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Table of Contents

Rules of Play ....................................................... 3


Character Sheet ................................................... 4
For the Ref .......................................................... 5
Magic ................................................................. 6
The Grimoire ...................................................... 7
Scenarios:
1. That Witch Is Not ................................. 8
2. Sylveena ............................................... 9
3. The Ghostly Orphanage ...................... 10
4. Dearest Sister ...................................... 11
5. The Breenstil Curse ............................. 12
6. The Dowry ........................................... 13
Double Character Sheet ...................................... 14

Written by James Stubbs


Edited by David Little
Layout by James Stubbs Dedicated to the memory of
Cover Design & Logo by James Stubbs Samantha Downing
Cover Art by Sir Frank Dicksee 1967 - 2005
1PG Line Producer: James Stubbs
1PG System Designer: Todd Downing

PUBLISHING NOTICE
Idyll - Romantic Fantasy is published by Deep7
P.O. Box 46373, Seattle, WA 98146
www.deep7.com
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1PG is a trademark of Deep7
All rights reserved worldwide. Any unathorized duplication, distribution or commercial use of this
product in its electronic or hardcopy form is expressly prohibited without prior written authorization
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fame. If you need to make a Notoriety roll, see below.

Players should roll or be allowed to choose from the Status &


Background Tables, to get a persona for their character. Refs
may allow different concepts if the players can come up with
ones that meet the feel of the game.
Idyll - Romantic Fantasy is a simple-to-learn roleplaying game
where players take on the roles of dashing warriors, determined GUTS CHECK: Any time you have a traumatic experience in
heroines and enigmatic magicians in a romantic fantasy novel. the game, you must make a “Guts Check,” where you get to try
Created in the vein of the writings of Tamora Pierce, Mercedes to roll 1D6 equal to or below your Guts. If you are not success-
Lackey and Tanith Lee, it is light yet adventurous. Loosen your ful, your Presence will go down by 1. If you completely lose your
sword and bodice and prepare for intrigue and love! Presence, you become afraid, fatigued and unable to concentrate.
You need to roll a 4 or less every time you shoot in order to avoid
CHARACTER CREATION: hitting one of your friends by mistake.
You’ve heard of the stuff that heroes are made of? In Idyll, ORDER OF PLAY: Combat order an be determined very simply
heroes are made by rolling 1D3 for each attribute. Then you will in a couple of ways - you can either roll 6+BRAINS each round,
roll 1D6 for the total number of points to distribute into your or simply dispense with the initiative roll altogether and seat the
skills. Every skill starts at 0. No skill can be higher than 3. If players around the table in order of highest BRAINS to lowest
players need extra points, they can take (ties can dice off for initial seating).
them from other skills, leaving them at -1
for each point taken. No skill can be lower ACTIONS: Every character gets
than -2, and no skill/attribute one action per round. Combat rolls
combination can ever drop below 1. If and “active” skill checks (those skills
you don’t see a skill you really want the the player chooses to roll as opposed to
character to have, just write it in the margin. the referee telling him to roll, such
Now players roll 2D6+5 and write the as “make a BRAINS check to see if you
number in Blood. This is how much abuse can hear the orc’s footsteps”) all count
Keila the priestess can take before she‘s as an action. 1PG combat is not
given her all for her goddess. Every time a intended to be realistic. It is intended to
character takes damage, he loses that many be fast and fun.
points of Blood. When he has lost all his
Blood, he is on the fast track to whatever SKILL ROLLS: When you want to do
afterlife awaits him. something, figure out what attribute/skill
combo will get it done. Add your
Everyone starts with some Guts. Roll 1D6
attribute and skill together to get your
and record it. Any time you have a
Target Number and roll 1D6 equal to
harrowing experience in the game (like
or below it. Rolling a 1 is always a
being emotionally devastated or getting
success and rolling a 6 is always a
wounded), you must make a “Guts Check,”
failure. If you are fighting up close in
where you try to roll below your Guts
melee, use the Fighting skill for attack
number. The more Guts you have, the easier it is to keep your
and evasion. Opposed combatants will roll their Fighting skill
Presence and carry on.
at the same time. The higher margin of success is a successful
Next, roll 1D6. Write the result in Presence. Presence is a hit (although a 6 always fails, having a target of six gives you
representation of your courage and bravery, your zest for life and a higher potential margin of success than a target of five). If
burning desire to carry on in the face of adversity. If you make someone is attacking and someone is evading, do the same thing:
your “Guts Check,” your Presence remains. If you fail, your if the attacker’s margin is higher, the hit was successful. If the
Presence is reduced by 1. If you completely lose your Presence, defender’s margin was the same or higher, the attacker missed.
you are unfit to carry on until after a very long rest or some pow- Use Running to avoid being shot. Always add your STURDI-
erful inspirational event to bring your character out of his morose NESS to hand-to-hand weapon damage.
state. You may always put Character Points into Presence.
ARMOR & CHARACTER IMPROVEMENT: Wearing
Notoriety is a measure of your fame and respect. It is important certain clothing gives you an Armor Value. Heavy clothes (thick
any time you need to impress people or to get what you want. It cloth or furs) give you 1 AV, Leather gives you 2. Chainmail has
may also be used to re-roll failed skill checks. Everyone’s AV 7 ( but a -2 to Swimming). When you take damage, subtract
Notoriety starts at 0. Everyone may try to roll 1D6 and get equal the AV in the appropriate location from the damage you are dealt.
to or under his character’s Sturdiness, Craftiness and Brains If the character survives a whole scenario, you get 1D3 + 5 Char-
attributes (but they may only try once for each, during character acter Points. If the character survives to the end of the scenario
creation). Add 1 to the character’s Notoriety for each successful but is a replacement for a dead character, you get 1D3 + 1. Put
check. Remember, this is a character’s overall Notoriety, good or these points into Attributes, Skills, Blood, Guts or Notoriety. You
bad, according to his deeds. It’s a measure of infamy alongside may also put Character Points into Presence.
NAME: ________________________________
Characters OCCUPATION: _________________________
gOLD: _________________________________
CHARACTER GENERATION RULES Height: ____Weight: _____Gender: ____
• Roll 1D3 for each stat. Eyes: _______Hair: ________Age: _______
• Roll 1D3+3 for the total number of points to distribute into
skills (put no more than 3 points in any one skill).
STURDINESS . { }
• If you need extra points, you can take them from other skills,
leaving them at -1 for each point taken (no stat/skill combo can Drinking ........
Equipment
be less than 1). Fighting .........
• Roll 1D6 for Presence; this is your charisma, your mental and Shooting ........
physical bearing. Swimming .....
• Roll 2D6+5 for Blood; when you take damage, you lose Blood;
when Blood is gone, the character is dead.
• Roll 1D6 for Guts; when you are frightened or unnerved, make LOOKS ..............{ }
a Guts check or lose 1 point of Presence. Charm ............
• Roll equal to or under STURDINESS, LOOKS, CRAFTINESS
Etiquette .........
and BRAINS stats; receive 1 point in Notoriety for each
success. Rumors ...........
• Roll on Background & Status Tables. Seduction ........
• Roll 1D6 x 10 in starting gold.
CRAFTINESS..{ }
SYSTEM
When you want the character to do something, determine the stat/skill Con ................
combination that will accomplish the task. Add the skill and stat for the Gambling .......
Target Number. Roll equal to or under the Target Number on a 1D6 for Performing .....
a success. Rolling a 1 is always a success, while rolling a 6 is always a Repair .............
failure. Running ..........

COMBAT
Use the Fighting or Shooting skill for attack, Running for evasion. Com- BRAINS ...........{ }
batants roll simultaneously. The greater margin is successful. Ties go to Gen. Know. ...
defender; if both opponents attacked, a tied margin means both attacks Language .......
succeed. Subtract the weapon’s damage from the wounded character’s Spellcasting ....
Blood. Add attacker’s STURDINESS to melee weapon damage. Oratory ...........

ARMOR
Certain clothing has Armor Value (AV). Heavy Cloth: AV 1, Leather: BLOOD .............{ }
AV 2. Chain or Scale Mail: AV 7 (a -2 penalty to Swimming). When the
GUTS ................{ }
character takes damage, subtract AV from the damage dealt. If the char-
acter is wearing clothing with different AVs, use the highest AV. pRESENCE.......{ }
CHARACTER IMPROVEMENT NOTORIETY .... { }
If the character survives a whole scenario, you get 1D3 + 5 CHAR PTS ........{ }
Character Points. If the character survives to the end of the scenario but
is a replacement for a dead character, you get 1D3 + 1 Character Points.
Put these points into stats, skills, Presence, Blood, Guts, or Notoriety.
Hit 1 2 3 4 5 6
Background Table (1D6) Location Head Torso L. Arm R. Arm L. Leg R. Leg
1. BRIGAND: +1 Con, Fighting & Seduction, +1D6 gold.
2. SLAVE: +1 Languages, Etiquette, Rumors. +3 Blood. AV
3. MERCHANT: +1 Gen. Know., Languages, Con, Presence.
4. WARRIOR: +1 Fighting, Shooting, Repair, Guts.
5. MAGE: +1 Gen. Know., Spellcasting, Performing, Guts. Weapons Damage
6. PRIEST: +1 Spellcasting, Languages, Oratory, Presence.
Status Table (1D6)
1. WANTED: +1 Notoriety.
2. BATTLE-HARDENED: +1 Guts.
3. DESTITUTE: +1 Drinking.
4. SCHOLARLY: +1 to any Skill.
5. WELL-TO-DO: +1D6 x 10 gold.
6. BLESSED: +1 Spellcasting
have a plethora of highwaymen, give them enough Blood to take
a couple sword stabs or gullible enough to fall for a deception.
For the Referee An intelligent evil vizier might have 20 Blood or more and an
impressive Fighting skill and resistance to being manipulated to
boot (balance the challenge).
This page is specifically for those intrepid enough to take on the
duties of the referee. You get to have your scandalous villains Everybody Needs Love Love Love...
threaten your friends with ruin (or otherwise imperil them with The key theme of romantic fantasy is ... well... romance. There
his power)! Whether you’re a novice or a pro, here are some can be plenty of adventure and deceit but the opportunity should
helpful hints for running a successful game of Idyll - Romantic always exist for a character to become romantically entangled
Fantasy with another. It could be something as simple as a one night
fling to a full-blown desire for marriage. Just remember, that
Don’t Cut to the Chase while love is a powerful force for good, it can also be a powerful
I know what we’ve said for the other 1PGs and I’m advis- weapon for evil or simply a cause of great pain.
ing you to ignore it now. Romantic fantasy works specifically
because we care about the characters involved. Take the time to Character Survival
establish their relationships and what makes them tick. Slowly Bad guys never kill the entire cast in a novel, although you can
build up the tension subtly if possible before launching into the certainly lose a few for the appropriate amount of grief, revenge
main part of your story. You don’t have and to continue a multi-generation story.
to plan a campaign. A well-played Usually a few key characters will survive,
scenario should be character-driven and
they will often give you plenty of plot Weapons: and romantic fantasy is generally not known
for inspiring sequels (although there are a few
ideas for an ongoing story. If you want ITEM DAM notable exceptions). Make sure that at least
to bring back surviving characters and
Hammer/Mace ..................3 one character survives to live happily ever
play in another story, go for it! In fact,
many novels continue on with the sons Mild Poison ...................... 3/turn after (at least until the next game if you want
to continue). If a player’s character is killed,
and daughters of the previous book’s Deadly Poison ...................6/turn encourage the player to make a new one and
characters. Torch ………....................2 join back in as soon as the story will allow.
Pistol .................................8 By the same token, you may want to have
Sex? each player start by creating two or more
Yes please. This is something that
Club ……………..............4
characters, so they have backups handy.
should be left up to the referee and Shield Bash ..................….2
players depending upon what type of Knife .................................3 Dramatic License
story they want. It can be anything Bottle.................................2 It is your prerogative as the referee to tell
from courtly romance to a steamy Dagger …..........................4 the story as you see fit. Never be afraid to
bodice-ripper. The important thing is say, “because I said so...” If you need to
the comfort level of the players when
Bullwhip............................2
make a decision, roll a die for it. If you need
you’re dealing with mature themes. Choking ...…................…2/turn to figure out how many conspirators are on
Also important are the consequences of Musket...............................12 watch as an assassin tries to get to the
sex. Some people may want it to be Pistol ....………….............8 Queen’s bedchamber, roll a die for it. If the
guilt-free while others may want to Falling................................3x turns task is really easy, give your players a +1 or
include the possibility of pregnancy. A +2 bonus to the Target Number. If the task is
Garrotte .............................4
theme of illegitimacy can be powerful really difficult, give them a -1 (remember
and the source of much conflict. Axe....................................6 rolling a 1 is always a success and a 6 is
Arrow ...............................7 always a failure).
Set the Mood Sword ...............................6
Put on some appropriate soundtrack The Scenarios Included
Punch.................................0
music (most ethereal celtic music will There are six scenarios included with this
do). Tell a visual story. “With a groan Kick...................................1
game that can be played in whatever order
you regain consciousness as cold steel Large Animal Bite ............6 you see fit. Feel free to design your own, and
presses against your wrists. Your grimy Small Animal Bite ............3 keep checking www.deep7.com for free
surroundings confirm your suspicions - Noose (per min) ...............5 scenarios to download!
you are in the dungeons. You had
expected your sister to take her revenge
The 1PG Companion
but never to such an extent and certainly not drugging your wine
For those of you who like a bit more depth to your 1PG gaming
on your wedding day!”
sessions, check out The 1PG Companion for additional tabletop
rules, such as running more detailed combat, building better
The Bad Guys
NPCs, mixing 1PG genres, additional scenarios and expanded
A good rule of thumb when creating a villain or villains is to
rules for character development and improvement.
make them durable enough to be a challenge, yet vulnerable
enough to make the players believe they have a chance. If you
penalty to LOOKS until it goes away (usually a number of days

Magic
equal to the margin of failure).

Becoming Powerful
A character may, at the end of each completed scenario, pay
This section of Idyll - Romantic Fantasy deals with the rules for two character points to permanently reduce the intensity rating of
magic and magical combat that owners of the 1PG Companion one of their known spells by one.
can incorporate into their games. This is an expanded version of
Arcane v. Divine Spells
the quick and dirty rules into a more robust system to reflect the
The biggest distinction between a mage and a priest is how
generally magic-heavy settings found in the genre.
they power their spells and the types of magic they know. A priest
So You Want To Throw Fireballs? gets their power from some higher power and must make a
It takes a very special person to master the mystic or divine successful Oratory skill check before they can make a
arts and this is reflected in the caster’s acquisition of the Spellcasting check. A mage channels the power within and
Spellcasting skill and a sacrifice of two of their initial character requires nothing but a Spellcasting check. A mage is also,
points. Characters can never become spellcasters after character however, barred from performing any type of magic that will heal
creation so, if you want it, get it then. damage or remove detrimental effects. On the other hand, a priest
can never have more damaging spells than non-damaging ones
Magic Power Levels and Spellcasting (priests of an evil power are not subject to this rule).
Spells are determined by their intensity, which is a target
number modifier. Casting a spell is done by rolling under the Gaining New Spells
BRAINS/Spellcasting target number as normal as long as the Mages must find spells through finding forgotten lore
intensity of the spell is less than the target number. If the intensity during their travels or getting access to one of the few rare
is greater, the difference is applied as a modifier to their check. magical research libraries that exist. Once they find a spell they
For example, a character trying to cast a intensity 6 spell with want, a Spellcasting check (minus any penalties for the intensity
only a target number of 4 is going to suffer a -2 penalty to their of the spell) is all that is required to learn it. Priests must please
check. Conversely, if the intensity had been a 4 or less, it would their patron power through remarkable shows of their worship or
only require a normal skill check to cast it. quests that further the power’s goals. They, like the mage, must
make a check, as above, to learn it otherwise they must wait until
Starting Spells & Spell Creation they can try again.
A starting character gets a number of spells equal to their score
in Spellcasting plus one. None of these spells can be of an Druids & Shamans
intensity higher than their BRAINS/Spellcasting score. The Druids and shamans are considered a divine magic user as
creation of spells, however, is a bit trickier. It is up to the referee they serve to further the cause of nature and spirits respectively.
and the player to create and agree upon spells before the game They are not limited to the ratio between damaging and non-
begins. Alternatively, a referee who has planned a game ahead damaging spells like a priest but, as a balance, druids are unable
of time may just have a prepared list of spells for the players to to perform magic in urban areas or dungeons. Shamans cannot
choose from that matches their idea of magic in the game world. have any damaging spells but may be able to influence spirits to
Spells can be grouped into two types: damaging and non- stymie their enemies. Getting a favor from a spirit is the same as
destructive magic. The damage caused by a spell is it’s intensity a priest casting a spell - an Oratory check followed by a
rating multiplied by two (i.e. an intensity 6 Fire Blast spell will Spellcasting one.
cause 12 damage). Healing spells are the one exception to this
Summoning Otherworldly Beings
in that they always heal their intensity x2 - think of it as reverse
… is never a good idea. Most evil beings just want to break the
-damage. Non-destructive spells that affect a target (such as
caster’s control so that they can get laid, cause as much misery as
Mental Suggestion) are just a BRAINS/Spellcasting opposed roll.
possible and/or take over the world. The benevolent ones
However, when the attacker is using a spell with intensity greater
typically speak in cryptic messages or riddles and are so con-
than their combo stat/skill, the margin of the penalty incurred
cerned with the larger picture of the cosmos that getting them
against them is also granted as a bonus to the defender. The
to do anything useful (“insignificant” to them) is a tough battle.
duration of any non-damaging spells is equal to its intensity in
Admittedly, there are exceptions to both types. Summoning spells
rounds.
are specific to the named being. The intensity of the spell is each
Arcane Backlash of the being’s stats, the number of skills x2, its Blood x3, and
Magic is a fickle mistress and the consequences of failing a Presence, Guts and Notoriety x2.
casting can be severe. Whenever a character fails to affect their
target, the possibility for backlash occurs. Have the player roll a
d6, on a result of 6, backlash happens. Backlash deals the spells
intensity rating in Blood damage to the caster. The referee may, at
his discretion, also rule that a minor temporary cosmetic change
has happened to the caster (hair turns an unnatural color, leaves
sprout from their arms, etc.). These sort of changes impose a -1
Bone Dance
Intensity: 6
The Grimoire Duration: 6 rounds
Allows for communication with the spirit of a dead person.
This section is a sample list of spells that players can pick from Insect Swarm
quickly or referees can use when they need a villain or NPC to Intensity: 2
have magic. It is, by no means, a complete list as magic is as Damage: 4
boundless as your own imagination. Summons a small cloud of stinging insects against a target.
Ball of Flame Mystic Projectile
Intensity: 4 Intensity: 3
Damage: 8 Damage: 6
A small fiery ball erupts from the caster’s hand. A damaging bolt of mystic power strikes the target.
Lightning Spirit Touch
Intensity: 8 Intensity: 4
Damage: 16 Damage: 8
A bolt of lighting arcs from the caster to a target. An icy spectral hand hits the target for damage.
Slumber Evil Eye
Intensity: 4 Intensity: 1
Duration: 4 rounds Duration: 1 round
Puts a target to sleep. Any damage done to the target instantly The target suffers a -1 penalty to all actions for a round.
awakens them.
Protective Shield
Spring Rain Intensity: 4
Intensity: 5 Duration: 4 rounds
Duration: 5 rounds The target gains 4 AV to their entire body for resisting damage.
A light rainfall is called that can extinguish small fires.
Mesmerize
Light Heal Intensity: 1
Intensity: 3 Duration: 1 round
Restores: 6 damage The target looses its next action.
A minor healing spell useful for wounds that are not serious.
Ice Bolts
Moderate Heal Intensity: 4
Intensity: 5 Damage: 8
Restore: 10 damage A hail of sharp frozen icicles strikes the target.
An advanced version of Light Heal is used for serious wounds.
Water-born
Heavy Heal Intensity: 5
Intensity: 8 Duration: 5 rounds
Restore: 16 damage The target gains +5 to their swimming skill for five rounds.
The most powerful healing spell available to priests.
Minor Blessing
Resurrection Intensity: 2
Intensity: 12 Duration: 2 rounds
Restore: special Target gets a +2 bonus to the next action but -2 to the following.
Returns the dead to life but the target returns with only 1 Blood.
Ghost Body
Command Animals Intensity: 7
Intensity: 6 Duration: 7 rounds
Duration: 6 rounds The caster becomes a ghost but can be sensed by other shamans.
Allows for simple commands to nearby friendly animals.
Reflect Missiles
Plant Talk Intensity: 8
Intensity: 3 Duration: 8 rounds
Duration: 3 rounds The target of a missile attack can send it back at -1 to the original
Allows for simple communication with nearby plant life. roll to hit the attacker.
there is a emergency that her magic can cure. She knows the
villagers distrust her and has heard the rumors about copulating
That Witch is Not with demons and sacrificing children. She expects little more
from uneducated bumpkins. Now, however, she has realized the
treachery being leveled against her and is furious. Her new male
The Premise: The small remote village of Briarton is struggling body is awkward but strong. If she has to damage her old body to
with a sickness sweeping through their town as a result of Odessa get it back, so be it. Odessa has spent the last few days gathering
the witch living off in the woods poisoning the water supply. She herbs and spell components. While her new male body may be
let the oldest son of the village elder die and anyone who has strange, her mind and magical ability remains as sharp as ever.
dared to venture into the woods has never returned, including the
elder’s youngest son who swore revenge. The village needs help The Nature of the Spell: If Odessa or Benford dies while in their
and appeals to the heroes to help them bring the witch to justice. switched bodies, the spell becomes permanent. Both know this
and are extremely hesitant to use deadly force against each other.
The Setup: The heroes arrive in Briarton or meet a merchant Interlopers, however, receive no such consideration. The heroes
carrying wine there. The water is not safe to drink in the village should realize something is wrong when “Odessa” relies on
and it won’t take long for the PCs to hear the villager’s woes and brandishing a sword and “Benford” is gathering spell components
anger at the witch for letting the oldest son die and her poisonous or casting magic. Odessa, when encountered for the first time,
revenge upon them for running her out of town. Fagin, the village will try to explain but “his” story may not be believed. Subduing
elder, begs the heroes to go take care of the witch and locate his or rendering “Odessa” unconscious and allowing “Benford” to
son who swore revenge. He has not returned. reverse the spell is the only possible means to end the scenario
beneficially without lasting ill feelings or irreparable harm.
The Real Story: There was nothing the witch could do for
the oldest son. Even her magic was too little too late. If they Concluding the Scenario: The scenario has a happy ending if
had consulted her earlier instead of insisting on local remedies “Odessa” is subdued, the spell broken and a confession obtained
and folk medicine, she might have been able to do something. from Benford. Odessa can brew a poison antidote but the heroes
Instead, they blamed her and chased her out of town in a hail of had better do a good job of convincing her that its worth it to
stones under the threat of flogging. She knows the oldest son died improve her tarnished reputation because she still hasn’t forgiven
of poison and that treachery was involved. However, she is now the villagers for running her out of town and threatening to whip
trapped in the body of the youngest son. Shortly after her her. Fagin will spare his son’s life but sentence him to hard labor.
expulsion, he used an old curse found in a book to switch bodies
with her. He, in her body, has been poisoning the water supply Possible Complications: These optional situations are here if
with the hopes of making his aging father ill. Now that his older the referee wants to toss in more drama or if he feels the game is
brother is out of the way, he is next in line to become elder. She, moving along too quickly.
in his body, stormed off into the woods to take revenge but has • Just as the heroes arrive at her cottage, bandits looking for a
been thwarted by her own wards and the strangeness of a male good time attack “Odessa” (and anyone else nearby).
body. • The heroes stumble across a mother bear and her cubs. She
feels her cubs threatened and moves in their direction.
The Thistlepine Forest: The forest is thick and dark. Few • Odessa in Benford’s body (or vice versa) begins to fall in love
foresters venture here preferring the easier logging to the south. with one of the heroes.
As such, the forest is home to many wild bears that, while they
rarely venture outside, are fiercely territorial. There are also Bear
rumors that bandits have a hideout in the forest. The witches STURDINESS 3; LOOKS 1; CRAFTINESS 2; BRAINS 1;
small cottage lies about three-fourths of the way through the BLOOD 17.
woods and is well kept with a small herb garden. Equipment: claws (6 damage), bite (6 damage)

Benford Cateray: The youngest son, Beford, is ambitious


Bandit
beyond his years and not above evil to accomplish his desires.
STURDINESS 2/Fighting 1; LOOKS 1; CRAFTINESS: 2/Con
He bought the book months ago from a gypsy and, discovering
1; BRAINS 1; BLOOD 15.
the poison recipe and the spell to switch bodies in it, he began to
Equipment: sword (6 damage), leather jerkin (1 AV)
plan. The witch was the only magic user in leagues so she would
be his only threat of discovery. He doubted his ability to kill her
so he decided to implicate her in his brother’s death by delaying Benford Cateray/”Odessa”
any suggestions that outside help be sought until his death was STURDINESS 2/Fighting 3; LOOKS 2/Charm 2;
inevitable and he could turn public opinion against her. Benford, CRAFTINESS 3/Con 2; BRAINS 2; BLOOD 20
however, is no mere schemer - he is very skilled with a sword and Equipment: sword (6 damage), leather jerkin (2 AV)
is not shy about defending himself. He, like Odessa, finds his new
female body strange but it is something he is willing to do Odessa Willowvale/”Benford”
temporarily until he can reverse the spell and have her killed. STURDINESS 1/Swimming 1; LOOKS 2/Rumors 2;
CRAFTINESS 2/Running 1; BRAINS 3/Herbalism 2,
Odessa Willowvale: The aforementioned witch, Odessa simply Spellcasting 3; BLOOD 17
enjoys her privacy and stays out of the way of Briarton unless Equipment: knife (3 damage), 3 magic spells
and seem to resist the efforts of the few village lumberjacks. A

Sylveena
distinct lack of wildlife is immediately noticed. The goblins have
overhunted and scared away almost everything so they have had
to turn to raiding. The goblin village is located deep within the
forest and is only half-heartedly guarded. Most goblins consider
The Premise: Joquin a village boy is in love with a mysterious
themselves safe from reprisal because the humans have shown a
half-unicorn girl. The village is in turmoil because sightings of
reluctance to come after them in numbers and also the fact that, if
her at the edge of the forest have always been followed by goblin
needed, they can hear them coming and easily escape.
attacks. They believe she is in league with the goblins or she is
leading them to the village so that they will leave her alone. The Goblin Camp: A total of fifteen goblins are currently in the
Joquin has been hiding her in the root cellar until his parents camp with another twelve hunting in another part of the forest. Of
found out. The two flee into the woods and the parent’s plea for those fifteen, six are non-combatant females and young. Joquin
the heroes to find their son before the goblins do. and Sylveena are strung up by their heels from a tree while the
female goblins are building a bonfire. The only structure in the
The Setup: The heroes either arrive in the village of Colton or
camp is a badly stitched tent made from small animal hides. The
have spent some fruitless time investigating the rumors of the
tent holds the goblin chieftain, who is currently asleep. The best
unicorn girl. They are awoken one morning by a commotion
plan for the heroes is to sow confusion while trying to free Joquin
and the boy’s parents begging the heroes, the best armed in the
and Sylveena. Any observed attempt to steal their “food” will
village, to find him. They will tell them in private (not in public)
enrage them and they will attack. Once free, Sylveena can aid
that their son was hiding the girl and the two ran off.
them with her magic and Joquin will grab a flaming branch from
The Real Story: The fact of the matter is that the sequence of the bonfire to try to protect her.
events detailed in “The Premise” is correct. What they don’t
Concluding the Scenario: Assuming that the two survive, the
know is that both the boy and the girl have been captured by the
heroes will have to make a decision about what to do. Joquin will
local goblins and are being held prisoner in their camp.
not return to his parents without her and Sylveena wants him to
Unless someone does something soon, they are to be eaten. The
stay with her in the forest. Joquin’s parents are sure to be against
goblins learned to give Sylveena a wide path months ago unless
the idea of their son and a non-human caring for each other. A
they were in large groups. The goblins have learned about how
delicate decision or some very skillful compromises must be
disorganized the nearby village can be and find them a easy target
made or they can help the two establish some sort of life with
for food. Sylveena was, in fact, trying to warn the village but she
each other in defiance of everyone.
can’t speak and her appearance just seemed to anger the humans.
She doesn’t know that they blame her for the attacks. Possible Complications: These optional situations are here if
the referee wants to toss in more drama or if he feels the game is
Sylveena: Sylveena is not going to be much help to the heroes.
moving along too quickly.
She doesn’t speak although any magic users can determine a low-
• The heroes run across the goblin hunting party before they
powered aura about her. A successful Spellcasting check
reach the main camp.
identifies it as a type of telepathy and allows the caster to
• Joquin’s father, taking matters into his own hands, also went
communicate with her although her language is very crude and
out in search and is found being attacked by goblins. Now the
broken, being more concerned with emotions rather than physical
heroes will have to deal with having him along.
concepts. She has no idea how she came to be - she just is.
• Sylveena is pregnant with Joquin’s child.
She trusts Joquin because he was the only person to never run
or yell in fear or try to attack her. Sylveena is, however, a druid-
ess of some power although she doesn’t identify herself as such. Goblin
She just wills things to happen and they do. STURDINESS 1/Fighting 1; LOOKS 1; CRAFTINESS 2/
Running 1; BRAINS 1; BLOOD 12.
Joquin: Joquin is your average teenaged boy. He’s not really Equipment: spear (5 damage)
gifted in any one thing and he’s average looking but he makes up
for it in heart. Joquin showed compassion towards animals at an Goblin Chieftain
early age and that has not diminished. He keeps several wounded STURDINESS 2/Fighting 2; LOOKS 1; CRAFTINESS 3/
animals that he has found and tends to them until they can be Con 1, Running 1; BRAINS 2; BLOOD 18.
released. He found Sylveena one day while he was Equipment: sword (6 damage), leather jerkin (2 AV)
tracking a wounded deer. It took several visits but the two have
come to trust each other and, even though Joquin won’t come out Joquin Veltin
and admit it, he is developing feelings for the strange exotic girl STURDINESS 2/Fighitng 1; LOOKS 2; CRAFTINESS 2/
that has become the center of his life. He gave her a name and has Running 1; BRAINS 2; BLOOD 15.
sheltered her down in his family’s root cellar for several months Equipment: torch (2 damage)
before his parents discovered her and he ran away with her before
something bad was sure to happen. Sylveena
STURDINESS 1; LOOKS 3/Charm 1; CRAFTINESS 2/
Throttlethorn Woods: Named for the belief that the trees are Running 1; BRAINS 2/Spellcasting 1; BLOOD 14.
so thick that they choke out even thorns, the woods are dense Equipment: 2 magic spells
street above by a ladder so that the children can reenter without

Ghostly Orphanage having to brave the dangers of the sewer. Few living things like
to remain in the area, as Maria’s ghostly aura tends to make them
nervous and skittish.
This has not stopped gangs from using the sewers as quick
The Premise: Children in the city of Kingsport are disappearing. escape routes and a place to carry on illicit activities such as
The ghost of a murdered mother is stealing them away from their slave auctions, and the sale of illegal drugs and stolen items.
unhappy homes and trying to care for them. While there are a The Bloody Knuckle Gang, composed entirely of foul orcs, is
few that are scared witless, many have come to like her for what the powerhouse beneath the streets but other gangs such as The
she is trying to do. While she can’t physically punish them or get White-Eye and The Skull Street Gang also operates there. The
them food, she offers them kindness. The children have formed constabulary knows of these gangs but lack sufficient force or
a gang that steals money and food to support the group. One of money to hire someone to deal with them.
the scared children has ran away and, in his terror, misinforms his
parents to what happened. The town is looking for a priest and The Orphanage: Inside the tunnel is very clean. Maria keeps
heroes to get rid of the ghost and liberate her “prisoners” incense burning to ward off the smell from outside and there is
plenty of food and water for everyone. There is little furnishings
The Setup: The heroes arrive in the city or have heard about the outside of many piles of straw and a few rickety crates that
call for adventurers to deal with a ghost. They will be directed to appear to be used for desks given school books and the
the head priest of the church who will task them with banishing parchment with crude, beginner’s attempts at writing on them.
the ghost off this mortal realm. The only account he has of the Regardless of when the heroes enter, Maria doesn’t sleep and will
events is from the child who claims that “they” were held against notice them. Her first instinct is to try to scare away the intruders
their will and that she scares them. He claims that several of them and then to get her children to safety by having them escape up
have disappeared never to be seen again. The child tells them that the ladder.
the ghost haunts the sewers but he can’t remember exactly where.
Concluding the Scenario: The only way to get rid of Maria is an
The Real Story: The true story is that the tale of a frightened out exorcism and that requires a priest and a contested Spellcasting
of his wits child has been interpreted by adults into something check. If she is attacked, over half of the children will run to her
sinister. He is among the minority of children being cared for and aid, either attacking the heroes or placing themselves in front of
most are content with their strange new “mother.” If he had been her. The others will take the opportunity to run for the ladder. The
more observant, the children that disappeared never to return did optimum course of action is to talk the situation over with her
- they were thieving food, clothes and money to support everyone and to reach some sort of agreement. Maria will not abandon her
else. Recently, they have begun to steal books, quills and ink so “children” and many of the kids feel the same way. If the heroes
that she can begin to educate them on how to read and write. investigate these children, they will find that most are urchins,
orphans or that their parent(s) are not well-suited to raise them.
Maria Giovara: Maria Giovara is a tragic figure. The mistress of
Essentially, a bunch of self-righteous people decided to make an
a minor nobleman, she was murdered by his assassin before word
issue based on the terrified babbling of a child and would make
of his indiscretions could get out. The pain of his betrayal of their
things worse for all of them if they were returned to their families
love is what kept her bound to this world. After many years of
or their former lives. It is up to the heroes to sort out the situation.
wallowing in misery, she began to take notice of the lives of the
living around her. She saw that many children around her were in
Possible Complications: These optional situations are here if
abusive families, abandoned or left in uncaring orphanages. She
the referee wants to toss in more drama or if he feels the game is
resolved to make the most of her unlife by caring for the children
moving along too quickly.
that she could never have, giving them the attention that she
• The heroes stumble onto a illegal slave auction in progress.
would have lavished on her own.
• The heroes find themselves between two gang groups out to
Don’t make the mistake of believing that she is easily
revenge a wrong against the other.
manipulated. Maria, in death as in life, is a fiery passionate
• Maria develops feelings for one of the heroes.
woman and absolutely stubborn in doing what she believes is
right. She hasn’t killed anyone yet but she has tried to keep the Gang Member
location of their living area a secret. Usually the undesirable STURDINESS 2/Fighting 1; LOOKS 1; CRAFTINESS 2/
location is enough but she has scared off a group of vagrant orcs Running 1; BRAINS 2; BLOOD 15.
that tried to invade her territory. The sewer gangs try to avoid the Equipment: club (4 damage)
area if at all possible. They don’t know that there is a ghost there
but they do know that something isn’t right about the place.
Child
The Unused Sewer Tunnel: Thanks to years of not actively STURDINESS 1; LOOKS 2; CRAFTINESS 2/Running 1;
paying anyone to clean and patrol the sewer system, it has BRAINS 2; BLOOD 12.
become infested with all manners of vermin and undesirables. It
is also not especially safe with the possibility for poisonous gas Maria Giovara
or falling stonework ever present. Nevertheless, Maria has found STURDINESS 3/Fighting 1; LOOKS 2/Etiquette 2;
a large unused sewer tunnel that had been blocked off and this is CRAFTINESS 1; BRAINS 2/Spellcasting 1; BLOOD 20.
where she and the children live. The tunnel is connected to the Equipment: 2 magic spells
quickly after the murder. Prince Edward offers the heroes more
money to stay longer. He knows that the poison was meant for
Dearest Sister him and wants them to try to find out who wants him dead.
Prince Edward retires to his bedchamber only to shriek loudly
only moments later. The heroes find him with his sword in his
The Premise: A civil war has been raging in the kingdom of hand and a dead viper on his bed. It was underneath his covers
Rivenson. As the heroes navigate the war-torn lands they come and, had he not pulled the sheets back before he got into bed, it
across the aftermath of a battle and its lone wounded survivor, would have gotten him. The guard at the door claims that only
Prince Edward Buris, whose escort has been killed. He offers a Princess Keiba and the usual servants entered the room this
reward to get him back home. The King is old and doddering. He evening. If pressed, the guard will say that the princess brought
is worried about what might have happened while gone. in a vase of flowers. Searching the vase will reveal a bouquet of
lovely flowers and a snake scale in the bottom.
The Setup: The heroes arrive at the aftermath of a large battle
or encounter the wounded prince on the road trying to get home. That Was Too Easy!: If the heroes are having too easy a time of
His bodyguard escorts has been slain. Given that he is heir to the it or you want to expand this scenario into a much longer session
throne and enemies may still be around, he will offer a reward to (which we recommend), confuse the issue. Princess Keiba is the
the heroes for making sure that he gets home safely. assassin but she is able to cast suspicion on others and the feeble
old king doesn’t want to believe that she is capable of such a
The Real Story: Duke Arturus Coldstone, with plans to seize
thing. Prince Edward himself is unwilling to believe it but, faced
the crown, wants the prince out of the way as the young man is
with enough evidence, will be forced to agree. Regardless of
the only legitimate heir to the throne. He has hired an assassin,
what you choose, the assassination attempts will continue and
the boy’s own sister! She claims to resent being born a female
become more desperate until Keiba slips up and reveals her
and is angry that she cannot be considered to rule. “She” is, in
involvement. The most important thing is the unmasking of Keiba
fact, a “he”, William Schen, the prince’s gay lover, believes that
as William Schen and the emotional punch that it brings.
the prince is merely using the war to abandon him. The Duke,
Alternatively, have her get away with it. The prince falls and
unaware that the “sister”is male, has done everything he can to
she ascends to the throne after the old king has an unfortunate
feed her anger.
accident. She marries Duke Coldstone and he sends the heroes off
Fleeing the Battlefield: Getting off the field of battle is easier to find the killer of the prince based on new information. This is a
said than done. Prince Edward will admit that, although they ruse to get them to leave while he plants some of the less valuable
inflicted heavy losses on the enemy, they lost and they are now crown jewels in with one of the hero’s belongings. He will brand
in enemy territory and there is a bounty on his head. Unless he is them thieves and place a price on their heads as well as spread
healed, the prince can only move slowly and enemy patrols will rumors that they were either the assassins or in league with the
be killing the fallen that still live as well as looking for stragglers. foul murderer. This leads to an ongoing story as the heroes try to
prove their innocence and bring “Keiba” and Coldstone to justice.
Meanwhile Back At the Castle: The kingdom is rocked by the
appearance of Keiba Buris. Keiba, the Queen’s daughter before Possible Complications: These optional situations are here if
she birthed Prince Edward, had been missing for years after being the referee wants to toss in more drama or if he feels the game is
stolen from her crib shortly after she was born. Her maid was moving along too quickly.
executed for the crime although no evidence was ever found. • Another Prince Edward shows up at the gates as the heroes
Old King Terik did not dispute the sister’s claim, although most arrive at the castle. Both accuse each other of being an imposter
believe she was illegitimate. Keiba claims to have been taken by and a spy.
gypsies and raised as one of their own before she suspected her • “Princess Keiba” develops feelings for one of the male heroes,
birthright several months ago from the tale of a minstrel. which jeopardizes her cover but she lies to him and tries to
implicate another duke as the mastermind and her as a victim.
Home Safe: Upon arriving at the castle, Prince Edward will insist She wants to run away with the hero.
that the heroes join him in the feast, which is sure to ensue upon • If not unmasked as a man, Keiba, when captured, claims to be
word of his return. He will gladly compensate the heroes pregnant so that she won’t be killed. The Duke arranges for her
afterwards. Even he is shocked at the news of Keiba’s discovery escape and she dogs the heroes from there on out, plotting her
and claims that it will be a doubly bountiful celebration. revenge against them.

The Feast: Let the heroes hobnob and make conversations with Princess Keiba/William Schen
the castle staff and nobility before and during the meal. At an STURDINESS 2/Fighting 2; LOOKS 3/Etiquette 1, Charm 1,
appropriate time, have Duncan Mille, a minor noble, grasp his Seduction 1; CRAFTINESS 2/Performing 3; BRAINS 2;
throat, scream and fall over dead. Fortunately for everyone BLOOD 18.
involved, the goblet of wine was to be hoisted by Prince Edward Equipment: poisoned knife (3 damage +4 damage/round)
but Mille, ever the grandstander, grabbed the goblet to drink to
the prince’s health and sealed his doom. A search for the serving Enemy Soldier
girl who brought the wine in finds her body in the moat where it STURDINESS 2/Fighting 1; LOOKS 2; CRAFTINESS 1/
was thrown from one of the towers. Running 1; BRAINS 2; BLOOD 15.
Equipment: sword (6 damage), chainmail shirt (7 AV)
Way To End A Party: Understandably, the feast breaks up
who agreed to his marriage demand secretly gets one that grants
2 AV). He will also offer to give them a ride for a little way on
The Breenstil Curse his back. This, unfortunately, means they would have to leave
mounts and/or wagons behind but will speed up their travel time
immensely. Regardless of their decision, he will remind them of
The Premise: A strange illness is sweeping the land rendering their promise when they part company.
men weak. All the possible villains capable of such magic have
fallen victim to it and villainesses have alibis. The Queen fears The Journey to Breenstil Manor: Is a long and arduous trek.
this is a precursor to war. As a precaution she has all women The heroines are likely to encounter wild beasts, bandits and
drilling to become a makeshift militia but has no delusions about other people who mean to swindle or betray them. These lands
their effectiveness against seasoned troops. She suggests a are the former lands of Baron Argus Breenstil before he was
dangerous quest - go to speak to the dragon atop Flintcraig executed for leading a revolt against the king. Many of his
Mountain, a master of magic but also cunning. sympathizers still roam the land giving lip service to the king
but secretly biding their time until they can try again. They are
The Setup: This scenario works best in an area in which the extremely xenophobic and the heroines will have a hard time
heroes have been active and have established a previous finding places to stay the night or to trust. While the heroines
connection with the Queen. All characters must be female! A won’t be attacked on sight in populated areas, they are sure to
male character under the curse will be useless and likely dead face discrimination, inflated prices and harassment.
before only a few days have passed. Once the nature of the curse
is known and not mistaken for a normal disease, the heroes will Breenstil Manor: Is a sprawling three-story manor house with
be summoned and given the quest. NPC male loved ones or an additional story underground. The building is very busy with
important allies coming down with the curse could also be a armored men coming and going. Each of them has a red rune
strong motivator to get the heroines to go on the journey. emblazoned on their armor. A Spellcasting check will identify it
as some sort of protection ward. While we do not provide a map
The Real Story: Agatha Breenstil, branded a traitor after her last for space concerns, make the building big and stealth and guile
husband tried to overthrow the king, is responsible for the curse. will prevail over a direct attack. Agatha resides in the basement
She has used the blood of a slain sorceress and other arcane maintaining her cauldron and the spell. Defeating her or upsetting
components. Where she got this knowledge is a mystery because the cauldron will break the spell.
she is not a mage. Agatha is hiding in the ruins of her husband’s
keep along with sympathizers. Possible Complications: These optional situations are here if
the referee wants to toss in more drama or if he feels the game is
The Journey to Flintcraig: The lands surrounding Flintcraig moving along too quickly.
Mountain are wild and dangerous, teaming with tribes of savage • The heroines come across a enemy army camp which looks like
orcs and many dangerous marshes and dense dead forests. The an advanced scouting group. It blocks their way forward.
heroines are sure to encounter many adventures and frights before • A wounded man on the side of the road begs for help. He is an
they even reach the mountain. enemy sympathizer (although they do not know that). He will
betray them or he can guide them depending on the treatment
Redmaw the Dragon: Redmaw is ancient and has little interest he receives. Stopping to help will eat into time.
in the mortals below his mountain outside of occasionally taking • The Dragon’s medallions stop working inside the manor.
a cow for food. The rest of the time he slumbers or studies the
vast magic tomes and items in his hoard. He is aware of the curse
and isn’t angry at the arrival of the heroines. He, in fact, expected Enemy Orc/Soldier
someone to consult him. However, his time and advise are not STURDINESS 2/Fighting 1; LOOKS 1; CRAFTINESS 1/
without a price. He explains that there are few of his kind left and Running 1; BRAINS 2; BLOOD 15
he desires companionship… and a heir. One of the heroines must Equipment: sword (6 damage), leather shirt (2 AV)
agree to marry him. He can magically make himself into
whatever they find desirable and they will have immense wealth. Breenstil Elite Guards
They do not have to stay immediately but he expects them to STURDINESS 2/Fighting 2; LOOKS 1; CRAFTINESS 2/
return to him. If they try to trick him, he will attack the humans Running 1; BRAINS 2; BLOOD 17
below until they are destroyed or she returns to him. Equipment: sword (6 damage), chainmail shirt (7

The Curse: Redmaw will explain the nature of the curse: it only Redmaw the Dragon
targets males and requires the blood of a slain sorceress, twelve STURDINESS 3/Fighting 3; LOOKS 3/Charm 3;
unicorn hairs, a vial of mercury and a single black pearl. These CRAFTINESS 3; BRAINS 3/Spellcasting 3; BLOOD 40
elements, combined with the proper incantation, will release the Equipment: 7 magic spells, fire (15 damage), scales (12 AV)
spell. The initial point of the disturbance in the magic web of the
universe centers on the ruins of the old Breenstil Manor far to
the north before the spell erupted in the Queen’s lands. Redmaw Agatha Breenstil
suggests that they will likely find the magician there. He will STURDINESS 2/Fighting 1; LOOKS 2/Etiquette 2;
also gift them with golden medallions to aid them on their quest. CRAFTINESS 3/Running 1; BRAINS 2; BLOOD 20
Each one grants 1 AV of protection to the entire body (the person Equipment: dagger (4 damage), cloth armor (1 AV)
the baroque furnishings are exquisite if old and many rooms are

The Dowery
locked off and bare after having its furnishings removed and sold.
Assuming that the heroes can talk their way inside, they can
easily get the run of the manor and have time to explore. Vincent
has too much of his own to do and not enough servants to bother
The Premise: Elise Debaugh, a wealthy merchant’s daughter has with keeping track of all of his guests although he is apologetic
fallen in love with Vincent Teaton, a poor nobleman. Her father, about his lack of hospitality.
Reginald Debaugh, suspects the use of a love potion and wants
the characters to investigate. The nobleman had his last wife die The Locked Room: One of the locked rooms is distinctive from
under mysterious circumstances and the merchant suspects that the others. Its golden doorknob is sculpted with wild rose vines.
this is an attempt to get her dowry so that he can squander it away The only way into the room is to locate the key or to pick the
as well and he doesn’t want his daughter to meet a tragic end. lock. The key is kept in Vincent’s room on a prominent ornate
peg on the wall.
The Setup: This scenario works best if the heroes have The locked room used to belong to Vincent’s former wife,
already been active in an area and have built up a good reputation Rose, and has been left as it was when she died. Vincent treats
because it would look strange for such a powerful man to just it as a personal shrine and will be very angry to find someone
blindly approach people he doesn’t know… although you could else in there. However, this room also contains the only clue to
play up the desperation angle or use this as an excuse that he Reginald’s role in her death. A crumpled threatening letter hinting
wants people who can’t be directly traced back to his pocketbook at a “unfortunate fate” unless her husband pays his debt can be
to determine the “facts” for themselves. found hastily stuffed into a book on magical theory.
The Real Story: In reality, no potion was used - the love is Making the Connection: Rose’s horse came from her own stable
genuine. However, since the nobleman is poor, the merchant but the animal came from one of Reginald’s business ownings
doesn’t want to give up her dowry and is attempting to use the and, if Vincent is asked to try to remember, was not the animal
PCs to assert his claim. He has one of Vincent’s servants secretly they had agreed upon. Rose, insisting she wanted to ride
slipping a minor magical potion into her evening wine so that regardless took the horse out anyway and it bucked her, breaking
any mages doing a simple check will detect magic. The potion her neck. Vincent had the animal killed, which made Reginald
doesn’t do anything other than to help resist the common cold. furious. This information, combined with the note, is the only
evidence that survives. It isn’t enough to convict him in a court of
Vincent Teaton: The heroes are going to have to come up with a law but it could be used as leverage against Reginald.
good excuse to get an audience with Vincent. He is keenly aware
of her father’s dislike for him and is on guard for treachery and Reginald’s Revenge: This should be left up to the referee.
deceit. Vincent is a tall, dark man that takes after his father’s Depending upon how the heroes conducted themselves, Reginald
rugged looks. The only detraction from him is his dated and worn could take several avenues. The simplest of which would be to
clothing that does not reflect the current styles favored among the discredit them. The most extreme being that he hires assassins
nobility. Vincent, however, carries the air of nobility well and can to try to kill them. Any recriminations by the heroes should be
still a rowdy crowd with his voice. He is used to having his way arbitrated by the referee in regards to their legality and how much
but has had to swallow his pride due to his finances and it pains trouble it could get them into.
him. If questioned, he will freely admit that he wants Elise’s
dowry but, despite her being ten years younger, he does love her. Possible Complications: These optional situations are here if
the referee wants to toss in more drama or if he feels the game is
Elise Debaugh: An argument could be made that Elise doesn’t moving along too quickly.
understand what she is getting into. She is still young and Vincent • Reginald poisons Elise’s wine figuring that he will not let his
is a forceful personality that could be sweeping her along. Still, daughter marry trash. The heroes will have to race for a cure
she claims to love him and she believes it. Elise is a bit and prove that Vincent didn’t poison her.
overwhelmed by the whole romance and Vincent has been trying • The ghost of Rose appears to one or more of the heroes de
very hard to protect her privacy and to lessen the pressure on her manding justice for her death.
by having others do the wedding preparations. • The heroes catch Vincent and Elise about ready to run off
together and need to convince them to stay so that they can
Reginald Debaugh: Elise’s father, however, is far more sinister. deal with Reginald.
He is very controlling of his daughter’s life and has sheltered her
for many years against any threats he perceives to her virtue. He
Reginald Debaugh
had Vincent’s former wife murdered in what looked like a riding
STURDINESS 2/Fighting 1; LOOKS 2/Charm 2, Etiquette 2,
accident for the nobleman’s failure to pay the debt he owed. It is
Rumors 1; CRAFTINESS 3/Con 2; BRAINS 2; BLOOD 18
especially galling for his daughter to fall in love with a man he
Equipment: dagger (4 damage)
hates so much although he does his best to hide his resentment.
He is especially furious that she has moved in with Vincent and
that the impetuous young man has prevented him from seeing her. Vincent Teaton
STURDINESS 2/Fighting 2; LOOKS 3/Charm 2;
Teaton Manor: Teaton Manor bears its age with a groan. The CRAFTINESS 1/Performing 1; BRAINS 2; BLOOD 20
place proudly displays its former glory tarnished with age. Inside, Equipment: sword (6 damage)
NAME: ________________________________ NAME: ________________________________
OCCUPATION: _________________________ OCCUPATION: _________________________
gOLD: _________________________________ gOLD: _________________________________
Height: ____Weight: _____Gender: ____ Height: ____Weight: _____Gender: ____
Eyes: _______Hair: ________Age: _______ Eyes: _______Hair: ________Age: _______

STURDINESS .{ } Equipment STURDINESS .{ } Equipment


Drinking ........ Drinking ........
Fighting ......... Fighting .........
Shooting ........ Shooting ........
Swimming ..... Swimming .....

LOOKS ..............{ } LOOKS ..............{ }


Charm ............ Charm ............
Etiquette ......... Etiquette .........
Rumors ........... Rumors ...........
Seduction ........ Seduction ........

CRAFTINESS .{ } CRAFTINESS .{ }
Con ................ Con ................
Gambling ....... Gambling .......
Performing ..... Performing .....
Repair ............. Repair .............
Running .......... Running ..........

BRAINS ...........{ } BRAINS ...........{ }


Gen. Know. ... Gen. Know. ...
Language ....... Language .......
Spellcasting .... Spellcasting ....
Oratory ........... Oratory ...........

BLOOD ............. { } BLOOD ............. { }


GUTS ................{ } GUTS ................{ }
pRESENCE.......{ } pRESENCE.......{ }
NOTORIETY .... { } NOTORIETY ....{ }
CHAR PTS ........{ } CHAR PTS ........{ }

Hit 1 2 3 4 5 6 Hit 1 2 3 4 5 6
Location Head Torso L. Arm R. Arm L. Leg R. Leg Location Head Torso L. Arm R. Arm L. Leg R. Leg

AV AV

Weapons Damage Weapons Damage

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