- 1 - “Damsel in Distress” is a stand-alone adventure designed for four to six 1st level characters (“Rookie Knaves”) set in the world of Brancalonia, created by Italian publisher Acheron Books. Brancalonia is „a back-to-front version of Medieval Italy, this fantastic, fairy-tale influenced, roguish world quotes, collects, and mixes contributions from contemporary and classic Italian fiction, pop culture, and collective imagery”. The scenario was developed according to the rules of the 5th edition of the world's greatest role-playing game as described in SRD-OGL V5.1, while the terminology used in the book is as faithful as possible to the English translation of published by Acheron Books. The first publication of the scenario was on the Quentin contest website: www.quentinrpg.pl. Quentin is Poland’s largest and most famous tabletop role-playing game scenarios contest. The work received a distinction in the contest’s XXIV (2022) edition. The current version differs slightly from the version submitted to the competition, as it takes into account some of the contest jury’s comments. This book is intended only for you, as a Condottiero (Dungeon Master). It is recommended that you read the entire script of the adventure (the “Job”) before playing the game. It is assumed that you are familiar with the rules of SRDOGL V5.1. and also have the , as knowledge of the mechanics described in these books is essential to run the game smoothly. The diversity of character classes in the team (the “Band”) is advisable, as the Knaves will face different challenges. A representative of each class will have a moment to prove himself. You will find pre-generated player characters' sheets of the 1st Level Knaves at the back of the book. Whenever the text refers to a magical item or spell, its name appears in italics type. Spells and special equipment mentioned in the adventure are described in the text and – unless otherwise stipulated – are shoddy (see page 62 of the Brancalonia Manual). When a creature’s name appears in bold type (creature), its stats can be found in the scenario’s main text or the Brancalonia Manual. However, when a creature’s name appears in bold type with an asterisk (creature*), its statistics can be found in the official SRD-OGL V5.1. Job’s description contains phrases that you may not be familiar with. Some of them are explained below. Brancalonia Manual. This term refers to a book titled Knaves. This term refers to the characters played by the players — thirsty for riches and fame, adventurers who often have the appearance of thugs and a unique talent for getting into trouble. They are the main heroes of the adventures in Brancalonia. The group of Knaves is simply called a “Band”. Non-Player Characters (NPC). This term refers to the characters controlled by Condottiero. The NPC's behavior depends on the adventure scenario and the Condottiero’s decisions. The descriptions of the NPC usually contain information about their motivations. “Damsel in Distress” is intended as an introductory Job for a larger campaign, in which Knaves are part of the Band “Berta’s Fireflies” commonly referred to as the “Wandering Brothel”. You will find an outline of this Band on the next page. Formally, Knaves do not have to belong to any Band. Knaves who move independently are called “mavericks” and may find themselves in the thick of the action simply as guests of Berta Gargamella during the famous knight's bachelor party. The adventure takes place in a purely Brancalonian atmosphere and features unfunny jokes, grotesque, human physiology, and violence. It strongly touches on the theme of prostitution in medieval realities. PEGI 16 climate applies. The following abbreviations are used in the scenario: DC = Difficulty Class XP = experience points gp = gold pieces ip = iron pieces sp = silver pieces cp = copper pieces Remember that the Bounty Kingdom's monetary system is unique, and is described in detail in the Brancalonia Manual on page 61. In general, the least-valuable copper coins are known as quatrins and are only good for buying eggs at the market. The most important and common exchanges are made in silver coins and they are called - depending on region - taralles, florins, triskeles, sequinsm, marks, sesterces, and lire. Five silver pieces can be exchanged for one iron piece, and ten silver pieces allow you to have a gold piece, known as an aureos or florin of gold. Introduction “Gray text that appears in quotation marks is meant to be read aloud or to paraphrase players when Knaves first appear at a given location or under certain circumstances discussed in the scenario. Indoor or night scenes are described under the assumption that the characters use a torch or other light source to ensure visibility.”
- 2 - „Berta’s Fireflies” (it. Le Lucciole di Berta) is the name of a gang of prostitutes (of both sexes) who run a traveling brothel under the enlightened direction of 'Her Delicacy' Signora Berta Gargamella. The band is not just about prostitution. Taking advantage of the privilege of constantly changing places, the Fireflies discreetly steal valuables from their customers, trade information, and are engaged in espionage, smuggling, and fencing. A caravan of red, motley cars appears in places where a fair, a grape harvest, a harvest festival, a carnival or a festival take place – generally, where you can easily earn money with your body and cleverness. Sometimes it drags behind the mercenary army of the soldiers of fortune, other times behind the holy procession. Often the convoy is joined by Ziganes or Caravankers, merchants, vagabonds, beggars, deserters, and even outlaws. Stray dogs and cats roam between the carts. If you do not know why Knaves, led by players, could join the Band, use the table below. The band leader – Berta – is morgant of impressive size, a retired courtesan who does not avoid luxury and alcohol, and at the same time a talented hustler. Rumor has it that Berta was born into an aristocratic family, which is not indicated by her unsophisticated vocabulary. However, she certainly has a weakness for titles — she makes us refer to herself as “Her Delicacy”, “Her Majesty” and other, lofty phrases. Berta cares about the Fireflies as if she were her own family, but no one knows where the crazy sums earned by the band are transferred. Although the hustler is always the last word in caravan affairs, she is supported in business management by a pantegan named Abacucco, a greedy and abusive individual. Abaccuc has a short arm but an elephant memory. He keeps the gang books and he will be the main ordering party for the Knaves. Girls and boys who feed the gang, the title Fireflies, are representatives of various races, coming from the margins of society. No Firefly uses his real name. Instead, they use unsophisticated nicknames like Bella, Fiora, Aurora, Stella, Luminosa, Scintilla, Apollo, Gattino, and so on. Player's Knaves accompany the caravan, providing protection and various services to the Fireflies. Abaccuco is constantly plotting how to get rid of the Knaves out of the gang, as the reputation of the players' characters grows with each job and begins to hurt business. This is also insisted upon by Berta's secret principal and the real owner of the business. “Money likes silence”, says Abaccuc, so he is eager to send scoundrels on increasingly dangerous missions, hoping that they will eventually lose their feet and he will be able to explain their disappearance to the Fireflies who like adventurers. But Knaves, as if out of spite, keep coming back alive and well! Prostitution is legal in Brancalonia. For many of the Calendar Creed Fathers, fornication is a natural, “necessary evil” that protects young boys and girls from the lust of the opposite sex. According to these theologians, it is better between the two wrongs to get your partner to seek the services of a prostitute than to agree to sexual behavior considered grave sins, such as anal sex or oral sex. Lupanars are organized by city councilors and even friars and church hierarchs. They act with their consent and of course for a fee. Different regions regulate the operation of brothels differently. Restrictions apply to costumes (for example, in Fioraccia prostitutes must wear gloves and bells in their hair), days and hours of compulsory closure of riots, or financial and tax relations. Both permanent and mobile brothels are situated on the outskirts of cities or in harbors. Outside the city, prostitution flourishes on roads, inns and taverns, and pilgrimage routes. Prostitution is a lucrative occupation, so even “Berta's Fireflies” had in the past funded stained glass windows in several temples. For the greater glory of the Ternal Father and the benefit of all people! d10 Knave’s Motivation 1 Knave has a financial debt with the Fireflies, which cannot be paid off or paid back 2 Knave swore allegiance to one of the Fireflies 3 The pious Knave undertook the task of converting the Band to the path of penance 4 Knave is in love with one of the Fireflies, or maybe with Berta herself? 5 Knave wanted to recruit new Fireflies and became a pioneer 6 Knave is linked to one of the Fireflies by blood ties or a troubled past 7 Knave has to make a strange legacy to claim the inheritance 8 According to the prophecy, Knave is promised a reward if he joins the Fireflies 9 One of the Fireflies blackmails Knave with an embarrassing secret 10 A joint family member asked Knave to protect one of the Fireflies
- 3 - Medium humanoid (morgant), chaotic neutral Armor Class 10 Hit Points 62 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 12 (+1) 12 (+1) 9 (-1) 16 (+3) Saving Throws Wisdom +2, Charisma +6 Skills Deception +6, Persuasion +6, Performance +6 Senses passive Perception 9 Languages Bedamn, Racket, Vernacular Challenge 4 (1100 XP) Spellcasting. Berta is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Berta has the following bard spells prepared: • Cantrips (at will): friends, vicious mockery • 1st level (4 slots): charm person, comprehend languages, disguise self, silent image, illusory script • 2nd level (3 slots): invisibility, phantasmal force, shatter, suggestion • 3rd level (2 slots): dispel magic, hypnotic pattern Majesty. When a creature makes an attack roll against Berta for the first time in its turn, it must make a DC 14 Charisma saving throw. On a failed save, a creature cannot attack Berta and has to choose another target or it will lose attack. Actions Tail of Malacoda (Whip +2). Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 6 (1d4 + 4) slashing damage. Legendary Actions Berta can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Berta regain spent legendary actions at the start of her turn. • Whip Attack. Berta makes one melee attack using Tail of Malacoda. • Cast a Spell (Costs 2 Actions). Berta casts a spell from her list of prepared spells, using a spell slot as normal. • Body Avalanche (Costs 3 Actions). Berta moves 5 feet. While doing so, she can enter Medium or smaller creatures' spaces. Whenever Berta enters a creature's space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature is pushed 5 feet back. On a failed save, Berta is placed on the creature, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature can't breathe and is restrained, but it can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Berta. Small humanoid (pantegan), neutral evil Armor Class 12 Hit Points 27 (6d8) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1) Condition Immunities diseased Skills Deception +3, Perception +4, Persuasion +3, Insight +4, Investigation +5, Sleight of Hand +4, Stealth +4 Senses Darkvision 60 ft., passive Perception 14 Languages Racket, Vernacular Challenge 1 (200 XP) Cunning action. On each of its turns, Abaccuco can use a bonus action to take the Dash, Disengage, or Hide action. Seasoned player. Abaccuco has advantage on all ability checks concerning gambling. Sneak attack. Once per turn, Abaccuco deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Abaccuuco's that isn't incapacitated and he doesn't have disadvantage on the attack roll. Actions Schiavona. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8) slashing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
- 4 - “Berta's Fireflies” travel across the Bounty Kingdom, stopping at selected locations for a few days, very rarely appearing twice in the same area. Usually, gang members camp in safe places — near towns, on the outskirts, next to fairs, in cobbled squares in harbors, and even at the gates of castles and monasteries. Above you will find a sample battle map of the Fireflies' camp with tokens by Ross McConnell (www.2minutetabletop.com). You can create your own Fireflies Den (for example, considering that it should be less mobile and last in a certain location) using the rules described on page 81 of the Brancalonia Manual, or you can use the following, pregenerated characteristics. Den Band’s leader is Berta Gargamella but the operating economist remains „her left leg” and a trusted advisor — pantegan Abaccuco. The caravan is powered by young men and girls selling their charms and engaged in petty crimes (CN human commoner*). The musical setting during larger celebrations is provided by a group of three teenage sylvans' troubadours (CG sylvan commoner* with Charisma 12) - Burcat (fiddle or lute), Curcat (shawm) and Durcat (trumpet). During such events, all payments from brothel patrons go to one common box, placed in the middle of the camp, and then — after deduction of costs, the fate of Berta and her principal — are divided among the gang Signore Arancino da Grasso (CN human slicker) plays the role of the stool and cup-bearer at the same time — an old, obese, coarse southern man, fond of grappa and native cuisine. Arancino fattens the gang with Piccadian delicacies, including crispy balls with meat, pies, hard bread and very spicy noodles, as well as stronger alcohols (and concoctions) made by himself. A gang of a few stray cats* wanders around the camp. The Wandering Brothel is equipped with the following Grandluxuries: • Black Market, level 1 • Distillery, level 1 If Knaves want to squander some money to Revelry in Rollick, they can choose whatever they want to do in the nearest town where the Wandering Brothel has stopped (the maximum level determines the size of the nearby human habitat depending on the progress of the campaign).
- 5 - The Wandering Brothel leaves the harsh Falcamonte region in the usual atmosphere of scandal. The caravan crosses the Viscount's Pass to reach Quinotaria. “Berta's Fireflies” set up camp off the beaten track, in a deserted mountain valley. During this time, in the valley arrives personally Teofillato Della Gilulfa – a famous knight also known as the “Doom of the gobbolini” (it. Rovina dei gobbolini). He is accompanied by five of his brothers, members of the Della Gilulfa family, who rule the northern part of the Pass. Teofillato is heading to his wedding with Jolanda Albaterra, daughter of Prince Albaterra, who once ruled the entire Pass. For this reason, the impending marriage is of great political importance, although Teofillato does not appear to be pleased with this fact. To cheer him up, the brothers bring him to the Wandering Brothel in the valley to throw a bachelor party in honor of the Cavaliere. The night is starry, the playfulness is loud, and the knights are generous and gallant. Teofillato was particularly fond of the company of the recent addition to a gang – a girl named Eleda. After a few deeper ones, during a seemingly random brawl and under the cover of night, the drunk knight carries Eleda to the mountains. Berta and Abaccuco have no choice. The safety of the Fireflies is paramount, and the Knaves will have to track down Teofillato and rescue the damsel in distress! The situation is not what it seems at first glance. It was not a knight who kidnapped the damsel, but the damsel who kidnapped the knight. Eleda is actually Adele delle Asce, the terrifying Queen of the Gobbolini, “as enchanting as her subjects are repellent.” Adele met Teofillato much earlier and is said to have fallen in love with him. So she imprisoned his brothers, joined the Fireflies at Tauringa herself, and then turned the gobbolini into knight companions to bring him to a bachelor party. There, however, she cast a terrifying spell on him and persuaded him to fake a kidnapping. It is not known if Adele actually fell in love with Teofilatto. Legend has it that the Queen of the Gobbolini’s heart has never known love. Is the love of the chosen one under constant, magical charm real? Or is it just to prevent the reconciliation of the Della Gilulfa and Albaterra families, which could endanger gobbolini domination in this part of Falcamonte? Knaves take part in a revel at the Wandering Brothel, during which Eleda is abducted by Teofillato Della Gilulfa, and the knight's brothers turn out to be gobbolini in human form. The Band climbs the mountain called Mount Ruckus, following Teofillato's footsteps. During the crossing, the adventurers will encounter numerous adversities. The protagonists reach an abandoned, fairy-tale castle where Teofillato and Eleda are staying with a bunch of gobbolini. Knaves have to come up with a plan for how to safely get inside and get the woman out of there in one piece. Knaves come face to face with Teofillato Della Gilulfa, who turns out not to be a kidnapper but a kidnapped one. Eleda reveals her true identity, explains the latest events, and tries to send the adventurers back to the camp. Is the love caused by wicked charm real? Damsel in Distress If „Damsel in Distress” is first Job in you are about to run, as a Condottiero you have to remember a few issues. • Maps. Prepare indicative battle maps before the session. Not all visited places require them. Places where is no combat or where is only one point of interest do not need maps to host encounters. In addition, the people of Brancalonia do not have maps of most forests or mountains, but simply use landmarks to cross the terrain. The maps and tokens in this book are by Ross McConnell (www.2minutetabletop. com). • Job Hazard. Right from the start, Knaves have a certain Notoriety for their previous Misdeeds. Before the first session, make the Job Hazard check for your Band, and then weave the result into the scenario, as described on page 49 of the Brancalonia Manual. • Shoddy Equipment. Both Knaves and NPCs are equipped with shoddy equipment that is subject to undesirable effects when used. Read the rules of Shoddy Equipment on page 62 of the Brancalonia Manual. • Grandluxuries. Before leaving for the first Job, Knaves can use the Distillery in a Den. They will receive either the Dead Water or Hair of the Dog from Arancino, the concoctions described on pages 65 and 66 of the Brancalonia Manual.
- 6 - The majestic mountain peaks loom in the night darkness, and over them, in the navy blue firmament, thousands of stars twinkle. The only bright spot in the Valley of Last Chance (it. Valle dell'ultima possibilità) is Wandering Brothel camp, which burns several fires. Here the fun is in full swing. Teofillato Della Gilulfa presses to his chest the white-headed, laughing Eleda, who plays on the lyre, and each of the knight's five brothers bears at least two other charming women. The Sylvan brothers play on lutes and pipes, old Arancino gets the newcomers drunk with a grappa he made according to his recipe, and Berta Gargamella locks herself up in her carriage because the globus is tiring her. The business is watched over by Abaccuco, who smells of wet hair, and keeps kicking one of the stray cats. There seems to be no end to laughter and dancing, and the coffer in the middle of the camp is filled with silver lyres. If you're ready to get started, read the description below for players. You play the role of toast, pug-like knight Teofillato Della Gilulfa. Speak loudly, expressively, and passionately: After Teofilato's speech, give the players some information from the “Introduction for Knaves” section. Share how the adventurers ended up with the Wandering Brothel in the Valley of Last Chance and what the Della Gilulfa brothers are doing here. As the revelry is in full swing, this is a good time to get players to share what their characters are doing. After how Knaves behaves the revel, other players will be able to get to know the characters of the other game’s participants. The errant knight might try one of Della Gilulfa's brothers in the “Poorman’s Carousel” (see rules on page 58 of the Brancalonia Manual), the hit troubadour might recite a chivalrous poem in honor of Teofillato, a clever gambler might beat the newcomers in Poppycock, or help women to empty their pockets. When the full moon hovers over the camp and the concentration of blood in grappa in the veins of the knighthood decreases, the real fun begins. Knaves surreptitiously see the barely standing Teofillato trying to drag Eleda outside the camp to “consummate” the new relationship. Consummating relationships is not uncommon in a Wandering Brothel, but it must be done in a Wandering Brothel – in one of the carts prepared for it. And it costs a little more. If one of the Knaves is acting as a bouncer, Abaccuco will order him to react. An unlucky man who catches Teofillato's attention will be surrounded by his brothers who want to teach him a lesson. • Read the Brawl rules on page 51 of the Brancalonia Manual. • The Knave's opponents are the Mob of 5 Della Gilulfa brothers (thugs*), each with 2 levels of whacks. Teofillato does not take part in a Brawl. • Fireflies run aside to cheer on Knaves. • When starting a Brawl, define the Initiative of its participants. Note that the area contains props for use in Brawl, both common (bottles, cups, jugs) and epic (chests, tables, platforms, and maybe even a cart?). After a Brawl, the unconscious, drunken Della Gilulfa brothers, frightening all gathered, will turn into little, humpbacked gobbolini. It will be even more terrifying that taking advantage of the confusion, Teofillato slipped away from the camp, mounted a white horse, and galloped with Eleda into the unknown. It is highly unlikely that Knaves will lose the Brawl, but if that happens, in front of the others, the Della Gilulfa brothers will turn into gobbolini and just flee the camp. If Band defeats five brothers in a Brawl, award each character 500 XP. “he most wonderful daughters of Brancalonia, my father's beloved son — the brothers of Della Gilulfa, the Sylvan troubadours, the fluffy distiller, and all gathered. Silenzio! I, Cavaliere Teofillato, Doom of the gobbolini, the eldest of the sons of Pandolfo Della Gilulfa, future Lord in the Viscount's Pass and in the adjoining lands, tomorrow will stand in the wedding carpet. As you probably know, I am going to marry Princess Jolanda, the eldest of Prince Albaterra's daughter. After what has already happened to me today, and what else may happen to me yet, it will be an act that will require greater will and courage than defeating a thousand and two hundred gobbolini monsters — which of course I have already done. But, my ladies, it is a sacrifice that you must be ready for! When this happens, the Viscount's Pass will go under one reign, and maybe event then Mount Ruckus will fuse into one whole, just as two lovers' bodies, desiring each other, fuse with each other. However, because even today a brave heart is especially fond of this perky girl by my side, Eleda with a look of the whole Angels’ Bingo, I would like to toast her wonderful beauty. Let it illuminate the mountainous slopes of Falcamonte even in the darkest night. Cheers to Eleda Angeleyed!
- 7 - Skill Challenge is a way of narrating in roleplaying games, based on the ingenuity of players, using the unique skills of their characters or the strengths of the entire team. Knaves have to cross the mountains and hunt down the kidnapper as soon as possible. While they are still in the valley, ask the players to suggest how they intend to complete the assigned task. After collecting the proposals, specify the DC of ability checks that will be rolled, as well as whether they will be secret checks or not, and whether they will be made individually or as a group check. If at least three out of five checks are successful, the Band will be up to the task and be “just in time”. If not, Knaves will reach the ruined castle “too late”, which has the consequences described in “Scene 4 – Knight in Distress”. Examples of checks: • Following the trail of the Teofillato mount – a secret Wisdom check (Survival) of a single character of 15 DC (made with disadvantage for a blind character in the dark or when on the rocky ground). • Use of the Della Gilulfa brothers' horses – a Wisdom check (Animal Handling) of characters issuing orders to mounts of DC 15. • Shortening the path by climbing a steep wall or traversing a rushing stream – a group Strength check (Athletics) of DC 15. • Determining the path based on mountain vegetation – an Intelligence check (Nature) or secret Wisdom check (Survival) of a single character of DC 10. • Searching for clues (for example, a scrap of dress that has remained on a mountain pine) – a Wisdom check (Perception), using the passive Wisdom (Perception) value or an Intelligence check (Investigation) of a character at the head of a Band of a DC specified by you. The above-mentioned variants are examples only. You should allow every rationally justified idea of players to follow the kidnapper's footsteps efficiently. It will make them feel that Knaves are not participating in a pre-prepared sequence of events, but that in fact, with a little ingenuity, they can meet the mission entrusted by Berta Gargamella. Abaccuco will immediately go to Berta's car to discuss the situation. Knave native of Falcamonte, as well as the one who passes an Intelligence (History, DC 15) check, knows that gobbolini are “humped, small, ugly creatures lurk in gorges and caves at the foot of the mountains, attacking and insulting anyone who passes within their range”. The characters can, while waiting for Berta Gargamella's decision, restrain the unconscious creatures and then revive them and interrogate them. After a successful DC 10 Charisma (Intimidation) check (and after casting a few invectives), the monster hisses that “the knight has escaped to the other side of Mount Ruckus and will never come back.” Consider this information as an advantage in one check for navigating in this scene. More will not be found, and since the use of torture on a sane gobbolini can be taken as a serious Misdeed (see page 46 of the Brancalonia Manual). Finally, the Knaves can explore the area beyond the camp where Teofillato and Eleda have departed, and after a successful DC 15 Intelligence (Investigation) check, they will notice that the tracks in the grass show no resistance from Eleda. After several dozen minutes, “Her Delicacy” Berta Gargamella comes out of her cart to the gathered. To the delight of the crowd, the bulky morgant matron will make an emphatic announcement that it is not right to leave one of the Fireflies without help. Therefore, she hereby chooses Knaves to come to the aid of the damsel in distress. Let's go then! The mountains consist of five floors – foothills (the Valley of Last Chance), montane, subalpine zone, alpine zone, and snow zone. Knaves’ destination, the mysterious Castelfuori Castle, rises above a steep mountain pass amid crags on the other side of Mount Ruckus. You should make it clear to the players that Knaves must not procrastinate and should tread on Teofillato's heels. Otherwise, they will lose their track and the knight may hurt Eleda. To climb the next floors, Knaves take part in a so-called Skill Challenge, the rules of which are described in the left column. Each time Band passes an ability check, the adventurers move up one floor and do not lose distance to the knight. If the check fails, or players run out of ideas to use their characters' abilities, the Knaves take part in one of the events listed below. As long as they manage to emerge victorious (defeat their opponents, avoid the trap, obtain useful information, and so on), they climb higher and do not lose distance to the kidnapper, just as if they passed an ability check. However, if they fail during an event, they will make a detour. If the Knaves succeed at least three out of five attempts, the Band would reach Castelfuori gates “just in time” to save the knight. If, on the other hand, in at least three out of five attempts they will be defeated, the Band will reach the castle but “too late”, as detailed in “Scene 4 – Knight in Distress”. Time is of the essence!
- 8 - This is the event that will occur to the Knaves who lose their way shortly after they leave the Wandering Brothel. The adventurers hear a bang in the distance, similar to a falling massive tree. After a dozen or so minutes of travel, it turns out that they found a ravine, the bottom of which is flowing with a stream and which the kidnapper was most likely moving, but from whose slope someone had just dropped a huge boulder, blocking the passage completely. Small-size Knaves are able to squeeze through and move on without undue delay, but those of Medium size and larger will have to think ahead so as not to have to turn back and try a different route. This also applies, possibly, to animals ridden by them. Climbing a wet boulder or ravine slopes requires passing a DC 15 Strength (Athletics) check, but an attempt to push the stone, although it requires a similar check, can be made with an advantage when Knaves are working at least in two. The use of a enlarge reduce or a similar magic effect also seems wise. Let the players think for a moment. After all, they lead the creative adventurers, and this is just the beginning of the journey! This is the event that will occur to the Knaves who lose their way. Almost at the very beginning of the journey, Knaves deviate from the path and in complete darkness ends up in a fir forest. They hear loud snoring and in the darkness the shape of a brown bear* looms, which sleeps in a stone after good supper. Importantly, the forest dweller has a real iron, lobster-tailed pot helmet pressed over its head! Characters can try to sneak past the bear or remove and steal the pot helmet from its head by performing the appropriate Dexterity (Stealth) or Dexterity (Sleight of Hand) checks with a DC equal to the animal's passive Wisdom (Perception) value, so 13. The awakened bear climbs the back paws, roars frighteningly, and prepares to chase the Knaves away from his refuge. The combat does not require the use of a tactical map – there is only one enemy, and the all-encompassing darkness makes planning difficult. Note that attackers without a light source perform attack rolls with a disadvantage, but you can also apply this to a bear whose pot helmet’s bell is blocking visibility. A seriously wounded bear scurries to its refuge, losing its shattered helmet. The pot helmet has nothing unusual (and, yes, it is shoddy quality), except for a sumptuous ornament in the form of the coat of arms of the Della Gilulfa family on the front of the bell – a bear climbing on its paws. A coat of arms can only be recognized by Knaves who passes a DC 15 Intelligence (History) check, or by someone who has dealt with the heraldry of the Della Gilulfa family. The discovery will encourage the Knaves and confirm that they are going in the right direction, although the helmet did not belong to Teofillato, but to the knight’s brothers, captured and imprisoned in the dungeons of the castle. If the Band chases the bear away or sneaks by, award each character 200 XP. Treat the recognition of the coat of arms on the pot helmet as if Knaves hadn't lost time and go to the next level of the mountains. Della Gilulfa lobster-tailed pot helmet is Memorabilia (see page 69 of the Brancalonia Manual). This is the event that will occur to the Knaves who lose their way. Having deviated from the main path, the heroes reach an almost vertical wall. Either they go back to the main trail, which will cost them precious time, or they may risk climbing and taking a shortcut. Only those who pass a DC 13 Strength (Athletics) check will make it to the top, but cooperating heroes tied with ropes and climbing the backs of larger teammates can perform a group check together. While climbing, Knaves will notice that on the summit, in the glare of the moonlight, there are several small, hideous figures. These are, of course, gobbolini who will throw rocks at home-grown climbers and then quickly escape. Treat the pressure with stones as a regular ranged attack. DC of Strength (Athletics) check for Knaves that have been injured increases by the amount of damage dealt. If someone would fail the check, the lucky bastard tears of “You climb higher up the trails meandering through the rocks. The stones are wet and slippery and the ground is muddy. It is cold and it is still hard to see the tips of your noses. There is a scent of fir forest in the air. Somewhere in the back, a stream murmurs from which you are now moving away. You stumble over cones every now and then, but even cones will not stop the heroes saving the damsel in distress!” “The Valley of Last Chance opens up to the Viscount Pass, and the only route towards the mountains leads by a steep slope, along a flowing stream. Away from the camp fires of the caravan, it is cool, dark, and frighteningly quiet. Smoothed by water and time, huge boulders are the only guardians of this seemingly nowhere wasteful road.” “You do not even notice as the band plunges into the sea of dwarf pines, shivering in the cool breeze. Their high heels dig into the bodies as if to slow down your march. Some of the trees crawl on the ground are broken under horse's hooves. It is getting harder and harder to breathe. The moon against the dark mountain peak is now like a huge, fat piece of parmigiano.”
- 9 - the wall and falls on the soft layer of mountain pine without taking any damage, but also unable to repeat the attempt. Those who reach the top will be rewarded with finding the abandoned horseshoe of Teofillato's steed and no penalty for delaying the crossing. The rest will have to reach the upper level of the mountains by a circular route. The Knaves, who lose the trail of Teofillato among the mountain pastures, will meet here a group of six sylvan shepherds (N sylvan tribal warrior* with a handaxe), preparing a trap for gobbolini. The adventurers will notice a lonely figure of a shepherd, grazing five sheep. This shepherd is Guido, a sylvan pagan in folk dress, whereas these five sheep are his companions under thick woolen coats, pretending to be animals. A character with a passive Wisdom (Perception) value higher than 12, will notice this clumsy disguise and hairy legs sticking out from under the quilts as soon as he comes closer to at least 5 feet. This will avoid the surprise effect. The goal of Guido and his group is to lure the recently rediscovered gobbolini in the area into a trap and feed them to the dogs. The sylvans who live in the mountains are in eternal conflict with the gobbolini. However, they are wary of the Knaves, who, after all, can be gobbolini in human form. To make contact with Guido, a successful DC 12 Charisma (Persuasion, Deception, or Intimidation) check will be required, performed with an advantage when another sylvan is speaking on behalf of the group. In case of failure, the shepherds will attack the adventurers and combat begins. Note the complete absence of any covers as a potential obstacle – the possible combat takes place on a completely open and flat area of the mountain pastures. However, if a common language can be found, Knaves can obtain some valuable information. All sylvans speak “peasant”, a local dialect with a vulgar accent. • The sylvans sincerely hate the gobbolini who steal their cattle and cut their throats and will gladly join the Knaves if their goal is to annihilate them. • A few hours ago, the shepherds saw a white horse crossing the meadows, ridden by a pair of horsemen. They were heading towards the ruined Castle of Castelfuori – “a castle from beyond this world.” Sylvans will show Knaves where the stronghold is located, which will grant them an advantage for check in the next Skill Challenge If the Band defeat in combat six sylvans, award each character 150 XP. However, only getting the information about the rider going to Castelfuori may be treated as if the Knaves had not lost time in the chase. Proceed then to the description of the next level of the mountains. “Lush turf crunches underfoot as you reach one of the few horizontal areas during a mountain crossing. From the distance comes the bleating of goats and feral sheep, and clouds slide lazily across the sky, attracted by the distant, jagged peak. The air is clean but cool. Bathed in the night's darkness, the handiwork of Ternal Father stretches before your eyes to the horizon.” Small fiend, neutral evil Armor Class 12 Hit Points 5 (2d6 - 2) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 9 (-2) 8 (-1) 8 (-1) 6 (-2) Skills Stealth +4 Senses Darkvision 60 ft., passive Perception 9 Languages Bedamn, Vernacular Challenge 1/8 (25 XP) Pack Tactics. The gobbolini has advantage on an attack roll against a creature if at least one of the gobbolini's allies is within 5 ft. of the creature and the ally isn't incapacitated. Freedom of Movement. The gobbolini ignores difficult terrain, as long as it is a mountainous terrain. Light Sensitivity. While in bright light, the gobbolini has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Akcje Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8) piercing damage. Rock. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 2 (1d4) bludgeoning damage.
- 10 - This is the event that will occur to the Knaves who lose their way to the castle. It seems that there is only one road leading to the stronghold, which might seem like a good place to rest – a rickety bridge, thrown on ropes over a bottomless abyss Correct visual inspection of the structure requires a successful DC 12 Wisdom (Insight) check, whereby Knave who can use carpenter's tools can add its proficiency bonus to the check result. The character determines that only one person can be on the bridge at a time – otherwise, the bridge will break. If the adventurers start crossing the bridge one by one, in the middle of the way of the second Band member, eight gobbolini will emerge from behind the rocks on the side of the chasm, where the rest of the group is waiting to cross. Monsters will attack Band, but only to push at least two Knaves onto the bridge at the same time, or to push them all down to the abyss. When at least two characters are on the bridge at the same time, the rope breaks, and Knaves hangs over the chasm on the far side of it, clinging tightly to the rotten planks. Only a successful DC 12 Strength (Athletics) check will save the unlucky ones. What if the dices fail? Calmly, at the bottom of the chasm flows a river, which will miraculously carry the survivors to the foot of the castle. The team will split up and will lose time but will reach the destination from different angles as explained in „Scene 3 – Castelfuori”. For each gobbolini defeated by Band (running away does not count), award each character 25 XP. Only when the whole Band gets to the other side of the chasm, treat it as if Knaves did not waste any time and go to „Scene 3 – Castelfuori”. Castelfuori is literally “a castle from outside”, or colloquially according to sylvan shepherds: “a castle from beyond this world”. In fact, its fairy-tale architecture, white walls, and not-so-bad condition after so many centuries without residents indicate that its master may have been a turquoise or some other representative of fey people. Castelfuori rises on the other side of Mount Ruckus than Viscount Pass and opens up to a different mountain pass, frequented only by smugglers, outcasts, and poor people who cannot even afford to pay the toll on the main trail. You can describe a structure to players in these words: At the moment, the Queen of the Gobbolini and Teofillato with a bunch of monsters are staying in Castelfuori. The Knave with a passive Wisdom (Perception) value of at least 13 will also hear dogs barking from the side of the building, horse whine (and gobbolini do not ride horses!), and the soft, wind-blown lyre music. “The cold sun is already emerging from the peaks as you enter the raw, cobweb-cut rocky crags. The gusts of wind turn violent and the air becomes full of ice needles. You jump through gaps or press your back against the walls with endless abysses at your feet. In the distance, a picture of a strange castle nestled in the mountain slope looms.” “From the ephemeral, bluish mist, cut by the first sun rays, a snow-white stronghold emerges, unlike any castle in this world. The structure is not large, and yet the rock on which it was originally built seems to have crumbled completely, except where the enchanted walls rise. The intricate gate, floating almost in the air, leads to the courtyard from which puffs of smoke arise. Apart from a few empty battlements and towers, its main part is a square keep in the middle, topped with a turquoise dome. This fairy-tale painting is ruined by the cages hanging by the gate, from which bones stuck out of the meat stick out.” “When you gaze into the abyss, even she has more important things than gazing into you.”
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- 12 - Upon detecting the Knaves outside the castle, the gobbolini will not react extremely aggressively. They can throw eggs on them, pour rotten liquid from the walls, and throw a bunch of invectives at them, but as a last resort, they can also stun them, capture and throw them into the dungeon. When Knaves reach the throne room, you can read to players the description below: Eleda will greet the newcomers and tell them that she did not think anyone would care about the beginner harlot and that Knaves were unfortunately wrong. She will disclose to them that her real name is Adele delle Asce and that she and Teofillato are deeply in love with each other. The knight will confirm this statement. The Queen chose Castelfuori for a temporary stop on her way to “a safe place where no one can find them” (the clefts leading to her underworld, from where she rules over the gobbolini people). He will propose to the Knaves that he will give them his golden lyre, and in return they will get back to the caravan and announce that Teofillato and Eleda have died to this world forever, throwing themselves into the mountain abyss. The outnumber of opponents is considerable. How can Knaves get inside Castelfuori to save Eleda? You need to be smart! This is a players' problem, not yours, but here are some potential inspirations to solve it: • Every self-respecting castle has a secret supply tunnel. Castelfuori is no different. Knaves who in “Scene 2 – Mount Ruckus” fell from the bridge to the river, will pass by a place camouflaged with a boulder. If any of them have has passive Wisdom (Perception) value greater than or equal to 13, such one will notice the secret pass. Knaves can also search by their initiative – then they either make a DC 13 Wisdom (Perception) check or a DC 13 Intelligence (Investigation) check. • Knaves can climb the wall, but to avoid being detected by guards, they should do so from the side of the chasm. This requires success in a DC 12 Strength (Athletics) check (rock wall), and then success again in a DC 15 Strength (Athletics) check (masonry wall). This time, only the rocks will cushion the fall! • Adventurers can lure gobbolini out of the inside by tossing them something cruelly smelly over the wall, or by improvising the scene at the gate. • Why not get along with the sylvans from the pastures so that they gather a larger gang and strike the castle with a battering ram, as makeshift as the castle gate is? In the confusion, you can easily sneak into the keep and lock the door behind you. What about when Knaves are already inside? They can surprise gobbolini, put the creatures to sleep, or sneak under their noses. Is Ripugnante chivalrous enough in his armor to stand up for an honorable duel? While the monsters' loyalty to their beloved Queen is great, why not bribe them with, for example, erm, sylvan meat? Send on them their dogs? Free the prisoners from the dungeons and fight the monsters on the surface? Allow the strangest ideas – it is Brancalonia after all! Can you lock yourself in the keep, and when it is over, launch from the trebuchet at its top? Or maybe slide the entire courtyard into a chasm, causing an explosion in the supply tunnel? After all, “what could possibly go wrong”? Area 1 Courtyard: A band of eight gobbolini camp here, grilling chamois. The band is watched over by Ripugnante – the ninth gobbolini – so disgusting that he is stuffed into rusty armor so that he does not scare his kin (NZ gobbolini with AC 15). There is a pen with three hungry wolves* barking at a tethered horse*. Remember that gobbolini are sensitive to light, and it is already dawn at this time of day. 2 Walls: On the walls, from the gate's side, there are two gobbolini. They can pour boiling soup on creatures within 10 feet from the wall (Ranged Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 2 [1d4] fire damage). 3 Keep (feudal tower): In the entrance hall, the oak double door can be bolted, cutting off access from the outside, until the creature passes a DC 20 Strength check. On the first floor, in the throne room, there are Teofillato (on the stool) and Adele delle Asce (on the throne). When attacked, Adele escapes, in which she is supported by two animated armors* standing in the corners of the chamber. 4 Bedroom with mirror: The door to the bedroom is locked and it is required a successful DC 12 Dexterity check using thieves' tools to open them silently. Inside is the Snow Queen's Mirror (described below). 5 Dungeons (unmarked on the map): Cellars under the keep, where one drunken gobbolini guards five imprisoned, exhausted Della Gilulfa brothers (thugs* with 1 HP each). After chasing the gobbolini away, the castle can be looted. The value of the collected litter – moldy tapestries, cracked chalices, the queen's iron throne, or faded banners – is 202 (4d100) gp. Adele delle Asce, transforming into a foionkus to save herself, leaves behind the cloak of Extravaganza (described in her statistics). If the Knaves sell the freed Della Gilulfa brothers to their father as a ransom, they will get 20 gp for each of the brothers delivered. “Guided by the subtle music of the lyre and the wonderful voice of a woman echoing off the white walls, you find yourself in a spacious, square throne room. On an iron throne, whose straight legs rise into dusty, rotten floorboards, sits a tall, pale figure with a delicate complexion, a high forehead, a shapely nose and a swan neck. The tresses of her angelic, fair hair are crushed by a crown, her long legs are covered with a white dress, and her shoulders are protected from the chill of the chambers by a mysteriously shimmering jade cloak. She is Eleda, although at first it is difficult to recognize a novice harlot in this royal form. On her right sits Teofillato, staring at Eleda absently, but also with a blur in eyes worthy of a drunken friar in the greatest ecstasy.” Wondrous item, rare A free-standing dressing table mirror, with a flawless surface resembling an icecream lid, turns everything ugly to beautiful and everything beautiful to ugly. A Charisma of creature within 30 feet, which looks at the mirror and fails a DC 14 Constitution saving throw, is flipped (so a -4 penalty becomes a +4 bonus, or a +2 bonus becomes penalty -2). The effect persists until the use of a remove curse or similar spell. The unsurprised creature can look away from the mirrorwielder. The mirror has 13 AC and 4 (1d8) HP. It is not shoddy, but once broken, it loses its power irretrievably and disperses the previous effects.
- 13 - Medium humanoid (gifted), neutral evil Armor Class 10 (13 with mage armor) Hit Points 40 (9d6 + 9) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 11 (+0) 12 (+1) 14 (+2) 10 (+0) 20 (+5) Saving Throws Constitution +5, Charisma +9 Skills Deception +9, Persuasion +9, Arcana +6 Senses Darkvision 120 ft., passive Perception 10 Languages Bedamn, Petroglyphic, Vernacular Challenge 4 (1100 XP) Spellcasting. Adele is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Adele has the following sorcerer spells prepared: • Cantrips (at will): friends (magic influence – enchantment), light, mage hand, message, minor illusion, prestidigitation • 1st level (4 slots): charm person, detect magic, disguise self, mage armor, shield, sleep (magic influence – enchantment) • 2nd level (3 slots): alter self, invisibility, mirror image, suggestion • 3rd level (3 slots): dispel magic, fear, hypnotic pattern, sleet storm, • 4th level (3 slots): dominate beast, polymorph • 5th level (1 slot): dominate person The Ninth Gate. When Adele casts a spell that deals damage, she can spend 1 sorcery point to change the type of damage dealt to psychic damage. Metamagic (Recharge 3-6). Adele can use this feature to change the spell cast as follows: • Twinned Spell. When Adele casts a spell that targets only one creature and doesn't have a range of self, she can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). • Subtle Spell. When Adele casts a spell she may spend 1 sorcery point to cast it without any somatic or verbal components. Cloak of Extravaganza. When Adele makes an ability check, an attack roll, or a saving throw, if the d20 roll result is 18, 19, or 20, it is considered a success (in the case of an attack, a critical hit). If the d20 roll results is 1, 2 or 3, that ability check, attack roll, or saving throw is considered a failure. Actions Scepter. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1d6 - 1) bludgeoning damage. “As enchanting as her subjects are repellent.”
- 14 - Knaves who doubt Adele's truthfulness (after all, according to legend, the heart of the Queen of the Gobbolini has never known love!), can rely on their intuition, if succeed a DC 10 Wisdom (Insight) check, to tell that the lady is not lying. They will also notice that the knight is under a magical, strong charm. What now? Let Teofillato lose himself in charm, or try to wake him up from his trance until it is “too late”? If it is not already. Remember that Knaves can arrive in Castelfuori “just in time” or “too late”? If they successfully passed the Skill Challenge in “Scene 2 – Mount Ruckus”, they will arrive “just in time” and can try now to wake Teofillato from his trance, in order to save him from being trapped in the underworld. By kick, cheek, or bucket of water. Make then for Teofillato a DC 17 (or 7 if Adele is previously affected by the Snow Queen's Mirror) Wisdom saving throw. Add a +1 bonus to the roll for each obstacle the Knaves passed in Scene 2 (what reflects their speed at reaching the castle and spell duration). If the throw is successful, Teofillato will wake up from Adele's charm and turn against her in anger. By reviewing the statistics on the previous page, you may have noticed that Adele is a heresiarch far beyond the current power of the Rookie Knaves. However, she has almost no combat spells, which corresponds to her nature – a schemer, hiding her actions behind a web of lies, and not solving the matter by force. The Queen does not fight directly, but she can dominate any of the adventurers and force them to do a stupid, imaginary thing to everyone's delight, or polymorph him into a gobbolini. Wounded, she will bring two animated armors* to life, polymorphs herself into a black foioncus (while losing her clothes), and fly out of the window. Skillful use of the Snow Queen's Mirror, described on page 12, will severely weaken Adele and force Queen to immediately escape. If Teofillato's saving throw fails or the Knaves arrive “too late”, the knight is already lost and will not let Adele hurt – then he will be the Knaves' main opponent in the final clash, defending his beloved one until the tragic, epic end. What a massacre! Teofillato Della Gilulfa is a knight* with the following modifications: If the Band defeats Teofillato, divide 200 XP equally among her members. If, with the Teofillato's support, the Band defeats two animated armors, divide 400 XP equally among her members and the knight. For chasing Adele away, divide among the Knaves (and possibly Teofillato) 1100 XP. The Queen of Gobbolini's lyre is magical - a wondrous item (uncommon) worth about 200 gp. It works like pipes of haunting (see page 232 of SRD-OGL V5.1), except that you must be proficient with the lyre in order to use it, and the condition that the music causes is not frightened but charmed. Knaves who agree to Adele's proposal will therefore not be left with empty hands. Meanwhile, in exchange for freeing Teofillato from charm, the knight will repay them... by accusation of not ensuring his safety last evening and by the threat of soon hanging. Nice gratitude considering the fact that the Knaves have saved his marriage with Jolanda Albaterra, and by this, they have probably saved the Viscount Pass as well. If the Queen of Gobbolini survives, and Teofillato gets out of her influence or dies in her defense, the Knaves will have one more trouble on their minds. This trouble is just born in the womb of the fake “damsel in distress”. Before the eyes of the fleeing rogues, the rock on which Castelfuori stands breaks, and the castle slides down into the abyss. The Knaves' return path is cut off and they have to come down from the other side of the pass. It was only a matter of luck that after a few hours they come across the carriages of the Wandering Brothel, which has set off without them! Abaccuco explains this through a threat from the wolves. Who might believe that?! In any case, Knaves return laden with junk that they will sell at the earliest opportunity. They should advance to a 2. level right now. None of the Fireflies believes in a fairy tale about a magical, white castle, the Queen of Gobbolini, and a bear in a pot helmet, but it does not matter. “The dogs are barking, the caravan is on its way”! The Fireflies go to Quinotaria now and it is the right time to squander earned money. Each adventure in Brancalonia takes place in the same cycle: Job-Rollick-Job-Rollick. During the Rollick phase, the Knaves can: • Rest their Weary Bones, which means gaining all the benefits of a Long Rest. • Hide Out, effectively lowering the Job Hazard, which is described on page 49 of the Brancalonia Manual. • Revelry, what is described on page 59 of the Brancalonia Manual. • Use the benefits of Den’s Grandluxuries (Black Market or Distillery), or invest some money in Wandering Brothel (the Den) by upgrading existing Grandluxuries or by providing new ones, as described on page 44 of the Brancalonia Manual. • Ask for a favor from other Bounty Brothers, as described on page 45 of the Brancalonia Manual. • Put down money, memorabilia, and equipment, using their lockers When the Rollick phase is over, update the Royal Register of the Knaves' Misdeeds with a new bounty on their head and check Job Hazard related to the next Job. Armor Class 10 Hit Points 39 (6d8 + 16) Topor bojowy. 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 to make a melee attack.
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