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A Adventure Pinocchio,

Wood Golem Gone Wild

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Phil Doud (order #2768812)

Lead Designer Jay Stratton Editor-in-Chief Jason Keeley President Rob Trimarco Proofreader Jordana Landres Art George Carimando Chris L. Kimball Maps Created With Campaign Cartographer 3 Copyright 2010 Pantheon Press, LLC All rights reserved pantheonpress.com

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n the gray hours before dawn, Geppetto could not sleep. He tossed and turned wondering if today would be different. Finally, he swung his legs out of bed and stood up. He lit a taper and waited for his eyes to adjust, then walked straight across the room and looked in the little crate placed on his workbench. Lying motionless under a piece of dark felt was Pinocchio. Geppetto let out a tired sigh. Once again, the puppet had not moved since Geppetto put him to bed the night before. Geppetto was the greatest woodworker in Schio, probably in all of Italy. He was also a devout Jew who had learned a few tricks of the Kabbalah. He had combined these skills to create Pinocchio, his delightful wooden boy. Every morning, he would offer up a few archaic Hebrew phrases and touch the sigil he had carved on the boys wooden hat, and Pinocchio would spring to life. Then they would spend the day working, singing, and making plans for the future. But the next morning, Pinocchio would remember none of it. Each day they had to start again from the beginning. Hello there little Pinocchio, my name is Geppetto and I am your papa. Geppetto stared at the lifeless toy in its little crate and knew he could not do it again. One more introduction would break his heart. Geppetto replaced the felt and made up his mind. He would make today different. Today he would send for Olga. Yes, I can help, said the aged woman as she looked down on the lifeless puppet, But Geppetto, I warn you, this thing you askit is unnatural. But will he be my boy, my Pinocchio? And will he remember? Olga xed Geppetto with her milky eye. For a time it seemed she would not speak, but then she turned away and croaked out a reluctant yes. Geppetto was thrilled! He wanted to leap for joy! Finally, his loneliness would end. He seized Olgas leathery hands and squeezed them as heartily as he dared. There is no time to wait. I will pay whatever you ask. We must start today! Olga jerked her hands back, No, not today! I will come back, Geppetto. I will come back tomorrow. I will come back tomorrow and if you still wish this thing to be done, then I will do it. But I will not do it today. Geppetto opened his mouth to speak, but Olga silenced him with a gesture. Think on what it is that you ask. Question this desire of your heart. The price you will pay is not to me. I will return tomorrow, and if this is still what you choose, I will do it, and you will live with your choice. Geppetto watched her go. Her words, and the erceness she used to speak them, had unnerved him. Even so, he could hardly contain his bliss! He looked lovingly on the small puppet in its little crate. Pinnochio, my sontomorrow will be different!

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Pinocchio, Wood Golem Gone Wild is an adventure designed to introduce you and your gaming group to the world and system of Fortunes Fool. The adventure can be played with a GM and up to ve players. To play Pinocchio you will need a standard deck of Tarot cards, at least one copy of the Fortunes Fool rulebook, copies of pregens for each player (starting on page 14), pencils, and whatever else you like to have on hand to run an adventure (graph paper, battlemap, minis, pizza, music, etc.). The time it will take to run Pinocchio will vary based on your groups style and familiarity with the rules, but using the pregenerated characters, the adventure can be run in about 3 hours. The thrust of the adventure is that seven years ago, Geppetto enlisted the help of the local witch, to bring Pinocchio to life. To do so, the witch trapped a sleeping dybbuk (a demon of Jewish lore) in Pinocchios form, giving the little wooden boy thoughts, feelings, and a personality. However, Olga knew that the transformation would not be permanent. In seven years, the dybbuk could wake up and try to break free. The adventure begins on Pinocchios 7th birthday.

Introduction

Primo
The Birthday Party
Locale
The town of Schio is a picaresque village high in the Italian Alps. With human, dwarven, and haling occupants, the town is mostly Catholic with a signicant Jewish minority. Schio is a rural community that raises goat, sheep, poultry, and other small livestock. It is by no means a wealthy town, but the farmers and tradesman who work there make a reasonable living. Geppettos cottage in Schio is a quaint and comfortable three-room dwelling of dark and sturdy wood. There is a small bedchamber and a well-appointed workshop, but the largest room is Geppettos warm and inviting front room.

Background

It is the afternoon of Pinocchios 7th birthday, and the PCs have gathered at Geppettos cottage for a surprise party. They are all present except Figaro, who is with Pinocchio at the market selling a few special toys. Geppetto and the rest of the PCs have decorated Geppettos cottage and are ready to begin the party, but Figaro and Pinocchio are late coming home.

Pinocchio is written to be played with the pregenerated characters found on page 14. If your players would prefer to make their own characters instead of using the pregens, thats no problem. They can be residents of Schio, or friends of Geppetto. They should have had some contact with Pinocchio in the past. That way, when Geppetto asks them to nd his boy, there is some emotional resonance. Geppetto should give the most martial oriented character his consecrated hammer (see page 15) just in case. Geppetto should also give the PCs a cherished remembrance which Pinocchio might recognize in the nal scene (see page 11).

Making Your Own Pinocchio

Meanwhile, Figaro and Pinocchio have nished selling the toys and are returning from the market when they are confronted by Volpe and Gattothe leaders of a local gang of brigands. The thugs tease Pinocchio and Figaro for being children. Though Figaro tries to ignore the criminals, Pinocchio takes the bait and tries to prove his maturity by showing o the bag of coins that has been entrusted to them. The thugs eyes light up at the sight of the cash, and with a few clever taunts, they convince Pinocchio to take the money and come with them.
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Schio and Nearby Areas


When Figaro intervenes, Pinocchio shoves him down in the mud shouting, I dont want to be a little boy anymore! I want to grow up! Im going with them and were gonna havebeer! Andandwhores! From the ground, Figaro sees Gatto lift Pinocchio onto his shoulders, and the three of them head toward the stables near the only road out of town.

Action

The action begins with Figaro bursting through the front door of Geppettos cottage and telling the story of what happened on the way home from the market. The group should resolve to set o to nd Pinocchio and rescue him from Volpe and Gatto, known to be the leaders of a group called The Catchfools Bandits. It will take until rst light of the next day for the group to get their gear together and leave. The Chase Down the Mountains You may use the ride down out of the Alps to introduce the group to the Fortunes Fool conict resolution system. Things can go bad on this sequence, but no matter what happens, every PC must survive! The characters will be on horseback and in coaches or wagons as they choose. The road from Schio to Catchfools is treacherous and icy. Urged on by Geppettos grief and desperation, they will drive too fast down the winding mountain road. Anyone driving a coach should make a Driver draw. Anyone riding a horse should make a Horsemanship double draw (because a horse is easier to manage on dangerous terrain than a coach).
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If the Driving and Horsemanship draws are successful, the PCs make it down out of the mountains without trouble. You can reinforce the value of this good news by giving them some kind of edge in the next section. For example, because the PCs arrive in a timely fashion, they catch Volpe and Gatto o -guard. Failing the Driver or Horsemanship draw means that the coach starts to go o the road or the rider begins to lose control of the horse according to the level of failure as follows. F S: The horse or carriage begins to veer o the track. The PC may make another Driver or Horsemanship draw to safely pull the team or mount to a halt. If this fails, the coach or horse is temporarily disabled and the trip cannot continue for several hours. F F: The horse or carriage veers badly o track. If on horseback, the PC may make another Horsemanship draw to bring the horse safely to a stop. If this draw fails, the horse falls. The PC must take a short fall as described in the Fortunes Fool core rulebook on pages 184-185. If on a coach or wagon, the PC may make a Driver black double draw to bring the coach safely to a stop. If this draw fails the coach tips over. The PC and all passengers must take a short fall as described in the Fortunes Fool core rulebook on pages 184-185. F W: The horse falls badly or the coach tips over. The PC and all passengers must take a short fall as described in the Fortunes Fool core rulebook on pages 184-185. Again, we stress that whatever happens, dont let any of the PCs die. Give them a second chance, or a chance to help each other or whatever, but no one should die in this little introductory bit of action!

Conclusion

This section ends with the PCs having survived the ride down the Alps. Weary and perhaps even wounded, they nd themselves on a small hill overlooking the town of Catchfools.

Secondo
Catchfools
Locale
Calling Catchfools an actual town is generous. Catchfools is basically a crossroads of two highways. Around this crossroad has arisen a collection of hardscrabble farmers, barkeeps, whores, and brigands. The town proper boasts a dry goods store, blacksmith, and livery, but the real center of town is The Catchfools Palace. With two stories and a half a dozen guest rooms, The Catchfools Palace is the largest structure for miles in any direction. Owned and operated by Madame Moignon, an aging French prostitute herself, the Palace oers food, liquor, and lodgings, but it is rst and foremost a whorehouse. Volpe, Gatto, and their gang often use the common room of the Palace as a headquarters and they are on very good terms with Madame Moignon and her sta. The front of the Palace is lined by a porch, where customers can sit and watch what little trac the road has to oer. Inside, the palace is a fairly opulent two story house of ill repute. The rst oor boasts a parlor, common room, and kitchen as well as the Madam Moignons bedroom. A staircase in the common room leads up to the six guest rooms, which also serve as quarters for the Madams sta by day.

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To Schio

The Town of Catchfools


Catchfools Palace

To Trieste

Blacksmith

Stable General Store

To Padua

Dry Goods Store

To Venice

Normally the common room is crowded with ornate wood furnishings, but by the time the PCs reach the Palace, Pinocchio will have eaten most of it. In addition to the front door, the Palace has a side entrance which leads out to the privy.

Background

Last night, Volpe and Gatto took Pinocchio to The Catchfools Palace. There, they spent the night and all of Pinocchios money carousing! Meanwhile, the dybbuk inside of Pinocchio has woken up! It is changing him, giving him a voracious appetite. He has started eating furniture and other wood. The more he eats, the more he grows. At some point last night, to mollify the angry Madam, Gatto tried to pull a barstool away from the puppet. Pinocchio bit o the orcs hand, and proceeded to nish devouring the stool! This is an action Pinocchio would have been physically and emotionally incapable of when the PCs last saw him. A few hours before the PCs arrival, Volpe and Gatto sold Pinocchio. With the puppets money exhausted and his appetite growing dangerously, Pinocchio had turned from an amusement into a liability, and Volpe and Gatto were eager to be rid of him. By coincidence, Mangiafuoco, the maestro of The Grand Marionette Theatre in Venice, happened to be passing through Catchfools on his way back to Venice. He was willing to pay handsomely for the growing, animated puppet. He also paid a little extra to keep Volpe, Gatto, and their thugs quiet. Mangiafuoco left in the wee hours of the morning with Pinocchio chained down in the back of his carriage.
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NPCs
Volpe
Volpe is the unocial leader of the band of brigands and thugs known as The Catchfools Bandits. He is a shrewd and ambitious haling who manipulates Gatto eortlessly. Though he is from common stock, he styles himself as a dandy with a neat waistcoat and jauntily worn cap. Physically, Volpe is on the small side, even for a haling. He has black hair and a neatly trimmed black mustache in the French style. Hit Points: 17 Movement: 5 strides Attack: Volpe is never without his pair of intlock pistols. When pressed into melee combat, he draws a simple dagger. PCs suer a -1 penalty to dodge Volpes attacks. Flintlock pistol: 17 lethal damage Dagger: 8 lethal damage Defense: Because of his agility and size, PCs suer a -2 penalty to attack Volpe.

Gatto

While Volpe is the brains of the gang, Gatto is certainly the brawn. He is a massive orc who always wears a heavy saber at his side. Gatto is actually older than Volpe, but he still defaults to the young haling for leadership. While not foolish, he is short-tempered and cruel. Gatto is well over 6 feet tall and heavily proportioned. He wear a mishmash of leather armor that adds to the protection already provided by his dark green hide. Hit Points: 28 (currently 21) Movement: 6 strides Attack: Because of his recent wound, Gatto wields his saber with one hand. He uses his knife only as a last resort, usually to throw it at a distant target. Because of his size and muscle, PCs suer a -2 penalty to dodge Gattos attacks. Saber: 11 lethal damage Knife: 6 lethal damage Reading a Fortunes Defense: Gatto has 2 points of armor. Fool Statblock Special: Gatto is quite dim, so PCs gain a +1 bonus to cast spells on him.
Most parts of an NPCs statblock should be self-explanatory, but if you are new to Fortunes Fool, you might need some guidance. When reading an NPCs statblock, there are two things to keep in mind. First, if a stat is not listed or described it is always a +0 to a PCs draw.

The Catchfools Bandits

Second, the damage listed for an NPCs weapon is the base damage done when a PC draws a unsuccessful Fortune Frowns to dodge the attack. An unsuccessful Fortune Smiles deals only half the listed damage (rounded down). And a Fortune Weeps deals 1.5 times the listed damage!

The bandits who headquarter in and around Catchfools are an unocial assembly of drunkards and neer-do-wells. They follow Volpe and Gatto but carry no enormous burden of loyalty. They ght alongside the pair, but they will certainly not choose to lay down their lives. The Catchfools Bandits are all basic NPCs. PC draws against them are all at +0. Their only stats will be for hit points and weapon damage. Use them as you see t. Adolfo, human thug23 hit points; club (9 blunt damage); shortbow (9 lethal damage) Cosimo, goblin thief18 hit points; heavy spear (9 lethal damage); crossbow (11 lethal damage) Manuel, dwarven brute29 hit points; mace (13 blunt damage) Ponzio, human cutthroat23 hit points; Cutlass (10 lethal damage); throwing hatchet (6 lethal damage)

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Action

This section begins with the PCs on a hill just north of Catchfools surveying the town. Volpe, the wounded Gatto, and the rest of the Catchfools Bandits are held up in Catchfools Palace sleeping o their night of sin. Of all of them, Volpe should be the most aware and alert. If the PCs enter town late enough, he might even be sitting on the front porch having his pipe. The PCs do not have to ght Volpe, Gatto, and the gang, but a ght here is certainly possible. The bandits no longer have Pinocchio in their possession and they would like to keep his whereabouts quiet, but they arent willing to die to keep the secret! The scene should be tense, but bloodshed is not inevitable. If there is a ght, you should certainly introduce Volpe and Gatto. You may also add bandits as you feel necessary to create the level of danger you want. The players actions can also change the threat level. If they crash into the middle of the Palace and start a ght with no cunning or subterfuge, they quickly attract that attention of the entire gang. Ambushing just one of them as he goes to the privy behind the Palace, on the other hand, will probably lead to a more manageable challengeif they can keep it quiet!

Conclusion

If none of the brigands survive to admit the truth, the Madame of the brothel will happily reveal the information. This section should end with the PCs learning that Pinocchio has been sold to Mangiafuoco and that they are on their way to Venice. It is also important to reveal that Pinocchio has started eating furniture and that he has grown much larger than the little wooden boy they knew.

The Puppet Menagerie


Locale
The Grand Marionette Theatre is located in the Rialto district of the beautiful city of Venice. Well known for its canals and palazzos, the architecture of Venice is a captivating mix of European styling and Middle Eastern inuence. A single Venetian lane can boast buildings that would feel equally at home in Paris, Istanbul, or even Rome. The Rialto district of Venice is named for the famed Rialto Bridge which spans the Grand Canal. The Grand Marionette Theatre itself sits on the Grand Canal adjacent to the Rialto Bridge. Its front door opens onto the Ruga dei Orici a few hundred feet from the Rialto marketplace. It is a very old theatre handed down through many generations of the Mangia family, but Mangiafuoco was the one to convert it to a puppet theatre. The theatre is a heavy construction of thick wood and plaster. It is well locked down and even the upper level windows are tightly shuttered. The exact layout of the theatre is up to you. There should be a generous front entrance as well as a smaller, less obvious rear entrance for sta. The theatre is modest, but not tiny with seats for about 400 patrons. Mangiafuoco will have a workshop below the stage which doubles as his oce. A y space above the stage for the puppeteers is also required. Depending on when the PCs breach the theatre, Pinocchios cage might be on the stage or it might be below the stage waiting to be lifted up through a trapdoor.

Terzo

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Rialto District

Rialto Marketplace Grand Marionette Theatre Rialto Bridge

Background

Thrilled with his new acquisition, Mangiafuoco is hurriedly retooling his theatre and advertising his new show. All over Venice he has put up iers and has paid barkers to cry out Come see the Wooden Giant! He believes this will be his greatest and most lucrative show ever. He has also been feeding Pinocchio as much furniture and scrap lumber as he can lay his hands on to encourage the marionette to grow. The puppet has expanded so much that Mangiafuoco has had a special cage built to contain him.

NPCs

Mangiafuoco

Mangiafuoco is the owner and director the The Grand Marionette Theatre. He is a gluttonous, mountain of a human. Mangiafuoco is a greedy, suspicious, and self-serving man, but he is also a true visionary, passionate about showmanship and the art of puppetry. His paranoia drives him to be very guarded and secretive. He keeps his theatre under tight lock and key and in his workshop hangs a formidable double-barreled musket. Hit Points: 33 Movement: 4 strides Attack: While Magiafuocos double-barreled musket is used mainly as a threat, he doesnt hesitate to pull the trigger if it seems warranted. After two shots, Magiafuoco uses the gun as a club.
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Double-barreled musket: 19 lethal damage Musket used as club: 12 blunt damage Defense: Magiafuoco is a fat, fat man, so PCs get a +1 bonus to attack him. Special: Magiafuocos greed and paranoia has tempered his mind, so PCs suer a -2 penalty to cast spells on him.

Theatre Sta

Depending on when and how the PCs move on the theatre, they will encounter a variety of theatre sta. These people have some mix of loyalty and fear for Mangiafuoco. They will defend themselves and their theatre, but they are not martyrs or fools. If a ght turns bad, they will ee! Like the Catchfools Bandits, these workers are all basic NPCs. PC draws against them are all at +0. Claretta, haling stage manager20 hit points; one-handed crossbow (10 lethal damage) Elio, goblin puppeteer17 hit points; rapier (10 lethal damage); throwing knife (6 lethal damage) Jacopo, dwarven carpenter28 hit points; hammer (10 blunt damage) Tomasso, human stage hand23 hit points; dagger (8 lethal damage); throwing knife (6 lethal damage)

Action

The PCs should arrive in Venice late afternoon or early evening on the day before Pinocchios debut at The Grand Marionette Theatre. They have that night to scout out the theatre and formulate a plan. The theatre will be locked tight through the night. The day of opening, the lobby area will be open to sell tickets, but the auditorium itself will continue to be locked. When and how the PCs decide to move on the theatre is up to them. Most groups make their move the very rst night, others will wait. Whenever they move, this action sequence is the nal and most dangerous sequence. Unless they play brilliantly (and Fortune is totally on their side), a ght with Mangiafuoco should be very hard to avoid. If either Volpe or Gatto survived the Catchfools encounter, this can be a fun time to reintroduce them. Either of them could have ridden ahead to warn Mangiafuoco that the PCs were heading his way. Pinocchio In His Cage This will be the rst time that the PCs see Pinocchio. He ate most of the furniture in the Catchfools Palace and Mangiafuoco has been feeding him a steady diet of scrap lumber. By now Pinocchio is massive. He has grown long and gangly but not stoutan 8-foot tall wooden scarecrow! The dybbuk has now taken over Pinocchio almost entirely. He can no longer tell friend from foe. If anyone comes within 2 strides of the cage, Pinocchio will stab out at them with one of his long wooden arms. He may attack this way twice each round. Deep down, Pinocchio still recognizes his father, though, so only Geppetto is immune to this attack. Pinocchio only attacks Geppetto if Geppetto attacks him rst. Once Mangiafuoco and his confederates have been subdued or run o, the challenge will be Pinocchio himself. The PCs should have one chance to exorcise the dybbuk out of Pinocchio. This may be accomplished with a Latin draw. If none of the surviving characters have Latin, say that Geppetto has given the PCs a remembrance of his fathers loveperhaps the chisel he used to rst carve Pinocchio. Holding aloft this memento, a PC can coax Pinocchios personality to come forth and vanquish the dybbuk. In this case, the PC holding the remembrance must make a Heart draw. Whether they use Latin or the token from Geppetto, the result of the draw will be as on the following page.

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Latin or Heart Draw Fortune Shines or Successful Fortune Smiles Successful Fortune Frowns Failing Fortune Smiles or Frowns

Fortune Weeps

Result The dybbuk is exorcised and Pinocchios personality is preserved. Pinocchio will return to being Geppettos loving son, though he is now 8 feet tall. The dybbuk is exorcised, but it takes Pinocchios personality with it. Pinocchio is peacefully laid to rest. The dybbuk seizes control and Pinocchios personality is lost! The wooden giant will now have to be dealt with by force. The dybbuk seizes control and Pinocchios personality is lost. The demonic force is also enraged and attacks. Pinocchio will spend one action bursting out of his cage and then begins attacking anyone in reachwith a particular preference for Geppetto.

If the dybbuk was not successfully exorcised, Pinocchio will go on the warpath, and it will be up to the PCs to vanquish him for the good of the land. This can be a tasty moment of personal conict for Geppetto, but it cannot be helped. Depending on the speed and style of your group, they may either be excited for more combat or just worn out. You should feel free to adjust Pinocchios Hit Points and lethality to meet the needs of your party for this nal conict. In fact, you may simply want to allow the player playing Geppetto to destroy Pinocchio with a single blow from his hammer, if that player is the kind that might agonize over this dramatic moment.

Pinocchio

With the transformation complete into a full wooden golem, Pinocchio acts as a non-living creature who is destroyed when his hit points reach 0. Hit Points: 18 Movement: 7 strides Attack: Pinocchio may attack twice each round with his wooden arms. As they are reach weapons, he may use them at the top of each round if he takes no other action. Because of the dybbuks ferocity, PCs suer a -1 penalty to dodge Pinocchios attacks. Wooden arm: 9 lethal damage with reach Defense: Pinocchio has two natural defenses. First, he has 7 points of armor against lethal damage or damage not caused by re. This damage is subtracted rst. Second, as an enchanted creature, Pinocchio takes half damage from all weapons that are not ancient or consecrated. Thus, the ideal weapon to use against Pinocchio is an enchanted blunt weapon like Geppettos hammer. Special: Pinocchio is very ammable! If he catches re, he will burn 1 point the rst round, 2 points the second round, 3 points the third round, and so on.

Conclusion

The tone of the end of this adventure is dependant on whether or not the PCs were able to exorcise the dybbuk from Pinocchio. Even if they succeed, Pinocchio is still 8 feet tall, which could lead to a comical capper where the puppet carries his father on his shoulders for a change. If they fail to get rid of the dybbuk or Pinocchio dies, the adventure will denitely nish on a down note. You might want to try to inject a bit of hope, perhaps suggesting that Geppetto turn his fatherly aection toward his apprentice Figaro. Either way, if your players enjoyed the game, they might want a chance to create their own characters and start a whole new Fortunes Fool campaign!

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Geppetto
A childless widower, your life since your wifes passing has been lled with loneliness. You are a brilliant toymaker in the quiet mountain town of Schio in the Italian Alps. As a skilled carpenter and a practitioner of Kabbalah, you decided to make yourself a son to ease your solitude. You carved Pinocchio from pine wood and brought him to life with mystic practices. To make the life in Pinocchio lasting, though, you had to strike a dark bargain. You called on Olga Serena, the witch of Schio. She helped you summon a sleeping dybbuk and imprison it in the pinewood marionette. The dybbuk would give Pinocchio life and heart, but would not sleep forever. After seven years, the dybbuk would awake and she did not know what would happen then. Only you and Olga know of the dybbuk. As a devout Jew, such a transaction is strictly forbidden, and you have kept it entirely secret. The rest of Schio thinks only that Pinocchio is your delightful wooden son brought to life through a fathers love. Today is Pinocchios seventh birthday.

Statistics Agility 2 Dodge 2

Hit Points Body 10 Hand Attack 7 Heart 7 Ranged Attack 3 Perception 2 Movement 5 Status 7 Initiative 2 Martial 2 Stealth 2 37 Wounds Taken

Minor Arcana Cups Swords Fortune Fortune Smiles Frowns Major Arcana I - Magician II- High Priestess III - Empress IV - Emperor

Pentacles Fortune Smiles

Wands Fortune Frowns

Fate Pool 2

Fate Twists Fools Errand House of Misery

V - Hierophant VI - Lovers VII - Chariot VIII - Strength IX - Hermit

XI - Justice XII - Hanged Man XIV - Temperance XV - Devil XVII - Star

XVIII - Moon XIX - Sun XX - Judgment XXI - World

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Skills Name Climbing Construction Driver Hebrew Kabbalah Lockpick Gyspsy Magic Merchant Smith Swimming Draw 6 7 5 7 N/A 3 N/A 4 7 6

Martial Skills Armor & Shield Training Weapon Expertise (Warhammer) Toughness

Languages Native: Italian Others: None Literate: No

Gear Consecrated, masterwork warhammer Light armor Dagger Crossbow Wealth Level: Middle Class

Buckboard and team Climbing gear Lockpicks Tools

Kabbalah components Gypsy Magic components

Weapon Warhammer Dagger Crossbow

Hit 8 7 3

Parry 3 3 N/A

Type Blunt Lethal Lethal

Frowns 9 4 5

Smiles 19 8 11

Shines 28 12 16

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Turchina

You are a traveling elven noble who lives part-time in France, Germany and various parts of Italy. You are a blue-skinned elf with silver hair. For decades you have been a great friend of Geppetto, the brilliant dwarven Jewish toymaker of Schio in the Italian Alps. You and Geppetto are fast friends, but you have seen him fall into sadness in the years since his wifes passing. Seven years ago, Geppetto made a marionette from a pine log and named it Pinnochio. Somehow, Geppetto was able to bring the puppet to life and he has showered it with love and aection as a father would a real son. When Geppetto asked you to be Pinocchios godmother, you could not refuse. You do not understand how the Pinnochio has come to be alive. Certainly there must be potent and perhaps dangerous magic at work, but you have always respected Geppetto too much to push the point. Besides, everyone in Schio loves the delightful wooden boy! You visit Geppetto and your wooden godson as often as you can. You have arrived today from France to give Pinocchio a gift for his seventh birthday.

Statistics Agility 8 Dodge 8

Hit Points Body 3 Hand Attack 2 Heart 8 Ranged Attack 5 Perception 8 Movement 5 Status 9 Initiative 8 Martial 1 Stealth 8 17 Wounds Taken

Minor Arcana Cups Swords Fortune Fortune Frowns Smiles Major Arcana I - Magician II- High Priestess III - Empress IV - Emperor

Pentacles Fortune Frowns

Wands Fortune Frowns

Fate Pool 2

Fate Twists High Roller House of Law

V - Hierophant VI - Lovers VII - Chariot VIII - Strength IX - Hermit

XI - Justice XII - Hanged Man XIV - Temperance XV - Devil XVII - Star

XVIII - Moon XIX - Sun XX - Judgment XXI - World

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Skills Name Art Charm Fey Magic Fey Magic, Advanced Horsemanship Latin Navigation Poison Tracking Draw 9 9 N/A N/A 9 9 9 9 9

Martial Skills Heightened Reexes Weapon Expertise (Shortbow)

Languages Native: Italian Others: French Literate: Yes

Gear Heavy spear Shortbow Quality horse Wealth Level: Wealthy

Weapon Heavy spear Shortbow

Hit 2 6

Parry 10 N/A

Type Lethal Lethal

Frowns 3 4

Smiles 7 9

Shines 10 13

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Olga
You are the town witch of Schio, a beautiful mountain town in the Italian Alps northwest of Venice. You are a wise old woman, versed and skilled in the ways of the occult. You have an owl familiar named Drago. Your familiar is very intelligent and capable of communicating, making decisions, and even casting spells. You are not evil, but you do transact with evil forces in your work. Most of the pious and Jewish town of Schio shuns you as a pariah, but the brilliant dwarven toymaker, Geppetto, does not carry these harsh judgments. Seven years ago, Geppetto came to you in lonely desperation. Gepetto was a widower with no children and he craved companionship. He had carved a marionette out of pine wood and was trying to put life in the thing with his Kabbalah skills. You took pity on Geppetto. You helped him capture a sleeping dybbuk and imprison it in Pinnochio to give the boy life. You warned Geppetto that the dybbuk might wake up in seven years and that you did not know what would happen when it awoke. Today is Pinocchios seventh birthday.

Statistics Agility 3 Dodge 3

Hit Points Body 6 Hand Attack 3 Heart 8 Ranged Attack 2 Perception 4 Movement 4 Status 3 Initiative 3 Fate Pool Pentacles Fortune Smiles Wands Fortune Smiles 2 Martial 0 Stealth 3 Fate Twists Devils Laugh Hunch Ill Omen 26 Wounds Taken

Minor Arcana Cups Swords Fortune Fortune Smiles Frowns Major Arcana I - Magician II- High Priestess III - Empress IV - Emperor

V - Hierophant VI - Lovers VII - Chariot VIII - Strength IX - Hermit

XI - Justice XII - Hanged Man XIV - Temperance XV - Devil XVII - Star

XVIII - Moon XIX - Sun XX - Judgment XXI - World

18 Phil Doud (order #2768812)

Skills Name Apothecary Construction Culinary Deception Driver Escape Artist Gambling Lockpick Poisons Sailing Stealth Expert Traps Vocal Control Wiccan Craft Witchcraft Draw 6 5 8 6 6 3 3 3 7 3 4 4 5 N/A N/A

Martial Skills Weapon Expertise (Club)

Languages Native: Czech Others: German, Italian Literate: No

Gear Club Wiccan components Witchcraft components Poor lockpicks Wealth Level: Poor Combat-eective owl familiar

Weapon Club (2-handed)

Hit 4

Parry 4

Type Blunt

Frowns 3

Smiles 6

Shines 9

19 Phil Doud (order #2768812)

Figaro
You are Geppettos young teenage apprentice and Pinocchios best friend. Your family moved to the quiet mountain town of Schio in the Italian Alps four years ago after the death of your father. Geppetto took you on as an apprentice toymaker almost as soon as you moved to town. Geppetto seems to like you and teaches you well, but you never feel that he fully trusts you. You have always assumed this is because he is Jewish while you and your family are Protestant. That said, he has always been good to you. Geppetto gave you a job when you and your family were in dire need. Geppetto is a devoted father to Pinocchio. In the last months, though, Geppetto seems to have become worried about the wooden boy and seems to watch him with concern. Geppetto has never conded in you how Pinocchio is able to be alive, but his love for the boy is as great as it would be for a real son. Today is Pinocchios seventh birthday.

Statistics Agility 5 Dodge 5

Hit Points Body 5 Hand Attack 3 Heart 5 Ranged Attack 5 Perception 8 Movement 5 Status 5 Initiative 6 Fate Pool Pentacles Fortune Smiles Wands Fortune Smiles 5 Martial 1 Stealth 6 Fate Twists Dj Vu Fat Chance Ill Omen 20 Wounds Taken

Minor Arcana Cups Swords Fortune Fortune Smiles Frowns Major Arcana I - Magician II- High Priestess III - Empress IV - Emperor

Premonition Rising Star

V - Hierophant VI - Lovers VII - Chariot VIII - Strength IX - Hermit

XI - Justice XII - Hanged Man XIV - Temperance XV - Devil XVII - Star

XVIII - Moon XIX - Sun XX - Judgment XXI - World

20 Phil Doud (order #2768812)

Skills Name Fletching Medical Navigation Running Sailing Sixth Sense Draw 8 9 6 6 6 N/A

Martial Skills Weapon Expertise (Shortbow) Snapshot

Languages Native: Italian Others: None Literate: No

Gear Shortbow Masterwork arrows Dagger Wealth Level: Middle Class

Weapon Dagger Shortbow

Hit 3 6

Parry 6 N/A

Type Lethal Lethal

Frowns 4 5

Smiles 8 10

Shines 12 15

21 Phil Doud (order #2768812)

Grillo
You are a Turkish goblin of noble lineage fallen on somewhat hard times because of your compulsive gambling. Two years ago, you traveled to the little mountain town of Schio in the Italian Alps with a trading caravan and fell in love with the place. You also met Geppetto, the gifted Jewish dwarven toysmith. Geppetto was very impressed with your wide range of scholarship and learning. Unlike most residents of Schio, Geppetto did not have any prejudice against your mohamedan religion. He asked you to become a tutor to Pinocchio, his marionette son. Pinocchio is a delightful young boy and a good student. Your lessons for Pinocchio include everything from writing and mathematics to ethics and philosophy. You do not understand how it is that the puppet is alive. You asked Geppetto this early on, and he responded with a warm smile and explained that it was the power of a fathers love. You are not so sure. In the last few weeks, Pinocchios studies have deteriorated. He has been distracted and at times even capricious. Today is Pinocchios seventh birthday.

Statistics Agility 8 Dodge 8

Hit Points Body 5 Hand Attack 5 Heart 3 Ranged Attack 6 Perception 6 Movement 6 Status 6 Initiative 7 Fate Pool Pentacles Fortune Frowns Wands Fortune Smiles 4 Martial 3 Stealth 7 Fate Twists Harbinger of Death Premonition Prudence Reprieve 18 Wounds Taken

Minor Arcana Cups Swords Fortune Fortune Smiles Smiles Major Arcana I - Magician II- High Priestess III - Empress IV - Emperor

V - Hierophant VI - Lovers VII - Chariot VIII - Strength IX - Hermit

XI - Justice XII - Hanged Man XIV - Temperance XV - Devil XVII - Star

XVIII - Moon XIX - Sun XX - Judgment XXI - World

22 Phil Doud (order #2768812)

Skills Name Acrobatics Art Gambling Leadership Scholarship Sleight of Hand Draw 7 5 7 5 N/A 7

Martial Skills Fencing Fencing, Parrying Dagger Fencing, Parrying Dagger Advanced Weapon Expertise (Hanger) Languages Native: Arabic Others: Italian Literate: Yes

Gear Hanger sword Parrying dagger One-handed crossbow Wealth Level: Middle Class

Weapon Hanger sword Parrying dagger One-handed crossbow Maul attack

Hit 8 7 6 5

Parry 11 10 N/A 8

Type Lethal Lethal Lethal Lethal

Frowns 5 4 5 3

Smiles 9 8 10 5

Shines 14 12 15 8

23 Phil Doud (order #2768812)

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