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D A L I A I U R A FA
Based on Italian tradition, folklore, history, landscapes, fiction, and pop culture, Brancalonia is a Campaign Setting
for the 5th Edition of the most famous role-playing game ever.

Brancalonia is a game by Acheron Games.


Brancalonia and Spaghetti Fantasy are registered trademarks. All rights reserved.

Credits layout and graphic design: Matteo


project management: Samuel Marolla Ceresa and Federica Scirea
creative direction: Mauro Longo adventure: Andrea Macchi and Max
direction of international version: Castellani
Mauro Longo design and rules development:
editing: Masa Facchini Andrea Macchi and Max Castellani by Epic
maps and sheets: Moreno Paissan and Fabio Party Games
Porfidia english edition translation: Alex
cover: Katerina Ladon Valenti and Max Castellani
art: Andrea Balluchi, Katerina Ladon, Andrea english editing and proofreading:
Macchi, Alessandro Amoruso and Moreno Paissan John Marron

Brancalonia, the ENnie Award winning Spaghetti Fantasy setting for the 5th Edition of the most famous
role-playing game of all time, is back with a brand-new campaign featuring the Italian satirical community
Feudalesimo e Libertà (Feudalism and Freedom)!

This primer you are reading, Stall Wars, is the free introduction to the first official Brancalonia game campaign,
The Empire Whacks Back, created by an heroic alliance of Acheron Games, Epic Party Games, and Feudalesimo e
Libertà.

You can find this file, the character sheets, and any other Brancalonia downloads, in Italian and English on our
Kickstarter page and on the game’s official page at www.acheron.it

Brancalonia – Stall Wars contains:


• An introductory description of the Kingdom of Brancalonia, reprinted from the 2020 Quickstart.
• A brief presentation of the Empire of Feudalesimo e Libertà.
• A complete map of the northern part of the Kingdom
• The introductory job, Stall Wars, which serves to launch the campaign, with new monsters, NPCs, and dive games

You can find Brancalonia adventures, the companion book, and other useful documents at www.acheron.it and
https://bit.ly/BrancaloniaQuickstartKit

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Stall Wars

Index
Brancalonia well explained....................3
Knaves, Bounties, Bands and Jobs................................... 4

Welcome to Brancalonia...................................................8

Enter the Empire.................................................................. 10

What you will find in the campaign The Empire


Whacks Back..............................................................................12

Freezing Nights and Empty Saddlebags.....................13

Moves and Whacks ...............................................................16

Slaps and Poppycock............................................................20

Stall Wars....................................................................... 22
Scene 1...................................................................................... 27

Scene 2.......................................................................................35

☞Appendix A...................................................................36

☞Appendix B..................................................................40

This primer is updated to the final version of the core ruleset and to match
the Brancalonia - Setting Book.

Even if you don't have the Brancalonia Setting Book, thanks to the basic rules
of the SRD and this primer, you can get a good glimpse of Brancalonia and
of what the definitive campaign will be like.
Stall Wars

Brancalonia
Well Explained
If you have never played Brancalonia
before, please read here!

C
Welcome (back?) to Brancalonia, a land full of pitfalls and money-making opportunities, in the most in-
credible and roguish Italian role-playing game you have ever participated in!

Create your own band of Knaves, enlist in a free company, get yourself some well-paid jobs, and deliver a
fist-and-knife buffet to those who have it coming!

Once you have collected a tidy sum and somewhat climbed the ranks of your company, you’ll be ready to
try your luck in one last job that could enable you to go out in a blaze of glory...

After all, what could possibly go wrong?

Brancalonia is the Spaghetti Fantasy campaign setting for the 5th Edition of the most famous role-playing
game of all time.
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:
☞ Traditional Italian folklore and fairy tales, from Le Pia- ☞ Our period movies, such as For Love and Gold (or The
cevoli Notti (The Pleasant Nights) by Straparola to the Incredible Army of Brancaleone) and The Profession of
eighteenth-century Lo Cunto de li Cunti (The Tale of Arms; and international blockbusters with Medieval and
Tales); from Carlo Collodi’s Pinocchio to the most popu- Renaissance settings, like Ladyhawke, The Princess Bride,
lar collections of folk tales of the Bel Paese. and Flesh + Blood.

☞ The chivalrous and courteous tradition, from medieval ☞ Twentieth-century Italian fantasy masterpieces by writers
“cantari” (minstrel ballads) to Renaissance epics. such as Pederiali, Eco, Buzzati, and Calvino.

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-3-
Stall Wars

Knaves, Bounties, Bands,


and Jobs
In Brancalonia, all playing characters are Knaves, i.e. members rable rats are never hard to come by; even so, a Brother who
of a Band of mercenaries, rogues, and similar rascals, engaged hands another one over to the Guards is easily offering them
in questionable Jobs across the various domains of what is a chance to collect two bounties... if you see what I mean!
left of an ancient kingdom now in ruins. In short, Knaves don’t normally collect each other’s Bounties,
but these are known to be highly coveted by Hunters, and
The Knaves Guards, at least when the game is worth the candle.
The world you live in is one of breathtaking adventure, he- The Bounties of Knaves and other characters in the game
roic feats, and legendary deeds. represent not only their value in money but also their repu-
Here, knights in shining armor lead fearless armies against tation within the Band and among the various Bands around
terrifying enemies; skilled treasure-hunters, ready for anything, the Kingdom.
explore the forgotten basements of long-lost empires, juggling
lethal traps and nameless monsters; cunning, mischievous Rules for Bounties are explained in detail in the Brancalonia
heroines use their charm to deceive princes and merchants Setting Book.
and steal treasures worthy of a royal ransom in one night!
But you’re not one of them... you are the ones who step in The Company
when things go wrong: lazy swindlers, scoundrels of the lowest Rampaging freely up and down the Kingdom, acting on
order, listless dabblers and greedy knaves. their own initiative or selling themselves to the highest bid-
The mean, the seedy, the ugly ones. der, the bands of Brancalonia are framed as companies of
That’s you, in short. fortune in the pay of some avid general, petty nobleman, or
You’re the dregs of the adventure world, the cannon fodder vile local lord.
of all battles, the scum that emerges when you scrape the The band which the Players’ Knaves belong to can be many
bottom of the barrel, the dirty dozen that is pulled out of things: a battered army heading for the Overseas to wage war;
prison only for desperate missions. a traveling caravan of rovers or mountebanks; a guiscard lodge
Do you find this unfair? You’re not so stupid, then... it is in search of a lost portent of the Draconian Age; a medley
unfair. But let’s face it: fate has better things to do than bother of robbers who prey on wayfarers; a contingent of deserters
playing clean with the likes of you ... who fled the war to seek refuge; a well-organized mercenary
Enough talking, scapegallows... it’s time to get busy! company; the crew of a pirate ship; a bunch of treasure hunters;
a gaggle of criminals in disarray; a brotherhood of pious friars
Bounties on the trail of some ancient relic; a squad of escaped convicts;
With all the rogues, losers and bootlickers like you out and a guild of bounty hunters, reprobates, beggars or swindlers;
about, the Kingdom could fill ten thousand galleys, and a horde of pagans at the gates of the city; and anything else
even wage war on the Soldan, out there in the Overseas. But that comes to mind.
lo and behold, you’re still roaming the towns and country- In any case, ordinary people consider affiliated Knaves dan-
side, making trouble wherever you go, and no-one seems gerous, annoying and ready for anything. Ideally, it’s advisable
capable of putting an end to this scourge. to steer clear... failing that, it’s best to befriend them.
This rabble, this throng of gallows birds, of which you are In addition to carrying out their odd Jobs, Knaves help
such worthy exponents, is also identified in its entirety as the manage their own company together with their leader, accor-
Brotherhood: the network of Bands and Knaves on whose ding to rules of Rollick (passive time).. The choices made at
heads a bounty – large or small – was placed at some time this stage improve the conditions by which the missions will
by one of the Kingdom’s fief lords. then take place, and missions accomplished will improve the
Whatever the prize, selling a Brother to guards and bounty Band’s status.
hunters is universally considered an unparalleled infamy, and The rules for managing the Band, Notoriety and Dens are
no honorable brother would ever do it. Of course, dishono- explained in detail in the Brancalonia Setting Book.

-4-
Stall Wars

The Band The Condottiero and the


In Brancalonia, the party of the Players’ Knaves called the atmosphere in Brancalonia
Band. The Condottiero is the Game Master of Brancalonia. He
A Band is a close-knit, tried and tested handful of Knaves is responsible for conducting game sessions and for tel-
who can be sent on a mission and relied upon to perform ling what happens during the adventures. As the com-
together without murdering one another a few steps down the pany leader, he offers Jobs to be carried out by the Band.
road. The players' Band is only one component of a company,
which can count a couple, a dozen or even a few hundred. More than anyone, the Condottiero contributes to main-
Climbing up the ranks of the company and becoming its taining the correct atmosphere around the game table by
leader is one way for a Knave to advance in the game. mediating between the demands, inclinations, and desires
You will start off as third-rate scoundrels in a vile, dangerous of other players.
world, clawing your way up through dirt and blood; eventually,
if you prove yourself up to it, you will rise to the rank of In fact, Brancalonia lends itself to many different approaches:
leader of your Band and shake the thrones of kings and lords.
Are you ready? Um, right: you were born ready... • You can focus on military campaigns and missions with a
tragicomic, bitter, raw or sarcastic tone: in this case, the
The Brancalonian Job company – probably a mercenary army that sells itself to
Companies (and consequently Bands) are often hired by the best patron around in the War of the Thousand Years
villagers, merchants, nobles, and warlords, for all sorts of – will be striving to get rich and live long enough to enjoy
odd jobs: generally illicit, dangerous tasks that nobody else its accumulated treasures.
wants.
And that's on a good day... • You can focus on folklore creatures, monster hunts, and
On a bad day, there are curses, demons, witchcraft, mon- fable-like stories. In this case, the atmosphere will be that
sters, and double-dealings behind the jobs. of the traditional fairy tale, with adventurous expeditions,
There’s got to be a catch if people resort to Knaves, right? treasure hunts, magical enterprises, or even with typically
Bands and companies also ensure a smooth exchange of rural-gothic themes.
players and characters, casual play, one-off sessions and
progress in rank and level. • You can focus on picaresque, rowdy and highly ironic
situations, rich in pop quotes.

• You can descend into a darker world, all intrigues, political


plots, murders, and decadence, or even venture into
grimdark, low fantasy and grand-guignolesque scenarios.

• You can take to sea with corsairs and creatures of the


abyss, sailing the Sea of Sapphire,
​​ the Charybdeans or
the Murky Sea, to plunder and be plundered by pirates
infesting such waters.

• You can experience more chivalrous stories of brigandage,


resistance, dynastic intrigues, and lofty ideals. What if
an heir to the Kingdom’s throne were hiding among the
“Life is like a bowl of soup in a dive: thieves?
you never know what your going to get."
• You can indulge in the surreal and the fantastic, delving
- Sor Foresto de'Gonzi, tavernkeeper - into the more supernatural and fantastical aspects of the
setting, or imparting some magical realism typical of so
many twentieth-century Italian authors.

Within the Campaign Setting Book, all these ingredients


have been dosed to our personal taste: in your games, you,
the players, will decide which to use and which to leave out.
The important thing is that the Condottiero and the Knaves
always agree on what is about to happen in your Brancalonia!

-5-
Stall Wars

Welcome to Brancalonia
The adventures of Brancalonia Knaves take place in what its inhabitants refer to as
simply "the Kingdom; after all, what the Chancellor of the Emperor of Altomagna
stated is true: "the so-called Kingdom" doesn’t really exist!
The territories of the Brancalonia Peninsula and neighboring islands are but a mi-
nor possession of the Empire of Altomagna, ceded to Queen Menalda of Catozza
as a vassalic benefit a hundred years ago and never recovered, even after the dynastic “The so-called Kingdom
line of the Catozzi was broken by intrigues, plots, and a dozen suitors. is merely a geographic
The Bounty mentioned by Pomponius was for the head of Buemondo the Fat expression!”
from Aurocastro, who – from the bottom of the “bad boot” peninsula – had set up
a confederation of bandits, lords, and brigands. These villains raged from Piccadora - Clemens Pomponius,
to Falcamonte, assaulting each and every imperial army and refusing to pay taxes, Chancellor of Altomagna -
tithes, and levies.
Stall Wars

In exchange for the head of Buemondo, said to weigh eighty interest reign throughout the villages and countryside. Many
pounds, Menalda was given the regency of the Kingdom on gold coins flow around these parts, and parochial rivalries
behalf of the Emperor. A century has gone by: the entire abound. The Greats of Galaverna eye one other grimly from
peninsula has eluded Altomagna’s control – and no-one is the battlements of their respective towers, while their skilled and
keen to reclaim it, until now! greedy mercenary armies sell themselves to the highest bidder,
With the Iron Crown of Menalda gone missing and the succes- changing sides as others change their underwear. This area is
sion’s heraldry undecided, the Kingdom is now split into over a also renowned for its many workshops, factories, and craftsmen;
dozen independent regions; in turn, these are fragmented into for its alchemy, pyrotechnics, and watchmaking; and for the
local potentates, fiefdoms, counties, villages, marches, duchies, affected ways
​​ of its ladies. Here, companies of mountebanks,
baronies, alliances, knighthoods, municipalities, and commer- musicians, and conmen draw crowds in the squares and cour-
cial leagues; not to mention the uncertainty of the domains’ tyards, and wizards, charlatans, charmers, healers, and Guiscards
boundaries, and surrounding no-man’s-lands... earn their living as theater actors and operetta sorcerers, or as
Given the wide variety of themes and tones that can be used genuine experts of arcane arts.
when playing Brancalonia, each of these regions can be the scene
of odd jobs and situations with a highly specific atmosphere. Vortigana, or of Sequins, Sailing Ships, and
Here is a quick overview. Stabbings
Probably the largest region in the Kingdom, Vortigana is
Quinotaria, or of Ancestral Ruins, Sea entirely the domain of the powerful merchant city of Vorti-
Monsters, and Gorgons ga, so called because of the whirlpools (vortici) and currents
Legend has it that Quinotaria is the place where, centuries that stir its waters. Ruled by a lugubrious council of weal-
ago, a mythical beast called Quinotaur crawled out of the thy tycoons, Vortiga is also famous for its masks, intrigues,
waters and mated with the wife of the distant King Clodion and Carnival. The’s city long fingers reach across an ample
of Overmountain, of whom the current rulers of Quinotaria stretch of the Murky Sea as far as Sidonia, including the
are thought to be the remote descendants. islands of Callista and Tasinnanta. This merchant opulence,
The coast and valleys of this region are dotted with ancient whence thousands of gold coins pour yearly into the Grand
ruins of unknown origin, similar to the cyclopean ones found Council’s coffers, is countered by the constant siege of pi-
further south along the boot. The most disturbing rumors about rates and corsairs along the routes of its sailing ships; the
these lands regard the dracians, a deformed and amphibian-like rivalry of barbarians and Tergesta refugees; the presence of
people said to live along the coast; the gorgons, unnatural beings thieves and murderers, of gifted and beggars along its stre-
descended from the Quinotaur; and the Signs, abominable ets; the infestation of bandits, pagans, heretics, benandantes
bodily deformations reputedly marring some of the inhabitants (good walkers), and supersticians in its vast hinterland. The
and giving them unspeakable powers. Although not the capital, mainland domains are also a point of passage favored by
the most important city in the region is Lungariva, ruled by fugitive gangs, marauders, deserters, spies, troublemakers
very wealthy merchants. and disbanded armies from Altomagna, as well as the home-
land of choice of many mysterious and extraordinary beings,
Falcamonte, or of Knights, Gobbolini, and such as sylvans, fanes, morgants, and magical creatures from
Brigands the north.
The lands of Falcamonte are harsh and wild, with occasional
glimpses of rich and fertile views. The capital of the region Pianaverna, or of Mists, Witches, and Pagans
is Tauringa, where the royal seat was repeatedly placed; con- Pianaverna extends south of Vortigana, Falcamonte, and
sequently, the city and its surroundings teem with landed Galaverna, and is formally ruled by the Greats of the latter.
gentry and town nobility of all sorts, old knighthoods gone This is a foggy and depopulated land, traversed by the largest
to seed, brave cadets full of ideals, swordsmen in search of river in the Kingdom, the Fossa (Pit), and by all its tributa-
recruitment, very wealthy winemakers, scheming courtiers, ries. Swampy, mephitic, haunted by wretches, bandits, and
and decadent aristocratic families. Every forest and no- fugitives, Pianaverna is scattered with tiny hamlets as well
man's-land is infested with robbers and bandits, thieves and as a few villages of a certain importance, all infested with
marauders, keen to return to the poor (including themsel- scores of mercenary companies and small armies of fortune.
ves) what was purloined by barons and princes of the blood. This is also the seat of old legends, forbidden sorcery, and
Last but not least, the gobbolini, a veritable plague of this very ancient creatures: here, horrid hags and monsters of the
region, lurk in gorges and caves at the foot of the mountains, rivers, fugitives and wanted men, malebranches and bavali-
attacking and insulting anyone who passes within their range. sks have their hiding places. Part of the region is occupied,
a no-man's-land home to one of the largest confederations
Galaverna, or of Merchants, Mountebanks of pagan tribes in the Kingdom. The area is frequented by
and guiscards hermits, monks, itinerant priests, preachers, and miraculists,
While Falcamonte is home to ancient and impoverished ari- seeking to bring the Light of the Saints among the heathens
stocracy, the neighboring Galaverna is the land of merchants, inhabiting these parts.
moneylenders, entrepreneurs and companies of fortune.
Everything has a price, honor is non-existent, and profit and

-9-
Stall Wars

Enter the Empire


If you don't know anything about
Feudalesimo e Libertà, please read here!

Hail Cohort! holding a handful. The plebeian masses will have to concern
If you are reading these lines, it means you have thus far themselves solely with their own survival. Systems such
lived in sin, ignoring the decrees of the Emperor, or perhaps as trade, markets, and tithes will be enough to ensure the
that you need reminding of your convictions lest you incur necessary exchanges of food and tools.
public shame or even worse forms of torture. Labor is in dire need of reform. Too much unemployment,
Feudalesimo e Libertà - aka ‘Feudalism and Freedom’, FEL too many people lazing about, clogging the streets and
- is the Italian (satirical?) political party of The Emperor, the lengthening lines at the DMV. FEL proposes making
one and only direct descendant of Charlemagne – heir to the unemployment a crime, making work compulsory for
Aquisgrana throne – whose divine right it is to rule over all everyone (excluding the nobility, of course). Every pleb,
European lands, and hold power over an Empire on which the should they want to fill their belly, will have to invest their
sun never sets. Today, however, European populations have efforts into de-stoning, plowing, and sowing fields, toiling
been swindled by the ridiculous theatrics of demo(n)cracies, from dawn to dusk (a little less in winter, a little more in
have traded the stability of serfdom for the free market, summer), to ensure the land assigned to them bears good
subtracted luxuries and wealth from noble families to extend fruit. Tasks will also need reforming, abandoning all positions
false rights to the plebeian masses, the likes of voting and that require the use of electronic abacuses or motorized
assembly, and worst of all, they have neglected the Ghibelline contraptions, to reinstate positions such as chamberlain,
faith, prefering to follow the bland, weak party of the Pope- inquisitor, corpse carrier, page, ditch-digger, human step for
following Guelphs. On this stage of degeneration of human carriages, horse messenger, butcher, the Duke’s personal soup
progress, whose peak was only reached during the golden era blower, and leech-breeder, among others.
of the Middle Ages, FEL rises as the only solution, aiming to
re-establish the sole financial system that will return Europe FEL has spared nothing on healthcare in these years,
to the splendor of times gone by, one too harshly judged by providing solutions that finally agree with all those who
history! complain that modern medicine is made up mostly of
Feudalism and Freedom is an online community born charlatans. By rejecting 300 years of heresy and medical
in Italy, initially as a humorous Facebook page, which now terrorism – which have lead human life to become tedious, as
counts over 700k followers and fans. FEL suggests a bizarre it is too long and healthy – FEL proposes a radical overhaul
return to the past, offering feudal solutions to contemporary of the medical profession. Perfect knowledge of medical
problems that modern society is having a hard time solving. flora and the Bible will be compulsory requirements for
The economy, jobs, development, healthcare, education, and those wanting to practice the trade, as flowers, shrubs, and
justice system; FEL has created a full political program to animal derivates will be the basis for all common medication.
address it all. Purulent boils will be medicated with applications of bovine
Here are some examples: urine, sore throats with nettle infusions, dry skin with
Coin: why stressfully ponder over investments and compresses of lard and carob oil, the habit of listening to
speculation, inflation and stimuli, when all could be solved loud music in the street with a wooden stick to the side,
by returning to the gold standard? FEL suggests the abolition and pant hem curls with ankle amputation. In the remote
of money, no more than a waste of paper, and a return to eventuality of the cures not having the desired effect, there
the use of gold coins, the only medium which guarantees will always prayers to Our Lord, a viable solution for the
economic stability. Said minting would only be available, likes of the Black Death or other pestilences, aided by forced
of course, to noble individuals, the only people worthy of isolation, lazarus pits, and leper bells.

- 10 -
Stall Wars

FEL’s political program expands far beyond the above, but


it is easier to sample the Emperor’s resolve within Brancalonia
itself. Foreign policy in particular, as too many lands have been
left to their own insufficient devices, far from the Imperial
throne, and which require the steady hand of the Emperor to
soothe restless spirits.
Join us then, and fill the ranks of the invincible landsknecht
army, which has now reached the Sinister Boot.
The Empire is about to whack back: which end of the stick
do you choose?

- 11 -
Stall Wars

What you will find


in the campaign The
Empire Whacks Back
The Empire Whacks Back is the first official game campaign Playing Stall Wars and The Empire Whacks Back
for Brancalonia – The Spaghetti Fantasy RPG without any other manual

This new, standalone expansion (you don’t need other This booklet and the entire The Empire Whacks Back
Brancalonia publications to play this one) is a hardcover campaign have been designed to be played and used without
handbook of around 180 richly illustrated full-color pages, needing any other official Brancalonia material or manuals,
with maps, characters, antagonists, monsters, and other images though you will still need to be familiar with the 5e rules.
evocative of the Bounty Kingdom.
If your wish is simply to whack some things in support of
The book will feature: the Emperor, or against Him, you will be able to do so by
simply following all the information included in this booklet
• A description of the northern regions of the Kingdom and the final campaign book.
and their Free Cities, with secrets, menaces, curiosities,
places of interest, rumors, game hooks, and new ideas for If, instead, you’d like to find out more about the setting and
your gaming sessions. secrets of Brancalonia’s Spaghetti Fantasy, all books can be
• A general presentation on the Altomannic Empire, its found on the www.acheron.it website, in stores across Italy,
rulers, secrets, and armies. on Amazon, and most online stores.
• A complete map of the northern part of the Kingdom
• A new, original, war-themed campaign, consisting of 10
linked adventures.
• New Backgrounds, new Dive Games, new Grandluxuries,
new Equipment, new Spells, and new Magical Junk for all
Knaves.
• 20+ new monsters and antagonists typical of Italian
history, tradition, and folklore

- 12 -
Stall Wars

Freezing nights and


empty saddlebags Rules and variants to be used in Brancalonia

Shoddy Equipment Shoddy Magic


In Brancalonia, everyday objects come at the normal cost, as Magical components are expensive and rare. That's why
per common price lists. However, Knaves are generally short those in the Kingdom capable of casting spells and miracles
of money, and poor-quality equipment is all they can afford; usually employ a poor version of actual magic. This often
Shoddy items and services are badly crafted and offered by leads to accidents and weird effects, which have affected the
crooks and scoundrels. They have an unreliable appearance, reputation of magic, accused of unpredictability and oddity,
uninviting taste or ambiguous smell, and they always look as well as quackery, the prerogative of beggars, operetta wi-
ready to fall apart on first use. indeed, poor equipment costs zards, and country superstitious.
way less than standard-quality gear (usually a tenth of the price). The effects of shoddy components and materials affect the
spells' appearance, but not on their practical functioning.
Objects and Tools For example, a familiar summoned with poor-components
When using shoddy objects or tools, you always run into may have a funny or grotesque appearance; a fireball could
inconveniences. From time to time, and depending on the smell of rotten eggs.
item being used and on the situation, the Condottiero can
choose which effects to apply; also, if any check involving All the rest
poor equipment fails by 5 or more, the object will break. For all the things that are not listed above, shoddiness ma-
nifests itself in countless different ways, and it's hard if not
Weapons impossible to create an effect for every situation. When a
When you attack with a shoddy weapon, if the d20 roll is a character uses a shoddy-whatever, the Condottiero can use
1, the weapon comes apart. All your subsequent attacks are one of the following effects accordingly to the situation and
made with disadvantage. This effect lasts until you use an the object involved:
action to fix the weapon.
Small incident. A funny inconvenience with no
Armor consequences.
Shoddy armors fall apart, literally. Whenever an enemy hits Difficulty increase. If a check must be made, its DC will
you and the d20 roll is a 20, a piece of armor flies away and increase or decrease unfavorably.
the base Armor Class provided by the shoddy armor decre- Malfunctioning. Shoddiness leads to an unexpected
ase by 2. If you hold a shield, it will be the first to fly out of malfunctioning.
hand. The effect lasts until you retrieve the lost pieces and Damaged. After being used, the item becomes damaged
use an action to fix them. and needs to be repaired before it can be used again.
Not working. Not working. If the item is consumable or
Horses, mounts e animals has a limited number of uses (for example: vials of acid, flasks
When making a check with shoddy mounts, if the d20 roll of holy water, or a healing potion), roll 1d6: on a roll of 4
is a 1, the animal will get crippled and will no longer be able or higher the item functions normally, otherwise the item
to proceed, for 24 hours. A shoddy mount also has a 10 ft reveals itself as a bad imitation and it's useless or wasted.
lower speed than a typical animal of the same type. Annoying inconvenient. An unfortunate inconvenience,
such as a quiver leaking 1d4 ammunitions carried during
travel, or as having the rations soaked and inedible due to a
water infiltration in the boat while crossing the river.

- 13 -
Stall Wars

Counterfeit Equipment
The Kingdom is well-known for its counterfeit goods: forged documents and fake
coins are almost more popular than real ones, bogus relics and works of art have
entirely dedicated retail and wholesale markets, the capital of Alazia itself, Porto
Patacca, takes the name from the rip-offs served to naive travelers (pataccas), and
any object or service that appears in the game can be counterfeit.
The counterfeit equipment has 3 key features:

• It always seems very convenient: in fact, a counterfeit item generally costs the
50% less than the corresponding object, according to the official price lists. To
any doubtful question of buyers, the sellers often try to justify themselves by
saying that it has been regularly stolen or it's "second-hand" (which is the same
thing). But that's hardly ever true: it's simply counterfeit!

• It looks like common equipment: counterfeit equipment does not cause any
malus to social reactions like poor-equipment.

• It works like shoddy equipment: apart from the aforementioned malus to


social reactions, counterfeit equipment shares the same issues and causes the
same disadvantages as the shoddy version of the same items.

Rest
Among the many game variations used in Brancalonia, the Gritty Realism variant
for Rests is essential. In Brancalonia, the Short Rest lasts 8 hours, and the Long
Rest 7 days.

Currency and Costs


There are many currencies, ancient coins, chicken feed and items of exchange
circulating up and down the Kingdom’s cart tracks. Those wishing to avoid any
hassle should always use the monetary system in the official rules: gold, silver and
copper coins with fixed purchase values and price lists. Call them with the name
of the metal they’re made of, and you’ll be fine. Keep in mind that no one in the
Kingdom has the faintest idea what platinum is: as for electrum, they wouldn’t
even know how to pronounce it. Brancalonia replaces electrum with iron, which
has the same value.
In general, the least-valuable coins are made of copper and are only good for buying
eggs at the market. These are generically known as quatrins, coppers, or piccioli (in
Zagara, for example).
10 quatrins (CP) are worth 1 silver coin (SP). The most important and common
exchanges are made in silver coins, and each region of the Kingdom has its own
mintage. In the Kingdom of the Two Scyllas they are called taralles; florins, triskeles
and sequins in Torrigiana, Quinotaria and Vortigana respectively. Marks is the name
they go by in Spoletaria, sesterces in Alazia, bissones in Galaverna and Pianaverna, and
lire in Falcamonte.
Whatever their name, the weight and value of these coins is roughly the same.
As we were saying, the electrum is replaced by the iron piece (IP). 5 silver coins
correspond to 1 iron hunk. If you find this strange, you obviously haven’t seen the
coins: silver and gold ones are small and thin, while iron ones are as large as medals;
given their considerable weight, hunks are also called petechins.
Finally, we have gold coinage, commonly called aureos or big pieces (GP). Some cities
mint sequins and florins of gold, others use weights and units from the old Draco-
nian Empire or other minting. Again, 1 gold piece is roughly worth 10 silver coins.

Are you totally confused? Not to worry: so is everyone in the Kingdom!

- 15 -
Stall Wars

Moves and
Whacks
Introduction to Brawling Rules

With his worn and crumpled clothes and a freshly-swollen face, he could not
wait to spend some of the considerable swag that he and his men had just earned,
sacking the haunted sanctuary atop Colle Ramino. Drain a couple of mugs, taste the
seafood specialties of the renowned inn overlooking the lagoon, and finally have a
peaceful sleep on a proper bed – these were the thoughts of the Wandering Knight
of the Short Breath Band, the first to cross the shabby wind-doors of the Lobster
Inn. Unfortunately, even before the alluring aroma of grilled fish ever reached
his longing nostrils, a fir-wood stool – missing one leg – whistled across the room.

It hit him hard. He wasn’t yet back on his feet when his Knaves stepped over him,
drooling, delivering slaps and punches, screaming and shouting, brandishing mugs
as swords and hoisting trays as shields.

Without a second thought, the Knight leaped onto a rickety table, whispering a
prayer through clenched teeth to Santa Flammetta from Fioraccia, and lunged
into the void ...

With bewildered glances, those beneath him realized too late that they would not
see the end of that scuffle.

Brancalonia has specific mechanics for the management and resolution of non-
lethal fights called Brawls.

Said Brawls are carefully thought out to act as boisterous and amusing intervals.
They can be used to start an adventure, animate slower moments, enliven a Job
with unusual challenges, or simply as a fun alternative to ease the stressful pace of
the deadly fights that can put the Band to the test.

The rules for Brawl in this chapter are a temporary and simplified version of the
final mechanics in the Setting Book. They are explained here as a demo, although
perfectly playable in their own way.

- 16 -
Stall Wars

How to Brawl
Being non-lethal disputes by definition, Brancalonian Brawls are regulated by
simple rules that replace the typical cycle of combat.
A Brawl basically works like combat, but introduces significant differences re-
garding the actions you can take at each turn, and how Hit Points, Damage and
Movement are calculated.

Note: During a Brawl, you cannot use class privileges such as Class Spells, Extra
Attacks, etc., but you are allowed to take advantage of passive Features such as Unar-
mored Defense, Sense of Danger, etc.
B
To the brawl,
with honor

Movement. On their turn during the Brawl, brawlers can move an unspecified The culture, the rules of honor
distance: this enables them to move as much or as little as they like within the between scoundrels and rogues,
Brawl’s environment. and even the legislation in force in
If the movement of your brawler is 0, he or she cannot move. the various domains of the Kingdom
establish scrupulous practices for
Damage. Beatings, Moves, and Props deal Whacks and, in some cases, Tavern Brawls.
Conditions (see Whacks Levels and Conditions below). Conditions inflicted or
suffered during a Brawl last until the start of the character's next turn. In case of “Neither for copper nor hunger,
critical hit, the number of Whacks inflicted is doubled. let the blades hit in anger.”

Racial Powers A Brawl is a non-lethal fight, and


Each Brancalonian race has a specific Brawl Racial Power: must remain so. If blood were spil-
led or death brought to the street
Morgant: a morgant can use an Epic Prop with a bonus action. or into a tavern, the bloody fight
Human: a human has an additional Move Slot. would immediately escalate from
Gifted: The gifted can choose 1 Move also from the Magic Moves list when mere “breach of the peace” (which
selecting Moves at first level. nobody really cares about), and
Marionette: a marionette can use as a Prop one of its limbs as a bonus action: this branded as murder or attempted
will not break during use. murder, and Bounties on the heads
Sylvan: a Sylvan is immune to effects suffered at the first two Whack levels. of Knaves held accountable would
rise dramatically. A Brawl is a Brawl,
Whack levels and conditions and there must never be any killing.
During a Brawl, Damage from Beatings, Moves and Props deal 1 or more Whacks. For this reason, participants must
Whacks are measured in 6 levels (see table on the next page). never use their weapons or, more
If an already-Whacked creature suffers another Whack, its current level of generally, strike to kill.
Whacks increases by the amount specified in the effect's description.
“As taught by good ole manners,
Conditions. losers pay damages to
Some Moves and hits with Epic Props inflict additional conditions. Conditions shabby taverns.”
imposed by Moves and Props follow the normal rules of Conditions. All effects
last until the end of the next turn. As also provided by the law, Brawl
rules sanction the convention by
which, at the end of a Brawl, anyone
Brawl Table found unconscious inside the inn (or
1 Bruised -1 CA similar establishment) or within ten
2 Beaten -1 CA steps of it, may be stripped of their
3 Injured -1 CA possessions by the landlord, entit-
led to compensation for damages
4 Damaged -1 CA
caused during the Brawl.
5 Crushed -1 CA
6 Unconscious Flat Out

- 18 -
Stall Wars

Beatings
Beatings are the regular attacks that each character (or PC) Stray Dangers
can make as an action during a Brawl. Stray Dangers are additional effects that the Condottiero
Each player character is competent in Beatings (attack roll: can decide to include during the Brawl. All Brawlers (PCs
Strength bonus + proficiency bonus). and NPCs) must achieve a successful saving throw against
Each time a Beating hits, it deals a Whack. the Stray Danger in progress or suffer the consequences de-
scribed in the Stay Danger description.
Moves Examples of Stray Dangers that can be used in the Brawl
Moves can have various effects, some of which provide an during the Job included in this starter set:
attack roll based on a specific Ability (indicated in brackets).
Each character is competent in every Move he knows. A • Rain of Stools: Each Brawler must succeed in a
character can only use a limited number of Moves before Constitution saving throw (DC 11), or be stunned.
resting (Short Rest). • House of the Flying Punches: Each Brawler must succeed
Every time your character uses a Move, he or she expends in a Strength saving throw (DC 12), or suffer a Whack.
a Move Slot. • River of Beer: Each Brawler must succeed in a Dexterity
saving throw (DC 13), or become Prone.
Pre-generated character sheets are complete with assigned
Moves and Moves Slots. Opponents
When you finish a Short Rest, you recover all Moves Slots Drunk yokels looking for trouble, vicious bands of wran-
expended during Brawls, and any Whacks suffered. glers, bandits waiting for the right fool to toughen their
knuckles on, tipsy guards on leave looking for a fist-fight.
Stage Props The Kingdom’s Taverns always overflow with the worst thu-
You can also inflict Beatings by using anything you can get gs and brawlers, and while some of them will drop like flies
hold of within the environment in which the Brawl takes under the Knaves’ storm of slaps, others will hold their own
place. All objects that can be wielded during the Brawl are and give them a hard time.
called Stage Props (or Props) and are divided into Common Opponents in a Brawl are divided into two categories, Hea-
Props and Epic Props. vy-Hitters and Mob.
The Heavy-Hitter is a single powerful individual, usually at
Common Props the head of a large bunch of brawlers.
(bottles, pots, cutlery, dishes, candelabra, torches, flasks, stools, The Mob, on the other hand, is a group of individuals who
pokers...) act separately but share the same Whacks levels (Conditions
Collecting a Common Prop requires a bonus action (each are applied individually).
character can use a bonus action during the Brawl).
You can use a Common Prop to attack, as a bonus action,
or for improvised defense (AC +2), as a reaction.
After use, a Common Prop will be destroyed or useless.

Epic Props
(tables, barrels, decorative armors, chests, trunks, chandeliers,
characters ...)
Collecting an Epic Prop requires an action.
You can use an Epic Prop to attack, as an action, or for improvised
defense (AC +5), as a reaction.
After use, an Epic Prop will be destroyed or useless.
“Lions in the evening, asses in the morning"
When using an Epic Prop, you can choose to inflict one of - Very famous saying used by the venture captains,
the following effects: inspectioning their weakling troops -

• 2 Whacks
• 1 Whack and the target is stunned
• 1 Whack to two different targets
• The target is Paralyzed

- 19 -
Stall Wars

Slaps
and Poppycock
Introduction to Dive Games

From north to south, the whole Kingdom is strewn with – Each participating character places on the table the same
and, for the most part, blighted by – taverns, inns, hostels, jointly-agreed bet, then the game starts.
wine shops and hovels of various (and mostly dubious)
worth. In game terms, they are collectively called Dives, 1. Each participating character chooses 2 abilities,
which is indicative of their level of refinement... representing his or her approach to the game, with which
Between jobs with the Band, the best things to restore a to perform an ability check.
Knave’s body and soul are a bowl of slop and a little wine,
the buzz of auctioneers and singers, a nap by a warm fire- Here are some examples:
place, a little company for the night.
However, what really make a self-respecting Bounty • Investigation (INT): make an accurate calculation of
Brothers’ Den are its games and pastimes: their assortment the probabilities by monitoring the results of the cards;
of competitions, large and small, to make a bit of money, • Insight (WIS): unveil opponents' bluffs;
drive out boredom, and have a laugh or two at the expense • Deception (CHA): bluff;
of dorks and drunkards. • Sleight of hand (DEX): attempt at cheating [failure
Two of the most popular are the card game Minchiate, or causes the betting plate to increase by an additional
Poppycock; and Barrel Beating, which, with a little luck, amount at the expense of the cheat, unless he or she
can help an honest Knave fill his purse with jingling coins! leaves the game].

You will find other dive games described in the Brancalonia 2. Ability checks: at the Poppycock table, each ability check
Setting Book and in The Empire Whacks Back. DC is equal to 10, + 1 for each player (including the one
doing the checks).
Poppycock (card game – gambling)
The Poppycock (aka Minchiate) card deck was born in Torri- 3. Each successful ability check results in an increase in each
giana, home to some of the most experienced and prestigious player's Win Roll, as follows:
card players in the whole Kingdom. Poppycock is, in fact,
a deck of cards used for various games, though it owes its 0 successes = 1d6; 1 successes = 1d8; 2 successes = 1d10.
popularity to the one it is named after..
4. The Win Roll balances the Knave’s skill at the table and
The recipe for the perfect Brancalonian gambling experience the Saints' will.
requires a number of ingredients: luck, a quick hand, intui-
tion, acumen, a sharp eye, but also... some skilled cheating! 5. The player who scores the highest result on his or her Win
Indeed, in Poppycock – designed for rabble of the most sordid Roll wins the game and takes the money..
kind – cheating is an essential and regulated part of the game,
providing the cheater is smart enough not to be discovered: if In the event of a tie, the winners share the plate.. or, more
caught, the gambler must fill the “Cover” (betting plate, table often than not, start a Brawl!
stake) with an additional fee or leave the table.

How to play:
For a quick game of Poppycock in a Brancalonian session, the
Condottiero and players can follow the rules below, simulating
about one hour of play at the dive table:

- 20 -
Stall Wars

The Knave's Gambit Knight's Wrestling


"The Awesome Amusement of the Knave's Gambit” is a new One of the most challenging moves in the game, the player
playful activity that's garnering rave reviews throughout attempts to knock the opponent to the ground while they’re
the Kingdom. In this skillful mixture of strategy and slaps, seated at the table by making a Strength (Athletics) check.
two players face off as condottieri (leaders) of their two On a success, the opponent has disadvantage in their next
bands of carved pawns placed on a chessboard, in a game move, and both players take a whack.
where a thunderous slap is going to mark every failure.
Zagarian Defense
How to Play The player, pretending to make a mistake with their move,
Two players sit at a narrow table with a chessboard on tries to replace some pieces on the chessboard by taking
which they place two rows of pawns of different colors and advantage of the violent momentum of the opponent
shapes. Players challenge each other using the special moves slapping them. With a successful Charisma (Deception)
mentioned in “Step 2 - Move”. The DC of the moves equals check, the opponent’s Gambit Die decreases by 1 category,
10 + the opponent’s Intelligence and Wisdom modifiers, but the player suffers a whack as if they failed.
minus the opponent’s number of whacks suffered. On a
failed check, the player who made the move takes a slap they King's Sacrifice
can’t dodge (under penalty of disqualification and loss of The player tries to get one of their essential pieces eaten
dignity), thus taking a whack (see page 18). in order to break the opponent’s play by making a Wisdom
In addition, each player gets a Gambit Die, initially starting (Insight) check. On a success, the opponent’s Gambit Die
from a d8. For each failed ability check, the Gambit Die will decreases by 2 categories, and the player’s die decreases by 1
decrease by one category; for each successful ability check, category.
the Gambit Die will increase by one category, as shown
below. Slapmate!
The player can try the slapmate in an attempt to close
d4 - d6 - d8 - d10 - d12 the game. The player rolls their Gambit Die and adds their
Intelligence and Wisdom modifiers to the roll. If the result is
Phase 1 - Stealing the white equal to or greater than the DC of the opponent’s moves, the
In the first phase, players have to try and catch the White, player wins the game; see Phase 3 - End of the Game.
that is a white pawn placed in the center of the board, which
will determine who starts playing first. Both players roll for Phase 3 - End of the Game
initiative. If a character is proficient with Sleight of Hand, If one of the players takes a slapmate or 6 whacks, they
they can add their proficiency bonus to the initiative roll. lose the game, and the opponent is proclaimed Master of
Gambit.

Phase 2 - Move Predictable moves. Given the strategic nature of the game,
In this phase, players attempt to increase the value of their repeating the same move twice in a row is predictable and
Gambit Die. To do this, starting with the player who stole therefore is done at a disadvantage.
the White, they can make one of the following moves:
"A Monte!". Often, players can’t stand losing a game and
Discovery Attack may decide to end a match prematurely, with an unregula-
The player tries a quick and well-calculated move by ted slap. In this case, a player can choose, at any time, to try
making an Intelligence (Investigation) check. On a success, and hit the opponent with a beating, shouting “a monte!”
the player gains advantage on their next move. and starting a Brawl. In this case all whacks accumulated du-
ring the Knave’s Gambit will be counted as suffered whacks
Granny's Gambit at the beginning of the Brawl.
The player attempts a bluff by making a Charisma (Decep-
tion) check. On a success, the opponent has disadvantage in
their next move.

Knave's Fork
Pretending to be caught by a sudden hunger, the character
attempts to throw a fork at their opponent and must make
a Dexterity (Sleight of Hand) check. On a success, both
players take a whack.

- 21 -
Stall Wars

Stall Wars
An introductory job set in Galaverna for a band of 3-4 rookie Knaves
(1st level), written by Max Castellani, Mauro Longo, and Andrea
Macchi

A long time ago, in a Kingdom far, far away…

It is a time of civil war in the north of the Bounty Kingdom. Rebel cities and local Dukes have refused
to pay their fees and tithes and have won their first victories, military and diplomatic, against the Alto-
mannic Empire. The Emperor has gathered vassals, knights, and landsknechts to descend upon the Pagan
Plain and remind the locals of their place, in a forceful display of pigheadedness. Following the army,
along with diplomats and commanders, is the Imperial daughter, Princess Beatrice Faconda Anguillelia
of Acquisgrana, also known as Lelia, whom the Emperor intends to wed to a local northern noble to
redefine terms of peace and alliance. Should these attempts at peacekeeping fail, the inevitable result is,
of course, all-out WAR throughout the Kingdom.

The Princess, however, has been missing for the past few days, rumored to have been kidnapped by
scruffy looking cow herders, rival nobility, Altomannian mercenaries, or others. The fate of the Bounty
Kingdom is at stake, Imperial and rebel armies are gathering in every corner of the kingdom, Bands
and Companies are joining both sides, waiting for the spark that will set off the first strike, rumors are
spreading through every den and dive in the north.

Everyone, however, agrees on one thing: whoever finds Lelia first will hold the most sought-after
treasure in the entire Empire!

Introduction for the Knaves Names and References


It is becoming harder not to notice the war approaching, even for Knaves the When a creature’s name appears in
likes of you… Landsknechts and imperial spies are in every dive east of Tauringa, bold type (creature), its stats can
every city in the North is ready to burst, and every square of every place forgotten be found in Appendix A and B or in
by the Ternal Father is signing up all possible bands and gangs: from the most the Brancalonia manuals. However,
well-equipped dragoons to the throngs of bums which overpopulate the Kingdom. when a creature’s name appears in
The main cities, the ones awaiting Imperial delegations, have seen constant raids bold type with an asterisk (crea-
and punishments removing all smaller dens and bands. All petty thieves, knaves, ture*), its statistics can be found
and pickpockets have been kicked out of the city walls or summarily sent to the in the official SRD-OGL V5.1.
stocks, to prove the efficiency of the consuls, priors, and city aristocrats of the
Empire.
Chased out of every place, far from any member of your previous band, too far
gone and lost, you find yourselves in Abbiate Lardo, a small hamlet on the Fossa,
far from the main courts and municipalities, and you are wondering what to do
with your miserable life, when all of a sudden...

- 22 -
Stall Wars

Hooks for the band The last redeyed


When the Emperor gathered his troops to descend upon Ga-
Below are examples of hooks providing suggestions on laverna to teach the municipalities a lesson, he also hired a host
how this incredible opportunity for loot made its way into of mercenary spears, pikes and swords, endless legions of infan-
the Knave’s hands. The Condottiero is free to change them try, landsknechts and knights, all primed for battle. Beside them,
as needed, or find others that best fit their Band of Knaves. however, also marched the skewers – the preferred weapon of
the nasty jackrabids population, who ran to join the promised
Knave one violence. And so, teams of felons and cut-throats have joined the
This is the simplest and most straightforward hook for a Imperial armies. To the cry of “Rabbits! On your Spits!”, these
band of Knaves, hence the name. The band has simply harelings have already made a name for themselves in minor mi-
heard the rumor that Princess Lelia has been kidnapped litary maneuvers, as well as the more sordid sorties in the rural
and the Knaves have started daydreaming about the areas of the valley.
significant reward awaiting those who return her to the During their aimless wanderings, the Knaves have encountered
Emperor or the Dukes of Tarantasia. Keeping away from the last survivors of a pack of fleeing Jackrabids, chased by a mob
the raids currently plaguing the larger settlements, and of furious peasants set on exacting revenge upon the harelings
wandering aimlessly in search of the imperial damsel, they for the way they have been treated. After saving the rogues from
find themselves in Abbiate Lardo during the Fair of Saint their pursuers – in exchange for a substantial amount of coins –
Beaton and, noticing some suspicious activity, decide to the Knaves have also found out about the princess’ kidnapping,
continue the search from here. probably at the hands of Galaverna bandits and ne’er-do-wells.
An even larger sum awaits whoever finds her again, and that is
The corpse awakens the reason why the last skewer-walkers have decided to rise to the
Along one of the roads connecting Galaverna and Piana- occasion, and follow her trail to Abbiate Lardo.
verna, is an old hamlet in ruins and devoid of life. At the
center of the hamlet, the Band notices a hastily built gallows A few hopes
upon which a number of rogues have been hanged, pro- There are a significant number of Dukes, Vice-Princes, Ar-
bably one of the exemplary executions carried out of late to ch-Marquis, Proto-Abbots, and Briganza Baronets who have
clear the fields of thieves and brigands. One of the dangling still not chosen sides in the coming conflict. Some of them
corpses, however, jerks to life and starts calling towards the lean toward joining the side of the Emperor, and want to
Band, only to then start praying. If the Knaves interact ensure the best seats in the New Feudal Order which will
with the poor soul, they will find out he is Father Tornator be enforced in the north. Others, on the other hand, are
Dalì, a Castellanian-sounding miraculist who seems to have tending towards the newborn Blowhard League and intend
vanquished death, even though his looks and stench might to fight for their own freedom beside Tarantasia (and imme-
suggest the opposite. Perhaps he is one of those mysterious diately after, against it).
Paraghouls, Knaves so skilled they can even trick Death? Whatever the relevant noble’s faction may be, the Knaves
Dalì, from his noose, will tell the characters that they are are rotting in the cages of one of these minor vassals, who
the first ones to pay him any attention, as everyone until decides to take them down from public shaming to offer
now either ignored him or pelted him with a few rocks them the cumbersome task of retrieving the missing prin-
and cutting words. The man of faith tells them he has seen cess, or at least discovering information about her current
knights and saboteurs, ration carts, traders, men of the location.
cloth, and several serious soldiers wearing foreign uniforms, The vassal promises to return all of the band’s belongings
perhaps Altomannian landsknechts, all headed for Abbiate and erase their rap sheets, as well as promising a succulent
Lardo, probably for the annual Fair of St Beaton. Not only reward as an extra bonus, should the Knaves return with
that: traveling with them were infamous felons, acrobats, accurate information or, even better, the young damsel in
cooks, gendarmes, gangs of badly-equipped bandits, jackra- the flesh, so the noble may sell her back to his superior.
bid felons, and all sorts of circus freaks. According to the information he has gathered, the prin-
Father Dalì promises to reveal a very important rumor, cess has been kidnapped by a band of minor Knaves of the
should the Knaves help him out of the noose. If the cha- Brotherhood – just like our main characters – hiding in the
racters do so, the paraghoul will tell them all about the va- vicinity of Abbiate Lardo.
rious conversations he has overheard from the aforemen-
tioned passers-by, according to whom a certain Imperial
daughter has been kidnapped a few days prior in the proxi-
mity of Abbiate Lardo, probably by cocky mercenaries of
Altomannic origins. A large reward awaits whoever finds
her, and that is why the small army is headed for the Fair.

- 23 -
Stall Wars

Background for the


Condottiero
and Lelia immediately reached an agreement: to leave the
WARNING: THIS SECTION CONTAINS SE- Imperial camp together and find a den somewhere north
CRETS AND PLOT TWISTS FOR THIS AD- of Abbiate Lardo, where they can hide from the Empire’s
VENTURE AND THE WHOLE CAMPAIGN TO envoys and bounty hunters, and spend the time planning
COME. READ AT YOUR OWN RISK. the details of a Big Heist that Lelia has in mind.
Escaping her father was not enough: the princess wants to
The princess was never kidnapped; she escaped herself go all in by stealing the chests holding her dowry and the
from the Imperial Camp. The Emperor had been planning troops’ payroll, and then flee to Gibralcanda where no one
to hand her over in marriage to the Lord of Tarantasia, but will ever find her, and spend the rest of her life free from
the princess did not accept orders or impositions. She is troubles, thoughts, and her father’s control.
a free spirit and has no intention of being used as a peace To escape, Lelia has hidden herself in a secret compart-
offering, given to a slimy aristocrat, or being treated as a ment in the food-cart and waited while Ventresca left the
bargaining tool. camp, on the pretext of reaching Abbiate Lardo and joining
With no other way to leave the camp, she spotted a roving the Fair of Saint Beaton.
seller ready to leave the landsknecht area, a man also brim- In order not to arouse suspicion, the food cart has there-
ming with secrets and uncommon resources. She tricked fore really traveled to Abbiate Lardo, and there, to keep up
her escort and fled the open pavilions, hiding in the back the façade, Ventresca has to actually participate in the Fair,
of his food-cart, the Mozzarella in Carrozza (mozzarella in waiting for a better time to get further away.
a carriage). The imperial army and the various sections are Lelia has now cut her hair, dyed it brown, and has soiled
accompanied by an uncountable number of entertainers, herself with grease and frying oil, disguising herself as “Bru-
thugs, performers, low-level felons, spirit smugglers, and nello”, Ventresca’s young male assistant. Only her piercing
other service providers. Food is one of said services, and ro- blue eyes could give away her newly curdlemancer-applied
ving food carts abound – usually nicknamed ‘greasers’ by the identity.
landsknechts – which offer a type of food only slightly better
than the army gruel provided by the canteens.
The one that the fleeing princess chose was no common
food seller, but rather a forlorn curdlemancer from Voltur-
nia, Tonino Scannafagiuolo, who due to his boar-ish origins
and looks, is commonly known as “Ventresca”. Ventresca

- 26 -
Stall Wars

Scene 1 – In Search of Lelia


When the adventure begins, or right after the hook for
the Band has been accepted if you choose to play it out, the
Knaves will find themselves directly in the heart of Abbiate
Lardo, in the middle of the celebrations of the Fair of Saint
Beaton. No one is looking for them, no one really cares,
unless they actively bother someone or catch the attention
of someone in particular – the entire town, however, is
brimming with envoys of the Emperor, braves, rogues,
guards, mercenaries, all in search of Lelia.

Using a map of the Fair, the players can choose which


stalls to visit, who to ask for information, and where and
how to start investigating the princess’ disappearance. Most
of the stallholders and peasants attending the fair have no
clue about the whole thing, and do not take kindly to being
threatened by Knaves such as the characters.

Also, spreading the news that the Emperor’s daughter has


disappeared can cause a rising tide of rumors, chaos, and
general confusion that might lead to:

• alerting the fugitive and Ventresca themselves, who will


increase their efforts to cover their tracks;

• cause the characters’ arrest at the hands of local


Queen’s Guards and Imperial soldiers, for false alarm
and disturbance of the peace in the presence of the
Altomannic army;

• draw the attention of all the other characters currently


on the princess’ trail, who will take advantage of the first
opportunity to extort information from the Band and
remove them from the competition.

Discretion and a low profile should be the operating words


during the search. If the band, however, starts asking about
Brunello, Ventresca’s assistant hired in Abbiate Lardo, no
one will have heard of him and no one knows who he is. At
most, someone will have noticed a young man with piercing
blue eyes, reeking of grease and wine, wandering through
the various stalls.

Along with clues, bets, and attractions, the Fair is also a


chance to buy common Brancalonian goods and services,
including counterfeits, concoctions, and magic junk, all
obviously in its shoddy version.
Stall Wars

men with peculiar accents. Unlike the latter, who fled very
The Fair of Saint Beaton quickly, the young man withstood the phantasmal manife-
station. Berenice has no idea who the man may have been,
Below is a description of the various locations and clues but she is sure of one thing: beneath the disguise, the young
that can be found at the Fair. man is in fact a woman. Mallet did not see the young man
hide, but he did catch a whiff of frying fat and stewed cab-
1 – The Phantasm Menace. The Caterwauling Shack is a bage after he left. He did, however, recognize the two men:
large carriage set up as a haunted mansion, which for a mere landsknechts, just like the ones camping with the Imperial
pittance will cause a shiver to run down the spine of even envoys (4).
the bravest Knave. The carriage is actually, truly haunted by
a phantasm, Berenice, cursed to be tied to this one location. 2 - Mozzarella in Carrozza. This food-cart belongs to
She is the one who activates the various mechanisms in the Tonino Scannafagiuolo, known as “Ventresca”, famous in
Shack, or causes the various effects of the attraction, and the many parts of the Kingdom for his frequent stops for sausa-
reason for the Shack’s success in the region. The specter is ge buns, tripe cauldrons for high prices, a thousand and one
neither cruel nor hostile, and willingly cooperates with the delights, and his incredibly fresh Volturnian buffalo mozza-
owner of the Shack – Dart Mallet, with his reddish skin and rellas. This is the cart that Lelia used to escape the Imperial
visible horns sprouting out of his head, who uses his true camp, though she is currently elsewhere.
nature as further advertisement for the Shack. Dart and Be- Clues: When directly questioned about the circumstances,
renice are in love and have been running the Shack for years. Ventresca denies any connection with the facts, but a discer-
By wagering 1 to 3 silver coins, you can test your mettle ning Knave may discover that he is lying with a successful
inside the Caterwauling Shack, facing unknown threats and DC 17 Wisdom (Insight) check.
forewarned dangers that Dart Mallet passionately narrates For other topics, such as questions about: Lelia’s location at
to whomever walks close to his carriage. Any Knave who that time, if he was the kidnapper, who were the kidnappers,
chooses to enter will be faced with a series of improbably etc., the forlorn curdlemancer does not lie by replying in the
and decidedly non-scary “special effects”, such as badly di- negative – after all, he kidnapped no one, and he has literally
sguised mannequins, colored mists, narrow passages, and no idea where Lelia is right now.
stuffed animals springing out very, very slowly. The whole If he is questioned about his assistant “Brunello”, he will
set-up feels like a disappointment until the last room, when reveal that he has tasked him with preparing the tripe caul-
suddenly the entire carriage starts shaking and the spectral dron for the Imperial dinner (4) and that he should be run-
visage of a woman appears through the walls. ning errands around the Fair, looking for tubers and herbs
Berenice uses her Terrifying Glare on the Knave. On a to add a bit of flavor to the dish. He might even admit that,
failed save, the Knave will be thrown out of the Phantasm that same morning, he and Brunello took part in the Beatin-
Menace, still paralyzed by terror. On the other hand, on gs as a distraction (3): Brunello had never taken part in any
a successful save, Berenice is impressed, and she offers the Fair before, and he was excited to finally try out some local
band the opportunity to have a chat. fun. This is also all true.
Clues: if the Knaves are able to befriend Berenice or her If the characters suspect that he might be involved in the
beloved agent, or either is made to talk somehow, they can princess’ disappearance, persist with their line of questio-
discover that a suspicious-looking young man hid inside ning, or try forcing answers out of him, Ventresca will finish
the Shack that very morning to avoid being chased by two cooking a Medullian with the magic formula “Cooked or
raw, the fire all saw!” and flees, as the creature attacks the
Band and any soldiers who might arrive, creating chaos at
the Fair.

- 28 -
Stall Wars

3 – Saint Beaton and the Beast. The Fair of Saint Beaton If the Knaves want to, the can attempt to fire a few boomstick
owes its name to the showdown between an ancient creature shots (3 ranged weapon attack rolls, DC: 12, 15, and 18, no
that many years ago was chased out by the formidable “Bloody prize other than a friendly pat on the back), or even sign up
John”, the Knight of Beatings, who was made patron saint as auxiliary Imperial troops.
of the town by a hard of hearing preacher under the name In the latter case, they will receive a hearty portion of busec-
“Saint Beaton” or “Saint Bloody John”. cone and a flask of wine, an Army Conduct Certificate (in
The beast in question was an “Adder”, some sort of snake, Altomannian, an incredibly bad deal for those who sign up),
bigat, or catsnake who grew too large due to some Befanic and the order to show up the following morning at the tent
curse, and the showdown is recreated annually at the Fair (see outside of town to receive their first pay and orders. That is
p. 30, ‘Beatings of Saint Beaton’). when the lashings, the stocks, and the hard labor will begin
In the arena set up for the celebratory brawl is a young page – though this last part is not revealed to volunteer recruits.
keeping watch over a book with a thick, heavy cover of Adder Whether they sign up or not, the Knaves can still receive
skin (actually some river mouse-beaver) in which, every year, a menial task from Imperial Envoy Schwanzstucker, who is
the participants in the Beatings of Saint Beaton can list their always on the lookout for willing saboteurs to create chaos and
name after joining the brawl. Many have chosen to leave a confusion among the municipality pike detachment (5), who
mark of their passage, many with horrible handwriting, even are keeping watch over them in the most bothersome of ways.
more with just an “x”, at times followed by a period, colon, Conrad Schwanzstucker (LN human landsknecht doppel-
or semi-colon. Consulting the Tome of Saint Beaton is reser- soldner), is accompanied by 5 landsknecht and 5 felons.
ved for those who take part in the celebration of the sainted Clues: Lelia keeps herself away from this group of Altoman-
knight, glorifying his name with their knuckles in the arena. nians. However, if the Knaves join the Imperials, or manage
Clues: If the Knaves participate in the Beatings of Saint to get close to them, with a successful DC 13 Wisdom (Per-
Beaton and after that try to look for clues about the prin- ception) check, they can hear the herald opening up to some
cess's presence by consulting the list of names in the tome, villagers, in a rather stentorian vulgar, revealing that he cate-
with a successful DC 11 Intelligence (Investigation) check, gorically rejects the idea that the mercenaries on the empire's
they can find two names that arouse instant curiosity: “Syr payroll could be those who kidnapped Lelia.
Capocollo and Brunello”. If the characters ask the pageboy Other than the fact that he – he claims – would have heard
holding the heavy volume about those names, he says he about it, no Band leader or landsknecht commander would
doesn't remember, but also that 10 coppers (10 cp) might have so foolishly and openly provoked the ire of the Emperor.
stimulate his memory. If paid or convinced with a successful Further, if asked, the gathered landsknechts and felons can
DC 15 Charisma (Persuasion) check or DC 10 Charisma reveal that the buseccone has been prepared by Master Ventre-
(Intimidation) check, the pageboy tells them of a well-placed sca and Brunello, his assistant. That morning, Schwanzstucker
man and a young boy with piercing blue eyes, who have defe- sent two spies after Brunello to figure out the reason behind
ated all participants in the arena in a few minutes, during the his frequent disappearances, but the two returned just a little
inaugural Beating. According to the pageboy, Syr Capocollo worse for wear claiming that the boy was clean and had only
and Brunello looked like a couple of good friends - maybe wanted to take part in the Fair’s offerings.
lovers? - and after the brawl, they went to the Pork-o-drome, Finally, the officer or his subordinates can confirm that the
to bet or perhaps participate in the Porkraces. Mozzarella in Carrozza was indeed present in the Imperial
camp before the princess was kidnapped. That was the reason
4 - Imperial Envoy Pavilion. This area of the Fair is taken for the Altomannians choosing Ventresca as an additional cook,
up by a recruitment center for the Imperial army, gathering buseccone bubbling behind their tents: he has been vetted as
Knaves and farm thugs to become cannon fodder for the a reliable supplier for the Imperial troops. Brunello, on the
auxiliary troops. other hand, was not yet employed by Ventresca, but rather
To draw attention, the Altomagne representatives have also was brought on board as assistant once in Abbiate Lardo.
set up a shooting range using a few of their ordinance boom-
sticks, sure to make a hit thanks to their use of the powerful 5 - City Piketeer Stall. Mere steps away from the Alto-
and mysterious black powder. mannian recruitment pavilion is a detachment of municipal
At this moment, with the princess gone, recruiting officer pikemen, who keep watch over all Imperial troops (who have
Conrad Schwanzstucher has also been warned of the events been allowed to recruit) and the proceedings of the Fair, ensu-
and has set his subordinates on the case, scouring the Fair for ring the minimal amount of chaos.
clues about Lelia’s whereabouts. Abbiate Lardo is formally under the control of the Dukes of
Behind the encampment is a large cauldron, in which the Tarantasia, and it is to the latter that the pikemen and their
“buseccone” is bubbling away: a stew of tripe, guts, offal and commanding officer, Viscount Maximus E. Fort, are loyal.
sweetbreads, beans, tubers, and onions, in preparation for The Duke and the Emperor are allies, the former a devout
the troops’ mealtime. vassal of the other, but Princess Lelia - who was supposed to

- 29 -
Stall Wars

Beatings of Saint Beaton


Several times a day, usually morning, afternoon, and evening, the arena at the center of the clearing in which the
Fair is set up, sees an all-out celebratory brawl featuring two factions; on one side, haphazardly put together knight
costumes, made of clay and straw, on the other a collective and equally haphazard Adder costume. The two sides fight
each other in an amateur version of a Brawl (see Brawl on page 18). The Brawl of the Beatings of Saint Beaton uses
the following changes:
Props. Players can only collect the props provided in the arena.
Costume. To participate, players must wear the appropriate costumes.

Costume of the Knights. Each knight must wear armor made of pots and pans that grants an AC equal to 16 (no
Dexterity bonus). Additionally, while wearing this armor, any attack roll is made with disadvantage, due to the pot
used as a helmet, that makes it nearly impossible to see.

Knights' common props


Knight's broom. When the character makes a beating with the broom, they inflict an additional whack.
Tower Tray. When the character is hit by an attack with spicy oil (see below), they can use their reaction to avoid it.

Adder Costume. Adder's robes grant an AC equal to 15.

Adder's epic props:


Spicy Oil Bellows. The spicy oil bellows can be used to inflict the stunned condition on two targets.
Foggy Dragoon. When the character is hit by an attack, they can use their reaction to activate the Flour Snow stray danger
on the Knights.

seal the alliance through marriage - has been kidnapped and Clues: Lelia keeps her sensible distance from these soldiers.
tensions are rising. If the Knaves sign up, however, or if they carry out the
If the Knaves want to, they can sign up as auxiliaries in the task or somehow gain the trust of the Viscount, the officer
municipal militia. They will receive an Amnesty Certificate for may open up to them and reveal that it was definitely not
all of their Misdeeds (a document entirely to their disadvan- anyone from the Free Cities who kidnapped the princess.
tage, with subtle clauses specifically designed to screw them No municipal soldier or contractor would ever dare to go
over) and the order to show up the following morning at the against the Dukes of Galaverna so foolishly, abducting his
tent outside of town to receive their first pay and orders. That beloved wife-to-be and ruining the once-in-a-dynasty deal
is when the lashings, the stocks, and the hard labor will begin with the Emperor. The Viscount also believes it very strange
– though this last part is not revealed to volunteer recruits. indeed that the Imperial army has chosen the Mozzarella in
Whether they sign up or not, the Knaves can still receive a Carrozza as their food-cart, whose prices are the highest of
task from the Viscount, who is looking to hire spies to discover the entire Fair. They would have spent much less had they
what the Altomannians are up to in their tents. asked for the Adder Pinch Store (9) or the local butcher,
Viscount Maximus E. Fort (LN human noble*) is accom- Culatello (6).
panied by a veteran* and 6 city piketeers.

- 30 -
Stall Wars

6 - The Nettle Gang. Qualche settimana fa, una banda themselves capable or reliable in some way. He buys their
di canaglie incallite che avA few weeks ago, a company of cooperation with the promise of erasing their Misdeeds,
irredeemable Knaves whose den was in the Nettle District but once the task is complete he will simply invite them to
of Tarantasia was kicked out of the city during the guard join the City Piketeers (5) to actually obtain an Amnesty
actions designed to secure and clean up the area for the Certificate.
Imperial visit. The task is incredibly simple: a low-level most wanted
With their contacts and a second den in Abbiate Lardo, by the name of Lando has been caught by the Agents, and
the gang has now settled in town and has started swaying Bobo suspects he might know the princess’ location, but the
events to their advantage, kicking out in turn the local ‘bad captive does not want to spill the beans and keeps giving out
folks’ and rising as new representatives of the Brotherhood false information. Bobo has caught on to Lando’s games,
in the area. At this moment, with the Fair currently running, and will ask the Knaves to pretend to free him, hoping he’ll
the Knaves spend their day loitering on half-broken benches reveal the truth to them in return.
and watching those taking part in the Poppycocks (see page If he is freed, Lando will return to Culatello’s company
20), all washed down with generous gulps of wine. (6), who will be thankful to the Band, but there is no
Given the common association with the Brotherhood, further information to be obtained beyond that already in
members of the Nettle Gang are fairly welcoming to the possession of the company’s leader.
newcomer Knaves, as long as they don’t perform too many
Misdeeds on their turf and they pay their respects to the 8 - Knave’s Gambit Tournament. This area of the Fair
local leader, Francis Culatello, butcher and greaser. offers a number of small tables, each carved with what looks
If this has not been the case, the company will remind like a big chessboard, on which tokens of two different colors
the Knaves of the meaning of honor and territory with a are moved from square to square by the reddened hands of
generous walloping, in the form of a Brawl. the two “Knaves” sat at the table, in a mixture of sleight and
Culatello might also ask the Knaves to free Lando, one of slap of hand (see Knave's Gambit on page 21)
his men caught by the Royal Bounty Hunters (7) before he
reveals too much. 9 - Adder Pinch Store. The Adder Pinch Store is another
The Nettle Gang includes Francis Culatello (NE pantegan food-cart recently arrived in Abbiate Lardo for the Fair,
cutthroat), 2 criminals*, and 5 bandits*. famous for its freshly fried dough filled with cheese and
Clues: Lelia keeps her sensible distance from these vegetables, and its lovely owner. Technically a grocery stall,
criminals, but Knaves can still find a clue here too; if they the name is due to the owner Rossavera’s (sylvan innkeeper
confide in the company, beat them at the Poppycock, or LN) tendency to give extremely annoying pinches to most
somehow gain the trust of Culatello, the leader will open of its clientele, leaving a mark on anyone who passes by
up and reveal that it was definitely not anyone from the her stall. Rossavera is also famous and well-regarded for
Brothers who kidnapped the princess. The Uncles and her loose tongue, her collection of dirty jokes, and various
the Mammasantissima would never have authorized the imprecations and blasphemies.
kidnapping of such a high-profile individual, especially not Clues: If asked directly, Rossavera might reveal that she
with all the soldiers and mercenaries around. Also, Culatello pinched Brunello a few hours prior, when the young man
is frustrated by the Imperial choice of food provider, which had sat at one of her stools for some wine and chef ’s special.
went to Ventresca instead of himself; he has set spies on Rossavera has pinched many people in her life, and she can
him, and can therefore reveal that “Syr Capocollo” from the tell the difference between the skin of a man and that of a
Beatings of Saint Beaton was indeed him, along with his woman. Also, this particular pinch left a strange tincture
barely known assistant, Brunello. on her hands, as if Ventresca’s assistant used some sort of
coloring on himself...
7 - The Royal Bounty Stall. Bobo Fetch (see Appendix A,
page 36), a Royal Bounty Hunter at the head of a handful 10 - Pork-o-drome. One of the events of the Fair of
of Agents, is wandering through the Fair in search of the Saint Beaton is the Porkraces, where the fastest hogs of the
princess. The Royal Bounty has also received news of the Kingdom are greased up and set to race along a track, ridden
disappearance and has sent their most capable hunter to by precarious jockeys.
the area, both to retrieve Lelia and to avoid a diplomatic Serious bets are made on the race, and participating is
disaster. Bobo is aware of the Nettle Company and of the incredibly difficult: so much interest goes into wagering on
Band’s presence at the Fair, but doesn’t care about such small the hogs, which are notoriously difficult creatures to raise.
fry. The current champion is the ruthless Sebulbo (marionette
Bobo Fetch (CN human  royal bounty hunter) travels cutthroat CE), whose means always ensure the end.
accompanied by 2  royal bounty agents  and 3  queen's Clues: By winning the Porkraces, or dealing diplomatically
guards. with the many characters attending the race - especially
Clues: Bobo has a task for the band if the latter prove Coscarello, or Farmer Arturo - it is possible for the Knaves

- 31 -
Stall Wars

to learn that, that very morning, a big man with a southern pork owners are very jealous of their animals, and they sent
accent (Ventresca) and his assistant came to the Pork-o- the two away, cursing and threatening them. This doesn't
drome to buy pigs. The owner of the Mozzarella in Carrozza really seem to have anything to do with the disappearance of
(2) needed the raw material for the Buseccone to be prepared Lelia, but the two had a shady, conspiratorial vibe...
at the Imperial Envoy Pavillion (4). However, the racing-

The Porkraces
If one or more Knaves manage to get a racing-pork (see “How to participate in the porkrace”), they can register as jockeys
for the competition at the Pork-o-drome stall.
The race consists of a series of trials with which each rider-and-greasy-pig can earn Race Dice. Once at the finish line, all the
participants roll the Race Dice gained together with their pig's Speed Die. The order of arrival is then determined by the result
of the rolls, starting with the jockey that obtained the highest result, crossing the finish line first, and winning the Porkrace.
The victorious racer and their pig win a St. Beaton fair commemorative medal and a gold pig worth 5 Big Pieces (gp).

- 32 -
Stall Wars

phase 1 - Greasy, set, go!


All jockeys have to take positions lined up by the starting line, ready to launch
into the Porkraces. Each participant rolls for initiative. The first three in the ini- How to participate in
tiative order gain a d4 Race Die. the Race

phase 2 - Bend of the Shack Although there is no maximum num-


As soon as the pigs pass in front of the Shack, they start fidgeting, and maneu- ber of participants in the race, it goes
vering them gets pretty tricky. Each participant must make a Wisdom (Animal without saying, due to space condi-
Handling) check; the DC depends on each pig's Maneuverability score. With a tions, that more than a dozen pigs
successful check, a jockey gets a d6 Race Die, while if the check fails, they get a d4 could hardly compete on the track
Race Die. If the Animal Handling check fails by 5 or more, the jockey does not without creating serious mayhem
get any Race Die, and also risks falling off the greasy pork and must succeed on a during Saint Beaton's fair. When the
Dexterity saving throw; the DC depends on each pig's Grease score. characters arrive, 7 participants are
Whenever a rider falls off the pork, they're out of the race and immediately lose already hanging out near the race
the game. starting line. There's still room for
a couple of contestants before the
phase 3 - Adder Pinch Store next race, and if the characters want
The race track passes next to the Serpentone's Pizzicotteria, where one of its to join, they can do it by choosing one
famous piñatas is hanging above the track. As the pigs pass, the piñata blows up of the following options:
into a cloud of confetti and streamers. Each participant must succeed on a Dex-
terity saving throw; the DC depends on each pig's Maneuverability score. With - Farmer Arturo, one of the partici-
a successful check, a jockey gets a d6 Race Die, while if the check fails, they get pants in the competition, has got
a d4 Race Die. If the Dexterity saving throw fails by 5 or more, the jockey does two pigs: the Brave - with whom he
not get any Race Die, and also risks falling off the greasy pork and must succeed intends to compete - and Sluggy (use
on a Dexterity saving throw; the DC depends on each pig's Grease score. Bacon "Cookloose" stats), which can
be borrowed for just two silver pieces
phase 4 - Mozzarella in Carrozza per race by anyone who ain't got no
Passing by this carriage, the food's smell is so disturbing that it makes the pigs steed but still wants to experience
go wild. Each participant must succeed on a Strength (Athletics) check; the DC the thrill of the Porckraces.
depends on each pig's Maneuverability score. With a successful check, a jockey
gets a d6 Race Die, while if the check fails, they get a d4 Race Die. If the Athle- - If the characters appear to be
tics check fails by 5 or more, the jockey does not get any Race Die, and also risks looking for a racing-pork, a funfellow
falling off the greasy pork and must succeed on a Dexterity saving throw; the named Coscarello (hob, see Macaro-
DC depends on each pig's Grease score. nicon) approaches them, offering the
chance of a lifetime! Coscarello has
got some special acorns with which
he could transform half of the Kna-
ves into racing-porks, allowing the
other half to ride them during the
Porkrace. In exchange for this magic
trick, Coscarello asks the characters
for nothing in advance but to make
an effort to entertain him… and half
the prize in case one of them gets to
the finish line first, winning the race.

- 33 -
Stall Wars

phase 5 - Finish Line


The participants must roll all the accumulated Race Dice together with the Spe-
Note: Knaves who are turned into ed Die of their racing-pork to determine the jockeys' order of arrival.
pigs use the statistics of one of the
racing-porks of the table (except Jockey Racing-Pork Maneuverability Speed Grease
Blue Sob “The Noble”), of the
Dominic (ban-
player's choice. However, what is Stiletto, “the
dit captain* 15 d10 12
Quarter Milt”
revealed only after the spell has human CG)
been cast is that, from that moment Farmer Arturo
Bae, “the
on, the transmuted Knaves become (commoner*
Brave”
13 d8 14
common pigs, losing self-consciou- human NG)
sness, and the companions designa- Mequìn
ted as jockeys will have to make all (innkeeper Lighty, “the
10 d6 11
nonexistent Rookie”
the checks during the race. At the LE)
end of the run, the pigs return to
Faust (duelist
their humanoid form and have no malebranche
Furious "El
14 d8 9
recollection whatsoever of what Bandolero"
CN)
happened after eating the extrava- Gavin (scout* Bacon "Co-
gantic acorn. 8 d4 8
gifted NG) okloose"
Little Trick
Spirit "Wild
(pagan sylvan 11 d6 10
Hog"
CG)
Sebulbo (cut- Blue Sob "the
special* d6 special*
throat CE) Noble"

The Secret of Sebulbo


Sebulbo is arrogant and a braggart, making fun of the other participants and
showing off for its one-after-another victories since it arrived at the fair. As it
does so, it speaks to a crowd of fans who gather around it, waiting for the next
race and hanging off its woody words. The marionette never loses sight of its own
racing-pork, covered with medals, doing all it can to define the pig as the best of
them all, theatrically showing it to the audience. "Blue Sob is the fastest, the stron-
gest, the noblest pig ever seen in the whole Kingdom - Sebulbo and "the Noble "
win every race, guaranteed!".
With a successful DC 18 Intelligence (Arcana) check, DC 20 Intelligence (In-
vestigation), or DC 19 Wisdom (Perception) check, a character may notice that
Sebulbo, the puppet riding Blue Sob called "the Noble", reigning champion of
the Porkraces of the Saint Beaton fair, is nothing more than an inanimate wooden
puppet, probably moved by some ventriloquist spell or sorcery of some sort. The
truth is that Sebulbo, which is none other than the anagram of Blue Sob, is the
actual name of the talking pig puppeteer who controls the jockey-puppet with its
extravagantic powers.
Special *: Sebulbo always finishes the race with 3d6 Race Dice as if it succeeded
on all checks.

- 34 -
Stall Wars

Scene 2 – A Bad Feeling Conclusion


Brunello has disappeared for a few hours now, but if the Once the Medullian is defeated, as Abbiate Lardo descends
Knaves have gathered all clues from around the Fair, they into chaos, the surviving Knaves can easily figure out that
should have figured out that Ventresca is the cat to put in Ventresca has swiftly left the scene and the town, with or
the bag. without his cart depending on whether he has been disco-
If that is not the case, around dinner time, or once Bobo vered or not.
Fetch realizes at the end of the day what the Knaves have
not, the curdlemancer’s plan to muddy the waters and cover Following his tracks at dusk and for the first part of the ni-
his tracks is ready to spring. ght, through forested areas and along country trails is not
Scannafagiuolo has been spending all day, with Brunel- a problem at this time for the Band, who will eventually
lo’s help, concocting the recipe for a horrifying Medullian either catch up with or be right behind him when he meets
tasked with destroying the Fair and chasing out the Imperial up with Lelia in the appointed location; the princess is still
and municipal troops and the bounty hunters. The broiling disguised as Brunello.
buseccone is none other than the breeding pot for this hor-
rendous curdlemantic mixture, which the Norcitan has re- If the Band has followed Brunello’s trail, most of what has
cently stolen from a Befana called Donna Bonfarda. actually transpired will have been gathered by now; if not,
The buseccone has been ready for hours, and can be acti- Lelia and Ventresca are ready to spill the beans: the two are
vated at any time by speaking the closing formula of the allies, the princess was not kidnapped, but rather chose to
cooking process: “Cooked or raw, the fire all saw!”, at which escape, while the food-cart and the curdlemancy enchant-
point the cauldron will explode in a conflagration of offal, ment of the Buseccone were crucial elements of the escape
guts, and assorted chunks, taking the shape of a Medullian plan.
ready to destroy everything in its sight. “It is not my intention to trick the likes of you, as you
It is time to fight for the sake of the Fair and well… everyo- found me all the way up here, nor will I hide what I’m
ne’s own life! planning to do, but if you think you can take me back
The Medullian will draw the attention of all piketeers, down there and hand me over to your Band leader or my
landsknechts, and bounty hunters, as the Fair degenerates father, you have another thing coming. I will scream for
into chaos. Most people present will try fleeing, and the the entire journey, I will say you were the ones who kid-
Knaves risk being trampled by the scared masses. napped me, I will see you hanging, one way or another…”
Any creature that moves anywhere in the fair area during
the first 3 rounds after the marrowbone was summoned The princess will not listen to any explanation or argu-
must make a DC 10 Strength (Athletics) check. If the check ment, but if the Knaves are looking for a compromise or
fails by 5 or more, the creature falls prone and takes 1d4 have a good idea to solve the situation, the princess is ready
bludgeoning damage while being trampled by the crowd. to hand one over on a silver platter: Lelia has escaped so
that she would not be used as a bargaining tool for her
There is also an additional complication for the Knaves, father, but she is privy to a secret that could make everyone
and for around half of the Imperial troops present: whoever stinking rich and allow both the Band and herself to make
has tasted the gruel from the cauldron, before the rise of the it to Gibralcanda or Costantinaples, overhaul their life,
Medullian, is now experiencing an awful collateral effect. and spend the rest of it among opulence and excess. She
As soon as Ventresca speaks his magic words, and the cau- knows the exact location of the chests containing the mo-
ldron disgorges its disgusting mass, so does everyone who ney for the soldiers’ and mercenaries’ pay, along with her
tasted even a sip, and they must all succeed on a DC 15 dowry… The treasure is well, more than they can imagine.
Constitution saving throw, or gain a level of exhaustion. If the Knaves agree to follow her instructions, they will be
The effect does not have any lasting or eldritch consequen- able to achieve the Big Heist of their lives in a few months,
ces – it is just really, really gross. and trick in one fell swoop the Empire, the Dukes, and all
the mercenaries, Bands, and Gangs of the Kingdom.
After all, what could possibly go wrong?

- 35 -
Stall Wars

Appendix A
Extras/NPCs

Berenice
The appearance of this spirit is that of a middle-aged lady
tending to old age, her hair long and white, fluctuating like
waves in the air. She is very capable of appearing wrathful
and scary, and knows how to operate contraptions and tricks
in the Caterwauling Shack, but when she’s not playing the
part of the vengeful spirit, she is a docile, warm lady, wise
and measured. Her relationship with her manager is the best
thing that has happened in her un-life

Character Traits - Berenice loves philosophy and hates


anyone with a closed mind.
Ideal - Trust. Berenice looks at life with singular positivity
and imagination and has an unshakable trust in others. (Good)
Bond - Berenice is in love with Dart Mallet, and she would
do anything for him.
Flaw - Berenice never has the opportunity to talk to people,
and when she finds someone who stops and listens to her, she
can easily get lost in the conversation for hours.

Berenice is a magnitude 2 confined, and possesses the Teleki-


netic Control and Terrifying Gaze unique powers. Unlike a
typical confined, Berenice's alignment is neutral good, and
she does not possess the long-awaited peace weakness.

- 36 -
Stall Wars

Dart Mallet
The Malebranche manager Dart Mallet has long since fled Hell, after completing his Great Refusal. His appearance is still
that of an infernal creature: red skin, scarring over body and face, horns. Instead of covering up his traits, Mallet has opted to
make use of them in his role as barker and manager of the Shack, catching the attention of passers-by with his colorful talk
and looks. He is sincerely fond of Berenice, whom he found in an actual shack she used to haunt - the place where she died a
violent death. Given that her specter is tied to the place, he decided to take down part of it to make it into a roving attraction,
and Berenice is now “tied” to their carriage, free to see the world.

Character Traits - Dart often speaks in Macaronic, and acts as an illustrious and famous person.
Ideal - Self-determination. Dart thinks it is sacrosanct to do what's right for the show, even when it might not be conve-
nient, fair, or legitimate to others. (Chaotic)
Bond - Dart is in love with Berenice, and he would do anything for her.
Flaw - Dart is always wary of priests, friars, and exorcists.

Dart Mallet actions


Medium humanoid (malebranche), chaotic neutral Multiattack. Dart Mallet makes two melee attacks.
Armor Class 16 Quarterstaff. Melee Weapon Attack: 5 to hit, reach 5
Hit Points 44 (8d8 + 8) ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage,
Speed 40 ft. or 7 (1d8 + 3) bludgeoning damage if wielded with
two hands.
STR DEX CON INT WIS CHA Reactions
12 (+3) 16 (+3) 12 (+1) 12 (+1) 9 (-1) 17 (+3) Slapstick (3/day). When Dart Mallet is attacked
by a creature, he can use his reaction to distract
Saving Throws Dex +5, Cha +5 the opponent, which must succeed on a Wisdom
Skills Acrobatics +7, Athletics +3, Deception +5, saving throw against Dart Mallet spell save DC or
Performance +7, Persuasion +5 be charmed until its next turn and lose its current
Senses darkvision 60 ft., passive Perception 9 attack.
Languages Racket, Bedamn, Macaronic,
Vernacular
Challenge 2 (450 XP)

Unarmored Defense. While Dart Mallet is wearing


no armor and not wielding a shield, his AC equals
10 + his Dexterity modifier + his Charisma modifier.

Spellcasting. Dart Mallet is a 3rd-level spellcaster.


His spellcasting ability is Charisma (spell save
DC 13, +5 to hit with spell attacks). He has the
following bard spells prepared:

Cantrips (at will): mage hand, prestidigitation


1st level (4 slots): bane, feather fall, thunderwave
2nd level (2 slots): hold person, suggestion 

Hellfeet. Dart Mallet base walking speed is 40 feet.

Hellvoice (1/day). Dart Mallet can cast the charm


person spell. Charisma is his spellcasting ability for
this spell.

- 37 -
Stall Wars

Ventresca Ventresca
Ventresca’s story is a long and complicated one. Sylvan and
Medium humanoid (sylvan), chaotic good
norcitan on his mother’s side, Pentonino Scannafagiuolo was
born and raised in Volturnia, working from a very young age Armor Class 12
in grocery stores, inns, and pizzerias belonging to his various Hit Points 45 (6d8 + 18)
Speed 30 ft.
relatives. Gifted with uncommon abilities and insight, young
Tonino eventually caught the attention of some southern cur-
STR DEX CON INT WIS CHA
dlemancers, who taught him the first secrets and basic recipes 16 (+3) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 17 (+3)
of the occult science. After the first couple of years, however,
Tonino refused to formally join the cult and the worship of Saving Throws Wis +4, Int +5
the Pasta Mater Tenebrarum, throwing his own mentor into Skills Arcana +5, Deception +5, History +5,
a cauldron and fleeing the Kingdom of Two Scyllas. Perception +4, Performance +5, Persuasion +5,
Armed with his food-cart and adopting a new nickname Survival +4
to avoid unwanted attention, Ventresca now roams the nor- Senses passive Perception 11
Languages Racket, Draconian, Bedamn,
thern regions of the Kingdom, and even beyond the Crown
Vernacular
Mountains, selling his specialties and personal inventions in
Challenge 4 (1,100 XP)
main squares and cities. He still knows several curdlemancy
recipes and his cart, the Mozzarella in Carrozza, is filled with Raised in the Forest. Ventresca can attempt
secrets and hidden compartments, even though he has long to hide even when he is only lightly obscured by
set aside learning the secrets of occult cooking and pastrycraft, foliage, heavy rain, falling snow, mist, and other
simply seeking a good life through his regular cooking… sure, natural phenomena.
maybe with “a pinch of this or that secret ingredient” where
Curdlehead. Ventresca has advantage on saving
needed, but careful never to draw any unwanted attention.
throws against being charmed. 
Ventresca is a well-built man, large and rounded out, with
long, bushy sideburns and a vague boarish look to him that Spellcasting. Ventresca is a 6th-level spellcaster.
betray his norcitan origins. Meeting Lelia has changed his ways His spellcasting ability is Intelligence (spell save
and has finally shown him a goal for his aimless wandering: DC 13, +5 to hit with spell attacks). He has the
making a whole load of money to open a luxury restaurant following wizard spells prepared:
in Costantinaples would be the greatest reward for a talent
such as his! Cantrips (at will): fire bolt, mage hand,
prestidigitation*, ray of frost*
1st level (4 slots): purify food and drink*, quality
Character Traits - Ventresca often speaks in Racket and
stamp (see Macaronicon at pag. 51), unseen servant 
uses derisive terms or mockery towards the settle-ones, such 2nd level (3 slots): alter self, heat metal*, magic
as "Paisàn". mouth, scorching ray
Ideal - Common Sense. Ventresca thinks there are as many 3rd level (2 slots): insurance (see Macaronicon
norms and truths as there are human heads, and it is impos- at page 50), major image, poorman's feast * (see
sible to consider them all: the important thing is to follow Macaronicon page 50) 
common sense. (Chaotic)
Bond - Ventresca's cucchiarella, his inseparable tool and *The spell counts as a wizard spell for Ventrasca.
weapon.
Flaw - Ventresca accepts no complaints whatsoever from actions
anyone about what he cooks. Cucchiarella. Melee Weapon Attack: + 5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
damage. 

- 38 -
Stall Wars

Rossavera
The keeper at the Adder Pinch Gropery Store in Abbiate Lardo is a young and resourceful countrywoman, who does not
“know her place” and is ready to defend her family’s business at any cost, along with her own freedom and lifestyle. Those who
have tried patronizing her or treating her with no respect have found out that Rossavera is capable of tapping into the power of
fury on command, and everyone in town agrees that “Red” would even yell at the Emperor should he ever dare to sit at her bar.

Character Traits - Presumption is Rossavera's main characteristic, and she never misses an opportunity to boast about the
quality of her cuisine.
Ideal - Glory. Rossavera always tries to cover herself with glory and admiration.
Bond - The elderly hermit who welcomed her when she was nothing but a lonely runaway, and taught her the Magna Favella technique.
Flaw - Rossavera likes to be annoying and pinch everybody's cheeks.

Bobo “Fetch” and the Royal Bounty Agents


The Vortigian bounty hunter Bobo di Jango is an old fox and has long been one of the key players among the Royal Bounty
- hence the nickname Fetch. Now in his fifties, he is particularly skilled with a crossbow and with extracting information
from prisoners, convincing them to reveal what they know with what he calls his “bad manners”. Slender, tall, darkened and
hardened by a life in the sun, he prefers open spaces and horse rides across the Kingdom to prisons, offices, and barracks.

Character Traits - Bobo Fetch always sleeps with one eye open.
Ideal - Power. With blades as in life, the toughest wins.
Bond - Bobo Fetch always carries with him the faded bounty of someone he's been chasing for long years, a certain “Angelica”.
Flaw - Bobo Fetch has no respect for anyone who hasn't proven themself a good fighter.

Conrad Schwanzstucker
Conrad Schwanzstucker von Fraublucher is a promising Altomannian career officer, who has risen to fame through various
Imperial maneuvers in recent years. He is truly knowledgeable in the art of war and skilled on the battlefield, as well as highly
respected by his subordinates. The main issue is that he absolutely loathes the southern provinces, the Kingdom, and all of this
riffraff living south of the Crown Mountains, and can’t wait to have them all hanged to head back to the north, to more civilized
lands. He is tall and well built, always serious, and with a voice that demands respect and attention.

Character Traits - Conrad gets nostalgic and nervous whenever he's away from the Altomannic lands.
Ideal - The Laws of the Emperor. The laws of the Emperor are the only laws we should all respect.
Bond - His faithful hunting dog, Weimarotto.
Flaw - Conrad doesn't like anything south of the Crown Mountains.

Viscount Maximus E. Fort


The heir of a noble dynasty of Galaverna, the Viscount is an inept promoted to a
commanding role purely based on his family influence. He’s short, stocky, loves
wine and good food a little too much, and knows nothing about the art of war
or military leadership. He is also entirely devoid of a sense of humor, and never
understands when his subordinates make fun of his name, or why everyone
calls him Discount, failing one of the sounds in his proper title. The hearty
laughs that soldiers have at his expense are just inscrutable to him.

Character Traits - Viscount Maximus E. Fort always tries to


look his best and dresses in the latest fashions.
Ideal - Nobility. "Blood ain't wine".
Bond - The Count's dream is to be considered
a great hero.
Flaw - Maximus' passion for comfort leaves
no room for anything else.

- 39 -
Stall Wars

Appendix B
Enemies

Buseccone
This horrifying curdlemantic preparation, cooked up A dish of the poor, rural tradition, Ventresca’s Buseccone
by Ventresca and Brunello, is none other than a local becomes in this adventure a ten foot tall monster oozing sauce
Galavernian variant of the Medullian recipe - a horrifying and chunks of meat, with the sole goal of destroying everything
and destructive dish of colossal size, and one of the most around it, spreading chaos and fear in town and hurting as
terrible secrets of occult cooking created in honor of the Pasta many people as possible in order to distract everyone currently
Mater. It is a being made of guts, tripe, brains, sweetbreads, on the tracks of Lelia and Scannafagiuolo.
innards, and other animal parts mixed together, constantly
decomposing and cooking, with the addition of tubers,
onions, and herbs for a better flavor.

medullian Death Burst. When the medullian dies, it


Huge undead, neutral evil explodes in a burst of sticky entrails, and each
creature within 20 feet of it must make a DC
Armor Class 12 (natural armor) 11 Dexterity saving throw. On a failed save a
Hit Points 126 (11d12+55) creature takes 21 (6d6) poison damage and
Speed 40 ft. is poisoned until the start of its next turn. On
a successful save, the creature takes half as
STR DEX CON INT WIS CHA much damage and isn't poisoned.
20 (+5) 7 (-2) 21 (+5) 3 (-4) 10 (+0) 4 (-3)
actions
Damage Immunities poison Multiattack. The medullian makes two slam
Condition Immunities charmed, exhaustion, attacks.
frightened, paralyzed, petrified, poisoned, restrained, Slam. Melee Weapon Attack: + 8 to hit, reach 10
unconscious  ft., one target. Hit: 16 (2d10 + 5) bludgeoning
Senses passive Perception 10, darkvision 120 ft. damage. 
Languages understands Vernacular but can’t Rain of Entrails (Recharge 5-6). The medullian
speak  throws five pieces of rotting flesh, each of which
Challange 8 (3,900 XP) can hit a targetthe medullian can see  within 120
ft. of it. A target must make a DC 16 Dexterity
Charge. If the medullian moves at least 10 feet
saving throw, taking 3 (1d6) bludgeoning
straight toward a target and then hits it with a
damage and 3 (1d6) poison damage on a failed
slam attack on the same turn, the target takes an
save, or half as much damage on a successful
extra 11 (2d10) bludgeoning damage. If the target
one.
is a creature, it must succeed on a DC 16 Strength
saving throw or be pushed up to 20 feet away and
knocked prone.
Deathly Stench. Any creature that starts its turn
within 30 feet of the medullian must succeed on
a DC 16 Constitution saving throw or take 3 (1d6)
poison damage and be poisoned until the start of
the creature's next turn.

- 40 -
Stall Wars

Felon Landsknecht
This category includes the The core of the Imperial army is made
countless mobs of uncategori- up by platoons and companies of
zable and ungovernable lowli- landsknechts, mercenary soldiers
fes and cutthroats that follow in the employment of Altomannic
the Imperial army. Their tasks princes and vassals, from every corner
usually include “taking care of ” of the Empire. The landsknechts
the fallen among the enemies of are soldiers by trade, capable and
the Empire, joining the landsk- well-trained, skilled at complex
nechts in the more demanding maneuvers, gratuitous cruelty,
missions, and when needed, and incredible discipline, all
acting as saboteurs, vanguards, skills usually missing from
spies, infiltrators, and replace- the Kingdom’s troops. The
ments for the regular ranks. landsknechts are usually also
If there were such as role as “the well equipped, well fed, and
worst of the war”, felons would be well-armed. Their officers and
the undoubted winners of the title. veterans, and the most valorous
among them, are usually
employed as Doppelsoldners
(double-payed), meaning
they are paid better and tasked with
even more complex missions, such as the use of
massive two-handed swords and even firearms, prototypes of
which are starting to make their appearance throughout the
Empire.

Felon Landsknecht
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 13 (studded leather) Armor Class 14 (chain shirt)
Hit Points 11 (2d8 + 2) Hit Points 26 (4d8 + 8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 13 (+1) 14 (+3) 10 (+0) 12 (+1) 10 (+0)

Skills Stealth +3 Skills Athletics +4, Intimidation +2


Senses passive Perception 10 Senses passive Perception 11
Languages Vernacular, Altomannic Languages Vernacular, Altomannic
Challange 1/4 (50 XP) Challange 1/2 (100 XP)

Sneak Attack. Once per turn, the felon deals an Brute. A melee weapon deals one extra die of
extra 3 (1d6) damages when it hits a target with a its damage when the landsknecht hits with it
weapon attack and has advantage on the attack (included in the attack).
roll, or when the target is within 5 feet of an ally
of the felon that isn’t incapacitated and the felon
actions
Multiattack. The landsknecht makes two melee
doesn’t have disadvantage on the attack roll.
attacks.
actions Halberd. Melee Weapon Attack: +4 to hit, reach 10
Shortsword. Melee Weapon Attack: +3 to hit, reach ft., one target. Hit: 9 (2d6 + 2) piercing damage.
5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach
Light Crossbow. Ranged Weapon Attack: +3 to 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
hit. range 80/320 ft, one target. Hit: 5 (1d8 + 1)
piercing damage.

- 41 -
Stall Wars

Landsknecht Innkeeper
Medium humanoid (any race), any alignment
Doppelsoldner
Medium humanoid (any race), any alignment Armor Class 12 (leather)
Hit Points 32 (5d8 + 10)
Armor Class 17 (half plate) Speed 30 ft.
Hit Points 45 (6d8 + 18)
Speed 30 ft. STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 10 (+0) 11 (+0) 12 (+1)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1) Skills Intimidation +3, Persuasion +3
Senses passive Perception 10
Saving Throws Str +5, Cos +5 Languages Vernacular, Altomannic
Skills Athletics +5, Intimidation +3 Challenge 1/2 (50 XP)
Senses passive Perception 11
Languages Vernacular, Altomannic Tireless. On each of its turns, the innkeeper can
Challange 3 (700 XP) use a bonus action to take the Dash action.

Brute. A melee weapon deals one extra die of actions


its damage when the landsknecht hits with it Multiattack. The innkeeper makes two attacks
(included in the attack). with its cleaver.
Doppelsoldner. The landsknecht has advantage Mannaia. Melee or Ranged Weapon Attack: +4 to
on saving throws against being charmed or hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
frightened. (1d6 + 2) slashing damage.

actions
Multiattack. The landsknecht makes two melee
attacks.
Greatsword. Melee Weapon Attack:+5 to hit,
reach 10 ft., one target. Hit: 13 (3d6 + 3) slashing
Innkeeper
damage. The real unifiers of the Kingdom’s communities, capable
of dealing equally with Queen’s Guards, soldiers, Knaves,
Boomstick. Ranged Weapon Attack : +4 to hit,
reach 60/180 ft., one target. Hit: 7 (1d12 + 2) and most-wanted, of tending to the locations which are at
piercing damage. the center of the social life of town and villages - the Dives -
tavernkeepers, innspeople, bartenders, and pizzamakers are a
reactions staple of every city and countryside location throughout the
Parry. The landsknecht adds 2 to its AC against
one melee attack that would hit it. To do so, the Sinister Boot, and in every Knave’s adventure and job.
landsknecht must see the attacker and be wielding These individuals are used to taking care of brawlers,
a melee weapon. drunkards, bandits, guards, and agents of the Royal Bounty,
all while running a complex business. They should never be
underestimated, nor should anyone try leaving a dive without
first settling the bill or making amends for broken property.
Stall Wars

City Piketeer
Despite the large number of Queen’s Guards, mercenaries,
knights, bravi, and soldiers of venture, the regular armies of the
Free Cities of the North feature mostly infantry. These fighters,
usually pike and crossbow wielders, are recruited among
volunteers from each town and fortified city, divided into
quarters or districts, and funded by the guilds of the arts and
trades, municipal treasuries, and spontaneous donations from
local families and magnates. They are, essentially, city guards
made up of organized citizens, coming together to defend their
cities.
What they lack in training and discipline they make up for in
attachment, loyalty to the cause, and sacrifice, all elements that
are lacking in mercenaries, venturers, and landsknechts.
Among the ranks of the piketeers it is not uncommon to see
women, the young, and the elderly, ready to fight for their city
or town, and the safety of their families.

City Piketeer
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2


Senses passive Perception 12
Languages Vernacular, Altomannic
Challenge 1/2 (100 XP)

Pike Master. While the city piketeer is wielding


a pike, other creatures provoke an opportunity
attack from it when they enter its reach.
actions
Multiattack. The city piketeer makes two melee
attacks.
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage.

- 43 -
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clearly identified as Product identity by the owner of the Product Identity, and which
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards
specifically excludes the Open Game Content; (f) “Trademark” means the logos,
of the Coast, LLC. 
names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
edit, format, modify, translate and otherwise create Derivative Material of Open Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based
Game Content. (h) “You”  on original material by E. Gary Gygax and Dave Arneson.

www.acheron.it
Discover all Brancalonia products
on our store www.acheron.it

If you want to know how the feud


the Knaves of the Kingdom and Th b et w ee n
e Emperor
will end, visit the Kickstarter page
project: Brancalonia - The E o f o ur new
mpire Whacks Back !

simo e Li
ale
be
d
Feu

rtà

O TI
PR

FE U
D A L I A I U R A FA C
O
lesimo e L
da

A
Feu
p

ibe
proved by

rtà
PR
FE
UD

O
A LIA TI O
th r I U R A FA C

e Empero

May the Fork


be with you!
Brancalonia, the ENnie Award winning Spaghetti Fantasy setting for
the 5th Edition of the most famous role-playing game of all time, is back
with a brand-new campaign featuring the Italian satirical community
Feudalesimo e Libertà (Feudalism and Freedom)!

C
Brancalonia – Stall Wars contains:
• An introductory description of the Kingdom of Kingdom.
Brancalonia, reprinted from the 2020 Quickstart. • The introductory job, Stall Wars, which serves to
• A brief presentation of the Empire of Feudalesimo launch the campaign, with new monsters, NPCs,
e Libertà. and dive games.
• A complete map of the northern part of the

o
esim e Lib
al
d

er
Feu

RO
CT
IO
P

FE U
D A L I A I U R A FA

www.acheron.it

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