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Credits
Project Management: Samuel Marolla I talian E diting and P roofreading : Simone Borri,
Creative Direction: Mauro Longo Sebastiano De Angelis, and Marco Bertini
Editing: Masa Facchini E nglish E diting and P roofreading : Sebastiano De Angelis,
Quickstart Design and Development: Mauro Longo Epic Party Games, and Sarah Jane Webb
Artwork: Lorenzo Nuti and Alessandro Balluchi Playtesting and consulting: Michele Garbuggio, Eugenio Maria
Map and Worksheets: Fabio Porfidia Lauro, Federico Pilleri, Nicola Santagostino, Luca Bellini, Guido
Layout and Graphics: Carolina Fiandri Campanini, Dario Pesce, Giulio Grassia, Piercarlo Serena
[Link]
Brainchild of Mauro Longo, Davide Mana and Samuel Marolla, Brancalonia also benefited from the invaluable contribution of Masa Facchini and of all the
authors of 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. A special
mention goes to Vanni Santoni for his introduction to the second anthology and to Andrea Mollica for the two game books of Stregoneria Rusticana.
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.
Our special thanks go to Guido Campanini and Luca Bellini for their work in support of the game’s very first version.
You can download maps, character creation rules, setting rules, blank sheets, and premade characters, as well as browse all
Brancalonia official products on [Link]/gdr and enter or confirm your email.
Index
Brancalonia....................................................................... 3
Welcome to Brancalonia.................................................... 8
A Fistful of Hops............................................................. 48
The basic rules of the SRD and the Quickstart will give you a good glimpse
of Brancalonia and of what the definitive game will be like. This manual
will introduce you to the setting, the moods, and the new rules of our
all-Italian fantasy world; it also features three demo adventures: The Treasure
of the Bigat, Big Trouble in Borgoratto, and A Fistful of Hops complete with
everything you need to try out this expansion in a long single session, or
even over a couple of games.
This Quickstart is updated to the final version of the core ruleset and to
the Brancalonia - Setting Book standard.
Brancalonia
Pizza, Daggers and Mandolino
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Enter Brancalonia, a land full of pitfalls and money-making opportunities, in the most incredible and
roguish Italian role-playing game you have ever participated in!
Create your own band of knaves, enlist in a free company, get yourself some well-paid jobs, deliver a
fist-and-knife buffet to those who have it coming.
Once you have collected a tidy sum and somewhat climbed the ranks of your company, you’ll be ready
to try your luck in that final job that could enable you to go out in a blaze of glory...
Zappa e Spada’s “Spaghetti Fantasy”, an anthology series from Carlo Collodi’s Pinocchio to the most popular collections
published by Acheron Books, and Ignoranza Eroica’s of folk tales of the Bel Paese.
“Fantasy di Menare” (Fantasy of Hard Knocks) join forces
in Brancalonia, the campaign setting for the 5th Edition of ☞ The chivalrous and courteous tradition, from medieval
the most famous role-playing game of all times. “cantari” (minstrel ballads) to Renaissance epics.
A “back-to-front” version of Medieval Italy, this fantas- ☞ Our period movies, such as For Love and Gold (or The
tic, fairy-tale influenced, roguish world quotes, collects and Incredible Army of Brancaleone) and The Profession of
mixes contributions from contemporary and classic Italian Arms; and international blockbusters with Medieval and
fiction, pop culture and collective imagery: Renaissance settings, like Ladyhawke, The Princess Bride,
Flesh + Blood.
☞ Traditional Italian folklore and fairy tales, from Le Pia-
cevoli Notti (The Pleasant Nights) by Straparola to the ☞ Twentieth-century Italian fantasy masterpieces by writers
eighteenth-century Lo Cunto de li Cunti (The Tale of Tales); such as Pederiali, Eco, Buzzati, and Calvino.
C
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Brancalonia Quickstart
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Knaves, Bounties, Bands,
and Jobs
- Sor Foresto de'Gonzi, tavernkeeper - • You can experience more chivalrous stories of brigandage,
resistance, dynastic intrigues, and lofty ideals. What if
an heir to the Kingdom’s throne were hiding among the
thieves?
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Welcome to Brancalonia
The adventures of Brancalonia Knaves take place in what its inhabitants refer to as
"the Bounty Kingdom", or simply "the Kingdom; after all, what the Chancellor of
the Emperor of Altomagna stated is true: "the Bounty Kingdom" doesn’t really exist!
The territories of the Brancalonia Peninsula and neighboring islands are but a mi-
nor possession of the Empire of Altomagna, ceded to Queen Menalda of Catozza
as a vassalic benefit a hundred years ago and never recovered, even after the dynastic “The Bounty Kingdom
line of the Catozzi was broken by intrigues, plots, and a dozen suitors. is merely a geographic
The Bounty mentioned by Pomponius was for the head of Buemondo the Fat expression!”
from Aurocastro, who – from the bottom of the “bad boot” peninsula – had set up
a confederation of bandits, lords, and brigands. These villains raged from Piccadora - Clemens Pomponius,
to Falcamonte, assaulting each and every imperial army and refusing to pay taxes, Chancellor of Altomagna -
tithes, and levies.
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Welcome to Brancalonia
In exchange for the head of Buemondo, said to weigh eighty thing has a price, honor is non-existent, and profit and interest
pounds, Menalda was given the regency of the Kingdom on reign throughout the villages and countryside. Many gold coins
behalf of the Emperor. A century has gone by: the entire flow around these parts, and parochial rivalries abound. The
peninsula has eluded Altomagna’s control – and no-one is Greats of Galaverna eye one other grimly from the battlements of
keen to reclaim it. their respective towers, while their skilled and greedy mercenary
With the Iron Crown of Menalda gone missing and the succes- armies sell themselves to the highest bidder, changing sides as
sion’s heraldry undecided, the Kingdom is now split into over a others change their underwear. This area is also renowned for
dozen independent regions; in turn, these are fragmented into its many workshops, factories, and craftsmen; for its alchemy,
local potentates, fiefdoms, counties, villages, marches, duchies, pyrotechnics, and watchmaking; and for the affected ways of
baronies, alliances, knighthoods, municipalities, and commer- its ladies. Here, companies of mountebanks, musicians, and
cial leagues; not to mention the uncertainty of the domains’ conmen draw crowds in the squares and courtyards, and wiz-
boundaries, and surrounding no-man’s-lands... ards, charlatans, charmers, healers, and Guiscards earn their
Given the wide variety of themes and tones that can be used living as theater actors and operetta sorcerers, or as genuine
when playing Brancalonia, each of these regions can be the scene experts of arcane arts.
of odd jobs and situations with a highly specific atmosphere.
Here is a quick overview. Vortigana, or of Sequins, Sailing Ships, and
Stabbings
Quinotaria, or of Ancestral Ruins, Sea Probably the largest region in the Kingdom, Vortigana is
Monsters, and Gorgons entirely the domain of the powerful merchant city of Vorti-
Legend has it that Quinotaria is the place where, centuries ga, so called because of the whirlpools (vortici) and currents
ago, a mythical beast called Quinotaur crawled out of the that stir its waters. Ruled by a lugubrious council of wealthy
waters and mated with the wife of the distant King Clodion tycoons, Vortiga is also famous for its masks, intrigues, and
of Overmountain, of whom the current rulers of Quinotaria Carnival. The’s city long fingers reach across an ample stretch
are thought to be the remote descendants. of the Murky Sea as far as Sidonia, including the islands of
The coast and valleys of this region are dotted with ancient Callista and Tasinnanta. This merchant opulence, whence
ruins of unknown origin, similar to the cyclopean ones found thousands of gold coins pour yearly into the Grand Coun-
further south along the boot. The most disturbing rumors about cil’s coffers, is countered by the constant siege of pirates and
these lands regard the dracians, a deformed and amphibian-like corsairs along the routes of its sailing ships; the rivalry of
people said to live along the coast; the gorgons, unnatural beings barbarians and Tergesta refugees; the presence of thieves
descended from the Quinotaur; and the Signs, abominable and murderers, of gifted and beggars along its streets; the
bodily deformations reputedly marring some of the inhabitants infestation of bandits, pagans, heretics, benandantes (good
and giving them unspeakable powers. Although not the capital, walkers), and supersticians in its vast hinterland. The main-
the most important city in the region is Lungariva, ruled by land domains are also a point of passage favored by fugitive
very wealthy merchants. gangs, marauders, deserters, spies, troublemakers and dis-
banded armies from Altomagna, as well as the homeland of
Falcamonte, or of Knights, Gobbolini, and choice of many mysterious and extraordinary beings, such
Brigands as sylvans, fanes, morgants, and magical creatures from the
The lands of Falcamonte are harsh and wild, with occasional north.
glimpses of rich and fertile views. The capital of the region
is Tauringa, where the royal seat was repeatedly placed; con- Pianaverna, or of Mists, Witches, and Pagans
sequently, the city and its surroundings teem with landed Pianaverna extends south of Vortigana, Falcamonte, and
gentry and town nobility of all sorts, old knighthoods gone Galaverna, and is formally ruled by the Greats of the latter.
to seed, brave cadets full of ideals, swordsmen in search of This is a foggy and depopulated land, traversed by the largest
recruitment, very wealthy winemakers, scheming courtiers, river in the Kingdom, the Fossa (Pit), and by all its tributar-
and decadent aristocratic families. Every forest and no- ies. Swampy, mephitic, haunted by wretches, bandits, and
man's-land is infested with robbers and bandits, thieves and fugitives, Pianaverna is scattered with tiny hamlets as well as
marauders, keen to return to the poor (including themselves) a few villages of a certain importance, all infested with scores
what was purloined by barons and princes of the blood. Last of mercenary companies and small armies of fortune. This
but not least, the gobbolini, a veritable plague of this region, is also the seat of old legends, forbidden sorcery, and very
lurk in gorges and caves at the foot of the mountains, at- ancient creatures: here, horrid hags and monsters of the riv-
tacking and insulting anyone who passes within their range. ers, fugitives and wanted men, malebranches and bavalisks
have their hiding places. Part of the region is occupied by
Galaverna, or of Merchants, Mountebanks the Pagan Plain, a no-man's-land home to one of the largest
and guiscards confederations of pagan tribes in the Kingdom. The area
While Falcamonte is home to ancient and impoverished aris- is frequented by hermits, monks, itinerant priests, preach-
tocracy, the neighboring Galaverna is the land of merchants, ers, and miraculists, seeking to bring the Light of the Saints
moneylenders, entrepreneurs and companies of fortune. Every- among the heathens inhabiting these parts.
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Penumbria, or of Mourning, Crimes and more There is no shortage of wines and meat in the cities of Tor-
Mourning rigiana; indeed, Cucca, inhabited by prosperous bankers and
Part of the Kingdom is surrounded by the Mistide, a wall of shopkeepers, lends its name to the mythical land of Cuccaigne,
fog on the land, and sulfurous mist over the sea. This poi- where you can “drink, laugh and be merry”.
sonous phenomenon delineates the borders of Penumbria, As well as the celebrated Fioraccia, the best-known city in the
the darkest district of the boot peninsula. The origins of the region, Torrigiana is also home to the mephitic and disturbing
Mistide could lie in the occult feud disputed for almost half Maremma; and to the charming Borgo Stricchiano, governed
a millennium by the jinxes and the supersticians, or lurk in for centuries by the Della Guerra dynasty who, despite their
the very heart of Penumbria and its unspeakable secrets. belligerent-sounding surname, were wise and munificent patrons
Caught between the blades of mercenaries and outlaws, the of mountebanks and musicians.
hungry fangs of its abominable fauna, the abundance of unprej-
udiced lordships and the lack of a central power, Penumbria is Spoletaria, or of Castles, Mercenaries, and
marked by extreme political instability. Swordplayers
The rule of the fiefdom is divided between the Dukes-Counts As already mentioned, the main function of Spoletaria,
of Castel Notturno and the Criminese Cupola; the latter, a when still part of the Kingdom of the Two Scyllas, was to
panel of the dons (bosses) of the city’s families (each of them act as frontier march and garrison against horrors and fu-
heading a criminal activity), elects members of the Malavita gitives from Penumbria. Now that this region is no longer
family as godfathers. under anyone’s control, its fortified citadels have become
Here, settlings of scores among gangs, harassment perpetrated one of the main recruiting centers for mercenary gangs and
by the Guards, fraudulent dealings of corrupt local cops are sellsword companies. It is often here that the highly feared
permanently on the agenda. Penumbrians, renowned as the cruelest killers plying the
For the mooks of the gangs in the Orbino, Pertugia and battlefields of the Kingdom, find recruitment when flee-
Crimini suburbs, any pretext is valid to unleash feuds aimed ing their homeland. Again, it is here that, in the absence
at controlling a square, a pier or an intersection. The blades of other occupation, daredevil captains and marauders put
trade remains the most popular and profitable. together companies ready for anything and head up the Via
Every lordship in Penumbria is devoted to a particular saint, Cappia (Hanging Road) bent on looting. After all, what you
and prophecies are treated like bets. The region’s entire economy do in Penumbria stays in Penumbria, right?
is controlled by the Cupola, whose shady trafficking reaches The long military tradition of these districts has also fostered
every corner of the Kingdom. the flourishing of fencing schools of all kinds, and today this
The Penumbrians are violent, brutal and abject people: inces- is one of the hothouses of the Kingdom’s best swordsmen and
sant wars, armed feuds, massacres, crimes, killings, diseases, weapon masters, excelling in every technique, even the most
and abominations have made these districts the most lethal secret and forbidden…
in the Kingdom.
Alazia, or of Lost Empires and
Torrigiana, or of Signorie, Extravaganza and Descents in Hell
Talking Marionettes Alazia was once the very heart of the Draconian Empire,
The Torrigiana region is spread with fortresses, towers, light- and consequently the most important region in the penin-
houses, castles, strongholds, and villages; every prince or sula. Centuries ago, the city-state of Plutonia was the center
mayor rules only as far as their city walls, and each village is of a boundless empire that touched all known lands, and
disputed among powerful neighboring lordships. The region reportedly counted a million inhabitants. Under the weight
owes its name to its immense Hanging Towers: heritage of of this immense concentration of people and buildings, an-
a lost era, these also lie, sunken and forgotten, among the cient Plutonia sank into the ground exactly a millennium
marshes of putrid Maremma and even in the depths of the ago, kicking off the still-raging Thousand Years War. Today,
mysterious Sea of Towers. Plutonia is a wasteland of ruins as large as a region, said to
Torrigiana is rife with intrigues, quarrels among families, lead to the Hell itself, inhabited by devils, damned, ghosts
struggles for power, conspiracies, and armed scuffles, all of and shadows. Nobody lives around there anymore. The rest
which happen regularly, several times a year. of Alazia, now decayed and decadent, is peppered with in-
Yet the atmosphere here is warm and enchanted, and visitors dependent fiefs run by powerful families.
perceive that this is a land blessed with sunshine, fine wine, and Yet today the Calendar still has its headquarters here, and the
good living. When dwelling in or passing through Torrigiana, region is full of run-down churches, monasteries, and cathedrals.
you can’t help noticing how the presence of Turquoisies, the Traditional devotion lives on in its inhabitants, as do numerous
Blue Fairies, of sprites, talking animals, and other portents orders of chivalry, hard knocks and beggars who have their
totally permeates everyday life. Extravaganza, the mysterious convents, fortresses and abbeys here.
and paradoxical power that governs wonders and magic, is very
strong here; again, in this very place grows the tree whose magical
wood is used to make the talking marionettes so admired in
the rest of the Kingdom.
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Welcome to Brancalonia
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Freezing nights and
empty saddlebags
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Freezing nights and
empty saddlebags
Counterfeit Equipment
The Kingdom is well-known for its counterfeit goods: forged documents and fake
coins are almost more popular than real ones, bogus relics and works of art have
entirely dedicated retail and wholesale markets, the capital of Alazia itself, Porto
Patacca, takes the name from the rip-offs served to naive travelers (pataccas), and
any object or service that appears in the game can be counterfeit.
The counterfeit equipment has 3 key features:
• It always seems very convenient: in fact, a counterfeit item generally costs the
50% less than the corresponding object, according to the official price lists. To
any doubtful question of buyers, the sellers often try to justify themselves by
saying that it has been regularly stolen or it's "second-hand" (which is the same
thing). But that's hardly ever true: it's simply counterfeit!
• It looks like common equipment: counterfeit equipment does not cause any
malus to social reactions like poor-equipment.
Rest
Among the many game variations used in Brancalonia, the Gritty Realism variant
for Rests is essential. In Brancalonia, the Short Rest lasts 8 hours, and the Long
Rest 7 days.
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Moves and
Whacks Introduction to Brawling Rules
With his worn and crumpled clothes and a freshly-swollen face, he could not wait
to spend some of the considerable swag that he and his men had just earned, sack-
ing the haunted sanctuary atop Colle Ramino. Drain a couple of mugs, taste the
seafood specialties of the renowned inn overlooking the lagoon, and finally have a
peaceful sleep on a proper bed – these were the thoughts of the Wandering Knight
of the Short Breath Band, the first to cross the shabby wind-doors of the Lobster
Inn. Unfortunately, even before the alluring aroma of grilled fish ever reached
his longing nostrils, a fir-wood stool – missing one leg – whistled across the room.
It hit him hard. He wasn’t yet back on his feet when his Knaves stepped over him,
drooling, delivering slaps and punches, screaming and shouting, brandishing mugs
as swords and hoisting trays as shields.
Without a second thought, the Knight leaped onto a rickety table, whispering a
prayer through clenched teeth to Santa Flammetta from Fioraccia, and lunged
into the void ...
With bewildered glances, those beneath him realized too late that they would not
see the end of that scuffle.
Brancalonia has specific mechanics for the management and resolution of non-le-
thal fights called Brawls.
Said Brawls are carefully thought out to act as boisterous and amusing intervals.
They can be used to start an adventure, animate slower moments, enliven a Job
with unusual challenges, or simply as a fun alternative to ease the stressful pace of
the deadly fights that can put the Band to the test.
The rules for Brawl in this chapter are a temporary and simplified version of the
final mechanics in the Setting Book. They are explained here as a demo, although
perfectly playable in their own way.
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Brancalonia Quickstart
How to Brawl
Being non-lethal disputes by definition, Brancalonian Brawls are regulated by
simple rules that replace the typical cycle of combat.
A Brawl basically works like combat, but introduces significant differences re-
garding the actions you can take at each turn, and how Hit Points, Damage and
Movement are calculated.
Note: During a Brawl, you cannot use class privileges such as Class Spells, Extra
Attacks, etc., but you are allowed to take advantage of passive Features such as Unar-
mored Defense, Sense of Danger, etc.
B
To the brawl,
with honor
Movement. On their turn during the Brawl, brawlers can move an unspecified The culture, the rules of honor
distance: this enables them to move as much or as little as they like within the between scoundrels and rogues,
Brawl’s environment. and even the legislation in force in
If the movement of your brawler is 0, he or she cannot move. the various domains of the Kingdom
establish scrupulous practices for
Damage. Beatings, Moves, and Props deal Whacks and, in some cases, Tavern Brawls.
Conditions (see Whacks Levels and Conditions below). Conditions inflicted or
suffered during a Brawl last until the start of the character's next turn. In case of “Neither for copper nor hunger,
critical hit, the number of Whacks inflicted is doubled. let the blades hit in anger.”
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Moves and Whacks
Epic Props
(tables, barrels, decorative armors, chests, trunks, chandeliers,
characters ...)
Collecting an Epic Prop requires an action.
You can use an Epic Prop to attack, as an action, or for improvised
defense (AC +5), as a reaction.
“Lions in the evening, asses in the morning"
After use, an Epic Prop will be destroyed or useless.
- Very famous saying used by the venture captains,
When using an Epic Prop, you can choose to inflict one of inspectioning their weakling troops -
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Brancalonia Quickstart
Barrel-Beating
and Poppycock Introduction to Dive Games
From north to south, the whole Kingdom is strewn with – 1. Each participating character chooses 2 abilities,
and, for the most part, blighted by – taverns, inns, hostels, representing his or her approach to the game,
wine shops and hovels of various (and mostly dubious) with which to perform an ability check.
worth. In game terms, they are collectively called Dives, Here are some examples:
which is indicative of their level of refinement...
Between jobs with the Band, the best things to restore a • Investigation (INT): make an accurate calculation of
Knave’s body and soul are a bowl of slop and a little wine, the probabilities by monitoring the results of the cards;
the buzz of auctioneers and singers, a nap by a warm fire- • Insight (WIS): unveil opponents' bluffs;
place, a little company for the night. • Deception (CHA): bluff;
However, what really make a self-respecting Bounty • Sleight of hand (DEX): attempt at cheating [failure
Brothers’ Den are its games and pastimes: their assortment causes the betting plate to increase by an additional
of competitions, large and small, to make a bit of money, amount at the expense of the cheat, unless he or she
drive out boredom, and have a laugh or two at the expense leaves the game].
of dorks and drunkards.
Two of the most popular are the card game Minchiate, or 2. Ability checks: at the Poppycock table, each ability check
Poppycock; and Barrel Beating, which, with a little luck, DC is equal to 10, + 1 for each player (including the one
can help an honest Knave fill his purse with jingling coins! doing the checks).
You will find other games described in the Brancalonia Set- 3. Each successful ability check results in an
ting Book. increase in each player's Win Roll, as follows:
0 successes = 1d6; 1 successes = 1d8; 2 successes = 1d10.
Poppycock (card game – gambling)
The Poppycock (aka Minchiate) card deck was born in Torri- 4. The Win Roll balances the Knave’s skill at the table and
giana, home to some of the most experienced and prestigious the Saints' will.
card players in the whole Kingdom. Poppycock is, in fact,
a deck of cards used for various games, though it owes its 5. The player who scores the highest result on his or her Win
popularity to the one it is named after.. Roll wins the game and takes the money..
The recipe for the perfect Brancalonian gambling experience In the event of a tie, the winners share the plate.. or, more
requires a number of ingredients: luck, a quick hand, intu- often than not, start a Brawl!
ition, acumen, a sharp eye, but also... some skilled cheating!
Indeed, in Poppycock – designed for rabble of the most sordid
kind – cheating is an essential and regulated part of the game,
providing the cheater is smart enough not to be discovered: if
caught, the gambler must fill the “Cover” (betting plate, table
stake) with an additional fee or leave the table.
How to play:
For a quick game of Poppycock in a Brancalonian session,
the Condottiero and players can follow the rules below, sim-
ulating about one hour of play at the dive table:
Each participating character places on the table the same
jointly-agreed bet, then the game starts.
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Barrel-Beating
and Poppycock
Barrel Beating 4. Starting with the player who wagered and drank the most,
This ancient tavern sport was born as an allegorical rein- down to the one who wagered and drank the least, each
terpretation of the well-known popular saying "you can't player launches a single attack against the barrel. The game
have yer barrel filled to the brim, and yer wife drunk too", continues for as long as there are players with attacks still
and sees the participants challenge each other in a test that available or until the barrel breaks.
combines resistance (to alcohol), talent (in arms) and a little Note: A critical hit breaks the barrel immediately.
bit of good luck (as long as it's the Saints' will)
5. When the barrel breaks, or when all the participants are out
of attacks, the game ends. The character who dealt the coup
Every tavern, respectable or otherwise, has a Barrel Beating de grace is the winner and gets the jackpot. If the barrel is
corner. still intact at the end of the game, the innkeeper will get
The barrel – though called a “barrel”, this is sometimes a the prize, and beers drunk by the participants will be on
pot, a coffin, or other container – is usually robustly made and the house.
even reinforced, and hangs on creaking ropes, or occasionally
on chains. The barrel contains the loot, consisting of the sum Each tavern has its version of Barrel Beating, with different
total of the bets collected from all the participants. weapons for throwing, barrel types of varying resistance, and
Before starting, the Condottiero determines both the bar- costumes (Dives sometimes offer special outfits to be worn
rel's AC and its hit points, as well as any special traits or by the participants).
peculiarities.
How to play:
1. Participants place their bets inside the barrel (same agreed
amount for everyone), then the barrel is hung and the
game begins.
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Brancalonia Quickstart
of the Bigat
and travels. If you want to keep
the session time shorter than two
hours, you can skip Scenes 3 to 6
directly.
Introductory Job for a Band of 3-6 Licensed Knaves. Written by The scenario is also an excellent
Davide Mana testing ground for the following
options and rules (see pages 13-19):
Inspiration for this adventure was partly drawn from Giuseppe
Pederiali’s novel by the same name, a cornerstone of Italian fantasy. ☞ Stoody Equipment
☞ Moves and Whacks
☞ Dive games
To the east of the Fossa, upstream of Borgoratto, the Old ☞ Gritty Realism
Bucket flows between wild hills, draining a narrow valley the
bumpkins call “of the Bigat”. Tis there that lurks one such crea- Reference is also made to the Boun-
ture, said to have a lair of gold and a lust for human flesh. ties, the Kingdom’s Coinage and
Memorabilia, details of which can
Many sought the valley, few found it, no-one returned. be found in the Setting Book.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
The Treasure of the Bigat
reached Roughger of Punchrabbit, head of the gang our characters play in, which
is why he sent some of his best Knaves to complete the Job. Maybe they would
finally prove themselves useful …
But Biondello went overboard, so to speak, and sold one of the copies to Turtle- Monsters, spells, and
head of Toadi, also known as the Toad: a bandit with a commander’s ambitions, magic items
leading a handful of brutes.
When a creature’s name appears in
A miserable excuse for a company of fortune, the Toad Gang compensates with bold type in this book, its statistics
crude violence for its lack of discipline and military training. The Toad’s men can be found in the official SRD –
serve as bodyguards for the merchants they have yet to rob, and accompany debt OGL V5.1. When it appears in bold*
collectors on their rounds. Generally speaking, if it weren’t for the fact that Tur- type followed by an asterisk, its stat
tlehead has a certain pride and dreams of glory, his men would be happy to get block is featured in the book you
their hands dirty for free. are reading, in the monsters and
Having discovered that Biondello has sold the map to others, the Toad is deeply enemies section.
disappointed, and about to react in his usual way, just as the Knaves reach the Inn.
After saving Biondello (or at least his package with the treasure map), the Band When a magic item or a spell’s name
goes up Old Bucket creek to challenge the monster and reap wealth, luck and glo- appears just in plain italic, it is fea-
ry, or at least to save its hide, meeting, on its way, mercenaries, brigands, guards, tured in the SRD – OGL. When it
and the Stump Hag. appears in italic* type followed by an
asterisk, it is featured in the proper
And then, the final confrontation with the Bigat. section of the book you are reading.
Scene 1 - At the Sign of the Holed Coin • Patrons sitting hunched over their glasses, pouring wine
The Knaves reach the dive and find Biondello, a moment from terracotta jugs and busy minding their own business.
before throwing themselves into the wildest of fights against Some are playing Poppycock, shouting and laughing
the Toad Gang. loudly, the fuse of a quarrel already alight, the row about
to explode. One of them corresponds to Biondello's
Scene 2 - The Secret of the Bigat description: a slight man in his twenties, with threadbare
The Knaves discover or recover the secret of the Bigat and clothes and blond hair. If interested, there is room at the
head towards the Old Bucket valley. table for 1-2 Knaves.
• A group of dangerous-looking men in worn and grubby
Scene 3 - Along the Fossa River attire, with mismatched weapons and armor. Even for a
The next stage of the journey takes place along the southern place like this, they are a coarse and filthy lot, their rags
bank of the Fossa and offers opportunities to collect rumors, mended umpteen times, their armors dented, more rust
meet interesting people and buy equipment. than metal. At a table in the corner near the front door, they
are playing Barrel Beating, drinking and talking, and seem
Scene 4 - The Return of the Toad to be waiting for someone. A successful DC 13 Intelligence
The Band runs into the Toad Gang again and must succeed (History) check will allow you to recognize the Toad Gang,
in sabotaging its advance and shake it off its tail as it pro- a bunch of cheap thugs, but the Toad himself is not around.
ceeds up the Old Bucket. • Behind the counter, Hugh the Hanged Man serves drinks
and maintains order swiftly, using a cooper's mallet if
Scene 5 – Above and beyond the river necessary. A bulky brute with a shaved head and a large
It’s time to cross the Fossa River towards the north bank. overflowing belly, Hugh owes his charming nickname to a
misadventure in his youth, when he was hanged for stealing
Scene 6 - Granny's House chickens, and the rope broke, unable to bear his weight.
The Knaves must cross the land of the fearsome Stump Hugh came out of it lame, and with a noticeable scar on
Hag, an inhuman, demonic creature with unnatural pow- his neck.
ers. But with a bit of luck and cunning, the Hag can be • Zina and Melia serve at the tables, and whether they are
circumvented... sisters, mother and daughter, cousins or relations, or share
no kinship at all, is the subject of heated alcohol-fueled
Scene 7 - Bigattus dormiens numquam titillandus discussions among the regulars. Over the years, the two
The Band and the Toad Gang reach the Bigat’s cave almost women, somewhat wilted, have refined a technique that
at the same time, awaking the sleeping beast. And that's bad. allows them to keep drunkards and other romantics at a
distance.
Scene 8 - The ecstasy of gold • Vanni is in charge of the kitchen and is the sort of
If any of your Knaves survive the previous scene (you never phenomenon the minstrels sing about: a skinny cook. He’s
know), this is the time to get their hands on the Bigat's as thin as a wraith, in fact – so much so that the Hanged
treasure. Um, fine... but how will they carry tons of pre- Man usually forbids him from being seen by customers, lest
cious stones downstream without being robbed? he give the wrong impression on the quality of his cuisine.
• In the large fireplace in the main room, a roast suckling
Scene 1 - At the sign of the pig on a skewer is slowly turned by a very scruffy, bored-
Holed Coin looking lad: Spiedino.
The Holed Coin Inn is a dive, the most popular and wide-
spread type of venue throughout the cities and dusty roads If the Knaves go straight to Biondello, he will chase them
of the Kingdom. A common room stinking of rancid wine, away and ask to end the game. Daggers and knives will be
ill-heated by a fireplace whose inefficient chimney fills the drawn under the tables at the first annoying gesture.
room with smoke, the den has a counter scarred and dented Teasing the Toad Gang before Turtlehead makes his ap-
a thousand times, and variously stained by all sorts of fluids; pearance could easily cause a fight to break out.
a rat-infested cellar; a kitchen to the rear; and, beyond the
small courtyard where suppliers deliver their barrels, a sol- If the Knaves take a seat and begin to guzzle the first round
itary latrine. The common room hosts half a dozen tables, of wine, the fight hits them forthwith.
all lame, all stained with wine and oil and squashed cock- In fact, a few minutes later the door opens and Turtlehead
roaches, all marked by burns and obscenities engraved with comes in; after exchanging banter with his men, he grabs
knives. The benches and stools are uncomfortable enough to Biondello, slaps him in the face and slams him onto the
square out your buttocks. Knaves’ table, his nose broken and bleeding profusely. The
poor fellow groans, as shards of your wine glasses fly in all
Scan the place and you’ll easily spot the following: directions.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
The Treasure of the Bigat
Hard Knocks!
It's time for a fun Brawl! Play with the rules contained in Brancalonia - Setting
Book, and consider the following ideas:
• The men of the Toad Gang can't wait to start throwing punches at random, and Dive Games
attack, unprovoked, even the adventurers, throwing themselves at them with
a real surprise attack, or at least with an Advantage. They are mostly standing Any Knave who wants to participate
between the adventurers and the front door, making it difficult, therefore, to in a game of Poppycock or a round
get away. of Barrel Beating must follow the
• The rest of the patrons try to make the most of this fun occasion, attacking instructions on on page 20-21.
anyone who comes within range. See Wandering Dangers: The Tavern of the
Flying Fists. Here are the special rules for play-
ing Barrel Beating at the Holed
Round One: the Toad, in a thunderous voice, accuses Biondello of being a Nickel Inn:
cheat, a deceiver and a great liar (all true), and repeatedly roars “you lump of
dung! Get up, scumbag! How many of those have you sold, so far?!” Unless he (Barrel | Total HP: 23 | CA: 12)
is distracted by the intervention of the adventurers (who could take the boy's
defense, for example), his actions in the following turns will all be focused on Description
his prey. At the Holed Coin Inn, the disguise
provided for Barrel Beating play-
Round Two: The waitresses try to get out of the way, but if cornered, they ers is pretty traditional: bonnets,
might ask for help from the most charismatic Knave in the Band. handkerchiefs, and rice-harvester
At the same time, an envelope of yellowed papers will slip unseen from Bion- aprons; the barrel is resistant and
dello's torn coat. reinforced with iron bands.
With a Wisdom (Perception) check DC 14 the player can spot the envelope
falling on the ground and being kicked under a table. A Dexterity (Stealth) check Available weapons: Throwing hoe
DC 11 is required to reach it unseen. (Ax) or Nasty Knife (Dagger).
Round Three: Hugo the Hanged Man jumps onto the counter brandishing a
cooper's mallet, and begins to strikes right and left indiscriminately, yelling blas-
phemies. See Stray Dangers: Rain of Stools.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Toad Gang
Armor Class: 12
Attack: +4
Whack: Every bandit has 2 Whack Levels
Moves: Bouncer, Clothesline
Move Slots: 2
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
The Condottiero should grant the whole Band 1 rumor A Company of Mountebanks – a chariot pulled
by a meek old horse with five passengers:
from ordinary people a day, in addition to the rumors that
can be collected through other encounters. • Farina the aged and pompous leader
• Clara the first actress, as attractive as she is
nasty
• Taricco the minstrel, who constantly strums a
lute
6 • Ursula, graceful and vain
“I'm looking for the owner of that horse. • Reinardo, who plays all the parts that the others
He's tall, blonde, he smokes a pipe, don't do, all of them badly
and he's a pig!" The Knaves can travel with the artists for a day,
saving on supplies and getting 2 Rumors for free. At
- Verrettone, king of the hogs - sunset, the troupe turns to a fishing village where
they plan to stop for three days, and our heroes
must continue alone.
Scene 4 – The Return of the If your Knaves decide for the latter, one of them at home in
Toad the wild can try to find something useful in the undergrowth
On the fourth night of travel, our adventurers can stop off at with a successful DC 15 Intelligence (Nature) check; alterna-
the Four Winds Shack, a run-down dive where, for a couple tively they can bribe a passing apothecary with 5 silver coins.
of copper coins or an hour’s work (chopping wood, empty- In both cases you obtain (roll 1d6):
ing spittoons, plucking chickens), you get a portion of bread
soup and a place to sleep in the stables. d6 Findings
Whether they stop at the Shack or outdoors, the Knaves Groggy mushroom – a mild hallucinogen that promises
are preparing to retire for the night when the bustle of a 1-2 to provide the mercenaries with 12 hours of colorful vi-
group of armed men announces the arrival of the Toad sions and silly giggling, and two days of killer headache.
Gang, who settle in the common room, ordering wine Stitch Leaf – a powerful laxative, capable of incapaci-
and boiled capons (or make camp near the Knaves’ night 3-4 tating an adult man for 36 hours, with excruciating pain
shelter). This time, the Band is almost complete: there are and seismic bowel movements.
over a dozen (fifteen, actually, for those who can count) 5-6
Snoozy Berries – a narcotic effect that can knock out
Toad Gang bandits*. an adult for 24 hours
While two of them leave to use the latrine behind the stables
(or the trees in the field), they discuss how they will spend Once the evil ingredient is procured, one of the characters
their share of Bigat's treasure. must mix it in the food or wine destined for the Band; this
Evidently the Toad is also after the treasure. If there was still can be done by carrying out appropriate checks based on the
any doubt, the accusations made by Turtlehead to Biondello players’ choices.
are now perfectly clear.
The Toad and his men must be slowed down or stopped: What if the Knaves eliminate the Toad and his minions?
this Job is already complicated enough without competition In this case, the Band deserves a breather: after all, it’s been
for the final prize. hard work…
In the final part of the adventure, the Knaves will meet the
Your main options could be: remnants of the Gang, led by the guiscard Saetta, the Toad’s
right-hand sidekick.
• Confronting the Toad and his men in combat: it can be
done, but it’s perfectly clear to the Players that it will be Scene 5 - Above and Beyond
like catching a tiger by the tail. the River
After the first five days of travel, it's time to cross the Fossa
• Wait until the Toad and his minions are asleep, and and go up the Bucket. The Fossa River, along which the first
put them out of action: not a bad idea in itself, but the part of the journey unfolds, is still navigable in this stretch.
mercenaries seem uninclined to go to bed, and when they It can be crossed in two ways: by paying a boatman; or by
finally do, well after the moon has set, they leave some stealing a boat, which in the local smugglers’ jargon is called
men on guard. Weird, huh? There are bad people around, “going above and beyond”.
apparently.
☞ Gambaro the boatman
• Set fire to the Shack: true, the service is bad, but this Old Gambaro has spent his life on the river – often in the
would probably slow down the mercenaries only until river – and knows every bend, current and legend. He lives
dawn. in a hut about two spits from the water, across which he has
stretched a chain that acts as a guide for the raft with which
• Sneak away and travel all night to outdistance the he ferries travelers from one shore to another.
competition as much as possible: fine, but let's face it, not You can cross the Fossa on Gambaro's raft for 1 iron piece
much fun. The adventurers would earn half a day: a very a head or – if you don’t have the money – you can threaten
narrow advantage. the boatman, or tell him a story he has never heard. If the
transaction takes place amicably, Gambaro will also tell or
• Lace the Band’s wine or supper in order to put the confirm 1 Rumor, but the Condottiero must choose a true one.
mercenaries out of action for a couple of days: actually the If poor Gambaro is treated badly, on the first occasion
kitchen is isolated from the rest of the Shack (or the cook he will report the group’s position and intentions to the
is separate from the other members of the Band). local Queen's Guards* or to the Toad Gang*.
☞ Stealing a boat
Along the Fossa there are several fishing villages: crooked
huts; children, and occasionally pigs, splashing around in
the mud; and a heavy smell of stale fish in the air.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Stealing a boat from one of these villages, thus depriving found the Bigat and its Treasure. If the Knaves never take a
a family of its only means of livelihood, requires a heart of wrong turn, they will reach their destination in the morning;
stone. With a successful DC 10 Dexterity (Stealth) check otherwise, all half-day delays and night stops will have to be
you avoid being caught in the act, and with a successful DC considered.
8 Dexterity (Water Vehicle) check, you avoid overturning in
the middle of the river and risk drowning. So, let’s meet the Stump Hag* .
☞ Sabotage the ferry and boats The Stump Hag owes her name to her habit of beheading
Knaves who want to further hinder other treasure hunters her victims with an ax. Just saying. What she does with the
can break the chain of the ferry and puncture the boats after heads (or with the bodies, for that matter) is the subject of
using them. grim legends and morbid speculation.
For practical reasons, it is not possible to sabotage all the
boats in all the villages along the Fossa. The Hag comes in three different forms depending on how
and when she meets the Knaves:
Scene 6 - Granny’s House
On the following days, the Knaves go up Bucket creek and • In the morning, she appears as a handsome young woman
its uninhabited valley. Looking back from elevated points, dressed in simple clothes. In this form – the result of
will allow you to see a camp fire a few miles away to the spells and illusions – the Hag interacts socially with the
south with a successful DC 10 Wisdom (Perception) check. characters; she can provide 1 Rumor (true or false, but
Your Knaves are not alone on the trail to the treasure! chosen by the Condottiero) and does not constitute an
On the third day of travel along the Bucket, you will find immediate danger. Indeed, with a little cunning, Knaves
yourselves at the confluence of the Old Bucket with the New can turn her against the Toad Gang with the famous (or
Bucket, the most substantial river branch. Your Knaves’ path infamous) ”eat-me-when-I'm-fatter” trick: “Why waste
continues along the Old Bucket. From now on, you are in time with us, when a much better-fed group is on its way?”
the Stump Hag’s territory, the real reason no-one has ever
• In the afternoon, the Hag appears as an attractive and dagger (Poisoned Dagger) and a silver medal of Saint Sbarella
provocative mature woman, scantily dressed in tattered from Belveglio, the patron of business travelers.
rags. She has long black hair, very white skin, and full red A trunk placed in a corner contains an assortment of fine
lips. This too is an illusion created to entice her victims, clothes, including cloaks, belts, and boots, evidently taken
attract them to her hut and then behead them at ease. by the Hag from her victims. Considering the slashes and
bloodstains, their overall value is merely a few iron pieces,
• In the evening and at night, the Hag shows her true but something useful could be salvaged.
appearance: a horrible old woman, smiling obscenely What happened to the bodies remains a mystery, but perhaps
with four crooked yellow teeth, a body seemingly made of it’s just as well...
withered twigs, held together by what’s left of a dress once of
great beauty, and now reduced to rags. She effortlessly wields Scene 7 – Bigattus dormiens
a large executioner's ax whose blade appears to be encrusted numquam titillandus
with rust (or worse). This is the Hag’s true form, also revealed After passing Granny’s House you reach the upper valley of
if the evil spell is somehow broken; it is also the form that the the Bucket, nothing more than a steep ravine on the bottom
Hag takes if confronted in her hut (see below). of which flows a muddy stream.
If you study the territory – with a successful DC 16 Intelli-
Whatever her guise, the Hag is endowed with superhuman gence (Investigation) or Wisdom (Perception) check – you
dexterity and ability to dodge danger. will notice a series of footprints in the muddy river bed. With
a successful DC 12 Wisdom (Survival) check, you can follow
If, after showing up with an illusory appearance, her true the trail: from the riverbed, this passes along the bank then
form is revealed: returns to the river. These are the traces left by a very large
animal with webbed and clawed feet: the Bigat!
• If she has the chance, she will escape and take refuge in Following its tracks for about two miles upstream, the
her hut, then return at night and go after the Knaves Knaves will approach a pond of bright-green water. A
with her ax. semi-submerged cave opens on the rock face on the west-
ern side of the pond.
• If she has no chance to escape, she will attack using her The tracks end there.
own list of spells. This is when the Toad arrives. Let the weapons speak...
Granny’s House is clearly visible at the top of the Bucket Turtlehead da Toadi* is cross.
valley: it is nothing more than a hut with four dry-stone walls He is cross because the fool Biondello has sold hell-knows
and a rush roof. The door is low and narrow, and there are how many copies of the treasure map and what have you up
no windows. and down the Fossa.
A massive stump stands out in the small clearing next to He is cross because the adventurers have repeatedly slowed
the hut. down his march and pestered him and his men, some of
The interior of the Hag's house is a macabre showcase of whom have yet to recover.
skulls in various states of decomposition.
Imperceptible from the outside, the stench in there hits He is cross because he hates coming in second.
you like a brick wall: anyone who enters the hut must pass a He doesn’t intend to waste time offering the adventurers a
Constitution saving throw with DC 11, or they will be prey way out. He just waits for the right moment, then unleashes
to uncontrollable retching and incapacitated until the end an attack with no quarter.
of the next turn. At present his Band is made up of himself, a number of
Toad Gang bandits* equal to the number of Knaves +2, and
In the confined space of the hut, the Hag's ax becomes a Saetta* who, so far, has remained on the sidelines.
deadly weapon which the old woman wields with unexpected If the Knaves defeated the Toad and his Gang along the
force. The blade often hits the walls, causing blue sparks to way, there will only be Saetta plus the 2 surviving members
go off in the half-shade. of the Gang.
When cornered and reduced to a few Hit Points, the Hag After three rounds of combat, or as soon as things get worse
becomes invisible and tries to escape under cover of darkness, for one of the two factions...
leaving behind her ax, a heavily cursed weapon (the Condot- Well, there’s an ancient draconian saying that goes something
tiero can freely decide what nefarious properties the object has). like this: Bigattus dormiens numquam titillandus, or “Let the
By defeating the Hag, or making her flee the premises, you sleeping Bigat lie!”
can plunder her hut. This requires a second saving throw on
the Constitution. The monster in question is, in fact, as dangerous as it is indo-
lent. It spends most of its time wallowing in some watercourse,
In a niche at the end of the hut there is a casket containing napping and very slowly digesting its most recent victims. And
loose jewelry for about 50 silver coins, a snake-shaped hilt everything’s fine until someone disturbs its rest...
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
In our case, the creature’s sacrosanct digestion is brutally Gang bandits* have been eliminated, the Band will be able
interrupted by the uproar of two groups of frenzied people to face the one still standing.
trying to murder one another, with a tremendous crashing
of metal and shouts and blasphemies, right outside the cave Scene 8 - The ecstasy of gold
that the beast has elected as its residence. Defeating the Toad Gang brings 40 silver pieces in various
coins and assorted trinkets, as well as a fair amount of abrasions,
In the third round of combat, the Bigat bursts through the bruises, and aching bones. The opponents’ weapons and armor
surface of the pond, launching its unmistakable bellow, and are all shoddy, except for those of Turtlehead and Saetta.
pounces on the shore, tearing into the combatants indis- Bigat’s Treasure is much richer. The weapons and armor of
criminately. its victims are all ruined by centuries of dampness, but inside
The fight against the Bigat is to the death. the den there are hundreds of Old Draconian aureos, mounds
With a successful DC 14 Charisma (Persuasion or Decep- of jewels, valuables and silver coins, as well as thousands of
tion) check, it is possible for one of the Knaves to persuade iron pieces and half-rusted quatrins.
the Toad Band's survivors to join forces against the beast. Or, The Condottiero can calculate the exact amount of the trea-
vice versa, to convince the monster to target other enemies sure, the presence of Memorabilia and that of any magical or
with a successful DC 18 Wisdom (Animal Handling) check. special objects as he thinks fit.
If the trick works, the faction so cunningly deceived will The Condottiero can also evaluate the difficulty – for a
do all the dirty work and, when the Bigat* or the Toad Band of rogue Knaves – of recovering this fortune from the
submerged bed of the lair, and of bringing it back. After
all, they have no mules, or carts or anything, and the
road to the Den teems with guards, mercenaries, bandits,
robbers, thieves and villains of all kinds.
Will our heroes be able to bring the treasure back to their
Company Den? Or will they squander it in Revels along
the way?
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
- 33 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Stump Hag
“The Befanas come at night
According to some, the evil Hags of the Kingdom are an-
cient cursed beings of unnatural origin, or cannibal mon- Children have a look of fright
sters similar to fairytale orcs. For others, however, they
are witchcraft practitioners who have been corrupted by In their sack broken bones
dark powers. Whatever the truth, each Brancalonia Hag is
a creature of its own, with different powers, background, What a gift from those crones..."
habits and weak points. However, they share a number of
common traits. - Nursery Rhime -
Stump Hag
For all the effects, characteristics and powers of the Stump
Hag, in this scenario use the Green Hag, with the following
changes:
GS 5 (1,800 XP)
Damage Resistance (only at night time) against
bludgeoning, piercing, and slashing from non-
magical attacks waged with silvered weapons.
- 34 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
Armor Class 12 (15 with Mage Armor) STR DEX CON INT WIS CHA
Hit Points 22 (5d8) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Speed 30 ft.
Senses Passive perception 10
STR DEX CON INT WIS CHA
Languages Vernacular
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Challenge 1/8 (25 XP)
actions
Dagger. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d4 + 2) piercing damage.
Turtlehead da Toadi -
The Toad Turtlehead of Toadi
Experienced warrior, he fights with a greatsword and wears a Medium humanoid (human), neutral evil
full armor in good condition. It also has a dagger at the belt Armor Class 18 (Full Armor)
and a second one hidden in a boot. He's not particularly Hit Points 52 (8d8+16)
smart, but he's definitively bad. Speed 30 ft.
Other Encounters
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
actions actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., Multiattack. The Chief Guard makes two
one target. Hit: 4 (1d6 + 1) bludgeoning damage. longsword attacks. If wielding a shortsword, it can
also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage,
or 8 (1d10 + 3) slashing damage if used with two
hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to
hit, reach 100/400 ft., one target. Hit: 6 (1d10 + 1)
piercing damage.
- 36 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
Pagan Goon
Medium humanoid (human), any alignment
Armor Class 12 (Hide Armor)
Hit Points 11 (2d8+2)
Speed 30 ft.
- 37 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Big Trouble
in Borgoratto
Introductory Job for a Band of 3 to 6 Licensed Knaves (Level 3-4)
Written by Davide Mana.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Big Trouble in Borgoratto
Here the knaves can gather some information before proceeding to Borgoratto.
If you have plenty of time at the game table and everyone is well disposed to a slower pace, the Condottiero can let the
knaves gorge themselves with wine and slop, play a few hands of Poppycock or try some Axe Throwing with the others scoun-
drels present at the Tavern, or stir up the classic brawl that will eventually devastate the common room.
By offering a drink, winning one of the dive games, breaking the teeth of the right person, or using the systems they prefer,
each knave can find out about 1 of the following Rumors (roll 1d12):
d12 Rumors
Borgoratto is a bad place, abandoned for a couple of years: better to stay away!
1
(true)
2 Borgoratto was abandoned due to a plague (false)
3 Borgoratto was abandoned after being sacked by passing troops (true)
4 Borgoratto was abandoned due to a curse (false)
5 Borgoratto was abandoned following a famine (true)
6 Whatever the causes of abandonment, it is now a den of bandits (false)
7 Whatever the causes of abandonment, it is now haunted by spectres (true)
8 Whatever the causes of abandonment, it is now infested with spidercrows (false)
9 Along the way there is an abandoned chapel, infested with rotting ghouls (true)
10 Along the way, beware of the cursed foioncus! (true)
11 Along the way, beware of the onslaught of the bandits (false)
Along the way, watch out for that bloody bloodthirsty bear! (true bear, false thirst for
12
blood)
Finding out the directions to the village and the fact that 5 Bear: No, it's true, perhaps there is something more
dangerous than the wild boar. In reality, the bizarre
it is located beyond the Deadhen woods, about three days' creature is a talking animal (Use brown bear stats, with
walk to the west, is instead common information, which can the following modifications: he is able to understand and
be obtained simply by asking. When the knaves are fed up speak Vernacular) named Bernardone, who pretends to be
a normal bear to avoid hunters, beasts, and gypsies who
with wasting time in this nasty brothel, they can leave the might capture it for display in their marquees. If unmasked,
Hangman's Tavern and get on with the assigned Job. for example at the moment of being defeated when it asks
for "Mercy!", The Bear exchanges its freedom for 1 Rumor,
Scene 2 - Questionable beasts chosen from among the truthful ones.
and where to find them 6 1d4 Rotting Ghouls*: Luckily for the band, these fetid
creatures are heralded by their proverbial stench. They
The surroundings of Borgoratto are an uncultivated and aban- fight until total destruction. By following their tracks back,
doned forest, a day's walk from the Tavern. Years ago these you can reach Saint Gonnello's Chapel. See Scene 3.
woods were frequented by the commoners of the surrounding
villages and of Borgoratto itself, but today no one wanders If three orientation rolls are successful, or in any case at nightfall
around here anymore. The tracks and paths of the Deadhen of the second day of exploration, the band finally reaches Saint
woods are overgrown with weeds and are fading away. The Gonnello's Chapel. In the first case, however, the knaves gain
direct road that once existed to the village is gone, the fog Inspiration. See Scene 3.
confuses the senses, and it is necessary to make long detours
along valleys, cliffs, and gorges infested with brambles. Scene 3 - Ghoul's Stench
From the second morning of the journey from the Tavern Whether they got there following the rotting ghouls, taking
and throughout this Scene, the area is considered Difficult the wrong road a hundred times, or by succeeding on ori-
Terrain and one cannot proceed in a straight line, but can entation rolls, the band reaches - preferably at nightfall - the
only make progress by zigzagging on poorly traced paths remains of a miserable abandoned cemetery set around a
or entering the forest. Anyone who has access to mystical crumbling shrine. Just then a very heavy rain begins to fall.
or arcane perception, will be able to warn that some curse A quick examination of the ruins leads them to recognize an
is at work in the area and that getting lost is going to be old chapel dedicated to Saint Gonnello, patron of infusions and
easier than it should be. decoctions ... Using supernatural powers or mystical senses, it is
For every 4 hours of walking through the Deadhen woods, clear that the tiny sanctuary has long been desecrated and that
characters must make a DC 15 Wisdom (Survival) check to a terrible evil hovers in the air.
find the right direction. If the knaves search inside the chapel, it is not easy to find
On a failure, the band falls straight into a random encounter anything in the midst of ruins, collapsed walls, and weeds, but
with some of the fascinating creatures populating the area a long and careful clearing (just enough to finish out the evening
(1d6). All stats can be found at the end of this adventure. It and for the rotting ghouls to arrive) could allow the PCs to find
is not necessary to fight them, and many of them will want “the Saint Gonnello's Knuckles”, a mystical relic of the Saint,
to avoid the characters. If the same number is rolled several under the altar.
times, treat it as a “1".
d6 Encounters Saint Gonnello’s Knuckles
1 Foioncus*: during the day, if encountered and noticed, the
Wondrous item, rare
abject beast will stare at the passing band with its yellow Saint Gonnello of the Grinning Knuckles was one of the
eyes, then follow them and attack during the night. At that many pugnacious saints of the past, blessed members of
point, when the intended victim sleeps, the predator will
descend silently on it and will try to drink its blood while it
fighting monastic orders, who became maraculists in life and
sleeps. venerated after death. One of the most instructive legends
2 Swarm of spidercrows*: despite this foul beasts nesting about him relates that he could defeat the Creed's enemies
mainly in Penumbria, they pretend that it is the knaves that with only his famous knuckles, and that he used to immerse
invade their territory. The swarm attacks only if annoyed. them in buckets of well water to relieve them. Thus, the wa-
3 Wheezel*: This little bear-sized beast is actually a giant ter within the buckets became blessed in turn, providing an
relative of polecats and skunks. The encounter refers to
effect similar to that of panacea or soothing infusions, which
passing by it inadvertently, when there is a risk of a fetid
spray in the face, an unfortunate event which makes it could then be immediately consumed by his followers! Saint
impossible for the victim to make any attempt to hide from Gonnello's Knuckles can transform a glass of water into a
other encounters in the wood and prevents the band from
bitter flavored decoction able to restore the body and soul of
sensing the approach of the rotting ghouls. After the attack,
the animal can be captured and tamed as a companion or those who consume it. The relic has 4 charges per day.
mount. Lucky you... If you steep the knuckles in water for 1 minute, you can
4 Wild Sow with Cubs: The most dangerous creature in the spend one or more charges as described below:
forest (boar), attacks on sight to protect its offspring. It is 1 charge: A character who drinks the water regains 2d4 + 1
excellent marinated in red wine with juniper berries.
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.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Big Trouble in Borgoratto
At sunset, if they have not yet detected the presence of the precisely the one to which the knaves belong today. Knowing
rotting ghouls, the knaves smell a deadly stench rising from the this fact thanks to her dark powers, Manfredda is ready to
graveyard, and see hideous creatures rising from the ground. pour out all her unnatural cruelty against the band, which,
If they have not yet been seen one, it will be easy to recognize however, at least in this instance, is innocent.
at first sniff a pack of rotting ghouls, the most foetid beings During the day, the opportunity presents itself to raise the
in all the bestiaries of Brancalonia… tension. The knaves have all the time they want to explore
The pack is made by 6 monsters (rotting ghouls*) and they the houses of Borgoratto; the Condottiero can use this time
attack the band by the will of Manfredda, since the confined’s and possible player activities to emphasize:
area of influence reaches right up to the chapel. • The eerie silence - there are no chirping birds, no insects
The battle in the middle of the desolate and dark woods • The shadows of the trees that seem to move even though
should deplete the resources of the knaves, just to make them the sun is still in the sky
a little less daring, but of course, the band may decide to flee, • The impression of being observed
given the limping slowness of the rotting ghouls. • The feeling that someone has moved just beyond the edge
Wandering around the woods at night in the drenching rain of their vision
is tiring and nerve-wracking: no more random encounters for • The sound of a child's laughter, in the house next to the
the knaves, and they arrive the next morning in any case at steps, just around the corner
their goal, but each knave suffers the effects of a forced march.
If the knaves defeat the rotting ghouls and rest the remainder For each of these effects, characters must make a DC 8
of the night in the Chapel, they regain some of their strength saving throw. On a failure, the character is frightened. If the
(as for 1 short rest). Furthermore, exploring the surroundings knaves actively search through buildings, they each find a
of the Chapel the next morning, with good visibility and no curious worthless Memorabilia (Brancalonia – Setting Book,
pouring rain, it is easy to find a wider and more refined path p. 69).
than those seen so far, which leads without further problems All right then, all is quiet... There is only one problem,
half a mile upstream, to the gates of Borgoratto. during the day, in Borgoratto: leaving is impossible! If the
knaves try to leave the village by going back, a crowd of angry
Scene 4 - Showdown in ghosts appears all around them, preventing them from walk-
Borgoratto ing (see the Mob* in Manfredda’s description, further on).
What remains of the pleasant and renowned village of Bor-
goratto is an expanse of abandoned houses overrun by vege- Scene 5 – Manfredda’s Cold
tation, surrounded by a crumbling palisade, broken through Hand
in several places. The village extends on the two sides of a The power of the confined of Borgoratto manifests itself first
steep valley, near a bridge with a mule's back, which crosses of all in two secondary phenomena, one at dusk, and the other
the ravine and the stream at its bottom, and which is now at midnight. Manfredda uses these effects to test and torment
broken in the center. A crooked sign greets travelers. A crow the knaves before intervening directly at the end of the night.
perched on top of the sign caws in surprise at the sight of
living beings in this place, and then flies away with slow The Mob* is also the same one which prevents the knaves from
flapping of its wings. escaping from Borgoratto. Only if the band tries to run away at
The village plan is roughly similar to a letter H, with the midnight, will the escape route be free: the knaves will be able
bridge connecting two straight cobbled streets along which the to go back through the woods and, dodging some rotting ghouls
buildings stand. It is clear that the village has been abandoned and some swarms of spidercrows, will be able to leave the district
for at least a couple of years, and wild beasts have made it and save their backsides. However, this should guarantee them
their lair for an indeterminate period. a lower amount of experience points.
Everything is still and strangely silent. And now? If the knaves remain in the village until dawn, shortly before
Borgoratto is a village haunted by the ghosts of those who sunrise they will finally get acquainted with the terrible Man-
once inhabited it, and which still exist within the walls of the fredda in all her power and her fury. The confined will calmly
old buildings. More to the point, it is controlled by a con- approach from across the bridge, coming from the remains of
fined* known as Manfredda, the cruel and sorrowful soul of her old home. She will only attack or use her powers as a reaction
a gentlewoman who lived at the time of the fall of the village to the knaves actions, or after coming in range and explaining to
at the hands of the violent thugs who plundered and starved them that she is about to tear them apart and why!
her for months during who knows what military campaign.
The torment and fury that animate this spirit and have made
it an adversary of such power are not known, but it has long
since imbued the village and the surrounding woods with its
wickedness, and it is able to arouse shadows and apparitions of
every genus. Even more serious, the bad band of adventurers
and villains who destroyed the village and caused the curse was
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
- 42 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
Magnitude
Magnitude indicates the power level of the confined. The higher the Magnitude, the greater the resistance, the power, and the
strength of the manifestation's unique capabilities.
For each Magnitude level, the confined gains a unique power, chosen from the list of powers of the confined. Additionally,
the confined adds the Magnitude level to its saving throw DCs, attack rolls, and skill checks.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
legendary actions (malevolence 3) The possession lasts until the body drops to 0
The confined can take 3 legendary actions, hit points, the confined ends it as a bonus action,
choosing from the options below. Only one or the confined is turned or forced out by an
legendary action option can be used at a time and effect like the dispel evil and good spell. When the
only at the end of another creature's turn. The possession ends, the confined reappears in an
confined regains spent legendary actions at the unoccupied space within 5 feet of the body. The
start of its turn. target is immune to this confined's Possession for
24 hours after succeeding on the saving throw or
after the possession ends.
• Move. The confined moves up to its speed
without provoking opportunity attacks. Spectral Drowning. Each creature within 10 feet
of the confined must make a successful DC 13
• Unique Power (Costs 2 Actions). The confined (+1 per Magnitude level) Dexterity saving throw
uses a unique power among those at its disposal. or begin to suffocate as if it was out of breath or
• Life Drain Touch. The confined makes one Life choking. A creature can repeat the saving throw at
Drain Touch attack. the end of each of its turns. If a creature's saving
unique powers (1 per malevolence level) throw is successful or the effect ends for it, the
Freezing Gaze. When a creature starts its turn creature is immune to the confined's Spectral
within 10 feet of the confined and is able to see Drowning for the next 24 hours.
the confined’s eyes, the confined can magically Telekinetic Control. The confined targets a
force it to make a DC 13 (+ 1 per Magnitude level) creature or unattended object within 30 feet of it. A
Constitution saving throw. On a failed saving throw, creature must be Medium or smaller to be affected
the creature suffers 1 level of exhaustion. by this magic, and an object can weigh up to 150
pounds.
actions
Ignite. The confined targets one creature it can If the target is a creature, the confined makes a
see within 60 feet of it. The target must make a DC Charisma check contested by the target's Strength
13 (+ 1 per Magnitude level) Constitution saving check. If the confined wins the contest, the confined
throw. On a failure, the target catches fire and takes hurls the target up to 30 feet in any direction,
1d6 fire damage per Magnitude level at the start of including upward. If the target then comes into
each of its turns. The ignited target can repeat the contact with a hard surface or heavy object, the
saving throw at the end of each of its turns, ending target takes 1d6 damage per 10 feet moved.
the effect on itself on a success. If someone takes If the target is an object that isn't being worn or
an action to sprink the target with holy water, the carried, the confined hurls it up to 30 feet in any
effect ends immediately. direction.
Lord of the Unsolved (1/Day). The confined The confined can use the object as a ranged
magically calls 1d4 zombies per Magnitude level. weapon, attacking one creature along the object's
The zombies arrive in 1d4 rounds, acting as allies path (+4, +1 per Magnitude level to hit) and dealing
of the confined and they remain for 1 hour, until the 2d4 bludgeoning damage per Magnitude level on
confined dies, or until the confined dismisses them a hit.
as a bonus action. Terrifying Glare. The confined targets one
Possession (Recharge 6). One humanoid that the creature it can see within 30 feet of it. The target
confined can see within 5 feet of it must succeed must make a DC 13 (+ 1 per Magnitude level)
on a DC 13 (+1 per Magnitude level) Charisma Wisdom saving throw.
saving throw or be possessed by the confined; On a failure, the target is paralyzed until the
the confined then disappears, and the target is confined deals damage to it, or until the end of the
incapacitated and loses control of its body. The confined's next turn. When the paralysis ends, the
confined now controls the body but doesn't deprive target is frightened of the confined for 1 minute.
the target of awareness. The confined can't be The frightened target can repeat the saving throw
targeted by any attack, spell, or other effect, except at the end of each of its turns, with disadvantage
ones that turn undead, and it retains its alignment, if it can see the confined, ending the frightened
Intelligence, Wisdom, Charisma, and immunity to condition on itself on a success.
being charmed and frightened. It otherwise uses
the possessed target's statistics, but doesn't gain
access to the target's knowledge, class features, or
proficiencies.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
Foioncus
Legend has it that this elusive creature is a cross between a weasel and some filthy, hairy bird, possibly some sort of flying
mammal halfway between the vespertilius and the flying wolf, just to be clearer.
It is said to have three legs, but one of them is probably another (disproportionate) member of its physiology.
Foioncus actions
Bloodfeeder Beak. Melee Weapon Attack: +4
Mostruosità Minuscola, senza allineamento
to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2)
Armor Class 12 piercing damage, and the foioncus attaches to the
Hit Points 3 (1d4 + 1) target. While attached, the foioncus doesn't attack.
Speed 10 ft., fly 40 ft. Instead, at the start of each of the foioncus’ turns,
the target loses 1 hit points due to blood loss.
STR DEX CON INT WIS CHA The foioncus can detach itself by spending 5 feet
4 (-3) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 6 (-2) of its movement. It does so after it drains 5 hit
points of blood from the target or the target dies. A
Skills Stealth +4 creature, including the target, can use its action to
Senses Darkvision 60 ft., passive Perception 11 detach the foioncus.
Languages -
Challenge 1/8 (25 XP)
Ghoul
Common, alas, across all regions of the Kingdom, Rotting Ghouls are accursed corpse eaters with controversial origins, famous
for their stench which extends for miles.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
Swarm of Spidercrows
Of average lethality, the spidercrow is a monstrous bird na- on, as it hides strong jaws and chelicerae bristling with small
tive to Penumbria, where the Malavita clique have adopted saw-toothed fangs. While the larger specimens can reach the
it for their coat-of-arms. Its appearance combines crow-like size of hawks or vultures, most broods are made up of orga-
and arachnid features. Its rostrum beak is its deadliest weap- nized swarms of tiny creatures that hunt together.
Wheezel
The wheezel uses the giant weasel stats, with the following modifications:
Action - Stink Spray. The wheezel fires a stinking spray at a target within 15 feet of it that it can see. The targeted creature must
succeed on a DC 13 Dexterity saving throw, or the mephitic spray soaks it for the next 24 hours and there is no bath or grooming
that can remove it. The target creature and every creature within 5 ft. of the stinking victim must succeed on a DC 8 Constitution
saving throw, or be poisoned until the start of their next turn. On a success, the creature is immune to the stink spray for the next
24 hours.
- 47 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
A Fistful
of Hops
Introductory Job set in Zagara for a Band of 3 to 6 Licensed Knaves (Level 3-4)
Written by Valentino Sergi.
After the last job, you returned to the den, hiding out for a while and sharing the meager booty among yourselves, enjoying a
few days of well-deserved rest (so to speak). Taking advantage of the stench of death, animal marrow, and manure that spoils
your clothes, you manage to avoid the small tasks and daily malpractice the rest of your band are forced to complete, but
despite having spent a week in total shelter from the rain and any form of personal hygiene, in the end, the pestilential smell
subsides just enough for your company leader to break into your tents and kick you to the nearest creek.
While you wash in the freezing water, your leader himself announces that he has selected you for "a prestigious position of
absolute rest". In short, one of those from which you are not expected to come back.
You are in fact about to set sail for the Kingdom of the Two Scyllas to find out what is preventing the Liodori, the Cyclop
Dwarves of Typhon Mountain from producing armor and broadswords for the noble Eutanasia Castragatti, regent of a small
maritime fiefdom of Vortiga close to a conflict with the armies of Tergesta.
The countess has asked anyone who wants to help her to go investigate what is keeping her precious suppliers down on
the island of Zagara from shipping the arms and armor she desperately needs, and by anyone, she clearly means even a
punk like you…
- 48 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
A fistful of hops
The band will have to face a long coastal voyage to the Sea of Sapphire on a barge that usually smuggles sickly smelling whale
fat, and the Condottiero will define its duration and encounters.
- 49 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Edvige herself, a gifted and fearless dreamer, who at times is forced to stick two curly mustaches on her muzzle with tar so as
not to be recognized in ports or when boarded.
Captain Barracuda, her second in command, called by most, but strictly in a low voice, "Captain Bat" since he sees nothing. He
has huge carapace-rimmed glasses but refuses to wear them in public, where at most he carries a saving telescope. Despite this,
thanks to his superfine flair, he follows - literally - the smell, recognizing landings, ports, and so on from it.
Salty Sailor, known as Salt, the boatswain, is so old that he has gained a nickname for his nickname. He got the second in the
field for his venerable age, the first because he is always so encrusted with salt that he seasons the soup by sticking his hand
into it (and only his hand if you are lucky…).
Domitilla from Punta Ala, cartographer and navigator, former alley and pier girl, now a cabin girl. Give her a boat, a compass,
and a scimitar and she will be happy. Try to test the firmness of her breasts and you may find yourself without a hand. Try to trick
her into selling herself as a prostitute and you’ll find yourself turning tricks for her profit…
Don Bastiano the Second, a noble who fell into disgrace, self-styled owner of the Balorda, a good shareholder with Edvige, who
is actually in love with her otherwise he would never have joined this madness. In reality, he is an impostor and a conman, yet
by now he’s so far advanced in age and his brain so foggy that he has forgotten that he is a cheater and believes himself a noble
for real. Cultured, an expert in land and sea matters, a complete archive of every noble family tree of the realm, he can read and
write in at least four languages, to which macaronic and draconian of which he is a passionate lover must be added. Unfortu-
nately, he does not understand anything of these topics or languages, but fakes it with total conviction. He is also suffering from
a terrible form of seasickness which gives him no respite.
The Zaccagni Brothers, twin pirates, stewards, and exceptional boarders, banned in all the dives on the Alazia coast. They are
famous for finishing each other's jabs and being great in the preparation of sea snake fillet.
Franchino Pièveloce, ship’s boy and tuber-peeler from Vernagallo, with twenty years of honorable navigation and experience on
his shoulders, which however he hides very well. Unsurpassed in what he calls "strategic retreat", useful for designing infallible
plans against the opponent, he also offers himself as a guinea pig for "targeted tasting" of all available libations to protect the
crew from any potential poisoning.
Forcola the Limping, Marionette (Cabin Doll) of Vortiganian origin, lookout, harpooner, and ferocious pirate. Unlike many of her
human colleagues, who make up for their mutilations with showy wooden legs, Forcola has a leg of flesh and blood, a bizarre
side-effect of some powerful Extravaganza.
Father Trucido from Roccapelata. A Sylvan converted to the Creed who became chaplain onboard without ever having under-
stood anything about the Calendar and all that alatinarum. Treacherous as all get out, of dubious loyalty, swindler and seller of
concoctions and relics of dubious origin, follows the commandment “Do Desire the Woman of Others”, would sell his mother if
he knew where she was since she already did the same with him for a slice of bread and a pot of beans. He avoids being thrown
overboard only by virtue of his hypothetical utility as a barber, bone saw, and tooth picker. Try not to get downwind of him….
Lenzo and Penzo, also known as Rat and Marten, these long-time sailors are wizards at scrounging and making do. Missing fab-
ric for the sails? They will find it. Fresh food? You will have it ... even if not exactly in the agreed quantities. If there is something
gold or precious that has disappeared, they have it in their pockets ... of course, they were only holding onto it temporarily, just
waiting for an opportunity to return it to its rightful owner ... if you claim it..
Baloncello Saltindietro known as "Springal", in charge of stowage, supplies on board, and smuggling, is a dwarf who in battle
carries a swivel gun bigger than him which shoots stones. Each time Springal fires, he flies back ten paces from the recoil.
Some Jobs especially designed for the Misfittery can be found in the Daily Jinx Annals 1020-1022, in the
first section of this Almanack.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
A fistful of hops
Collecting Information
During the long days aboard the Miss Fit, it is common for an old sailor to spin
yarns about his travels in exchange for a few sips from the bottle. The problem
will then be to stop him when he starts going into the details of his past amorous
conquests...
To gather information and rumors about where they are heading, the knaves
can make a DC 8 Wisdom (Insight) check. On a success, roll 1d12 and consult
the Zagarian Rumors table to determine what the character has discovered.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Scene 2 - They Called it The knaves must make a DC 15 Wisdom saving throw; if
Trinacria they fail they are frightened for 1 minute.
After keeping away from the cursed coasts of Penumbria and
west of the Strait of Malifacio, the Miss Fit heads straight The lapping waves and tremendous tentacles of the mon-
toward Vernagallo. The crossing is coming to an end, the day ster make navigation extremely difficult, almost impossible.
is clear, and the sea is calm. From the bow, the Despot's for- Many sailors have run away below deck, terrified, while oth-
tress on top of a spur of rock overlooking the port is clearly ers, less fortunate, have been thrown overboard with pierc-
visible. Fortunately, the perfidious La Grua, governor of a ing cries among the foamy dark waters to become a meal for
large part of the island, seems to have been killed last year by the monster. If the players don't think about it, the Con-
a couple of guys in a fight over a woman, and the pirates are dottiero may suggest that the knaves carry out tests to help
sure that docking in Vernagallo will not cost five feet of rope the pirates escape the sea monster. For example, they could
around the neck as would have happened a few months ago. perform Strength or Dexterity tests to raise the sails or pull
Suddenly, the sea around the Miss Fit rises, and immense the lines, of Intelligence tests to make suggestions to Edvige
waves begin to wash over the deck. or get rid of the cargo, or Charisma tests to incite the crew to
Attracted by the stench of whale fat detected by its highly action, or they could even attempt attacks on the tentacles of
developed senses, a huge monster emerges from the abyss. the sea monster with the purpose of making it desist, and so
It is so big and confusing that it cannot be accurately de- on; for these tests, the recommended DC is 15 (the Condot-
scribed. You only notice three colossal tentacle-like limbs, tiero should feel free to vary the DC, based on the check).
and a huge head with tangled hair.
If within two rounds the players pass at least 3 tests carried Scene 3 - The Zagarian Job
out to help the crew, with a last desperate surge, the Miss Fit is Upon reaching the coast, the band will immediately notice
saved from the coils of the Trinacria and flees toward Vernagallo, the smoking plume of Typhon Mountain miles away inland,
while the monster is content to nibble on the unfortunate but it will take at least three days of walking to reach it.
pirates who have ended up in the water or been plucked off For most of the journey, we proceed through difficult ter-
the deck at the last moment. rain characterized by maddeningly slippery pebbly slopes
If all goes well, the characters will in the future have a good and dense thorny undergrowth. Along the paths, under a
connection with the pirates of Edvige's pirates and with all the scorching sun sheltered by the meager shade of gnarled olive
Misfittery of the Seven Seas. trees, it is easy to come across ruined fortresses or ancient
Otherwise, the efforts of the crew and knaves will be insuffi- watchtowers, vestiges of the Draconian Empire, or Cyclops
cient and the ship will sink in a few, terrifying, minutes. Howe- Stones, megalithic prehistoric tombs, perfect venues for pos-
ver, the knaves can save themselves by boarding a lifeboat or sible encounters.
diving into the water to swim to the coast. Roll 1d6 and consult the Zagarian Encounters table to deter-
mine one or more random encounters.
Zagarian Encounters
d6 Encounters
A Platoon of Queen's Guards, including a sergeant, guard a crossroads along the way. They are on the hunt for easy
Bounties and will not let the knaves pass except for a hefty payment or other good arguments (like four well-aimed stab
1
wounds). Otherwise, to avoid them you must first spot them from a distance with a DC 15 Wisdom (Perception) check,
and make a lengthy detour for several hours. (5 Queen's Guards* and 1 Chief Guard*)
A Wandering Scammer will try to sell the band rancid supplies and Shoddy Equipment he carries on his flea-bitten mule
2 at a very high price. He has nothing useful aside from a map of the volcano's main caves (useful in Scene 6), but it will
cost dearly. For 1 extra petechin (5 silver coins) he will also add 1 Rumor, expressly false.
Three Queen's Guard Ghosts (or wight watch*, as they are called by the locals), with the uniforms of the La Grua, haunt
an old ruined tower since time immemorial, preventing access to anyone who is not part of the despot family of Zagara.
3
If defeated or put to flight (they are very talkative and superstitious, and are afraid of hell and ghosts) they will leave pas-
sage inside the structure open, where the band will be able to find a gold coin of the Old Coinage, worth 120 silver coins.
A Band of Pagans (2 pagan goons* for each knave) armed with knives and sticks attack merchants and adventurers
4 passing along a path clinging to the rocks with no easy way out. Confrontation is inevitable unless the adventurers agree
to surrender their purses.
A small group of friars of the Holy Right* from the Monastery of Castigate distributing small amulets bearing the image
of the Holy Right. They are dressed in rags and are headed for a village a half a day's walk away. The knaves can accom-
5
pany them along the way, sharing supplies with them, and getting 2 Rumors in exchange. At the end of the route, before
resuming the march, they will be able to rest in a small tavern.
Captain Cardone of Panzanatico (commander*), the only survivor of a local expedition sent against the Cinecros,
who took refuge in an old ruin covered by vegetation. It soon becomes clear that the soldier has lost his reason and is
convinced that he is maintaining a garrison awaiting reinforcements to defeat the Cinecros who are besieging the Liodori
6 fortress. If the knaves insist on asking for details about the monsters that have exterminated his garrison, Cardone will fall
into a catatonic silence. If instead, they persuade him that they are the reinforcements he was waiting for, with a success
on a DC 12 Charisma (Persuasion) or Charisma (Deception) check, he will lead the knaves to the Liodori Fortress in half a
day, and then run away from the sight of the Cinecros.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Scena 4 - Damn Dogs! If the knaves have instead helped to rescue the wagon and
After a long and tiring pilgrimage, the band climbs a slope victims, or at least have tried, the band will be welcomed in
that leads to a gorge carved into the volcanic stone. The Li- triumph in the common room of the fortress and rewarded
odori fortress stands, massive between the dark rock walls, with a lavish banquet, bad wine, and a bed for the night.
and from a smoking crack in front of the structure emerges The Condottiero, in describing the revelry of the evening,
a crowd of hell hounds that attack the fortress in waves in can provide valuable information to the players:
an attempt to scale the walls or break through the entrance
while a rain of arrows nails them to the ground. The Fortress is a gigantic forge which apparently has been
They are the legendary cinecros of the Typhon Mountain, providing weapons to buyers for centuries; it is here that the
with an ash-white color, eyes red as embers, and paws that with weapons for Countess Castragatti have been produced for
every step transform the rock into footprints of molten stone. some months, but at the moment, the stocks are being used
A short distance from the knaves, a small group of liodori to defend from the constant assaults of the cinecros, whose
armed with clubs and picks fights fiercely against a dozen corpses crumble into ashes at the moment of death. The liodori
of these creatures, in a futile attempt to defend a wagon full have been under siege for weeks, and have no idea why the
of supplies. These creatures appear to the knaves even more hounds are attacking them.
bizarre than the cinecros: similar to dwarves in stature, but
with a huge body - like that of small pachyderms - and a There is a cinecro* imprisoned in the dungeons, which can
single eye in the middle of the forehead. They are reputed to be studied to understand its weaknesses.
be blacksmiths, magical craftsmen, and necromancers, but The liodori pride themselves on being the direct descendants
right now they look like three fat prey being harried by a of the ancient cyclops, which is why they all have one eye
pack of hunting dogs. and flowing raven hair.
At the feet of the three who continue to resist the assault The only ones who may be able to understand the nature of
of the cinecros, two others lie motionless, perhaps dead... these attacks are the Friars of the Holy Right, where the band
certainly seriously injured. is asked to go to find out how to put an end to this nightmare.
It is easy to see that the fighters safe on the fortress walls will The liodori affirm (and are convinced) that they have excellent
eventually be able to handle the frontal attack and that, in a relations with the monks, even though they occasionally raid
matter of minutes, they will have riddled every cursed dog the prized "Golden Hops" of their fields since the holy men
with arrows. Conversely, the group of liodori in difficulty, if refuse to sell the fortress beer.
left without help, will probably be massacred and the wagon Before leaving, the knaves will be offered the opportunity to
of provisions destroyed. buy simple melee weapons such as axes, swords, and knives,
The knaves can face the infernal hounds that assault the as well as armor and shields (medium and light), or bows
Fortress (1d3 cinecros* for each character) or let fate take and arrows, at half the market price.
its sad course.
In case the knaves have not intervened to help the liodori,
their comrades in the fortress will firmly refuse to let them
enter their refuge unless the characters offer lavish provisions
(and perhaps an offer of money) to the Monastery of the
Holy Right.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
A fistful of hops
Once the band has gathered in the cloister (with or without information) and
the Barrel Beating game has had its winner, Father Forgiveme ("Nothing, son!")
will try to show the knaves out rather hastily and with a visibly nervous attitude.
The knaves, suspicious, will naturally try to resist the request for removal.
With a success on a DC 18 Strength (Intimidation) or Charisma (Intimidation)
the characters may persuade the monks to partially confess their sins. These will
reveal that they know the great threat that must be defeated in order to put an end
to the assault of the infernal hounds, professing shame for not having yet inter-
vened in this regard out of pure fear. The band will then be directed to the not too
distant caves infested by the terrible Megaloschemos, or the cursed mummy that
Father Forgiveme believes to be the origin of the cinecros calamity.
If the monks did not give in to the threats and the knaves did not hint at leaving,
there can only be one solution to resolve the issue, namely, the unleashing of a
blessed brawl against Father Forgiveme* and his friars of the Holy Right*!
Winning the brawl has the same effect as a success on the Intimidation test,
while a failure will lead the knaves to find themselves bruised outside the locked
gates of the monastery, deprived of their most precious possessions and their
own pride.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Scene 6 - The cursed skull black eye sockets fall on the adventurers, there will be no
The caves on the side of Typhon Mountain are narrow and plea that can shelter them, and the battle will begin!
dark openings in the black stone, which are reached after a If the knaves succeed, and Father Forgiveme (“You're for-
couple of hours' walk over difficult terrain, bristling with given, son!”) hasn't yet confessed his role in summoning the
sharp rocks and thorny vege-tation. There is not a soul in the cernecri, the band can make a DC 15 Investigation check.
area, the ground is covered with lava ash and the air smells of
sulfur bordering on unbearable.
If the adventurers have the monks' map, they can proceed
directly to the Ossuary Cave; otherwise, they will have to
proceed by trial and error.
Zagarian Caves
d4 Cave
Fetor Cave: in this dark ravine the volcanic gases
form a dense, nauseating, and yellowish cloud. Each
character or creature that begins its turn inside of it
must make a DC 13 Constitution saving throw or be-
1 come poisoned until the end of the turn. On a failure,
the PC spends their action vomiting in pain and takes
2 (1d4) poison damage. Creatures that do not need
to breathe or are immune to poison automatically
succeed on this saving throw.
Lava Cave: The cave looks empty, but if more than
three characters enter it at the same time, the floor
collapses and drops them into a small lava culvert.
2
Each character or creature must succeed on a DC 13
Dexterity saving throw or take 7 (2d6) fire damage. On
a successful saving throw, the damage is halved.
Beasts Cave: after a long and narrow corridor, the pas-
sage opens into a cave covered with guano and cob-
3
webs. Adventurers who dare to enter will be attacked
by a herd of black goats* with sharp spiral horns!
Ossuary Cave: After passing a small entrance with a
pair of shinbones carved into the rock, the band will
enter a narrow, filthy, and fetid underground passage.
The more experienced adventurers will recognize the
4 On a success, the evidence necessary to nail the monks will
deadly stench: there are 3 rotting ghouls* nearby,
who wear the remains of old robs and launch an as- emerge. If a confession had already been given, only further
sault on sight. After defeating them, the knaves will be confirmations will be found. At this point, the band will be
able to proceed to the main Ossuary chamber..
able to return to the Monastery to end the ritual, reach the
Liodori fortress to obtain the weapons for the Countess Cas-
tragatti, and find a way to head back to Vortiga. The Miss Fit,
The main chamber is a large conical space with walls cov- or the Miss Fit Z (which should be a "2", but crew members
ered with human remains from all eras ... skulls, fibulae, tho- don't know how to write very well...) could be the right ship
racic cages rise in ordered stacks of various ages and degrees to bring those tens of tons of weapons to the Countess.
of discoloration. In the center of the room, the Jinx Mummy
is showing 2 other rotting ghouls* dressed as monks how to After all, the knaves are filling a half-patched pirate ship
arrange the bones. The mummy moves slowly, almost me- with new forged weapons - what could possibly go wrong?
chanically, and it appears pleased with its macabre decor. It
wears very old sacred vestments, but of a cult you do not
know. Under its clothes writhe a swarm of mice and snakes,
but the most disturbing detail is its skull: a pale skull, ani-
mated by a poisonous phosphorescence and surmounted by
two demonic horns between which a a miter is stuck: the
Megaloschemos Mummy was also a Malebranche! When its
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
Commander
There are hundreds of small and large armed companies and bands in the Kingdom. Commanders at the head of the largest
and most dangerous of these are experienced leaders and captains of fortune, at the head of dozens of soldiers, knights, dra-
goons, or cutthroats, and should be taken very seriously.
Commander reactions
Parry. The commander adds 3 to its AC against
Medium humanoid (any race), any alignment
one melee attack that would hit it. To do so, the
Armor Class 20 (plate, shield) commander must see the attacker and be wielding
Hit Points 82 (11d8 + 33) a melee weapon.
Speed 30 ft.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Monsters and Enemies
Skills Athletics +4, Religion +2 Hammer Slam. As an action, the friar can
Senses passive Perception 12 make an attack (Strength or Constitution). On
Languages Vernacular a hit, the move deals 1 whack and the target is
Challenge 1/8 (25 XP) incapacitated.
Slop is Served. As a bonus action, the friar can
Pugnacious Monk. As long as a friar is wearing no make an attack (Dexterity or Wisdom). On a hit,
armor and not wielding a shield, its AC equals 10 + the target is blinded.
its Strength modifier + its Wisdom modifier.
actions
Multiattack. The friar makes two melee attacks.
Unarmed Strike. Melee weapon attack: + 4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
- 60 -
Hanani Tallyson Dos Santos Figueiredo (Order #40907716)
Brancalonia Quickstart
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THE END OF THE WORLD
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In this Quickstart you can find a taste of the Campaing Setting, and everything you need to play the first
introductory adventures:
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