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D&D5e - Brancalonia - The Daily Jinx #0
D&D5e - Brancalonia - The Daily Jinx #0
In your magnificent palace, splendid city, remarkable village, we are proud to announce an absolute preview throughout the Kingdom of
the complimentary issue of the free, astonishing and inimitable publication,
Henceforth, from Falcamonte to Zagara, from Ausonia to Tasinnanta, and even in the free cities of the Gray League, of Tesseratto,
Mortecarlo and Constantinaples, couriers on horseback and mail-boats from all over the Kingdom will reach your palaces, squares and
dives, and distribute these expertly bound, illustriously illustrated and most useful papers, to the delight of young and old.
Do not miss Number 0 of the most notorious (and unique) news dispatch of the Kingdom!
The Daily Jinx 0 is written, woodcut and printed by:
Project Management: Samuel Marolla English Translation, Editing and Proofreading (Game rules): Epic
Creative Direction: Mauro Longo Party Games; English Translation, Editing and Proofreading
Content Creation: Mauro Longo, Davide Mana, Lorenzo Ladogana, (narrative): Sarah Jane Webb
Max Castellani and Andrea Macchi Artwork: Lorenzo Nuti, Alessandro Ballucchi, Andrea Casciaro and
International version: Davide Mana and Mauro Longo Fabio Porfidia
Editing: Masa Facchini Layout and Graphics: Matteo Ceresa
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
Regno di Taglia, Fratelli di Taglia, and Penumbria were created by Jack Sensolini and Luca Mazza (Ignoranza Eroica).
Copyright © 2020 Acheron Games. All rights reserved.
Brancalonia is a product of the authors’ imagination: any reference to existing personalities, organizations, places, names or events is purely fortuitous.
Italian edition © 2020 Acheron Games
The Daily Jinx
Brancalonia
V A
Bagatelles
selection of news, tips and codswallop gathered by our authors from missives and
official proclamations from every corner of the Kingdom.
For the benefit of Condottieri who wish to engage their Knaves in such matters.
E
The Royal Mavarian College of Abracalabria has reopened its doors to new Practitioners. The
Magnificent Mavarian has declared that this year’s class will consist of as many as 13 students,
in the hopes that at least half a dozen will survive to the end of this year’s Novitiate.
Admission requirements provide for some well-defined arcane ingredients to be handed over to
the Chancellery. These have been communicated to us, in case anyone amongst our esteemed
readers should wish to enroll:
As a side note, we report that many bands, guiscards and adventurers are currently heading
for Sibara, apparently in order to place themselves at the service of noblemen flocking there
to enroll their scions. In fact, a black market of arcane components is said to be flourishing in
Ad Arcanarum Hau
stum et
the city. The Sibara Guards Chief also reports a number of protests among the local Pantegan Seminarium Mavarum
community; however, these have declined rapidly over the past weeks, as have the members of
the community itself.
3
The Daily Jinx
B
Rumors have it that under the big old bridge spanning the Rio Stocco, on the way to the
village of Marenga in Galaverna, thrives a “Thing” whose lust for human flesh is second only
to its cunning.
What the Thing may be, and whether it be spirit or beast or humanoid, is not known, since
those who saw it never returned to tell, to the detriment of trade throughout the valley. For
this reason, and in consideration of the approaching season when streets reopen after Winter,
the united board of magnates of Marenga offers food, lodging and gold to the brave who will
dare take on the Thing and rid the Stocco of its voraciousness. They will also grant victorious
adventurers all the loot that the Thing has accumulated over the last year, consisting of armor
and swords, rings, teeth of gold, and much more.
The Marenga Chamber of Commerce in Galaverna assumes no responsibility for damages,
deaths and cripplings that could result from this undertaking, nor does it intend to bear the
costs of sawbones, herbalists and morticians.
A one-to-ten part transit fee will apply to the survivors’ emoluments.
The Chamber is also anxious to declare that this proposal is not aimed at feeding foreign
mercenaries to the Thing, as many gossips are implying.
- A lazia -
The Marquise Marcolfa of Torre Borraccia – first of her
name, by the grace of Saint Baldino, Lady of the village of
Castronuovo and surrounding lands, vineyards and villas
– urgently seeks a team of fearless people prepared to place
their arms and swords at her service to avenge a cruel wrong-
doing. For too long, the Marquise has tolerated the insults
and threats of Count Leopoldo of Malanatica, a.k.a. the
Hunchback, vassal of the Lords of Constantinaples. Where
courtesy is defunct, philosophy defeated, and the law silent,
let blades and gallantry speak!
Present yourselves outside mealtimes.
4
The Daily Jinx
A
P K
ostal
market
naves and Condottieri! Behold Postalmarket: an extraordinary service that these
pages now feature, in addition to news reports and adventurous narrative: as from
today, you may order, through The Daily Jinx, a choice of junk, knickknacks and
bric-a-brac, which will be delivered to you AT NO ADDITIONAL COST, even in
the most meaningless and forgotten corners of the Kingdom, in the most remote
hideouts of your Bands, in the most sordid and despicable Dives, Jailhouses and
Dungeons you choose to patronize!
Behold this issue’s list of rubbish, complete with specifications and reference measurements:
PF
Spring 1020
oor
Ephemeris
riar’s
B
e amazed, beloved lady-readers! Be astonished, gentlemen listeners! Owing to the
collaboration of the famous Friar Laorentius Vulpinius Riddle, former spokesman
for the Horoscopal Conference of the Kingdom, we hereby inaugurate a
section dedicated to prophecies, horoscopes and assorted astromancy!
Behold the forecasts and ephemerides of this Spring of 1020.
6
The Daily Jinx
The Moon of the Twinettes The Twinettes are undisputed champions of meaningless pro-
mises, of prose for its own sake, and of Secret Dreams, mostly
When the Moon enters the Sign of the Twinettes, we are well aimed at duping their latest partner in love. Frivolous in the
into Spring and heading for Summer. A dual Air Sign, Mascu- extreme, they live in the moment, basking in the early summer
lin and Feminine at once, of a capricious and remarkable natu- sun, and laughing at saucy songs, jokes and limericks. However,
re, the Twinettes are associated with the Ivory-ish White color the dual nature of the Twinettes also induces them to be un-
characteristic of paintings by standoffish, penniless artists; their friendly, bipolar, and with a forked tongue: they are impudent
lucky pudding is blancmange with manna, honey, and milk. and unrepentant liars.
The Twinettes are Patrons of Marionettes, Supersticians, Wol-
f-Cats, Harlequins and charlatans of all kinds; of courtiers, arti- Trivia: The Draconian Kingdom’s Soccer Championship
sts, models, vagabonds, wayfarers, adventurers, beautiful ladies begins under the Twinettes, while the Penumbrian
and fops; of hermaphrodites, androgynes and abs-of-wood; as Championship generally starts at the end of autumn. Come
well as of all those who change sex, appearance, gender and on, Biscioni!
appetites for necessity, pleasure, or need. They are also Patrons
of the Turquoisies and of the Celestials.
Those born under the celestial banner of the Twinettes – lovers
embracing in the astral vault – are often destined for the path
of Extravaganza or, in the absence of the Gift or of adequate
abilities, for the simple and traditional career of the scoundrel.
7
MostWanted
The
BountyPack Cards
of
T
ere’s no worse rogue than he who double-crosses other Bounty Brothers and
conducts himself like a traitor.
This section features the most abominable selection of scapegallowses, jailbirds and
cannon fodder that roam the Kingdom, to be captured and brought back to the
executioner for a few turns of rope or a good old-time summary execution.
Owing to these traitors’ deeds and misdeeds, Knaves of the Brotherhood are authorized and
legitimated to chase, capture and rough up these villains, without fear of being disgraced in turn.
8
The Daily Jinx
9
B
old
arbanera’s
almanack
T he Kingdom is full of fools and faint hearts;
and yet every knave has courage enough to bear the misfortunes,
and wisdom enough to manage the affairs of his accomplice.
I
n aid of foreigners, pagans, and assorted ignoramuses, uninformed of the simplest
and most widely-known facts of the Kingdom’s Ephemeris and Calendar, we have
decided to introduce some very useful compendiums of facts admittedly common and
well-known, but suitable for summaries.
In this useless and belated schooling enterprise, The Daily Jinx that you are holding – or
that the crier is reading you, you morons – enjoys the collaboration of old Barbanera, the
most famous Jinx of the Kingdom, whom it was named after.
Celestial events, lunar phases, ephemerides, great events of the calendar year, tips for
military campaigns and life in the den, trivia, proverbs, anecdotes, empirical recipes, and
forecasts, yet always possible and sometimes come true: this is Old Barbanera’s Almanack.
The Almanack’s first compendium deals with the mundane timetable of days, weeks and
moons of the Kingdom, which differs from the Sacred Calendar of the Creed.
10
The Daily Jinx
Irrespective of the number of days composing it, each Saturnine: this day only exists in certain Moons and ei-
week is also divided into auspicious and inauspicious ght-day weeks, when astrological tables admit it for reasons
days, whose names are derived from ancient and forgotten best known to themselves. A day of sadness and shadow, Sa-
draconian divinities: turnine is suitable for dark conspiracies and witchcraft, as well
as for throbbing, percussive music. Alternatively, the sixth day
Lunatic: the day of madmen and of angry outbursts, not of the six- or seven-day week is the Sabbatic, when nothing
recommended for starting new enterprises that are not crazy. is done from morning to night, and witches gather around
Whatever the number of days of the weeks considered by be- walnut trees and crossroads.
lievers and non-believers, these always start with a Lunatic,
when nobody wants to go back to work or do anything at all. Uranic and Plutonic are erratic and intercalary days, de-
dicated to the twin cities of Urania and Plutonia, and ap-
Martial: a good day for weapons, sieges, boarding races, and pear at random in certain months and years of connection
campaign scuffles. Some poets of the past used to write their and adjustment.
ironic and scathing verses only on this day, giving life to the In the long run, nobody ever remembers them… they
“Martial Epigrams” genre, still in use today. merely serve to fill in ten-day weeks for heretics who count
days thus.
Mercurial: a day dedicated to science, alembics, and cle-
verness, but also to transformism and changes. Those born But all almanacs agree on the last day of the week: Solarist.
on Mercurial in the Moon of the Twinettes are often Gifted, Like Sabbatics, Solarists are for celebrating, but in a more in-
turncoats, frauds and side-changers. timate manner, almost each for themselves. It must be said
that Solarist did not exist in the Draconian Calendar: it was
Jovial: a day of eating and drinking binges, and pleasures invented by the Creed, elected as the holy day par excellence,
of the flesh, on which it is difficult to be sad. Jovial is the day and dedicated to the Godhead, the one and only ruler of he-
that everyone tries to bring into their calendars. aven and earth.
D Martial
B Jovial
A Sabbatic
Saturnine Plutonic w
Lunatic Venerable Solarist
d Mercurial
Venereal
Uranic
11
S A ltomanna’ s ister
Offered by
Recipes
Th Marauder’s Inn
e
D
aring chefs, cooks, herbalists and miraculists, landlords of dives, inn-keepers and
publicans, with much imagination and empty larders: behold the page this dispatch
offers you, thanks to the collaboration of Sister Altomanna, celebrated pantry
angel of the Convent of Saint Polenta in Tingoli, to help you on a thousand occasions
from today to all eternity. Not potions and concoctions purchased by mail order, but
recipes, cooking secrets, and new ways of preparing and serving monsters, beasts and
other magical ingredients!
Working with herbs, knowing how to mix them, extract The tonic thus obtained is crystal-clear, its flavor unrivaled
tinctures, or add them to potions, tonics, spirits and cordials, is amongst magic potions and aperitifs, and in medication lore.
no joke, and the difference between soup and potion, magic and Thus prepared, it faithfully follows the recipe for the Blond
cooking ingredients, delicacy and portentous arcane discovery, (though the latter contains many other herbs whose exact nature
is merely a matter of dosage, components and processing. is secret), and causes neither colic nor malaise: you may partake
of it before luncheon, brawl or combat, in glasses administered
Hence we begin this column with an exceptional recipe, with intervals of a quarter of an hour.
combining herbal medicine, alchemy and tavern-keeper skil-
ls: thanks to our “benefactor”, Blond Cordial – the tord-boyaux Biondino Tonic
sherry that makes damsels merry – we can now spread the recipe
of this outstanding, all-occasion tonic.
Cost Weight
In water saturated with alchemical frisson, and once the
mixture is ready (for which 5 to 6 hours are required), dissolve 20 Coins 0,5 lb
the sugar at cold temperature, add tincture, filtered through
paper, of the following ingredients: Brewbarb, 2 oz; dry Wol- When you drink this Tonic, you regain 1d4 + 1 hit points and
fsbane leaves, 3 oz; Snoozy Berries, 1 oz; Stitch Leaf, 1 oz; reduce your exhaustion level by 1.
Saint Curatorial berries, half an ounce; Groggy mushroom, Additionally, you gain temporary inspiration that vanishes
half an ounce. 10 minutes after using the Tonic, even if not expended.
The Biondino Tonic remains stable for a week; after that,
Then add, to your taste, aromas of previously-distilled and it loses all its beneficial effects, becoming a simple yet
fermented Zagarian essences: the original Blond cordial delicious soft-drink.
foresees lemon, limonastrium or beatricottum, while the
green, orange, red and brown variants are obtained from Note: you can get all Biondino recipe ingredients at any
essences of oranges, serinducts, scolas, and other citrus fruits. local apothecary or herbalist for half the sale price of the To-
nic. You must have Proficiency with the herbalism kit or with
Finally, project into each bottle or vial a formula of Light as the artisan’s tools (alchemist’s supplies or brewer’s supplies) to
an activator, then swiftly cork, tie and wrap up. prepare the Biondino Tonic with the ingredients.
12
The Daily Jinx
13
Salty
Sailor’s
Misfit
Tales
Gather round, young misfits. Tonight I will tell you the story of Captain Spaventa,
of Rosaspina, his belle, and of Phantasm of the Sea who killed them both!
14
The Daily Jinx
The Secret
Reality is very different from the silly legends of Ausonian
boatswains. Captain Spaventa was not in love with the
magnate’s daughter; indeed, there is no ship-owner’s daughter
in this story. Rosaspina was actually his ship, an exceptional
sailboat with an incredible peculiarity: her figurehead was
made of Turquoise Wood, and she was a sentient helmswoman
intended to sail the ship in the best possible manner... a
veritable experiment ordered by the ship-owner himself to
assess its effectiveness before extending it to other vessels.
The only one on board to know this secret was Spaventa, who
gradually began to spend many hours at the bow, chatting and
joking with the figurehead. For this reason, the ship slowly
fell in love with the captain, but for Spaventa this mutual
attraction could never lead to anything stable, or to a future
together. One day, during the silver shipment (which actually
did take place), Spaventa let slip to Rosaspina that, with this
last trip, he would become rich and retire to the mainland.
Crazed with jealousy, Rosaspina did something atrocious: she
threw herself against the Fang of Bitchfish, shattered against
the rocks and caused the ship to sink. She let go of the crew The silver, on the other hand, is real: if the Knaves manage,
but ensnared Spaventa in the rigging, and the two sank to the one way or another, to solve the crazy love story between the
seabed together. figurehead and the braggart captain, they will be able to leave
Now Rosaspina is the Phantasm of the Sea. The ship that with the ingots that have not slipped into the sea from the
emerges is wholly imbued with her sad and angry will; wai- gash in the hull. There are 1d8 + 2 silver bars, each worth 500
ling, she resides in the hold with the silver, and the ghost of Silver Coins.
Spaventa is subject to her will and forever bound to the ship.
The only way to restore peace to Spaventa and Rosaspina is
to find the remains of the two nutters’ bodies in the waters
around the Fang of the Bitchfish, bring them back on board,
or burn them together.
15
The Daily Jinx
The wreck
The Rosaspina falls apart and, immediately after its Inside, there are chests and watertight drawers. In one of
appearance, it’s visibly wet and slippery and covered in salt, these there is also the well-preserved Logbook. By studying
algae, and seashells. There is nothing special on board, and this, you may discover that:
everything looks ruined, spoiled by the decades spent on the
bottom of the sea, apart from the elements described below. • Rosaspina is not a person but the name of the ship;
By examining the ship’s deck, with a successful DC 14 • Spaventa always refers to a “She”, who helps him in
Intelligence (Investigate) check, the Knaves can understand navigation, but also harasses him somewhat;
that walking on it can be difficult. The deck of the Rosaspina • The cargo of silver is properly stored on board, in the hold;
is considered difficult terrain. An unaware creature that moves • The last page explains that “She” got angry with him and is
on it for the first time in a turn must make a successful DC now heading straight for the rocks... “She seems completely
8 Dexterity (Acrobatics) check or fall prone to the ground on insane!”
a failed check. Furthermore, the ship’s structure is precarious,
and it is easy for rotten wood to break under the excessive If the Knaves read the Logbook and still don’t understand a
weight of the largest Knaves. The same thing happens in the thing, the Captain will appear, and sadly explain what really
case of climbing on the only tree left, completely decadent. happened.
In the Cabin there are also some Navigator Tools in good
Malefic Rigging condition, a map of a mysterious “treasure of the Bigat” (or
A malicious and evil will still permeates the ropes and the the map of a different treasure, if you have already played The
rigging used to hold and drown the Captain: if a character Treasure of the Bigat adventure) and the Key to the Hold.
comes into contact with them, revives their fury (malefic
rigging; see appendix).
The figurehead
Leaning out from the prow, you will notice the shattered
remains of the figurehead. A knife incision at the junction
says “Spaventa and Rosaspina” with a heart pierced by a
boarding saber.
16
The Daily Jinx
17
The Daily Jinx
The Phantasm of
the Sea of Shadows
Confined
Medium undead, neutral evil
Armor Class 14
Hit Points 94 (12d8 + 40)
Speed 0ft., fly 60ft. (hover)
18
The Daily Jinx
Magnitude
Magnitude indicates the power level of the confined. The hi- Malefic Rigging
gher the Magnitude, the greater the resistance, the power, and Large undead, neutral evil
the strength of the manifestation’s unique capabilities. Armor Class 3 (natural armor)
For each Magnitude level, the confined gains a unique Hit Points 103 (10d10 + 48)
power, chosen from the list of powers of the confined. Addi- Speed 15 ft.
tionally, the confined adds the Magnitude level to its saving
throws DC and its attacks. STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
Lair Actions
Skills Stealth +2
On initiative count 20 (losing initiative ties), the confined
Condition Immunities blinded, deafened
takes a lair action to cause one of the following effects; the Senses blindsight 60 ft. (blind beyond this radius),
confined can’t use the same effect two rounds in a row: passive Perception 10
Languages -
• The confined calls forth the spirits of creatures that died in Challenge 4 (1,100 XP)
its lair. These apparitions materialize and attack one creature
that the confined can see within 60 feet of it. The target must azioni
succeed on a DC 13 + Magnitude level Constitution saving Multiattack. The malefic rigging makes two slam
throw, taking 10 (3d6) necrotic damage per Magnitude attacks. If both attacks hit a Medium or smaller
target, the target is grappled (escape DC 13), and
level on a failed save, or half as much damage on a success.
the malefic rigging uses its Entangling Ropes on it.
The apparitions then disappear.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
• The confined summons an undead present in its lair
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
(Captain Spaventa or the ghost of a dead man on the
Pescecagna rock). Entangling Ropes. The malefic rigging envelops
a Medium or smaller creature grappled by it. The
• The confined can cast the Bestow Curse spell (no
entangled target is restrained and it must succeed
concentration required), to a creature it can see within 120 on a DC 14 Constitution saving throw at the start
feet of it (saving throw DC 13 + Magnitude level). of each of the malefic rigging's turns or take 13
(2d8 + 4) bludgeoning damage. If the malefic
rigging moves, the wrapped target moves with it.
Malefic rigging can only envelop one creature at a
time. If the malefic rigging moves, the entangled
target moves with it. The malefic rigging can have
only one creature entangled at a time
19
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