade, the
dagger, on pain of serious trouble. Castracockerel is also building sinks into the island’s mud and sewage, with rear
the operational base of Lapidario de’ Mali, a second-rate exits opening onto the dirtiest and most sordid alleyways
Criminese trafficker, with an exceptional reputation as an of Crimini. This is the main lair and headquarters of the
honest principal. Candymen clan.

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.

- 132 -
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

10. Villa Venemosa. Yhis “luxury” pleasure house is the


best known and “best” attended in Crimini, so to speak.
The mansion is also the hideout of the Vaioli clan and
their headquarters, and all those who work there are also
snitches, often commissioned to stab people in the back
by their dangerous masters.

- 133 -
In Search for Quatrins...
Again!

The Ancient Urn


A Job set in the Forgotten Counties, for Seasoned Knaves (5th level), by Masa.

Introduction for Knaves Scene 2 – Captain of the Gullseye


Rumors have it that a stranger has arrived, down at the pier, The Knaves embark on the fishing boat of Captain Gullseye
carrying bags loaded with gold pieces; he is said to be look- and sail part of the way towards the Margutte Valley.
ing for a band to do a job for him: something secret, perhaps
dangerous, but certainly well-paid. Scene 3 – The Lady in Yellow is Peckish
Enticed by the news, or kicked thither by their Leader, the To reach the Forgotten Counties the Knaves must continue
Knaves head for the meeting point, just behind the quay that by land; a noblewoman appears, offering to help them. She
the smugglers use for their business, but a nasty surprise awaits claims she has been hired to escort them to Fizzonato.
them. It seems that all the bands in the city have smelled the
big heist and are ready to convince the mysterious client that Scene 4 A – Grandma’s Laundry
they are the right Knaves to hire. An old vase collector turns out to be the vestal of a Lucifuge
Our characters find themselves awaiting their turn in a cult: she will attempt to sacrifice the Knaves in her vats of
secluded corner, while a page dressed in lace and brocade calls bleaching acids.
the bands one by one and leads them inside an anonymous
warehouse on the edge of the harbor. Scene 4 B – The Whitish Watermill
An orc miller allergic to visitors seems to be well-acquainted
Background for the with the valley and its secrets.
Condottiero
The Man from Overmountain is a malebranche who wants Scene 5 – Margutte Valley Soup
to boost his infernal legacy and his earthly bank account. The last surviving orc in the valley uses the Ancient Urn to
Through in-depth investigation, he has learned of the exist- make soup. Really. It might be a good idea to get it back.
ence of an old Draconian artifact said to be somewhere in
the Forgotten Counties, which could be just the thing for Scene 6 – The Ancient Vase Must be Brought
him: the Ancient Urn of Blackhill. to Safety
But he is not the only one looking for it. The Lady in Yel- The urn is delivered to the client and the money collected.
low, his ancient nemesis, has the same information and will Yet something peculiar is happening to the Man from Over-
do everything she can to steal it from him. To prevent any mountain… did he always have those huge horns?
leaks, the Man from Overmountain will provide the correct
information only to the Knaves he intends to hire. Conclusion
Once the client has chosen them, our characters will take Between the Man from Overmountain and the Lady in Yel-
advantage of a passage by sea to reach the Forgotten Counties, low, it will be a great result if the Band just manages to leave
then proceed by coach, courtesy of the Lady in Yellow, eager behind these demonic idlers and bring home the purse...
to trick them into doing the dirty work for her. In the weird case it should work, everyone can celebrate with
Having explored the Margutte Valley and retrieved the vase, the necessary revelries!
the noblewoman will implement her plan and try to steal the
artifact from the Knaves. Having resolved the matter, the
Band will take the vase back to the Man from overmountain
and reap their reward; unless, of course, they try to steal it
themselves...

Scene 1 – The Man from Overmountain Said Yes


Summoned by the Man from Overmountain, the Knaves
must do everything they can to convince him to choose
them for the mission.

- 134 -
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

- 135 -
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-

- 136 -
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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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.

Delongo STR DEX CON INT WIS CHA


Delongo is a margutte with the following modifications: 18 (+4) 15 (+2) 15 (+2) 7 (-2) 12 (+1) 6 (-2)

Skills Perception +5
unique power Senses passive Perception 15
Delongo has the following unique power: Innate Spells Languages -
Challenge 2 (450 XP)

Keen Hearing and Sight. Rosella has advantage


Granny on Wisdom (Perception) checks that rely on
Granny is a befana with the following modifications: hearing or sight.
actions
Multiattack. Rosella makes two attacks: one with
Granny has Malevolence 1 its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
unique power one target. Hit: 8 (1d8 +4) piercing damage.
Granny has the following unique power: Ball of Yarn
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.

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

Shoddy Swords and


Star-Crossed Sorceries
Crossover Job for Emeritus Knaves (6th level), written by Simone Romano and created in collaboration with
Gremlins Project, Sword & Sorcery, and Ares Games.
Sword & Sorcery is a Cooperative Fantasy board game by Simone Romano and Nunzio Surace, produced by Ares Games S.r.l.

Introduction for Knaves Scene 1 – A Bad Dream


The Knaves finds themselves sleeping under the roof of the The first connection to the mysterious mission is a dream
Infernetto Inn, just outside the walls of Ianica Torva, a small sent to the Knaves by Adramelech, an archdevil interested in
seaside town not far from Port Patacca. You know when taking part in a strange competition outside the Kingdom.
dreams are so vivid that they seem real? Precisely that sort
of nightmare is crashing its way into the sleeping minds of Scene 2 – To Aspra and Aegis
each of them right now! To get to the place of the Challenge, the Band must first
The dream shows a glorious arena similar to those of reach the town of Aspra and defeat its cruel lord, the mar-
long-lost Plutonia, where an ogre armed with a heavy gutte Folgorantilus.
cleaver is challenging a malebranche or some other devil
lying in the sand. Scene 3 – Toward the Big Gate
The ogre is about to deliver a blow, yelling defiantly to his The proverb says, “To open a Big Gate, you need a Big
opponent “Get up, you horned beast, get up!” Key!” In this case it’s true: now the Knaves will face a two-
Just as the heavy cleaver is about to hit the wounded fighter, moon journey to reach the Forgotten Counties, the slopes
the action seems to come to a grinding halt, and the strange of Mount Meta, and finally find the Big Gate that leads to
devil turns his gaze to the dreamers, reaching out his hand. the Arena.

Introduction for the Scene 4 – The Aegis Arena


Condottiero Time to take part in the Challenge: the Knaves must
In Great Extravaganza and in the heart of the Forgot- fight against hideous gremlins and other monsters of the
ten Counties, astral conjunctions occasionally cause the Condottiero’s choice, to earn their chance to defeat the
overlapping of different worlds and planes, and anything Nemean Lion.
can happen. The Kingdom’s wise and wizards consider
these celestial phenomena rare and mysterious events of Scene 5 – The King of the Arena
an astrological and Extravagantian nature that elude log- In the final battle of the Challenge, the Knaves must defeat
ical explanations. This is the case for the Aegis Arena, Aegis’s ferocious champion, the Nemean Lion.
an abstract and mystical place located beyond the world,
where the Knaves might find themselves if they follow Conclusion
the dreams and spiritual instructions sent to them by a Whether they win or lose this incredible Challenge, the
mysterious “patron”. Knaves find themselves exactly where they were before...
Having found their way to the Arena, and provided
the Knaves manage to defeat its champions and walk
back on their own legs, they will have plenty to tell their
friends once they reach their den. Pity no one will ever
believe them...

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In Search for Quatrins...
Again!

Scene 1 – A Bad Dream


When the dream stops, each player must decide what their Knave will do:

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!”

Do nothing and let the weapon put an end to his fate


The weapon’s lunge freezes, as does the rest of the scene, apart from the devil who
calmly gets out of that awkward position, staring at the blade that was about to kill
him, then turns around, approaches, firmly shakes the Knave’s hand and addresses Too railroaded?
him as if he were in front of his eyes!
The Knaves’s recruitment for this
“I also need exactly this: unscrupulous Knaves! And you, dear fellows, seem to Job might seem overly railroaded,
have been minted in this very fashion!” so here are some tips to make it
more interesting for the players
Whatever the choice, the dream continues. The archdevil introduces himself, and their characters:
gesticulating, emphasizing every word in a bizarre manner, and says:
the past, the Knaves sold their
☞In
“I have followed your misadventures up to now. My name is Adramelech and, YES! souls to some archdevil, or com-
this is a dream, but NO! it will not vanish simply by opening your eyes. You have mitted such atrocious crimes that
been selected, by me, as possible champions for a special challenge to be held in they were condemned to Inferno.
the Forgotten Counties three moons from now. Adramelech will show the con-
tracts in place, explaining that he
“Three moons from now, the white sand and blood of the arena will no longer has taken over their souls from
dwell in your dreams, but in front of your eyes! By the way, you’ll want to fight to other contractors, and is willing to
the best of your ability because, unlike this dream where you can dispel any danger tear them up if the Knaves accept
by snapping your fingers, if you are not up to it, there will be no escape for you… the mission.

“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

the Knaves will receive a letter of Scene 2 – To Aspra and Aegis


credit from Sirrah Mammona of While Ianica Torva is located on the coast of Alazia, the village of Aspra is sever-
Mount of Fiascos of Hyena, who al days away in the region’s hinterland. The Knaves’ destination is a strong and
will keep his promise. fortified, layered citadel, with concentric streets that encircle it and gradually
narrow toward the center, climbing up the hill’s slopes and culminate in the

☞Adramelech can erase Misdeeds Upper Square.
and change the characters’ Boun- The Knaves enter the village from Goat Gate, in the south, and are promptly looked
ties with a snap of his fingers. If at - up and down - by the inhabitants.
they so wish, he can wind back the Inside a clock tower full of complex machinery rising at the top of the city lives the
Knaves’ Misdeeds in the Registers mysterious feudal lord of the area, a margutte with great powers called Folgorantilus.
of the Royal Bounty to the initial The lord bought the Big Key leading to the Arena from a nonexistent merchant at a
ones, deleting all the others. ridiculously high price. The expensive artifact now hangs on the wall of his bedroom
on the tower’s first floor. The margutte is not benevolent at all, but he rarely harasses or
torments the town’s citizens - which he exploits as if he were the local noble - so as to
Whatever the agreement is, avoid having too much trouble with them, and reserves his most unwelcome attention
Adramelech is a fair devil and will for the local criminals, bandits, and foreigners.
respect their pacts... after all, hav- This is probably the reason for the strange looks and other things happening around
ing a Band like this to return to for the characters, like mothers taking their babies away: everyone knows that the Band
future favors always has its advan- which just arrived in town will soon be butchered.
tages.

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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

Scene 3 - Toward the Big Gate


That very night, the Knaves have a vivid dream again, in
which Adramelech returns to give them more instructions.

“Go to the most remote and forgotten place in the Kingdom,


and find your destination. When you get there, follow the
least exciting direction. From there, continue still further
lost, then continue slipping into endless dead ends. Only
then will you find the Big Gate.”

The characters’ dream mentor alludes to the Forgotten


Counties and Mount Meta (“destination”), which is found Clock Tower
in the region’s heart.
The Knaves’ task requires them to cross a few hundred miles
of more or less inhabited regions, with Aspra’s margutte’s
stolen goods and the Big Key, and then climb Mount Meta:
an endless march on an increasingly distant and forlorn trail.
The good news is that the journey runs smoothly and lasts
long enough to allow the Knaves to gain all the benefits of
a long rest.
The procedure to find the Big Gate is simple: once at the foot
of the destination, the PCs have to look for and take a Road to Rooms of Folgorantilus
Nowhere (see page 84 of the Brancalonia Setting Book). Once
they have succeeded on all relative checks and encounters,
before reaching the bottom, they have to find a second Road
to Nowhere, even more desolate than the previous one, and
then, once finished with that, another one!
At the end of the third Road to Nowhere, the characters finally
find a large stone and metal gate erected into nothingness, in
front of which sits a gigantic lion.
The lion is there to guard the way and does not attack
unless attacked. 
Nothing extraordinary happens around the gate, but throw-
ing the key to the lion makes the big beast start playing with
it like a kitty, and the gate opens automatically. The road on Hall
the other side remains exactly the same, but as soon as the
Knaves cross the entrance, a terrifying wind rises, and the
plateau’s dust rises in a sort of cloud that blinds everyone.
When the dust settles, the Band is in the middle of… Accustomed to scraps and ragged scenarios, this place looks
amazing in the eyes of the Knaves, mythical and beyond
Scene 4 - The Aegis Arena imagination: a mixture of the mystical descriptions of Urania,
“Suspended between time and space lies the Aegis Arena, the Celestial City, mixed with the hallucinatory visions caused
created by the arcane masters of the city of Artiglio to glorify by the turquoise and extravagantic herbs. The structure is
the most valiant champions from all around the cosmos!” mainly divided into three sectors. The lower part, where the
gladiators train and equip before the fights. The upper part
This is the description that every inhabitant of the world hosting the temple of the gods, the trophies’ square, and the
beyond the Big Gate would give of this place. Still, for the Podium, from which the wealthiest guests enjoy the show.
Knaves, there are no words to explain the feelings aroused by Finally, the middle part, the Coliseum: Aegis Arena’s beating
the arena: an emotion with roots in the deepest of the primal heart, the stage of every battle that takes place in this out-of-
instincts. The struggle for the survival of the fittest! this-world venue. 
Even the Arena complex’s view is nothing but confusing Apparently, the Band have reached the center of the Coli-
since the entire structure is completely suspended in the air, seum just as the Challenge is about to begin. Their patron,
with twisting stairs, illusory and overturned perspectives, and Adramelech, watches them from the Podium and is already
shifting mechanisms that confuse gaze and mind. placing prophecies against them.

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In Search for Quatrins...
Again!

At the sound of these words, a thunderous applause accom-


panies the opening of the arena’s gates. Different groups of
gladiators and creatures of all kinds rush into it from the
various underground cells, ready for a fight to the bitter end!
The crowd’s frenzy reaches its climax only with the entry of
the arena’s undisputed champion, the Nemean Lion! It is with
his mighty roar that it all begins.

Fights in the Arena


The first wave of enemies the Knaves encounter in the Arena
is the gang of Onamor the Jinx’s 12 horrifying gremlins.
Once the gremlins are defeated, the Condottiero can describe
the skirmishes and fights in the various corners of the Arena
and wait for the Knaves to make their move. The monsters in
play can be the most bizarre, especially monsters taken from
the Sword & Sorcery sample of opponents, for those who have
that at hand, or from the System Reference Document. Finally,
the Condottiero can insert the worst and most grim monsters
ever published in Brancalonia, without the concern of using
creatures that could appear out of place in their usual Jobs.
The Arena is also where the PCs can meet all sorts of allies
for this particular fray or future adventures. Also, some mon-
sters or characters typical of other settings could take the
opportunity to infiltrate the Kingdom following the Knaves.

Scene 5 - The King of the Arena


After 1d4 encounters spent trying not to get killed, it’s time
to meet the King of the Arena, a colossal lion-man taller
than a morgant and utterly furious and heated up from the
fight, who has just finished slaughtering all the other strong-
er contenders!
He is a very experienced gladiator, and the crowd adores
Two bronze statues of gladiators, each with open and arched him. Despite his wild nature, he respects all combat rules, as
arms representing a large shield, flank the entrance. The arch he wants to prove his ability without resorting to petty tricks
above the entrance threshold is engraved with the words “Don’t or foul tactics. Legend has it that he now fights only to prove
look at your hands, look at your arms!”, A warning that reminds that he is the King of the Arena. He is not interested in gold
everybody that the Aegis Arena bestows glory or death only! or precious items other than what he already carries. He is
An imperious-looking woman stands up from the oligarchs’ moderately intelligent and can speak the Unknown Language,
gallery and begins to proclaim a long introductory speech. albeit with a strange guttural accent. It’s time to challenge the
mythical Nemean Lion!
“An endless number of brave or foolish gladiators just
passed through the gates of this Arena... Every single Conclusion
one of them convinced that they are the strongest and
deserve riches and honors more than any other; All of The Knaves Win the Final Fight with the
this, only to find themselves on the ground, dying and Nemean Lion
begging for mercy... something that will never be gran- The calm dictated by respect for so many gladiators’ death
ted, since no plea has ever been accepted for those who is brutally interrupted by the crowd’s screams when the gi-
have greedily sipped from the bitter cup of defeat! But ant Lion falls to the ground! Spectators are literally delirious
that shouldn’t be enough to discourage you or anyone from what they have witnessed... a group of gladiators from
else on this ground. Today, all of you, gazing at the an unknown land have become champions of Aegis thanks
crimson that has long stained the sand of this Coliseum, to the blood of their defeated opponents, a deed worthy of
must be convinced that it will be the blood of their the Gods of the Arena!
opponents to be spilled and not their own! Well, if you When the clamor subsides, and after everyone acknowledges
prove to be true champions... so it will be! Of everybody the Band’s great victory, the Knaves impresario, Adramelech,
else, nothing but shadows and dust will remain!” jumps off the Podium and takes its share of triumph. Then,
magnanimously, it respects its part of the pact, delivers what

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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...
Again!

Nemean Lion reactions


Large monstrosity, lawful neutral Parry. The Nemean Lion adds 4 to its AC against
one melee attack that would hit it. To do so,
Armor Class 16 (studded leather) the Nemean Lion must see the attacker and be
Hit Points 152 (16d10 + 64) wielding a melee weapon.
Speed 30 ft.

STR DEX CON INT WIS CHA legendary actions


24 (+7) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 16 (+2) The Nemean Lion can take 3 legendary actions,
choosing from the options below. Only one
Saving Throws Str +11, Dex +8, Con +8 legendary action option can be used at a time and
Skills Athletics +11, Intimidation +7, Performance only at the end of another creature’s turn. The
+7, Survivor +5 Nemean Lion regains spent legendary actions at
Senses passive Perception 11 the start of its turn.
Languages Vernacular, Draconian
Challenge 9 (5.000 XP)
Move. The Nemean Lion moves up to its speed
Brave. The Nemean Lion has advantage on saving without provoking opportunity attacks.
throws against being frightened. Attack (Costs 2 Actions). The Nemean Lion
Brute. A melee weapon deals one extra die of makes one melee attack.
its damage when the Nemean Lion hits with it Roar. The Nemean Lion emits its roar.
(included in the attack).
Legendary Resistance (3/Day). If the Nemean
Lion fails a saving throw, it can choose to succeed
instead.
actions
Multiattack. The Nemean Lion makes three melee
attacks.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 14 (2d6 +7) slashing damage.
Sword of Fervor. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 17 (2d8) slashing damage.
Hooked Chain. Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing
damage. The target is grappled (escape DC 17) if
the Nemean Lion isn’t already grappling a creature.
Until this grapple ends, the target is restrained and
takes 7 (2d6) piercing damage at the start of each
of its turns.
Roar (recharge 6). The Nemean Lion emits a
magical roar. Each creature that fails a DC 15
Wisdom saving throw is frightened for 1 minute. A
frightened creature can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.

- 146 -
Black Rose Rising

Black Rose Rising


Crossover Job for Emeritus Knaves (6th level), written by Diego Fonseca, from an idea by Andrea Coletti and
Luca Bernardini and created in collaboration with Nova Aetas and Ludus Magnus Studio.
Set in an alternate and dark version of the Renaissance, inhabited by fantastic creatures and fighting humanoids, Nova Aetas is a
miniature board game by Ludus Magnus Studio.

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.

Scene 4 - Goat Courtyard


Entering the heart of the Lodge, the Knaves wander among
halls, stairways, and corridors of ancient and corrupt ele-
gance, all immersed in darkness or constant twilight. The
luxuries and prodigious artifacts of the Black Rose guild are
all turned into illusory, evanescent, and smoky shadows and
images, and so are the palace dwellers. Searching a room
offers nothing interesting, only the feeling of a disturbing
past and a blanket of eternally inexplicable mysteries. After
this wandering, the Band arrives at the center of the struc-
ture, which opens into a vast courtyard with trees and col-
onnades. Here’s where the Primaevi are camped, surround-
ing the Heart of Gaea, located in the exact cemter of the
courtyard.
Alabaster and 5 other primaevi are here. They’re not par-
ticularly vigilant unless they have been warned of the arrival
of new intruders.

- 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:

At will: dancing lights, guiding bolt, vicious mockery


2/day each: hold person, mirror image, suggestion
Primaevo
1/day each: hypnotic pattern, spiritual weapon
A primaevo is a satyr.

Alabaster

- 151 -
In Search for Quatrins...
Again!

Thornrose Dragon of each of its turns, ending the effect on itself on a


Huge dragon, neutral success. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune
Armor Class 17 (natural armor) to the dragon’s Frightful Presence for the next 24
Hit Points 189 (18d12 + 72) hours.
Speed 40 ft.
Urticant Breath. The dragon exhales a cloud of
stinging pollen in a 60-foot cone. Each creature in
STR DEX CON INT WIS CHA
that area must succeed on a DC 16 Constitution
20 (+5) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 14 (+2)
saving throw. On a failed save, the creature takes
7 (2d6) poison damage and can’t use reactions,
Saving Throws Dex +6, Con +8, Wis +6, Char +6
its speed is halved, and it can’t make more than
Skills Intimidation +6, Insight +6, Perception +10
one attack on its turn. In addition, the creature can
Senses Darkvision 120 ft., blindsight 60 ft., passive
use either an action or a bonus action on its turn,
Perception 20
but not both. These effects last for 1 minute. The
Languages -
creature can repeat the saving throw at the end of
Challenge 10 (5.900 XP)
each of its turns, ending the effect on itself with a
Legendary Resistance (3/Day). If the dragon fails successful save.
a saving throw, it can choose to succeed instead.
actions legendary actions
Multiattack. The dragon can use its Frightful The dragon can take 3 legendary actions, choosing
Presence. It then makes three attacks: one with its from the options below. Only one legendary action
bite and two with its claws. option can be used at a time and only at the end of
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., another creature’s turn. The dragon regains spent
one target. Hit: 16 (2d10 +5) piercing damage plus legendary actions at the start of its turn.
7 (2d6) poison damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 12 (2d6 +5) slashing damage. check.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., Claws Attack. The dragon makes a claws attack.
one target. Hit: 14 (2d8 +5) bludgeoning damage. Tail Attack (Costs 2 Actions). The dragon makes
Frightful Presence. Each creature of the dragon’s a tail attack.
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 14 Wisdom
saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end

“Turin, the year of our Lord 1522.


Enchanters, necromancers, and diviners come from the most
disparate ravines of this old world, for the sole purpose of
reaching the Grand Master’s home: the Black Rose Lodge.
The war has began!"
- Nova Aetas Chronicles -

- 152 -
Apollonia

Apollonia, the Scylla's HeadA Companion to the Capital of the South

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

Legend for the Knaves


1. Del Colle Castle. For centuries home to the 6. Marketbourg. This reasonably orderly and industrious
Viceroys and center of power and social life of the city district surrounds Market Square, center of the city’s
of Apollonia. As well as the nobles of the Caraffa family public life. This is where food from the countryside and
and their main standard bearers, this is also the seat of from Blusta Street, fish and goods from the port, and
Apollonia’s main administrative offices, all in the hands everyday commodities from shops in the center converge.
of duke-counts, princes, and marquises. Anyone wishing
to deal with the decadent court of Viceroy Fernando 7. Port. In the harbor district, one of the oldest in the city,
Caraffa of Redontappe must book a hearing or wait the old ruins were removed centuries ago to make room
to be summoned to the Castle. At the foot of the hill for sheds, docks, and warehouses. Merchant ships from
stretches the Casali district, an area left undeveloped for all over the Middle Sea dock here every day and, despite
safety reasons and used for the castle’s crops, stables, and the customs office, smuggling is estimated to represent
kennels. half the traffic that takes place there. Partially submerged
millennia earlier, remains of the Archaic city are still
2. Vicariate District. Located close to the city walls visible on the sea bottom before the piers. Mermaids
and overshadowed by the Castle of Justice, this popular and tritons still swim there: they are considered the city’s
neighborhood was built by the viceroys to accommodate protectors, and nobody dares disturb them.
officials, guards, small administrators, and important
servants. It is the least-poor of the poor neighborhoods, 8. Castle of the Egg. Reduced to abandoned ruins, this
and the least-rich of the wealthy ones, and even crime, so ancient fortification dates back to the very foundation
widespread elsewhere, is almost completely absent here. of the city, when the Archaics established their colonies
on the nearby island of Fischia and on this stretch of the
3. Castle of Justice. Unlike the rich and elegant Castel Volturnian coast. Destroyed and rebuilt many times, the
del Colle, this gloomy and rugged fortress is the seat of former Marine Castle is now called “of the Egg” because
the Justiciar and of the city’s law enforcement personnel. of a colossal legendary sea-dragon egg that was hidden in
In particular, the castle houses the main barracks of its basement by one of the ancient owners, the Plutonian
Apollonia’s guards and soldiers, the halls of justice, and wizard Virginius. Guiscards and grave-robbers flock to
the headquarters of the Royal Bounty, as well as several the city every year to explore the secrets of the castle
offices of hustlers who carry out the twisted, elephantine, and manage to sneak into the ruins, one way or another,
and incomprehensible bureaucratic practices of regional challenging the dead chitinominious and hobs said to
law. Next to the fortress is Bell Gate, through which the roam there. As per tradition, no one ever returns.
infantrymen and cavalrymen stationed at the fortress
come out for their training drills. The gate gets its name 9. Frangese Fort, aka Beefcake. One of the city’s many
from its clock whose chimes echo throughout the city, great castles, the “Beefcake” is used primarily as a prison
marking the hours of day. and to control the city harbor. Its suffocating, labyrinthine
dungeons and torturers’ iron instruments are proverbial
4. The Decumani. Running parallel to the coast, the three among the criminals of Apollonia, who also report hair-
main streets that traverse Apollonia mark its venerable raising stories about the ferocious Petruscolo, a cruel sea
center, with buildings rich and poor that boast centuries of serpent said to have found a way into the prison and to
age and history, and districts and courtyards representing come every night to snatch one of the prisoners away.
almost “independent” enclaves whose families have been
on amicable terms for generations and have formed 10. Mozarab neighborhoods. The city’s southern districts,
unbreakable bonds. The Decumani are also central to consisting of vegetable gardens, peasant suburbs, and
the Apollonian “guapperia”, the rebellious but (mostly) accommodation for travelers and foreigners, are known
good-hearted underworld of petty criminality, quite as the “Mozarabic Quarters”, due to the large numbers
distinct from the overbearing and vexatious Honored of this population. Headquarters of the Honored Society
Society. of Volturnia, this is one of the areas most infiltrated by
crime in the Kingdom. Guards rarely show up around
5. Blusta Gate. Main entry to the city and starting point here, and stabbings are rife day and night.
of the well-kept road that continues north to Port Patacca,
one of the busiest in the Kingdom. Those on trading or
peddling business who reach the city with at least one
four-wheeled cart must pass through this gate.

- 155 -
In Search for Quatrins...
Again!

Legend for the Condottiero


1. Piazza Apollona. Overlooking the port, this small and fallen nobleman, is – according to many – one of the
intimate square is dedicated to Apollona. Legend has pretenders to the throne of the Kingdom. On the surface,
it that ​​this siren told the seafaring Archaic settlers the Stramonio de Furtis has no interest in the Iron Crown
best place to found the city and that these sailors from and makes a living as an actor and a patron. But the
afar, as a sign of gratitude, would eventually name this Prince is allegedly none other than a retired Great Bounty
square and the nearby Fountain of the Siren after her. gentleman brigand of a thousand faces – sheikh, baron,
At night, this square is particularly popular with the politician, friar, seller of fountains – whose ability in the
guappos, singers, musicians, and lovers who come here art of transformation and remarkable acting skills have
to compose romantic serenades and melancholy sonatas. enabled him to succeed for decades in coups unattainable
Compositions conceived or performed here are said to be by the numberless petty-thieves of the Kingdom. And
particularly inspired because of the lingering influence of unbeknownst to most people, there is much more.
the sirens. It is also rumored that some of the musicians According to highly confidential rumors, the Prince
who play in the moonlight here are people of the sea who is none other than the legendary “Grandpa”, supreme
return to the mainland to perform with earthlings as they leader of all Bounty Brothers, whose secret authority is
did in the past, and to teach them the art of singing and mediated only by Uncles and by Mammasantissima. And
playing the mandolin. he has a plan…

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

Legend for the


Condottiero
1. Piazza Apollona
2. Cathedral of Sour Lady
3. Turquoise Music Academy
4. Prince’s House
5. Vico Bonafficiata Vecchia
6. Cagliantesa’s Inn.
7. Viceroys’ Inn.
8. Terresante Ossuary
9. Poverelli Market
10. Tramontana Gate Pizzeria
8

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

Famous Bands and Companies of Pavise 46


Fortune 55 Penumbrian Football 64
Fighter 24 Penumbrian Football Sequence 65
Figurine of Wondrous Power: Cast Iron Pitch Invasion 65
Bull 48 Pit of Eternal Stench 74
Fraudo’s Helmet 48 Polental Alimental 73
Poorman’s Feast 52
Prelate 42
G Pugnacious Abbot 77
Pugnacious Friar 78
Gadgeteer - New Roguish Archetype 31 Pulcinello 18, 60
Gallant Knight - New Sacred Oath 28 Puppeteer 12
Geppetto 15 Puppets 15
Ghostchasers 77
Ghoul Stew With Artichokes And Ta
Toes 88
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Shared Worldwide.
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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.

In this book you will find:


C
• New
• New options for the Knaves, such as the new Puppeteer • New
• New creatures and adversaries, such as Relic and
class and subclasses, ten new subclasses, three new the Hob.
races, two new subraces for the Marionette, and many • Seven
• Seven new jobs unlocked during the campaign
new Background options.
• Insights
• Insights on four cities in the Kingdom, including
• A
• A wagon-load of new equipment of any kind. detailed maps, secret locations, and adventure hints.
• A
• A ton of new spells and invocations to the Saints. • And
• And so much more...
• Rich
• Rich insights about many Brancalonian topics: from
the Extravaganza to the Relics, from the nature of
Marionettes to monster cooking.

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