Blog: Big Small Worlds
Owner: Padre
Author: padremack
Post: The Inheritance
This is the second, 1st Edition WFRP scenario, that I ran for my son and his three friends, and thus continues on from where the previous one ended. It is written with the actual events of the gameplay in the first scenario in mind, making it very bespoke in nature, as will be clear in the ‘Story So Far’ section. But … I think it could easily be tweaked to create your own adventure, suiting your PC party. The stats and maps are done, the NPCs are detailed, and the particulars of the situation and game-play can be altered as necessary. With this is mind, I have inserted some notes regarding how to adapt the scenario’s episodes into a one-off part of your own campaign.
The Story So Far
The dwarven thief Torreagar (‘Torrey’) Battleaxe, the footpad Bartolomo (‘Bart’), the alchemists’ apprentice Gravanimo (‘Grav’) Alpenbien and the hunter Vito Danzey, were making their way to the village of Potricalle, in the eastern Trantine hills, where Bart expected to receive an inheritance from an uncle – an inheritance believed to be very valuable. Upon arriving at the village of Gruttina (they had 10 leagues to go, i.e. 30 miles, two days’ travel on foot), instead of passing through they became embroiled in the village’s troubles.
A necromancer, Garimberto Raffo, and the locally infamous gang of footpads known as the Rasoi Notturni, had poisoned the well of the local Morrite monastery Novalazia (beneath which lay the ancient crypt of the famous abbot become arch-lector Albino Cerrito), then kidnapped most of rest of the villagers of Gruttina – apart from a few children who escaped, and a few others they killed. The dead monks were resurrected by Garimberto to be used as guards to ensure the able-bodied villagers worked hard at cutting through the dungeon-crypt’s walls searching for a lost chamber, in which the necromancer believed was hidden the ashes of the powerful vampire Barone Oddone (who once led an army through Tilea conquering several city states and towns).
The PC’s put a stop to this wicked plan, killing many of the rasoi thugs and even Garimberto’s ogre bodyguard (doing so twice – once when alive, and once when undead!). Garimberto’s apprentice, Mastrianni, was killed by two of the villagers labouring in the largest secret cavern. At great risk to themselves, the PCs rescued the villagers and took possession of the ashes (which exuded a feeling of evil). Garimberto escaped, however, after shouting at them that he would get the ashes and make the PCs pay for their interference. Bart’s cousin, Liberio, was one of the monks who had been killed then turned into a zombie!
Torrey and Bart, both thieves, had taken gold and silver coins and rings from everyone they killed, then demanded more money from the villagers for rescuing them. The villagers paid them, ungrudgingly, as they were simply grateful to be alive, and they also gave the PC’s the three horses left in the village that once belonged to the Razio thugs.
The PCs then spent a week recovering in the village. Brother Giovanni, the only surviving monk (who was only made ill from the poison but had not drunk as much of the water, being more fond of wine), got the PC’s to promise they would take the ashes as soon as possible to Remas, to hand them over to the Arch-Lector Calictus II, who would surely know how to keep them safe. The PC’s decided, however, they would first continue to Potricalle to obtain Grav’s inheritance.
During the week they stayed in Gruttina, the PCs’ cuts and bruises healed, they ate and drank well, and Grav’s Tomb Rot infection was treated by Ermenegilda Di Leo, a healer and mother to ‘Olly’ (Olimpio) one of the two young boys the PCs saved from a pack of wolves when they arrived near the village. Bart’s cousin Liberio, and all the others who had died were buried with suitable ceremonial rites led by Brother Giovanni. The Razoi were thrown into one, big pit, but still had all the necessary blessings over them so that they would not easily be conjured to rise again. The villagers learned in conversation a bit about the adventurers who had saved them, for example how Grav was excited to learn what exactly his uncle in Potricalle had left him. On several occasions Bart (who has 6th sense) got the sense that someone was watching him (in the evenings) but put it down to the villagers looking at him – they were clearly fascinated by their saviours, and also a bit suspicious and a bit scared of them, and so they often ‘stole’ glances while they thought the PCs weren’t looking.
Very recent events
The day before they leave for Potricalle, one of the boys the PCs had rescued from the wolves, Guido Alberti, the older of the two, went missing. On the morning the PCs are to leave, the boy had still not been found. Not everyone in the village was looking for him however, as he had run away a couple of times before. Nevertheless, Eleano Alberti, the boy’s older brother, was worried – he did not believe that, considering the fright his young brother had, that he would want to run away. On previous occasions, Guido had run off looking for adventure. Now, after all that had happened, surely the last thing the boy wanted was such danger?
GM information regarding recent events
While PCs stayed at Gruttina, the evil wizard Garimberto lurked around to spy upon them, tricking the boy, Guido Alberti, to learn that the PCs were going to Potricalle and then to Remas. He told Guido he was a friend of the PCs, wondering what they had been up to and where they would go to next. He then killed Guido and dragged his body to conceal it in the woods. After which he made his way to Potricalle, planning to get there ahead of the PCs and lay a trap for them.
(GM’s Note: If the PCs choose to stay and help the search for Guido, on 4+ one of them will find the corpse, on 1-3 a villager will.)
Notes for other GMs: For this to be a one-off adventure, choose one of your PCs to be the one due an inheritance, and create a replacement for the wizard Garimberto, either a rival claimant to the inheritance (perhaps another family member) or have an already established arch enemy who can learn of the inheritance and want it for themselves. You can leave out the vampire’s ashes and the incident with the boy. You will have to modify the information given to the PCs accordingly.
Potricalle Background
The lord of Potricalle, Barone Richelmo Scopelliti, lives in a grey stone villa with extensive gardens and grounds in the valley next to the village. He is quite the tyrant, clinging to all sorts of historical rights and honours, and utilising a little band of ‘bravi’ mercenary thugs to ensure his will is done. His son, Bassiano Scopelliti, does most of the ‘enforcing’, sometimes making up rights as he pleases, and threatening all those who resist his decisions and proclamations. Bassiano makes sure the bravi do what his father wants. The barone’s wife, Baronessa Dolores Scopelliti, is a harsh mistress, who encourages her son’s cruelty.
Campaign Note: One of the reasons Grav left his childhood home of Potricalle, was because of Barone Richelmo’s tyranny. He knew if he stayed then the barone would force him to do as the barone wished, like working the land or tending flocks and the like, and Grav had ambitions to do something better. He made his way to Trantio to become an alchemist’s apprentice, where instead he was lured away by the thought of adventure with his disreputable new friends.
The GM can give Grav some background on the village of Potricalle, and a rough map, as well the reason he left. If Grav wants to tell the others why he left the village, he can do so.
Info for Grav
As a child from the age of 3 you lived with your maternal uncle Edmondo, because your mother and father died during a great plague. Your uncle, a basket maker, brought you up, along with his own daughters, Quartilla and Altea.
The village itself is fairly prosperous, so the people do not starve, as there is good soil and good pasture. Its vineyards produce fine wines, but nearly all the vines are owned by the local noble, Barone Richelmo, who ensured they are tended by the villagers as per his family’s ancient rights. The villagers only have a few vines of their own.
The barone is a bit of a tyrant, and when it looked like he would force you to become a labourer in his vineyards, you escaped to the city of Pavona with your uncle’s help to become an alchemist’s apprentice.
Note for other GMs: Modify the above as much as you like to suit the PC you have chosen to be the recipient of the inheritance.
Recent Events at Potricalle
When Grav’s maternal uncle (Edmondo Varano) died, Bassiano turned up to claim the barone’s ‘fifth’. (An ancient baronial right, allowing the lord of the manor to take a fifth of any vassal of tenant’s moveable possessions upon their death.) Uncle Edmondo’s estate did not include much of interest to Bsssiano, as he was the youngest son of his father (which was why he went adventuring in his youth, hoping to find a fortune) but the gold ring he had acquired during his adventurous youth – and which he left in his will to his nephew – is obviously valuable, and so Bassiano took it and announced the debt was satisfied!
Note: Grav does not know the inheritance is the ring, but when he learns of its nature, he will recall that when he was about 7 or 8 his uncle talked about it – saying that it was magical and had helped him in a few fights. Put this in a GM’s note to Grav.
When the necromancer Garimberto arrived at the village, he scouted the place out, and soon learned that barone Richelmo and Bassiano were the powers that be. He paid a visit to the barone and spun a tale that the soon to arrive PCs were thieves who were travelling to the village to steal from the barone. He said the PCs had also stolen something precious from him, and that as they were dangerous, he would happily help the barone and Bassiono identify and defeat the PCs if they would allow him to retrieve what was his.
The barone was very suspicious of Garimberto, as the wizard has an evil countenance about him, unsurprisingly. He was worried the man might prove dangerous – too dangerous to attempt to imprison or restrain. So, he welcomed him in, declaring he was glad of the warning, then secretly conspired with his son that given the opportunity, after the PCs were successfully dealt with (if the story were true), then they would look for an opportunity to murder the wizard – which would have to be done very carefully as magic users could be great trouble. They could always claim he was a heretic and wicked conjurer of evil. (Which he is!) The barone believes if he defeats the PCs (forewarned is forearmed) and then Garimberto, then he can keep the inheritance, as well as get his hands on whatever the PCs have taken from Garimberto.
Of course, Garimberto does not trust the Scopelletis at all and is expecting some sort of trouble after the PCs are dealt with. So much so that he crept out the night before and summoned a bunch of skeletons (skeleton warriors and a champion) from the ancient, ruinous temple between the village and the manor’s grounds, commanding them to hide completely silently in the orchard by the manor, ready to assist when he beckons them. Garimberto cast a sleep spell on the guard supposed to be watching him at all times to achieve this secretly.
Note for other GMs: For this to be a one-off adventure, modifications are necessary. If the PCs have something valuable (& possibly magical) then that might be what the NPC replacement for Garimberto wants. If not, then the rival NPC could be after the ring, as already mentioned, and so looking for a chance trick both the barone and the PCs out of it – perhaps snatching it after the PCs and the Barone’s guards have suitably bloodied and bashed each other? Maybe the NPC has some reinforcements of their own to bring into play when the Scopelleti’s and PCs are reeling from the fight, in lieu of Garimberto’s concealed skeletons?
————————————————————–
Scenario Progression
* Read ‘The Story So Far’ to the players.
* Give Grav the note concerning Potricalle and his memories of his uncle, as well as the rough map of Potricalle.
The Missing Boy
(See the background information above.) The boy Guido Alberti goes missing the day before the PCs leave, and has not yet been found. He has a history of running away. Eleano Alberti, the boy’s older brother, does not believe Guido ran away.
If the PCs choose to stay & help search for Guido, on 4+ one of them finds the corpse; 1-3 a villager will.
Guido has been stabbed – receiving fatal wound to the heart. He looks strangely ‘peaceful’. (GM info: He was stabbed when asleep from sleeping spell.)
Note for other GMs: In a one-off adventure, this episode may appear to be unusuable, as the village boy would be a stranger with no connection to the PCs. But, if you create a connection (like the boy having travelled for a while with the PCs, going to the same destination, perhaps the PCs being paid to look after him on the journey) then it is possible that the PCs’ arch-enemy questioned the boy to find out where they were going in order to get ahead of them. This way the evil NPC arch-enemy replacing Garimberto can have killed the boy, and even if the NPC does not know where the PCs are going to receive the inheritance, he/she can learn that information, then (horribly) silence the boy.
Arrival at the village of Potricalle
The spy
Presuming Garimberto has told the Scopelletis the PCs are on their way … the barone’s son Bassiano has ordered a trusted informer, Gennaro, to stay in the village, watch for the PCs, then bring word to him when they arrive. (GM’s note: It is possible 6th sense PC might pick up on Gennaro’s momentary interest and departure.)
As soon as the PCs arrive, Gennaro will leave to report to Bassiano. Then, later (see below), another Scopelleti servant will come to the village to invite the PCs to a meeting at the villa.
Note: If the PCs tell Grav’s cousin of any suspicions regarding a man suddenly leaving, she might realise it was Gennaro (who is not liked) who was watching them, and warn them he is a servant of the barone.
The spy, the servant Gennaro Gatti
Sword. Streetfighting: Cancel normal -20% To Hit & -2 Damage when fighting without weapons. Silent Move Rural.
Meeting Grav’s cousin, Altea
As outlined in the background information, after Grav’s mother and father died during the plague of 2387, his mother’s brother, Edmondo Varano, brought him up, along with his own daughters, Grav’s cousins, Quartilla and Altea. Quartilla left the village a few years ago when married, but Altea is still around.
Altea will reveal that the lord’s son, Bassiano, took the gold ring that her father had meant for Grav, and can also explain why (the lord of the manor’s ancient, local right to a ‘fifth’). See above.
Grav can remember what his uncle said to him when he was little (See GM’s note for Grav). His uncle was not well educated, but he knew Grav could read so he wrote on a piece of paper: “Ignis. 6.”
This piece of paper was not taken by Bassiano so Altea can give it to Grav. Note: Grav’s uncle never mentioned a spell-word, nor that the ring had only half a dozen fireballs left in it, but that is the information contained in this somewhat brief note!
Piece of paper: ‘Ignis. 6.’
GM’s note for Grav…
“Upon hearing that your uncle has left you a ring, a childhood memory comes to mind. When you were about 8 years old, your uncle told you about the ring and showed you it (he kept it on a chain around his neck, hidden beneath his shirt). He said that it was magical and had helped him in a good few fights. You also remember that your uncle went off to the wars in his youth, and became an adventurer for a while, before he was wounded and came to Potricalle to become a basket maker.”
Note for other GMs: You could build a similar background for whichever PC has inherited the ring, and for the ring owner. You could have some equivalent NPC for Altea too.
While at the village, and before the barone’s messenger turns up with the invitation …
The Disturbance
The villagers have just learned, from some children, that someone has dug half a dozen holes by the ruins of the ancient temple. The PCs could learn about this when a neighbour’s child runs in to tell Altea about it, and how some of the villagers are going there to have a look.
If the PCs go to look
The ‘holes’ seem to have been dug and then untidily filled in again with the dirt taken out.
(GM’s note: In truth, the disturbances are what is left after the skeletons clawed their way out of the ground.)
One pile of dirt is smaller than the others, and if a PC passes an I test they will notice some of the soil moving – as if there is something alive underneath. If the PCs investigate then a skeleton will emerge and attack.
(GM’s note: Garimberto failed to notice in the dark, what with all the other skeletons clambering up, that one did not extricate itself from its grave!)
Skeleton Warrior
Cause Fear (p.68) in living creatures // Instability: If not directed by Garimberto, within his or the champion’s sight, then subject to instability. Test every 10 rounds, on D6: if = 6, consult table (p.215). Automatically collapse if unstable. // Stupidity: If not controlled = stupid (p.71). // Infectious: 35% →infected wounds (p.83)
(GM’s note: While the above event is happening, one of the baron’s servants encounters the skeletons in the villas’s orchard and is killed by them. A while later his absence will be noticed.)
Note for other GMs: This event would only fit in if the PCs’ NPC rival is a necromancer.
The Invitation
A servant, Lazzaro, arrives and invites the PCs to meet with the barone. It is another, old baronial right to greet and make enquiries of travellers, to learn about them, perhaps to assist them, &/or to settle any matters they wish to address. Lazzaro can explain all this, hoping thus to lure the PCs to the villa. He tries to make everything sound straightforward and easy.
The messenger servant Lazzaro Marcone
Dagger. Blather, Animal Care, Etiquette
Meeting the Barone
Arrival at the Gate
As the PCs arrive at the estate’s gate, the three halberdier guards will insist they leave their missile weapons at the gatehouse, as it would be rude to carry such before any lord. They can, of course, keep their swords and daggers, ‘as gentlemen’.
A guard: “As long as you are polite and well mannered, you have the barone’s word that no harm will come to you – indeed you will have his protection. The barone is an honourable man.”
If PCs are wary, despite the fact they can bear their ‘armes blanches’, and say it seems like a trap, the guards will laugh, saying:
A guard: “If our master wanted you dead, we could do it now ourselves. Our master is a nobleman, and fair.”
The 3 guards – Crescente Nero, Mattia Lefave, Omero Del Gattivo
Swords; Armour as per figures (chain, breastplate, helmet, etc) // Halberds (+10 I 1st rnd & after if winning; +20 I if opponent mounted; -10 To Hit; +2 damage),
Skills: Disarm (Roll to hit twice, weapon knocked 2D6 yards), Dodge Blow (p.50, successful I test, 1/round), Strike to Stun (p.57 & p.125)
The meeting
This is to take place in the grounds before the villa. As the PCs approach, they can hear someone in the distance shouting “Pipo” repeatedly.
GM’s Note: The meeting is in the garden as the barone does not want anything precious in his villa to be damaged should there be trouble.
Description: A table with a half-eaten feast sits in the middle of walled area, with a large chair for the Barone. There are also hedges and a statue in front of the table. The (modest) villa is behind the table. There is an orchard to one side and a chapel on the other. Next to the orchard is a small, barn-like outhouse. Three nobles (an old and young man, armed with swords and daggers, and a middle aged gentlewoman) and three guards (two with swords and shields, one very burly fellow with a large axe) are present.
Those present are: Barone Richelmo Scopelliti, his son, Bassiano Scopelliti and his wife, Baronessa Dolores Scopelliti.
Two bravi guards (Fabiano & Panfilo)
… and the barone’s burly bodyguard (Cristiano Tedeschi).
Present, but concealed there are four more crossbow-armed guards, one called Bald’ Ermanno being their leader – two in a shed to one side and two in a chapel to the other side. The wizard Garimberto and another guard are watching from a window in the house (this guard, Enecone, is too frightened to admit that he fell asleep the night before when supposedly watching Garimberto – the result of the sleep spell to allow Garimberto to raise the skeletons).
The following notes should allow the GM to play out events (and combat) as they transpire in play. They give a good idea of everyone’s motives, plans and likely responses to various developments.
The Discussion
Before the barone ‘looses’ his men on them, the barone intends to lure the PCs into a false sense of security, and thereby learn all he can about them – Why they are here? What did they steal from Garimberto or others? (Etc.) Therefore, he will begin by acting friendly.
“Good morrow, gentlemen. I hope you are finding your visit to my little village pleasant. I like to speak with all newcomers, the better to ensure that they are made welcome and that their needs can be attended to. So, why, exactly, I must ask, have you come here?”
The barone’s son, Bassiano, might recognise Grav, asking why he knows him.
“You sir, I think I know. At least, I know your face. How so?”
If Grav admits who he is, Bassiano will reply pleasantly, enquiring as to how his studies have proceeded, and saying how sad he was to hear of his uncles’ passing (etc). Anyone with their wits about them (Halved Int test) will sense the falseness to his sentiments.
Further Developments
If the PCs mention the inheritance, Barone Richelmo will explain:
“I’m sure that the acquisition of the artefact by my son was a mistake, and that the matter can be dealt with equitably – certainly if you can pay equitable recompense for it.”
Bassiano has the ring in a velvet purse tied to his belt. Two random players each get one (secret) I test chance to notice Bassiano touch the purse when the ring is mentioned. The barone and the son will be keen to learn what the PCs can give for the ring, as they know the PCs took something from Garimberto.
“I hear you have come into possession of something rather precious recently. It occurs to me that if your new acquisition is of suitable worth, it might be just the very thing to be exchanged for the ring.”
He will want to learn what it is? Where it is? Do they have it on them? (Etc.)
Note: The barone might be angry his son didn’t mention the ring! But he wil not want to reveal this annoyance – airing a ‘family matter’ in front of strangers! An I test might reveal anger in the barone’s glance at his son.
Other Possible Events
Punishing a servant: At some point, unaware of the meeting, perhaps just as things become tense, a servant will draw close, shouting for the missing servant: “Pipo” The barone will order one of his guards to bring the shouting servant to him, which will be done. The barone shows his cruel side, threatening to cut out the man’s tongue if he does not search quietly. (The PCs might ask what is going on, and the barone will tell them a servant has gone missing. But he will soon be caught and will be suitably punished.)
Garimberto is secretly watching (Sixth sense could reveal this.) He is hoping that the PCs and the barone’s son and bravi to come to blows, weakening both, so that he and his skeletons can get the ashes in the aftermath.
The Orchard is some distance away, and if he does ‘launch’ his skeletons, Garimberto will have to shout loudly from a window: “Nunc omnes occidite” (‘Now kill them all.’)
If the PCs produce the ashes
The barone will be curious and want to examine them. If he does so, however, he will recoil at the wicked aura about them. Meanwhile, Garimberto (watching) will be worried that the barone might take the ashes from him, and so will come down into the yard to demand them. The Barone, however, will not want merely to oversee the exchange of the ashes for the ring with no profit for himself! This could become a tense three way stand off!
If the PCs mention the skeleton
The barone will likely become concerned. He will ask about the situation, ask why he has yet to be told of it (of course, the PCs are telling him very soon after the skeleton’s discovery). He might be worried re: Garimberto’s arrival and the appearance of such a horror. He might even order his guards to bring his ‘other guest’ to attend him.
If Garimberto is brought over, the barone might ask him if he is responsible for the appearance of such a horror. Garimberto will most likely deny it, and if he thinks that his host might turn on him, he could cast Mystic Mist to conceal himself, then command the skeletons to attack!
Before (if) the barone signals an attack: He will send his wife for a flagon of the best wine (Anyone with etiquette will know this is unusual as a servant should be sent for such.) This is because the barone wants his wife out of harm’s way!
See the NPC stats information below for any combat at the villa.
Notes for gameplay if the PCs choose a route differing from above…
If the PCs have hidden the ashes: Garimberto should realise they do not have the ashes as he draws near them – he will not sense the ‘evil’ aura of the ashes. If so, he will have to command the skeletons to stop their attack (command: “Desine nunc”) as he cannot risk all the PCs being killed. He needs at least one alive to find out where the ashes are. He will also want to ensure the Barone’s son and men cannot interfere, and so might then have to haggle, deal, torture, or threaten (perhaps even order the skeletons to attack them).
If the PCs refuse the invite: Perhaps you could have the barone and his men come to them in the village. Possibly, if the PCs are rude or troublesome, the barone’s men set up an ambush or surprise attack a little whole after.
If the PCs refuse the invite and decide to attack or sneak into the villa’s grounds: Use the maps and refer to the character descriptions. Keep in mind that the barone and Garimberto will not want to kill them, but instead to capture them, as the barone wants to learn what he can and profit from the knowledge, while Garimberto needs to get his hands on the urn (which, if sensible, they will not have on them). Otherwise, play by ear.
Barone Richelmo Scopelliti
Sword // Skills: Bribery; Etiquette; Evaluate; Haggle; Numismatics; Law; Read/write; Super-numerate; Ride; Strike Mighty Blow (+1 damage)
Baronessa Dolores Scopelliti
Skills: Etiquette; Evaluate; Numismatics; Read/write; Dance; Sing; Concealment Urban
Bassiano
Sword. // Skills: Bribery; Evaluate; Haggle; Read/write; Ride; Dodge Blow (p.50, successful I test, 1/round)
Bodyguard Cristiano Tedeschi
Double Handed axe (-10 I, +2 damage), sword, armour as figure // Skills: Strike to injure (can modify location by 10%)
2 ‘bravi’ Guards
Sword, shield, armour as figures. // Skills: Strike mighty (+1 damage), Strike to injure (can modify location by 10%)
Sergeant ‘Bald’ Ermanno
Breastplate, Sword, Crossbow // Skills: Disarm (WS 2x, wpn randomly knocked 2D6 yards), Dodge blow (Init’ test), Strike mighty (+1 damage), Strike to stun (+20 to chances to stun, no -20 WS, see p.57 & p.125), Strike to injure (can modify location by 10%)
3 Crossbowmen
Sword, Crossbow, armour as figure
Garimberto Magic Pts = 20
Dagger. // Skills (Usual apprentice skills plus …) Arcane Language – Magick; Demon Lore; ID Plants; Arcane Language – Necromancy; Evaluate; ID undead; Herb Lore; Magic Sense; Magical Awareness; Meditation; Prepare poison; Rune Lore; Scroll Lore; Cast Spells – Petty magic/Battle magic (1,2)/Necromantic (1,2,3)
Spells: Petty magic: Glowing Light (p.153), Magic Flame (p.153), Open (p.154), Sleep (p.154) // Battle Magic Level 1: Fire Ball (p.155) [Could be used to scare off enemies] // Battle Magic Level 2: Mystic Mist (p.157) [Could be used to escape] // Necromantic Level 1: Destroy Undead (p.176), Hand of Death (p.176), Summon Skeletons (p.176), Zone of Life (p.176), Summon Skeleton Champion (p.176) // Necromantic Level 2: Control Undead (p.176), Hand of Dust (p.177) // Necromantic Level 3: Raise Dead (p.178) [Used to raise the zombie monks]
Skeleton Champion
Acts as the controller of the skeleton warriors. Will collapse at dawn the day after summoned.
5 Skeleton Warriors
Cause Fear (p.68) in living creatures // Subject to instability // Instability: If not directed by Garimberto, within his site, or the skeleton champion, then subject to instability. Test every 10 rounds, D6: if roll 6, consult table (p.215). Automatically collapse if unstable // Stupidity: If not controlled = stupid (p.71) // Infectious: 35% chance of infected wounds (p.83)
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Owner: Padre
Author: padremack
Post: The Inheritance
This is the second, 1st Edition WFRP scenario, that I ran for my son and his three friends, and thus continues on from where the previous one ended. It is written with the actual events of the gameplay in the first scenario in mind, making it very bespoke in nature, as will be clear in the ‘Story So Far’ section. But … I think it could easily be tweaked to create your own adventure, suiting your PC party. The stats and maps are done, the NPCs are detailed, and the particulars of the situation and game-play can be altered as necessary. With this is mind, I have inserted some notes regarding how to adapt the scenario’s episodes into a one-off part of your own campaign.
The Story So Far
The dwarven thief Torreagar (‘Torrey’) Battleaxe, the footpad Bartolomo (‘Bart’), the alchemists’ apprentice Gravanimo (‘Grav’) Alpenbien and the hunter Vito Danzey, were making their way to the village of Potricalle, in the eastern Trantine hills, where Bart expected to receive an inheritance from an uncle – an inheritance believed to be very valuable. Upon arriving at the village of Gruttina (they had 10 leagues to go, i.e. 30 miles, two days’ travel on foot), instead of passing through they became embroiled in the village’s troubles.
A necromancer, Garimberto Raffo, and the locally infamous gang of footpads known as the Rasoi Notturni, had poisoned the well of the local Morrite monastery Novalazia (beneath which lay the ancient crypt of the famous abbot become arch-lector Albino Cerrito), then kidnapped most of rest of the villagers of Gruttina – apart from a few children who escaped, and a few others they killed. The dead monks were resurrected by Garimberto to be used as guards to ensure the able-bodied villagers worked hard at cutting through the dungeon-crypt’s walls searching for a lost chamber, in which the necromancer believed was hidden the ashes of the powerful vampire Barone Oddone (who once led an army through Tilea conquering several city states and towns).
The PC’s put a stop to this wicked plan, killing many of the rasoi thugs and even Garimberto’s ogre bodyguard (doing so twice – once when alive, and once when undead!). Garimberto’s apprentice, Mastrianni, was killed by two of the villagers labouring in the largest secret cavern. At great risk to themselves, the PCs rescued the villagers and took possession of the ashes (which exuded a feeling of evil). Garimberto escaped, however, after shouting at them that he would get the ashes and make the PCs pay for their interference. Bart’s cousin, Liberio, was one of the monks who had been killed then turned into a zombie!
Torrey and Bart, both thieves, had taken gold and silver coins and rings from everyone they killed, then demanded more money from the villagers for rescuing them. The villagers paid them, ungrudgingly, as they were simply grateful to be alive, and they also gave the PC’s the three horses left in the village that once belonged to the Razio thugs.
The PCs then spent a week recovering in the village. Brother Giovanni, the only surviving monk (who was only made ill from the poison but had not drunk as much of the water, being more fond of wine), got the PC’s to promise they would take the ashes as soon as possible to Remas, to hand them over to the Arch-Lector Calictus II, who would surely know how to keep them safe. The PC’s decided, however, they would first continue to Potricalle to obtain Grav’s inheritance.
During the week they stayed in Gruttina, the PCs’ cuts and bruises healed, they ate and drank well, and Grav’s Tomb Rot infection was treated by Ermenegilda Di Leo, a healer and mother to ‘Olly’ (Olimpio) one of the two young boys the PCs saved from a pack of wolves when they arrived near the village. Bart’s cousin Liberio, and all the others who had died were buried with suitable ceremonial rites led by Brother Giovanni. The Razoi were thrown into one, big pit, but still had all the necessary blessings over them so that they would not easily be conjured to rise again. The villagers learned in conversation a bit about the adventurers who had saved them, for example how Grav was excited to learn what exactly his uncle in Potricalle had left him. On several occasions Bart (who has 6th sense) got the sense that someone was watching him (in the evenings) but put it down to the villagers looking at him – they were clearly fascinated by their saviours, and also a bit suspicious and a bit scared of them, and so they often ‘stole’ glances while they thought the PCs weren’t looking.
Very recent events
The day before they leave for Potricalle, one of the boys the PCs had rescued from the wolves, Guido Alberti, the older of the two, went missing. On the morning the PCs are to leave, the boy had still not been found. Not everyone in the village was looking for him however, as he had run away a couple of times before. Nevertheless, Eleano Alberti, the boy’s older brother, was worried – he did not believe that, considering the fright his young brother had, that he would want to run away. On previous occasions, Guido had run off looking for adventure. Now, after all that had happened, surely the last thing the boy wanted was such danger?
GM information regarding recent events
While PCs stayed at Gruttina, the evil wizard Garimberto lurked around to spy upon them, tricking the boy, Guido Alberti, to learn that the PCs were going to Potricalle and then to Remas. He told Guido he was a friend of the PCs, wondering what they had been up to and where they would go to next. He then killed Guido and dragged his body to conceal it in the woods. After which he made his way to Potricalle, planning to get there ahead of the PCs and lay a trap for them.
(GM’s Note: If the PCs choose to stay and help the search for Guido, on 4+ one of them will find the corpse, on 1-3 a villager will.)
Notes for other GMs: For this to be a one-off adventure, choose one of your PCs to be the one due an inheritance, and create a replacement for the wizard Garimberto, either a rival claimant to the inheritance (perhaps another family member) or have an already established arch enemy who can learn of the inheritance and want it for themselves. You can leave out the vampire’s ashes and the incident with the boy. You will have to modify the information given to the PCs accordingly.
Potricalle Background
The lord of Potricalle, Barone Richelmo Scopelliti, lives in a grey stone villa with extensive gardens and grounds in the valley next to the village. He is quite the tyrant, clinging to all sorts of historical rights and honours, and utilising a little band of ‘bravi’ mercenary thugs to ensure his will is done. His son, Bassiano Scopelliti, does most of the ‘enforcing’, sometimes making up rights as he pleases, and threatening all those who resist his decisions and proclamations. Bassiano makes sure the bravi do what his father wants. The barone’s wife, Baronessa Dolores Scopelliti, is a harsh mistress, who encourages her son’s cruelty.
Campaign Note: One of the reasons Grav left his childhood home of Potricalle, was because of Barone Richelmo’s tyranny. He knew if he stayed then the barone would force him to do as the barone wished, like working the land or tending flocks and the like, and Grav had ambitions to do something better. He made his way to Trantio to become an alchemist’s apprentice, where instead he was lured away by the thought of adventure with his disreputable new friends.
The GM can give Grav some background on the village of Potricalle, and a rough map, as well the reason he left. If Grav wants to tell the others why he left the village, he can do so.
Info for Grav
As a child from the age of 3 you lived with your maternal uncle Edmondo, because your mother and father died during a great plague. Your uncle, a basket maker, brought you up, along with his own daughters, Quartilla and Altea.
The village itself is fairly prosperous, so the people do not starve, as there is good soil and good pasture. Its vineyards produce fine wines, but nearly all the vines are owned by the local noble, Barone Richelmo, who ensured they are tended by the villagers as per his family’s ancient rights. The villagers only have a few vines of their own.
The barone is a bit of a tyrant, and when it looked like he would force you to become a labourer in his vineyards, you escaped to the city of Pavona with your uncle’s help to become an alchemist’s apprentice.
Note for other GMs: Modify the above as much as you like to suit the PC you have chosen to be the recipient of the inheritance.
Recent Events at Potricalle
When Grav’s maternal uncle (Edmondo Varano) died, Bassiano turned up to claim the barone’s ‘fifth’. (An ancient baronial right, allowing the lord of the manor to take a fifth of any vassal of tenant’s moveable possessions upon their death.) Uncle Edmondo’s estate did not include much of interest to Bsssiano, as he was the youngest son of his father (which was why he went adventuring in his youth, hoping to find a fortune) but the gold ring he had acquired during his adventurous youth – and which he left in his will to his nephew – is obviously valuable, and so Bassiano took it and announced the debt was satisfied!
Note: Grav does not know the inheritance is the ring, but when he learns of its nature, he will recall that when he was about 7 or 8 his uncle talked about it – saying that it was magical and had helped him in a few fights. Put this in a GM’s note to Grav.
When the necromancer Garimberto arrived at the village, he scouted the place out, and soon learned that barone Richelmo and Bassiano were the powers that be. He paid a visit to the barone and spun a tale that the soon to arrive PCs were thieves who were travelling to the village to steal from the barone. He said the PCs had also stolen something precious from him, and that as they were dangerous, he would happily help the barone and Bassiono identify and defeat the PCs if they would allow him to retrieve what was his.
The barone was very suspicious of Garimberto, as the wizard has an evil countenance about him, unsurprisingly. He was worried the man might prove dangerous – too dangerous to attempt to imprison or restrain. So, he welcomed him in, declaring he was glad of the warning, then secretly conspired with his son that given the opportunity, after the PCs were successfully dealt with (if the story were true), then they would look for an opportunity to murder the wizard – which would have to be done very carefully as magic users could be great trouble. They could always claim he was a heretic and wicked conjurer of evil. (Which he is!) The barone believes if he defeats the PCs (forewarned is forearmed) and then Garimberto, then he can keep the inheritance, as well as get his hands on whatever the PCs have taken from Garimberto.
Of course, Garimberto does not trust the Scopelletis at all and is expecting some sort of trouble after the PCs are dealt with. So much so that he crept out the night before and summoned a bunch of skeletons (skeleton warriors and a champion) from the ancient, ruinous temple between the village and the manor’s grounds, commanding them to hide completely silently in the orchard by the manor, ready to assist when he beckons them. Garimberto cast a sleep spell on the guard supposed to be watching him at all times to achieve this secretly.
Note for other GMs: For this to be a one-off adventure, modifications are necessary. If the PCs have something valuable (& possibly magical) then that might be what the NPC replacement for Garimberto wants. If not, then the rival NPC could be after the ring, as already mentioned, and so looking for a chance trick both the barone and the PCs out of it – perhaps snatching it after the PCs and the Barone’s guards have suitably bloodied and bashed each other? Maybe the NPC has some reinforcements of their own to bring into play when the Scopelleti’s and PCs are reeling from the fight, in lieu of Garimberto’s concealed skeletons?
————————————————————–
Scenario Progression
* Read ‘The Story So Far’ to the players.
* Give Grav the note concerning Potricalle and his memories of his uncle, as well as the rough map of Potricalle.
The Missing Boy
(See the background information above.) The boy Guido Alberti goes missing the day before the PCs leave, and has not yet been found. He has a history of running away. Eleano Alberti, the boy’s older brother, does not believe Guido ran away.
If the PCs choose to stay & help search for Guido, on 4+ one of them finds the corpse; 1-3 a villager will.
Guido has been stabbed – receiving fatal wound to the heart. He looks strangely ‘peaceful’. (GM info: He was stabbed when asleep from sleeping spell.)
Note for other GMs: In a one-off adventure, this episode may appear to be unusuable, as the village boy would be a stranger with no connection to the PCs. But, if you create a connection (like the boy having travelled for a while with the PCs, going to the same destination, perhaps the PCs being paid to look after him on the journey) then it is possible that the PCs’ arch-enemy questioned the boy to find out where they were going in order to get ahead of them. This way the evil NPC arch-enemy replacing Garimberto can have killed the boy, and even if the NPC does not know where the PCs are going to receive the inheritance, he/she can learn that information, then (horribly) silence the boy.
Arrival at the village of Potricalle
The spy
Presuming Garimberto has told the Scopelletis the PCs are on their way … the barone’s son Bassiano has ordered a trusted informer, Gennaro, to stay in the village, watch for the PCs, then bring word to him when they arrive. (GM’s note: It is possible 6th sense PC might pick up on Gennaro’s momentary interest and departure.)
As soon as the PCs arrive, Gennaro will leave to report to Bassiano. Then, later (see below), another Scopelleti servant will come to the village to invite the PCs to a meeting at the villa.
Note: If the PCs tell Grav’s cousin of any suspicions regarding a man suddenly leaving, she might realise it was Gennaro (who is not liked) who was watching them, and warn them he is a servant of the barone.
The spy, the servant Gennaro Gatti
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 31 | 25 | 3 | 4 | 7 | 33 | 1 | 29 | 29 | 30 | 35 | 27 | 33 |
Sword. Streetfighting: Cancel normal -20% To Hit & -2 Damage when fighting without weapons. Silent Move Rural.
Meeting Grav’s cousin, Altea
As outlined in the background information, after Grav’s mother and father died during the plague of 2387, his mother’s brother, Edmondo Varano, brought him up, along with his own daughters, Grav’s cousins, Quartilla and Altea. Quartilla left the village a few years ago when married, but Altea is still around.
Altea will reveal that the lord’s son, Bassiano, took the gold ring that her father had meant for Grav, and can also explain why (the lord of the manor’s ancient, local right to a ‘fifth’). See above.
Grav can remember what his uncle said to him when he was little (See GM’s note for Grav). His uncle was not well educated, but he knew Grav could read so he wrote on a piece of paper: “Ignis. 6.”
This piece of paper was not taken by Bassiano so Altea can give it to Grav. Note: Grav’s uncle never mentioned a spell-word, nor that the ring had only half a dozen fireballs left in it, but that is the information contained in this somewhat brief note!
Piece of paper: ‘Ignis. 6.’
GM’s note for Grav…
“Upon hearing that your uncle has left you a ring, a childhood memory comes to mind. When you were about 8 years old, your uncle told you about the ring and showed you it (he kept it on a chain around his neck, hidden beneath his shirt). He said that it was magical and had helped him in a good few fights. You also remember that your uncle went off to the wars in his youth, and became an adventurer for a while, before he was wounded and came to Potricalle to become a basket maker.”
Note for other GMs: You could build a similar background for whichever PC has inherited the ring, and for the ring owner. You could have some equivalent NPC for Altea too.
While at the village, and before the barone’s messenger turns up with the invitation …
The Disturbance
The villagers have just learned, from some children, that someone has dug half a dozen holes by the ruins of the ancient temple. The PCs could learn about this when a neighbour’s child runs in to tell Altea about it, and how some of the villagers are going there to have a look.
If the PCs go to look
The ‘holes’ seem to have been dug and then untidily filled in again with the dirt taken out.
(GM’s note: In truth, the disturbances are what is left after the skeletons clawed their way out of the ground.)
One pile of dirt is smaller than the others, and if a PC passes an I test they will notice some of the soil moving – as if there is something alive underneath. If the PCs investigate then a skeleton will emerge and attack.
(GM’s note: Garimberto failed to notice in the dark, what with all the other skeletons clambering up, that one did not extricate itself from its grave!)
Skeleton Warrior
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 25 | 17 | 3 | 3 | 5 | 20 | 1 | 18 | 18 | 18 | 18 | 18 | 18 |
Cause Fear (p.68) in living creatures // Instability: If not directed by Garimberto, within his or the champion’s sight, then subject to instability. Test every 10 rounds, on D6: if = 6, consult table (p.215). Automatically collapse if unstable. // Stupidity: If not controlled = stupid (p.71). // Infectious: 35% →infected wounds (p.83)
(GM’s note: While the above event is happening, one of the baron’s servants encounters the skeletons in the villas’s orchard and is killed by them. A while later his absence will be noticed.)
Note for other GMs: This event would only fit in if the PCs’ NPC rival is a necromancer.
The Invitation
A servant, Lazzaro, arrives and invites the PCs to meet with the barone. It is another, old baronial right to greet and make enquiries of travellers, to learn about them, perhaps to assist them, &/or to settle any matters they wish to address. Lazzaro can explain all this, hoping thus to lure the PCs to the villa. He tries to make everything sound straightforward and easy.
The messenger servant Lazzaro Marcone
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 31 | 25 | 3 | 3 | 6 | 30 | 1 | 29 | 29 | 29 | 29 | 29 | 32 |
Dagger. Blather, Animal Care, Etiquette
Meeting the Barone
Arrival at the Gate
As the PCs arrive at the estate’s gate, the three halberdier guards will insist they leave their missile weapons at the gatehouse, as it would be rude to carry such before any lord. They can, of course, keep their swords and daggers, ‘as gentlemen’.
A guard: “As long as you are polite and well mannered, you have the barone’s word that no harm will come to you – indeed you will have his protection. The barone is an honourable man.”
If PCs are wary, despite the fact they can bear their ‘armes blanches’, and say it seems like a trap, the guards will laugh, saying:
A guard: “If our master wanted you dead, we could do it now ourselves. Our master is a nobleman, and fair.”
The 3 guards – Crescente Nero, Mattia Lefave, Omero Del Gattivo
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 41 | 25 | 4 | 3 | 8 | 38 | 1 | 29 | 29 | 29 | 29 | 29 | 29 |
Swords; Armour as per figures (chain, breastplate, helmet, etc) // Halberds (+10 I 1st rnd & after if winning; +20 I if opponent mounted; -10 To Hit; +2 damage),
Skills: Disarm (Roll to hit twice, weapon knocked 2D6 yards), Dodge Blow (p.50, successful I test, 1/round), Strike to Stun (p.57 & p.125)
The meeting
This is to take place in the grounds before the villa. As the PCs approach, they can hear someone in the distance shouting “Pipo” repeatedly.
GM’s Note: The meeting is in the garden as the barone does not want anything precious in his villa to be damaged should there be trouble.
Description: A table with a half-eaten feast sits in the middle of walled area, with a large chair for the Barone. There are also hedges and a statue in front of the table. The (modest) villa is behind the table. There is an orchard to one side and a chapel on the other. Next to the orchard is a small, barn-like outhouse. Three nobles (an old and young man, armed with swords and daggers, and a middle aged gentlewoman) and three guards (two with swords and shields, one very burly fellow with a large axe) are present.
Those present are: Barone Richelmo Scopelliti, his son, Bassiano Scopelliti and his wife, Baronessa Dolores Scopelliti.
Two bravi guards (Fabiano & Panfilo)
… and the barone’s burly bodyguard (Cristiano Tedeschi).
Present, but concealed there are four more crossbow-armed guards, one called Bald’ Ermanno being their leader – two in a shed to one side and two in a chapel to the other side. The wizard Garimberto and another guard are watching from a window in the house (this guard, Enecone, is too frightened to admit that he fell asleep the night before when supposedly watching Garimberto – the result of the sleep spell to allow Garimberto to raise the skeletons).
The following notes should allow the GM to play out events (and combat) as they transpire in play. They give a good idea of everyone’s motives, plans and likely responses to various developments.
The Discussion
Before the barone ‘looses’ his men on them, the barone intends to lure the PCs into a false sense of security, and thereby learn all he can about them – Why they are here? What did they steal from Garimberto or others? (Etc.) Therefore, he will begin by acting friendly.
“Good morrow, gentlemen. I hope you are finding your visit to my little village pleasant. I like to speak with all newcomers, the better to ensure that they are made welcome and that their needs can be attended to. So, why, exactly, I must ask, have you come here?”
The barone’s son, Bassiano, might recognise Grav, asking why he knows him.
“You sir, I think I know. At least, I know your face. How so?”
If Grav admits who he is, Bassiano will reply pleasantly, enquiring as to how his studies have proceeded, and saying how sad he was to hear of his uncles’ passing (etc). Anyone with their wits about them (Halved Int test) will sense the falseness to his sentiments.
Further Developments
If the PCs mention the inheritance, Barone Richelmo will explain:
“I’m sure that the acquisition of the artefact by my son was a mistake, and that the matter can be dealt with equitably – certainly if you can pay equitable recompense for it.”
Bassiano has the ring in a velvet purse tied to his belt. Two random players each get one (secret) I test chance to notice Bassiano touch the purse when the ring is mentioned. The barone and the son will be keen to learn what the PCs can give for the ring, as they know the PCs took something from Garimberto.
“I hear you have come into possession of something rather precious recently. It occurs to me that if your new acquisition is of suitable worth, it might be just the very thing to be exchanged for the ring.”
He will want to learn what it is? Where it is? Do they have it on them? (Etc.)
Note: The barone might be angry his son didn’t mention the ring! But he wil not want to reveal this annoyance – airing a ‘family matter’ in front of strangers! An I test might reveal anger in the barone’s glance at his son.
Other Possible Events
Punishing a servant: At some point, unaware of the meeting, perhaps just as things become tense, a servant will draw close, shouting for the missing servant: “Pipo” The barone will order one of his guards to bring the shouting servant to him, which will be done. The barone shows his cruel side, threatening to cut out the man’s tongue if he does not search quietly. (The PCs might ask what is going on, and the barone will tell them a servant has gone missing. But he will soon be caught and will be suitably punished.)
Garimberto is secretly watching (Sixth sense could reveal this.) He is hoping that the PCs and the barone’s son and bravi to come to blows, weakening both, so that he and his skeletons can get the ashes in the aftermath.
The Orchard is some distance away, and if he does ‘launch’ his skeletons, Garimberto will have to shout loudly from a window: “Nunc omnes occidite” (‘Now kill them all.’)
If the PCs produce the ashes
The barone will be curious and want to examine them. If he does so, however, he will recoil at the wicked aura about them. Meanwhile, Garimberto (watching) will be worried that the barone might take the ashes from him, and so will come down into the yard to demand them. The Barone, however, will not want merely to oversee the exchange of the ashes for the ring with no profit for himself! This could become a tense three way stand off!
If the PCs mention the skeleton
The barone will likely become concerned. He will ask about the situation, ask why he has yet to be told of it (of course, the PCs are telling him very soon after the skeleton’s discovery). He might be worried re: Garimberto’s arrival and the appearance of such a horror. He might even order his guards to bring his ‘other guest’ to attend him.
If Garimberto is brought over, the barone might ask him if he is responsible for the appearance of such a horror. Garimberto will most likely deny it, and if he thinks that his host might turn on him, he could cast Mystic Mist to conceal himself, then command the skeletons to attack!
Before (if) the barone signals an attack: He will send his wife for a flagon of the best wine (Anyone with etiquette will know this is unusual as a servant should be sent for such.) This is because the barone wants his wife out of harm’s way!
See the NPC stats information below for any combat at the villa.
Notes for gameplay if the PCs choose a route differing from above…
If the PCs have hidden the ashes: Garimberto should realise they do not have the ashes as he draws near them – he will not sense the ‘evil’ aura of the ashes. If so, he will have to command the skeletons to stop their attack (command: “Desine nunc”) as he cannot risk all the PCs being killed. He needs at least one alive to find out where the ashes are. He will also want to ensure the Barone’s son and men cannot interfere, and so might then have to haggle, deal, torture, or threaten (perhaps even order the skeletons to attack them).
If the PCs refuse the invite: Perhaps you could have the barone and his men come to them in the village. Possibly, if the PCs are rude or troublesome, the barone’s men set up an ambush or surprise attack a little whole after.
If the PCs refuse the invite and decide to attack or sneak into the villa’s grounds: Use the maps and refer to the character descriptions. Keep in mind that the barone and Garimberto will not want to kill them, but instead to capture them, as the barone wants to learn what he can and profit from the knowledge, while Garimberto needs to get his hands on the urn (which, if sensible, they will not have on them). Otherwise, play by ear.
Barone Richelmo Scopelliti
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
3 | 38 | 39 | 3 | 3 | 7 | 45 | 1 | 36 | 55 | 50 | 45 | 49 | 38 |
Sword // Skills: Bribery; Etiquette; Evaluate; Haggle; Numismatics; Law; Read/write; Super-numerate; Ride; Strike Mighty Blow (+1 damage)
Baronessa Dolores Scopelliti
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
3 | 26 | 39 | 3 | 3 | 6 | 39 | 1 | 40 | 45 | 43 | 38 | 45 | 4 |
Skills: Etiquette; Evaluate; Numismatics; Read/write; Dance; Sing; Concealment Urban
Bassiano
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 40 | 33 | 4 | 3 | 7 | 42 | 1 | 36 | 45 | 45 | 40 | 40 | 29 |
Sword. // Skills: Bribery; Evaluate; Haggle; Read/write; Ride; Dodge Blow (p.50, successful I test, 1/round)
Bodyguard Cristiano Tedeschi
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 40 | 27 | 4 | 4 | 8 | 42 | 1 | 29 | 40 | 29 | 40 | 35 | 27 |
Double Handed axe (-10 I, +2 damage), sword, armour as figure // Skills: Strike to injure (can modify location by 10%)
2 ‘bravi’ Guards
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 42 | 27 | 4 | 3 | 6 | 37 | 1 | 29 | 30 | 30 | 30 | 30 | 30 |
Sword, shield, armour as figures. // Skills: Strike mighty (+1 damage), Strike to injure (can modify location by 10%)
Sergeant ‘Bald’ Ermanno
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 45 | 42 | 4 | 4 | 7 | 45 | 2 | 29 | 42 | 35 | 40 | 30 | 35 |
Breastplate, Sword, Crossbow // Skills: Disarm (WS 2x, wpn randomly knocked 2D6 yards), Dodge blow (Init’ test), Strike mighty (+1 damage), Strike to stun (+20 to chances to stun, no -20 WS, see p.57 & p.125), Strike to injure (can modify location by 10%)
3 Crossbowmen
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 33 | 38 | 3 | 3 | 6 | 31 | 1 | 29 | 29 | 29 | 29 | 29 | 29 |
Sword, Crossbow, armour as figure
Garimberto Magic Pts = 20
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 31 | 25 | 3 | 4 | 8 | 40 | 1 | 49 | 39 | 49 | 39 | 45 | 26 |
Dagger. // Skills (Usual apprentice skills plus …) Arcane Language – Magick; Demon Lore; ID Plants; Arcane Language – Necromancy; Evaluate; ID undead; Herb Lore; Magic Sense; Magical Awareness; Meditation; Prepare poison; Rune Lore; Scroll Lore; Cast Spells – Petty magic/Battle magic (1,2)/Necromantic (1,2,3)
Spells: Petty magic: Glowing Light (p.153), Magic Flame (p.153), Open (p.154), Sleep (p.154) // Battle Magic Level 1: Fire Ball (p.155) [Could be used to scare off enemies] // Battle Magic Level 2: Mystic Mist (p.157) [Could be used to escape] // Necromantic Level 1: Destroy Undead (p.176), Hand of Death (p.176), Summon Skeletons (p.176), Zone of Life (p.176), Summon Skeleton Champion (p.176) // Necromantic Level 2: Control Undead (p.176), Hand of Dust (p.177) // Necromantic Level 3: Raise Dead (p.178) [Used to raise the zombie monks]
Skeleton Champion
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 35 | 27 | 4 | 3 | 5 | 30 | 1 | 18 | 18 | 18 | 18 | 18 | – |
Acts as the controller of the skeleton warriors. Will collapse at dawn the day after summoned.
5 Skeleton Warriors
Mv | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
4 | 25 | 17 | 3 | 3 | 5 | 20 | 1 | 18 | 18 | 18 | 18 | 18 | – |
Cause Fear (p.68) in living creatures // Subject to instability // Instability: If not directed by Garimberto, within his site, or the skeleton champion, then subject to instability. Test every 10 rounds, D6: if roll 6, consult table (p.215). Automatically collapse if unstable // Stupidity: If not controlled = stupid (p.71) // Infectious: 35% chance of infected wounds (p.83)
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