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A restless night...

presents:
help for
MRQI I

Image

A
a game aid for Elric of Melniboné
by Arasmo

© The Scriptorium, all rights reserved


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bit, Domenico stopped his affair with his mistress


Introduction but undertook to take care of the children he had
with her. Officially these two children would be
This game aid is intended for the second edition those of an old friend who would have gone in
of Elric of Melniboné, but can however be used search of Tanelorn and who would have entrusted
without problem with the 1st edition and the Magic his offspring to Domenico, but no one is fooled,
A of the Young Kingdoms supplement. It describes especially not Marco Saletti, first child of the
the summer residence of a senator from the Ilmiorian senator and his designated heir . If Marco pretends
city of Karlaak and gives an introduction to a to tolerate his father's escapades, he intends to get
scenario for two players. rid of the two children as soon as possible, now
young people aged 15 and 16.
The players are supposed to embody the senator's
“adopted” children, who stay with him in the house;
the scenario begins in the middle of the night when Description of
the PCs' sleep is suddenly interrupted by a cry of
distress... Saletti manor
A summary plan of the manor is provided at the end
of the document. General

Outside
Note : given that the atmosphere of Imio-ria is
very close to the Italian Renaissance, I took the The senator's estate extends over a small plateau
liberty of “Italianizing” all the names. located about 10 km from Carlazzio. A stone rampart
Karlaak thus becomes Carlazzio... 3 meters high and topped with a line of pikes marks
access to the domain. A paved path bordered by
rows of trees leads to the manor. The latter is a
Context large rectangular building of approximately 400m2,
2 whose facade is heavily decorated with bas-reliefs
evoking various exploits accomplished by the
In the city of Carlazzio, Senator Domenico Saletti
White Lords of the Young Kingdoms. Behind the
is a strong supporter of Arkyn's cause: he generously , notably that of creation
manor are a wash
funds the development of the cult and seeks to
house, stables, a cistern and the guards' barracks.
eradicate all chaotic influences in the city. A few This last building can accommodate sixteen guards
weeks ago, the local cell of the chaotic cult of
Chardros the Reaper was destroyed by the city's
militia, at the cost of heavy losses. Of course,
Chaos does not intend to let this act go unpunished, Interior
and agents of the cult of Hionhurn the Executioner
Lighting: in the corridors, light is provided by rows
will take charge of revenge...
of candles placed inside glass spheres, which rest
on supports that resemble hands protruding from
Domenico Saletti, a man not the
walls.
so exemplary that...
Despite his exemplary reputation, Senator Saletti In the rooms, one or more candelabra provide
has his dark side. First of all, he keeps at his side a light.
personal sorcerer, Giuseppe Fecci, - officially his At the start of the game, the only lit areas are the
advisor - to protect him from the attacks of his first floor corridor and the wizard's room.
enemies. Secondly, he maintained a mistress for a
long time even though he was married: it was in Masonry: blocks of gray stone that are both
fact upon hearing the news after having followed smooth and perfectly cut; difficult to find a space
Domenico's movements that his wife committed between the joints, whether outside or inside!
suicide... Taken back

the Scriptorium - Game aid - A restless night... by Arasmo


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The latrines (noted L on the map): questions of Demonic Laughter : this humanoid skull is said to
public hygiene have always fascinated Domenico; be all that remains of the demon Alzarim the Laugher.
for years, he has been constantly rehashing his Special feature, all you have to do is tell a joke in his
sewer system project at the city council. His summer presence for him to burst into demonic laughter that
residence serves as a sort of prototype for his project: resounds throughout the mansion.
the waste is evacuated to an underground cavity A

using a system of conduits. Reception room


Rich tapestries with geometric patterns decorate
the walls; the center of the room is occupied by a
Protections: three alarm runes were placed by rectangular marble table 8 meters long with ten chairs
Domenico's sorcerer: the first protects the entrance on each side.
door to the ramparts, the second guards the front On the west side of the room is a large fireplace,
and rear access to the residence and finally the last the entrance to which is protected by a bronze screen.
is inscribed on Domenico's bedroom door.

Shared room 1
Ground floor This is where the female staff sleeps.
The bedroom has two rows of two beds, with a
Room of curiosities (90 m²) small wardrobe next to each bed.
The cupboards contain the servants' personal effects.
In this meticulously clean room, rare objects , of the
are stored in rows of furniture under glass. Most of
the objects are bones of more or less exotic creatures,
Shared room 2
but some stand out:
This is where the cook and his assistant cook
sleep; the room is more richly decorated than that of
the female staff and the beds are much more
The Restless Jar: This fist-sized brain rests at the
bottom of a jar filled with amniotic fluid and on which
comfortable.
3
is inscribed a Sleep rune. If it is no longer in contact
Kitchen
with the jar or Giuseppe dies, the brain will start
The kitchen is spacious, with a worktop that takes
jumping in all directions while emitting electrical
sparks. After about half an hour, he will stop up the entire north side of the room, and a huge
fireplace on the east side, which has neither leg nor
"brainstorming" and quickly waste away unless he is
frame and is wide enough to accommodate three
bathed again in amniotic fluid.
large cauldrons.

Food warehouse
Salted meats and cold meats are hung on
The mechanical horse : this life-size steel replica of
a horse sits in the middle of the room on a pedestal. butcher's hooks while the shelves are filled with rare
spices, fresh vegetables and other foods, each more
This is the object of which Domenico is most proud:
appetizing than the last.
he ordered it at a high price from the cult of Arkyn. It
others.
is charged and ready to activate. Reminder: you must
know the Law and Beast Runes and invest magic
Wine cellar
points to be able to activate the automaton.
Four rows of wine bottles, most of which
STR: 20 DEX:10 CON:16 TAI:20 INT:1 shares are worth a fortune.
POW: 1 CHA:1 AC:2 AP:1 HP:18
Athletics: 55% Brawl: 55% Escape: 45% First floor
Endurance :
Attack Kick 55% 1d8 + 1D6 Guest rooms and children's rooms

the Scriptorium - Game aid - A restless night... by Arasmo


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These rooms are almost identical: four-poster bed, maine and study the surroundings.
thick drapes, clothes chest, bedside table and dressing
table... Around 1 a.m.: the cultists coat themselves with the
Curse of Grome and cross the walls. They easily
Sorcerer's Chamber dispose of the four guards patrolling outside the house.
It stands out from the previous rooms by the presence
A
of a shelf filled with esoteric books and an additional
chest containing a perfume of Distraction, two pills of Around 1:10 a.m.: they enter the house via the north
Invulnerability and three Balms of Insomnia. wall and explore the ground floor.

Around 1:15 a.m.: they kill the sleeping occupants of


The library the two common rooms.
Domenico likes to bring his works with him to his
summer retreat; this piece brings together the Around 1:20 a.m.: they go up the stairs, the first
essentials of his collection. You can find everything entering the guest room whose wall communicates
there: from the very licentious Erotic Reveries of Litello with the senator's room and enters directly into the
to the very austere Economic Picture of the city of latter. The second runs along the corridor towards the
Ilmar. Small braziers have been set up in the four wizard's room.
corners of the room and in the center: A coffee table
and four armchairs. Around 1:21 a.m.: the senator is assassinated, throat cut
chee. At that moment, the sorcerer Giuseppe, below
Domenico's room the effect of an Insomnia balm, is studying a work; he
It stands out from the others by its dimensions, but immediately senses the loss of the link established
also by the presence of a copper bathtub and a small with his master via his Contact Rune and screams at
brazier. the top of his lungs “Guards, the senator is in danger!!”,
before leaving his room. Unfortunately for him, he is
stabbed by the cultist as he enters the corridor.
4 A start of a
scenario Meanwhile, the guards, alerted by Giuseppe's cries,
rush into the room and surprise the assassin; the latter
once again throws a dagger which luckily hits one of
General informations the guards in the throat while the other guard rushes
at him sword first.
What is happening
Two chaotic agents arrived during the night. A The scenario begins when the PCs are startled
member of the cult highly placed in the city awake by the sorcerer's cry.
administration has already been invited to the
residence and provided them with all the necessary
The PCs
information. All agents applied the Curse of Grome, a
Players take on the role of Domenico's two children,
balm that allows him to pass through walls; They were
who will have to find a way to survive the upcoming
thus able to cross the ramparts and neutralize the
massacre. Preferably, the PCs will take the Civilized
guards using poison darts. They will then progress
origin and the Noble or Wizard profession. In the latter
into the Saletti home and kill all the sleeping occupants
case, it is the sorcerer Giuseppe who will have secretly
on the ground floor before going upstairs, where
transmitted his knowledge to the PC; he will have to
Domenico, his two “adopted” children and his personal
choose three runes among the Alarm, Contact, Speed,
wizard are sleeping.
Beast and Law Runes and will not be able to take the
Ritual of Invo-cation skill during the character creation
phase.
Chronology
Around 24h: the cultists arrive near the do- If there are more than two players, the GM can bring

the Scriptorium - Game aid - A restless night... by Arasmo


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players to play as guards or guests. otherwise hung on a wall.

Option: opening scenes Waking up, the PCs hear the sound of a death
To make the introduction less brutal, the GM can rattle coming from the corridor: it is the wizard who is
create a short individual scene for each player, stabbed.
possibly supplemented by a collective scene. These
skits can be used to present the mechanics of the If the PC closest to the wizard's room enters the A

game and/or to introduce Marco Saletti to show how corridor, he comes face to face with the cultist.
much he hates the PCs. Optionally, you can also Proceed as normal combat, this one with the best
design a scene showing the emotional bond uniting action rank starting first.
the father to his “adopted” children, for example a
hunting trip that goes wrong and during which
Domenico risks his life to save one of the PCs who If the PCs remain in their room, the cultist will
was going to be killed. to be skewered by a wild boar. enter the room of the PC closest to the wizard's room.

Cultist Tactics
Here are three suggested scenes: If the character appears frail, he will seek melee.
Wizard PC: In the evening, when everyone is
supposed to be sleeping, the PC is in the wizard's If the character appears physically impressive and/
room to follow his daily witchcraft lesson. But there is or well armed, the cultist will try to stay at a distance
something unexpected! Marco, who is staying in the to use his throwing daggers, taking advantage of his
nearest guest room, is suffering from insomnia and ability to pass through walls; he will try to flee as
hears the PC's voice. He then goes into the room soon as he is defeated in the confrontation.
and surprises the PC in the middle of incantation.
How can we prevent Marco from telling Domenico about it?
Noble PC: while his father is away tending to his If he has to fight against two characters, he will
municipal affairs, the PC must practice swordsmanship also try to keep his distance and will primarily attack 5
with a guard who takes great pleasure in insulting the one who appears less dangerous or who seems
him to the cheers of the other guards watching. to be casting a spell.
Depending on the PC's behavior, the GM may
subsequently give a positive or negative modifier to Tips for MJ
his interactions with the guard, which may be Do not hesitate to remind the PCs that they can
important during the "What to Do Now" scene. use the elements of the setting to help them: for
?» example, a PC attacked in his room can use his
Collective scene: important meal with Domenico, cover to protect himself, throw objects at the cultist's
Marco and the PCs, as well as many personalities. head, hang from the candelabra to swing a kick, etc.
Marco and the PCs are seated to the side, while Allow the PCs to use decorative elements that they
Domenico is at the other end of the table. The PCs have invented on the go, as long as it remains within
must endure constant barbs from Marco, who will reason (for example, “my character loves to play
criticize their lack of etiquette, make allusions to their marbles and keeps a bag of marbles on his bedside
“questionable” origin, etc. Then, in the middle of the table for the pleasure of admiring certain marbles
meal, the PCs become violently nauseous and vomit before going to bed. So, he takes the bag and throws
up all they can. No one else is affected. One of the the contents at the dark figure who rushes towards
PCs catches Marco's hint of a smile. him")

If the PCs are really in a bad position, the last


fight against the cultist guard - who will have killed his opponent - can
intervene at their side.
The PCs may have kept a personal weapon in their
room, in their clothing chest, or
A quick description of the cultists is given

the Scriptorium - Game aid - A restless night... by Arasmo


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in the NPC section. about protecting a family friend.

After the fight Stay in the house


If they wish, the PCs can search the slain cultist(s). A guard immediately leaves at full speed to go to
Apart from their leather armor and their weapons, the Marco, who has a residence in town; After two hours,
cultists have a small copper ring inscribed with the Marco arrives at the scene with his four personal
A symbol of a skull seen in profile, with a sword buried bodyguards and a doctor, who will be responsible for
between its jaws. , examining the bodies.
The PCs will be sure to notice the red-brown paste After hearing from everyone and seeing for himself
covering the cultists' skin. If they try to coat themselves the extent of the massacre, he will immediately return
with paste, the part of their body that is coated can to the city, telling the PCs to follow him. Along the
pass through walls; the effect will wear off after three way, he will instruct his guards to execute the PCs.
days. If the PCs manage to escape the confrontation and
Neither the symbol nor the face of the cultists are return to the house, they will be followed by Marco
familiar to the PCs or the guard. and his men (if they too have survived)

As for the sorcerer, he is dressed in a simple black


robe and carries a simple dagger. Inside his room, a Seeking protection from Marco
book rests on his bed and his personal chest is open. The sorcerer often told them to be wary of this
The work has the title “Treatise on Good Conduct for man, who never forgave his father for the humiliation
the Honest Man”, but turns out to be in reality a work inflicted on his mother. The PCs have often suffered
of demonology. It takes about a week of intensive Marco's barbs during family dinners and are well
reading (8 hours per day) to understand the essential aware that he hardly likes them, or even cordially
principles, which gives the advanced skill Summoning hates them. The GM must make it clear to the players
Ritual (Demon) or a +10 bonus to the skill if it is that such an option would be suicidal.
already known.

6 Request protection from a friend of Domenico


Domenico's best friend is Senator Amabile Voacinni
The only survivors of the estate are the four guards
who were resting in their barracks and the guard (Voashoon). After listening to the PCs and expressing
upstairs. The others were obviously killed by the sincere sorrow at their news, he will explain to them
cultists. that he cannot keep them near him, otherwise he
would make Marco his enemy. He suggests that they
Option: to spice up the meeting join an Ilmarian caravan leaving for the Desert of
The cultists can be more numerous: in addition to Tears. The owner of the caravan is an old
the two who are responsible for the building, four acquaintance of Voacinni and will have no problem
others are responsible for guarding the barracks agreeing to take the two young people with him.
before also going to the house. With the arrival of
these additional cultists, the PCs will have every The official objective of the expedition is to trade with
interest in using the sorcerer's potions: the chest is the Grom-Vyr-Naal tribe to obtain rare essences. In
open, given that the sorcerer had just used a Balm reality, the leader of the expedition, Silvio Zaffini, is a
of Insomnia to continue his study. to reach the room dream thief; he has heard many legends about the
of curiosities and to use the properties of the three fantastic dreams of the members of the tribe and
objects described. would like to seize them to sell them at a high price
in the Dream Bazaar.
What to do now ? If the PCs refuse, he will threaten to hand them
The PCs know that Domenico's death makes their over to Marco, but he can also help them if they make
situation very delicate, because the family's an alternative proposal ("give us some money so we
possessions now belong to Marco and they can only can win the Vilmir and possibly put us at
rely on their own resources or

the Scriptorium - Game aid - A restless night... by Arasmo


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service of a trusted man that you would have there, etc.) Curse of Grome,” and those who learned to create it
hold this secret from Grome himself.
If the PCs say that the balm was found on Chaos
Learn About the Cultist Symbol worshipers, they will be perplexed: perhaps the balms
If they tell Amabile about it, he will suspect that the were stolen from a worshiper of Grome?
symbol represents a chaotic cult. He will advise them
with all the more urgency to leave the city. A

If they tell Marco about it, he will also recognize the


NPC
symbol but will pretend to know nothing more than them, Giuseppe Fecci, the wizard
he will ask them to give it to him so that he can have it RA: 12 AC: 2 HP: 9 Attack: dagger 50% 1D4
examined by scholars. BP: 0
Athletics 30%; Fight 30%; Perseverance 80%
If they go to a temple of the Cult of Law to have a ; Stamina 40%; Perception 60%; Rune (Alarm)
cleric examine the ring, the cleric will immediately see 90%, Rune (Speed) 80%, Rune (Contact) 90%
in the symbol the hated mark of a chaotic cult, most Rune (Law) 80%, Rune (Beast) 70%
likely a representation of Hionhurn the Executioner. If
the PCs don't explain why they came to be in possession The guards
of this ring, he will ask them right away. If the explanation RA: 12AC:2PV : 14
seems convincing (of course it will be if the PCs are Localized PV :
telling the truth), the cleric will ask them to wait for him Legs: 6 Stomach: 7 Chest: 8 Arms: 5 Head: 6
so that he can inform his superior of the matter. The
Attack : long sword 70% 1D8+1D2
“leader” of the temple could place the PCs under his AP : 3 ring armor
protection if they agree to join his cult... Athletics 60%; Fight 70%; Perseverance 40%
; Stamina 50%; Perception 60% Equipment: long
sword, ring armor

If they want to consult a scholar, they can visit Felipe


7
Cultists
Ambrazio, whom Domenico often asked to judge the Their skin is red-brown (because of the balm) and
authenticity of works he had purchased. This one will they wear a black tunic under their leather armor as well
analyze the ring for money (10 Royales, 1 Royale as boots and pants,
equivalent to a silver coin). Very rapid analysis will black too.
reveal that the symbol is one of those used by members RA: 16AC:3PV : 10
of the cult of Hionhurn the Executioner, which includes HP located :
many professional assassins. Legs: 4 Stomach: 5 Chest: 6 Arms: 3 Head: 4
Attack : Dagger & Throwing Dagger 90% 1D4 +1D4
The cult of Hionhurn is often tasked with assassinating poison. AP : 1 Soft leather armor
enemies of Chaos when summoning the Mereghn is Athletics 60%; Fight 60%; Dodge 60%, Perseverance
not possible. 60%; Stamina 50%; Mechanisms 60%; Discretion 90%

If no cultists survive, the cult of Hionhurn will seek to


Equipment: Curse of Grome (balm that allows you to
find out what happened and will attempt to eliminate pass through stone), 1 dagger & 4 poisoned throwing
the PCs as soon as they learn they have escaped. daggers, soft leather armor, ring with symbol.
He will also attempt to assassinate Marco when he gets
the chance.
Marco Saletti
Learn about the paste used by cultists RA: 14AC:3PV : 14
Localized PV :
Only the scholar will be able to answer; he will reveal Legs: 6 Stomach: 7 Chest: 8 Arms: 5 Head: 6
that this paste is a balm nicknamed “the

the Scriptorium - Game aid - A restless night... by Arasmo


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Attack : long sword 80% 1D8+1D2


AP : 2 linen armor
Athletics 60%; Fight 50%; Perseverance 60%;
Endurance 60%; Perception 60% Equipment:
long sword, linen armor, rich silk clothes.

the Scriptorium - Game aid - A restless night... by Arasmo

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