Brancalonia (ENG) - Macaronicon [PDF]

Macaronicon C Apart from the Setting Book, the Macaronicon is the first official module published for Brancalonia, and

37 0 26MB

Report DMCA / Copyright

DOWNLOAD PDF FILE

Brancalonia (ENG) - Macaronicon [PDF]

  • 0 0 0
  • Gefällt Ihnen dieses papier und der download? Sie können Ihre eigene PDF-Datei in wenigen Minuten kostenlos online veröffentlichen! Anmelden
Datei wird geladen, bitte warten...
Zitiervorschau

Macaronicon

C 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 Creative Direction: Mauro Longo Direction of International Version: Mauro Longo Editing: Masa Facchini Macaronicon Design and Development: Mauro Longo Adventures by: Christian “Zoltar” Bellomo, Masa, Diego Fonseca, Luca Mazza, Mirko Paradisi, Umberto Pignatelli, Simone Romano, Jack Sensolini. Text and Content Creation: Mauro Longo Other Contributions by: Marco Cardone, Masa, Lorenzo Fantoni, Leonardo Gallori, Livio Gambarini, Lorenzo Ladogana, Davide Mana, Luca Mazza, Thomas Mazzantini, Giovanni Melappioni, Federico Pilleri, Roberto Recchioni, Nicola Santagostino, Jack Sensolini, Lorenzo Valentini Design and Rules Development: Andrea Macchi and Max Castellani for Epic Party Games Design and Rules Consultant: Nicola Santagostino for Epic Party Games Cover Art: Lorenzo Nuti

Maps: Fabio Porfidia and Moreno Paissan Artwork: Alessandro Balluchi, Lorenzo Nuti, Moreno Paissan, Vittorio Santi, Colleen O’Dell, Gordon Johnson Historical art: Jacques Callot, Gustave Doré, Giovanni Battista Piranesi The Art of Black Rose Rising is by: Giovanni Pirrotta, Simone de Paolis, Daniel Comerci, courtesy of Ludus Magnus Studio Layout and Graphics: Matteo Ceresa Italian Editing and Proofreading: Simone Borri and Sebastiano De Angelis English Translation: Sarah Jane Webb and Epic Party Games English Editing and Proofreading: John Marron Playtesting, Consulting and Other Contributions: D20 Nation, Forum Sententiam, Alessandro Fietta, Genitori di ruolo, Alberto Gervasio, Virginia Grego, MazingaZetto92, Quelli che ben nerdano, Streaming & Dragons, The GDR Team, Enea Traini, Venti di ruolo, Victory Condition Gaming 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!

C The book you are looking at is the first official expansion for Brancalonia, the Spaghetti Fantasy Campaign Setting for the 5th Edition of the most famous role-playing game ever! This book is a collection of the material unlocked during the game's crowdfunding campaign, carried out in spring 2020. At its debut, Brancalonia was the most successful Italian RPG on Kickstarter and, at the time of writing these words, it is still the first for the number of supporters: all signs of appreciation and vivacity that push us to go forward more and more enthusiasticly! The chosen name, "Macaronicon" is a reference to the most classic horror and weird pseudobiblium of all time, the Necronomicon, but also to the original Macaronicon by Teofilo Folengo, our Limerno Pitocco, a masterpiece of Italian macaronic literature. This is just to say that we all act like guappos, and we are, of course, but we also studied a lot our traditions, folklore, and literature. Overall, the Macaronicon includes, in order: • New options for the Kingdom Knaves: a whole new class, the Puppetteer, with two dedicated subclasses, ten new archetypes, three new races, two new subraces for the Marionette, and new background options for every character. • A bandwagon full of new equipment of all kinds. • A pound of new spells and invocations to the Saints. • A series of insights into many doubtful or mysterious aspects of Brancalonia: from the Extravaganza to relics, from the nature of puppets to the use of monsters in cooking. • New monsters and adversaries, such as the Relic Cluster and the Hob. • Seven adventures written by a team of the Magnificent Seven of Italian and international role-playing games, from Umberto Pignatelli up to the authors of Black Rose Wars and Sword & Sorcery. • Four insights into as many cities in the Kingdom, including detailed maps, secret locations, and hints for adventure.

In short, game material and additional information to make your Jobs in the Kingdom even more detailed and exciting. Here is the exact list of stretch goals unlocked and collected in this publication: • Bonus Adventure – The Red Carnival, by Umberto Pignatelli. • The Profession of Arms - The Thousand Years’ War Companion. • Vortiga, Queen of the Seas - The Severissima Signoria Companion. With an original city map by Fabio Porfidia. • Bonus Adventure – The Divine Sow, by Christian "Zoltar" Bellomo. • Superstition in Kitchen and the art of eating Evil, by Pellagrino Abstrusi - How to clean and cook monsters and critters of the Kingdom. • Mangiafuoco Caravan - The Marionette and Torquoise Wood Companion, with a whole new class: the Puppeteer • Bonus Adventure – A Criminese Novel, by Luca Mazza and Jack Sensolini. • Scum of the Kingdom - Penumbrian Coscas and Crime Companion. • Crimini, The Most Dangerous Place in the Kingdom - The Cupola City Companion. With an original city map by Fabio Porfidia. • Turquoises, Extravaganza, and Cuccaigne - Fairies and Hobs Companion. • Special Community Goal – Shoddy Swords and Starcrossed Sorceries is a special adventure created together with Gremlin Project, Sword & Sorcery, and Ares Games. • From the Dive Cellar to the Acheron Abysses - Potholes, Underground Ruins, and Lost Tombs Companion. • Tarantasia - The Serpent’s Lair. The Capital of the Galaverna Companion. With an original city map by Fabio Porfidia. • Bonus Adventure – The Ancient Urn, by Masa. • Holy Ship and Sacred Cow – Relics, Miracles, and Miraculist Companion, with a whole new monster: the Relic Cluster. • Of Loves and Ladies, Knights and Arms – A Companion for Paladins and Chivalrous Oaths. • Special Community Goal – Black Rose Rising is a special adventure created together with Ludus Magnus Games. • 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 C 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 marionettes roaming - with no strings to hold 'em down - through the Kingdom, masters of their own destinies. Centuries of experiments on triflewood, local variants, and laboratory prototypes that later became true craft traditions have brought about numerous other subraces.

Cabin Doll

Also known as "marinette", this is a variant whose construction secrets are known only to some special Vortigan shipwrights, who use a triflewood core together with some other timber recovered from ship wrecks and seasoned in seawater. For this reason, cabin dolls possess an innate and profound understanding of the sea and its secrets, and they are often used as "ship's boys" aboard Vortigan ships, or in Vortiga's shipyards as workers, helpers, carpenters, and engineers. Nautical. You have proficiency in vehicles (water) and navigator's tools. Furthermore, through gestures and sounds, you can communicate simple concepts to any beast that has an innate base swimming speed. Wind and Water. You know the druidcraft cantrip. When 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.

Saintlet

Sacred marionettes used as effigies in Creed and Paradox Faith rituals, neither animated nor sentient, have existed in Vortigana and the Kingdom of the Two Scyllas long before they passed to the world of traveling theaters. When the first animated marionettes began to spread all over the "Left Boot", the artisans of the Severissima and some Paradox monks thought to try and see what would happen by recreating those religious figurines with triflewood. Thus were born the so-called saintlets. These marionettes are generally more haughty and inspired than the impetuous and rowdy Pinocchios built in Torrigiana, and often manifest innate powers of divine origin. Ability Score Increase. Your Wisdom scores increase by 1. In Saint’s Image and Likeness. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the bless 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 prayer of healing 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 Wisdom.

“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 roaming the Kingdom since the early centuries of the Thousand Years’ War, as there seem to be no records of their presence earlier, in Empire days. While some believe they came from Frangia or Altomagna, scholars from those lands claim the contrary, so the mystery remains unsolved. The size of catpards and linxes, wolfcats are felines that have adopted human-like posture, language, and skills, and are also similar in their clothing, craftwork, arts, and the use of manual tools. When undressed and moving on all fours, these beings, from a distance, look like ordinary felines, but when they assume an upright bearing and civilized manner, they are comparable to human beings in every way. Wolfcats are generally known as skilled swordplayers, vagabonds ever ready for new engagements and quests, musicians, and poets. Fun Nicknames: Puss in Boots, Catpards, Kittens, PussPuss, Furballs. Typical Male Names: Beltrame, Fortunate, Rodilard, Rodomount, Chatterbox, Tabarine. Typical Female Names: Alinora, Cleope, Esmeralda, Miralda, Nives, Scaramuccia, Sutica, Zelda. Surnames and Other Names: Wolf-cats tend to use completely fictitious and high-sounding titles (Captain Matarato, Marquise of Carabas, Prince of Soldania, Knight of the Guardera, etc.), which they give themselves, seemingly unaware that such titles and recognitions should be assigned by sovereigns, or obtained in an official manner.

Wolfcats Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1. Age. Wolfcats reach adulthood around age 10. They more or less live half a century. Size. Wolfcats average about 4 feet tall and weigh about 55 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to feline senses, a wolfcat benefits from superior eyesight in darkness and dim lighting conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Scratch. Your hands possess sharp claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Leap. You can jump a number of meters equal to your movement and you do not have to make any check in case of landing on difficult terrain. Deceitful. You have proficiency in the Deception and Perception skills. Waterfear. You have disadvantage on all Strength (Athletics) checks made to swim. Brawl Feature: Cat Burglar. As a bonus action, you can steal a common prop wielded by another creature. Once you use this feature, you can't use it again until you 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 innately 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 perceive 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 noble mind and irreproachable morals, these beings can manifest any alignment, personality, emotion, instinct, thought, or state of mind, with one main difference compared to more common beings: they always demonstrate their will, ideals, and intentions in a heartfelt, almost urgent manner, as if they were made of pure sentiment. So far, no recognizable differences of sex, gender, or race are known to exist among the nonexistents. They are totally self-determined and use the tone of voice and attitude they deem most appropriate. Fun Nicknames: Dudes, Scraps, No-brainers, Cans, Clothed Farts, Scarecrows, Tin Men. Typical Names: Same as humans’, though sometimes they take on knightly names or receive nicknames related to their physical peculiarities, coats of arms, or the manifestation of their powers.

How Other Races See Them

The true nature of nonexistents has long been the subject of speculation, including the significant opinion that they really aren’t anything at all. Some believe they are invisible beings; others, animated armor or clothing; still others, a particular type of ghost; finally, there are those who consider them an ancient accursed lineage; however, scientific observation and conversations with these beings would seem to disprove such theories. The most widespread thesis today is that they are “abstract intentions” that have acquired the power to manipulate objects around them and 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-

Nonexistents and background

Most nonexistents appeared at some point, somewhere, out of the blue - perhaps just a minute ago and immediately started walking around with the attitude of a provincial Knave. How can you correctly apply the elements of this or that background to them? Actually, nonexistents have no past whatsoever, but they love to create their own when they start their adventures. Although technically a nonexistent has never lived through any experience at all, they actually pretend they did, and do so with such confidence and belief that all related traits, ideals, bonds, and flaws apply to them just as if they really lived the life they imagined for themselves. Which, after all, is pretty much the same thing.

New Races of Brancalonia

Nonexistents Traits

Ability Score Increase. Your Constitution score increases by 2, and one ability scores of your choice increase by 1. Age. Nobody knows exactly how nonexistents are born, or even if they actually age at a regular pace. Size. nonexistent are the size of an adult human, although their weight depends entirely on the items they have equipped. Your size is Medium. Speed. Your base walking speed is 30 feet. Extravaganza Being. You are pure abstract consciousness enclosed within clothing. You get the following benefits: • You are immune to the poisoned condition and to poison damage. • You do not need to eat, drink, or breathe. • You are immune to disease.

Anti-Magic Susceptibility. You are incapacitated as long as you are within the range of an anti-magic field. If targeted by a dispel magic spell, you must succeed on a Constitution saving throw against the spell's saving throw DC, or you become unconscious for 1 minute. Dressing. You always have to wear some kind of suit or armor and you can ignore the shoddiness quality of the items you wear. When you reach 3rd level, the items you wear are considered magical. Once you reach 5th level, you gain a +1 bonus on all saving throws. Brawl Feature: Vanishing. When you are attacked by a creature, you can use your reaction to ignore the attack. Once you use this feature, you can't use it again until you finish the current brawl.

Pantegan Pantegans, aka “murine people”, are small rat-men of magical or paradoxical origin. They have thick hair on various parts of their bodies, prominent ears and teeth, sharp faces, very thin hands, long, tapering feet, and a characteristic hairless tail. Little is known about the pantegans’ origins, but scholars interested in the matter (mainly members of this same population) recall that a kingdom of mice appears in very remote chronicles of the Archaic Age. Those stories also mention the brave ruler Psycharpax and his warriors, so these beings are reported to have been roaming the shores of the Middle Sea since the dawn of history.

Today, pantegans live on the edge of different fiefdoms and cities, trying to integrate as best they can or merely making the most of their proximity with the wealthier and better-organized human race. Their activities and attitudes are as varied as those of any other people; however, owing to their physiognomy, they are particularly good at engineering, goldsmithing, and precision craftsmanship, highly skilled in counterfeiting all sorts of objects and documents, and adroit in the exploration of places underground.

- 10 -

New Races of Brancalonia Fun Nicknames: Moaners, Otters, Scabs, Rats, Thingies, Vermin, Rodents, Pests, Ratas, Dog-rats. Male Names: Acacio, Angelino, Ammicchio, Anatolio, Basilio, Bebio, Bernardo, Bianco, Casconio, Cico, Durmio, Furbigno, Geronimo, Gigio, Lollio, Marciano, Michelino, Mineco, Nicarco, Paconio, Ragunio, Roderico, Scheggia, Scrocchio, Teo, Torquato, Trappolo. Female Names: Feminine versions of the same. Surnames and Other Names: Pantegans’ surnames are taken from the food they most like to eat, for example: Hazelnut, and various kinds of cheeses: Caciotta, Grana, Stracchino; as a result, they often sire huge families with completely mixed surnames.

How Other Races See Them

Their distinctive appearance, natural immunity to disease (despite being healthy carriers of some), ability to feed on fare inedible for other races, and philosophy that “the true hero is the one who survives to fight another day” are all qualities that Kingdom inhabitants publicly criticize, while barely managing to conceal their envy. Another vile rumor about them attaches the Fall of Plutonia to the endless network of tunnels that the pantegans are said to have dug, more or less intentionally, under the capital of the Empire. While Pantegans have always kept quiet on this subject, they remember the Fall as a terrible tragedy for their own people.

Pantegans Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Pantegans reach adulthood roughly around age 9 or 10. They rarely live longer than half a century. Size. Pantegans average about 3 feet tall and weigh about 45 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Thanks to your rat senses, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Nimble and Snappy. You can move through the space of any creature that is of a size larger than yours. You can also attempt to hide even when you are only obscured by a single creature, as long as they are of at least one size larger than yours. Rat Life. You are immune to disease. Live Fast. You have proficiency in the Stealth and Perception skills. Flee and Survive. You have disadvantage on all saving throws against being frightened. Brawl Feature: Pantemime. When you get hit during a brawl, you can make a scene and pretend that the hit you've taken has knocked you out, discouraging further 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 pantegan is applying the finishing touches to his marionettes. He places his latest creation on the countertop and whispers “come on, Gnappo, show me what you can do!” The window of the local branch of the Mount of Fiascos explodes in a cloud of splinters, and three grim figures of wood worked in the form of animated monkeys hop out, dragging heavy bags of florins behind them. The bizarre robbers bound down the road and climb onto the shoulders of their maker who, enveloped in a hooded cloak, is waiting at the end of the village astride a young racing mule, ready to bolt. A caravan of ambulants reaches the center of the village; a thug with a black beard alights from this and transforms his jalopy into a puppet theater: “Step right up, ladies and gentlemen... the show is about to begin!” The discovery of triflewood’s astonishing faculties has paved the way for the magical art of Puppeteers: artisans and entertainers skilled in creating sentient marionettes, animated puppets, and more common figurines, and making them perform. Having devoted themselves for generations to the sublime art of entertainment, these artisans and their creations are now ready to carry out other kinds of Jobs.

Of Puppets and Caravans

Often rough and devoid of any comfort, the puppeteer’s existence smells of wood. Moving from village to village and from hamlet to hamlet in wagons overflowing with props and carpenter’s tools, these ambulants live amidst wood-shavings, spare parts, and puppets of all kinds, forever trying to make ends meet. Those who set up their own workshop in a largish town might not be so cramped, but are forced instead to compete with hundreds of other theatricals and artisans, and struggle daily to draw attention to their artifacts and performances. Yet a Puppeteer with a capital P is not a simple carpenter or barker: his creations are animated, prodigious, sometimes even sentient! In Brancalonia, the puppeteer class consists of craftsmen who have learned to use turquoise wood for their creations, and to employ them in shows, battles, shady deals, and all sorts of roguish feats!

Tinkering with Triflewood

Whether they are learned wood-cutters with nimble fingers capable of the finest creations, or skilled puppeteers who use Threads to make their puppets perform the most unpredictable Jobs, puppeteers handle triflewood and know how to make animated puppets of various kinds, also called “Marottes”. Creating, repairing, and using these extraordinary puppets via the special bond that forms between the creators and their creations is what these puppeteers’ lives are all about.

Puppeteer Level

Proficiency Bonus

Features

Puppets Created

Distance of Use

Canons Known

1st

+2

Puppeteer’s Tradition, Theatre of Extravaganza

3

50 ft

-

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 marionettes, animated puppets, and ordinary puppets? Marionettes are veritable sentient puppets, born of a blend of triflewood’s magical power and the art and love of their creator craftspeople. The making of true marionettes (the Brancalonia Setting Book’s New Race Marionettes) pushes boundaries in the life of puppeteers and the handling of their class. As these fey beings have their own will, character, and personality, they cannot be bound by a puppeteer’s “Strings”. Creating such individuals is more like adopting a child than performing a work of craftsmanship, and these sentient puppets are 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 puppets, 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 puppets, 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 elementary 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 -

“And remember, Pernacchio: never trust to those who promise to make you rich in a day. Usually they are either mad or knaves!” - Master Stromboli, Morgant Puppeteer -

New Knaves of Brancalonia

Create a Puppeteer

It is not enough to carve wooden puppets or have them perform in theaters: in terms of play, only those who have learned to work triflewood and know how to use Strings to manipulate their own animated puppets are puppeteers. When creating their puppeteer, players should consider two main elements related to their character’s background: what kind of puppeteer do they want to be? How will they actually use their animated puppets while doing Jobs with their Band? To answer the first question, all players need do is imagine the life their character led before joining the Band. Did their puppeteers have a workshop, or were they peddlers? Were they rich and famous, or had they yet to make a name for themselves? Are they more the skilled craftsman type (the Geppetto) or the entertainer type (the Mangiafuoco)? Did they ever experiment with a particular invention or a special kind of puppet, or did they stick to tradition? How were their favorite puppets made, and what are they called? The second question is perhaps the most intriguing: why did they leave their little shows and their workshops’ wood-shavings to join a Band? What do they hope to achieve with their company? How are their misdeeds related to their previous occupations? How do they intend to use their animated puppets in Jobs?

Quick Creation

You can make a puppeteer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Impresario background. Finally, choose your three starting puppets: Romualdo, Guerlocco, and Brighella.

Class Features

As a puppeteer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per puppeteer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per puppeteer level after 1st

Proficiencies

Armor: Light armor Weapons: Simple weapons Tools: Mason’s tools, Tinker’s tools, Woodcarver’s tools Saving Throws: Dexterity, Intelligence Skills: Choose two from Arcana, Deception, History Performance, Persuasion, and Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) an entertainer’s pack or (b) an explorer’s pack • Leather armor, any simple weapon, two daggers, mason’s tools, and woodcarver’s tools.

Puppeteer’s Class Move

Saint Marciano Puppet. You use your pugilist puppet to make two beatings (using your attack bonus) as an action, or to increase your AC by 5, as a reaction to an opponent's attack.

Puppeteer’s Ace in the Hole

Pull the Strings. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Puppeteer’s Tradition

At 1st level, you choose a tradition: Geppetto or Mangiafuoco. Each tradition is detailed at the end of the class description. Your choice grants you specific features at 1st and 6th level.

Theatre of Extravaganza

Although your puppets are not sentient, you share your energies with some special puppets that you control through an inner, fey bond, called “Strings".

Strings

When you finish building an animated puppet, a magical connection called Strings weaves between you and your creation. Strings allow you to move the puppet and activate its unique abilities. You can only be connected to one puppet at a time, and you can move the Strings from one puppet to another with a bonus action. The connection ends if you are incapacitated or if you die. You can perform various actions through the puppet you are connected to, as long as you can see the puppet and the puppet is within the Strings’ Distance of Use. Action. You can use your action to perform the Attack, Dash, Disengage, Dodge, or Help action with a puppet. Movement. You can use your bonus action to move a puppet, using the speed indicated in the puppet's stat block. 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

You can use your animated puppets if they are within 50 feet of you. The Distance of Use column in the "Puppeteer" table indicates the increasing distance within which you can use your puppets.

Puppets Created

At 1st level, you own three puppets of your choice from the common puppets list. The Puppets Created column in the “Puppeteer” table indicates when you can get other puppets of your choice from the common puppets list. Each puppeteer builds their own puppets themselves and can only connect their Strings with the puppets they've created themselves.

Puppets

As long as you are connected to a puppet, it is considered a Tiny construct. 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 points it is broken. You cannot connect your Strings to a broken puppet. Repairing a broken puppet requires a long rest and 30 gp. The puppets are designed for a specific purpose and can perform limited actions. Puppets cannot carry or equip items. Recoil. When you are connected to an animated puppet with Strings, all damage, effects, spells, and conditions inflicted to the puppet are inflicted on you instead, while the puppet remains unharmed. If an effect targeting the puppet requires a saving throw, you have to make the saving throw in the place of the puppet. Attacks. Your attack bonus for any attack made with a puppet equals your Intelligence modifier + your Proficiency bonus. The range of the puppets' melee attack is 5 feet, unless otherwise noted. Saving Throws. Some of your puppets require their target to make a saving throw to resist the effects of their attack or special ability. The DC to resist these effects is equal to 8 + your Intelligence modifier + your Proficiency bonus. Secret Technique. Each puppet has a Secret Technique, and after using it, they can't use it again until you finish a short or long rest.

Puppeteer’s Traditions

From Vortigan master carpenters to old Torrigianian woodworkers, the first to discover the triflewood's powers, from Zagarian itinerant puppeteers to the sacred and religious figurine engravers... there are many schools and workshops linked to the animated puppets' art, and they often intertwine with each other. The most widespread traditions amongst the puppeteers who embark on a life of adventure are undoubtedly the Mangiafuoco and the Geppetto ones, named after the mythical founders of these two approaches.

Mangiafuoco

Mangiafuocos usually come from the street and are born among the many artists and entrepreneurs living in the Kingdom's cities. Even if they're the ones who create their puppets, precisely like the Geppettos, the Mangiafuocos are less emotionally-tied to their creations and use them essentially as actors or artists of their own company, being ready to sacrifice them if needed. The Show Must Go On Starting at 1st level, when a puppet is about to take damage, you can use your reaction to cut the Strings that bind you to that puppet, which will lose all the benefits of the bond. Pyrotechnics Art At 6th level, when you use the feature The Show Must Go On, you can destroy your puppet by releasing the energy of the triflewood's extravaganza in a big firework display. Any creature within 10 feet of the puppet must make a Constitution saving throw, taking 3d8 thunder damage and suffering the blinded condition on a failed save, or half as much damage and no conditions on a successful one.

Geppetto

Unlike the Mangiafuocos, who are more similar to unscrupulous entrepreneurs than loyal creators, Geppettos relate to their puppets with a solid and personal emotional bond, a bond that the puppets themselves can't fail to feel. This more comprehensive intimacy transforms the relationship between puppeteer and puppets into a strong friendship or even an almost parental relationship. 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

Dedicating themselves to the art of puppets and marionettes, the puppeteer has developed some artistic canons, knowledge of construction and staging, allowing the use of puppets to perform true portents. At 2nd level, you get two canons of your choice. Each Canon is detailed at the end of this class description. You learn additional puppeteer Canons of your choice at higher levels, as shown in the Canons Known column of the Puppeteer table. Additionally, when you gain a level in this class, you can choose one of the Canons you know and replace it with another Canon you could learn at that level.

Artistic Vocation

At 3rd level, you choose your Artistic Vocation, the one that will characterize your Theater of Extravaganza and the use of your puppets. You get one of the following features of your choice.

Mise-en-scene

The puppeteer is very skilled at moving its creations and has an unrivaled mastery with the Extravaganza's Strings. If you learn the Mise-en-scene, you double the value of the Distance of Use within which you can use your puppets. Additionally, as an action, you can extend your perceptions through a puppet with which you're connected with the Strings, until the beginning of your next turn. During this time, you are deaf and blind for the purposes of using your senses.

Construction Art

The puppeteer is a skilled craftsman, able to build and repair puppets with expertise. All your creations are more resistant. A puppet that is not connected to you by Strings has 20 hit points and AC 10. Also, repairing a broken puppet requires a short rest and 15 gp only, for you.

Masterpiece

Cold Audience When a puppet connected to you by Strings hits with an attack, it deals an extra 1d6 cold damage. Fierce Puppets Prerequisite: 5th level When you use your action to perform the Attack action with the puppet, you c Inflame the Audience When a puppet connected to you by Strings hits with an attack, it deals an extra 1d6 fire damage. Last Performance You can use the Secret Technique of a puppet connected to you by Strings, but the puppet breaks after the use. Lightning Replacement You can use a bonus action to swap your position with that of the puppet your Strings are connected to. Perception of Wood Prerequisite: Mise-en-scene feature The puppet with which you have connected your Strings gets blind sight within a 20-foot radius. Protection from Energy Prerequisite: 5th level, Construction Art feature When you take this canon you must choose one of the following damage types: acid, cold, fire, lightning, or thunder. The puppet connected to you by Strings gains resistance to the chosen damage type. an make two attacks instead of one. Quick Puppets The speed of the puppet connected to you by Strings increases by 10 feet.

At 5th level, you create a new unique and special puppet, your masterpiece. You can choose the puppet from the list of masterpieces.

Ventriloquism You are able to speak through the puppet you are connected to by Strings.

Canons

The Puppets

If a canon has prerequisites, you must meet them to learn it. You can learn the canon at the same time that you meet its prerequisites. A level prerequisite indicates the puppeteer class level needed.

Child's Play

Prerequisite: 5th level The puppet connected to you by Strings gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The puppet also gains a climbing speed equal to its walking speed.

The most common and widespread puppet models in the Kingdom derive for the most part from the commedia dell'arte masks interpreted by the harlequins, and the addition of the warlike, macabre, and sacred components coming respectively from the traditions of the Zagarian pupos, the Penumbria's guignols, and the saintlets of the Creed. Even the following models, surely the most popular animated puppets, come from the same selection: Romualdo is the most famous of the puppets, Doctor Mutandone, Guerlocco, Brighella, and Pulcinello are some classic carnival 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

Brighella

Archangel Giorel AC 16 Speed 20 ft.

AC 14 Speed 25 ft.

Sword of Light. Melee Weapon Attack: reach 5 ft., one target. The target takes slashing damage equal to 1d6 + your Intelligence modifier. The sword of light attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Defend the Helpless. You can use an action to send the puppet in defense of a friendly creature within 5 feet of it. Until the start of your next turn, any attack roll made against the defended creature has disadvantage if you are able to see the attacker. Secret Technique: Judgment. When the puppet hits a creature with a sword of light attack, you can deal 2d6 radiant damage to the target, in addition to the weapon's damage.

Stabbing. Melee Weapon Attack: reach 5 ft., one target. The target takes piercing damage equal to 1d4 + your Intelligence modifier. Once per turn, you can deal an extra 1d6 damage to one creature you hit with this attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Stamping. Melee Weapon Attack: reach 5 ft., one target. The target takes piercing damage equal to 1d4 + your Intelligence modifier and its base walking speed is reduced by 10 feet until the start of your next turn. Secret Technique: Disappearance. You can use an 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 Speed 20 ft.

Soury. Ranged Spell Attack: range 60 ft., one target. The target takes acid damage equal to 1d6 + your Intelligence modifier. Sticky Fingers. You can cast the mage hand cantrip at will, as if it were cast by the puppet. Intelligence is your spellcasting ability for it. Secret Technique: Firebale. You can use an action to create a 20-foot-radius sphere of smoke centered on a point within 30 feet of the puppet. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Monologue. You choose a creature within 30 feet of your puppet. As an action you can draw that creature’s attention with a short monologue performed by the puppet. The target must succeed on a Wisdom saving throw or be charmed by the puppet until the end of its next turn. Unexpected Taunt. You can cast the vicious mockery cantrip at will, as if it were cast by the puppet. Intelligence is your spellcasting ability for it. Secret Technique: “Then who the hell else are 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 Speed 20 ft.

AC 14 Speed 20 ft.

Dart of Extravaganza. Ranged Spell Attack: range 60 ft., one target. The target takes force damage equal to 1d6 + your Intelligence modifier.

Pitchfork. Melee Weapon Attack: reach 5 ft., one target. The target takes fire damage equal to 1d6 + your Intelligence modifier. Hellish Vent. As an action you can target a creature within 10 feet of the puppet. The target must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Secret Technique: Devilish Secrets. The puppet whispers disturbing secrets that only one creature of your choice within 30 feet of you can hear. The 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 successful save, the target doesn't have to move away. A deafened creature automatically succeeds on this saving throw.

Flashes of Extravaganza. You can cast the minor illusion cantrip at will, as if it were cast by the puppet. Intelligence is your spellcasting ability for it. Secret Technique: Puff. As a bonus action you can make the puppet disappear and then reappear by your side. The puppet disappears in a multicolored haze and reappears in any unoccupied space within 10 feet of you.

Romualdo AC 16 Speed 20 ft.

Sword Blow. Melee Weapon Attack: reach 5 ft., one target. The target takes slashing damage equal to 1d8 + your Intelligence modifier. 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 is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Secret Technique: Shieldraiser. When an attacker that you can see hits your puppet with an attack, you can use your reaction to halve the attack's damage against your puppet. Skills: Athletics

Masterpieces Calandrone

Calandrone is the mask of the fairy tales' margutte, a filthy, selfish, and cruel giant, who frightens children and threatens to devour the other characters. And yet it is also a clumsy, stupid, and ignorant boor, that eventually ends up being the laughingstock par exellence. AC 14 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 workshop scraps is what remains of the puppeteer's previous creations, still animated by splinters and fragments of triflewood.Thanks to both the Strings and the years of familiarity with this enchanting mass of junk, you are now able to control all of the pieces together, just as if they were a single entity.

This large dragon made of wood, metal, and papiermâché is one of the favorite special effects of puppeteers and actors, as the particular contraption built inside of the puppet allows it to breathe fire. In fairy tales and legends, Tarascone is the father of dragons, Tarantasio's, elder brother but also an elderly, angry, grumpy, and quite bloated monster.

AC 11 Speed 20 ft., climb 20 ft.

AC 15 Speed 20 ft., fly 40 ft.

One Thousand and One Strikes. Melee Weapon Attack: reach 5 ft., one target. The target takes bludgeoning damage equal to 1d6 + your Intelligence modifier. Scuffle. Melee Weapon Attack: reach 5 ft., one target. The target is grappled. Until this grapple ends, the creature is restrained, and the puppet can't grapple another target. Secret Technique: Shattering. You can cast the shatter spell at its lowest level, as if it were cast by the puppet. Intelligence is your spellcasting ability for it.

Fangs and Claws. Melee Weapon Attack: reach 5 ft., one target. The target takes piercing damage equal to 2d4 + your Intelligence modifier. Tail Lash. Melee Weapon Attack: reach 5 ft., one target. The target takes bludgeoning damage equal to 1d6 + your Intelligence modifier and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 5 feet away from the puppet. Secret Technique: Breath. You can use an action to make the puppet exhale a jet of flames. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, 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. Skills: Intimidation

special

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny object.

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 saving throw, you can use your reaction to make the puppet ignore that effect. Skills: Acrobatics, Athletics, Sleight of Hand, Stealth

Truffaldino is the most clever mask, the troublemaker who thinks of one thing while making a hundred others, capable of breaking in, tampering with, and counterfeiting anything, and always getting away with it in the face of the unexpected.

special

AC 13 Speed 30 ft.

Svanzic Army Knife. The puppet is able to grasp and manipulate objects, is able to use thieves' tools, and has a backpack with 1/2 cubic foot/10 pounds of gear capacity. The puppeteer can use the puppet to take the Use an Object action.

Whip. Melee Weapon Attack: reach 10 ft., one target. The target takes slashing damage equal to 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, and provinces oppressed by bullies, afflicted by brigands and cutthroats, traversed by companies of fortune, and infested with monsters and perils. Although the Subclasses presented in the Setting Book cover the most common cases, there is no shortage of variants and makeshift jobs for rogues, religious, soldiers and charlatans.

In this chapter, you will find ten new official subclasses available for the Knaves of the Kingdom. Not really the first on the list, it must be said, but not the last of the fools either. Like you, after all...

New Subclasses

Barbarian Mountaineer - New Primordial Path

Far from cities, ports, and countryside, up the mountains among the mouflons, hircocervi, and ibex, isolated even from the Pagan Plain's barbarians and the woods', the 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 these rocks-peaks-and-precipices savvy individuals are hired as scouts, spies, dispatch riders, patrolmen, lookouts, and saboteurs, while in peacetime they escort shepherds, travelers, and wanted outlaws in the backwoods, helping them to overcome the most inaccessible mountain ranges.

Mountaineer Path

“The Mountaineer Path runs forever uphill”, so the proverb says, “...but the bottle makes it flat”. Among the noble arts that these rude folks of the peaks have learned is that of the distillation of special spirits, obtained from the fermentation 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 resonance 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.

Mountaineer Level

Features

3rd

Mountaineer Path, Ancient Art of the Grappanel

6th

Blend

Ancient Art of the Grappanel

Starting when you choose this path at 3rd level, you always carry your flasks full of spirits with you and you can take a sip from one of them of your choice when you enter a rage. If you do this, for the duration of your rage you get a bonus based on the Grappanel chosen, and you are resistant to psychic damage. You also gain proficiency in brewer supplies.

Blend

When you reach 6th level, you can sip a blend of two different spirits every time you enter a rage and benefit from both the effects.

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 creature 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 necrotic 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

In the variegated and multiform underworld of the Kingdom, the guappo represents the flamboyant, boastful, and pompous rascal, often even charismatic and good-hearted. In common people's eyes, the guappo is more like a street musician, an entertainer, a ladies' man, or a "wrongs' rectifier" than a street Knave. Guappi are skilled in knife duels and enemies of the bullies, the guards, and the most overbearing criminals. In daily life, they serve as popular singers, storytellers, and auctioneers, often settling disputes and smoothing out wrongs and quarrels thanks to their charisma and common sense. They show off their lifestyle and often spend most of their income on clothing, personal care, and jewelry.

College of Guappary

Bards of the College of Guappary learn and execute the complete repertoire of the most typical folk songs, ballads and serenades of the Kingdom, performing it alone with their voice and gestures, with the accompaniment of a mandolin or other traditional instruments, or together with small groups of improvised musicians picked up along the way.

Guappo Level

Features

3rd

College of Guappary, Competence Bonus, Implied Folksong, Unambiguous Violence

6th

Do Be Cruel

Widespread in all regions of the country, they are often firmly rooted in their neighborhood or village, where they know everything and everyone. They represent an incomparable source of rumors and information for foreign Knaves, but sometimes they decide to break away from their beloved neighborhoods and lifelong friends to devote themselves to a career as an ambulant or join some Band and travel around the Kingdom for a while.

Competence Bonus

When you join the College of Guappary at 3rd level, you gain proficiency in the Intimidation skill and the thieves' cant feature.

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 humanoid 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 saving 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

Some members of the Calendar Creed, the Paradox Faith, or the Revelation, of low or high rank, are known as exorcists, and they're expressly concerned with confronting and fighting the supernatural forces of evil afflicting the good citizens of the Kingdom. Like miraculists, exorcists derive their power 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 their mandate's nature, many exorcists roam all around the various regions of the Kingdom, alone or together with Bands and companies, to investigate all forms of occult manifestations in the attempt to vanquish them.

Exorcism Domain

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.

Exorcist Level

1st

detect evil and good, incandescent mark* exorcism*, zone of truth

3rd

magic circle, cleanse*

Exorcism Domain, Between the Hammer and the Evil, The Revelation Gab

2nd

True Mirror

6th

The Flame of the Just

At 6th level, when you use The Revelation Gab, you can gain more information (the history of a haunted place, a creature's power level, its weaknesses, or how to remove a curse). Additionally, when you use Turn Undead you can decide that creatures which fail their saves are restrained instead of turned.

Spells

2nd

1st

The Flame of the Just

Exorcism Domain Spells Level

Features

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 revelation. 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 minimum 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

Bravos are fighters specialized in city life and in operating among commoners, criminals, and guards of all kinds, rather 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 in the surveillance of places and people: in short, the perfect hitter, gorilla, and henchman on some rich patron's payroll. Hired swords, bodyguards, hitmen on the edge of the law, or more likely outside of it: this is the kind of gallows notoriety and reputation that accompanies a bravo. Their appearance is extremely variable, but usually does not ignore a widebrimmed hat, scars, dark cape or cloak, a belt bristling with hilts, and worn but well-polished boots.

Bravo Level 3rd

Features Disheartening Presence, Street Fighter

Bravo

Streetfighters, halfway between guards and criminals, the bravos are experts when it comes to fighting in the alleys or the backstreets, often treacherous and always ready to pull dirty tricks and foul play. They are perfect for intimidating an insolvent debtor or some priest unable to "read between the lines" when he's told some things are to be done differently. Their qualities and experience make them as useful in 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 New Monastic Tradition

Svanzic Guard

The monks who roam the Kingdom are not just puncher-happy friars who wander the dusty country roads, hermits 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 of their monasteries. In fact, there are noble and sought-after monastic traditions, exclusive and secret, which represent, if you will, "the aristocracy" of the Brawly Orders of the Creed. The most famous of these is the Svanzic Guard, a battalion of unarmed combat and halberd expert monks, representing the most important religious congregation of the Svanzic cult in the territories of the Gray League and throughout Elevezia.

Level

Features

3rd

Training of the Guard

6th

Sacred Svanzic Dogma

Both because of a centuries-old tradition and as a sign of friendship between the Elevezia's patriarch and that of Alazia, a squad of Svanzic Guards is sent and maintained as the Patriarch King of Vaticin City's chosen guard. This small army constitutes the elite corps at the disposal of the higher hierarchies of the Creed of Alazia, and sometimes some of its members are sent on missions as spies, observers, informants, or messengers. That's how many of them also end 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, Elevezia'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 reinforcements 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

Starting when you choose this tradition at the 3rd level, you specialize in the traditions of the ancient order of the Svanzic Guards and become a master in the use of the halberd. You gain the following benefits: • Proficiency in the Religion skill. • Proficiency in the halberd, which is from now on considered a monk weapon for you. • While you wield a halberd, you have a +2 bonus to AC when you take the Dodge action. • While you wield a halberd, other creatures that enter your range provoke an opportunity attack. You must make the opportunity attack with the halberd.

• When you hit a creature with a halberd attack, you can spend 1 ki point to attempt to knock that creature prone. The target must make a successful Constitution saving throw or be knocked prone.

Sacred Svanzic Dogma

At 6th level, you can use your ki to duplicate the effects of certain spells. As an action you can spend 2 ki points to cast beacon of hope, searing smite, shield of faith, or spirit guardians without providing any material components. Additionally, you gain the thaumaturgy cantrip.

New Knaves of Brancalonia

Paladin Gallant Knight -

New Sacred Oath

These aristocrats, courtiers, and knights are devoted not to a cause or to an abstract ideal, but rather to Courtly Love, and 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 Paramour tell each other secrets, provide advice, converse, and keep company with one another. Still, there are cases in which Gallant Knights have accomplished great deeds in the name of Love. These paladins may even be genuinely in love with their Paramour, but that relationship is mostly kept sublimated and abstract, idealized and platonic, even on the rare times it can become sensual. Moved by such a spiritual intent, Gallant Knights launch into battle or engage in noble deeds to honor that courteous form of Love that grants them extraordinary faculties and abilities.

Gallant Knight Level 3rd

Features Oath Spells, Channel Divinity

Oath of Love

The consecration of a Gallant Knight begins with their Oath of Love, with which they officially enter "at the Service of Love" for their Sire or Lady and, more generally, consecrate themselves to the glorious Courtly Love's spiritual flame. Each knight can serve one only Paramour in this way, and each Paramour can have one only serving gallant knight at a time. Their relationship can even remain epistolary or just a long-distance one, for a long time, but it is still considered a great shame to sever it for trivial reasons. Furthermore, 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 in love, their relationship with the Sire or Lady is a "vassalage of love" based on the cult of pure-love, rather than a typical love relationship. There are also some cases of gallant knights devoted to a "distant princess" or to a "sweet gentlemen" who they have never seen nor known, and who doesn't know anything of their existence: even in these cases, although the sentiment is not (yet? ) requited, the power of Courtly Love is strong enough to grant the gallant knight all their abilities.

Love Precepts

The Oath of Love's precepts may vary from one paladin to another. However, they all devote themselves to poetry, art, a life of chivalry and righteousness, and Courtly Love to free their spiritual ardor. The paladins who observe these precepts renounce the search for material goods or, often, for genuine but worldly love relationships, dedicating themselves to the inner life, to the flame of spiritual passion and kindness.

Channel Divinity

When you swear this sacred oath at 3rd level, you gain the following two Channel Divinity options. Divine Love. As an action, you can use your Channel Divinity to call on the divine love within yourself. You have resistance to all damage. Until this effect ends, you cannot cast spells or maintain your concentration on them. The Divine Love's effect ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this effect on your turn as a bonus action. Hymn to Love. As an action, you can use your Channel Divinity to unleash your whole fervor in an ecstatic chant. Each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed save, that creature takes 3d8 radiant damage and is deafened, or half as much damage on a successful one.

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

In the largest and most convoluted cities of the Kingdom, the Rat Catcher profession is fairly widespread: in addition to what such a name suggests, this typical urban hunter deals with all sorts of pests, parasites, sewers and catacombs' beasts, carrion, and animated objects that don't want to stay where they belong, and even fairies and specters. The city, its dungeons, its cellars, its canals, its sewers, its catacombs, and its towers are the favorite hunting ground of these multi-talented scouts.

Rat Catcher

What many think is a relatively quiet profession, compared to that of matadors, wilderness specialists, and monster hunters, is, in fact, nothing but another terrain of challenge, exploration, and combat, different from the more common 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!

Rat Catcher Level 3rd

Features Rat Catcher’s Magic, Torch Bearer, Danger Perception, Urban Guide

Rat Catcher’s Magic

Starting at 3rd level, you gain new spells when you reach specific levels in this class, as indicated in the "Rat Catcher Spells" table. Each spell is treated as a ranger spell, but does not count against the maximum number of a ranger's spells known. Rat Catcher Spells Level

Spells

3rd

incandescent mark*

5th

flame blade

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 advantage 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 environments 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

The Kingdom is not just a land of scoundrels, condottieri, friars, and noblemen: the cities and main academies are not short on artists, inventors, jewelers, watchmakers, and architects capable of creating the highest and most fascinating works of genius. In particular, those who specialize in precision watchmaking, in the creation of devices and ramshackle objects, and the invention of gadgets and mechanisms of all kinds are called Gadgeteers. Just as architects and scholars are called by companies, and military campaigns as sappers and siege engine builders, gadgeteers are also often hired by thieves, criminals, and villains to create the gadgets they need. For this reason, the best gadgeteers belong to the rogue class.

Gadgeteer Level 3rd

Features MacGadget, Bag of Gadgeteering

Bag of Gadgeteering

Through study and pure genius, the gadgeteer manages to create wonderful and terrible objects. When you choose this archetype at 3rd level, you learn how to make unique Gadgets.

Gadgeteer

Gadgeteers are rogues specialized in the creation and use of special Gadgets that help them in their missions and in completing 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 Gadgets section below. Gadgets are tricks that can only be used by you, they cannot be passed on to others and have no significant weight. You can prepare and carry a number of gadgets equal to 1 + your Intelligence modifier (minimum 1). You can change your prepared gadgets when you finish a long rest. You can select the same gadget more than once. Use. Each gadget can only be used once. You regain any expended uses when you finish a short or long rest. Traps. In addition to their normal use, some gadgets can be set as a trap. Setting a gadget as a trap takes 1 minute. When a creature enters the gadget's area of effect, you can use your reaction to activate the gadget. You must be within 40 feet of the gadget set as a trap in order to activate it. Saving Throws. Some of your gadgets require your target to make a saving throw to resist the gadget's effects. The saving throw DC is calculated as follows: Gadget save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice)

Gadgets

The Gadgets are presented in alphabetical order. Dazzling Contraption. As an action, you can throw this gadget to create a strong dazzling blaze, centered on a point within 20 feet of you. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Constitution saving throw or be blinded until the end of its next turn. This gadget can be set as a trap. Diving Mask. This mask, connected to an air reserve, allows you to access a personal air supply for a short period of time. When you wear the mask you can activate and deactivate it as a bonus action. While the mask is active and you are wearing it, you don't need to breathe. After using it for a total of 10 minutes, the air supply is consumed. Exploding Contraption. As an action, you can throw this gadget to create an explosion of splinters in a 10-foot-radius sphere, centered on a point you choose within 20 feet of you. Each creature within the affected area must make a Dexterity saving throw. On a failed save, a creature takes piercing damage equal to 3d6 + your Intelligence modifier, 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.

Foolishnet. This cluster of hooked threads hinders movement by hooking onto anyone who ends up in the middle of it. As an action, you can throw this gadget. Each creature within a 10-foot-radius area centered on a point you choose within 20 feet of you must succeed on a Dexterity saving throw, or be restrained. A creature restrained by the foolishnet can use its action to make a Strength check against your gadget's save DC. On a successful save, the creature is no longer restrained. This gadget can be set as a trap. Greasing Contraption. As an action, you can throw this gadget to cover the ground in a 10-foot-square in an oily and slimy glaze centered on a point within 20 feet of you and turn it into difficult terrain. When the explosion occurs, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The oil remains active for 1 minute before losing its effectiveness. The oil is flammable and 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. Mechanical Wings. With a bonus action, you can activate a pair of rudimentary wings capable of allowing you to hover in the air for a short period of time. Once activated, you have a flying speed of 50 feet, but you cannot fly upward. At the beginning of your turn, if you are hovering in the air your altitude drops by 5 feet. The wings remain functional for 10 minutes before becoming irreparably damaged. Stinking Contraption. As an action, you can throw this gadget to create a 10-foot-radius sphere of nauseating gas, centered on a point you choose within 20 feet of you. The cloud spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn in the grip of spasms and nausea. Creatures that don't need to breathe air are immune to the poison and automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The cloud lingers in the air for 1 minute. This gadget can be set as a trap.

- 32 -

New Subclasses

Sorcerer Heresiarch -

New Sorcerous Origin

The Creed is a religion of extreme tolerance and openness, dedicated more to good living, preaching, and collecting alms than persecutions, inquisitions, and religious wars. However, if there is one thing that the clergy and the faithful cannot bear, it's the Heresiarchs: sorcerers who adore and draw power from Lucifuge, Archdevils, Malacodas, and the whole pseudo-monarchy of Inferno's devils. These characters often plot the worst atrocities and iniquities and cultivate their abilities to pursue deadly sins and transgressions against all the Kingdom's inhabitants. In many cases, they are also leaders of heretical sects and secret cults seeking religious 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 ordinary 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…

Heresiarch Level

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 Spells

1st

charm person, disguise self enthrall, suggestion

3rd

fear, phantom steed

Heresy Stigma, Infernal Magic The Ninth Gate

When you reach 6th level, you gain the ability to infuse your spells with the echoes of the terror and agony felt by the damned souls. When you cast a spell that deals damage, you can spend 1 sorcery point to change the type of damage dealt to psychic damage.

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 ancestors, 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.

2nd

1st 6th

The Ninth Gate

Inferno

Level

Features

- 33 -

New Knaves of Brancalonia

Warlock Talismancer -

Talismancer

New Otherwordly Patron

Instead of Madame Jinx or some fiendish patron, certain warlocks draw power from celestial essences scattered 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 and research, one of these astral talismans acquire prodigious mystical powers that make them real warlocks, albeit linked to celestial powers. 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.

Level

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 Spells

1st

bless, shield of fate exorcism*, searing smite

3rd

angelic emanation*, daylight

Expanded Spell List, Chosen Bearer, Angelic Fervor Angelic Intercession

Starting at 1st level, you acquire the training necessary to fight effectively and skillfully in battle. You gain proficiency with medium armor, shields, and martial weapons.

The celestial talismans known as Enchiridia are sentient 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 benevolent 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.

2nd

1st 6th

Chosen Bearer

Enchiridion

Spell Level

Features

- 34 -

Angelic Fervor

Starting at 1st level, you gain the ability to invoke the Enchiridion's power to aid you in battle. You have one of the following benefits: • When you hit a creature with a weapon attack, you can decide to infuse your weapon strikes with the Enchiridion's fury to cause the attack to deal additional radiant damage to the target, in addition to the weapon damage. The additional radiant damage dealt is equal to your Charisma modifier. Also, you can choose to use warlock spell slots to deal an extra 1d8 damage to the target for each spell level expended. • When you are hit by an attack you can use your reaction to release a wave of invigorating energy. You and all other friendly creatures within 10 feet of you gain temporary hit 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.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Angelic Intercession

At 6th level, when you are reduced to 0 hit points but not killed outright, your patron's energies flow from its body to both support you and your allies and punish your enemies. You and any other friendly creature within 30 feet of you regain hit points equal to 2d8 + your Charisma modifier. Each enemy creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes radiant damage equal to 2d8 + your Charisma modifier, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.

- 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

Crossers are men and women expert more than anybody else in land smuggling, especially through mountain passes, impassable rivers, swamps, woods, and all sorts of natural obstacles. Usually, they move alone or in very small groups, on foot, on horseback, or at most by leading a donkey, and they travel along paths and tracks unknown and hard to find by guards and soldiers. They are also known to be the perfect guides for anyone who wants to leave a region across guarded borders. Relying on a crosser, in this case, means being led "to the other side" without being noticed or making anyone suspicious ... or disappearing forever into thin air! The most feared and priciest crossers in the Kingdom know the secrets of the Mistide and how to get goods and people in and out of Penumbria. Skill Proficiencies: Stealth, Survival Tool Proficiencies: Vehicles (land and water) Languages: Racket Equipment: A set of traveler’s clothes, a pouch containing 15 sp d8

Personality Trait

1

I'm not particularly eager to talk. If possible, I mumble and use sketchy gestures instead.

2

I am a gourmet. I never travel on an empty stomach.

3

I was raised by a family of talking animals.

4

I become impatient with anyone who can't keep up with me on a march.

5

I respect nature much more than people, and I like to point that out.

6

I love danger, and I rarely find an excuse not to take a high-risk action.

7

I would never trade a night out under the stars for a night at the inn.

8

I always know an alternative route, just in case the main one is impracticable.

Feature: Boundless

A crosser is an expert in passing the borders between regions by land, avoiding checkpoints, environmental dangers, and problems of sorts, and all while going unnoticed. This feature also extends to any Fumarea crossing by land for which a crosser doesn't need to roll any survival check.

Suggested Characteristics

Crossers are often grouchy and lonely men and women, accustomed to spending days and nights in the open, traveling, escaping border guards, and marching for days in wild and desolate territories. Tough and experienced as smugglers and brigands, they combine these characteristics with an in-depth knowledge of the territory and the tricks useful for a life in the open. They are often highly respected among Knaves: you can find plenty of rogues, cutthroats, and thieves around every corner of the Kingdom, but those who possess the knowledge and skills of a crosser are much more rare...

d6

- 36 -

Ideal

1

Morality. I would never agree to transport goods or people who are part of - or on behalf of - cutthroat and thieving gangs. (Good)

2

Honesty. I always take a group of travelers to their destination as quickly as possible and for a fair price. (Lawful)

3

Freedom. Cities and towns' laws are worth nothing out here among forests, mountains, and rivers. (Chaotic)

4

Slyness. It's not uncommon for travelers to die on these unknown and dangerous trails. However, it seems I can always save at least their equipment and goods. (Evil)

5

Exploration. I do what I do to explore new and old places, discover and trace paths, and overcome obstacles. (Neutral)

6

Aspiration. I want to be the first to cross the Kessel Trail in less than twelve days. (Everything)

New personalities and backgrounds d6

Suggested Characteristics

Bond

1

The sturdy walking-stick that belonged to my father, and to my grandfather before him, and to my great grandfather before that, and so on.

2

I know the location of a talking animal community whose existence I have not yet revealed to anyone, and to which I pay a visit from time to time to revel.

3

I always read the Seven-Mile Boot tale before going to bed as a superstitious gesture.

4

I have a score to settle with a bounty hunter, and I accept any illegal work available, hoping to meet her again.

5

Staying in the woods is the only thing I can do to escape a dangerous hitman.

6

I give most of my expeditions' profits to a small town downstream that sheltered me after some troubles with the guards.

d6

The character served as a dispatch rider during some military campaign that happened a long time ago, on behalf of a company or a real army, over a few months or even for many years. This activity has profoundly marked the Knave, for better or for worse: perhaps they're still connected to the ideals or factions of that long-ago war, to the comrades and commanders of the past, to the places that served as the setting for certain battles. Or, on the contrary, they've been shocked by such events. Maybe they realize they sided with the wrong flag for years, or they've become disillusioned with war in general. Regardless, the courage and determination showed in those situations, and the abilities acquired, will accompany the Knave throughout their lives. d8

Flaw

1

Occasionally, I indulge in the pleasures of life, and when I do, I tend to lose control.

2

I can't accept having someone else leading the way.

3

I have a tendency to overestimate my abilities.

4

I am convinced I can communicate with wolves.

5

I am unable to keep a secret.

6

I think everyone should be like me, and I deliberately put my companions at risk so that they can be tempered and become stronger.

Dispatch Rider

In a country oppressed by the Thousand Years' War, the martial professions and all the figures that have to do with 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 trade but who, like field attendants, pages, and squires, are part of bands and armies who provide support or service to the troops. In particular, dispatch riders are experts in traveling long distances quickly and covertly, memorizing coded messages, crossing wild areas, dodging enemy patrols, and telling lies and misleading when stopped and interrogated.

1

I am so used to being alone that I often forget how to behave among people.

2

I only feel comfortable when I have an important task to complete.

3

I hate seeing working animals abused, especially horses.

4

I have often found myself between life and death, but I never hesitated to carry out my mission.

5

I always make sure, almost neurotically, that my shoes are in good condition and that I have at least a couple of rations with me.

6

I have seen and experienced war with all its horrors, and I find it incredibly exhausting to carry certain memories with me.

7

I always sleep with one eye open.

8

I face any accident and obstacle with a nice smile on my face.

d6

Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of game set, vehicles (land) Equipment: A rank insignia, a pouch containing a secret pocket for dispatches, a dice set or a poppycock card deck, a set of common clothes, a pouch containing 10 sp

- 37 -

Ideal

1

Sacrifice. The lives of many may depend on the delivery of one message, and I am willing to sacrifice my own for that of others. (Good)

2

Duty. I do precisely what I am asked to do, no questions asked, and no distractions. (Lawful)

3

Instinct. The predetermined route is not always safe. The dispatch rider's instinct can determine the success or failure of the mission. (Chaotic)

4

Opportunism. There is a price for each delivery or non-delivery of a given message, and in any case, no communication is worth my life. (Evil)

5

Impartiality. I carry out my duties for one or the other side: fair, uninvolved, and impartial. I consider my role fundamental in the unfolding of events. (Neutral)

6

Ineluctability. No matter how hard you have to try or how fast you have to run, if something has to happen before the message is delivered, it will happen. (Any)

Feature: Through Good and Bad Weather

The whistling wind, the raging storm, a pair of shoddy shoes, and yet, if the captain gives the order, someone has to go out into the night to deliver orders and messages of primary importance. Dispatch riders have learned to be unstoppable, 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.

Personality Trait

New Knaves of Brancalonia d6

Bond

1

I am ready, at any moment, to deliver a message for the mercenary company with which I served in the past.

2

A warning saved my life. I will not let anyone die if I can prevent it.

3

My horse, although no longer young and energetic, is my most trusted companion.

4

I still possess the letter I was unable to deliver, causing many people's deaths.

5

A family now influential owes its wealth to me, but I have not yet redeemed that debt.

6

I never part with my Saint Fedexus holy card.

d6

Flaw

1

I'm paranoid, and I always think I'm being followed.

2

I have always worked for a faction now considered ignoble and hated throughout the Kingdom. I would do anything to keep that a secret.

3

I have a little nervous spasm that occurs every time I lie, the leftover of a rather bad interrogation.

4

I am willing to risk the lives of those who accompany me in order not to fail.

5

I've got pretty bad personal hygiene.

6

I have difficulty memorizing things, and I have a terrible sense of direction.

Enamored

The enamored is usually a member of a court or an important family who grew up immersed in the Courtly Love myth and environment, and dedicated their younger years to courtships, games and amorous pastimes, poetry, attending banquets, receptions, salons, theatrical performances, and other aristocratic entertainment venues... Enamored are generally privileged, well-educated youths, expert in the liberal arts and sophisticated hobbies, raised to become flirts, diplomats, gigolos​, and courtiers: prying skirmishes, complicated love "customs", jealous pranks, and dramatic heartaches are the kind of activities that essentially fill their nights and days. However, such occupations make their lives far less shallow than it may seem. In addition to the excellent education and cultural study which an enamored gains from their environment, their life is entirely dedicated to the building and managing of personal relationships which are aimed at highlighting the more charismatic and engaging ones, the most diplomatic and persuasive, those that will more efficiently obtain prestigious positions or lead their families in the future.

New personalities and backgrounds Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of musical instrument, calligrapher's supplies Languages: Draconian Equipment: A musical instrument (one of your choice), a collection of love letters, a book of poetry, ink (one ounce bottle), an ink pen, a pouch containing 15 sp

d6

Feature: Courtesy

Accustomed to softness, kindness, and refinement of all kinds, the enamored uses poetry, their urbane ways, grace, and flirtation to obtain small favors and privileges, especially among notables and bigwigs, or among kind-hearted people who are sensitive to coaxing and tearful verses. The enamored will always be welcomed and helped when in particular difficulty by those who hold values such as courtesy in high esteem, whether they belong to the common folk or higher classes. The enamored will always be granted food, accommodation, and essential support. Furthermore, if they can use their courteous ways, they're not subject to social disadvantages caused by shoddy equipment. (see the Brancalonia Setting Book on page 63).

Suggested Characteristics

Enamored can often seem like naïve young men or young ladies, spoiled and vacuous, engaged in pastimes and activities out of touch with everyday life. However, the most cunning and skilled among them can present themselves as fascinating, charming, clever manipulators, charismatic individuals, and passionate idealists. The most heroic enamored often become gallant knights, but all of them - in one way or another - fall into the most common categories of adult life and common Knaves. d8

Personality Trait

Ideal

1

Trust. Looking at life with singular positivity and imagination, and having an unshakable trust in others is fundamental. (Good)

2

Etiquette. You would never jeopardize your image by making an inappropriate comment, responding to a provocation, or lapsing into any discourtesy. (Lawful)

3

Plutonianticism. 'Tis better to have loved and lost than never to have loved at all.” Passions must be lived to the fullest and welcomed in all their turbulence, with the utmost disregard for any possible consequences. (Chaotic)

4

Manipulation. People are clay in the your hands, and you exploit every emotion and feeling to your advantage, with complete indifference toward the victims. (Evil)

5

Philosophy. Everything is relative, every feeling is justifiable, and every action is motivated. You always use your emotions as the lens through which to read the world. (Neutral)

6

Authenticity. Years spent in the courtly debates, verbal skirmishes, and banquets have bored you, and you yearn for new emotions in the real, murky, and authentic world. (Any)

d6

Bond

1

I want to be a hero and conquer an otherwise inaccessible heart.

2

I have humble origins, but a talking animal helped me fit in among Vortiga's high-ranking youths.

3

I wear my parents' wedding rings around my neck. To me, this is the symbol of true love.

4

I have a personal, extravagant wax seal.

5

I have an illustrious but secret, inappropriate, and unseemly lover, supporting me behind their spouse's back.

6

I am the founder of a young poets' literary social club.

d6

Flaw

1

I never deprive myself of the things my heart and ego desire.

2

I can make anyone blush with my ways and flattering tones.

1

3

I'm not familiar with the idea of "working" or even just "staying busy".

I try to seduce any adult and consenting humanoid within arm's reach.

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.

5

I always have a positive and carefree attitude. Nothing seems to worry me.

4

I'm stupidly competitive, even with my companions.

6

I know how to get into kings or queens' beds, but I would never brag about it.

5

I'm hiding a secret that would immediately mark me as Infamous.

7

I am tormented by my inability to repress my passions.

6

I am unable to accept any rejection.

8

I speak of myself in the third person, and I feel myself to be better than anyone else.

- 39 -

New Knaves of Brancalonia

Impresario

The Kingdom is crossed by ambulants, actors, puppeteers, itinerant singers, troubadours, bards, minstrels, acrobats, and all sorts of artists, not to mention those who always reside and perform in a specific city, in one particular theater, or their own ward. This confusing saraband of musicians, entertainers, and wanderers often leads to some Impresario, or crafty traffickers who know how to deal with commoners and gentlemen, full of connections and knowledge, and notably able to manage a theatrical work, a company of actors, or a single virtuoso. The impresario is the meeting point between artists, clients, and the masses: there is not always a need for them, and many are incompetent or scammers, but the most skilled of them have really made the fortune of their protégés.

Suggested Characteristics

From the worst circus barkers to the legendary Fox and Cat, the elves and turquoises’ impresarios, these smart showmen generally represent the meeting point between merchant and artist, between rogue and bard. Kingdom business people are known to be Occasia's most skilled fixers and greatest charlatans: broken promises, hidden conditions, terms and restrictions with ambiguous meanings, terrific, epochal scams… it is also true that, if they are motivated and well paid, some impresarios could find and take trained elephants and dragons, platoons of artists and stagecoaches full of courtesans, to court in no more than three days. They say a good impresario could save a sinking lord's estate with a single, successful reception.

Skill Proficiencies: Insight, Persuasion Tool Proficiencies: Two types of gaming sets Languages: Racket, Macaronic Equipment: A book containing aspiring stage performers names, a set of fine clothes, a pouch containing 20 sp

Shows and Scams

Over the centuries and within the different Kingdom regions, the Impresarios have dedicated themselves to many diverse occupations, often ending up performing themselves when necessary or tricking a whole village and running away with the proceeds. An impresario can choose from one to three types of shows or roll on the table below to define the art forms in which they are more experienced. d10

d8

Personality Trait

1

I often speak in Macaronic, and I see myself as an illustrious and famous person.

2

I am profit-oriented, and I always act following my own interests.

3

I am able to convince anyone that they have a natural talent.

4

I see life as the most incredible show in the world. Every situation and event can inspire a brand new performance.

5

I love art as much as ease, and I would never compromise one for the other, or vice versa.

6

As an impresario, I believe that keeping one's word is very poetic, but nothing more than that.

7

I am always looking for talent and adventures.

8

I live my life a quarter pièce at a time.

Type of Show

1

Street Theatre, mime actors and juggling.

2

Courtly, receptions and upper crust company.

d6

Ideal

1

Communion. A show is not what happens on the stage only. There is plenty of room for anyone who wants to help out and earn their keep behind the curtain. (Good)

2

Lawfulness. Although art is the highest expression of freedom, it must be manifested in compliance with the laws and will of those who host or commission the show. (Lawful)

3

Self-Determination. It is sacrosanct to do what's right for the show, even when it might not be convenient, fair, or legitimate to others. (Chaotic)

3

Opera, concerts, ballets, and great stage performances.

4

Songs, madrigals, and street or chamber music.

5

Prestidigitation, curtain raising magic.

6

Marionette Theatre, puppets or shadow plays.

7

Circus and fighting matches.

8

Commedia dell’arte, dramas and monologues.

9

Sacred, religious performances.

10

Farce, pranks and scams.

4

To the Bone. the world is an oyster, and the oyster 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 show as if nothing else really matters. (Neutral)

6

The Script. Everyone has a part to play, a plot to follow, an epilogue to perform... nothing happens by chance. Each scene has a purpose. (Any)

You are used to facing unexpected events of all kinds, and you are always able to patch it up, somehow. You can improvise a series of components and put a valid representation or show together in no time.

- 40 -

New personalities and backgrounds d6

Bond

1

I believe people who work with me represent my strength.

2

Despite everything, I owe a lot to the grumpy and violent old mentor who taught me all I know and handed me down this trade.

3

I would do anything to preserve my original copy of the script for “Brancalonians in Tights” by the famous draconian dramatist, Melvino Torrenti.

4

I am secretly in love with my lead actress, who is the only person in the Kingdom that I would never try to fool.

5

I live every day to evoke emotions in anyone I meet on my path.

6

I am devoted to art and entertainment, and I will never put anything above them.

d6

Flaw

disappear along the slopes... Lucignoli know how to present themselves with the right attitude, how to ask respectfully for accommodation and help, and how to leave at the right time without being screwed for a thousand years in fairy-freakinland. And that's quite impressive.

Suggested Characteristics

Lucignolos often have the sly gaze of those who have never having a hard time, the ways of those who have lived through so much that cannot be told anything, the language of those who are accustomed to Extravaganza. Their familiarity with the fairy world's rulers and funny creatures may be innate, or it may derive from some childhood events, but they could 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. For these reasons, they are often treated with caution and distrust by both worlds.

1

In truth, I'm jealous of anyone with real talent.

2

I am a full-blown scammer, and I use others for my own benefit.

d8

3

I am an irresponsible visionary who always tries to run before I can walk.

1

I have a song, a nursery rhyme, or a joke for every occasion, especially in improper contexts.

4

My show and my earnings are all I care about.

2

5

I expect the best of others, but I don't really do much for them.

I love being outdoors and napping among the tree branches.

3

6

I have delusions of grandeur and control.

I am passionate and genuine. I do not accept compromises.

4

I believe that only by truly entering into connection with Extravaganza can we understand life, the universe, and everything!

5

I was raised by funfellows. I am a joker who loves more than anything else to play tricks and pranks.

6

I am tremendously intolerant of anyone who dares to offend or mistreat the fairy creatures.

7

I've always felt halfway between the two worlds. I'm only looking for a place to call home.

8

I love gambling, games, drink and feast, having fun and rollicking.

Lucignolo

In a world where you can meet fairies, elves, turquoises, and all kinds of nonsense behind any corner, some mere mortals have reached a degree of awareness, confidence, and ability when it comes to dealing with these beings that allows them to use the best of both worlds to their advantage. Children exchanged by fairies for long or short periods, girls blessed by their godmothers, firstborns given to witches or elves as 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 experience unforgettable adventures. all of these are often called “Lucignolo" (kindling), because they seem to retain a small amount of fairy sparkle in their eyes wherever they go. Skill Proficiencies: Deception, Persuasion Tool Proficiencies: Two types of game sets Languages: Racket Equipment: A set of common clothes, a pouch containing 15 sp, one additional Memorabilia

Feature: My dinner with Fairies

Accustomed to entering and exiting the Extravaganza's world without getting trapped in it by tricks or odd clauses, a lucignolo 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 -

d6

Personality Trait

Ideal

1

Charity. I use most of the money I earn to help struggling faeries and orphans. (Good)

2

Community. Fairies took care of me when I needed them the most, even though it wasn't their responsibility. I feel a moral obligation to help them as a community. (Lawful)

3

Extravaganza. I am the Extravaganza become person, impetuous, effervescent, and unpredictable. (Chaotic)

4

Revenge. I consider my origins an actual curse. I'll get rid of any fairy beings crossing my path. (Evil)

5

Brotherhood. I look forward to the day when the fairy people and humans will learn to live together. (Neutral)

6

Enchantment. Life is like a daydream. Even the most unlikely thing can happen, or can be nudged to happen. (Any)

New Knaves of Brancalonia d6

Feature: Deference and Influence

Bond

1

That Befana I escaped from by the skin of my teeth when I was a kid is still out there somewhere.

2

The funfellows community I was raised in is my home. I would never let anything bad happen to them.

3

I don't know how I know, but I know I have a twin brother or sister somewhere.

4

I have always had a crush on the little turquoise child I met as a youth; I want to become a hero to ask for their hand.

5

My only real purpose in life is to sensitize the human world to the fairy world.

6

I want to accumulate enough money to open my own business on pleasure island.

d6

Flaw

1

I am obsessed with the idea that others always look down on me.

2

I have a serious addiction to Extravaganza Extract.

3

I am both a braggart and a coward.

4

I am secretly intolerant of human beings.

5

I try to play tricks on anyone, just for fun, all day long.

6

I really can't help but bother the proverbial sleeping dog.

Thanks to their prominent position, the prelate is held in high regard by the worshippers of their own religion, as well as welcomed in high society and places of worship, and generically recognized as a notable or even a big shot by the common folk. The prelate and his fellow Knaves can expect to receive hospitality in churches, sanctuaries, and monasteries. They can also ask for the help of followers of the same religion, as long as that help does not involve dangers and the prelate enjoys a good reputation among them.

Suggested Characteristics

The prelate can be the commanding chaplain of a knightly order, the abbess of a convent of fighting nuns, a tireless evangelizer who travels up and down the Kingdom's ruts trying to convert brigands, an ordinal that dedicated her life to the search for sacred relics, a holy hermit who seems to preach like a madman, a dressed-for-success astrologer that dedicates themself to Knave-jobs to show they can get their hands dirty, the prior or the patriarch of who knows what currently lapsed religious tradition, looking for new followers... the fact that formally they are bigwigs shouldn't represent a problem for anyone: after all, in the Kingdom, we are all ragamuffins anyway, and in the end, the difference between glory and mud is just a matter of one good or bad day! d8

Prelate

Prelates can be members of the Creed or other religious professions holding a key position, respect, or power. Still, they became Knaves for their own personal or secret purpose. Their titles can be the most various: abbots, abbesses, vicars, archimandrites, scabbots, priors, and chaplains, and up to the top of the respective hierarchy, such as ordinals and horoscopals. There's no particular distinction between men and women concerning high prelatures, even if specific orders are composed of specific genders and races. Even age or vocation are not discriminatory for a prelate: some designations are assigned to school-age children, others are offered to commanders, fighters, alchemists, scholars, hermits, and travelers for the most disparate merits, provided obviously that the recipients are declared believers and are committed to pursuing the purposes and dictates of their religion. Skill Proficiencies: Persuasion, Religion Languages: Draconian, unknown language Equipment: A golden holy symbol, a book of prayers, vestments, a pouch containing 25 sp

- 42 -

Personality Trait

1

I am always ready to help a believer in difficulty.

2

I know that the ways of the Ternal Father are infinite, but more likely three.

3

I began to despise poverty because of the ease and vices granted by my privileged position. Now I could no longer do without a comfortable standard of living.

4

I am an inexhaustible source of parables and invectives, especially when I drink.

5

I have lost faith in the Creed, and I feel disappointed and lost.

6

I have chosen the prelature out of convenience and to escape a life of struggle.

7

I read the signs of the celestial spheres' will in every event that deviates from the ordinary.

8

I always try to bring a sinner back onto the right path, sometimes by reading the right verse, other times by distributing the right amount of slaps.

New personalities and backgrounds d6

Relic Hunter

Ideal

1

Guide. As a good shepherd, I care about my flock and my band of lost lambs. I try to protect and direct them to the best of my ability. (Good)

2

Rigor. The Creed dictates have an absolute value and must be respected and enforced with rigor and intransigence, since it is in their free interpretation that evil lurks. (Lawful) 

3

Free Will. Saints have indeed traced the righteous path's route, but the believer can only decide how to follow it. (Chaotic) 

4

Career. I ensnare and take advantage of believers to obtain support my climb within the Creed's hierarchy. (Evil) 

5

Faith. Fortunes and misfortunes, miracles and horrors, I know that everything is part of the great divine plan and that there's a constant balance between good and evil. (Neutral) 

6

Redemption. Before answering the Creed’s call, I was as far as possible from being virtuous. I feel more and more the need to redeem myself. (Any)

d6

Bond

1

I owe everything to father Sgroppino, who found me at death's door, healed me, and taught me the dictates of the Creed.

2

The sacred golden symbol I carry with me is more precious than my life itself.

3

I have all the infants of the Kingdom at heart, as pure souls to be instructed and directed towards the right path.

4

One of my parents is the only bond left with my past life before the prelature.

5

I see the members of my community as brothers and sisters, sons and daughters.

6

I seek revenge against the heresiarch who kidnapped and led my sisters astray.

d6

Flaw

1

I am an incurable drunkard.

2

I am but an impostor who hardly knows how to make the Sign of the Bingade.

3

I have too much faith in the goodness of people.

4

I am always afraid of losing faith.

5

I abhor fatigue.

6

I have a habit that is definitely not in keeping with my position.

Among those who dedicate themselves to the noble art of exploration and ruins, dungeon and catacomb looting, relic hunters are probably the most recognizable and appreciated community. Some of them are part of the Congregation of Reliquaries. The Creed's hierarchies send them out to find the mortal remains of the saints of the past, their objects, sacred instruments, weapons, and their magical artifacts of divine or angelic nature. Other times, it is a question of common grave robbers and mercenaries who do the same thing and then directly resell their findings to those in charge at the Creed. In any case, relic hunters must have a special license stamped by the Creed itself to dedicate themselves to such research officially. They are also required to provide complex documentation of authenticity and all details of the discovery and specifications of its conservation for each relic recovered in this way. The cult and trade of antiques, both sacred and profane, is in fact so widespread that it leads to an endless number of counterfeits, complete with special laws and sanctions for those who falsify such findings. Skill Proficiencies: Investigation, History Tool Proficiencies: Thieves’ tools, calligrapher's supplies Languages: Macaronic Equipment: A parchment case filled with study notes and maps, a crowbar, a set of traveler’s clothes, a pouch containing 10 sp

Feature: Relic Academic

Thanks to your license, you can access the Creed's archives, studies, and collections of relics, along with the chronicles of known Saints and ancient descriptive tomes on the architecture and the martyrs of the past. This way, you can get information about relics and the locations where they might be found.

Suggested Characteristics

Relic hunters can be pious believers who carry out this mission as a vocation, or crafty opportunists for whom relics are nothing but a precious object of trade. There is no shortage of middle ground: there are those who are interested in the antiques for the power and the secrets they could give to their owners, the professionals who carry out this work with great seriousness and preparation, and those who have obtained 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

1

I love everything to do with mystery and the unknown.

2

I am fascinated by death and corpses.

3

I look at each relic as the next gold mine.

4

I am a member of the Creed, yes, but I would never, ever deny myself some healthy revelry and a proper fistfight.

5

I know something about failure, but I never let myself be negatively affected by it.

6

I'm not afraid of setting off a trap since I always have the foresight to keep somebody else walking in front of me.

Bond

1

Since I was a child, I have heard stories about cursed corpses and backbiters. My research's primary purpose, now, is to find out more about these mystical creatures.

2

I have worked for the Creed for a long time and, although I'm now independent, I still have some friends among the priests.

3

I have a deep scar, the cause of which I don't remember, that pulsates whenever a relic is nearby.

4

I am incredibly devoted to the Creed.

5

I believe there was a saint among my ancestors, and I want to recover a relic connected to them.

6

I have the diary of a famous Creed antiquarian, full of notes and knowledge. Losing it would be devastating.

7

I live my quest as a real vocation.

8

I feel more comfortable in some catacomb or tunnel than in the streets of the most bucolic country in the whole Kingdom.

d6

Ideal

1

I suffer from mild claustrophobia.

Research. Recovering a relic and delivering it to the Creed means returning it to the only ones who have the necessary means to understand and respect the Saint’s body and spirit. (Good)

2

I can't stand every second spent outdoors.

3

I am paranoid about the constant presence of traps.

4

I hate standing still and loafing around, and I'm annoyingly hyperactive.

5

I am convinced that every room hides a secret compartment.

6

I never separate myself from fragments of a gangrenous relic, although it smells terribly.

d6

1

2

Conservation. Relics are very precious objects... they belong in a museum! (Lawful)

3

Risk. No quest comes without innumerable dangers, but that's what makes it exciting! (Chaotic)

4

Greed. Promising the same thing to multiple buyers and getting rid of one or more of them after pocketing every single petechin from them all... that's undoubtedly the quickest way to riches! (Evil)

5

Rest. Death should be followed by stillness, everything that resists death must be found, exorcised, eradicated, or placed in safe and competent hands. (Neutral)

6

Mystery. An unknown find, the mystery that hovers in the corridors of a buried mausoleum or in an ancient crypt are what drives a relic hunter to adventuring. (Any)

- 44 -

Flaw

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’ kits, holy relics, and concoctions of all kinds. Whether it's good quality, shoddy, or counterfeit gear, Knaves never seem to have enough stuff to beg, borrow, or steal. Here's an excellent shopping list!

New Weapons and Armor

A martial lantern provides bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours, consuming 1 flask (1 pint) of oil. If you make a melee attack with a fire-lit martial lantern and hit, it deals 1 extra fire damage. Using the lantern to make an attack does not extinguish the flames.

Martial Spade

Blackened Armor

This special treatment makes the metal of the armor dark and difficult to spot in the dark. If its wearer is in dim light conditions, it does not have disadvantage on Dexterity (Stealth) checks due to the Stealth modifier of the armor. For medium and heavy metal armor only.

Martial Lantern

This very practical object was invented by and is mainly popular among grave robbers and relic hunters to support their explorations. One hand to hold the light, one to dig, one to break in, one to fight: at a certain point, in the tomb raiding business, it became necessary to increase the number of hands or to reduce the number of equipment items. The martial lantern and martial spade were created precisely because of this need.

The perfect complement to the rural combatant, together with the more famous “mattock”. This weapon's prototype appears to be typical of the fighting monks of distant Serindia. They used it mainly against yuckes and self-propelled cadavers, and they may have made brought it to Vortiga along the Evening Route. In addition to its effectiveness as a weapon, it also works well as a spade.

Pavise

A defensive weapon, similar to a large rectangular shield that can be used as an actual portable cover. As an action, it can be placed on the ground to provide half cover. Otherwise, it can be wielded as a shield. The pavise reduces the wielder's speed by 10 feet unless the wielder has a Strength score equal to or higher than 15.

New Armors Name Blackened Armor Pavise

Cost

AC

Strenght -

-

+2

Special

Special

+ 50 gp 20 gp

Stealth

Weight

Properties Special

16 lb

Special

New Weapons Name

Cost

Damage

Martial Lantern

15 gp

1d6 bludgeoning

4 lb

Versatile (1d8), special

1d8 slashing

4 lb

-

Martial Spade

5 gp

Weight

- 46 -

Properties

New Equipment

Adventuring Gear

Ring of the Appetizer

This special ring contains a secret compartment holding a dose of poison, which can be easily released with a wave of the hand, and is often used by the nobility on formal occasions. You have advantage on all Dexterity (Sleight of Hand) checks made to dispense the dose of poison contained within the ring without being noticed. Cost: 30 gp + the cost of any seals, gems, and embellishments

New Adventuring Gear Name Archaic Fire Gutspritzer Poison (Ingested) Litmus Bandana

Cost

Weight

25 gp

4 lb

180 gp

-

5 gp

-

Ring of the Appetizer

Special

-

Saint Cuterine’s Hidden Blade

Special

-

150 gp

-

4 gp

2 lb

Saint Napaniel’s Blessing (Inhaled) Seeker Helmet

Saint Cuterine’s Hidden Blade

Archaic Fire

This incendiary mixture was particularly feared in naval battles since water cannot dampen its effectiveness but rather feeds its destructive power. The mixture ignites when exposed to water, generating a strong explosion. The mixture is usually ​​ sold in 2-pint clay flasks. As an action, you can throw a flask up to 20 feet, and it shatters on impact. Make a ranged attack against a creature or object, treating the archaic fire as an improvised weapon. On a hit, you cover the creature with the mixture. If the archaic fire gets exposed to water, it generates a strong explosive reaction that deals 1d6 fire damage to each creature within 5 feet of the mixture. You can also pour a flask of archaic fire on the ground to cover a 5-foot-square area, provided that the surface is level. If ignited by exposing it to water, the archaic fire burns for 1 minute and deals 1d4 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Gutspritzer Poison (Ingested)

This mixture of arsenic and pork entrails is one of the most harmful and most effective poisons found throughout the Kingdom. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 7 (2d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After three successful saving throws, the effect ends and the crea­ ture can heal normally.

A hidden blade is a must-have accessory for any self-respecting Knave. In the Brothers' slang, this trick is called "the 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 boot, or even a holy symbol. If the item is inspected, it is possible to deduce the blade's presence with a successful DC 15 Intelligence (Investigation) check. Cost: 5 gp, in addition to the cost of the item in which it is inserted Damage: 1 piercing Weight: Equal to the weight of the item in which it is inserted Properties: Finesse, light

Saint Napaniel’s Blessing (Inhaled)

This powerful concoction was developed by Abbot Dormitory I of Saint Napaniel who wanted to cool down the spirits of the intruders and freeloaders that continually haunt his abbey. A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. If the Constitution saving throw fails by 5 or more, the creature is also unconscious as long as it is poisoned in this way. The creature is restored to consciousness if it takes damage or if another creature uses an action to wake it up by shaking it.

Seeker Helmet

This ingenious hat was created as an invention to help Tarantasia’s rat catchers in their tasks. The helmet sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Once lit, it burns for 6 hours consuming 1 flask (1 pint) of oil.

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 inhaled poisons. The effect lasts for 1 hour from the first contact with the poison.

- 47 -

New Equipment and New Spells

New Magical Junk Angel Feather

Relic, very rare (requires attunement) An authentic and absolutely original angel feather. Believe it. As long as you are attuned to the feather, you gain the ability to use Channel Divinity once with this relic. You must finish a short or long rest to use Channel Divinity with the feather again. If you already have the Channel Divinity feature, you gain an additional use of it. Additionally, you get the following option to Channel Divinity. Angelic Judgement. You can use Channel Divinity to invoke divine light and banish evil. You can use your action to wield the Angel Feather and dispel any form of magical darkness within 30 feet of you. Also, each fiend or fey creature within 60 feet of you takes 4d6 radiant damage.

Belt of Mediocre Strength

Wondrous item, uncommon (requires attunement) As long as you wear this belt, your Strength score is equal to 14.

Broken Compass

Wondrous item, very rare This item looks like an ordinary compass pointing to a random direction (1d4) each time it is consulted. Still, it is indisputable from the flickers and enchanted sparks it makes that it hides some prodigious magical power. Curse. The truth is that this compass is cursed, and it has a secondary hidden function: it leads dangers straight to whoever carries it. Each time a roll is made on the "Job Hazards" table, the Condottiero adds 10 to the result.

Cloak of Extravaganza

Wondrous item, uncommon (requires attunement) When you wear this cloak, you are subject to the effects of the Fairy Godfather. When you make an ability check, an attack roll, or a saving throw, if the d20 roll result is 18, 19, or 20, it is considered a success (in the case of an attack, a critical hit). If the d20 roll results is 1, 2 or 3, that ability check, attack roll, or saving throw is considered a failure.

Figurine of Wondrous Power

Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Cast Iron Bull (Very rare). This metal statuette of a bull rampant is approximately 4 inches tall and long. By twisting its testicles three times, it can become a cast iron bull for up to 1 hour. Once it has been used, it can’t be used again until 7 days have passed.

Fraudo’s Helmet

Wondrous item, legendary (requires attunement) Ladies and gentlemen, this is the prodigious King of Bandits' Helmet, a symbol for the Bounty Brotherhood and a relic coveted by all Kingdom's companies. It is said to include a map to the greatest Knave of all time's fabled treasure. As long as you wear this helmet, difficult terrain doesn't cost you extra movement, and magic can't reduce your speed nor make you paralyzed or restrained. Additionally, you gain the following benefits: • Darkvision out to a range of 60 feet. • 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

Relic, very rare (requires attunement) This relic still conveys the power of the ancient exorcist it belonged to, and acts as a catalyst for the fury of the spirits it turned in the past. You can use an action to speak the flute's command word and play it, producing a melancholy melody. In reply, a ghostly undead you determine by rolling a d6, and consulting the following table, appears. d6

Undeads

1

Shadow

2

Specter

3

Will-o’-Wisp

4

Phantasm

5

Wraith

6

Confined

You can make a Charisma check contested by the Wisdom check of the conjured undead, attempting to control it. On a failure, the conjured undead attacks you. On a successful one, as long as you use an action each round to play the flute, the undead is controlled by the flute's music and becomes friendly towards you and your companions. The friendly undead obeys your commands. If you don't issue a command, the friendly undead defends itself without taking any further action. If the friendly undead starts its turn without hearing the flute's music, your control over it is ended, and the undead attacks you. Once the flute has been used, it can't be used again until 7 days have passed.

Glazed Weapon

Weapon (any), uncommon These particular armaments come from Cuccaigne, and they are very popular there. The type of damage dealt by these magical weapons is bludgeoning, and it replaces the type of damage dealt by the weapon. For example, a glazed greatsword deals 2d6 bludgeoning damage instead of 2d6 slashing damage. When you make an attack with this magical weapon and roll a 1 on the d20 for the attack roll, the weapon breaks into pieces. The fragments of the weapon become edible candy, equivalent to 1d4 Rations.

Saint Gonnello’s Knuckles

Relic, rare Saint Gonnello of the Grinning Knuckles was one of the many pugnacious saints of the past, blessed members of fighting monastic orders, who became maraculists in life and venerated after death. One of the most instructive legends about him relates that he could defeat the Creed's enemies with only his famous knuckles, and that he used to immerse them in buckets of well water to relieve them. Thus, the water within the buckets became blessed in turn, providing an effect similar to that of panacea or soothing infusions, to be then immediately consumed by his followers! Saint Gonnello's Knuckles can transform a glass of water into a bitter flavored decoction able to restore the body and soul of those who consume it. The relic has 4 charges per day. If you steep the knuckles in water for 1 minute, you can spend one or more charges as described below: Charges

Effect

1 charge

A character who drinks the water regains 2d4 + 1 hit points.

2 charges

You can cast lesser restoration.

3 charges

You can cast remove curse.

4 charges

A character who drinks the water gains the benefits of a short rest.

Vanishing Weapon Weapon (any), common

“Where the hell did my sword go?”

When you make an attack with this magical weapon and roll a 1 on the d20 for the attack roll, the weapon disappears, only to reappear somewhere else and aid some other Knave in need. It is said that the owner of such a weapon will never be able to find it again after the vanishing. Still, the folklore also tells about a certain Buciarello "Lucky Seven", who kept on finding his Green Prince's Vanishing Rapier over and over.

“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 by guiscards, fairies, and turquoises, and several Saints’ invocations, usually the prerogative of miraculists, exorcists, and other devotees.

Spells Descriptions

Spells are presented in alphabetical order. Spell Table Lev

Spell

School

Class

1st

Dreadful Tale

Transmutation

Bard

1st

Incandescent Mark

Transmutation

Ranger

1st

Quality Stamp

Transmutation

Wizard

2nd

Exorcism

Abjuration

Cleric, Druid

3rd

Angelic Emanation

Invocation

Cleric

3rd

Cleanse

Evocation

Cleric, Druid

3rd

Insurance

Evocation

Wizard

3rd

Poorman's Feast

Conjuration

Cleric, Druid

Cleanse

3rd-level evocation Casting Time: 12 hours Range: Touch Components: V, S, M (herbs, oils, and incense worth at least 50 gp, which the spell consumes) Duration: Until dispelled You touch a point and infuse an area around it with holy (or 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 effect of a cleanse spell. Fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Dreadful Tale

1st-level transmutation Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 minute

Angelic Emanation 3rd-level abjuration

Casting Time: 1 action Range: Touch Components: V Duration: Concentration, up to 10 minutes A willing creature you touch is pervaded by an aura of angelic energy and wings of light spread from its back. Until the spell ends, the target gains a flying speed of 30 feet for the duration, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.

You tell a disturbing tale that only one creature of your choice within range can hear, shocking it with psychic energy generated by the spell. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 1d8 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

- 50 -

Nuovo Ciarpame Magico

Exorcism

2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (incense and a page or parchment containing some prayers. The spell consumes these components) Duration: Concentration, up to 1 minute You pray to the Ternal Father, to the Cinquain, or to the whole Bingo, and choose a fey, fiend, or undead within range. The target must succeed on a Wisdom saving throw, or it is incapacitated for the duration of the spell and must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. For the duration of the spell, you can use the following special functions: Break Enchantment. As your action, you touch a creature 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional fey, fiend, or undead for each slot level above 2nd.

Incandescent Mark 1st-level transmutation

Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour You choose a creature you can see within range and mystically mark it with a glowing sign. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with a weapon attack. Until the spell ends, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

- 51 -

New Equipment and New Spells Insurance

Quality Stamp

Casting Time: 10 minutes Range: Self Components: V, S, M (a sheet with the written insured spell and the triggering circumstance, secured by a seal in wax and gold dust with a total value of 15 gp) Duration: 10 days

Casting Time: 1 bonus action Range: Touch Components: V, S Duration: 1 hour

3rd-level evocation

1st-level transmutation

Choose a spell of 2nd level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the insured spell-as part of casting 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 insurance spell on you ends. Also, insurance ends on you if its material component is ever not on your person.

You touch a shoddy quality object or creature. Until the spell ends, the target loses the shoddy quality. At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration of the spell increases up to 8 hours.

Poorman's Feast 3rd-level conjuration

Casting Time: 10 minutes Range: 30 feet Components: V, S, M (onion, celery, carrot, and herbs) Duration: Instantaneous

Saint Barbarian, convert the Pagans with fast blows and beating bare-hands. Saint Barbarian, redeem the bedlam with yer flames and forged weapon. Saint Barbarian, of Pyromancers shoo the Devil with roaring thunders. - Limerno Pitocco, Minor Macaroni, Book VII -

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 partake 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

Since the Fall of Plutonia, the Brancalonian peninsula has never enjoyed long-lasting peace. Consequently, the Kingdom’s inhabitants no longer consider war a bloody solution for conflict, but simply a routine condition and, as such, an opportunity to put bread on the table. The so-called Bounty Kingdom is in a permanent state of warfare, although there are periods when the war subsides, simmers down, meanders in a controlled manner, or only concerns

another region (for the moment). Cities, villages, fiefdoms, lords, captains of fortune, alliances and confederations have always been at war with one another, and only a hypothetical general unification could put an end to this situation. And so, all sorts of services and businesses have sprung up around war, clearly based on the lofty philosophy that underpins the Kingdom: there are no real problems, but only money-making opportunities that have not yet been grasped.

- 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.

- 55 -

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 soldiers can offer their services to anyone. The powerful consider bands a convenient source of expendable characters whose word counts for little in case of arrest; in more “extreme” 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 recognized 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 local 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, depending 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 captain can offer to redeem the sentences of prison inmates who would normally have done hard labor in exchange for a symbolic sum of 30 silver pieces each, thus emptying his client’s brigs. Consequently, those prisoners will have to serve their sentence as soldiers and receive (poor) food and accommodation and basic equipment, on pain of immediate execution in the event of desertion. At the end of the campaign and expiry of the contract, the best of them may be offered the option to join the company, or simply be released.

Soldiers or Bandits?

Companies of fortune and more regular columns, such as the Dragoons of Penumbria, are to all effects competitors with bands of marauders and armies of brigands: often the decision to hire one or the other depends entirely on the client’s funds. Rivalry is always keen: while soldiers and armigers see gangs of bandits as “stray mongrels with neither skill nor purpose”, marauders and smugglers consider their opponents “dogs on a chain begging for bones”. Relations between the two factions are made no easier by the fact that several companies have in their midst members of mercenary companies kicked out by their captains of fortune for inappropriate conduct, while brigand leaders sometimes hire bands of foot soldiers and more regular sappers for well-paid jobs, when they have the chance and wars are scarce. On balance, there is no real difference between bandits and soldiers, at least in the Bounty Kingdom.

The Spade and Sword Treaty

Centuries of wars large and small, interminable and ubiquitous, of companies by the dozen constantly roaming the countryside and setting fire to villages, harassing peasants, enlisting them by force, looting farms, spoiling and seizing districts and territories, have led, among other things, to continuous revolts and popular uprisings. Armed with hoes and martial mattocks, knives and clubs, spears and bows, increasingly substantial crowds of angry laborers and peasants have begun to rebel against condottieri, armigers, and marauders, domestic and foreign alike, often to the point of overturning the fate of entire military campaigns, exterminating or driving out armies with guerrilla warfare and banditry, sabotaging their supply lines, and inflicting all sorts of damage, aggravation, and deprivation. To avoid having to fight these popular masses as well – who were, after all, much more experienced in the territory than they were and only marginally less skilled in the use of weapons – leaders and condottieri increasingly resorted to formal and informal agreements with these rioters, promoting the untouchability of farms, villages, and commoners during military maneuvers in exchange for free passage through their lands and supplies at an agreed-on cost. This very fluid situation was then sanctioned a century ago in Queen Menalda’s famous Spade and Sword Treaty. The treaty, still in force in almost every region of the Bounty Kingdom (except in Penumbria and other equally ferocious places), ratifies the untouchability of commoners by armed men of all kinds. Hirelings and soldiers, armies and companies are free to cross the enemy’s territories and fight their

- 56 -

The Profession of Arms armed forces, conquer their fortresses, roads, bridges and towers, and slaughter each other. The people, on the other hand, must be respected and safeguarded: no indiscriminate looting, violence, or oppression, no wheat and livestock requisitioning, no forced conscription is tolerated. If the soldiers want something from the peasants they have to pay for it, and any violation of the Treaty is considered a war crime by all parties concerned. Concurrently, armies can count on labor, services, procurement, guides and informants – even in enemy territory – so long as they pay. Today, this mutual exchange of favors and benefits is widely acclaimed as a fine example of civilization by all Overmountain jurists.

of names, goods, times of departure, and destinations. Anyone interested can hand over to the Pigeons a package requiring delivery. Their rates vary according to weight, mass, and content. The word of a Pigeon is certified and the expense insured but obviously, as is often reiterated, no one can guarantee the exact time of delivery or that the package will not suffer any damage or accidents. Hence it is advisable to give the Pigeon a small incentive to stress with the courier the importance of what you are asking for; over time this practice has become known by the name of Certified Blackmail.

Dead, Undead, and Gravediggers

A millennium of campaigns, maneuvers, and sieges has frequently 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 massacres 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 worthy burial, thus removing the risk of assorted diseases and necromancy. But each future customer is also advised to offer a small incentive, to ensure greater zeal during the burial: after all, a moment’s inattention can always happen, and ending up buried or burned on the pyre while still alive is never much fun... hence, to those who offer them a silver coin, gravediggers give the Obol of Saint Saved, a pendant to be worn around the neck that guarantees its bearers will receive “additional care”.

Ground Pigeons

The Kingdom’s correspondence is rarely exchanged via carrier pigeons or other kinds of flying poultry, as no one wants to entrust their secrets to something that could end up as the meal of a flying raptor or a mean-shooting, empty-bellied farmer, both categories being equally widespread throughout the Kingdom. However, as a result of The Thousand Years’ War, a veritable organization 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

- 57 -

“And I went to the war in spite of my father. But there were flies and poisonous things; And there was the deadly water, And the cruel heat, And the sickening, putrid food; And the smell of the trench just back of the tents..." - Bafer, the minstrel of Old Town -

Additional Insight

Mangiafuoco Caravan The Marionette and Torquoise Wood Companion

There is no doubt that the lineage of marionettes and the mysterious uses and weird properties of pupos, cabin dolls, saintlets, guignols and pinocchios, marottes and puppeteers, all derive from the many applications of triflewood, nor are there any doubts that this magical wood comes from Extravaganza. “The blue tree”, or “turquoise wood” and all the other names of this enchanted timber were discovered centuries ago along the borders of Cuccaigne, whence they were sourced and used by enterprising carpenters for fantastic new creations. And while reckless and disrespectful use is now punished by the turquoises in the most creative and terrifying manner, it is also true that the Lords of Extravaganza allow a significant amount of triflewood to be collected and used every year, and even grown elsewhere, to make puppets and other such creatures.

Not Only Marionettes

Much broth has passed under the bridges of Cuccaigne since this miraculous resource was first exploited, and many are the practical applications that triflewood has been used for, thanks to the imagination of carpenters, artists, device-makers and inventors: after the first pinocchios of Torrigiana – marionettes of similar size to those used for centuries in theaters – artisans in other areas of the Kingdom recreated belligerent armed “puppets”, similar to Frangian paladins, the blessed “saintlets” based on sacred representations of the Creed, and “cabin dolls”, useful on Vortigan vessels. In their own way, even the riotous Penumbrians have gradually adopted this creative art, producing artificial beings capable of the darkest iniquities: the cruel and lethal guignols, often violent and vengeful against all fleshies. But marionettes are not the only wonders derived from turquoise wood. In the thick of fairy forests, where dry twigs and branches come off and mix with roots and fallen trunks, roam “natural marionettes” called Mandrakes: gallimaufries of wood and foliage that live their whole existence without a creator or puppeteer ever laying hands on them. Some Mandrakes are kind and friendly; but others are said to live in disturbing and dangerous communities and to feed their roots with the blood of unwary travelers. Another secret related to triflewood is that of the Manikins, men and women-sized beings purportedly created not by mortal carpenters but directly by fairies and turquoises. Why these artificial beings should be carved and dispatched

to Kingdom cities remains a mystery. They are rumored to be spies and emissaries whom the turquoises send snooping amidst the populace and rulers, not least for their extraordinary ability to hide their wooden nature, except in particular circumstances. How can we be sure that some of the Kingdom’s rulers and officials aren’t actually dummies manipulated by the Fairy Godfather? Another tradition linked to triflewood is that of the Jubianas: when these fairy trees die naturally or are cut down, their trunk is said to turn into a cruel, gigantic creature resembling a colossal wooden witch. Jubianas allegedly develop long and gnarled limbs in order to move freely through the woods and grab the unwary, whom they devour with their slobbery old maws. An endless series of Marottes and other beings is also carved from this extravaganzian material: wooden animals that move and converse in Vernacular, automatons and sentient spring chests, talking sticks, figureheads that know sea routes, animated doors and shrines, chests and furniture endowed with intelligence, ventriloquists’ puppets who control their owners, and much more. And what nymphs would be sired by such trees? Perhaps these special triflewood nymphs are the turquoises themselves, or some secret otherworldly coterie that gathers on starry nights in woods of turquoise trees and dances entranced in the glittering light of a diamond-spangled sky…

Wishes and Magic Wands

A fairy with dark-blue hair, a lovable face and starry eyes, holding a magic wand: isn’t this the way everyone pictures a turquoise? And actually, often and willingly, Fairy Godmothers and Fairy Godfathers, and even the Fairy Girl, are interested in mortals, especially the most tormented and troubled ones, and offer them supernatural protection. And even if they didn’t, a marionette, a nonexistent, or any other tormented individual would turn to them and ask for a wish: to make them human, transform their nature, change their body, give them happiness. Nothing strange if the turquoises grant these wishes. Provided that: • The wish is not a passing whim but what the asker craves the most in the whole world. • The wish is not a silly mortal thing, such as money, power, or magical items.

- 58 -

Mangiafuoco Caravan • Wishes affect only those who express them and not the world; exceptions generally granted: saving or helping another person obtain their wish. • Whoever expresses a wish is willing to submit to the turquoises’ conditions: perform a task, be mindful of midnight, obey dad, find the blue bird on the other side of the world, and such like. Once these clauses have been considered, the only discriminating factor is not to bore or annoy the turquoises in any way: there is only one thing the turquoises hate more than human stupidity, and that is their insistence, cluelessness, and lack of respect. Be careful not to press your luck, or the magic wand will turn you into a donkey...

Kingdom Carnivals

Among other things, the Kingdom is also the realm of Carnivals, the time of year when everything becomes even crazier, more carefree, colorful, and dangerous than usual. The rich pretend to be commoners, men dress up as women, marionettes organize shows with flesh-and-blood performers, and wolfcats and pantegans go around arm in arm. In many ways the opposite of Mala Tempora, Carnival is the happiest and most carefree period of the year, when everyone can be happy and not think about the future. Er, actually… the rich do lock up their mansions and the shopkeepers their shops, removing coffers and anything valuable: but from that moment on, anyone in the streets and squares will enjoy a week or more of revelry and non-stop merrymaking, where the only laws are those of madness and Extravaganza. The Carnival cult is so widespread in this country that there are different and special ones in each of its regions.

The Red Carnival of Vortiga is the most famous: half a moon of masked dances and revels during which the whole city becomes an outdoor party. There is one thing that might make the more sensitive look down their noses, and that is the bizarre custom of hanging a criminal from the city jail at the height of the party, as a “good omen” (but also a warning) for the rest of the population. Several days before Vortiga’s, the White Carnival is held in Spoletaria, the best-known version of which is that of Aquilea. This is celebrated on snow and ice, with themed stalls and festoons. Most of the masks and characters are white-themed and many competitions and challenges based on snow and ice are held during the days of revelry. Definitely more disturbing are the Istranian Carnival of Monsters and the Black Carnival of Malevento, dedicated to nature’s wild and dangerous forces and to those of witchcraft respectively. Although the atmosphere is always festive in both, their themes are gloomy and creepy: typical cookies are called “bones of the dead”, masks only represent scary characters, witches and devils, and superstitious dances and rituals abound. Held between spring and summer, the Green Carnival of Torrigiana is a celebration of luxuriant nature and life: women and men dressed as nymphs and satyrs chase each other across the fields, weave garlands of flowers, and revel in circle-dancing, wine, and carnal pleasures. The prevailing spirit is expressed in these immortal verses:

- 59 -

“Hark the beauty of our prime, See how swiftly it doth flee, Knowing not our future time Now’s our chance to merry be.”

Additional Insight

Masks, Harlequins, Dummies and Puppets

Puppet theaters and shows differ in many ways from those with actors of flesh and blood, but both forms of entertainment have elements in common: characters and plots. Commedia dell’Arte protagonists, traditional carnival masks, popular theater characters, and the most famous dummies and Zagarian puppets seen around the Kingdom, all play exactly the same roles, whether embodied by an actor in a theater, used as a disguise during carnival, or represented by a puppet in a village fair. And even the more traditional stories, comedies, and adventures performed on stage are the same, whether the characters are puppets dressed in rags in a humble village show, or famous and overpaid harlequins playing a carnival farce in a lordly mansion. Dating back to different eras, the origins of these characters and their stories are varied and disparate, yet today they all mix in a melting pot of influences and themes. The following are the most famous characters of the Kingdom’s harlequinades and “pulcinellades”. Harlequin. Among the oldest in Kingdom comedy, this mask evolved into many different versions, eventually losing its uniqueness and giving life to a whole series of characters, of cunning or foolish servants, braggarts and swindlers, wizards and ruffians... the term lived on and now refers collectively to all these masks and characters. The original version wore several colorful stage costumes one on top of the other, in order to change from one mask to the next in a single gesture; he was an expert in mimicry, somersaults, and various acrobatics, and made extensive use of the slapstick. Together with Truffaldino, Brighella is the symbol par excellence of street Knaves and Bounty Brothers: doer of countless misdeeds, expert in many jobs without ever concluding a single one, sometimes good, other times charlatan, slacker, or fop, he is one of the few characters known for his ability and propensity to (jokingly) hit his opponents, whom he punishes vigorously with his slapstick or with resounding slaps and punches. Hunterine and Redmoustache. This cheerful pair of popular masks is made up of a busty peasant carrying a basket of salami that she offers to everyone, and her husband, who wears a funny hat and whose whiskers are tinged in red; while Hunterine is ever eager for attention, Redmoustache (who carries a pitcher of wine) is perennially drunk as a skunk, hence unable to satisfy her. Calandrone is a typical mask of Spoletaria and Alazia, a silly, muddled character, a dreamer, yet physically imposing, menacing, endowed with prodigious strength; often portrayed as a mean, stupid margutte, other times as the village oaf, two approaches that are not mutually exclusive.

Doctor Mutandone is a typical mask of Pianaverna, symbolizing the pedantic and wealthy bourgeois, often well-versed in the most useless sciences but inept and distracted in everyday matters, so much so that he wears his underpants over his trousers. He is often mocked and duped by his wife, servants, Knaves, and daughters. Archangel Giorel. Sacred representation of one of the archangels of God’s Cinquain, he represents the typical celestial apparition sent to resolve quandaries and muddled affairs, who untangles the plot in favor of the show’s protagonists. Handsome, blond, and dressed in a blue tunic, he often turns out to be a divine trafficker fond of exchanging favors and miracles with gifts to the Creed, promises, sacred vows, and other prebends. Guerlocco, “the foolish sorcerer”. An Ausonian mask that embodies the typical charlatan-wizard that roams the Kingdom, a bungling magician full of tricks but skilled solely in swindling the populace. He wears bright purple and green clothes, a wizard’s hat, and a hundred jingling trinkets. Pulcinello. The most classical mask of Volturnia, symbol of the humble and kind-hearted commoner, often romantic, poetic, and in love; clumsy and unable to fool others, he is nevertheless endowed with peasant wisdom and common sense, and eventually manages to get by and make it to the next day. He is dressed in white, with a black mask and hat typical of street layabouts. Redingotte and his minions: this Vortigan mask represents a vicious, pompous, braggart chief guard, surrounded by his slimy and incompetent minions. He wears a black cloak and tricorn and a silver mask, while the guards have bronze masks. In addition, they all have a walking stick with a sculpted lionhead whose function, on stage, is that of a baton or slapstick. Even Palandron with the golden mask, symbol of the Chancellor General of Vortiga, head of all the chief guards, hence even lazier and incompetent than the rest of them, appears on stage in some shows. Scroogey and the Waifs. A mask from Lungariva, Scroogey is an old miser with a gray wig and black clothes, who carries a large bag hanging around his neck. Greedy and narrow-minded, he only thinks of his own money and frequently ends up being duped by crafty servants and clever maids. He is often surrounded by a crowd of children dressed in white and wearing black masks, the Waifs, poor orphans who try to steal his bag (which is full of candy), amidst ferocious yelling and insults from the stingy old man. Skillet and Ovenbird. Two other popular masks, representing a cook and a baker respectively, who are perennially fighting. 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).

- 60 -

Mangiafuoco Caravan Taratatà, “the devil with the silver backside”, a mean, diabolical marionette, dressed in red, with small sharp horns, often seen in Penumbrian theaters; he represents a short, deformed archdevil who loves to inflict humiliations and play wicked pranks on mortals. In particular, he is known for his thunderous and nauseating flatulence, which the actors simulate with special stage effects; he also buys and sells souls and favors and invariably pursues his deals with the most disgusting practices. Truffaldino, a name often synonymous with puppet and harlequin, is the quintessential protagonist and one of the oldest carnival masks in the Kingdom. Slovenly, beggared, but full of resources, Truffaldino is a commoner, a shrewd and lazy servant who always manages to get out of trouble, scrounge a free meal, and cheat all the other protagonists. He wears cheap but flashy clothes, like a village guappo, and makes extensive use of tricks, pirouettes, tripping, and slapstick blows.

The Circus

Mercenary companies that tour the Kingdom are often accompanied by a mob of squires, suppliers, doctors, villains, attendants, and assorted entertainers, who actually travel in their wake. Hence, the soldiers’ quarters are eternally surrounded by camps and wagons offering commodities of all kinds: classic brothels on wheels providing various services to relax the mind and body; itinerant taverns and norcitaneries that offer greasy and flavorsome alternatives to army slop; bards, harlequins, actors, and puppeteers who entertain the soldiers with their shows. It would be a serious mistake to consider them easy victims of sudden attacks, night assaults, or military expedients: these characters, including mimes and prostitutes, are often veterans, Knaves, former warriors, and other people accustomed to getting by, one way or another. These gatherings include some unusual lines of business: marionette-engravers performing genuine works of art directly on their customers’ wooden bodies; supersticians who guarantee to remove Madame Jinx’s evil eye; and expert concoctioneers 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 specific 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 flame of oppression. Conspiracies, outbreaks of revolt, castles under siege, and field battles between lordships constantly grind alliances and political order like a relentless mortar. On a smaller scale, its villages and feudal cities, from Castel Notturno to Pertugia, from Orbino to Crimini, from Scotenna to Bubbogna, reflect this constant seesaw of interests and powers. Alleyways and neighborhoods swarm with scum, and territorial disputes are consumed in clashes between companies and family feuds sometimes more brutal than cavalry charges. The streets of the ghetto cut your teeth and knock them out: there’s no finer training for guards, bravos, guappos, and cutthroats.

Of Guards and Gangs

Since Penumbria is ruled by coscas and there is no difference between masters and slavers (is there ever?), the term “guard” around here means any member of a mob, gang, squadron, crew, or criminal sect. Whatever they are – executors, buccaneers, or corrupt wardens – the discriminating factor is the guards’ affiliation to a clan or a company and their implicit vote of obedience to its code of honor. Being hired by a don, a captain, or a gang leader usually involves an initiation, more or less bloody depending on the age and degree of kinship of the affiliate. Once “baptized”, a guard will get protection and percentages in exchange for favors and loyalty. Whoever pays is in command! While ranging from neutral to evil, the moral alignment of these thugs never deviates from legality, albeit in the form of compliance with the rules and conduct called Etiquette in Crimini, where no mercy is shown to those who step out of line. This principle applies equally to the Consigliere, a boss’s right-hand man, and to the henchman in charge of garroting an insolvent gambler. The guards, guappos, and bravos of Penumbria not only follow their gang’s ethical code, but also its aesthetic one. Their clothes are elaborately distinctive, deliberately flaunted to defy the law – and decorum – and to intimidate the humble: colorful silks, sashes, wide-brimmed or feathered hats, ruffs, rings of solid gold, oiled moustaches. These professional criminals sport an often-exorbitant and studiedly conspicuous number of melee weapons (daggers, small swords, razors, cleavers, whips, clubs, brass knuckles).

Gangs of Orbino

Unlike Crimini (see page 129), Orbino is no land for dons or families: there is no birthright within the walls of this fiefdom: one’s place in a gang is earned on the field. In the Tragedi feud, where the power of the Criminese is weakening despite alliances and partnerships, business is the prerogative of street gangs, who divvy up the alleys with systematic brutality. To the sound of abuse and beatings, the mob of the Dead Geese (stabbers in scarlet doublets and black tricorns), contend with other criminals for dominance over the Cinque Canti, the black heart of criminal business in the Soborbs of Orbino, one of the most infamous and lethal places in Penumbria. Among the few squads able to rival the Dead Geese are the Bitches, obscenely-dressed street ladies wearing greasepaint and noblewomen’s wigs, and the Orbs, a gang devoted to Saint Squintus, the city’s patron; the Orbs all wear a patch over an empty socket, since the price to enter the gang is to have an eye gouged out.

Pirates of Scotenna

Administered by the Ceppi family, the criminal crews of Scotenna Bay stand out from the gangs on land in the rest of Penumbria due to their skill in navigating, smuggling, and maritime looting. Unlike the other bands, they do not wear uniforms, but use their gang’s flags and tattoos to distinguish themselves. Fearsome pirate ships, captained by corsairs of single or multi-sail ships under their own banners, haunt the Monstrum Sea and navigable rivers of the hinterland. If you want to cross the Mistide and leave Penumbria by sea, the Scotenna pirates are the only ones to turn to. Their best-known crews include: • The Scontrovento, fleet of the Ceppi Counts, Scotenna’s main corsair navy. • The Sgarri, mostly criminal buccaneers stationed in Scotenna, who handle shipments and cargo on behalf of the Cupola after paying a bribe to the Scontrovento. • The Risaliti, outcasts, sinkers, and shipwreck-plunderers who live between the Scotenna Bay’s harbor and sewers. • The Fondali: an autonomous company famous for not taking prisoners; when they board a vessel, be it a war galleon or a merchant ship, you either become one of theirs or jump to the seabed.

- 62 -

Scum of the Kingdom

Matadors and Squads of Pertugia

In the fiefdom of Pertugia, particularly along the beaten paths of Sylvatrocious, it isn’t the gangs, families, and cliques who rule the roost, but teams of matadors and rangers in disarray: corrupt gamekeepers and ruthless poachers who unite under a single flag to extort, kidnap, capture beasts and monsters, and hunt illegally. These squadrons of brigands and foresters are trained in ambushing and stalking, and in the use of traps, ranged weapons, packs of hounds, as well as falcons and other wild beasts. Depending on their level of experience, these matadors are able to find their way through labyrinths of woodland and brambles and along passages in the most inaccessible gorges, knowing by heart the paths and tracks that they and their precursors contributed to create. Hence it is not uncommon for mercenary captains or units of Dragoons to hire matadors as scouts in enemy territory, nor for companies of adventurers to exploit their sense of direction across unexplored areas. Penumbrian matadors get by in the most prohibitive and life-threatening situations, are quick with a knife, accomplished in close combat, and even more so at a distance. However, camouflage and adaptation are secondary skills compared to the ancestral art of hunting. The matador’s career is accessible to people of all walks of life, from commoners to patricians, though clearly the former are motivated by profit and necessity and the latter by tradition and pleasure, as in the case with the dukes of Pertugia, knights of Castel Notturno, and matadors and collectors for generations who have an exclusive reserve for this very purpose: Selva Gualtieri. There are also examples, historical and living, of saints and monks who embraced the matador’s mission, devoting themselves to freeing the world from the threat of diabolical and monstrous beasts. In addition to falconry, the manufacture of traps, and captive breeding of rare specimens, another outlet for matadors that is possibly more prestigious both socially and economically, is represented by tournaments. On anniversaries, successions, and major holidays, every county and district of Penumbria sets up carousels and bullfights starring men and beasts in bloody duels to the death. The stakes entice trainers and matadors who flock there from all corners of the region, and often from the Pagan Plain and overseas as well. The gruesome brutality of these shows has long made the elders consider banning this custom, but these games’ popularity and the amount of silver pieces that revolves around betting guarantee their stubborn longevity.

In addition, on feasts celebrating patron saints or events of the nobility, it is customary to organize a Slaughter: a prize for hunting abominations in which each prey is evaluated based on a score of danger and rarity, and recorded in the participants’ scoreboard. A Slaughter can last from 1 to 3 months and is always inaugurated with a race of Bulldosers, freed in an arena or in a city center. The oldest and most famous Slaughter is that of Pertugia. The following are the main factions of the region’s matadors: Beasts of the Kingdom: captained by Giulio Verme and headquartered somewhere in the Morassi, they operate throughout the region and decorate their clothes with animal parts and skins. Based on rank, each member of the Beasts is given the name of an abomination. The Matarogues: at the service of the Gauci, Duke-Counts of Pertugia, these foresters are, in theory, the gamekeepers officially in charge of controlling Sylvatrocious. The Unseen: unscrupulous matadors and smugglers of wild beasts and monsters, skilled in camouflage and in making deadly traps. The Dragonets: from the surname of the family composing it, this gang is renowned for its infamous conduct, poaching, trafficking in puppies, and subjecting animals and prisoners to the most brutal torture.

The Breath of the Dragoon

Usually in the pay of the dukes of Orbino, the Dragoons of Penumbria are a column of mercenaries; by extension, the term “dragoon” has come to designate the heavily-armored and unscrupulous veterans representing the highest military standard in the region, and perhaps in the whole Kingdom. The Dragoon is moderately skilled in Penumbrian fencing techniques and in the use of any melee, pole, and blow weapon (sword, two-handed sword, spear, war ax, halberd, mace, flail), and trained in melee and ranged (longbow, crossbow) combat. Having served with a captain of fortune, he is an expert in field maneuvering tactics, and accustomed to extreme climates, fasting, and sanitary conditions that “would make a goat throw up”. He also knows how to ride any mount and can march for days without touching food or water, as long as he has plenty of wine and spirits with him. Constitution and training allow him to arm himself heavily with any piece of armor available, in a jumble that is often the result of repeated looting: pagan helmet, officer's boots, lamellar body armor, dented shield, remnants of fur. Strong or cowardly, disciplined or debauched, a dragoon is drawn to gold and booty. As the famous saying goes: “There’s no such thing as enough!”

- 63 -

Additional Insight

Penumbrian Football

The draconian football has been the most attractive popular phenomenon in the whole Kingdom since the time when the colosseums were crowded with gladiators who killed each other or some wild beasts. Each city and region of the Kingdom has its own teams, small and large, its tournaments and challenges, while the grand Boot Cup is the most popular sporting event throughout the whole peninsula and islands. Slightly different in terms of rules and very different in terms of violence, Penumbrian Football is the most popular variant within the boundaries drawn by the Mistide. The small number of players and the smaller size of the pitch are some fundamental differences of the Penumbrian variant. This second aspect is closely linked to the first: if teams took the field with twenty-seven penumbrian kickers on each side, like in regular draconian football matches, the hosting towns would end up on fire in the middle of the games. To contain collateral damage, in Penumbrian Football, teams are therefore made up of seven kickers (players) only on each 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 the lead so far ahead that they want to end the competition. 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 exceptions 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.

Playing Penumbrian Football in Brancalonia

In order to make a penumbrian football match exciting but fast and enjoyable in the middle of a game session, the characters who decide to participate in a game of such competition will actually play just the so-called Highlights that occurred within the "real" duration of the match. The characters take to the field equipped only with their team uniform and, it goes without saying, they cannot wear armor or use weapons of any kind. The game begins with entering the field. The match is divided into two halves. Each half starts with the catch the ball Highlight and continue with 3 other Highlights randomly determined by rolling 1d4 each time: d4

Highlight

1

Hunt Run

2

Counterattack

3

Tactic

4

Pitch Invasion

Note: each half time can be composed of more than one Highlight of the same type.

“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, accompanied 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 favor 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 of its kickers play out one of the following actions: • A kicker scores 1 hunt. • A kicker makes an ability check and the d20 roll result is a 20. • A kicker knocks an opponent unconscious during a brawl.

Penumbrian Football Sequence Entering the Field 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.

Highlights

First Half Catch the Ball 3 Highlights:

Catch the Ball

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. • The kickers of the team dealing the highest number of whacks have advantage in their next Highlight action.

d4

Highlights

1

Hunt Run

2

Counterkick

3

Tactic

4

Pitch Invasion

Hunt Run

All kickers make a DC 14 Strength (Athletics) check. The team with the higher number of successes scores 1 hunt.

Counterkick

All kickers make a DC 15 Dexterity check. The team with the higher number of successes scores 1 hunt.

Tactic

All kickers make a DC 16 Dexterity (stealth) check. The team with the higher number of successes scores 1 hunt. A kicker of the team with the lower number of successes suffers 2 whacks.

Second Half Catch the Ball 3 Highlights: d4

Highlights

1

Hunt Run

2

Counterkick

3

Tactic

4

Pitch Invasion

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 child’s play. That’s what Extravaganza is, my friends. Extravaganza is magic, fantasy, everything you could wish for in the world. There is nothing more dangerous, believe me.” - Lonfranco the Volpolo, Fioraccia -

storyteller from

In old wives’ tales told in front of the hearth, in the whispers of little children half-sleep, in the coarse declaiming of drunken poets: there lies Extravaganza. More a concept than a real place, Extravaganza is everywhere and nowhere, farther than overseas lands, yet so close that you can stumble into it accidentally at any time. The best way to get in touch with Extravaganza (though far from a good idea), is to take a tour of Torrigiana districts. In addition to triflewood and some over-talkative animals, Torrigiana features an entire district governed by the turquoises and their emissaries: Cuccaigne, not to mention a hundred and one magical and portentous ravines, realms, fiefs, and palaces whose master can be a Snail of colossal dimensions, a gang of Funfellows, or a Turquoise Giant, and where every law of nature and common sense has been subverted. But that’s not all: somewhere even farther away lies Great Extravaganza, a totally surreal and nonsensical land, where anything can happen. ere.

On the Nature of Fairies, Hobs, and Turquoises

All of Extravaganza, all the surreal and paradoxical magical power of fairies and hobs, all their kingdoms, castles, plots of enchanted land, and floating palaces are ruled by the turquoises, who share the same nature as their subject beings, but distinguish themselves through immeasurable powers so deep and innate that they can bend reality to their liking. To foreigners, the turquoises often show themselves as tall and handsome, with long hair of a color that gives them their name. Sometimes they prefer the form of a porcelain-skinned girl child, a blue bird, or a blue goat. In any case, whatever they look like and wherever one happens to be in ​​Extravaganza, the turquoises will always be there, observing and judging. More rarely, when they are truly bored, they venture out of their domain to torment their inferiors (that’s everyone, in their opinion). Thanks to the mag-

ic wand that they always carry around, the turquoises can grant mortals their wishes. The problem is why they do it... But where do the Fairy Courts come from? What is their origin and essence? What does the harmless farfarel have in common with the Fairy Godfather? According to the most corroborated theory, they were once celestial beings who did not take part in Lucifuge’s rebellion and in the expulsion of the Fallen Angels, but did not fight them directly, either. Whether powerful or humble, none of these lackadaisical spirits were condemned to Inferno, but were exiled instead to the Orb. Over time, their material aspect conformed to that of earthly beings and their powers distinguished themselves from both divine and infernal ones, giving rise to arcane magic, whose heart is Extravaganza. Hidden in their realms and on mysterious islands, isolated in enchanted courts and castles, or mingling with peasants and princes, fairies and elves have always shared the world with mortals, gradually adapting their habits and appearance to those of common humans of the same era.

The Court of the Turquoises

Although some beings of Extravaganza claim that there are princes and queens, ruling families, lords and servants among them, the truth is that almost complete anarchy reigns in their midst, as their political, family, and social relations seem to change with the turn of the seasons. Their races, species, and subspecies are innumerable, as are the names they are known by: funfellows, linkets, farfarels, gnefri, mallets, fanes, bonecrackers, laurels, vivenes, fairies, sylvanelli, twilights, janas, sea monks, and dozens of others, are used in every corner of the Kingdom to designate creatures of sometimes similar and other times quite distinctive characteristics. Because they are called by different names and sometimes wear different clothes, it can be difficult to determine how many of these beings are actually “of the same breed”, and how many are other creatures entirely. The one irrefutable fact is that the turquoises are the most powerful of them all, the only true rulers of Extravaganza, though their number is also impossible to determine; some say there is a legion of them; others believe there are about ten; still others think there is only one Turquoise Fairy who takes on different forms, or even claim it is all nonsense...

- 66 -

Turquoises, Extravaganza, and Cuccaigne That said, the populace traditionally counts Twelve Fairy Godmothers among them, plus a ponderous, evil Thirteenth that everyone tends to avoid: the Fairy Stepmother. Above them there is only the Child, sovereign of all turquoises since the dawn of time. She has always had the appearance of a ten-year-old girl with milky white skin and turquoise hair, and an equally childlike mind. But don’t be misled by her appearance and behavior: the reason the Child has never been ousted, despite numerous attempts, is that the entire power of Etravaganza is under her thumb. Her every wish is, literally, an order. No one is allowed to say no or to contradict her; all fay beings are forced to follow her will to the letter. She can bend reality around her with a simple whim and transform Aiccaroif in the blink of an eye, as has already happened in the past. In fact, Aiccaroif is not the original name of the city: 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.

The Fairy Godfather

The number of Godfathers is also unclear. There could be as many as there are godmothers, or only one who decides the fate of all; perhaps the truth lies somewhere in between. What is evident, however, is that few things in the Kingdom are considered as dangerous and worthy of respect as the Godfather. Turquoise godfathers decide the fate of entire fiefdoms, and showing them disrespect often leads to curses that can last a hundred years. The Fairy Godfather is at once an abstract concept and a single, material being, albeit endowed with immeasurable powers: for better or for worse, this is an extraordinary fate for which some individuals are inescapably destined. Extravaganza seeks extremes, prodigies, the strange, the unpredictable, the unique. According to the turquoises themselves,

“I kiss your wing, Godfather”

- 67 -

Additional Insight the power of Extravaganza comes from deceiving reality and making it believe that absurd things exist. One of the side-effects of this deception is that within Cuccaigne, Aiccaroif, or the various fairy realms, the laws of probability are completely disrupted. People under the influence or “protection” of the Fairy Godfather shun mediocrity. If the d20 roll result is 18, 19, or 20, an ability check, attack roll, or saving throw is considered a success (in the case of an attack, a critical hit). If the d20 roll result is 1, 2, or 3, an ability check, an attack roll, or a saving throw is considered a failure.

Cuccaigne

It must be noted that the boundaries of Cuccaigne are somewhat evanescent and elusive, and curious travelers will often find themselves wandering around Torrigiana for a day, a month, or a year before coming across it. Other times, a hungry wretch or a crowd of abandoned children, even from a completely different place in the Kingdom, could end up there as if by chance and in the blink of an eye. Everything here is delicious: there are orchards loaded with salami, rivers of grappa, boulders of pecorino cheese, and expanses of pasta-casserole-flavored breadsticks swaying in the wind. Cuccaigne, however, is not all lamb and cake: many dangers lurk in this edible realm. The local fauna, for example – flying spit-roasted birds, roast pigs with apples in their mouths, and all manner of walking delicacies – have the peculiar habit of trying to get themselves eaten. Though at first this may seem incredibly lucky, Knaves who stop to feast will soon discover that, without a huge effort, it is almost impossible not to go on eating until their “serving” is finished: even after a sixth lamb has jumped into their mouths! Consequently, they could literally burst from over-eating. The civilized inhabitants of Cuccaigne are equally insidious. Here and there, hidden among valleys of cheese and peaks of crunchy almonds, you might find the tiny villages of the damijohns. Plump and transparent, these elves are as tall as a oneyear-old baby and filled to the brim with red wine. On their head-cork they have a single bulbous eye and a kind of proboscis that ends in a trumpet shape. During the day they are jovial gascons, ever ready to sing and dance, and let themselves be drunk by newcomers. But at night they transform their mouths into a sharp needle and search for drunks, draw their blood without their noticing, then refine it into new wine in a few hours. Last but not least among these lands’ dangers is the Knight of Lardo, a morgant of unknown origins. Naked and overflowingly obese, he rides a barrelopod, an oak barrel supported 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

armor because the thick layer of fat under his skin protects him, and all he has to do is eat something and even the deepest wound will heal.

Aiccaroif

While Cucca is the capital of Cuccaigne, as well as a (mostly) real city, made of (mostly) real stone and wood, and inhabited by (mostly) real people, Aiccaroif is officially the capital of Extravaganza, which is hardly surprising, being the only hob city known to this day. 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 it that. The lower city is a cluster of squared white buildings seemingly growing one on top of the other, all with doors and windows of an intense blue. Actually, turquoise. Actually, triflewood. Basically, all the doors and windows are sentient, and do nothing but chat and mutter the whole time. Five large canals start from a star-shaped lake right in the middle of Aiccaroif, dividing the metropolis into as many districts. The lake is fed by the rain that continuously falls from the base of an immaculate castle built on a thundercloud in the upper town. The lower town is mainly inhabited by linkets and funfellows, the two lowest castes of Aiccaroif. The former like to appear as chubby red-haired folk (or birds, or talking animals), while the funfellows look like skinny dark-haired children. This is how they show themselves to travelers: like any elf, they can change their appearance at will. The linkets are gloomy, a little disturbing, and fond of music, poetry, and crafts, while the funfellows are jovial and friendly, and mainly devoted to the arts of swindling and murder. Generally speaking, linkets organize parties in the courts of the turquoises, and funfellows are the fey rulers’ favorite tool for solving court intrigues and disagreements. It’s always best to avoid offending anyone in Aiccaroif, since even linkets have access to the full powers of Extravaganza and when they lose their cool they can literally catch fire. Reaching the uptown districts is almost impossible for anyone other than a turquoise or a high-ranking fairy, unless their presence in the palace is required. The upper town looks like a single immense castle made from a seamless, colossal piece of white marble, bristling with pointed blue roofs and with banners fluttering everywhere. The only hobs allowed there are servants in charge of the kitchens and of satisfying their lords’ every wish. Finally, there is no shortage of lucignoli and other mortals roaming Aiccaroif, at their peril, of course.

- 68 -

Turquoises, Extravaganza, and Cuccaigne

Great Extravaganza

Although most people who end up in Extravaganza will find themselves in Cuccaigne or Aiccaroif, Extravaganza is suspected of having unlimited secondary aspects that you can fall into at any moment. Old bridges of scamorza cheese, floating lamps, or doors drawn on city walls are the most popular entries into these bizarre lands, commonly known as Great Extravaganza. As mentioned earlier, Extravaganza is not an actual place, so the fact that there are several regions within it may seem strange. Indeed, the different areas identified in Extravaganza are overlaid, knotted, and stretched, so you can cross the Bitter Sea in one step or be trapped for decades in a tiny turquoise yard. There are more “aspects” in Extravaganza than places to visit, given that a grove of salami can morph in no time at all into a luxurious ballroom full of masked badgers. Even the passage of time doesn’t make much sense in Extravaganza: a day in there can be a matter of seconds or a century in the outside world. There is also the case of the “seer” Salmando the Omniscient, actually a baker from a village near Cucca, who found himself in Cuccaigne for an afternoon and left four months and two days before he had entered. When dealing with Extravaganza, you have to leave logic behind you. The Bitter Sea is an endless expanse of chicory-flavored water, populated by all kinds of monsters and lashed by storms that sing dirty ballads. The only ones to sail these waters are the turquoises, who move on splendid sky-blue sailing ships with white sails. If you try to walk inland, you will soon discover that you are stuck on a strip of sand with no vegetation apart from the sinuous roots that come out of the water. These shores are dotted with animal sculptures as tall as hanging towers, half-sunk in purple sand and entangled with the mysterious roots. There is a way out, however: Grandpa Shark, a very old shark, larger than any ship, who loves to converse with his prey about philosophy before beaching and swallowing them. Inside Grandpa Shark there is an island of stacked shipwrecks partly enclosed in a thick forest of trees similar to tamarisks. This is the Wood that Speaks. Actually, it is not the trees that 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.

Inside Grandpa Shark there are four seasons that chase one another without respecting any natural rhythm, sometimes changing even during the same day, depending on the color of Saint Pittosporus’s pear. In spring, when its light is green, the trees are filled with clusters of blood-red flowers, which talking animals use as decoration and to prepare medicines. In summer the light is very hot and yellowish, and the branches are heavy with fruit shaped like human skulls, the only food available apart from that recovered from the wrecks. In addition to making the leaves come off trees, the orange light of fall transforms any fruit left out of doors into a gelatinous and alcoholic substance. In this season, it is advisable to keep away from the usually-gentle animals, because their behavior becomes more similar to that of drunken members of their species. Winter, with its blue light and icy gusts of wind, forces the animals into their homes. In the cold season, ill-talking trickets, parasitic insects that live in the shark’s flesh, are much more active. Sometimes they venture as far as the houses and it’s best to stay away: transparent as ghosts, these beings slip into people’s ears and make their way into their brains. Once a colony of ill-talking trickets is established, they begin to comment on any actions they consider “wrong” or “immoral” using a very annoying inner voice. Over time, these parasites multiply and destroy the mind of their host, who eventually becomes an automaton driven by the trickets in search of someone else to infect. Despite the danger and strangeness of the place, visiting the Wood that Speaks still has its advantages: the animals that inhabit it seem to have the gift of omniscience, and, between a game of cards and a gala dance, they could reveal fragments of the future or hidden truths. Pangravio Rodimilza, ​​ the greatest pantegan scholar of fairies and hobs, attempted to enumerate all the various known aspects and realms of Great Extravaganza and to organize them into a book. The tome reached three thousand three hundred and thirty-three pages before the luminary lost his life in a curious accident involving a bag of manure and a sheep. Apparently, imagination is the only limit with Extravaganza.

- 69 -

Additional Insight

Hobs of the Kingdom “Hobs” are a special subtype of fey creatures, typical of the Kingdom and with their own traits and features. Together with the Fairies and the Turquoises, they are the most common fey type creature in Brancalonia. In the Bounty Kingdom, every region, every district, every city and village, every corner of forest, mountain, and swamp, has its own hob, to whom popular tradition often attributes different names and powers, but somehow the same origins and faculties. So, are funfellows, linkets, farfarels, sea monks, janas, mallets, and all the others a single people that differs in minor ways, of many different origins, scattered throughout the Kingdom, or are they thousands of unique individuals grouped into distinct races and species only by tradition? No one can really answer this question, or rather, the answer to each of these theories is “yes and no”. Each hob is a unique individual, but when they are together, depending on familiarity and closeness, they love to take on similar appearances, like large families of similar beings, and consequently feel part of the “little people”, the subjects of high-ranking fairies and turquoises. Whether discussing single representatives encountered or entire “races” or courts of these individuals, trying to determine what their powers and specific aspects may be is obviously subject to approximation, generalization, and confusion: after all, they are fey beings imbued with Extravaganza. In general, their appearance is that of beings as tall as children 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. Their favorite occupations are playing pranks and making fun of mortals, minding their own business, and obeying the commands of the turquoises. Hobs, like fairies, are not subject to the laws of the mundane world and have no consideration of human rules and customs. However, they are very careful to respect their own rules: they cannot lie or say anything false, ever, even though they can (and love) to hide the truth, disguise it, hide part of it and keep quiet about the consequences; they never fail to keep their word; above all else, they appreciate art, jokes, and a good story; moreover, even when they want to keep quiet 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 any mortal and detest this habit.

Extravagant Existence In all the Kingdom's legends and myths, hobs and fairies, as well as angels and devils, can be duped, tricked, moved to compassion, seduced, corrupted, intimidated, and captured; they can be convinced or forced to make deals, fulfill wishes, reveal secrets, grant favors, treasures, or magical items, perform wonders, and much more. They can be summoned and shooed away in different ways, and you can protect yourself from them with spells and superstitions, magic words, and tricks of all kinds. What is really impossible to do is to kill them. Even when these beings accept a sword fight, a duel, or a battle, they are not subject to death even when struck by deadly wounds and destructive magic. They are immortal creatures, not bound by the laws of the earthly world. Here's what can happen in-game when one of these creatures is "killed": ☞They vanish into thin air, thunderously leaving the scene; They'll not directly torment the Band for a while, but they're going to hold a grudge for sure. ☞They get up, bow, and declare themselves defeated, as salubrious as they were at the beginning of the fight. ☞They give up and agree to be imprisoned, at least until they decide to free themselves.

In some other cases, these beings directly reject the fight. If attacked by clumsy mortals in any way, or treated with violence, arrogance, or pedantry, they could: ☞Prove invulnerable to attack and get offended as if they're roughly addressed. ☞Vanish into thin air, leaving everyone in the dark or upset. ☞They could also alter and transfigure into monstrous beings: in that case, you can use the the chosen monster’s statistics, and bring back the same ole hob as soon as it’s defeated.

In all these cases, if the Knaves are successful despite the considerable power of the creature, they should get the desired results even if the fey is still alive: favors, treasures, 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 a puff of turquoise powder at one creature within 5 feet of it. The target must succeed on a DC 13 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: • 1-2. The target takes no action or bonus action and uses all of its movement to dance comically, waving its arms, stamping its feet on the ground, and doing somersaults. • 3-4. The target falls prone, in the grip of euphoric uncontrollable laughter, becomes incapacitated, and is unable to get up. • 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 13 Wisdom saving throw, ending the effect on itself on a success. ezza con CD 13; se lo supera, l’effetto per lui termina. Invisibility. The hob magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hob wears or carries is invisible with it. Teleport (Recharge 4-6). The hob magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the hob can make one stinger needle attack.

Small fey, chaotic neutral Armor Class 14 Hit Points 22 (5d6 + 5) Speed 30 ft., swim 40 ft. STR

DEX

CON

INT

WIS

CHA

7 (-2)

18 (+4)

12 (+1)

15 (+2)

14 (+2)

16 (+3)

Skills Deception +5, Perception +4, Persuasion +5, Sleight of Hand +6, Stealth +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 feet, passive Perception 14 Languages Vernacular Challenge 2 (450 XP)

Magic Resistance. The hob has advantage on saving throws against spells and other magical effects.

actions

Stinger Needle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

unique powers

The hob has three unique powers, chosen from the following:

Innate Spellcasting. The hob's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with 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, looting and cleansing crumbling, abandoned, and underground sites remains one of the main activities of the Kingdom’s Knaves, perhaps their most beloved and traditional. From exterminating rats and pantegans in cellars and disused mills, to the most colossal expedition into the abyss of Plutonia, nothing stimulates the adventurous spirit of the Bounty Brothers and idlers more than a thrilling inspection of dungeons full of traps and monsters, in search of lost treasures. This kind of Job, in its various forms, is suitable for Knaves of all ranks. Novices delight in cleaning up scolopendra-infested tavern pantries, while hardened and matriculate Knaves are ready to sneak into the buried remains of archaic or Draconian cities, in search of coffers, artifacts, and relics of those forgotten eras. Here are some examples and ideas suitable for all Bands.

Showdown at the Hanged Man’s Inn

Magagna, keeper of the Hanged Man’s Inn, has a rat-infested cellar. He asked a handful of indomitable heroes to deal with them, but the heroes didn’t want to go anywhere near the filthy dump. The fat landlord then tried to hire a small group of experienced adventurers but, again, the pay was too miserable for them. At this point he turns to some Knaves who have been eating and drinking the whole day and don’t seem to have the money to pay the bill. “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 polished off.” “And what about dinner tonight?” “Okay, you damn parasites, but don’t touch anything down there and don’t poke your nose around too much!” “Wine included?” “Damn you, get your asses down there!”

Up and Down the Streets of Vetera

A city of outcasts and poets, Vetera was built in the Esperian era and was already ancient when Plutonia was founded. Indeed, the people of Vetera were already experienced navigators when Plutonians were learning to use the plow. Later, the most skilled Draconian administrators and the shrewdest Quinotarian “hoteliers” founded Lungariva, moving their businesses to a healthier and better-protected center some thirty miles to the south. Today, Vetera remains the region’s traditional capital and represents the dark side of Lungariva. Despite its greater antiquity and its administrative role, it is a much poorer and more marginal center than the southern “daughter” city. Used for centuries by Lungarivans as a labor reserve, trading port, and makeshift stopover, Vetera is a perfect blend of past splendor and sad neglect. In its gloomy and dilapidated neighborhoods, spread out with contorted urban planning right next to the sea or directly above it, the houses are ancient and often lean forward, forming strange arches. With their barred windows and crooked entrances, the lower floors continue to sink into the muddy banks of the piers. Half-flooded cellars and dilapidated hovels offer hospitality to wanted, dispossessed, pagans, dracians, heresiarchs, marked, and who knows what other mysterious occupants. Jobs set in Vetera can begin in the damp, meandering streets of its center, and lead to underground rooms invaded by mud and mold, which in turn join up in huge secret caves under the very heart of the city: dark and disturbing caverns where dracians, and the original inhabitants of this place who have never left, secretly worship their abysmal, abyssal deities…

Sanctuaries of Pasta Mater Tenebrarum

This Job is set in Spelonca and features in great detail in Issue no. 2 of the Daily Jinx.

The people of the Kingdom often view cooking, traditional gourmet food and culinary practices as a veritable religion, and show great respect for ingredients and the historical recipes of the most famous cooks of the past. The darker and more disturbing side of this fixation is embodied by the Curdlemancers, a sect of cultists, cooks, and sorcerers who have made of culinary secrets their field of experimentation. Curdlemancers create servants, portents, and abominations out of cooking ingredients, food and raw materials, especially idolizing all forms of leavening, fermentation, 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 Tenebrarum, a sentient, cosmic, and abominable food mass, which they even consume to transform themselves from within. The workshops of the Curdlemancers are generally based in pantries and cellars, well stocked with every raw material, and they often hide among publicans, winemakers, and restaurant staff, while their nefarious purposes are actually inflicting sophistication, contamination, and poisoning on the largest number of people with exemplary acts. Their hiding places often have secret shrines and altars dedicated to Pasta Mater, where the horrendous ooze that represents it is kept: this frequently leads to the discovery and incarceration of its adepts. The main result of curdlemantic practices is the creation of fearsome Alimentalies, such as those of Polenta, Tripe, Lampredotto, or Anduja, depending on the region of origin. Another hideous servant creature of theirs is the Medullian, a being made of mountains of discarded offal, constantly piling up and decomposing: probably the vilest among the Kingdom’s undead.

Polental Alimental Large Construct, unaligned

Armor Class 13 (natural armor) Hit Points 114 (12d10+48) Speed 20 ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

10 (+0)

18 (+4)

3 (-4)

10 (+0)

5 (-3)

Damage Resistances fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, restrained, unconscious Senses darkvision 60 ft., passive Perception 10, Languages understands the languages of its creator but can't speak Challenge 5 (1.800 XP)

Polenta Form. The alimental can move through a 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 Kingdom's Dungeons

Sepulchers holding precious relics, dungeons full of traps, underground homes for monsters and heresiarchs, and mine tunnels crawling under the city walls: whatever type of dungeon the Knaves may face, there are several possible pitfalls that the Condottiero might want to stage. Here's a quick rundown.

Dangerous Ground

The area is slippery and completely littered with spiky remains, stalagmites, or other sharp fragments. The ground in the area is considered difficult terrain, and entering it without proper caution can be risky. The irregular and treacherous conformation of the terrain makes it difficult not to fall. 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 DC 9 Dexterity saving throw or fall prone and take 5 (1d10) piercing damage.

Debris Collapse

This pitfall can be detected with a success on a DC 18 Wisdom (Perception) or Intelligence (Investigation) check. As an action, a Knave can hit the unstable debris with an appropriate weapon or tool, or with a spell that deals force or thunder damage. In this case, the hit causes the unstable debris to collapse. Each creature in the area under the debris collapse section must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) bludgeoning damage and 9 (2d8) slashing damage, or half as much damage on a successful save. Once the collapse has occurred, the floor of the area is filled with debris and becomes difficult terrain.

Insect Nests Pathway

A large insect or vermin nest is hidden among the ruins. A character can detect this trap with a success on a DC 16 Wisdom (Perception) or Intelligence (Investigation) check. If one or more creatures pass near the nest, 1d4 swarms of insects attack them.

Pit of Eternal Stench

Mechanical trap An unbearable stench pervades the area presenting this trap, 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 agglomerates of brown matter. Although the landing is soft, the stench is rather unbearable.

When a creature enters the area (10 feet deep) it sinks 1d4 + 1 feet into the pit of eternal stench and becomes restrained. At the start of each of the creature's turns, it sinks another 1d4 feet and must succeed on a DC 12 Constitution saving throw or be poisoned for 24 hours. As long as the creature isn't completely submerged in the pit, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the pit. A creature that is completely submerged can't breathe. A creature can pull another creature within its reach out of a pit of eternal stench by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the pit. A creature that takes this helping action must succeed on a DC 10 Constitution saving throw or be poisoned for 24 hours.

Rusteaters Lair

A small group of rusteaters roams the ruins. A character can detect traces of the monsters' presence with a success on a DC 11 Wisdom (Perception) or Intelligence (Investigation) check. If the Knaves passing through the area possess equipment or objects of iron or steel, 2d4 rusteaters (Rust Monsters) come out to attack them.

Secret Door with a Surprise

Mechanical trap There is a secret door in the area. A character can detect the hidden door with a success on a DC 10 Wisdom (Perception) or Intelligence (Investigation) check. Behind the door is a 5-foot square room. A high wooden ladder fixed to the wall opposite the entrance leads up to a small wooden hatch on the 20-foot-high ceiling. The wooden hatch at the top of the stairs is fake, and there is a 10 foot deep pit hidden under the ground trapdoor. A character can detect the trap by making a DC 16 Wisdom (Perception) or Intelligence (Investigation) check. When a creature tries to open the wooden hatch at the top of the stairs, the trap is triggered, and any creature on the ladder must succeed on a DC 18 Dexterity saving throw or fall from the rungs tilting down. At the same time, the floor trapdoor opens. Note: there are even more deadly and subtle variants of this trap featuring sharp spikes or acid on the bottom of the pit. 

- 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 sacred relics. Although, one way or another, everyone believes in the Ternal Father, in the Bingo of Angels, and in all the other figures of the celestial hierarchies, it is Saints, relics, and miraculists and, to some extent, friars, exorcists, hermits, and Svanzic guards, who truly bring the divine into people’s lives, and therefore the aspect of religion that everyone considers most common and close to their daily existence. It is the Saints who can truly be invoked and who intercede for small everyday requests; their relics that confer powers and special favors on the needy, and miraculists and exorcists who alleviate the troubles of the populace. That said, what ordinals, priors, horoscopes, and patriarchs do and sanction remains a matter reserved for notables and big shots, the prerogative of those who speak macaronic...

Wandering Clerics, Military Chaplains, and Itinerant Priests

Along the streets of the Kingdom you meet all sorts of friars, deacons, clerics, hermits, monks, and priests engaged in preaching and assisting the needy. This interminable procession of religious professionals is divided mainly into the three great currents of the New Doctrine (the Calendar Creed, the Paradox Faith, and theh Revelation of the Prophets), and above all into the innumerable congregations, orders, and currents of the Creed, the most widespread religion in the Kingdom. Alongside friars of the Brawly Order and paladins of the Knightly Erring, the greatest number of miraculists, relic seekers, and exorcists found among a band’s Knaves belong to these orders:

Wandering Clerics

Many religious professionals, particularly among those of a young age and still low-ranking in the Creed, belong to this minor category. Students (who knows for how much longer) of theological and humanistic subjects at religious and secular universities, these boys and girls often travel from one end of the Kingdom to another, passing from one academy to another in search of the best teachers and the most interesting subjects. Meanwhile, they usually neglect their studies for long periods at a time (after all, what’s the hurry?) and devote themselves 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 -

Sour Lady There are a number of sacred figures of the Creed: the Bingo of Angels; Godhead’s Cinquain, that is to say, the five archangels who command them; the Quatern of the Mothers; the Ternal Father himself; and the Double, his children, the twin Luminaries that light up the Heavens. There is one last sacred figure whose cult is respectfully observed (while touching wood). Considered, with fear and reverence, not malevolent but gloomy, this is the Sour Lady, also known as Our Lady of the Holy Death, the Gaunt, Whammy, Double Whammy, or Sister Death. The Sour Lady is depicted as a severe, skeletal woman in black, at times harsh, at other times compassionate, who relieves suffering or cuts the thread of life of the dying with her dagger. In her merciful version, Sister Death is venerated in many cities of the Kingdom, and although many chapels and churches are named after the Saints, pictures and prayers dedicated to Our Lady of Death are very common among soldiers, the elderly, and the sick, as are many votive offerings by grieving mothers, widows, and orphans.

Additional Insight Army Chaplains

These priests are trained and regularly lend their services in armies small and large, as well as in companies of fortune. Ordinals have given them full mandate to decide their military actions in accordance with the moral code expressed by the Calendar, the Smorfia, and the sacred texts of the Creed; consequently, many of them live and act like real fighters, recruits, officers, or veterans.

Capuccioni

Part of an itinerant order relatively free from the hierarchies of the Creed and from obedience to the Patriarchs, these religious professionals are often seen wandering around the country, alone or in small groups, preaching, performing miracles, assisting strangers and companions, often even taking from the rich to give to the poor. This order is favored by adepts with urban origins and a decent education who prefer to follow their own path and dedicate themselves to the Greater Glory of the Godhead as they deem fit, and without too many constraints.

Cloistered

The friars and nuns of cloistered orders are those most dedicated to studying, spreading knowledge, teaching, and delving into the Creed’s sacred and theological mysteries, but also to more common subjects, such as astrology, medicine, antiquities, literature, mathematics, physics, and natural sciences. Whether in cities or in the wilds, the numerous cloistered convents are generally in isolated and protected places where monks and nuns can devote themselves to studying and analyzing texts, with ample spaces for laboratories, rooms for experiments, medicinal herb gardens, anatomical chambers, and similar facilities. This is where medicinal recipes and healing potions found in markets around the Kingdom are invented, as are formulas and devices for fighting the undead and other devilries. The cloistered often leave their monasteries to exchange knowledge or garner firsthand experiences in other places of learning throughout the Kingdom.

Dominicats

Belonging to the Barbosian cult of Tarantasia, the Dominicats, or Cats of the Godhead, are an order founded by a group of wolfcats of firm religious vocation. Having spread and branched out very quickly, the Dominicats now accept other races of believers in their congregation, although the tradition that the Prior of the Order be a member of the founding cat race has been maintained. The Dominicats are known for their easygoing manners and for professing to be “friends of all and servants of none”, but many suspect that their main task when wandering around the Kingdom is to gather information and act as spies and envoys on behalf of the Patriarch of Tarantasia.

Reliquarians

This religious order is particularly devoted to the cause of relics, to their recovery, safety, study, and adoration. Their main purpose is to find bones and remains of the saints of the past, or any sort of even minor relic, and bring them back safely to Vaticin City. At that point, they take care of analyzing the properties of these finds and eventually sending them to the cathedrals, churches, or priories that have applied for them. Reliquarians are headquartered in the Catacombs of Saint Terraneo, in the heart of Vaticin Hill, where relics are kept and studied.

Barefoot Miraculists

This mendicant order has embraced pauperism and is mainly made up of people from the lower rungs of society, the countryside and the wilds – rovers, sylvan, and pagans – or members of small heretical or splinter groups who have broken away from the Creed. Its members have the mandate and possibility to wander around the cart tracks and dirt roads of the Kingdom to preach, convert, and work minor or major miracles on behalf of the Saints. Many rustic or sylvan miraculists join this order, which also professes great respect for nature, animal life, and the rural world. The current Patriarchate of Gyrfalcon of Tasinnanta is governed by the Barefoot Miraculists and other orders close to them.

Doublists

If the Barefoot Miraculists represent the most rustic and the Capuccioni the most popular order, the Congregation of the Doublists is mainly made up of people from middle class families and aristocrats. This religious institute represents the Creed’s bureaucrats and upper crust, and sires most of the high-level prelates, especially those who run Alazia’s entire Vaticinal worship machine. Ranking highest among all Vaticinal religious orders, the “Doublists” owe their name to the great importance in their meditations and prayers of the Double, the divine twins represented by the Sun and the Moon, aka the two Luminaries.

Wise

The Wise mainly profess Revelation and not the Creed, but in Zagara, where this congregation is more widespread, it is not unusual for a follower of the Creed or the Paradox Faith to ask to join and be admitted. Mostly mystics, the Wise are interested above all in the contemplation of supreme truths, Prophecies, of the Unknown Language, and of every other supernatural mystery linked to the Ternal Father and to the Firmament. A defining characteristic of the Wise is that they often devote themselves to earthly pleasures, mystical combat, the search for truth, logic and philosophy, ecstatic dance, and the use 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

While exorcists of the Calendar are widespread and wellknown throughout the Kingdom, everyone recognizes the fame and an even greater range of powers in the Ghostchasers of the Paradox Faith. Very popular in Piccadora and across the Istranian coast, their main monasteries are located on the Aygremounts and in Tessaratto. Unlike the common exorcists of the Creed, usually sent expressly to carry out a specific mission, Ghostchasers travel continuously around the Kingdom offering their gift to anyone in need, or taking on ghosts and demons in the wilds.

Pugnacious Monks The brawly orders widespread throughout the Kingdom are numerous and diffuse, and often develop fighting schools and styles that are the equal of those of fencers, knights, and armigers; however, such disciplines are almost always based on natural weapons or other everyday or cult objects reconverted to the Slap One Another's sacred precepts. In general, for those wishing to include monks and their abbots as opponents in their Jobs, they can use the following statistics.

Pray and Prey

The Penumbrian Creed and local ecclesiastical hierarchies are different from those of the rest of the Kingdom, as are the Saints honored here. In Penumbria, each lordship is devoted to the cult of a particular Saint to whom the major temples are dedicated: Saint Squintus in Orbino, Saint Sepulchra in Feretro, Saint Guinn in Crimini, Saint Blisterus in Bubbogna, Saint Rogulfus in Castel Notturno, Saint Marauda in Pertugia, Saint Castrato in Malconvento. The ordained of the various dioceses are in any case free to beg along the Cappia and to gather proselytes and alms wherever they are. In spite of their criminal conduct, members of clans, families, crews, gangs, squads, and companies are all particularly attached to the celebrations of their patron Saint. On the patron’s name day, the lord of the fiefdom announces a week of pomp and ceremonies, which include masses, grandiose executions, palios of matadors called Slaughters, and blood-thirsty matches of Penumbrian Football.

Pugnacious Abbot

Medium humanoid (any race), any alignment Armor Class 17 Hit Points 58 (9d8 + 18) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

12 (+1)

14 (+2)

11 (+1)

16 (+3)

10 (+0)

Skills Athletics +6, Insight +5, Religion +2 Senses passive Perception 13 Languages Vernacular Challenge 3 (700 XP)

Pugnacious Monk. While the pugnacious abbot is wearing no armor and not wielding a shield, its AC equals 10 + its Strength modifier + its Wisdom modifier.

actions

Multiattack. The pugnacious abbot makes three 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

Some relics are more powerful than others

Pugnacious Friar

Medium humanoid (any race), any alignment Armor Class 14 Hit Points 11 (2d8 + 2) Speed 30 ft.

Relic Cluster

STR

DEX

CON

INT

WIS

CHA

14 (+2)

10 (+0)

13 (+1)

10 (+0)

14 (+2)

10 (+0)

Skills Athletics +4, Religion +2 Senses passive Perception 13 Languages Vernacular Challenge 1/8 (25 XP)

Pugnacious Monk. While the Pugnacious Friar is wearing no armor and not wielding a shield, its AC equals 10 + its Strength modifier + its Wisdom modifier.

actions

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 origin 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 feathers 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 catacombs and necropolises when these individuals had not yet been canonized, the search for these objects involves venturing into long-forgotten tombs and mass graves, well-hidden 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 rummage 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 not be able to put the object in circulation.

Multiattack. The Pugnacious Friar makes two melee attacks. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

The greatest secret contained in the Catacombs of Saint Terraneo in Vaticin City is the weapon that Reliquarian leaders and Creed ordinals have been assembling for generations. They call it All Saints, a conglomeration of relics found in catacombs across the Kingdom, fused or stitched together to build a sort of reanimated automaton of miraculous and mummified body parts, some of which are still covered in gems or set in ancient cases. The cluster is continuously adjusted and upgraded as new, more powerful, or better-preserved relics reach the Archives. So far it has only been deployed a few times, to test it on the battlefield against some malacoda, heresiarchs, and criminals. It seems to work. What the Creed has in mind as its definitive use is as yet unknown…

- 78 -

Holy Ship and Sacred Cow

Relic Cluster

Large construct, unaligned

Never mix the sacred with the profane

Armor Class 14 (natural armor) 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! They believe in me!” – Bogus of Tallstoria the Malebranche -

Although at first glance it may be difficult to associate the term “paladin” with Knaves of the Bounty Kingdom, they are extremely passionate people, as ready to fight over trivialities as they are to throw themselves into battle for their ideals, at the cost of their lives. In addition, if we consider the significant fact that the Kingdom is rich in fallen nobility, self-appointed knights, “unrecognized” descendants, and braggarts of all kinds, we will easily conclude that the champions we are talking about are not necessarily noble heroes in spotless armor. What defines the Kingdom’s knights-errant and paladins, therefore, is not the nobility of their blood, their faith in divine powers, or devotion to a king or sovereign, but simply the fact that they believe in their ideals and love their lords to the point of drawing on extraordinary inner strength – admittedly, often expressed in blows. It is fairly common to run into more than one paladin among the ranks a company of Knaves, and the reason is not so hard to guess: those who firmly believe in something often have a big heart but lack prudence and brains.

Ideas and Ideals

“Love always wins over envy and hatred.”

Generally speaking, though, marriage in the Kingdom is not such a serious matter and serves mainly to guarantee some security in the event of an inheritance. Hence, in the name of overpowering love, a chivalrous paladin can end up breaking more than one law or stepping on eminent toes, without remotely impinging on his own sense of justice. Justice: Justice in the Kingdom is not always just: far from it, in fact. As a result, paladins frequently get themselves into serious trouble. From their point of view, being consistent with one’s rigorous principles is frowned upon in a world often ruled by bureaucracy, big wigs, and finaglers. Knights and squires tend to follow their hearts and this, while very noble, is not always the most legal choice. Faith: “Faith” is a strange term in a world where miracles are proven and angels occasionally stroll down the street. The Creed has no shortage of knightly orders, fighting in the name of the Ternal Father and the Saints of the Calendar, and a few paladins end up with a bounty and an excommunication on their heads after questioning the devotion of certain important members of their own cult. Strength: Most paladins believe in using strength to protect the weakest and not to bully others, and have a tendency to challenge the authority of those who exploit their position to break the rules. Meaning almost everyone. No matter 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 him represents the status quo.

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 sworn, the ideals that motivate these devoted warriors are many, as several Kingdom ballads confirm. Love: Sun, heart, love: these are three recurring words in many ballads and tales of the Kingdom, especially in the south. Throughout the peninsula, love is an all-encompassing principle, a force as powerful as a stormy sea that breaks down any barrier, as well as the cause and cure of all human ills. Alas, as the minstrel sang: We know that passion often compels us To satisfy our urgent desires Without enquiring whether the loved one Has a free heart or marital ties.

– Laurent Bonadieu, Knight of the Tuber -

As absurd as this may seem in a world of Knaves, several knightly orders live and fight in the Kingdom and the fact that more than one of them has a bounty on their head doesn’t bother anyone. Indeed, the Thousand Years’ War witnessed the rise of dozens if not hundreds of armed brotherhoods and sisterhoods, then saw many of them collapse and become outlawed with the downfall of their powerful backer or the rise of new interests. Whether made up of a single elderly and slightly deranged 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 an elusive order will not prompt questions and will be accepted as a fact. Listed below are some of the Kingdom’s best-known orders in the year 1020 after the Fall of Plutonia.

Hostellers

For centuries, in a land plagued by ancestral hunger and a great fondness for wine and beer, a brave caste has served the weakest, offering protection and, above all, proper refreshments. They are the Knights Hostellers, formally known as the Knights of the Order of the Hostel of Saint Savour of Malt, or simply as the Knights of Malt. Founded a few centuries ago during the Holy Bingades, this knightly religious order soon became a military and naval force quite independent from the Creed, and launched into charitable missions throughout the Boot and along the eastern trade routes, in direct competition with Vortigan sailing ships. For centuries these Knights have placed themselves at the disposal of pilgrims, wayfarers, and even poor Knaves, offering protection, food, and accommodation even in the most inaccessible parts of the Kingdom. The Hostellers are also sworn enemies of all those who use food to vicious ends, and for adulterated or arcane preparation, from the followers of Pasta Mater Tenebrarum to the Curdlemancers, who create sentient hodgepodges of food and Alimentalies in their laboratories. In addition to the sacred mission of wiping out the Kingdom’s scourge of famine and fighting culinary iniquities and sophistication, every Knight Hosteller has at heart the dream that Saint Savour himself tried to fulfill all his life: to find the Sangrallo, an enchanted wine that flows from magical fountains in the land of Cuccaigne... The current Grand Master of the Order is the morgant Canavaccione of Quartodibue, an expert in cleavers and slaps.

Bingaders

As powerful as the Hostellers and equally ramified, but older and still linked to the Creed, the Bingaders are the first knightly order created during the Bingades in the Holy Land. “The Poor Comrades of the Bingo of Galafrone” currently have no possessions overseas or in the Middle Sea, but their priories are scattered across half of Occasia. Originally a mixed bunch of wretches, underdogs, and Knaves who devoted themselves to the protection of pilgrims in eastern cities, they soon became so skilled and wealthy that the course of their endeavors was totally transformed, and they became opulent bankers, money changers, and escorts for nobles and plebeians, representing in many ways the armed financial wing of the Creed.

Knights of the Tuber

According to tradition, the Knights of the Tuber descend from a mythological founder by the name of Pantagruello, a morgant known for having arms as thick as oak trunks, an impressively robust waistline and... er... a gargantuan appetite, but above all for being skilled with weapons and as intelligent as a rock: no more, no less. However, Pantagruello’s great strength lay in his being resilient to the point of wearing down every single enemy with sheer frustration. Over time, who knows how, he managed to unite and command a company of men and women exactly like him, who adopted as their coat-of-arms a humble tuber, source of food for the poor people. In the eyes of the founder, this root vegetable embodies the highest qualities of a knight: placid calm, stoic resistance to events and pain, and also a certain strength. The Knights of the Tuber roam the Kingdom in search not so much of adventure as of leaders to devote themselves to, and are often employed in different Companies as bodyguards or as human shields.

Order of the Adder

Tarantasia is a rich and prosperous land, and wealth and prosperity often lead to boredom. So it was that, years ago, a rich tycoon under threat of imprisonment decided to found his own personal order of knights and live incredible adventures and successfully avoided, year after year and under the Laws of the Kingdom, ending up in the Royal Penitentiaries. Having gathered around him every trusted person, client, accomplice, and outlaw drawn to such provisions, and greased the wheels of the Royal Bounty, he founded the Order of the Adder, named expressly after the Chief of Chiefs of Tarantasia, the great dragon who rules the city and had made the whole operation feasible. Having achieved his intended purposes, the brave Silvano della Berlusca finally retired from public life, spending his old age serenely, but leaving an indelible mark on the whole Kingdom.

Order of the Unknown Mussel

While most people believe that paladins and knights roving the lands of Ausonia are merely hunting for trollis, only a few know that this marine region is the birthplace of an order of fighters who defend those who venture across the seas. More like pirates than knights, the faithful of the Order of the Unknown Mussel are often paid by merchants and navigators to protect them along south and westbound sea routes, where the risk of being ambushed by pirates or monsters is considerable. Legend has it that this order was founded by Moscone the Altomagnan, a nasty privateer 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 mussels, 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 a few tattered pages survived the Great Purge of 555. Due to their controversial contents, the Creed, in the figure of the then-Patriarch King Beneficius I, tried to destroy all the transcriptions: precious works illuminated and handed down by the Yellow Friars of Saint Polenta in the early centuries that followed the Fall of Plutonia.

Then, have ye a sense of prop'rtion and fav'r brains ov'r modesty: the larg'r and m're f 'rocious the beast whose blood the weapon did imbibe, the most wondrous'r the pow'r of the tool itself.

As well as the cook whose fame stretched from the barren and parched lands of Galaverna to the snow-capped peaks of Falcamonte, Abstrusi was the greatest superstician and monster-hunter of his time. He was the first to understand that the meat of “evil beasts” had unnatural effects on men, and he figured out how to combine them to produce the desired effects in tasty recipes. Amidst the thongs of charlatans, barkers, and impostors, all of which he was anyway, he alone was in possession of authentic secrets, but distinguishing them from all the frauds and nonsense is far from easy, these days. What follows is one of the rare trustworthy excerpts from his culinary treatise. If necessary, in the absence of the right Ingredients, the recipes below can be prepared by replacing the meat of dark beasts with the more common ones suggested by Abstrusi; in this case one can still expect to obtain tasty dishes, while abandoning all hopes of witnessing prodigious effects.

Here the writing of Abstrusi is ruined, but the meaning can be guessed from a subsequent passage, albeit so obscure and cryptic that commentators are divided into factions on its correct interpretation:

Superstition in the Kitchen and the Art of Eating Evil is not just a recipe book, but also a hunting manual and an arcane grimoire; how to use it is up to the reader. Abstrusi began his manual as follows: Firstly, be sure to procure fresh ingredients, prop'rly wash'd 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. Keep in mind, ye novel cooks who wish to be hunteth'rs as well, that in 'rd'r to slaught'r the beasts of the night, ye shalt need a weapon already dipped in the blood of one such beast: the most f 'rmidable blow with a weapon virgin of such blood may not suffice, and could expose the ov'rly bold hunteth'r to grave dang'rs; on the contrary, ev'ry wound of a blade prop'rly treated, even the slightest graze, shalt have much m’re wondrous'r effects.

In particular, th're art three categ'ries of beasts in the w'rld, from the least cankered to the most…

… trying to slaught'r a lupinaire with a weapon dipped in the blood of a bawbling linket be like trying to make a roost'r mate with a cow; using a weapon that did imbibe the blood of a colossal beast on one of an inf 'ri'r categ'ry, on the oth'r hand, be like picturing a stallion who, finding nay bett'r, heads f 'r a seclud'd c'rn'r of the paddock with the most tend'r nanny goat in the flock.

The reader is free to meditate on such wise and cryptic words. As far as hunting techniques are concerned, little can be said about the content of Superstition, most of which has become lost; according to the vulgate, it so happened that an incontinent monk, in the unfortunate situation of having soiled his breeches before reaching the latrine, had only a few parchment scrolls with him, including... no need to indulge in trivial jokes: the reader will understand. As for this, only the advice contained in the bestiary remains. Due to the complex and unpredictable effects of the meat of dark creatures, Abstrusi consumed large numbers of them, testing them personally in order to classify them and reveal the truth. Nonetheless, as a demonstration of the wholesomeness of malignant meat, he enjoyed excellent health until his death, and never suffered from a single ailment in his twenty-three years of life. 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 recommended 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 (alternatively: salted cod)

30 minutes - 1 hour

For cooks who can hold a ladle

Ingredients

‐ Mermaid fillets ‐ 1 onion

‐ 1 cauliflower ‐ black pepper

‐ olive oil

Preparation: If the mermaid fillets are preserved in salt in the manner of salted cod and are yet to be desalted, they should be soaked for four or five days, and the water changed twice a day. In a saucepan, over low heat, simmer a sliced ​​onion in equal parts of olive oil and water, taking care not to burn it. Then add the mermaid fillets and water aplenty, so they

are almost submerged. Bring back to the boil, cover with previouslywashed cauliflower florets, using only the tender parts and not the stems, then sprinkle with pepper to your liking, but generously. Cover with a lid and cook briskly for 10 to 15 minutes, then remove the lid and simmer until most of the water has evaporated and the fillets are suitably moist. Pay attention to

the salt, which should be added as needed if the fillets are fresh, or used sparingly if they were preserved in the manner of salted cod. Warning: Cooks should hold their nose most carefully whilst they are cooking or, unable to resist the scent of the siren, they will devour it directly, boiling-hot from the casserole, and find themselves 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 Nuria or anguane (alternatively: trout)

Time

Difficulty

30 minutes

For cooks who are not missing both hands.

Ingredients

‐ nuria ‐ 2 toma toes

‐ a bunch of parsley ‐ 3 cloves of garlic

‐ olive oil

Preparation: Should be cooked in a pre-heated oven or in a pan. Rinse the nuria parts and place them in an oven-dish, or saucepan, greased with oil, then sprinkle with chopped parsley and with garlic, either chopped or crushed, depending on whether you intend to eat it, or remove it so as not

to make your breath even smellier (unlikely as this may seem). Add a glass of water, season with salt as necessary and add diced toma toes, but not too many. If, unable to keep your breeches clean when you see a real live nuria, use trout, stuff its gutted belly with parsley, garlic and toma toes.

Remember: nurias and trout are ready when their eyes turn white and bulging. Finally, bake or cook at medium heat with a lid for a good half hour, adding water as needed. Serve garnished with freshlychopped parsley.

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 (alternatively: pork or wild boar)

4 hours

For cooks who know how to juggle knives.

Ingredients

‐ 2 onions ‐ 2 carrots ‐ 2 celery sticks ‐ sage ‐ rosemary

‐ butter ‐ meat stock ‐ 8 pounds of cabbage ‐ 6 pounds of waste parts of the beast (trotters, snout, rind)

‐ 1 pound of unghuman ribs ‐ 1 pound of unghuman sausage ‐ dry white wine ‐ toma toes reduced to a pulp

Preparation: The purpose of this recipe is not to discard anything, because “with unghumans you throw nothing away”; whilst the noblest parts are easy to serve as they merely require roasting – and, by the Godhead, you should know how to cook sausages – for the use of trotters, snout, and rind, this recipe will come to your aid. The meat is cut into pieces and cooked in boiling water to remove excess fat, then the liquid is thrown out. A couple of minutes are enough for pork rind and sausages, about ten for trotters and snout. Ribs don’t need pre-boiling. Clean the

cabbage and discard the tough parts, keeping only the leaves, put them aside and chop the celery, carrots and onions into chunks, brown them with a large knob of butter in a saucepan, preferably of terracotta. The ribs, snout and trotters are then added, together with some sage and rosemary tied in a small bunch that can be discarded later. Brown the meat for about five minutes, sprinkle with a good half-bottle of dry white wine and let it evaporate. This done, add the well-crushed toma toes and a couple of ladles of broth or, if you don’t have any, of water. Cook over low heat with the lid off for several

hours, and finally add the cabbage, sausages and rind, turning up the flame a little, season with salt and pepper and continue cooking for another hour. Broth can be added as needed, but make sure the dish is thick and glutinous, not some watery deathbed slop. Warnings: Beware of serving to the unknowing wife in the presence of others, as you may well be faced with unwelcome surprises about her true desires: these rarely regard her husband, whatever he chooses to think.

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 (Alternatively: salted cod)

3 and a half hours

For cooks not sired by too many generations of blood relatives

Ingredients

‐ 1 pound of triton fillets ‐ half a pound of ta toes ‐ 1 handful (or more) of pine nuts ‐ a few small ruddy toma toes ‐ a handful (or more) of olives ‐ 4 or 5 salted anchovies

‐ some dried mushrooms (the recipe asks for these, but if you listen to your Pellagrino, you’ll leave them out) ‐ a large golden onion ‐ two sticks of celery

‐ two carrots ‐ two cloves of garlic ‐ a sprig of parsley ‐ dry white wine ‐ oil of olives

Preparation: First of all, clean those paws, soiled with assorted devilries. No, not the beast’s, your own. Now, what I said for Midwinter Mermaid applies again here: if the fillets were salted, they can be left to soak for four or five days, changing the water twice a day. Sear the fillets in boiling water, to easily remove the thorns, which

are large and dangerous in tritons. Mince the carrots, celery, onions, garlic and parsley, then slow-fry in a saucepan, adding the anchovies. Add the fillets and brown them, then sprinkle with white wine; while this evaporates, toast the pine nuts in a pan, just barely, and add them to the preparation. Then add the toma toes reduced to a pulp, a little hot water, and simmer for an

hour, turning as little as possible so as not to break up the fillets. When the hour is over, add the ta toes in pieces, the pitted olives, and enough water and salt, then be patient for about three quarters of an hour, until the ta toes are well done. Set aside for a good half hour before serving.

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 (alternatively: chicken)

45 minutes

For cooks who can find their own buttocks with both hands.

Ingredients

‐ bavalisk ‐ celery sticks ‐ carrots ‐ 1 large golden onion

‐ 3 cloves of garlic ‐ red wine ‐ pepper, rosemary ‐ olive oil

‐ 1 dried Piccadora rough pepper ‐ tomatoes

Preparation: Chop the carrots, celery and onion, fry in a pan over medium heat with a generous sprinkling of oil, add the pepper (making sure it is not from a magara!), the garlic in its skin, barely crushed with the flat of a knife, and a sprig of rosemary. When the onions are golden-brown, add the chopped Bavalisk, and toss it in the

hot gouache until nicely browned. Then remove the garlic and rosemary and add a glass of Torrigian red wine. Once it has evaporated, add some diced toma toes (not too many, as they are more for color than for taste). Stir often and cook over moderate heat for a good half hour, or until the meat comes off the bone easily.

Warnings: Pay attention to the poison, which can be extracted and preserved by removing the glands located between the creature’s jaws; inexperienced cooks are advised to chop off the head on the spot and bury it, as a mere touch of the poison can kill a man.

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 (alternatively: beef)

1 hour

For cooks quick of hand and wit

Ingredientis

‐ naturally-matured ghoul meat ‐ onion ‐ celery

‐ carrot ‐ milk ‐ olive oil

‐ artichoke hearts ‐ gold ta toes ‐ dry white wine

Preparation: First prepare the ingredients: chop the carrots, celery, and onions, then peel the artichokes, remove the toughest tips and leaves, and cut them into medium wedges. Now peel and cut the ta toes the same size and quantity as the artichokes. Place the minced vegetables in a saucepan with some simmering olive oil, followed by the meat, which should be browned nicely. Only when the meat is browned all over (and after so many recipes

even dullards like you will have got the message) salt to taste, add the white wine, and let it evaporate. Cook with the lid on low heat for about ten minutes, then add the ta toes and milk (half a glass will do) and continue for another twenty minutes; when the meat is halfway cooked, add the artichokes. Do not worry about over-stewing the meat, as the ghoul has already gone off.., er, matured. Let it cool a little and then serve, making sure that the stew is well set. Success is

guaranteed, and diners are sure to exclaim: “Ghouly Cow!” Warning: Do bear in mind the tremendous stench of rotting ghoul that those who feed on it will emit. Finally, never, for any reason other than a spell, combine ghoul with blubber beans or bavalisk: may the Ternal Father protect those who eat them together: by comparison, a pigsty would resemble a field of wildflowers graced with naked nymphs.

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 Monteferrato, 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

Everyone knows Sanguigno de’ Masnadieri, son of the ferocious Arterio, the Brigand Duke, and is likewise aware of how he was finally captured by Vortiga’s guards and sentenced to the gallows. The Knaves are surprised when his father invites them to his fortress in Tergesta to drink a mug of wine in memory of his heir. There’s actually wine in it, but that’s not all. Arterio is in the company of a woman with a resolute look in her eyes. Her fame precedes her: she is Captain Edwige the Bewhiskered, Leader of the Misfittery, a bunch of shabby flagpole pendants who sail the routes of the Murky Sea. “My son is still alive!” exclaims the duke, slamming his hand on the table and spilling much of the precious nectar. “He is now a prisoner in the Giurisdana, in Vortiga.” Edwige drinks her wine in silence: as every Knave in the Kingdom knows, the Giurisdana is more inviolable than the belt of Saint Chasta. “Those sons of castrated dogs of the Great Council of Vortiga have decided to use him to round off their accursed Carnival” continues the Duke. “Arterio will be publicly beheaded in the Piazza Grande, after being tried by the Court of Masks, on the night of Red Venerable, the last day of the festivities.”

Edwige the Bewhiskered takes the floor. “Your son is not lost yet, your Highness. The rules of Red Carnival are very precise: Sanguigno will be handed over to the Redingotte Mask, head of the city guards, at the stroke of the Fifth nightly Toll of the Bell Tower of the Submerged, and transported in Redingotte’s Cart to the Piazza Grande, to be beheaded at the Sixth Toll. Of course, no one can really tell who is actually behind a mask, once it is put on.” “Captain Edwige is right!” Arterio replies, smiling. “On the night of the Carnival, someone unknown to the Vortigans must get hold of the Redingotte costume worn for the occasion by the captain of Vortiga’s guards, and of those of his servants, then head for the prison and have Sanguigno handed over in their place.”

“It’s an easy-peasy job” minimizes Edwige. “Once you’ve recovered Sanguigno, all you have to do is steal any old boat and set sail. The Miss Fit, my ship, will be ready and waiting two arrow-shots from the shore. Hopefully, we will be far from Vortiga before the Carnival is over. But the ships of the Dogaressa patrol the sea in front of the city. The Miss Fit will only wait for you until the Twelfth nightly Toll. If you delay until dawn, we will leave you to your fate.”

Suddenly Arterio’s wine doesn’t taste so good anymore.

Background for the Condottiero

This Job is a desperate mission for a desperate band: a handful of Knaves against all of Vortiga’s guards, among the besttrained in the Kingdom. Fortunately, the Red Carnival is involved, a week of revelry, parties, and indecencies during which everyone, even the guards, is distracted and often drunk. The Knaves enter Vortiga by land on the evening of the last day of the Carnival, a few hours before their mission begins. Edwige has provided them with some useful information (see below), but they won’t have much time for planning. The whole Job must be done in a few hours and they won’t be able to take short or long rests once the action begins. The Bell Tower of the Submerged, audible throughout the city, marks the fast pace of the adventure: the Knaves must have Sanguigno handed over to them at the stroke of the Fifth Toll (one hour before midnight), avoid the execution scheduled for midnight, and reach the Miss Fit before dawn, otherwise the Bewhiskered will abandon them in the middle of the sea. For this service Arterio is willing to pay 500 gold pieces, obviously upon delivery of his damned son. Will our scapegallows prevent their Job from turning into a Bloodbath Carnival?

Scene 1 – There Was a Fair Dame Called Ubalda

Catching Zirconio Pettycoater, head of the guards of Vortiga, with his breeches around his ankles, the Knaves make off with his mask, costume, and parade float.

And that someone is the Knaves, of course.

- 90 -

The Red Carnival Scene 2 – The Great Escape

Without a single shot fired, the Knaves collect the prisoner to be delivered to the gallows.

Scene 3 – Fear and Loathing in Vortiga

The Knaves cross Vortiga in procession, surrounded by a crowd of drunken idlers and revelers.

Scene 4 – Guards! Guards!

The Knaves, whose deception has been discovered, discover in turn that the best part of courage is... to run for it!

Scene 5 – The Mystery of the Spinsterites

The stampede ends… in a dead end, but there is always a way to escape and the Knaves discover the secrets of an ancient nunnery, as well as a passage to safety.

Conclusion

The Knaves sneak out of the Spinsterite convent’s catacombs, steal a fishing boat under the guards’ noses, and set out to sea. If they arrive on board the Miss Fit on time, everything will work out for the best, and they will celebrate!

Scene 1 – There Was a Fair Dame Called Ubalda

At sunset, or at the First nightly Toll of the Bell Tower, Edwige lets the Knaves rollick near Vortiga’s mainland landing, Malcontento, before setting off and heading to the meeting place. 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.

watchful eye, the aging matron. The cuisine of the Two Postilles is surprisingly good: Vortigan’s Large Eel, in particular, is one of the best in town. Shortly after the Forth Toll of the Bell Tower, Zirconio Pettycoater (CN male human chief guard) enters the brothel, accompanied by four queen’s guards, leading the Redingotte’s Cart. It is an open, four-wheeled cart, pulled by two harnessed mules, adorned with Redingotte’s drapes and colors. Both the guards and their chief wear the traditional costumes of the Redingotte and her servants (see page 60). One of the guards remains outside to guard the wagon, while the other three enter and start playing the Poppycock game. Their leader instead retires upstairs with Ubalda. The lady is notorious for being a big sylvan woman with a packed physique, a masculine voice, and a ferocious appetite. Her nickname (the Bold) actually derives from the fact that she is completely bald, but always wears a pretty bushy, blonde wig. If the Knaves quickly make their way to the Fishbone District, they arrive at the brothel an hour before the guards and have all the time they need to organize. All characters described above are incorruptible, but two of the girls in the place, Darna and Soupie - jealous as they are of Ubalda’s wealthy lover - can either introduce the Knaves into their bald colleague’s room or help them in other ways. The best way to recover Zirconio’s costume is to sneak into Ubalda’s room by making a successful DC 12 Dexterity (Stealth) check right when the two lovers are busy, or to hide in the closet (maximum one person) and steal the costume left by Zirconium on an armchair, with a successful DC 10 Dexterity (Stealth) check.

Inside, the Two Postilles is way less worn than on the outside: 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 Zirconio 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 good bunch of money. They took off their heavy costumes that now lie heaped on a sofa to be more comfortable. The Knaves can retrieve the costumes in several ways, by distracting the guards, for example, or unleashing a brawl in which the 4 queen’s guards, and two clients plus three of the girls of the Two Postilles (5  commoners) would get involved. If an  epic prop  is used during the brawl, Twiggy joins the brawl to sedate it.

Two Postilles Stray Dangers

Tumble-Eel down! A heavy tray of large-eels falls to the ground, breaking into a thousand pieces. Use the stray danger river of beer. Of course, there’s still the last guard outside to be taken care of, but it shouldn’t be a big issue…

Scene 2 – The Great Escape

Fifth nightly Toll of the Bell Tower Once they have obtained the costumes and the cart, the Knaves can move with impunity to the Giurisdana, a dismal complex of buildings located at the District’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 behavior, 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 -

Sanguigno Masnadieri

de’

The prisoner is miserable. His hit point maximum is reduced by half, and he is unarmed, dirty, and in irons (until they are removed, he can’t fight and moves at half his base walking speed). If the keys are somehow lost, the irons can be broken with a successful DC 15 Strength check, or opened by a character proficient with thieves’ tools with a successful DC 10 Dexterity check. Despite his condition, Sanguigno spares no scoldings and bitter orders to his liberators. Yeah, he’s that kind of person…

The Red Carnival

Scene 3 – Fear and Loathing in Vortiga

The Knaves must hurry and leave Vortiga; it’s only a matter of time before Zirconio or some other guard figures out what has happened. The cart’s parade through the city proceeds with grueling slowness and is full of encounters: it’s Carnival night, and people are crazy! The Knaves must face three encounters. The first and last take place respectively in the Fishbone and the Ventremolle Districts, while the second takes place on the Fishbone Bridge. The characters must make a group DC 15 Charisma (Deception) check while parading throughout the Carnival. The Condottiero rolls two d8 on the Carnival Encounters table. The Condottiero uses the higher of the two rolls on the table on a successful group check or the lower roll in case of failure. If an encounter that has already occurred (excluding the Here Comes the Fog encounter) is rolled again, the Condottiero must reroll on the Carnival Encounters table. These random encounters could lead to increased confusion and havoc. The greater the chaos caused by the Knaves, the more difficult it will be to escape from the guards in Scene 4. This difficulty is represented by Havoc Points and the related Havoc Counter. Carnival Encounters: 1

Better Wed Over the Mixer Than Over the Moor.

2

The Skillets and Ovenbirds Battle.

3

When it Rains it Pours.

4

Scroogey and the Waifs.

5

Bull on the Bridge.

6

Here Comes the Fog.

7

Stalls and Mechants.

8

Hunterine and Redmoustache.

1. Better Wed Over the Mixer Than Over the Moor. The crowd opens up, and a noblewoman, richly dressed although with no costume, and notably unkempt and coarse, appears in front of the Band. She is Lady Talìacca (LN female 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.

Havoc Counter The Knaves, on the run after saving the precious prisoner, start at the beginning of Scene 3 with 4 Havoc Points. Depending on the Carnival Encounters’ progress, add or subtract all Havoc Points collected by the characters, and determine the number of checks needed to escape the guards in this scene, using the Havoc Counter table.

Havoc Counter Havoc Points

Ability Checks Needed

0-1

1

2-3

2

4

3

5-6

4

7-8

5

9 - 10

6

Getting Rid of Redingotte. If the Knaves want to flee by abandoning the cart and the masks, they can do it. In this case, there will be only two random encounters, and the Condottiero can determine them by rolling two d6 on the Carnival Encounters table and choosing the lowest result. Add 2 Havoc Points.

Lady Taliacca

- 93 -

In Search for Quatrins... Again! Note:  if the Knaves stumble upon this Carnival Encounter after they got rid of their masks and cart, Lady Talìacca will just ask them if they have seen her unfaithful, cowardly husband, without paying real attention to their answer anyway, but instead railing against each male character in the Band with a cry of “You are all the same, dirty pigs!”, and then move on to the search for her husband. 2. The Skillets and Ovenbirds battle. The Ovenbird and Skillet masks have always been rivals (see page 60)! When the characters arrive, they find themselves involved in a brawl between the two factions. Each group consists of a mob of 6 commoners. If the Knaves participate in the brawl, add 1 Havoc Point.  In case the brawl lasts more than three rounds, add 1 extra Havoc Point.  Characters can avoid this brawl with success on a DC 13 Dexterity (Acrobatics) group check. On a success, subtract 1 Havoc Point. 3. When it Rains it Pours. A nice old Vortigan woman decides to empty her chamber pot from the window, just as the characters pass by. One of the Knaves must succeed on a DC 14 Dexterity saving throw, or be covered in fetid and muddy fluids from head to toe, and have disadvantage on all Charisma checks until they manage to clean up or take off their costume. 4. Scroogey and the Waifs. The Knaves hear angry yelling, and there he is, Scroogey, the miser mask, followed by a crowd of young beggars, the Waifs (see page 60). Scroogey shouts and insults the children, who run screaming toward the Knaves, pulling at their costumes, asking them for money, and even getting on the cart. The Waifs are damn pickpockets, and a random Knave must succeed on a DC 11 Wisdom saving throw or lose all the coins carried in their pouch or, alternatively, some other valuable items equipped in plain sight. Add 1 Havoc Point. In case the Knaves want to chase the thieves, they catch them after a short while, recovering all stolen belongings but wasting precious time. In this case, add 2 Havoc Points. 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

who offers it food can make this check with advantage. On a success, the bull stays on the bridge, slowing down some of the following guards. Subtract 2 Havoc Points. On a failure, it feels threatened or annoyed, and attacks the Band. Add 1 Havoc Point. 6. Here Comes the Fog. The famous Vortigan fog rises suddenly from the lagoon waters. The area is heavily obscured. Subtract 1 Havoc Point. If this result is rolled again, the fog dissipates. Add 1 Havoc Point. 7. Stalls and Merchants. Carnival night is also a time to drink and eat, and many street vendors take the opportunity to stand along the streets to sell their wares. The Knaves end up right in the middle of some stalls selling the following goodies: • Vortiga’s fritters (filled with jam, honey, or wine) • Apples (candied or normal) • Jugs of Festival Wine • Fried Frogs (sold on skewers) • Lagoon Castagnole (boiled chestnuts, deep-fried and covered with honey) Each one of these culinary treasures can be purchased for 3 cp. If the Knaves stop to buy something, add 1 Havoc Point. 8. Hunterine and Redmoustache. Two other masks stand in front of the Band, now: it’s Hunterine, a busty peasant who brings a basket filled with salamis of very allusive shape, accompanied by Redmoustache, a thin man with a red mustache who leans on a wine amphora, completely drunk (see page 60). Hunterine offers her salamis (one to each character), while Redmoustache provides the wine. These two masks’ tasty products have been made according to the Red Carnival customs, and now have extraordinary effects. Redmoustache’s wine is really strong but restorative (see Biondino Tonic’s effects on page 65 of the  Brancalonia Setting Book). Each Knave guzzling the wine must succeed on a DC 12 Constitution saving throw, or be poisoned. If the Knaves stop to revel, benefiting from the Hunterine and Redmoustache’s hospitality, add 1 Havoc Point.

- 94 -

The Red Carnival

Scene 4 – Guards! Guards!

Sixth nightly Toll of the Bell Tower The Knaves, disguised or not, arrive in the Ventremolle District’s heart, where the crowd is partially thinning out. Following the street, they would move to Rivofondo, the main District of Vortiga, and then to the Piazza Grande and the gallows. This would be the perfect time to run away and get out to sea. However, in that moment, Zirconio appears, running after them with a handful of guards; the more chaos the Knaves have left behind them in the previous encounters, the more guards are present! The captain, who is finishing tying his breeches, yells: “Guards! Guards! Take them, take them!”  d20

There are many guards, at least a dozen, and others are coming: the best option is to run away! In case Zirconio was defeated by the Band previously, his second in command, the Sergeant of the Night Shift Valanzano Dullfaith (LN male human chief guard) commands the guards. The Band can out distance the guards with a successful DC 13 Strength (Athletics) or Dexterity (Acrobatics) group check. The number of ability checks required is indicated in the Havoc Counter table. For each failure on a check, roll 1d20 on the Events table. If the Knaves collect three failures before getting the successes needed to escape, the guards catch up with the escapees and - presumably - it’s really over for them!

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 running 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

The Long Version or the Short Version? If the game session is coming to an end, or if the Knaves are already worn out and injured enough, the Condottiero can quickly play this dungeon, having characters face 3 to 5 rotting ghouls (depending on the number of Knaves) along the dungeon’s main corridor, then quickly move on to the next scene. Otherwise, this adventure can continue with the information on the catacombs included in The Convent of the Spinsterites, a Salty Sailor Misfit Tale included in Daily Jinx #1, that explores in detail this dungeon and the mystery of the crypts.

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 monastic 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. Knaves who pass a DC 16 Intelligence (Religion or History) check know all the above information about the convent’s history. Knaves from Vortiga or who have studied with monks and clerics can make the check with advantage. No one knows that the nuns, led by the Abbess Samorona, have never really abandoned the monastery; underneath it, there is in fact, a secret dungeon, accessible through a passage hidden under the church’s altar. The dungeon has a secondary exit that opens into an abandoned warehouse near the pier, where a boat in decent condition is at anchor. However, the nuns didn’t survive the invasion: their crypt was - and still is - infested by a weird Mold of the Catacombs, which ended up poisoning the pious women through the stale air of those recesses. Falling in a hallucinatory coma after inhaling those vapors for hours, the Spinsterites slipped painlessly into the cold of death, turning into the disturbing rotting ghouls that still haunt these places. A quick inspection of the convent reveals only rubble and ruins already cleaned out a long time ago. While the characters wander around the area looking for a way out, the floor collapses under their feet after a few not-really-reassuring creaks. All Knaves must succeed on a DC 13 Dexterity saving throw or take 1d6 bludgeoning damage from the fall. Covered with rubble and struck by a sickening smell of mold, the PCs find themselves in a real catacomb. 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: when put to sea, the boat takes on a little water from the 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 the Miss Fit by boat, everything will go smoothly. The ghostly outline of the ship appears through the mist, and immediately a ladder is lowered to allow the Band back on board. Then, as fast as the wind, the Miss Fit takes to sea, leaving Vortiga’s pursuers behind. When the sun rises, Captain Edwige rolls a barrel of wine on deck to celebrate the mission’s success. Because the Band was successful, right? In this case, the amount agreed by Arterio de’ Masnadieri will be paid. But if they failed, may the Godhead protect them from his wrath...

Benedict, the Bull of the District A big brown bull, who loves appels and songs.

Benedict, the Bull of the District Large beast, unaligned

Armor Class 11 Hit Points 45 (6d10 + 12) Speed 12 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

12 (+1)

15 (+2)

4 (-3)

12 (+1)

6 (-2)

Senses passive Perception 11 Languages Challenge 2 (450 XP)

Vortiga’s Guards

Charge. If the bull moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

The Vortiga City Guard, known for its brisk manners and its members’ sticky fingers, is made up of queen’s guards with the following changes: Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

actions

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 the Jurisdiction. The chief jailer is a queen’s guard with the following changes:

Vortigan

The common citizens of Vortiga are commoners.

Zirconio Pettycoater

In his forties and handsome, everyone knows that Zirconio bought the rank of Captain of the West Guard of Vortiga with the money of his wife, Lady Chained Derelicta Talìacca. Apart from that, he is a brave man, he fears three things only: his wife, the Great Council of Vortiga, and Hell, in that order. Zirconio is a chief guard (see the Brancalonia Setting Book).

Hit Points 27 (5d8 + 5) Challenge 1/4 (50 XP)

actions

Multiattack. The Chief Jailer makes two attacks: one with its dagger and one with its whip. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Whip. Melee Weapon Attack: +4 to hit, reach 10 ft, one target. Hit: 4 (1d4 + 2) piercing damage.

Rotting Ghoul

The Kingdom’s Ghouls are abject corpse-eating creatures of controversial origin, notorious for their stench. Use ghoul stats with the following modifications:

Twiggy

The Two Postilles’ bouncer. His sense of humor is as developed as that of the oar handle he uses to quell brawls. Twiggy is a thug.

Sanguigno dei Masnadieri

The descendant of Arterio de ‘Masnadieri’s, the Duke Brigand, from whom he got the mustache, the Mephistophelic 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 -

Ghoul’s Stench. The ghouls of the Kingdom are surrounded by an unmistakable stench that makes them easily recognizable from 15 feet away (45 feet if downwind). Any creature that starts its turn within 5 feet of the yucke must succeed on a DC 8 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the Ghoul’s Stench for 24 hours.

Vortiga

Vortiga, Queen of the Seas The Severissima Signoria Companion

From the Istranian colonies to Sidonia, from the Evening Route to the ports of the Great Levant, if there’s a symbol that represents the Kingdom’s dominance over the Middle Sea and its influence in the east, it’s the crimson-andgold manticore on the banner of Vortiga. Compared to the countless cities and potentates dating back to the Draconian Empire, or even to previous eras, Vortiga is a much more recent center, founded and developed after the Fall of Plutonia. Yet, in just a few centuries, the Severissima has become one of the most important domains of the Middle Sea and Occasia. A city of merchants, bankers, and navigators, Vortiga stands at the mouth of the Fossa, right where the largest river in the Kingdom flows into the Murky Sea, amongst a vast scattering of rocks, islets, and stacks on which fortresses, towers, docks, houses, and palaces were later built. On these jagged black rocks, after centuries of construction work and quarrying, tall and austere buildings have been erected, digging out the raw material from the very heart of these rocks and leaving behind a maze of underground passages, including – some say – a secret route connecting the islands. Soaring black, Gothic mansions, adorned with gargoyles and grotesques, pinnacles and spiers, rise above black bases and vestiges of primordial ruins, in turn the seal of a network of tunnels that reaches down to the heart of the Murky Sea. Balconies, bridges, walkways, and bridge houses join these impressive buildings, from island to island, forming a single black cathedral of rock, around and under which canals and impetuous rivers flow, where currents and tides produce lethal eddies, vortexes, and whirlpools. As if the dangers of its streets and surrounding eddies weren’t enough, the black lagoon that encircles and traverses the city every which way is infested with ferocious meandering torpedo fish: attracted by the city’s drains and garbage, these leave no escape to the unfortunate who fall into these murky waters. In the face of this urban and architectural ferocity, which gave it the name of Severissima Signoria and is aptly represented by the cruel manticore of its banners, Vortiga is an opulent, magnificent place, and its leading merchants have fortunes comparable to those of sovereigns. For centuries, the city’s top magnates have been united in the Council of Ten, aka the Supreme Absents, the Grand Impostors, or the Masks, due to their custom of showing up masked at meetings, almost invariably replaced by delegates, to avoid dying from stabbing or poisoning directly at the Council table. The danger is said

to be such that none of the tycoons have attended the meetings for decades, and even the main delegates have delegates. Also known as “the Manticore”, an abstract symbol of the city’s power, the Dogaressa is under the orders of the Council but is the actual mistress of the city: hers is an elected office renewed by the Council and traditionally reserved for women, responsible for maintaining the city’s order and prosperity. Vortiga is divided into Sestieri, each built at different times and by different classes, mirroring internal contrasts and social disparities. Rivofondo is the heart of the city, where the most opulent patrician buildings are found, namely the homes of the Ten and the majority of the families belonging to the Great Council. Bacareto, right next door, is the center of day and night life, with clubs, taverns, and prestigious shops frequented by merchants and artisans of all kinds, wandering clerics, curious customers, scholars, fops, scions of wealthy families, and artists. For citizens and visitors looking for excitement, business, and adventures, this is certainly the place to find it. The Torpedini district is inhabited instead by commoners and fishermen, and is also the most infested by the beasts that give it its name; many houses here have direct access to the canals and squeri, small yards and sheds for family boats; it is from here that fleets of boats and barges of all kinds leave in the morning, heading for the fishing grounds or warehouses where they carry out their trades. The Fortrezze district is occupied by the city’s main defense facilities, military ports, and customs officials, as well as by the immense Darsenale, where vessels and sailing ships are built, and where thousands of master shipwrights, joiners, blacksmiths, craftsmen, carpenters, and cabin dolls workshops. The Lisca (Fishbone) is made up of half a dozen different islands, mostly inhabited by foreigners: ambassadors, merchants, entrepreneurs, and sailors; among them, throngs of venerable travelers from the Silk Route, and even from cities of the mysterious Serindia, who come here to deal directly in gems, silks, and spices. Finally, Ventremolle, the area with the muddiest and most unstable sea bed, is a mass of stilt-houses, barges, and hovels, where the numberless mob of the poor lives; it is also where the local petty criminals manage to get by, especially if they don’t step on the toes of their richer and more vengeful fellow citizens.

- 99 -

5

Torpedini

Ventremolle

4

- 100 3

1

Rivofondo

2

12

6

Lisca

Bacareto

7

11

8

Fortezze

10

12. Fishbone 12. Fishbone Bridge

11. Giurisdana 11. Giurisdana

10. Great 10. Great Fortress

9. Small Fortress

8. Darsenale

9

7. Campo of the Cats

6. Malibranche Theater

5. Mausoleum of the Turquoises

4. Corte Arcana

3. Palazzo del Consiglio

2. Cathedral of Saint Navarco

1. Piazza Grande

Legend for the Knaves

In Search for Quatrins... Again!

Vortiga

Legend for the Knaves 1. Piazza Grande. The city’s trading and political center; paved with the islands’ black stone and smoothed for centuries by the passage of innumerable feet, it also has grooves along which street vendors drag their boats and place them on the sides of the square to display their goods.

7. Campo of the Cats. One of the largest campi (squares) in Vortiga, this is the headquarters of Vortiga’s wolfcat citizens, generally housed in the monastery and cloister of the Dominicats, or at the local seat of the order of the Knights Hostellers, which has one of its main priories here.

2. Cathedral of Saint Navarco. A monumental and terrifying construction, erected to impress the world with the naval power of the Severissima Signoria; the exterior is reminiscent of a colossal sailing ship, while the interior is entirely made of shipwreck timber, whale bones, sails, shrouds, and gold votive offerings donated by the sailors’ families.

8. Darsenale. Pride and glory of its citizens, the Darsenale of Vortiga is made up of dozens of warehouses, yards, shops and workrooms, dry docks, and piers, and thousands of Vortigans work there.

3. Palazzo del Consiglio. The center of power of the Signoria, with all the main offices, state archives, and halls of the Maggior Consiglio, the Council of Ten, and the Dogaressa. It is here that the Golden Book is kept: in this, the births, marriages, deaths, concessions, and possessions of all the patrician families of the city are recorded. 4. Corte Arcana. The district, inhabited by superstitians, slickers, and guiscards, is dominated by the School of Cartomancy of Madame Modiana of Negus, who claims to be the daughter of some sovereign of Meridiana. 5. Mausoleum of the Turquoises. This famous shrine is said to house the sarcophagus of Queen Brigida, a turquoise residing in the city centuries ago; despite this, the palace is now a very popular blue-light venue, favored especially by lucignoli, hobs, artists, poets, and marionettes, where all kinds of shows, extravagance, and hullabaloo are staged. 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...

9. Small Fortress. Center of customs offices and of naval authorities of overseas operations; every ship arriving or departing from Vortiga must stop here for controls and duties. 10. Great Fortress. This is the seat of the city’s military and regional government authorities; in addition, naval troops and officers are trained here before sailing to colonies and routes all around the world. By order of the Great Council, the fleet is currently headed by Othello, “the Morgant of Vortiga”. 11. Giurisdana. Vortiga’s prison, general chancellery, and local headquarters of the Royal Bounty; this is where trials are held and many sentences carried out. The Giurisdana is notorious throughout the north of the Kingdom for its tough prisons, the Wells, from which rowers who volunteer their work in the home galleys are often sourced. 12. Fishbone Bridge. The longest bridge in the city, made of wood and sometimes destroyed or dismantled for military reasons; it joins the Lisca district to the rest of Vortiga.

- 101 -

In Search for Quatrins... Again!

Legend for the Condottiero 1. Bell Tower of the Submerged. This structure has long since sunk in the waters of the black lagoon, but the bells almost skim the surface, and still chime the hours audibly. Paradoxically, the submerged clock mechanism is such a sophisticated work of engineering that it has remained the most reliable among the city’s clocks. A legend states that its tolls can also be heard by the drowned, by prisoners in the Pits, and even by the dead buried in Vortiga’s catacombs. 2. Convent of the Spinsterites. This crumbling monastery was destroyed decades ago, and has long since been abandoned. It is whispered that a grim curse still lingers there.

3. Noble Casino. The seesawing financial and dynastic vicissitudes of Vortigan patricians can swiftly ruin or impoverish the offspring, cadet sons, and entire secondary branches of very wealthy families; the hundreds of nobles on the breadline in Vortiga usually gather in the Saint Bauco district and are therefore called “Baucotti”. The Noble Casino’s building is where they find reasonablypriced accommodation and avoid collective mockery by surrounding themselves with their peers. Also located at the center of the district, the Red Games School is the most prestigious fencing academy in the city; it is here that reprobates and penniless noblemen become mercenaries, duelists, and prodigious fencers, and find 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

11

7. The Bucentauro 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

6 13

Bacareto 8 3

Rivofondo

Torpedini

- 102 -

15

Vortiga 4. Palazzo Augusto. These buildings are among the oldest in the city, and home to the prestigious and lugubrious Augusti family, whose origins date back to before Vortiga’s Foundation and the Patriciate of Plutonia. Although the head of the family, Giovanni Augusto XIII, is a member of the Ten, the Augusti are always suspected of plotting to turn Vortiga into a tyranny and are among the most austere and predatory families in the domain. Many people suspect that in the basements of the family mansions lurk secrets too dark even for a magnate family of Vortiga. 5. The Serraglio. This complex of gardens, inns, and luxury baths is in the hands of a large community of eastern people from Soldania. One of the most luxurious venues in Vortiga and in the whole Kingdom, it is completely decorated in the Levantine style. 6. The Little Arena. Although duels to the death and combat with wild beasts are forbidden in the city, in this semi-submerged space, the Zanne family’s entrepreneurs are licensed to organize slaughters and shows with ferocious, aquatic, terrestrial, and flying animals, subject to stringent terms and circumstances. For example, only strangers, slaves, and prisoners can participate, apart from sylvans like the Zanne themselves. 7. The Bucentauro. launched years ago as a naval symbol of the city, this huge galleon is the largest boat ever built in Occasia. However, owing to its size, it proved impossible to sail. To avoid wasting all that work, the shipowners ran it aground near the dock and turned it into a top-of-therange 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 rock against which it ran aground – allegedly leading to the heart of the Giurisdana. 8. Cathedral of the Sea. made of stone and white marble, the Cathedral of Our Lady of the Sea is less grim in appearance than other city buildings. By tradition, anyone who wants to ask this member of the Quatern, the most revered in the city, for special favors or miracles should jump into the water at the Wharf of the Desperate in Rivofondo and swim to the Wharf of the Saved overshadowed by the cathedral, amidst torpedo fish, currents, and eddies. Only survivors will get what they want: the others will no longer care. 9. Brothel of the Two Postilles. located very close to the Giurisdana, this dive intercepts most of the guards coming off duty; although keen not to lose their jobs, the girls and servants of the dive are often in league with the Knaves of Mirandola to cheat the guards or extort some important secret from them.

10. Murena Island. For centuries, to safeguard the rest of the city from frequent fires and constant smoke, the island of Murena has been the home of factories and workshops for glassware, crystal, clockwork, and engineering; today these workshops are the city’s pride and joy and represent some of the most typical and celebrated craftwork of Vortiga. Murena glassmakers are said to be skilled enough to know the secret of Glass Gallimaufries, constructs of glass and crystal that defend their masters and wealth. 11. Casino of the Spirits. Often surrounded by mists, this secluded villa is home to a private gambling house famous for its eerie and lugubrious atmosphere. Madame Rosaura, owner of the Casino and necromancer of the Black School, manages lottery rooms and Poppycock tables, where the living can sit face to face with the dead and gamble for secrets and favors. In fact, it’s far from true that the dead have nothing left to lose: hidden treasures, private wills, family mysteries they take with them to their grave… ghosts who haunt the Casino are happy to play them in exchange for a little life, a pint of blood, or a night of lovemaking in a mortal body. 12. Mirandola District. One of the poorest and most dangerous in the city, this is where beggars, guappos, bravos, charlatans, and Knaves of all kinds hang out. Partly of Sidonian and Zigane origin, the recognized leader of these districts is Zanetta Casanova, actress, witch doctor, occultist, and adventurer. The most important ability of the Casanova Company is its ability to smuggle and receive all sorts of goods, in a city where crimes against property and duties are handled with extreme severity. 13. The Pits. The most feared and hated prison in the region; it is rumored that monsters of all sorts, demons, and political prisoners are also kept segregated down there. 14. Black School. Access to the Black School is said to be under a wharf, through a door encrusted with dark algae located several feet beneath the surface of the lagoon. Rumors have it that the School is the secret seat of the oldest and most powerful school of necromancers and heresiarchs in the Kingdom, with up to nine students, and the devil himself as the teacher. 15. The Ongana.The Witch of the Lagoon lives on a lonely island far from Vortiga. By ancient pact sanctioned with the Ten, this horrible witch is allowed to live but a short stretch of sea from the Severissima Signoria, and even hunt and enter into pacts with the sailors, merchants, and cutthroats of the Murky Sea.

- 103 -

In Search for Quatrins... Again!

Pesto alla Lungarivese A Job set in Quinotaria for Small-time Knaves (2nd level),

Introduction for Knaves

There’s a saying in Lungariva, handed down from father to son: “If you are poor and have a problem, face it. If you are rich and have a problem, pay someone else to deal with it!”

Keenly aware of this, Baciccin da Prà, a rich local merchant, issued a very urgent request for well-paid help needed as quickly as possible: to find a damned plant said to be hidden somewhere in Batta Forest and deliver it to him in Lungariva forthwith. The Band happens to be in Lungariva just then, on some, er, extremely sensitive business, and the promised reward is truly impressive. Having recovered from the usual revelry, the Knaves quickly head for the da Prà’s mansion to received detailed instructions, partly because their Leader – faced with the promise of such compensation – has lost the ability to think straight...

Background for the Condottiero

Located in Lungariva’s hinterland, Batta Forest covers most of the province of Ostria and reaches the border with Falcamonte. Wild and inhospitable, this forest is home to hordes of beasts who can’t wait to feast on Knaves, and offers shelter to bands of brigands headed by the King of Coins, one of the most powerful bandit leaders in the country. A few days earlier, while hunting on the western edge of the forest, the young scion of the da Prà, Tristan, was bitten by a bavalisk, and has been sinking into a deeper and deeper coma. Over the next two days, his desperate father summoned all sorts of miraculists and healers to the young man’s bedside, but to no avail. However, one of the herbalists gave him an indication: the best remedy for the bavalisk’s bite is Regal Herb, a broad-leafed herb that, alas, no one knows where to find anymore. No healer or herbalist in the city has any, but Baciccin has been given a clue: Bafer, a composer and minstrel who lives in the Old Town and collects popular songs, may know a ballad in which the plant’s location is suggested. After 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.

by

Mirko Paradisi.

Having picked some Regal Herb and recovered a cruet of Holy Oil, the Knaves will have to return to Palazzo da Prà as soon as possible to save Tristan, but one last surprise awaits them at the mansion!

Scene 1 – Baciccin, Gold Pieces, and Wine

The Band meet their patron, Baciccin da Prà, and get the Job, plus instructions on how to proceed.

Scene 2 – The Ballad of the Old Town

Following the minstrel’s trail, the Knaves slip into the Old Town in search of Bafer.

Scene 3 – The Stone Beauty

Bafer the minstrel recites the ancient ballad of the Stone Beauty, which contains clues on how to find some Regal Herb, and adds an unexpected but necessary ingredient: Holy Oil.

Scene 4 – Good Master Savage

The Tavern of the Two Grumbles is the only place in town that has Holy Oil: getting some from its rude owner will be no easy task…

Scene 5 – For Saint Giobatta!

The Batta Forest is infested with hunters, bandits, and beasts, including the famous battacats. The Knaves only have a few hours to reach Mount Veturia and find the Regal Herb.

Scene 6 – Bavarisk

Finding the legendary plant, the Knaves begin a race against time to return to the merchant before Tristan turns into rock forever. But a surprise awaits them in the da Prà’s mansion!

Conclusion

All is well that ends well: Tristan is safe, the basil trade has just begun, and everything ends in a colossal spaghetti-with-pesto party in the mansion’s courtyard.

- 104 -

Pesto alla Lungarivese

Scene 1 – Baciccin, Gold Pieces, and Wine

On reaching Palazzo da Prà, the Knaves are greeted by the landlord, a plump, mustachioed gentleman, visibly annoyed and troubled, who is busy dismissing some other people: onlookers, doctors, herbalists, and hunters. As soon as he sees the Knaves, the man mutters something about not trusting Foreigners, yet invites the Band into the house, informing everyone about what has happened. Three days earlier, his son Tristan was bitten by a bavalisk during a hunting expedition in Batta Forest. His companions rushed to his aid, miraculously putting the monster to flight, and brought Tristan back to town. Since then the young man – now halfway transformed from flesh to stone – has been lying in bed fighting the beast’s venom. This, for some mysterious reason, seems not to have had its full effect. The herbalists, priests, supersticians, and miraculists who rushed to his bedside have no answers; the effects are significantly different from those typical of the bite of a bavalisk, which should petrify its victim instantly. What they are sure of is that the petrifaction of the young man’s flesh is gradually progressing... However, one of the sages consulted claims, somewhat skeptically, that there is an old ballad about a certain Regal Herb, a miraculous herb that cures all evil. It’s a very old folk song, never transcribed, and he hardly remembers its subject, let alone the lyrics. At these words Baciccin seems to brighten, because he has heard that, until recently, there was a famous singer-songwriter in Lungariva known as The Minstrel of the Old Town, a bard said to have collected every ancient ballad and legend of the Quinotarian tradition. He might be the right person to ask. At the end of the explanation, the wealthy merchant seems to grow somber again: hunted for some time by the guards, this Minstrel has seemingly 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, teeming with rogues, cutthroats, and other weirdos, and find out what happened to the minstrel. If someone tries to intimidate him, threaten him, or make fun of him, the man calls his personal guard (1 dragoon and 4 queen’s guards) to him, who will chase the crafty out of the house without much ceremony. Baciccin, however, is so desperate that the position remains in place in any case. If the characters wish, they can visit Tristan - the boy is unable to answer any questions. With an Intelligence check (Arcana or Nature) with DC 18, you can realize that the bite from which the petrification process originates is actually attributable to that of a bavalisk, but the effect it is having on the boy is definitely not typical Finally, frustrated, Tristan’s father cuts short: his son must be saved, and quickly, as his court of miracles believes he 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.

Scene 2 – The Ballad of the Old Town

The Old Town is Lungariva’s working-class area and is undoubtedly the most “lively, overflowing with idlers, rascals, sailors, and poor and desperate people. People of all backgrounds come out from every corner, busy with the most disparate activities and trying to get a petechin or two, here and there. In this neighborhood, the Band can collect the information about the minstrel included in the Rumors table. d12

Rumors

1

The Minstrel has a loyal and young ally named Pietrasso, a malebranche who takes care of his business and keeps an eye on his surroundings, ready to warn him in case of danger. (True).

2

The Minstrel is named Bafer and lives in Vico Sgualembro (True).

3

The Minstrel never leaves the house because he has a Bounty on him (True).

4

The Minstrel helps a group of street orphans by providing them with shelter and food (True).

5

The Minstrel is a gifted with a pale skin tone and, despite his age, he still has a thick brown mane and not a single white hair (True).

6

The Minstrel has sung a ballad about a “stone beauty”, at least on a couple of occasions (True).

7

The Minstrel lives in Vicolo Torto 21 (False).

8

The Minstrel died years ago (False).

9

The Minstrel left, took to the sea, and embarked for the islands (False).

10

The Minstrel runs a Barrel Beating elderly club (False).

11

The minstrel is bald and has a goatee (False).

12

The minstrel is an undercover queen’s guard (False).

Characters can collect these Rumors in multiple ways: • A character from Lungariva can roll one d8 on the table with a successful DC 13 Intelligence (History) check. • Characters who want to try to talk to passers-by and beggars can roll one d10 on the table with a successful DC 12 Charisma (Intimidation or Persuasion) check. • Characters searching for rumors that spend up to 5 copper coins in rewards can roll one d10 on the table. • Characters searching for rumors that spend at least one silver coin in rewards can roll one d6 on the table. • Characters searching for rumors that spend at least one gold coin in rewards can roll 1d4 twice on the table (reroll the die, if rolling the same result twice). • Characters who fail a check or do not spend adequately on coin rewards can still try to collect one rumor. In this case, a character can roll 3d4 on the table.

- 105 -

In Search for Quatrins... Again! After each character attempts to gather rumors (taking at least a couple of hours), with a success on a DC 14 Wisdom (Perception) check, the Band may notice a young man spying on them. His name is Pietrasso (NG male malebranche explorer), and he is Bafer’s young and loyal helper, who certainly knows where the minstrel lives. If Pietrasso realizes he has been noticed, he flees at breakneck speed toward the heart of the Old City. Capturing the agile boy among Lungariva’s alleys, lanes, and streets is not easy at all, also because every passer-by, washerwoman, and street urchin encountered along the way is on his side. To run after Pietrasso and catch him, the characters have to succeed on a DC 12 Dexterity (Acrobatics) check and a DC 12 Strength (Athletics) check. On a success on both ability checks, a character can put the rapscallion, who prepares to defend himself, against the wall. If the Band explains to Pietrasso why they’re looking for him or the minstrel, the young man relaxes and escorts the characters to Bafer; vice versa, if the Knaves don’t reveal their aims, Pietrasso fights and attempts to escape.

You lie asleep like a statue of stone, Because my arrows were uselessly thrown The ravenous monster they failed to smite That pierced you deep with its venomous bite. And while you lie cold on a lonely deathbed Up Ancient Mountain I gallop ahead My heart is full of your same bitter pain Yet there’s still warm blood coursing in my veins...

If the Knaves failed to pay attention to the guards in the previous scene, or to shake them off, before Bafer can finish his ballad the patrol will raid the block, making ample use of their truncheons. The Band can decide whether to stay and fight, or follow Bafer’s advice and beat it from the rear entrance, which those genius guards have not bothered to block. Once the potential threat from the guards is eluded, still at his home or in a new shelter, Bafer will complete the old ballad:

Note: the mission assigned by the merchant is known to many throughout the city, and the guards of Lungariva can’t wait to get their hands on Bafer. Knaves on the Minstrel’s trail or chasing Pietrasso must succeed on a DC 12 Dexterity (Stealth) 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 characters 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 constantly 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 ancient 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 -

But knowing not that I’m now on my way To pain you succumb on the very tenth day While I bring back the health-giving flora And Holy Oil rare of Piccadora.

Pesto alla Lungarivese With Bafer’s help, the Knaves work out that the key clues offered by the Ballad seem to be the following: • The beauty wounded by the monster gives in to the poison after ten days. • The “health-giving flora” of the “ancient mountain” could be the Regal Herb. • The ancient mountain is certainly Mount Veturia, located just outside the city, right in the heart of Batta Forest. • The song seems to indicate that another, unexpected ingredient is needed: Holy Oil, a very rare extract of olives and rough chili pepper from Anduja Port. Bafer informs the Band that the only place he knows of around there that has Holy Oil is the Tavern of the Two Grumbles. The tavern, run by the chronically ill-tempered Master Savage, is located in the border area between the Old Town and the city’s most bourgeois area. After that, Bafer and Pietrasso disappear, wishing the Knaves “break a bavalisk”.

Scene 4 – Good Master Savage

When they arrived in front of the Tavern of the Two Grumbles, the Knaves find themselves in front of a scene already seen before for sure: a man, visibly drunk and with a black eye, is thrown out of the place by the host, a huge pot-bellied morgant who, not yet satisfied, starts roaring insults at the poor fellow. After struggling to his feet, the man mumbles 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 eye of the host. Good Master Savage (CG morgant veteran) does all he can to avoid the Knaves’ looks, but if they manage to draw his attention, he reminds them that he demands that they buy a drink before answering any questions. After serving the drinks in the most bored and annoyed way possible, Master Savage answers the Band’s questions. He 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 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:

Poppycock All the elders in the place use secret signals and fake swearwords invented to cheat and have advantage on all their Charisma (Deception) checks during the game. Barrel Beating Participants are served a robust white wine instead of beer. Unlike the original dive game, each player must make a Constitution saving throw at the beginning of the third round of this Barrel Beating game. The DC of 12, +1 for each glass of wine consumed. On a failure, they are drunk, and all subsequent checks have disadvantage. Poorman’s Carousel The opponents here are already drunk as hell, and they make all Dexterity (Acrobatics) checks with disadvantage. If the Knaves don’t have enough coins and don’t want to make some by participating in tavern dive games or, again, are caught stealing, they can try to start a brawl to solve the issue: the Two Grumbles’ owner, sure of his strength, would not hesitate a single second at the chance to beat up the Knaves and send them back home pummeled as punching bags. In the case of a brawl, PCs must deal with: Master Savage, the cook Filoni, and a large group of elderly regular customers.

- 107 -

“Time goes by but the day never will come. There will never be sun if she won’t come back." -The moon is burning -

In Search for Quatrins... Again!

- 108 -

Pesto alla Lungarivese If the characters win the brawl, Master Savage proves to be an old-fashioned morgant of honor, and gives the flask of Holy Oil to the Band. If the Knaves get the Oil regularly (by paying for it, or by winning the brawl), Master Savage becomes more accommodating and reveals the reason for his distrust of strangers, due to some “damn Foreigners”. If the Band wants to learn more, the host explains that the Foreigners are a company of marauders who arrived from across the border, and part of the King of Coins troops, probably the greatest bandit leader in the North of the Kingdom. They have settled in the Batta Forest and have been causing trouble for a long time now. Unfortunately for travelers and merchants in the area, the Duke Zani’s queen’s guards seem to have no intention (nor do they seem capable) of neutralizing this threat. The marauders are so hated that the expression “It’s all the Foreigners’ fault!” has become a common-expression to denote hatred toward others.

Scene 5 – For Saint Giobatta!

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 Batta Forest and Mount Veturia. The forest is eight miles from Lungariva, along well-marked roads through open countryside just before reaching gorges, ravines, barren, and uneven terrain. Crossing the forest via the main path and reaching Mount Veturia’s slopes takes at least 8 hours of walking. The woods’ trail is fairly quiet during the day, and Knaves won’t encounter bandits, although maybe some hunters. If the Condottiero wants to include some encounters here, they can choose to challenge the band with some bad apple, some other Knaves - perhaps hired by Baciccin, who wants to know more about the Regal Herb’s information collected by the characters - or a Battacat (panther), the forest’s prevalent predator. Midway through the journey, the more alert characters can detect some distant noises with a success on a DC 18 Wisdom (Perception) check. If the Knaves are careful and proceed cautiously, with a successful DC 12 Dexterity (Stealth) check, they can spot a gang of Foreigners camped a little further ahead on the top of a hill, without being noticed. The bandits have a distinct Galaverna accent, and are discussing what to do with their prisoner: a tied and gagged man wearing what remains of light armor. With a success on a DC 14 Wisdom (Perception) check, it is possible to notice, albeit faded and creased, the colors and symbols of Lungariva on the prisoner’s armor. On a failed Dexterity (Stealth) check, or if the Knaves approach the area without trying to hide their presence, the Foreigners notice their arrival and prepare an ambush; in this case, the characters must make a DC 15 Wisdom (Perception) 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.

The Knaves can decide whether to fight the fearsome Foreigners (1 cutthroat, 1 explorer, 4 thugs), escape, or bypass them (this, only if they have spotted the gang without being noticed). In case they choose the combat solution, the enemies will fight tooth and nail, but they will not hesitate to retreat if put in critical difficulty. In any case, the Foreigners know nothing about bavalisks nor any legendary herb. If the Knaves free the prisoner, he introduces himself as Volpone “Old Fox” of Gualborro (LG male human explorer). He claims to be an aspiring matador who has set out to hunt for the bavalisk to obtain the merchant’s reward. He hoped that, by bringing the beast alive to the palace, some surgeon or herbalist would create an antidote. To thank the Band for saving him, he will explain to them in detail the best route to Mount Veturia and will give them his Saint Giobatta’s Necklace (see appendix), the patron saint of Lungariva’s relic. However, the Foreigners have hurt and exhausted him: he has had enough of this story, and he will gladly leave the hunt for the beast to the Band.

Scene 6 – Bavarisk!

As the characters approach the mountain, the path gradually disappears, devoured by the undergrowth, and the forest thickens significantly; to orient correctly, the Knaves must succeed on a DC 11 Wisdom (Survival) check. On a failure, they begin going around in circles, only to find themselves back at the starting point an hour later. If the Knaves have received Volpone “Old Fox” of Gualborro’s instructions, they can make the Wisdom (Survival) check with advantage. When the Band eventually leaves the Batta Forest and begins their ascent up the mountain, they can start looking for the Regal Herb. In order to find it, the Knaves must succeed on a DC 16 Intelligence (Nature) check. On a failure, they can try again once every hour. When one of the Knaves eventually succeeds, they find what they came looking for: a bright and aromatic green plant, with small leaves that shine in the sunlight and that seems to have something magical and... regal, about them. Yes, it must be it: the Regal Herb! Note: the large quantity of leaves available is enough for the Knaves, but if they wish to take away some plants with all the stem and roots to plant, farm, and resell them, they will realize - in due time - the Regal Herb can only grow imbued with magic on Mount Veturia, lacking its exceptional properties if grown anywhere else. At this point, the race against time to go back to Lungariva, to Tristan’s bedside, begins.

- 109 -

In Search for Quatrins... Again! The Knaves can choose whether to go back to the city in a hurry, maybe traveling at night, or take a rest and leave without haste. If the characters don’t take a rest, they automatically gain 1 level of exhaustion. If the characters arrive in Lungariva at night, the city gates are locked, and the only access point is the Night’s Gate, well-guarded by guards (4 queen’s guards, 1 chiefguard). If the raid at Bafer’s house occurred during scene 3, the night guards could recognize the Band as the criminals who helped the Minstrel. If the Knaves mention their mission’s success in front of the guards, those could decide to steal the Regal Herb to obtain the merchant’s payment. If the Band is still on time to save the petrified young man, a final twist awaits them right at the da Prà’s house: a matador has captured the ferocious bavalisk (decrepit bavalisk) who had injured Tristan in the forest and led it on a cart, secured in a cage, right into the palace courtyard. Baciccin is there, in front of the beast, not sure on what to do, together with a sawbones who seems intent on trying to extract the venom using a pair of strange pliers. Suddenly, the beast wiggles out of its shackles, freeing its jaws from the noose and opening the weak door of the old rusty cage. At that point, the monster jumps out in the courtyard attacking the merchant and his courtiers but not before having blown its terrible bad-breath on the matador, who falls to the ground restrained. Before continuing, it is necessary to defeat the horrible thing. The Knaves might realize that that specific bavalisk’s exemplar seems to be particularly old with a successful DC 13 Intelligence (Nature) check. The beast is missing several teeth, its eyes seem dull, and its legs move as if arthritic and cramped. Could the age of the monster be the reason for the unusually weak effects of its petrifying powers?!

Conclusion

Given the effects of the fragrant mush, he offers to buy the Regal Herbs from the Band, if they have any left, but is blocked by the even more far-sighted merchant. The two end up joining forces and devoting their future to the profitable cultivation of the plant, which they name “Basilic”, synonymous of the Archaic “Regal Herb” and reminiscent of “Bavalisk”. Meanwhile, some of those attacked by the poor bavalisk are still suffering from the milder effects of the monster’s venom, while Tristan is seemingly starving after several days in a coma. To solve all these problems, Master Savage and Baciccin organize a spaghetti party directly in the mansion’s courtyard, based on pasta dressed with the “Prodigious find of Mount Veturia”. To cut a long story, everyone soon refers to the sauce as pesto, in honor of the pounding the Band endured to get hold of it. Buon appetito!

Saint Giobatta’s Necklace

Relic Rare This powerful amulet includes a callus of Saint Giobatta, patron saint of Lungariva. While wearing this relic, you have advantage on saving throws made against the petrified condition.

Regal Herb

A bright and fragrant green plant, with small leaves that shine in the sunlight. A creature that ingests at least 12 leaves of the Regal Herb plant, regains a number of hit points equal to 2d8 + 4. A character who uses a herbalist’s bag with the plant can grind and blend all Regal Herb’s leaves and 1/4 flask of Piccadora’s Holy Oil with a successful DC 20 Intelligence check. A creature that consumes the mixture created in this way gains the benefits of a greater restoration spell.

After defeating the Batta’s Bavalisk, Baciccin and the herbalists 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 their effects, and it becomes quite a bit weaker, but it gains the ability to perceive the world around it even in the most impenetrable darkness.

Decrepit Bavalisk Medium monstrosity, unaligned

Armor Class 14 (natural armor) 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

While roaming remote lands in the North of the Kingdom (far away from Tarantasia), the Band is joined by an imposing young man with a statuesque physique and a naïve, good-natured air. Alone and totally lost, the handsome lad waves his arms and approaches the Knaves, asking for their help. After introducing himself as Belloveso, the likeable dunderhead mumbles sheepishly that he is desperate because he has a mission to accomplish but is unable to reach his destination, Tarantasia. Discouraged by the numerous failures and misadventures suffered during the last few weeks owing to his lousy sense of direction, Belloveso opens his purse and shows the Knaves a fair amount of gold nuggets and gems, worth about 150 gold pieces: these will be theirs, he says, if they help him find a certain Nina who awaits him in Tarantasia, where she will fulfill his destiny. Looks like the Band has found a sitting duck to pluck.

Introduction for the Condottiero

Under Casella’s spell, Nina revealed the secret of the halfwoolly sow, a prophecy that she herself saw come true by magic at her kidnapper’s command: whoever managed to capture the mystical animal would one day become king of Tarantasia. Having confided the legend to Casella, the young befana had another vision in which she saw Belloveso, a handsome fledgling leader. Despite her restricted conditions, she somehow managed to send him the first vision described above. Why Belloveso, instead of any one of thousands of cleverer, more skilled, and closer possible saviors? Neither Nina nor Belloveso know this yet, but the Band will accompany Belloveso in his exploits, as he tries to save Nina. They will challenge the evil Count and witness the final revelation.

Scene 1 – The Polentoni’s Inn

The first tavern the Band reaches when they arrive in Tarantasia is the Polentoni’s Inn, where many rumors and very important clues can be gathered.

Scene 2 – Panettone of the Three Befane

One night, the young free-range pagan Belloveso dreamed of the appearance of a girl with golden hair who revealed his glorious destiny to him. “The divine sow! The halfwoolly boaress! Find her and you’ll become King of Tarantasia! I will help you if you save me!” Teased by his people yet determined to pursue the vision, Belloveso gathered all his possessions and set off towards Galaverna, leaving the Pagan Plain behind, only to be thrashed repeatedly, imprisoned and beat up by the region’s guards – not without returning his fair share of slaps, of course! By now Belloveso has realized that he needs a “civilized” escort familiar with those areas to help him enter the city and follow his vision step by step. Unfortunately, the matter is complex and there are few clues available. First, the dream comes from a young and kind-hearted witch with great powers called Nina, who lived with her two “sisters” near Barefoot Lake, a pond just outside Tarantasia. Nina was kidnapped by Count Julius Casella, a second-rate charmer who duped the young befana and led her to his lair, deep in the Cast Iron Dungeons under Tarantasia, where he imprisoned her to exploit her powers through a peculiar ritual.

The Band is heading for Barefoot Lake to meet the witches who hide there. After helping them carry out a ritual, the Knaves will obtain a trail to follow in their search for Nina’s whereabouts.

Scene 3 – The Cast Iron Dungeons

The magical trail leads to the mysterious Cast Iron Dungeons, buried in the heart of the city.

Scene 4 – The Beautiful Captive Nina

The Knaves find Nina, whom Casella is holding captive to extort other prophecies.

Scene 5 – The Very Bristly Pig

The final battle with Mage Julius Casella takes place on Star Mount, outside Tarantasia. Only then, once freed, will the legendary halfwoolly sow make sense of the prophecy.

Conclusion

With the divine sow finally in his hands, Belloveso will attempt to perform the heroic deed that the shrewdest had already foreseen: instead of claiming the crown of Tarantasia, 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 decrepit building where many elderly and old-fashioned Tarantasians 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 accept 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 collect 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 stage, playing a poignant violin solo: Ubalthus the “Wizard of Segarate”, a not very talented guiscard whose real name is Baldo. If the PCs want to talk to him too, Ubalthus will actually become very excited about Belloveso’s quest, and offer himself as his court magician, something that the future “king” accepts willingly, not realizing that he is dealing with an imbecile. However, the Wizard of Segarate knows Julius Casella, one of his old classmates at the Fosco of Burrasca’s Correspondence School of Magic, and a much more recommended (gifted) student than him. If the Band returns to question him at the right time or decides to welcome him into their ranks, Baldo could even prove useful. The dive patrons are pleasant people, but they could clam up like hedgehogs in front of pagans and foreigners in general, and Belloveso doesn’t look like a local at all. In case of rising tension, Ginetto and Michelone will play the “Siresa” (dialectal expression for “cherry”) trick: they put a basket of fruit on the table and ask the characters to pick one “siresa”. If a PC takes the wrong fruit, the atmosphere around them could heat up, and the Drastic could even demand a brawl. Otherwise, everyone will be ready to talk with the strangers.

Scene 2 – Panettone of the Three Befane

Just outside Tarantasia, there’s Barefoot Lake, a placid artificial lake used as a fish pond and a rest area for those leaving the city. All along the way, a nervous Belloveso mulls over and over regarding his vision, and repeatedly invokes Nina’s name between one grunt and another. If the Band goes there to investigate after the gathering of rumors about Nina at Polentoni’s Inn, they could know that the only way to make Terenza and Mabilia reveal themselves is to throw their boots into the lake. This information can be acquired by collecting rumors from passers-by or with a successful DC 15 Intelligence (Arcana or History) check.

If the characters, for whatever reason, fail to summon the befane, a talking frog leaps a couple of meters from them. After claiming to have followed them for a while and heard the name “Nina” repeatedly uttered by the group’s tormented big man, the animal asks the Knaves why they are visiting the lake.  If the characters reveal that they are looking for Nina, the frog transforms into a befana in the flesh, a Junoesque lady dressed and made up sumptuously, the Mabilia. The befana calls her sister out of the water with a croaking bark. An old woman with skinny features called Terenza walks out of the lake. They are two creepy-looking befane, yet apparently good-natured. They are very well known in the region, and they’ve got an almost legendary aura, also because of the sweets they cook during holidays and sometimes offer to the locals. If the Knaves let Belloveso tell the story of his vision, the befane are willing to share what they know: Nina is their “younger sister”, and she’s got girlish features; a few months earlier, Nina fell in love with a handsome young man with thick hair and a charming attitude, but after a few romantic rendezvous, she never returned. The befane do not know much about the man, except that his name is Julius, and he manifested mild magical abilities. Regarding the elusive “halfwoolly sow”, however, the two witches don’t know a damn thing. The witches tried to track Nina through a magic ritual, but without success. Unfortunately, they also cannot leave Barefoot Lake, unlike the younger sister who they used to send out to run errands.  However, they know a powerful culinary ritual that may help them locate Nina, but they need three specific ingredients, difficult to find inside the forest! The Band will be able to get the ingredients by visiting Tarantasia and its surroundings. Roll 3d4 on the Panettone of the Three Befane’s Ingredients table to determine which ingredients the characters need to 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 go out looking for them. Following, the location of each of the 12 ingredients in the Panettone delle Tre Befane’s Ingredients.

Pig Almost any farm near Tarantasia has got pigs, but it is also possible to buy a  tarantasio salami  in every self-respecting dive in the city.

Cow’s Tail One of the possible cow tails that the Knaves could find is that of the old Clarabella, a cow owned by the Polentoni Brothers, who has provided them with excellent milk for many years. It is certainly not the only cow present near Tarantasia, and the Knaves can probably find another one somewhere else.

Red Gold In all Tarantasia and its surroundings, “red gold” means one thing only: saffron. The precious spice is well kept in wealthy people’s warehouses or in some renowned taverns. The Polentoni’s Inn does not have any, but the two owners can indicate an apothecary where the band can find some.

Dragon’s Water This ingredient, apparently complicated to find, is, in fact, merely the water that gushes out from the dragon-shaped fountains installed all over the city of Tarantasia. The fountains’ origin is unknown, but some believe they’re a tribute to the mighty dragon who is said to live underneath the city streets.

Star of the Baker This supposedly mystical ingredient is none other than the standard “michetta”, the most typical bread type prepared by Tarantasia’s bakers. Characters can make a DC 12 Intelligence (History) check to apprehend this, or they can ask about it on the streets of Tarantasia.

Drop of Biondino With this ingredient, the Knaves have two possibilities. The first is to find or buy a Biondino Tonic, one of the city’s most famous - and most expensive - concoctions. The second is to get a few drops of blood from a man with blond hair (note: “biondino” means “blonde lad”). Elephant’s Ear Anyone who has been to one of the many inns that fill Tarantasia has sooner or later noticed the peculiar name reserved for a specific piece of Falcamontese beef, which usually weighs around 4.5 pounds and measures almost two feet in diameter. Fortunately for the characters, an elephant’s ear can be regularly ordered at the Polentoni’s Inn. Giggles in a Jar There are three correct ways to interpret this ingredient’s nature as deemed acceptable by the befane: the Knaves can literally laugh into a jar and then close it, or give them a jar containing a joke written on a parchment or a dental plate.

Violin Ubalthus, at the Polentoni’s inn, owns an old rickety violin. The Wizard of Segarate would agree to part with his instrument for the modest price of 2 gold pieces, without batting an eye. The Knaves can get it for half the price with a success on a DC 20 Charisma (Persuasion or Intimidation) check. If Ubalthus has joined the Band as Belloveso’s court magician, instead, he will give them the violin without asking for anything in exchange. Ghoul’s Canine Although it is possible to find Yuckes near isolated crypts and cemeteries, the easiest way, in this case, is to tear the tooth from the stuffed head hanging on the wall in the Polentoni’s Inn. Of course, the owners may not be happy with that. Once in possession of the ingredients, Terenza and Mobilia start working on their special dough, and - after a while - they pull out a perfectly baked “panettone”, which they feed to one of their hens, while humming a rhyme: “A King we’ve seen in a dream, Belloveso is the name, so it seems For the blonde, he was weeping For the sow, too, poor thing Follow the hen, follow it now and he’ll be the one to which they will bow.”

Horse’s Tears The Band can easily find horses in the Polentoni’s Inn stable. However, getting tears out of them could be something else entirely… Mummified Hand Before being expelled by the city’s patriarch, Dazy stole a relic from the Veneranda’s crypts. In contrast to his 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.

The hen sets off and, if followed, will lead the way to the Cast Iron Dungeons.

- 115 -

In Search for Quatrins... Again!

Scene 3 – The Cast Iron Dungeons

Close to Tarantasia’s Circle of Rods, below the Covered District, there is a place halfway between legend and reality: the Ferraccio, also known as the Cast Iron Dungeons. With success on a DC 20 Intelligence (History or Arcana) check, the Knaves may be aware of the following information: • It is said that a brilliant and crazy nonexistent once lived here, Guiniforte del Solaio, the inventor and scrap-metal dealer who settled in a forgotten dump in the city. Without being noticed nor disturbing anyone, this bizarre individual dug, expanded, and furnished an immense dungeon, transforming it into a secret district, half cluttered with endless junk and half designated as a laboratory for its inventions and creations. • The nonexistent Guiniforte created numerous creatures of metal and tin, self-propelled passages, and mysterious devices, which still dwell among these remains even after its disappearance, although they mostly lie in rusty and disastrous conditions. Guided by the hen, the Knaves venture into the dungeons and most likely will encounter a series of difficulties caused by the precarious state of the Ferraccio. This section is entirely left to the Condottiero’s discretion, who can use the traps and challenges proposed in the Dangers and Pitfalls of the Kingdom’s Dungeons paragraph of this book (p. 74).

transformed her into rigid, cold metal. The wizard is a certain Julius Casella, a skilled spellcaster who aspires to conquer the city. After discovering the woolly sow’s prophecy, Casella regularly goes to a place just outside Tarantasia where, according to some watered-down visions, the prodigious animal seems to be alive: the Star Mount. Meanwhile, Belloveso picks up Nina as carefully as his big hands allow. The two begin to whisper to each other, getting lost in who knows what conversations. To fulfill the rest of the prophecy, the characters have to reach the Star Mount and find the magical sow, before it’s too late!

Scene 5 – The Very Bristly Pig

The Star Mount is located north of the city. It is not a real mountain, but a hillock, and it is not easy to reach due to the thick and nauseating fog and the swamp surrounding it. The area is infested by a Will-o’-Wisp that could attack the Knaves wandering the area. The Knaves can cross the marsh by building improvised rafts with rotten trunks or by swimming. However, the waters are unnaturally freezing: Any creature that dives into the swamp’s waters must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. Once on the other shore, it is possible to notice from a distance a pig fleeing along the mountain’s slopes while a bizarre individual runs after it, throwing bolts of colored fire. It’s time to face Count Julius Casella, and all his tricks.

Note: the hen will tirelessly guide the group through the endless 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 statues 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 halfwoolly sow approaches them gratefully and cheerfully growls next to them. It is a half-common and half-coveredin-turquoise-coat animal, clearly a creature born from that same Extravaganza that moves everything in the Kingdom! The sow wants to break free, go back to her mountain, and tries to communicate something to the Knaves, grunting incomprehensibly. The only one able to understand the sow is Nina, who acts as an interpreter between the animal and the characters. If it gains its freedom, the turquoise pig uses its extravaganzian powers to allow the Knaves to make a wish. Nina puts pressure on the young pagan for fulfilling his destiny, telling him: “Hurry up, ask the sow to become King of Tarantasia, and the prophecy will come true!” Of course, Belloveso has already forgotten his elusive “kingdom” and has no intention of using such a powerful gift for such a purpose. Instead, he insists on using the wish’s power to free the poor girl from her golden imprisonment.

Conclusion

The Befane’s Footwear Collection Over the course of dozens of years, the muddy bottom of Barefoot Lake has been filled with endless pairs of shoes of every shape, size, and color. Though moldy, soaked in water, full of mud, algae, and who knows what else, in the Kingdom of Brancalonia, an extra pair of boots can only be useful! Furthermore, so great is the variety that characterizes the Befane’s footwear collection that the presence of some steeped in Extravaganza clogs, boots, or ankle-boots, cannot be excluded! Each Knave that accepts the gift of the befane must roll 1d4. If the d4 roll result is 4, the pair of shoes received is magical. The Condottiero can choose one of the following items: • Tip-Top Flip-Flops (Slippers of Spider Climbing) • Pilferer Booties (Boots of Elvenkind) • Jumpin’ Jackboots (Boots of Striding and Springing) • Zippy Scuffs (Boots of Speed)

Count Julius Casella

Count Casella is a gifted guiscard, NE, with the following modifications:

Kill Two Birds with One Stone

The Knaves give satisfaction to Belloveso, freeing Nina thanks to the halfwoolly sow’s wish. The girl materializes next to the gold statue, worth 150 Big Pieces, whose face no longer presents any features; Belloveso tells the characters they can pick it up and take it as their paycheck. The two young people, now madly in love, thank the Knaves and return to Barefoot Lake, where they will build their house next to those of the other two befane. If the Knaves accompany the couple to Nina’s sisters, the befane will thank them by allowing each character to choose a pair of shoes, among those present in their desirable collection.  

Broken Dreams

If the Knaves find a way to convince or force Belloveso not to make a wish to free Nina or make him King of Tarantasia, they can benefit from the wish spell’s effects. Nina will forever remain a golden statuette, but the Knaves will sooner or later suffer the terrible revenge of the two befane or the enmity of Belloveso himself.

Befane

Terenza and Mabilia are befane with the following modifications: Terenza and Mabilia have Malevolence 1

unique power

Terenza and Mabilia have the following unique power: Change Shape

- 117 -

INT 18 (+4)

Spells. Casella is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Casella has the following wizard spells prepared: Cantrips (at will): friendship, fire bolt, magic hand, prestidigitation 1st level (4 slots): charm person, color spray, mage armor, sleep 2nd level (3 slots): hold person, mirror image, suggestion 3rd level (2 slots): counterspell, fear, fireball Casella carries the following magic items: Cloak of Extravaganza (see page 48), Pearl of Power, Boring Essay of the Kingdom of Extravaganza (see the Brancalonia Setting Book, on page 68), Figurine of Wondrous Power: Cast Iron Bull (see page 48).

Count Casella’s Spellbook Casella’s spellbook is a Boring Essay of the Kingdom of Extravaganza. The spellbook contains all of Casella’s prepared spells plus the following spells: disguise self, identify, invisibility, lightning bolt, nondetection.

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 Medionanum was a small market and trading stronghold founded by a population of dwarves from beyond the Crown Mountains, shrouded in fog, and surrounded by rivers, forests, and marshes. After the Fall of Plutonia, the small fort and the rest of the Pagan Plain were hit by a devastating series of crises composed of famine, invasions, and plagues. Last but not least, in the second century AD, it was chosen as its lair by a huge earth dragon known as Tarantasio, who finished off the local population of dwarves and settled in the city’s bowels. Far from being a brainless predator, Tarantasio was a shrewd planner: having exterminated the dwarves, the monster came to terms with the local humans, pagans, peasants, and farmers, and became their tyrant and protector. In exchange for a continual supply of herd animals and other perks, Tarantasio allowed the people to found the city anew and to thrive within its walls, defending them from outside enemies as the need arose. Renamed Tarantasia, the city expanded, growing enormously in size and wealth, particularly in the middle centuries of the Thousand Years’ War. The city, whose political organization is now municipal and whose vocation is eminently forward-looking and business and craftwork-oriented, is considered one of the most important in the Kingdom. Coveted for years by lords from Overmountain (Frangese and Altomannian above all), and rival at once of the darker and more elegant Vortiga, of the sunnier and agricultural Fioraccia, of the haughty and aristocratic Tauringa, and of Lungariva, reaching indomitable across the western seas, Tarantasia slowly emerged among the cities of Pianaverna and Galaverna as the most powerful and successful model of mercantile municipality that the Bounty Kingdom ever expressed south of the Crown. Events linked to Tarantasio and the dwarves are now glossed over and avoided, or treated at best as legends; few people believe that the monster still lurks in the city’s foundations. For some mysterious reason, the municipality’s consuls, mayors, and captains of the people unanimously brand any statement regarding the “Serpent” as groundless nonsense or a minor, insignificant matter of the past. In the middle centuries of the Millennium, Tarantasia also endowed itself with its own patriarch, whose importance is reputed to be equal to that of his peer in Vaticin City. Having no intention of bowing or reporting to an authority as remote as that of the “Alazian Thief”, Tarantasia and its merchants created their own religious doctrine and their own version of the Creed, which they called “Barbosian” after its first leader, Barbosio I.

With the Serpent forgotten or ignored, along with everything that its terrifying presence implies, Tarantasia is now considered the Kingdom’s “capital of the north”. Rich, influential, and open to Occasian fashion, this municipality has opted for an exquisitely plutocratic meritocracy, founded on its dominant mercantile and bourgeois middle class. Here, men and women of all origins, morgants, sylvans, marionettes, pantegans, and all sorts of bizarre creatures, are admitted and evaluated exclusively on the basis of their wealth and objective ability to achieve it. Hence, it is not uncommon for major lineages to include strangers, subraces, and half-breeds, and the number of Tarantasian women in positions of power is constantly growing. In squares of polished porphyry you meet all sorts of guiscards and harlequins, courtesans and gigolos, all of whom work hard to earn a living and achieve their dream of owning a villa on the lake, sooner or later. Even jinxes are acquiring credit among entrepreneurs and merchants, who hire these professionals to cast the evil eye on their rivals while devoting themselves to gallant conquests (hence the motto “Brugna e Affatturato”, that means something like “pleasure and hexed money”). In Galaverna, practically everyone aims at making a fortune in Tarantasia, amassing enough wealth to retire for good from their business or shop, and spending the rest of their life in a villa overlooking one of the region’s beautiful lakes, where pilgrims flock, particularly in the warm season. While the other municipalities of Galaverna and Pianaverna are extremely free and independent, compared to the norm in other parts of the Kingdom, the fact is that the lords of Tarantasia have been striving to gain control over both these historic regions for about a century. Only the rivalry between the city’s two main families has prevented Tarantasia from dominating the entire north: the ambitious Dusconti are the greatest army captains within hundreds of miles, while the rich and ancient Del Torrione maintain control over fiefs and landed wealth. Hilly Tarantasia is a rich and well-kept city, divided into thirty small but well-organized districts, and surrounded by tall towers distributed along its Ringwall, aka the “Bastioni”, an impregnable circuit with numerous fortified gates. These overlook the Naviglia, the city moat, straddled by stone bridges (already mined against possible sieges) connecting with the region’s major roads to outlying municipal towns. The center of municipal life is the very wealthy Piazza dei Mercanti, while the most impressive building is the Veneranda, the city’s Cathedral, and the heart of Barbosian worship.

- 119 -

4

3

5

6

7

- 120 9

12

8

10

11

1

12. Nettle 12. Nettle District

2

11. Via 11. Via Monte Caprileone

10. Palazzo 10. Palazzo del Podestà

9. Cathedral

8. Barbosian District

7. Merchants’ Loggia

6. Piazza dei Mercanti

5. Palazzo Dusconti

4. The Polentoni’s Inn

3. Mills and prenses

2. The Bresciamasca

1. Naviglia

Legend for the Knaves

In Search for Quatrins... Again!

Tarantasia

Legend for the Knaves 1. The Naviglia. The Naviglia, the large navigable moat that surrounds Tarantasia, has been maintained in optimal conditions for centuries. Fed by a canal that flows from the Acqualonga river to the north, the Naviglia divides at the Bergascia Gate, and is clean and fishable as far as its southern stretch. Here the canal receives the waters of the colossal city sewers, and streams on toward the Cesspool, which then oozes southward and into other canals. 2. The Bresciamasca. Flanked by farmland and vegetable gardens, the two main roads departing from the eastern side of Tarantasia continue along converging lines that meet at Barefoot Lake, a small artificial lake the locals use as a fishing pond. Further on, the eastern road continues towards Bresciamo. 3. Mills and prenses. Controlled upstream by locks, the Naviglia’s slow but even course is used to power waterwheels, millstones, presses, and workshops of all kinds. Many of the city’s industries, factories and laboratories are located along the outer side of the Naviglia, and owe their regular production to this canal. 4. The Polentoni’s Inn. Located in the heart of the Ravens District, the largest and most famous tavern in Tarantasia usually welcomes travelers entering the city from the southwest. The inn is managed by the brothers Ginetto and Michelone del Polentone, and its patrons include many of Tarantasia’s most characteristic citizens. 5. Palazzo Dusconti. By long-standing municipal decree, fortifications within Tarantasia’s Bastioni are prohibited: no family fortresses, ducal castles, or strongholds are allowed. For this reason, the mansion of the Dusconti looks like a noble residence, not a fortress. Currently, Azzoguardi Dusconti, is the irascible head of the family and duke of the city, although her position is disputed at every election by Morgantino Del Torrione, her major rival. On the large portal overlooking the square, the family motto reads: Taranteos Mores Non Violabo: “I will not violate the customs of Tarantasia (or Tarantasio)”. 6. Piazza dei Mercanti. This is the city’s financial hub, where the most important business transactions take place and around which the workshops, shopping streets, and main city stores are located. The entire area surrounding the square is known as the Merchants’ District. 7. Merchants’ Loggia. New headquarters of Tarantasia’s Corporation of Merchants since a fire destroyed the previous seat, this is also known as the Palazzo Mezzanotte (Midnight Palace), after the current head of the corporation, who paid for the building’s reconstruction out of his own pocket. Mezzanotte, a very rich Nonexistent, is said to be very honest and extremely reserved. The fact that few can

meet him, and only in the innermost halls of his mansion, has fueled a famous saying in Tarantasia: “A rich and honest merchant can only be Nonexistent”. 8. Barbosian District. Here, the buildings and manors of the Barbosian clergy form a miniature Tarantasic version of Vaticin City. Only hasty monks, prelates on their way to reciting vespers, and some solitary little rigoletti intent on their mysterious business are ever seen around here after nightfall. 9. Cathedral [CHECK WITH MAP]. Tarantasia is dominated by the Veneranda, aka the “stone diner”. Commissioned centuries ago by Barbosio I as a symbol of the city’s patriarchate, the construction of the cathedral of Tarantasia was entrusted to the rigoletti, descendants of the ancient founders of the city, and last surviving dwarves in the region. Despite the extraordinary skill and dedication of these workers and of their “masters”, the Veneranda has never been completed: it is currently an intricate labyrinth of spires, stairs, statues, halls, basements, and catacombs, where only the rigoletti manage not to get lost. A real city within the city, the Veneranda reaches down to the ancient foundations of Medionanum, as well as up, as far as the holy staircase that climbs the highest pinnacle, said to lead to the First Heaven. The rigoletti have chosen to make the Veneranda their home and, slowly but inexorably, have been building, altering, and extending it for decades. 10. Palazzo del Podestà. Dominating the center of the Sledge-Hammer District, Palazzo del Podestà is the municipality’s administrative center, as well as the seat of the local branch of the Royal Bounty, and entrance to the city’s underground prisons. Corresponding to the heart of the dwarves’ ancient settlement, this area is also called the “Passion District” because of its luxury dives, cathouses, and brothels, in sharp contrast to the elegance of the central districts. 11. Via Monte Caprileone. This central street closes the Passion District to the north and borders with the city’s most opulent districts, where the wealthier citizens live and where the richest visitors who come here on business stay. It is also the liveliest area for nightlife and cultural venues, with theaters, academies, luxury brothels, gambling houses, art galleries, goldsmiths, gadget-makers, and entertainment of all kinds. 12. Nettle District. Consisting mostly of gardens and open spaces, this district resembles a little piece of countryside transplanted into the city – complete with bandits, pagans, and brigands. Most of the houses emerging between the alleys and rows of vines are taverns and dives frequented by thieves, swindlers, guappos, bravos, and idlers of all sorts.

- 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

7

9

10

8

12

Legend for the Condottiero 1. Covered District. Thus named because of the large number of balconies, passages, and galleries crisscrossing above its alleys that make it look like an underground maze, this district teems with second-hand dealers, inventors, gadget-makers, scrap-metal dealers, coppersmiths, tinsmiths, craft shops, and medium or low-quality workshops. Rumors have it that amidst the garbage dumps and metal carcasses lies the access to the Ferraccio, “the Cast Iron Dungeons”, a series of underground vaults dug under mountains of decayed metal garbage decades ago by the insane nonexistent Guiniforte del Solaio. It is also whispered that Guiniforte’s last creation, the monstrous Scrapiron Cluster, still haunts these parts, and that his joints are heard creaking around the lanes on particularly wet nights. 2. Segarate. The Segarate District throngs with sylvans, morgants, pantegans, and even some gobbolini, who reached the city from the north and settled in its

northernmost district. There are also quite a few pagans, ambulants, rovers, matadors, and mountaineers: this heterogeneous set of races and cultures lends the streets a particularly wild atmosphere. The road leading north heads towards Star Mount, a place that many of the district’s inhabitants consider “sacred”. 3. Ratcatcher Corporation. For centuries, the numerous canals, waterways, and rivulets that once flowed into the heart of the city have been regulated by masonry works of the city center’s first inhabitants: now they flow under the pavements in perfectly-made sewers, pipes, basins, and pools. While contributing to the decorum and quality of city life, this labyrinthine underground level is also haunted by all sorts of rascals, wanted, beasts and abominations in search of food and shelter. The headquarters of the Corporation of Tarantasia’s Ratcatchers looms right on top of one of the main entrances to this network of underground channels

- 122 -

Tarantasia where, at least along the main passageways, it renders its vermin-control services every day. 4. The Torrione. The tallest and most imposing tower in the city belongs to the family named after it, the Del Torrione, who alone compete in power, wealth, and influence with the Dusconti. The current head of the family is Morgantino, thus named because he has morgant blood in his veins and is over seven feet tall. Morgantino del Torrione is a magnate with boundless land properties, a lover of peace, though he is not prepared to tolerate direct affronts from his rival Azzoguardi Dusconti, the current Duke. Rather than surround themselves with armed men, the Del Torrione favor accountants, notaries, courtiers, and cooks – and even jinxes, whom they employ to cast spells on their opponents: indeed, Tarantasia’s motto derives from this family custom. Jinxes in town will almost always find a Del Torrione ready to offer him credit and a few jobs. 5. Bollate. Unlike nearby Segarate and the Covered District, Bollate is inhabited by middle-class Tarantasian families of ancient local origins, engaged in ordinary city life. The district’s peculiarity is its ancient, twisted, and intricate aspect, for which it is also known as “the Labyrinth”. This is the best area for Knaves looking for accommodation in the city: suitably distant from both aristocrats and Knaves of other areas of Tarantasia, it offers reasonable, honest prices, and affordable equipment. 6. Dwarf Tower. Once standing in the heart of the ancient dwarf city, the tall watchtower now barely protrudes from the current level of the ground. A fine example of longlost Medionanum’s ancient architecture, this massive and still-solid construction has been restored and opened to visitors. The family of pantegans that manages entry fees is available to guide you through a maze of vaulted passages that are none other than the ancient streets of the original city. The deepest rooms of these dungeons, lying underneath all kinds of catacombs, dungeons, and sewers, are said to lead to the lair of the Chief of Chiefs of Crime and Political Power of Tarantasia, the Old Serpent himself, in scales and bones... 7. Criminfest headquarters. This gloomy black palace is the seat of a Malebranche family dedicated for centuries to the abject art of finagling. United in a coterie of notaries, lawyers, and financial and entrepreneurial consultants called “Criminfest”, they are so skilled, ruthless, and renowned that they are generally referred to as the “Devil’s Advocates”. Their clientele includes the richest and most powerful lords of Galaverna and of the entire north of the Kingdom, and they are rumored to have been representing the earthly interests of the Serpent for generations.

8. Priory of the Adder. Of knightly origin, this religious order is only present in Tarantasia and is closely linked to the Barbosian cult and veneration of Saint Anguillone who, according to a number of scholars, was the Serpent itself. Since the retirement of Silvano della Berlusca, founder of the order, the two hundred knights who congregate here are commanded by Azzodice Dusconti, eldest daughter of the Duke. 9. Guiscards’ Lodge. This elegant and luxurious building is the main seat of the Kingdom’s order of the Guiscards. This is where leading families of the north send their most promising cadets to enable them to acquire arcane knowledge and skills of some kind. Plenty of initiatives and searches are regularly planned at the Loggia, and ambitious Knaves can always find an interesting job there. It is whispered that a plaque in the internal courtyard of the Lodge marks the place where old Duke Prospero was shipwrecked: a mysterious lost island in the heart of the Half Sea, enveloped in a perennial storm... 10. Convent of the Dominicats. Accessed through cat flaps traditionally left open night and day, this monastery is home to about forty Dominicats (half of whom are wolfcats), always keen to hear secrets and rumors on what is happening in the rest of the Kingdom. 11. Wolf District. The southern districts of the city often throng with travelers, mercenaries, and foreigners, particularly from Overmountain, seeking employment in venture companies, bands, gangs, and all sorts of formations. If the Knaves or condottieri are seeking bizarre characters of a kind, race, or class not commonly found in the Kingdom, this is where to look. This is also the headquarters of Manuelomeo Colleoni, a ferocious captain of fortune who always welcomes new recruits within the ranks of his companies. 12. Bigcats Garden. This picturesque urban park is named after the huge, grotesque statues of felines that adorn it. According to a local legend, however, none of these sculptures are the result of human handiwork: a hundred years ago, according to the legend, a legion of Mammon Cats was spreading death and destruction to the north of the Kingdom, slaughtering all the adventurers and paladins deployed to stop them. It was the archmage Zurlone de’ Turturellis, a guiscard in the service of Queen Menalda, who stopped the monstrous creatures and turned them into stone. Too heavy to move and too enduring to destroy, the forty-two statues have been there ever since. It is also said that two of those creatures escaped the guiscard’s spell and are still haunting the Kingdom.

- 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

After loitering in the dusty corners of their den and postponing this ominous moment for as long as they could, the Knaves have been summoned yet again to the deadliest region of the Kingdom, Penumbria, to work at the service of an old acquaintance: the fallen noble, great son of a pelicarper, Lapidario de Mali. Known for his penchant for prophecies, the rogue has already organized the Knaves’ journey and they are to meet him at the usual place: the Castracockerel dance hall, in the heart of Crimini. Escorted by Grincia, the smuggler employed by Lapidario who knows every trick to get in and out of the Mistide, the Band enters Penumbria and the City of the Cupola without too many problems. Here, the guards, bravos, cutthroats, and gangs all have the same fixation: the imminent football challenge taking place ten days from now. Football is a damn serious business in Penumbria, and the melee between Crimini and Orbino, the deadliest event of any midseason. It’s a well-known fact that no Penumbrian Football match ever ends without at least one death, but this time the athletes have started to die before the match has even started, and in the fiefdom’s suburbs, there is talk of a round of rigged prophecies. Nothing new, of course: after all we are in Penumbria... “Hell, no!”, exclaims Grincia, “you can cheat on anything here, but not on football!”

Introduction for the Condottiero

and enter Sylvatrocious forest, where they are to intercept a convoy of four scapegallowses hired to replace the deceased players. The four are headed by the morgant Tordogo, native of Maremma Impestata, who peddles his bullying and football talents to the highest bidder around the Kingdom. Once they manage to pass themselves off as reserves, the foursome will participate in the match, and investigate what is actually happening from within the team’s dynamics. Under the watchful eye of the Band, the culprits will hardly go unnoticed: the athletes were poisoned by the Crimini team’s doctor, under heavy threat from Norberto Oltraggio, aka Outrage Norb, the historic captain of the team, and by Tonino la Carogna, generally referred to as Tony Rotten, head of the local fans. The hardest part for the Band will be framing the traitors and proving their guilt and their own innocence... without losing their skins in the process!

Scene 1 – Wiseguys

The Knaves reach the Castracockerel dance hall, where they receive instructions from Lapidario and an advance on their pay. They are free to place prophecies, collect rumors, and start fights.

Scene 2 – They call him Tordogo

The Knaves head southward along the Via Cappia to intercept a convoy of players hired to replace the dead ones. They have to face them or pay them to leave.

Scene 3 – Prey for the Win

Lapidario de Mali is no saint, but he’s an honest patron, at least from the Penumbrian point of view. True, the jobs he procures for his Knaves are suicide missions with a high mortality and failure rate, but he hardly ever plays dirty and, above all, he always pays an advance. This time the agreed fee is 300 gold pieces, and the Knaves’ task is in fact linked to the match that has been in the pipeline for months: they must infiltrate the ranks of the team, investigate the athletes’ suspicious deaths, figure out who lurks behind the round of rigged prophecies and, last but not least, save their skins. In short, the Knaves will need to equip themselves with 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,

Introduction to the team and trial match to decide on starting players and back-ups.

Scene 4 – Any Given Prophecy

The day of the challenge has arrived: this time it’s the real thing. The Knaves will end up straight on the field as starting players, and will have to try and win the game while sorting out the whole matter.

Conclusion

As with any job in Penumbria, getting home alive after completing the assignment is the hardest part, but you never know: this time the Knaves might even make it...

- 124 -

A Criminese Novel

Scene 1 – Wiseguys

The Knaves are guided through the Mistide by Grincia (again? See page 158 of 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 the Knaves survive the Castracockerel’s patrons, Lapidario will give them instructions for their mission, along with a third of their pay in advance: a bag with a hundred Pig Pieces, which he is careful to hand over without drawing attention. The Crimini team’s athletes are dying one by one and there are growing suspicions that someone is killing them off. Accidents, stabbings, sudden ailments... nobody really knows what’s going on, and all the bodies retrieved are so ravaged and scarred that investigations are impossible. There is obviously a scheme behind all this, and fans, players, and citizens are all extremely nervous. Lapidario has an idea: the Knaves will intercept a convoy of athletes coming from the south to replace the players taken out, infiltrate the team’s ranks, investigate the suspicious deaths of the four starting athletes, find out who is behind the round of rigged prophecies, and possibly win the game – not exactly a picnic! Before leaving the venue, the Knaves are also free to place one or more prophecies on who will win the game, or on whatever else they choose, as long as the prophecy is formulated correctly (see page 86 of the Setting Book). Scrag and his team will take care of the odds. If Crimini’s victory is prophesied, the payout will be low (a quarter of the stake). Orbino, given by everyone as the underdog, pays four times the odds. If the Knaves wish to add details to a basic prophecy, stakes might increase as described in the Setting Book. Because of his obsession with prophecies, Lapidario has credits with half the region and debts with the other half. Hence, for their safety’s sake, the Knaves had better not let slip their employer’s name. If this happens, the Band will risk a brawl or duel. It is also important to note that Lapidario, while involved in much of the trafficking of the Malavita, the dukes of Crimini, is not affiliated with any family or clan. Ultimately, he is a wiseguy. As a rule, if the Knaves need to talk to their leader, they can find him, or Grincia, his right-hand woman, at the Castracockerel. While discussing final details, the Knaves are provoked by some cutthroats who have recognized them as foreigners and even accuse them of being Orbino fans. 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 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 deceased 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 consecutive 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: spidercrows, bulldosers, sleazebears.

- 125 -

Penumbria Jeez Festival If he so wishes, the Condottiero can link this Job to the one in the Setting Book also organized by Lapidario de Mali. The viperwolf venom used to poison Crimini’s players is indeed the one that features in the “Penumbria Jeez Festival” adventure, though the unfortunate viperwolf breeders knew nothing about the football-game business. If you choose to combine the two jobs, Grincia will mention the football challenge when they are first traversing the Mistide, as described in Penumbria Jeez Festival; there will only be one dead player at that time, and no one will have linked his death to the poison. When the Knaves have finished the first assignment, Lapidario will explain that the dead have now become four, that the matter is very suspicious, and that the farm’s poison is probably involved. At that point, having seen how the Knaves work, he will ask them to help him again with the rigged prophecies of this second scenario. Lapidario De Mali

In Search for Quatrins... Again! The Unseen offer to escort the Knaves, but they want to be paid 15 gold pieces for the job. If the Knaves do not pay for the Unseen’s services, traps set by them are added to the random encounters in the Sylvatrocious forest. If they pay them, in addition to a guide, the Band can stop for the night in the huts they find along the road. The cabins are safe havens used by the Unseen, providing: spartan beds, frugal meals, the possibility of buying and repairing weapons, armor, and survival items. Also, here characters can deliver or take forest beasts’ rewards and bounties. Each cabin has a stable where animals can rest and feed and, as long as the Unseen get paid, nobody gets robbed. On the third day of walking, if the Band has survived the Unseen’s traps and the monsters of the forest, they come across the diligence they are looking for: four gallows birds called to substitute for the deceased athletes, escorted by Tordogo, the ferocious entrepreneur who selected them from the Pertugia prison and sold them to the Crimini team. They are four dragoons with no armor. At this point, the Knaves have two options: 1. Pay Tordogo and the reserves the same price offered by the Crimini to play the game, naturally with a small surtax, for a total of 50 gold pieces. 2. Make their steel do the talking. It’s time to draw the metalware and put them offside. In both cases, the Knaves can retrieve the football players’ clothes and armaments: spiked boots, helmets, bibs, shoulder pads, shells, clubs, bats, and brass knuckles.

Scene 3 – Prey for the Win

If the Knaves have enough cash to bribe Tordogo’s Band, or blades sharp enough to beat them in an armed dispute, they can return to Crimini and present themselves to the rest of the team as the reserves. Nobody cares if they are the promised players, as long as they look capable and willing to kill somebody on the pitch. It is good to remember that the Penumbrian game rules allow only humans to participate, including gifted and sylvan people that do not draw too much attention. When they return to Crimini, there are only two days left before the game and, in the city, people can’t seem to think of anything else. Unsporting choirs and banners animate and decorate the town. Carousels and patrols of fans are everywhere. Even the street gangs and the guards are involved in the general madness. The reserves are admitted to the Stadium Fortress, where the home team’s last days of retreat occur before the match. They are welcomed at the practice match by a handful of fierce fans led by Tony Rotten and Outrage Norb, the historic team captain. Rotten and Outrage explain to the Knaves the supreme importance of winning the tenth consecutive match against the arch-rivals from Orbino. The “Tenth” - as fans already 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.

Then they are introduced to the rest of the team. Here are the main kickers: The Captain: Outrage Norb, also known as the Divine Butcher. The fans’ idol, undisputed controller of the midfield, collector of opponents’ shinbones and remains. Of humble origins, born in the slums of the city, since he entered Crimini’s first-team, he has never lost a match against Orbino. Rotten: Morgant lead supporter, affiliated with the Vaioli clan. Dedicated to criminal support and all kinds of illicit trafficking. Responsible for the choirs and fistfights outside and inside the stadium. The Coach: Sbronzo “Slaughty” Scannà, a stocky little man, severe and obsessive, a tactics perfectionist, proud of his many career achievements as a player and as a coach. Frullo Frulli: Tall, skinny, and shaved, all nerves and malice. He’s usually too busy offending to think of defending. Gorgolino called Fin: Beefy brawler with a difficult personality and an easy uppercut. Vrecchiuti, known as the Gaucho: Skilled and silent little man, thinks it’s more important not to get hit than to land a hit. Farmo, called Juju: Goalkeeper of the team. Cheerful, with ape-like arms and feline agility, he loves to joke and make fun of newbies. Strong in coming-outs and trainingskipping. The Doctor: Malandro “Croaky” Schiattarella, gloomy, cold, and deadly. A man of few words.  At this point, the Knaves have to take part in the training match to decide formation, tactics, first-team, and reserves: survivors and substitutes are now enough to build two teams of seven people. The Band is also divided between the two sides randomly. The training match uses the rules of Penumbrian Football described on page 64 of this book with the following modifications: The Entering the field phase is not performed, and Crowd’s favor points cannot be earned. It is also desirable to play only the first half of the game at this point in the adventure. At the end of the training match, the athletes return to the locker room. A bowl of warm SanMortese is waiting for them, served by the lead supporter Rotten, who cheerfully congratulates, criticizes a bit, and gives his own suggestions. The soothing massages of the Doctor restore the aches from the fistfight on the pitch. Then, as a pre-match tradition, the whole team moves to the Castracockerel for a reserved and exclusive dinner. It could be the right moment to put on a Brancalonian Buffet among the kickers, played with the Fine Wine variant (see the Brancalonia Setting Book, on page 58).

- 126 -

A Criminese Novel

Scene 4 – Any Given Prophecy

The next day, while on their way to the stadium, the Knaves are joined by a street urchin who delivers a message to them before quickly disappearing among the crowd packing the street. The ocher ink that stains the note reads as follows: “Crimini must lose today. You help, you get the gold. You don’t, you get the blade”. The message is signed “Dead Geese”. To find out who the Dead Geese are, characters can make a DC 14 Intelligence (History) check. A Knave from Penumbria does not need to make the check. The Dead Geese are the deadliest gang in Orbino: bravos, guappos, and the worst kind of assassins. Their flashy clothing quickly identifies them, always accompanied by a feathered hat and an ocher-colored cloak. Unfortunately, the game’s start time is tremendously close, and the characters should hurry to get to their destination. Within minutes of the match’s start, some first-team members are struck by tingling, fatigue, and unbearable pain. The battered and feverish kickers are assisted by the doctor, Schiattarella, who puts on a particularly convincing pantomime of pretending to be exasperated and surprised that the other players are in the grip of a sudden illness. Distraught and saddened, he tells the coach that the kickers are absolutely unable to enter the field, and it will be up to the reserves to play the game. With a success on a DC 15 Wisdom (Insight) check, the Knaves may notice that there’s something wrong with the doctor’s attitude: he seems too nervous, and some of his reactions seem quite unnatural. With a DC 15 Wisdom (Medicine) check, the Knaves can diagnose that the kickers have ingested some toxic substance and have been poisoned. The match’s start is now imminent, and the coach Sbronzo “Slaughty” Scannà, reluctantly, communicates to the Knaves that they must enter the field as first-team kickers. Captain Outrage Norb, fortunately, shows no symptoms whatsoever and will take the field alongside the Band. He sets up a nice little pretense in which he inveighs against the patron saints of Orbino, against bad luck, and so on, but he does it very well, so much so that characters must succeed on a DC 17 Wisdom (Insight) check to realize that he is also not sincere. The teams are invited to enter the field. The atmosphere is burning-hot at the stadium, and Rotten makes unequivocal gestures from up in the bleachers: in case of defeat, all kickers should expect nothing but a lynching. The Knaves’ team has no reserves available.

At the end of the first half, the teams return to their respective locker rooms. If the Knaves aren’t making a complete fool of themselves on the pitch, they will see Doctor Schiattarella becoming obviously more and more nervous. The Doctor will then try to poison the healthy team members, too, while giving them water to drink; however, the tension makes his attempt far more clumsy than expected, and the Knaves can easily notice it with a successful DC 10 Wisdom (Insight or Perception) check. If they do not notice the Doctor’s clumsy attempt, they must make a DC 16 saving throw on Constitution or be poisoned for 24 hours. If they catch the Doctor in the act, he panics, spilling the beans at the first hint of violence, and collapsing into hysterical tears. The real instigators are others: Captain Outrage Norb and Rotten. They blackmailed the Doctor, threatening to kill his wife and children. In fact, Outrage and Rotten sold the game for a considerable amount of baiocchi to the Dead Geese, who wanted to avoid Orbino’s tenth consecutive defeat at all costs.

Conclusion

If the Knaves lose or decide to sell out to the Dead Geese, they have to escape from Crimini chased by a crowd of furious supporters, led by Rotten, who wants to erase all evidence of his corruption. The Job is considered failed, and the Band will no longer be able to work for Lapidario: “all’s bad that ends bad!” concludes lapidary, Lapidario. If they manage to win instead, despite the captain’s interference, they have two options: 1. Join the city’s wild celebrations, which will bring them in triumph, and take advantage of the hustle and bustle to knock out  Outrage Norb  and  Rotten  and then deliver them to Lapidario, who will send them straight in the custody of the Casademoni and the Malavita. 2. Listen to what the two have to say:  Outrage Norb  and  Rotten  offer the characters half the gold received from the Dead Geese to get rid of them and to never have them talk about this sad sporting episode ever again. If the Band accepts, the next day at dawn, they will face the Dead Geese. This does not prevent the Knaves from delivering the two traitors to Lapidario anyway, once the skirmish with the Dead Geese is over. After all, this is Penumbria.

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

The gang of the Dead Geese sent to Crimini is composed of 7 thugs, 3 cuttroaths, 1 dragoon, and 1 guiscard.

Outrage Norb aka Norberto Oltraggio

Outrage is a NE human gladiator with the following modifications:

Kicker

Armor Class 12

(Mob)

actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 9 (2d4 + 4) piercing damage

Armor Class 12 Moves and Beatings Attacks: +4 Whacks 4 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 target is knocked prone. Drop Them Pants! As a bonus action, the mob can make an attack. If it hits, the target is restrained.

Orbino’s Team Captain (Heavy-Hitter) 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 enormously amplified in Crimini. The fiefdom’s administration is in the hands of the Cupola, the organization – made up of bosses heading the region’s most influential criminal families – that controls power relations and illicit trafficking. The dominion of the Criminese Cupola reaches well beyond the city limits, and its black tentacles grope around most corners of Penumbria, but it is in Crimini that it decides and judges, sanctions and condemns. The largest and most important Criminese family is that of the Malavita, currently heading the table at the Cupola’s meetings, and therefore topping the hierarchic pyramid of the region’s entire underworld. Also formally Dukes of the fiefdom, the Malavita have been placed in command by the Gualtieri to sanction an actual state of affairs and avoid further internal wars. The Malavita are related to the Istranian family of the Casademoni, assassins and corsairs of all seas, who moved to Penumbria generations ago. In addition to being the most violent executive arm of the Underworld, the Casademoni control the city’s prophecies and gambling scenes. In addition to the Malavita and Casademoni, the most powerful families in the organization are the Vaioli, the Reati, the Fecola, and the Spranghini clans. The Vaioli, generally referred to as Pockmarks, are actively tied to the respect and traditions of Etiquette; they control brothels and extortion, mostly in the traditional manner: that is, with unchallengeable violence and retaliation. Unlike the Pockmarks, the Reati, aka Robs, are a violent and unpredictable family: they control muggings, second-rate thefts and robberies, and clandestine fighting between men and beasts. The Fecola, better known as the Candymen, are dealers and pushers of bootleg spirits, poisons, and drugs. They control most of the city’s distilleries and alchemical laboratories. Finally, the Spranghini, usually called the Bloodgeons, are a family of usurers, bookmakers, fences, and smugglers. They own the closest thing to pawn shops and stalls in Crimini, and are the Cupola’s treasurers.

Laws of Crimini: Etiquette

Every guappo, henchman, or corrupt guard affiliated with a mafia family of the Criminese Cupola, or gang, must necessarily submit to a criminal code of conduct called Etiquette; this also applies to the powerful bosses.

For example, one of these bosses can claim a favor from another in exchange for a pledge of honor: this can be collected at any time and cannot be refused, ever, on pain of bloody retaliation by the entire criminal affiliation. Another fundamental law is that no affiliate can be killed without the authorization of a boss, who in turn must account for the corpse to the other godfathers. Finally, the division of all dealings is clear and territorial. Any affiliate or independent who wants to go into business must respect boundaries and hierarchies. Anyone who refuses to pay or voluntarily evades bribes suffers serious and permanent retaliation. Promises notwithstanding, truces between gangs and cliques are ephemeral and broken at the slightest sign of insolence: after all, Etiquette is merely a feeble convention to stop people from killing one another from morning till night. When it comes to blades, the dons and gang leaders summon their henchmen to the outskirts, and the city limits are drenched with blood until the weakest surrenders or a remedial conclave is held.

The Wiseguys

The city of Crimini and its oppressed and bloodied fiefdom are the most violent and dangerous in the Kingdom. Around here, people appeal to the Saints’ mercy against slights and accidents of nature, but against men’s they turn to the bravos’ blades – provided they have enough gold to buy their services. A Criminese bravo can easily be mistaken for a guard, or an affiliate of the mob. This would not be far from the truth, the basic difference being that a bravo answers only to himself. He has no Etiquette, no hierarchical rank, no family connections: he’s a mad dog that bites without so much a pop. Typical Crimenese bravos are well-versed in Penumbrian fencing, and in the use of all close and long-ranged weapons, favoring swords, rapiers, parrying daggers, and foils. They can ride, lie, speak multiple languages, write, and do math – especially accounting – read maps and, if necessary, step into the shoes of a thief or burglar. Bravos are generally hired as security guards by city merchants, diplomats, companies of matadors, or people traveling through hostile and bandit-infested lands, and they are far from cheap. In the streets of the Cupola City, a bravo usually works as a bodyguard for prophets, merchants, big wigs, brothel madams, and their employees and family members.

- 129 -

1

5

4 2

3

6

8

12

9

Tenebro River

7

11

10

Dead Branch

12. Clubs 12. Clubs Square

11. Cutpurse 11. Cutpurse Square

10. Martinet 10. Martinet Street

9. Inciter Square

8. Blackmail Bridge

7. Saint Guignol Cathedral

6. Basilica of Saint Lazierone

5. Palazzo Malavita

4. Basilica of Saint Nefarious

3. Corso Latitanti

2. Stadium Fortress

1. Via Cappia

Legend for the Knaves

In Search for Quatrins... Again!

- 130 -

Crimini But when a bravo works for himself, or more rarely, with a partner, he does so as a man-hunter. Penumbria is a breeding ground for rascals, brigands, and exiles on whose head hangs a price, but no emissaries of the Royal Bounty dare come

anywhere near it. No matter how thorny a task, procuring necks – of dons, lords of Penumbria, or even fugitives from beyond the Mistide – for the city gallows is typically a job for a bravo.

Legend for the Knaves 1. Via Cappia. The ancient road that crosses the whole of Penumbria from south to north, seemingly dates back to Empire times or to who-knows-what forgotten Penumbrian civilization. Its current name derives from the unhealthy habit of decking it with gallows, official or makeshift. 2. Stadium Fortress. Central to Crimenese social life, this stadium is where slaughters, fights between beasts and matadors, and Penumbrian football matches are held; given the context, this sports center is as fortified and manned as a stronghold. Even the lodgings of footballers, matadors, and beasts look more like prison-cells than anything else. 3. Corso Latitanti. Is the city’s main street, apart from the Via Cappia. The few luxury shops and the most prominent merchants of Crimini, generally suppliers and proteges of the underworld, are based here. 4. Basilica of Saint Nefarious. Is favored by the most abject gangs of Crimini: first and foremost, the Casademoni, Reati, and Fecola. 5. Palazzo Malavita. Is the den (if we can call it that) of Crimini’s leading clan, so powerful and far-reaching that is has obtained a formal investiture from the region’s lords. A veritable fortress, the Cupola’s operational base has been occupied and manned by the clan’s cutthroats and bravos for some time. 6. Basilica of Saint Lazierone. Stands in the middle of Crimini’s slummiest district, the most harassed and tormented by bands, gangs, and exploiters of all kinds. Despite the laxity and ineptitude attributed to the Saint by popular tradition (or precisely because of that), Lazierone is particularly revered by those who cannot be entrusted to more efficient protectors.

8. Blackmail Bridge. is notoriously the place where Criminese couples meet, and where the most contemptible of the two ends up blackmailing the other with accidental pregnancies, moral coercion, or threats, imposing remedial or convenience marriages. It is also 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 in the whirlpools of the Tenebro or accept the blackmail; in this case, the bribed tie a chain to the bridge’s pylons, to indicate their submission to the blackmail. 9. Inciter Square. Just the place for hiring bravos, mercenaries, and assassins, or for the latter to be hired by cliques, companies and instigators of all kinds. The Robs’ armed guards make sure that everything goes smoothly. 10. Martinet Street. Is the heart of the district directly controlled by the Bloodgeons. The place is rife with pawn shops, usurers, fences, and smugglers controlled by the clique, but also finaglers, judges, administrators, and entrepreneurs of the city’s few public activities. 11. Cutpurse Square. Around this muddy open space sprawls one of the poorest districts of the alreadywretched Crimini, disputed between the Robs and the Candymen. The only area that surpasses its squalor lies beyond the Dead Branch: those with the guts to wander there have good reason to brag. 12. Clubs Square. Is in the middle of an island sitting at the mouth of the River Tenebro, between the main arm and the Dead Branch, so called owing to the fact that a corpse is found there, stuck in the grille of the water outlet, every morning. This widening leads to the small and evilsmelling city harbor, controlled by the Candymen, who act at once as customs officers and smugglers.

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 southern gate of the city, and is used for public hangings. The garrison’s lieutenant has a fondness for magical junk and relics from beyond the Mistide, and will not miss an opportunity to seize any such property from travelers. Welcome to Crimini! 2. Castracockerel. Half dance hall and half gambling den, this building overlooking Iniquita Street is the headquarters of the Casademoni. Compared to the common Criminese dive, the Castracockerel is a respectable brothel. Choice furniture, bordering on the tawdry, top-quality merchandise. The best wines and spirits from Penumbria and many others imported from beyond the Mistide are on offer: Infernet Malebranca, Amaro del Capro, Amaro Averno, Nero Diavola, Schianti, and so on. The bustling dance hall has been managed for generations by the Casademoni who, among other things, manage the city’s prophecy scene on behalf of the Malavita. The motto of the Casademoni family, “Buy your fate from the Deathdealer” is stamped on the sign of the dance hall. The owner of the Castracockerel is Scrag, a skeletal guappo bursting with gold, nerves, and bad manners, who can be found loitering among the game tables or at the counter, mocking patrons old and new. A braggart who provokes customers with the most disparate insults, he will welcome new arrivals by showing the blade of a dagger with an ivory handle, saying “Our respects for the Blades”. You have to literally kiss the blade of his dagger, on pain of serious trouble. Castracockerel is also the operational base of Lapidario de’ Mali, a second-rate Criminese trafficker, with an exceptional reputation as an honest principal. 3. Black Market. The city market is held every day in this square, located in a widening of the Via Cappia. Aside from the usual things you find in any market, all sorts of smuggled, stolen, counterfeit, and fenced merchandise are sold here in broad daylight, including relics, magical junk, weapons, and special items. All of these items are to be considered shoddy or counterfeit. 4. The Golden Piada. This high-profile fortified dance hall is the most prestigious venue in the city for performing bards, harlequins, minstrels, guappos, and artists of all kinds, and the one place that (usually) ensures they will be spared beatings and mockery. It is also the headquarters of the Spranghini family, and rumored to be their treasury. Succeeding in looting its dungeons would be the most profitable Big Heist in the whole of Penumbria, and certainly the most dangerous.

5. Grand Guigno. Tucked at the end of a dark, menacing alley, the Grand Guigno is a dilapidated theater converted from an old chapel dedicated to Saint Guignol, and endowed with vast dungeons and catacombs. Featuring marionettes, mime shows, and perverse art, it has a wretched and disturbing reputation, even for the Criminese, owing to the macabre performances and countless disappearances said to take place there. Stripping, grim shows and mutilations, scenes of torture and violence, dismal and bloody tricks, and special effects take turns on this accursed stage and in the countless “back rooms”. There are those who say that the theater is run by a bunch of crazy Guignols, the same who presumably appear in various forms as actors in various shows. 6. The Kennel. This fetid and well-fenced shed is the den of the Robs’ clan, as well as the main arena used by the family’s breeders and matadors for fights between animals, beasts, monsters, and men. In addition to filthy and bloody cages used for breeding dogs, spidercrows, and other fighting beasts, random victims, debtors, insolvents, and monsters brought to the city by poachers and rangers are locked up in the Kennel’s prisons. 7. Molly Coddly’s. A gambling den-cum-dance hall, has two opposite faces: the one facing the Via Cappia is relatively clean and attractive, and is known as one of Crimini’s most prominent venues. Behind this façade, the building sinks into the island’s mud and sewage, with rear exits opening onto the dirtiest and most sordid alleyways of Crimini. This is the main lair and headquarters of the Candymen clan. 8. Sgarri Warehouse. Among the various degraded warehouses on the island, this one in quite singular and animated – especially at night – by a constant coming and going. It’s the Criminese lair of the Sgarri. Officially part of the Scotenna pirates, theirs is one of the crews that most afflict the Monstrum Sea. Its warehouses and docks are used as the pirates’ city base. Anyone wishing to sneak out of Crimini by sea, or deal with contraband goods from Scotenna, will meet their match here. 9. Dragoons Tower. This abandoned tower was occupied by a contingent of Orbino dragoons and is now the company’s operational headquarters in the city. The dragoons are not allowed to interfere with the Cupola’s affairs, but they use their lair as an enlistment, espionage, and corruption center.

- 132 -

Tenebro River

Crimini

Legend for the Condottiero 1. Gallows Gate 2. Castracockerel 3. Black Market 4. The Golden Piada 5. Grand Guigno 6. The Kennel

4

7. Molly Coddly’s

2

5

1

8. Sgarri Warehouse 9. Dragoons Tower

3

10. Villa Venemosa

10 7

6 9

8

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

Rumors have it that a stranger has arrived, down at the pier, carrying bags loaded with gold pieces; he is said to be looking for a band to do a job for him: something secret, perhaps dangerous, but certainly well-paid. Enticed by the news, or kicked thither by their Leader, the Knaves head for the meeting point, just behind the quay that the smugglers use for their business, but a nasty surprise awaits them. It seems that all the bands in the city have smelled the big heist and are ready to convince the mysterious client that they are the right Knaves to hire. Our characters find themselves awaiting their turn in a secluded corner, while a page dressed in lace and brocade calls the bands one by one and leads them inside an anonymous warehouse on the edge of the harbor.

Background for the Condottiero

The Man from Overmountain is a malebranche who wants to boost his infernal legacy and his earthly bank account. Through in-depth investigation, he has learned of the existence of an old Draconian artifact said to be somewhere in the Forgotten Counties, which could be just the thing for him: the Ancient Urn of Blackhill. But he is not the only one looking for it. The Lady in Yellow, his ancient nemesis, has the same information and will do everything she can to steal it from him. To prevent any leaks, the Man from Overmountain will provide the correct information only to the Knaves he intends to hire. Once the client has chosen them, our characters will take advantage of a passage by sea to reach the Forgotten Counties, then proceed by coach, courtesy of the Lady in Yellow, eager to trick them into doing the dirty work for her. Having explored the Margutte Valley and retrieved the vase, 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 2 – Captain of the Gullseye

The Knaves embark on the fishing boat of Captain Gullseye and sail part of the way towards the Margutte Valley.

Scene 3 – The Lady in Yellow is Peckish

To reach the Forgotten Counties the Knaves must continue by land; a noblewoman appears, offering to help them. She claims she has been hired to escort them to Fizzonato.

Scene 4 A – Grandma’s Laundry

An old vase collector turns out to be the vestal of a Lucifuge cult: she will attempt to sacrifice the Knaves in her vats of bleaching acids.

Scene 4 B – The Whitish Watermill

An orc miller allergic to visitors seems to be well-acquainted with the valley and its secrets.

Scene 5 – Margutte Valley Soup

The last surviving orc in the valley uses the Ancient Urn to make soup. Really. It might be a good idea to get it back.

Scene 6 – The Ancient Vase Must be Brought to Safety

The urn is delivered to the client and the money collected. Yet something peculiar is happening to the Man from Overmountain… did he always have those huge horns?

Conclusion

Between the Man from Overmountain and the Lady in Yellow, it will be a great result if the Band just manages to leave behind these demonic idlers and bring home the purse... In the weird case it should work, everyone can celebrate with the necessary revelries!

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 Overmountain Said Yes!

The sun beats hard on the Knaves’ heads when the Band’s turn comes. The page boy escorts them to a corner of the warehouse decorated with carpets and tapestries. The Man from Overmountain is a middle-aged fellow, well dressed in white, and with features that seem sculpted with a billhook, who stares at them while removing some yellow morsels from a strange juicy fruit never seen before, with a cutlass. The page boy takes the floor and invites the Knaves to introduce themselves and explain why they would be the best possible choice. Whatever the Knaves say, the Man from Overmountain always remains silent, staring at them with his disturbing gaze, letting the page boy conduct the questioning. With a successful DC 14 Intelligence (Investigation) check, the characters can detect the big shot’s non-human heritage. Once the presentation is over, the page boy escorts the Knaves out again, explaining that they will receive a response shortly. Somehow, the Band has managed to convince the Man from overmountain with their presentation, in fact, the page boy runs to meet them shouting “The Man from overmountain said yes! “ holding a sealed parchment in his hand. The instructions are straightforward: an Ancient Urn is found somewhere in the Forgotten Counties, in a place called the Margutte Valley. From the names, it really doesn’t look like a piece of cake. The vase must be found and brought back to the port from which the Band set sail. Attached to the letter, a drawing of the vase and passage documents to be given to Captain Gullseye, a few piers ahead, and the promise of a payment of 400 Big Pieces.

Scene 2 – Captain of the Gullseye

The Gullseye  (sailing ship) is the most ramshackle fishing 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 rumors about the Margutte Valley and the Forgotten Counties. 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.

Note: during the sea travel to Forgia, the chosen landing place, the Condottiero can stage a storm, a pirate assault, or a confrontation with sea monsters, also depending on the port from which the Band set sail.

Random Sailing Encounters Pirate ship A small crew of cut-hawsers made up of 8 Quinotaria pirates (bandits), and their captain (duelist) try to board the Gullseye. Once the Knaves have spotted the pirate ship, they have 10 minutes before it reaches their fishing boat. Sea Monster Attracted by some leftover hake, a giant shark attacks the fishing boat. The colossal beast crashes into the ship, and if it is not quickly chased away, it could even sink it. After taking 50 damage, the shark wanders off in search of less combative prey.

Scene 3 – The Lady in Yellow is Peckish

Leaving the Gullseye at Forgia’s docks, the Band is greeted by a flawlessly dressed coachman with a very fashionable Falcamonte-mustache. He drives a big stagecoach, pulled by the kind of horses that any Knave would sell for quite a fine pile, and some cutthroat-looking bravos escort the vehicle. Inside the wagon, a lady with delicate traits and an expensive-looking yellow dress awaits the Band. The woman claims to have been sent by the Man from Overmountain to accompany them to the counties and gladden the journey, serving some hazelnut-flavored pastries of which she is particularly fond. If the Knaves scrutinize the woman, they could notice that there is something vaguely off about her.

Lady in Yellow

- 135 -

In Search for Quatrins... Again! In fact, she is a malebranche who keeps her infernal nature well hidden under her skirts. She is very self-confident, and she does everything she can to ingratiate herself with the characters, to steal the vase from them at the right time. In reality, the woman is not affiliated with the Man of Overmountain at all.. She’s more of a straight competitor. With a success on a DC 22 Wisdom (Insight) check, a Knave can sense that the Lady’s friendly attitude is not completely genuine. A Knave that eats one or more pastries must succeed on a DC 13 Wisdom saving throw or be charmed by the Lady for 24 hours, or until the Lady or one of her companions harm them. A charmed Knave regards the Lady as a trusted friend. If the Band discovers the Lady’s subterfuges and confronts her, she tries to offer them a higher amount for the vase: the same offer from her competitor + 10%. Any negotiations can raise the offer up to + 50%. If it comes to blows, the Band can also steal both carriage and horses, but they must first defeat the Lady in Yellow (NE female malebranche spy), Ambrogio the coachman (LN male human dragoon), and the six bravos (NE human thugs). Otherwise, the stagecoach trip takes a week before reaching the Forgotten Counties and the Margutte Valley. When the stagecoach reaches Fizzonato, the Lady in Yellow (if still with the Band) takes herself a room at an inn, declaring that she will wait there for the Knaves. Fizzonato is a village consisting of wooden shacks with rotted roofs and decaying ruins with half-collapsed stone walls. Only one building seems to be in better shape than all the others, a tower overlooking the central square, with a heavy metal door. At the center of the village, the large clay court clearing is occupied by stalls and newsies trying to sell their stuff, mostly made up of moth-eaten furniture and the kind of furnishings one would not even buy as firewood. Any equipment item or service the Knaves may need can be found here, but it’s all shoddy or counterfeit. There are also several potters and ceramicists in the market, but nobody seems to know anything about the Ancient Vase. Talking to the people of the village, the Knaves may discover that in the north, in the middle of a grove, lives an old woman obsessed with cleanliness and unusual urns - they are crazy in the Forgotten Counties! Furthermore, if they talk to some elders, they can learn that south of the village, there’s the white mill of the margutte-miller, who knows the life and times of the Valley; if they’re looking for somebody who might know something about the vase, that’s the guy. He seems to be the last margutte in the Valley, and he hasn’t always been friendly, but... Anyway, the white mill and the granny’s house seem to be the right places to inspect, although the latter is the closest.

Scene 4 A – Grandma’s Laundry

If the Knaves choose to visit the granny’s house, as they approach, an unusual lavender perfume permeates the air until they find themselves in the midst of a web of wires on which uber-cleaned-laundry is hung to dry. In the center, a thatchroofed shack stands out in the middle of some tanks filled with a transparent liquid that stinks so much it hurts. While approaching the woods, with a successful DC 17 Wisdom (Perception) check, the Knaves can notice that a sparrow seems to be following them from above the branches. A hunched but jovial old woman comes forward, welcoming the characters. Behind her are a tall, muscular, utterly bald morgant, and a puppet that has been covered in sheep-wool to make it look like a sort of tiny white bear. The granny is a befana, and a remarkably evil one. She was waiting for nothing but unsuspecting visitors to show up at her house right on time for human-sacrifice-day. Clean (CN male morgant pagan) is her bodyguard, a completely subjugated, mindless brute. Cuddly (NE marionette cutthroat) is an infamous, loquacious son of a birch, and very quick with sneak attacks. The granny confirms to the Knaves that she has an extensive collection of vases, and invites them inside the hut to show it to them. Inside the house, there actually is a whole lot of ancient pottery. With a successful DC 13 Intelligence (Arcana or Religion) check, a Knave can notice that the vases are mostly covered with sacrilegious symbols and positioned to form a sort of pentacle.  The granny plans to drug the Knaves with herbal tea and sacrifice them in her tanks, in the name of Lucifuge. If the Knaves accept the drink, after Cuddly takes a sip and says the tea is “Phenomenal!”, They must make a DC 12 Constitution saving throw or fall unconscious for 1 minute. The insane trio represents a tough challenge, but if the Knaves refuse to drink and become suspicious, defeat Clean, or threaten Cuddly, the befana will stop threatening them and let them go. If cornered, the granny confesses that she’s had the infernal pot for a while, but it was eventually stolen months ago by a large and stealthy figure who fled towards a specific direction within the Margutte Valley (which she can indicate), where she lost track of it.

Scene 4 B – The Whitish Watermill

The mill finally appears on the horizon, but the building always seems far away despite the regular shortening of the distance. As the Knaves get closer, they realize that their eyes have deceived them. The building is monumental, built to scale for a giant or something, with the white walls freshly painted with a giant paintbrush lying on the ground. The 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 reflection 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 the Knaves, but there’s really nothing more than that. Once reached, the mill appears empty, but both the door and the windows are closed. There is a barn, but inside of it there is only a huge lilac-spotted cow wearing a plaque around its neck on which the name “Lola” stands out. In the adjacent stall, there is a jumble of branches and pieces of hay in the center of which lies a gigantic egg. If the Knaves manage to climb up and look through the mill’s window, they notice that a large vase, very similar to the one they are looking for, is sitting on the top of a huge table. To enter, they can pick one of the windows’ locks using thieves’ tools with a success on a DC 12 Dexterity check. Alternatively, they can break a window, but this alerts the giant guard-hen Rosella that pronto runs to warn Bandiera, the mill’s owner. With a successful DC 14 Strength (Athletics) check, the Knaves can climb the table to reach the vase. Otherwise, it is possible to damage the low table by using one of the tools abandoned in the kitchen’s corner. Apart from some freshly baked as-big-as-cakes cookies, and a map of the valley unrolled and in full view, there is not much else inside the colossal kitchen. The latter indicates the main places in the area, with various notes on where to find the best fruit and vegetables, and one particular site marked with a large X, a skull, and a giant stylized humanoid creature. Once out of the mill, if the Knaves made a mess, they have to face Bandiera and Rosella, very annoyed by the intrusion. The margutte is visibly itching to thump the Knaves, but if they manage to parley, he will avoid beating them up badly and won’t order the gargantuan hen to peck at them. However, he will ask both for a fair amount of petechins to repair any damage caused and the promise to fix a small issue that’s afflicting him: someone keeps stealing the mill’s supplies and appears to come from the area marked on the map.

Scene 5 – Margutte Valley Soup

By following the instructions on the map or the granny’s directions, the Knaves approach the area of the Orc Valley, their goal. It is a place full of fields of vegetables of colossal dimensions that seem to grow naturally, without anyone taking care of them. Just behind some half-frozen melon-size-tomato plants, the characters can spot smoke rising from beyond the crops. 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 recovered, even if there is a margutte to get rid of, before that.

Scene 6 - The Ancient Urn Must be Brought to Safety

If the Knaves manage to recover the Ancient Urn, they can return to Fizzonato. If they have not already taken care of the Lady in Yellow, they find her there, waiting for the vase. The coachman, Ambrogio, offers to take the item to secure it on the stagecoach while the Band can finally rollick a bit and dedicate themselves to some well-deserved rest before leaving. Whether the Knaves have made arrangements with the Lady in Yellow or think she is an agent of the Man from Overmountain, it does not change the fact that the malebranche-woman will try to rip them off. Therefore, if they do not realize that the whole situation smells fishy, the stagecoach will leave them behind, going back to Ausonia at great speed, and the Knaves will have to chase it and eventually fight the Lady in Yellow and her whole gang. If the Lady in Yellow was defeated earlier during the adventure, the Knaves can take the vase to the Man from Overmountain for the promised reward, sailing off aboard the Gullseye.

Conclusion

As soon as the Ancient Urn is delivered to the Man from Overmountain, he pays all rewards due, plus an extra (50 gold pieces) if the Knaves got the Lady in Yellow out of the way. The page boy hands a purse full of coins to them, and invites the Band to leave the room quickly, treating them quite poorly. If the Knaves decide to stick around or spy on the big shot to understand what he’s going to do with the artifact, they see the Man from Overmountain pouring some Avernus Bitter into it. The man takes a long sip, and a pair of horns suddenly appears on his forehead, along with a tail on his back and thick fur starts sticking out of his white clothes. “The Man” reveals himself for what he really is now, a malacoda. Note: if the Band decides to face the fell creature, they should know that they are going to face a particularly tough challenge, but if they are victorious in the end, they will be able to take all the coins contained in the warehouse together with the precious furniture and rich clothes. The Condottiero is also free to decide which extraordinary objects and treasures the Knaves can find in the warehouse once the arduous task of defeating the malacoda has been completed.

- 137 -

In Search for Quatrins... Again!

Bandiera

Bandiera is a margutte with the following modifications: Alignment N Hit Points 110 (13d10 + 39) CON 16 (+3) Challenge 5 (1.800 XP)

Rosella

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.

Rosella

Large beast, chaotic neutral

unique power

Armor Class 12 Hit Points 45 (6d10 + 12) Speed 40 ft.

No unique power

Delongo

Delongo is a margutte with the following modifications:

STR

DEX

CON

INT

WIS

CHA

18 (+4)

15 (+2)

15 (+2)

7 (-2)

12 (+1)

6 (-2)

Skills Perception +5 Senses passive Perception 15 Languages Challenge 2 (450 XP)

unique power

Delongo has the following unique power: Innate Spells

Keen Hearing and Sight. Rosella has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Granny

Granny is a befana with the following modifications:

actions

Multiattack. Rosella makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Granny has Malevolence 1

unique power

Granny has the following unique power: Ball of Yarn

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

- 138 -

Shoddy Swords and Star-Crossed Sorceries

Shoddy Swords and Star-Crossed Sorceries

Crossover Job

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. for

Introduction for Knaves

The Knaves finds themselves sleeping under the roof of the Infernetto Inn, just outside the walls of Ianica Torva, a small seaside town not far from Port Patacca. You know when dreams are so vivid that they seem real? Precisely that sort of nightmare is crashing its way into the sleeping minds of each of them right now! The dream shows a glorious arena similar to those of long-lost Plutonia, where an ogre armed with a heavy cleaver is challenging a malebranche or some other devil lying in the sand. The ogre is about to deliver a blow, yelling defiantly to his opponent “Get up, you horned beast, get up!” Just as the heavy cleaver is about to hit the wounded fighter, the action seems to come to a grinding halt, and the strange devil turns his gaze to the dreamers, reaching out his hand.

Introduction for the Condottiero

Scene 1 – A Bad Dream

The first connection to the mysterious mission is a dream sent to the Knaves by Adramelech, an archdevil interested in taking part in a strange competition outside the Kingdom.

Scene 2 – To Aspra and Aegis

To get to the place of the Challenge, the Band must first reach the town of Aspra and defeat its cruel lord, the margutte Folgorantilus.

Scene 3 – Toward the Big Gate

The proverb says, “To open a Big Gate, you need a Big Key!” In this case it’s true: now the Knaves will face a twomoon journey to reach the Forgotten Counties, the slopes of Mount Meta, and finally find the Big Gate that leads to the Arena.

Scene 4 – The Aegis Arena

In Great Extravaganza and in the heart of the Forgotten Counties, astral conjunctions occasionally cause the overlapping of different worlds and planes, and anything can happen. The Kingdom’s wise and wizards consider these celestial phenomena rare and mysterious events of an astrological and Extravagantian nature that elude logical explanations. This is the case for the Aegis Arena, an abstract and mystical place located beyond the world, where the Knaves might find themselves if they follow the dreams and spiritual instructions sent to them by a mysterious “patron”. 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...

Time to take part in the Challenge: the Knaves must fight against hideous gremlins and other monsters of the Condottiero’s choice, to earn their chance to defeat the Nemean Lion.

Scene 5 – The King of the Arena

In the final battle of the Challenge, the Knaves must defeat Aegis’s ferocious champion, the Nemean Lion.

Conclusion

Whether they win or lose this incredible Challenge, the Knaves find themselves exactly where they were before...

- 139 -

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 something 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 him as if he were in front of his eyes! “I also need exactly this: unscrupulous Knaves! And you, dear fellows, seem to have been minted in this very fashion!”

Whatever the choice, the dream continues. The archdevil introduces himself, gesticulating, emphasizing every word in a bizarre manner, and says:

Too railroaded? The Knaves’s recruitment for this Job might seem overly railroaded, so here are some tips to make it more interesting for the players and their characters:

“Three moons from now, the white sand and blood of the arena will no longer dwell in your dreams, but in front of your eyes! By the way, you’ll want to fight to the best of your ability because, unlike this dream where you can dispel any danger by snapping your fingers, if you are not up to it, there will be no escape for you…

☞In the past, the Knaves sold their souls to some archdevil, or committed such atrocious crimes that they were condemned to Inferno. Adramelech will show the contracts in place, explaining that he has taken over their souls from other contractors, and is willing to tear them up if the Knaves accept the mission.

“I gather from your expressions that you aren’t getting much of what I said, so I’ll be more direct: soon you will wake up blaming the rich food, but the black spot on your hand will tell you otherwise! You have until the next moon to find and defeat that villain Folgorantilus, a margutte who has taken refuge not far from your current position, near a small village in the hinterland called Aspra. That damned beast possesses the Big Key, the only thing that can unlock the doors to the Aegis Arena.

☞Adramelech is in possession of information essential for the characters, or of objects that could be very useful, say, for their personal background, individual goals or for the Big Heist they are planning.

Although I am sure of your iron will to help me, know that the stain you are marked with will bring you bad luck, plus itching, burning pains, and death if you decide to ignore my request... have a good trip, Knaves, it’s time to wake up!”

☞Adramelech promises the Band some truly extraordinary object, even a relic or an artifact of great power. What it is will depend on how they reacted to the hand dilemma during their dream.

“I have followed your misadventures up to now. My name is Adramelech and, YES! this is a dream, but NO! it will not vanish simply by opening your eyes. You have been selected, by me, as possible champions for a special challenge to be held in the Forgotten Counties three moons from now.

Obviously at dawn, when the Knaves wake up, the dream is only too real: the black spot on their hands does not cause physical pain, only a slight itch, but it changes appearance continuously as if it were alive, making it clear that this is no joke!

- 140 -

☞Adramelech promises an incredible 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,

Shoddy Swords and Star-Crossed Sorceries the Knaves will receive a letter of credit from Sirrah Mammona of Mount of Fiascos of Hyena, who will keep his promise. ☞Adramelech can erase Misdeeds and change the characters’ Bounties with a snap of his fingers. If they so wish, he can wind back the Knaves’ Misdeeds in the Registers of the Royal Bounty to the initial ones, deleting all the others.

Whatever the agreement is, Adramelech is a fair devil and will respect their pacts... after all, having a Band like this to return to for future favors always has its advantages.

Scene 2 – To Aspra and Aegis

While Ianica Torva is located on the coast of Alazia, the village of Aspra is several days away in the region’s hinterland. The Knaves’ destination is a strong and 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 Upper Square. The Knaves enter the village from Goat Gate, in the south, and are promptly looked at - up and down - by the inhabitants. Inside a clock tower full of complex machinery rising at the top of the city lives the mysterious feudal lord of the area, a margutte with great powers called Folgorantilus. The lord bought the Big Key leading to the Arena from a nonexistent merchant at a 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 avoid having too much trouble with them, and reserves his most unwelcome attention for the local criminals, bandits, and foreigners. This is probably the reason for the strange looks and other things happening around the characters, like mothers taking their babies away: everyone knows that the Band which just arrived in town will soon be butchered.

- 141 -

In Search for Quatrins... Again!

Folgorantilus’ Tower

However, Folgorantilus will be informed of the foreigners inside the city walls only a few hours after their arrival at Goat Gate. If the Knaves act quickly, they might find some of the very few rebels willing to help them against the margutte; alternatively, if they infiltrate the town secretly, they have some advantage in the assault on the monstrous lord of Aspra. The complex at the top of the city consists of a millstone and a storehouse where farmers and oxen are employed, working on producing the “Margutte Mustard”, the primary goods exported from Aspra. The monster lives in the large bell tower instead, constantly pushing and forcing the workers through the various production stages. Folgorantilus (margutte) is extremely difficult to deal with: he is a monster who intends to capture and devour strangers and

Knaves on sight. However, he has the Great Key the Band needs to participate in the Arena. The Big Key can only be stolen, there’s no other way, but if the Band defeats the margutte, the whole city falls into confusion, and a crowd of peasants forms and likely attacks the Knaves. After having well-plundered Folgorantilus’ treasures, and being in possession of the Great Key, the Band can escape, but they have to do it very quickly and can’t carry too much treasure around. In fact, the workers want to redistribute the margutte’s wealth immediately, and rush in. After these exploits, the Knaves will likely see their Bounty increase significantly: Folgorantilus is still a big shot and an important personality in the area.

- 142 -

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 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 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 throwing the key to the lion makes the big beast start playing with it like a kitty, and the gate opens automatically. The road on 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…

Scene 4 - The Aegis Arena

“Suspended between time and space lies the Aegis Arena, created by the arcane masters of the city of Artiglio to glorify the most valiant champions from all around the cosmos!”

This is the description that every inhabitant of the world beyond the Big Gate would give of this place. Still, for the Knaves, there are no words to explain the feelings aroused by the arena: an emotion with roots in the deepest of the primal instincts. The struggle for the survival of the fittest! Even the Arena complex’s view is nothing but confusing since the entire structure is completely suspended in the air, with twisting stairs, illusory and overturned perspectives, and shifting mechanisms that confuse gaze and mind.

Clock Tower

Rooms of Folgorantilus

Hall

Accustomed to scraps and ragged scenarios, this place looks amazing in the eyes of the Knaves, mythical and beyond imagination: a mixture of the mystical descriptions of Urania, the Celestial City, mixed with the hallucinatory visions caused by the turquoise and extravagantic herbs. The structure is mainly divided into three sectors. The lower part, where the gladiators train and equip before the fights. The upper part hosting the temple of the gods, the trophies’ square, and the Podium, from which the wealthiest guests enjoy the show. Finally, the middle part, the Coliseum: Aegis Arena’s beating heart, the stage of every battle that takes place in this out-ofthis-world venue.  Apparently, the Band have reached the center of the Coliseum just as the Challenge is about to begin. Their patron, Adramelech, watches them from the Podium and is already placing prophecies against them.

- 143 -

In Search for Quatrins... Again! At the sound of these words, a thunderous applause accompanies 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 monsters or characters typical of other settings could take the opportunity to infiltrate the Kingdom following the Knaves.

Scene 5 - The King of the Arena

Two bronze statues of gladiators, each with open and arched arms representing a large shield, flank the entrance. The arch above the entrance threshold is engraved with the words “Don’t look at your hands, look at your arms!”, A warning that reminds everybody that the Aegis Arena bestows glory or death only! An imperious-looking woman stands up from the oligarchs’ gallery and begins to proclaim a long introductory speech. “An endless number of brave or foolish gladiators just passed through the gates of this Arena... Every single one of them convinced that they are the strongest and deserve riches and honors more than any other; All of this, only to find themselves on the ground, dying and begging for mercy... something that will never be granted, since no plea has ever been accepted for those who have greedily sipped from the bitter cup of defeat! But that shouldn’t be enough to discourage you or anyone else on this ground. Today, all of you, gazing at the crimson that has long stained the sand of this Coliseum, must be convinced that it will be the blood of their opponents to be spilled and not their own! Well, if you prove to be true champions... so it will be! Of everybody else, nothing but shadows and dust will remain!”

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 stronger contenders! He is a very experienced gladiator, and the crowd adores him. Despite his wild nature, he respects all combat rules, as he wants to prove his ability without resorting to petty tricks or foul tactics. Legend has it that he now fights only to prove that he is the King of the Arena. He is not interested in gold or precious items other than what he already carries. He is moderately intelligent and can speak the Unknown Language, albeit with a strange guttural accent. It’s time to challenge the mythical Nemean Lion!

Conclusion The Knaves Win the Final Fight with the Nemean Lion

The calm dictated by respect for so many gladiators’ death is brutally interrupted by the crowd’s screams when the giant Lion falls to the ground! Spectators are literally delirious from what they have witnessed... a group of gladiators from an unknown land have become champions of Aegis thanks to the blood of their defeated opponents, a deed worthy of the Gods of the Arena! When the clamor subsides, and after everyone acknowledges the Band’s great victory, the Knaves impresario, Adramelech, jumps off the Podium and takes its share of triumph. Then, magnanimously, it respects its part of the pact, delivers what

- 144 -

Shoddy Swords and Star-Crossed Sorceries is due, and thanks the Band for the excellent performance and the great impression they helped it make! Suddenly, everything becomes blurred, the noises muffled, and an annoying tingling climbs up the limbs of the characters...

The Knaves Lose the Final Fight with the Nemean Lion

The Knaves fall on the blood-stained sand of the arena one after the other, dropping like flies. The ground seems to break under their bodies without interrupting their fall. The characters fall into oblivion and darkness while the crowd’s cheering voices and the King of the Arena’s roar gradually become more and more distant, more abstracted, more inconsistent… ...a moment later, the Knaves awaken exactly at Ianica Torva’s Infernetto’s Inn, bathed in sweat and with the sheets soaked in their blood and dirty with sand from the arena. It looks like three moons have passed. The Condottiero can act at his discretion regarding additional prizes to be found in the Knaves’ room for a Band that 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 happened to the Knaves!

Sword of Fervor

Weapon (long sword), very rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you hold the sword and you have half of your hit points or fewer, you gain the following additional benefits: • When you hit with an attack using this magic sword, the target takes an extra 1d6 fire damage. • You can use an action to emit a globe of light. Any creature within 15 feet of you must succeed on a DC 14 Constitution saving throw or be blinded until the end of your next turn.

- 145 -

Gremlin

Medium humanoid, neutral evil Armor Class 13 Hit Points 22 (4d8 + 4) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

7 (-2)

14 (+2)

6 (-2)

Skills Perception +4, Sleight of Hand +7, Stealth +5 Senses Darkvision 60 ft., passive Perception 14 Languages Vernacular Challenge 1/2 (100 XP)

Pack Tactics. The gremlin has advantage on an attack roll against a creature if at least one of the gremlin’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Hooked Crest. A creature that touches the gremlin or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. i.

actions

Multiattack. The gremlin makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 +3) slashing damage. Instead of dealing damage, the gremlin can steal a tiny object. Rock. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

reactions

Split. When a Medium size gremlin comes into contact with a water-based liquid, it splits into two 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.

In Search for Quatrins... Again!

Nemean Lion

reactions

Parry. The Nemean Lion adds 4 to its AC against one melee attack that would hit it. To do so, the Nemean Lion must see the attacker and be wielding a melee weapon.

Large monstrosity, lawful neutral Armor Class 16 (studded leather) Hit Points 152 (16d10 + 64) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

24 (+7)

18 (+4)

18 (+4)

11 (+0)

13 (+1)

16 (+2)

legendary actions

The Nemean Lion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Nemean Lion regains spent legendary actions at the start of its turn.

Saving Throws Str +11, Dex +8, Con +8 Skills Athletics +11, Intimidation +7, Performance +7, Survivor +5 Senses passive Perception 11 Languages Vernacular, Draconian Challenge 9 (5.000 XP)

Move. The Nemean Lion moves up to its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The Nemean Lion makes one melee attack. Roar. The Nemean Lion emits its roar.

Brave. The Nemean Lion has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the Nemean Lion hits with it (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

After twiddling his thumbs in the den for days, the Leader has seen fit to entrust the Knaves with a wacky new mission, just to keep them amused. As the great man rambles, a mysterious building surrounded by a forest of dark flowers with poisoned thorns has appeared in the center of Tauringa. This is the Black Rose Lodge: a place mentioned only in an ancient and long-forgotten story, whose rose is said to blossom directly from Inferno or from another world... The city council has promised a lot of money for whomever manages to get in and out of the Lodge on their own legs, reporting what lurks inside. The Knaves find themselves in front of the Lodge at nightfall and must find a way to enter the building, to avert the eternal twilight looming on the Kingdom’s horizon. But first, with the advance paid by their Leader, they will feast on delicious fish at the Ordained Octopus Inn, right in front of the place where the Lodge appeared...

Background for the Condottiero

Black Rose Rising is a special adventure created in cooperation with Ludus Magnus Studio. In the alternative Renaissance Italy that provides the backdrop for the events of Nova Aetas Renaissance, the tribal people of the Primaevi, a group of mythical races such as fauns, centaurs, and minotaurs, live hidden in the densesest and most remote areas of Italian forests. These individuals typically avoid contact with humans, but a small group of fauns, whose charismatic leader calls himself Alabaster, have decided it’s high time for the Primaevi to raise their heads and take on the hated humans on an equal footing. One night, Alabaster managed to sneak into the Black Rose Lodge of Turin, the lordly abode of the most powerful wizarding guild in Italy, and to lay his paws on an artifact of immense power, known as the Heart of Gaea. Unable to fully understand its power, Alabaster and his people caused a mystical transfer of the whole building and of all its residents to the heart of Tauringa, in the Kingdom’s Falcamonte: a paradoxical event that made the mysterious lodge appear in the center of the city.

The first to grow curious about the building that appeared out of nowhere were the members of the gang of a certain Mingoldo, a street criminal from Tauringa, who sneaked into the Lodge and took possession of its outermost rooms. Mingoldo and his team also came into contact with their “peers” of Alabaster’s gang, and the two groups of cutthroats agreed on the basis of mutual convenience: Mingoldo and his friends are only interested in robbing and slaughtering Falcamontese intruders who come to explore the Loggia, while Alabaster wants to work out how to yoke the power of the Eye and return to Nova Aetas’ Italy.

Scene 1 – At the Ordained Octopus Inn

The Knaves find a place to refuel before venturing into the Loggia of the Black Rose, where they hear the first rumors about the strange building that appeared out of nowhere.

Scene 2 – The Phantom Door

Following the directions they were given or losing themselves among the brambles, the Knaves find a passage in the dense tangle of creepers that surrounds the Loggia and manage to get inside.

Scene 3 – Mingoldo and his Thieves

As soon as they venture inside, the Knaves are attacked by Mingoldo’s marauders and spot a mysterious and unknown creature: one of Alabaster’s fauns!

Scene 4 – Goat Courtyard

In the center of the mansion’s courtyard lie Alabaster’s encampment and the Heart of Gaea, and the Band will have to use their cunning, or weapons, to make their way in.

Scene 5 – The Thorn Dragon

Arriving in front of the Heart of Gaea, the Knaves find themselves facing one last terrifying enemy.

Conclusion – A New World

After all these ups and downs, the Knaves could find themselves in the world of Nova Aetas, an alternative version of the Kingdom, in a strange place called Italy...

- 147 -

In Search for Quatrins... Again!

Scene 1 - At the Ordained Octopus Inn

The Ordained Octopus Inn is located along the great embankment of the Stura, the river that cuts Tauringa in half. Apparently, it is the only dive in the city specialized in this tasty freshwater shellfish and another horrid local food: the lamprè, a large nauseating bloodsucking river fish well fried. The wooden room is soaked in humidity, and the fumes that rise from the two pots on the fire fill the air with the smell of old fish. Behind the counter, a shrunken old man in a dirty apron wearily cleans dishes in the gray water of a tub, while an elderly lady, his wife, according to her verbal assaults on the man, fidgets, running up and down and filling jugs of wine and bowls of soup. They are Mrs. Lia, the tavern’s official keeper, and Tonio di Tonno, her husband and dishwasher. Tonio is a tired old man. The only good thing that life has given him is a slight hearing loss so that he no longer has to listen to his wife. He speaks little, and that little is made nearly incomprehensible due to his mumbling. From time to time, the son of the old couple, Fulvo di Tonno, a man in his forties all muscles and hair, comes out the inn’s back to give handfuls of lamprè to his mother. She regularly stops yelling insults for a moment, caresses him, and kisses him on the forehead. Fulvo always scowls at all customers before going back to the cookery. If the Knaves raise their voices, especially if they complain about the cuisine, Fulvo comes out looking at them darkly for a long while. The local people don’t like arguing with him, so they usually calm down, but if the Knaves overdo it and don’t lie low, Fulvo (CN male human thug) immediately starts a brawl, trying to throw them out of the tavern. The small groups of patrons scattered around the smoky room almost all speak of the vines and thorns covered building that appeared one moon ago in the city, just a few steps away from the inn. The authorities have already sent guards and mercenaries to investigate the strange event. Also, a crew of guiscards, a couple of Vortigan supersticians, and a jinx from the Kingdom of the Two Scyllas seem to have dedicated themselves to that, all without success. These agents were either rejected or failed to find access to the odd structure. Those were the lucky ones: others just disappeared, leaving no trace.  All attempts to set the vines on fire, exorcise the palace, or tear it to the ground have caused disturbing mystical effects that have spread throughout the city, such as purple lightning storms or firebolt shocks. • In short, “You Don’t Mess with the Lodge”, as they now say all around Tauringa. The Ordained Octopus’ patrons play Poppycock on two different tables. They laugh coarsely and yell at each other, round after round. Some of them have green teeth and continue to chatter and then spit on the ground some moist algae that they keep inside glass jars on the table. If the Knaves want to play a game or two, patrons gladly let them participate. If the clients are treated well, Knaves can probably get them

to talk about the recent events, and some will furtively point out Pinello: “that guy could know something”, is the underlying message. • In front of the fire, on three stools, three men smoke a pipe. Two of them look like experienced sea dogs: long beards, tattoos from head to toe. One has the wrinkled skin of somebody who’s been too much in the sun and an uncombed, pitch-black beard; the other is a silent darkskinned and nearly hairless individual. The last man of the trio is a guy with a quick talk, a cross-eye, and just the skin to cover his bones: that’s Pinello Eye Blink. He is wearing a beatup leather jacket; his breastplate seems to have been recently ripped in half by something big, and Pinello proudly shows the wound on his chest, under the broken armor. • Mandragola and Lotus are two foreigners, also interested in the Black Rose Lodge. Mandragola is elegant and theatrically gifted, perhaps a superstician or a charlatan, and his right arm, Lotus, is a tall and fat lad. They have already understood that Pinello knows something more, but they do not intend to share this information with the Knaves and would like to question him in private as well. • Pinello Eye Blink was part of Mingoldo’s company, which Alabaster’s satyrs attacked at the first encounter with the Primaevi inside the Loggia. While his companions were beaten up by the satyrs (before making an agreement), Pinello ran away from the tower, unable to get back in by himself in any way. With a successful DC 12 Charisma (Persuasion or Intimidation) check, Pinello opens up and explains that he no longer wants to return to the mysterious Loggia. Still, he’s willing to explain, if sufficiently paid, how he and his companions managed to enter. • If the characters give him a white-glove treatment, Pinello also gives them a green bandage, the symbol of his old Band; the blindfold could help convince Mingoldo that the Knaves are allies, once inside the Loggia.

Scene 2 - The Phantom Door

When the Primaevi activated the Heart of Gaea, in addition to transporting the Black Rose Lodge to the center of Tauringa, they caused some other portentous effects: • The mages of the Black Rose, and every single thing that possessed even a single spark of arcane power, have turned into inconsistent and disturbing shadows, although apparently unable to harm or interact with the material world. • The building’s exterior is imbued with powerful enchantments, which make it impenetrable to any spell or magical effect. • To protect itself from other possible threats, the Heart of Gaea isolated the building by covering it with a wooden web of thorny vines and bushes of flowers similar to black roses. Trying to cut such robust shrubs is useless because the thorns and branches grow back at an unnatural speed. Each creature that comes into contact with the thorns takes 1d4 piercing damage and must succeed on a DC 12 Constitution saving throw or take an extra 1d6 poison damage.

- 148 -

Black Rose Rising The only way to enter the Lodge is through the Phantom Door: since one of the access doors to the building was permeated by powerful spells, it has now become a shadowy and ghostly door, hidden by the thickest vegetation near a side entrance of the building. To find this secret access, the Knaves must succeed on a DC 18 Intelligence (Investigation) check; a Knave that has obtained related information from Pinello at the Ordained Octopus Inn can make the check with advantage

Scene 3 - Mingoldo and his Thieves

For several days, the company of Mingoldo has settled in the Loggia’s outermost rooms, as agreed with Alabaster, and attacks those few who manage to pass through the Phantom Door while they’re still confused and weakened. As soon as they see the Knaves entering the Loggia, they draw their weapons and prepare to repeat the script already performed for the umpteenth time. Mingoldo’s company is made up of 4 cutthroats, one veteran, and one cult fanatic. During the third round of combat, a hideous creature makes its appearance. It’s a primaevo, a bipedal being with goat legs, a swollen and distorted face, massive muscles, and dressed up in strange skins and gold metal discs held together by precious-looking chains. Sent to watch over Mingoldo’s cutthroats, 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.

Indeed, unless the Knaves try an outstandingly well thought out diplomatic approach, the visitor creatures’ first reaction is to attack any intruder in their headquarters. While their leader, Alabaster, stays in the rear singing arcane chants, his men join the fray to stand between the Knaves and their leader. After two rounds of combat, 2 more primaevi arrive in the courtyard ready to battle, attracted by the noise.

Scene 5 - The Thorn Dragon

The Heart of Gaea resembles a large emerald green pine cone, with black veins, which has sprung up in the center of the courtyard, wrapping all its roots, shoots, and vines around an old black stone fountain that stood in the middle of the Loggia. In one way or another, the Heart is also the mystical and natural apex of all the brambles and thorns that spread throughout the building and surround it on the outside, and the thing responsible for the protective enchantments that surround the structure. Alabaster’s defeat causes a sense of threat in the Heart, which will activate its last defense: the courtyard vines retreat and wrap around the “heart” forming an immense thorns-androses dragon, which is going to attack everyone present in the courtyard with its lashes. The formation of the dragon takes two rounds, during which all the satyrs still alive start fleeing the courtyard as quickly as possible, disappearing between the dim rooms of the Loggia.

Scene 4 - Goat Courtyard

Entering the heart of the Lodge, the Knaves wander among halls, stairways, and corridors of ancient and corrupt elegance, 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 structure, which opens into a vast courtyard with trees and colonnades. Here’s where the Primaevi are camped, surrounding the Heart of Gaea, located in the exact cemter of the courtyard. Alabaster and 5 other primaevi are here. They’re not particularly 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 thornrose dragon as it grows and forms; in this case, the dragon will form with a number of missing hit points equal to half the damage inflicted by the Knaves during the first 2 rounds. After 3 rounds from the dragon’s formation,  Mandragola and Lotus come to the Knaves’ aid, casting protection and healing spells to give the Band a better chance to make it and survive. Note: the Condottiero may anticipate or delay the duo’s arrival based on the combat’s progress. When the thornrose dragon is defeated, the Lodge vines crumble to the ground, withered, and the heart seems to go dormant. At that point, the Black Rose Lodge begins its mystical transition to return to the Italy of Nova Aetas.

Conclusion - A New World

If the Knaves do not leave the tower in time, they will find themselves catapulted into the world of Nova Aetas, in the heart of the Black Rose Academy in Turin. Of course, no one there has much interest in conducting them back to their original world. Who will help them? Will they investigate, exploring nearby Italian towns shaken by the war between Venice and the Papacy? Will they return the stone to the primeeval priestesses to gain their favor? Or maybe they will meet the heroes involved in Nova Aetas Renaissance events to forge an alliance and find their way home? The future is in the hands of the Knaves!

- 150 -

Black Rose Rising

Alabaster

Alabaster is a satyr with the following modifications: CHA 18 (+4)

Lotus

Lotus is a dragoon.

Mandragola

Mandragola is a priest with the following modifications:

Innate Spellcasting. Alabaster’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: dancing lights, guiding bolt, vicious mockery 2/day each: hold person, mirror image, suggestion 1/day each: hypnotic pattern, spiritual weapon

Armor Class 15 (chain shirt, shield) Hit Points 37 (5d8 + 15) CON 16 (+3)

Primaevo

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 success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Huge dragon, neutral

Armor Class 17 (natural armor) Hit Points 189 (18d12 + 72) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

18 (+4)

13 (+1)

15 (+2)

14 (+2)

Urticant Breath. The dragon exhales a cloud of stinging pollen in a 60-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, the creature takes 7 (2d6) poison damage and can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Saving Throws Dex +6, Con +8, Wis +6, Char +6 Skills Intimidation +6, Insight +6, Perception +10 Senses Darkvision 120 ft., blindsight 60 ft., passive Perception 20 Languages Challenge 10 (5.900 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

legendary actions

actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 +5) piercing damage plus 7 (2d6) poison damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 +5) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 +5) bludgeoning damage. Frightful Presence. Each creature of the dragon’s 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

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check. Claws Attack. The dragon makes a claws attack. Tail Attack (Costs 2 Actions). The dragon makes a tail attack.

“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 Head A Companion to the Capital of the South

The city of Apollonia is one of the first colonies founded by the Archaics in the south of the peninsula, the former Magna Archaica. Placed between a sheltered harbor full of fish and a fertile and opulent plain, and already splendid at the time Plutonia was founded, Apollonia soon became one of the most prominent cities of the Middle Sea. While its trading ships plowed the waves and visited the ports of half the world, the hinterland was quickly transformed into very rich farmland, from whence enormous quantities of wheat, oil, wine, and livestock reached the coast. In the early centuries of the Patritiate’s expansion, along with the whole of Volturnia and Torrigiana, Apollonia came under the dominion of the Plutonians, subjecting itself in a fairly peaceful manner, and the main Archaic families entered the government. Apollonia then prospered, attaining extreme opulence, becoming one of the main ports of the Empire and one of its most iconic cities. With the Fall of Plutonia, Apollonia also went from riches to rags, and its immeasurable wealth of art and gold was plundered countless times. Once they understood that the Empire was over and that every region and city would have to look after itself again, the Magnates of Apollonia transformed the center into a seaport city-state and slowly regained its splendor. During the middle centuries of the Millennium, a succession of kings and emperors went back to viewing the city as a useful colony, endowing it with funds and armies, to the point of turning it into a sort of “capital of the south”. Even the famous Fregarico II elected it as one of the capitals of the Kingdom of the Two Scyllas, together with the Zagarian Elefanta, and elected it as the “head” of northern Scylla in its banners and coins of the time. Now that the unfortunate dominion of Fregarico II has also come to an end, Apollonia is left with a Viceroy, who in theory is waiting (and might be for centuries) for the return of some kingdom or other, as is the case with the Elefanta. The truth is that today’s Viceroys of Apollonia, the Caraffa princes, barely govern the city and surrounding district, and have but a modicum of influence across Volturnia. Unable to compete at sea with the Vortigans and Lungarivese, or to further expand their domain, these rulers and their entire decadent court of nobles, nouveau-riches, fops, butlers, knights, profiteers and servants hardly manage to look after themselves and what little remains of their past magnificence, endlessly struggling to stem the leakage of riches that trickle like sand from their helpless fingers.

While the Magnates of Apollonia have been trying for some time to recover their lost prestige, the city and surrounding region are far from famous for their armies of fortune, commanders and soldiers: these areas have been lacking the necessary funds and organization to build substantial companies and regular armies for too long. Vice versa, the criminal underworld is thriving: for some time, in fact, the city has been renowned for its criminals with a heart of gold: swindlers, charlatans, counterfeiters, relic sellers, fake beggars, privateers, thugs, smugglers, thieves, sinkers, fences, and guappos of all kinds, often united by necessity, by empathy toward the dispossessed, and by the support of the populace, who clearly prefer them to the violent bullies of the Vicariate. Who the good guys really are, and who the fools, remains unclear... after all, even the most charismatic guappos often have inordinate riches that even their friends know nothing about, and their kind-heartedness is merely a façade. The center of Apollonia consists of immense aristocratic dwellings converted into social housing; beyond the city walls, the former villas with their plots of land have reverted to countryside split among countless properties, gardens, stables and peasant settlements. Yet the decline of the last few centuries has not weakened the spirit of the people of Apollonia, in whose faces many Archaic features are still recognizable: all Apollonians think of themselves as princes, artists, philosophers, and free citizens, and even in the humblest of beggars one can easily discern popular wisdom, pride, and a noble spirit. Another fundamental trait of the local people is their theatrical, musical, and artistic nature. Apollonia is a city of terraces and balconies: people look at its landscape as if from the wings of a theater, and the theater is the city itself: everyone plays out some drama, passion, or tragedy in the public square. They say that the people of Apollonia never act: that their life itself is a drama. The culinary vocation of Apollonia is also one of the most celebrated and luscious in the Kingdom, owing partly to a millenary tradition of banquets, gala dinners, and taverns rooted in the Archaic era. This region’s cooks, cellarmen, pastry chefs, and caterers are famous throughout Occasia. Many are the typical specialties that can be tasted here, in popular taverns and at noble tables alike: pasta, pizza, pies, and all sorts of gravies, always based on the strong and traditional flavors of peasant cuisine, but equally enjoyed by gentlefolk.

- 153 -

10. Mozarab 10. Mozarab Neighborhoods

9. Frangian Keep

8. Castle of the Egg

7. Port

6. Marketbourg

5. Blusta Gate

4. The Decumani

3. Castle of Justice

2. Vicariate District

1. Del Colle Castle

Legend for the Knaves

9

10

8

1

7

6

4

2 3

5

In Search for Quatrins... Again!

- 154 -

Apollonia

Legend for the Knaves 1. Del Colle Castle. For centuries home to the Viceroys and center of power and social life of the city of Apollonia. As well as the nobles of the Caraffa family and their main standard bearers, this is also the seat of Apollonia’s main administrative offices, all in the hands of duke-counts, princes, and marquises. Anyone wishing to deal with the decadent court of Viceroy Fernando Caraffa of Redontappe must book a hearing or wait to be summoned to the Castle. At the foot of the hill stretches the Casali district, an area left undeveloped for safety reasons and used for the castle’s crops, stables, and kennels. 2. Vicariate District. Located close to the city walls and overshadowed by the Castle of Justice, this popular neighborhood was built by the viceroys to accommodate officials, guards, small administrators, and important servants. It is the least-poor of the poor neighborhoods, and the least-rich of the wealthy ones, and even crime, so widespread elsewhere, is almost completely absent here. 3. Castle of Justice. Unlike the rich and elegant Castel del Colle, this gloomy and rugged fortress is the seat of the Justiciar and of the city’s law enforcement personnel. In particular, the castle houses the main barracks of Apollonia’s guards and soldiers, the halls of justice, and the headquarters of the Royal Bounty, as well as several offices of hustlers who carry out the twisted, elephantine, and incomprehensible bureaucratic practices of regional law. Next to the fortress is Bell Gate, through which the infantrymen and cavalrymen stationed at the fortress come out for their training drills. The gate gets its name from its clock whose chimes echo throughout the city, marking the hours of day. 4. The Decumani. Running parallel to the coast, the three main streets that traverse Apollonia mark its venerable center, with buildings rich and poor that boast centuries of age and history, and districts and courtyards representing almost “independent” enclaves whose families have been on amicable terms for generations and have formed unbreakable bonds. The Decumani are also central to the Apollonian “guapperia”, the rebellious but (mostly) good-hearted underworld of petty criminality, quite distinct from the overbearing and vexatious Honored Society. 5. Blusta Gate. Main entry to the city and starting point 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.

6. Marketbourg. This reasonably orderly and industrious district surrounds Market Square, center of the city’s public life. This is where food from the countryside and from Blusta Street, fish and goods from the port, and everyday commodities from shops in the center converge. 7. Port. In the harbor district, one of the oldest in the city, the old ruins were removed centuries ago to make room for sheds, docks, and warehouses. Merchant ships from all over the Middle Sea dock here every day and, despite the customs office, smuggling is estimated to represent half the traffic that takes place there. Partially submerged millennia earlier, remains of the Archaic city are still visible on the sea bottom before the piers. Mermaids and tritons still swim there: they are considered the city’s protectors, and nobody dares disturb them. 8. Castle of the Egg. Reduced to abandoned ruins, this ancient fortification dates back to the very foundation of the city, when the Archaics established their colonies on the nearby island of Fischia and on this stretch of the Volturnian coast. Destroyed and rebuilt many times, the former Marine Castle is now called “of the Egg” because of a colossal legendary sea-dragon egg that was hidden in its basement by one of the ancient owners, the Plutonian wizard Virginius. Guiscards and grave-robbers flock to the city every year to explore the secrets of the castle and manage to sneak into the ruins, one way or another, challenging the dead chitinominious and hobs said to roam there. As per tradition, no one ever returns. 9. Frangese Fort, aka Beefcake. One of the city’s many great castles, the “Beefcake” is used primarily as a prison and to control the city harbor. Its suffocating, labyrinthine dungeons and torturers’ iron instruments are proverbial among the criminals of Apollonia, who also report hairraising stories about the ferocious Petruscolo, a cruel sea serpent said to have found a way into the prison and to come every night to snatch one of the prisoners away. 10. Mozarab neighborhoods. The city’s southern districts, consisting of vegetable gardens, peasant suburbs, and accommodation for travelers and foreigners, are known as the “Mozarabic Quarters”, due to the large numbers of this population. Headquarters of the Honored Society of Volturnia, this is one of the areas most infiltrated by crime in the Kingdom. Guards rarely show up around here, and stabbings are rife day and night.

- 155 -

In Search for Quatrins... Again!

Legend for the Condottiero 1. Piazza Apollona. Overlooking the port, this small and intimate square is dedicated to Apollona. Legend has it that ​​this siren told the seafaring Archaic settlers the best place to found the city and that these sailors from afar, as a sign of gratitude, would eventually name this square and the nearby Fountain of the Siren after her. At night, this square is particularly popular with the guappos, singers, musicians, and lovers who come here to compose romantic serenades and melancholy sonatas. Compositions conceived or performed here are said to be particularly inspired because of the lingering influence of the sirens. It is also rumored that some of the musicians who play in the moonlight here are people of the sea who return to the mainland to perform with earthlings as they did in the past, and to teach them the art of singing and playing the mandolin.

fallen nobleman, is – according to many – one of the pretenders to the throne of the Kingdom. On the surface, Stramonio de Furtis has no interest in the Iron Crown and makes a living as an actor and a patron. But the Prince is allegedly none other than a retired Great Bounty gentleman brigand of a thousand faces – sheikh, baron, politician, friar, seller of fountains – whose ability in the art of transformation and remarkable acting skills have enabled him to succeed for decades in coups unattainable by the numberless petty-thieves of the Kingdom. And unbeknownst to most people, there is much more. According to highly confidential rumors, the Prince is none other than the legendary “Grandpa”, supreme leader of all Bounty Brothers, whose secret authority is mediated only by Uncles and by Mammasantissima. And he has a plan…

2. Cathedral of the Sour Lady. Linked to the Vaticinal rite, the city’s Cathedral is consecrated to Sister Death in her attributions as the Sour Lady of Deep Dormition and of Consolation. Next to the cathedral is Horoscopal Temple, home to the city’s prelates and monks. Overflowing with gold, gifts, relics, and very luxurious embellishments, the Cathedral also houses the entrance to the Royal Chapel of the Treasury of Saint Diospyrus. One of the the city’s patron saints, Diospyrus was a sacred marionette, a saintlet, whose relics produce every year a worshipped, miraculous manna. The wealth of the Cathedral’s Treasure is legendary, but popular devotion is such that not even a pin can be stolen there, under penalty of being man-hunted by the entire city, organized crime at the forefront, owing to their devotion to the Saint and to the Sour Lady herself.

5. Vico Bonafficiata Vecchia. This nondescript, out-ofthe-way lane is known in the city as the realm of pawn shops, gambling halls, pawned merchandise fences, and prophets. Although in Apollonia, games, prophecies, and bets take place every day on every street corner, it is here that the most absurd and spectacular bets can be placed.

3. Turquoise Music Academy. The “Mercy of the Turquoises Singing and Music Chapel”, better known as Turquoise Music Academy, is one of the most famous music schools in the Kingdom and perhaps the most unusual, since it is open only to marionettes. Indeed, in the city of song and music, many entrepreneurs have discovered that pinocchios, pupos, and saintlets have high-pitched woody voices for life: this makes them excellent “natural sopranos”. The teachers here give their students an excellent artistic education: after leaving the Academy, these artists are greeted as celebrities and paid rich sums of money in any theater company or court in the Kingdom. The best known of these is the famous Farinello, who performs exclusively at the Saccagnarlo Theater in Apollonia, the oldest of the Two Scyllas, or at the Caraffa court. 4. Prince’s House. Said to live in an attic on the top floor of an anonymous decumani building, Stramonio Griffo Sirenas Flangelo DucaContes Timeno Perfidogenito Gagliardo de Furtis of Constantinaples, a

6. Cagliantesa’s Inn. In the heart of the Mozarabic Quarters lies the most infamous tavern in Apollonia: entirely managed by the mobsters of the Honored Society, this is the trading floor for the shadiest and most dangerous deals in town. You need to have a really good reason, an obliging connection, and to be prepared for a whole lot of trouble to venture here. 7. Viceroys’ Inn. Again, this inn belongs de facto to the Honored Society; unlike the Cagliantesa, however, the Viceroys’ hides crime behind lace and velvet, and the place is as stylish and luxurious as a royal palace, with highly select staff. Don Crispano himself, along with the heads of the Families and the richest vicars of the Honored Society can be seen here in the evening, eating, drinking, and enjoying exceptional shows. The venue is so opulent that everything costs four times the normal price; ordinary patrons include music-hall singers, courtesans, knights, thespians, businessmen, guiscards, prelates, hustlers, magnates, and aristocrats, and even members of the viceroyal family. Selection at the entrance is rigorous and totally arbitrary, and those wearing shoddy equipment, lacking an invitation, or belonging to races or classes looked down upon will not be allowed in. 8. Terresante Ossuary. Through the Church of the Most Holy Death of the Hornbeam you enter the largest catacomb of Apollonia, and one of the largest in the Kingdom, the Terresante Ossuary. In a boundless maze of narrow tunnels, huge caves and forgotten underground passages, millions of corpses belonging to innumerable

- 156 -

Apollonia generations of living beings who succeeded one another in the city are buried. For centuries here, the Friars of the Death with the Black Sack have been laying down the remains of the dearly departed and composing them in ever-new shapes and decorations, thanks to the internal ambience of the ossuary that perfectly preserves skeletons, mummies, carcasses, and other remains. There are also countless stories of encounters with ghouls, chitinominiouses, mummies, ghosts, and all kinds of former beings having their eternal home here, as well as Don Raffaello (none other than an archangel of the Cinquain), said to have been there for centuries, enlisting his own company of fortune of the dead, for some mysterious purpose…

or shoddy. Goods here are usually 10-20% cheaper than the average market price, but deals tend to be preceded by a lot of haggling. Potential buyers are advised to be careful, as it is not unusual to be swindled: empty weapon cases, unusable tin armor, potions made of water... 10. Tramontana Gate Pizzeria. Surrounded by an open courtyard with dozens of tables, this large tavern is named after and located near a gate in the city walls and is the oldest and most famous pizzeria in Apollonia. Prices are very reasonable, quality is excellent, and the owner, Mastro Canicola, prides himself on serving drinks and food to everyone, regardless of race, party, or pocket. The only problem is finding a table; to book there, you have to pay a non-refundable advance fee. Against this, even when you have no more money, Canicola will serve you all the fresh water and white pizza you want.

9. Poverelli Market. Held in Apollonia every day, this endearingly-named open-air resale of stolen, counterfeit, 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

3

10 7

9

4

2

6

5

1

- 157 -

Index A Angel Feather 48 Angelic Emanation 50 Apollonia, the Scylla’s Head 153 Archaic Fire 47 Archangel Giorel 17, 60 Army Chaplains 76

B Barbarian 21 Bard 22 Barefoot Miraculists 76 Bavalisk Cacciatore 87 Belt of Mediocre Strength 48 Bingaders 81 Blackened Armor 46 Bollo di qualità 50 Bravo - New Martial Archetype 24 Brighella 17, 60 Broken Compass 48

Glazed Weapon 49 Guappo - New Bard College 22 Guerlocco 17, 60 Gutspritzer Poison (Ingested) 47

H

I

S

Impresario 40 Incandescent Mark 51 Insect Nests Pathway 74 Insurance 52

Litmus Bandana 47 Lucignolo 41

Saint Cuterine’s Hidden Blade 47 Saint Gonnello’s Knuckles 49 Saintlet 6 Saint Napaniel’s Blessing (Inhaled) 47 Scroogey 60 Secret Door with a Surprise 74 Seeker Helmet 47 Skillet 60 Sorcerer 33 Sour Lady 75 Substitutions 65 Svanzic Guard - New Monastic Tradition 26

M

T

Mangiafuoco 15 Marionettes, Animated Puppets, and Inanimate Puppets 13 Martial Lantern 46 Martial Spade 46 Midwinter Mermaid 83 Monk 26 Mountaineer 21

Tactic 65 Talismancer - New Otherwordly Patron 34 Tarantasia - Legenda 121 Tarantasia, the Serpent’s Lair 119 Tarascone 19 Taratatà 18, 61 Triton Stew 86 Truffaldino 19, 61

Cabin Doll 6 Calandrone 18, 60 Canons 16 Capuccioni 76 Catch the ball 65 Cleanse 50 Cleric 23 Cloak of Extravaganza 48 Cloistered 76 Counterkick 65 Crimini, the Most Dangerous Place in the Kingdom 129 Crosser 36 Crowd’s Favor 65

Knights of the Tuber 81

L

N Nonexistent 8 Nuria (Or Anguane) In “Crazy Water” 84

E

O

Enamored 38 Exorcism 51 Exorcist Bone’s Flute 49 Exorcist - New Divine Domain 23 Extravagant Existence 70

Order of the Adder 81 Order of the Unknown Mussel 81 Ovenbird 60

F

Paladin 28 Pantegan 10 Pavise 46 Penumbrian Football 64 Penumbrian Football Sequence 65 Pitch Invasion 65 Pit of Eternal Stench 74 Polental Alimental 73 Poorman’s Feast 52 Prelate 42 Pugnacious Abbot 77 Pugnacious Friar 78 Pulcinello 18, 60 Puppeteer 12 Puppets 15

Famous Bands and Companies of Fortune 55 Fighter 24 Figurine of Wondrous Power: Cast Iron Bull 48 Fraudo’s Helmet 48

G Gadgeteer - New Roguish Archetype 31 Gallant Knight - New Sacred Oath 28 Geppetto 15 Ghostchasers 77 Ghoul Stew With Artichokes And Ta Toes 88

R Ranger 30 Rat Catcher - New Ranger Archetype 30 Redingotte 60 Relic Cluster 4, 79 Relic Hunter 43 Reliquarians 76 Ring of the Appetizer 47 Rogue 31 Rusteaters Lair 74

K

Dangerous Ground 74 Debris Collapse 74 Dispatch Rider 37 Doctor Mutandone 17, 60 Dominicats 76 Doublists 76 Dreadful Tale 50

Quality Stamp 52

Harlequin 60 Herd of Broken Toys 19 Heresiarch - New Sorcerous Origin 33 Highlights 65 Hob 71 Hostellers 81 Hunterine and Redmoustache 60 Hunt Run 65

C

D

Q

P

U Unghuman Casserole 85

V Vanishing Weapon 49 Vortiga, Queen of the Seas 99

W Waifs 60 Warlock 34 Wise 76 WolfCat 7

Amazing Games. Made in Italy. Shared Worldwide. www.acheron.it

Open Game License OXPN GAME LICENSE Version 1.0a Legal Information Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a.  This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan ti.  All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.  The terms of the Open Gaming License Version 1.0a are as follows:  OXPN GAME LICENSE Version 1.0a  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty free, non exclusive license with the exact terms of this License to Use, the Open Game Content.  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.  COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

www.acheron.it

Bravery! The Macaronicon is the first official expansion for Brancalonia, the Spaghetti Fantasy Setting for the 5th Edition of the most famous role-playing game ever. This module collects every stretch goal unlocked during our crowdfunding launch campaign, in Spring 2020.

C In this book you will find: • New • New options for the Knaves, such as the new Puppeteer class and subclasses, ten new subclasses, three new races, two new subraces for the Marionette, and many new Background options.

• New • New creatures and adversaries, such as Relic and the Hob. • Seven • Seven new jobs unlocked during the campaign

• A • A wagon-load of new equipment of any kind.

• Insights • Insights on four cities in the Kingdom, including 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.

www.acheron.it