A Portrait of A Grail Damsel
A Portrait of A Grail Damsel
A Portrait of A Grail Damsel
CONTENTS
Introduction Synopsis The Grail Damsel The Artists of Tzeentch The Pigment Creatures Little Village of Parfait Starting the Adventure The Black Dahlias The Plein Air Bar Room Investigating the Murder Ctangus Baitaxe Investigating the Corpse NPC Reactions PC Possible Conclusions Grail Chapel Tombs of the Grail Knight Pigments of Tzeentch The Cells
2 2 2 3 3 3 3 3 4 5 5 5 5 6 7 7 8 9
16 16
NPC Profiles 16 The Artists of Tzeentch 16 Pigment Creatures 18 Visitors to Parfait 19 Villagers of Parfait 21 Knights of Parravon 21 In the Tombs of the Grail Knight
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MAPS
Map One: Parfait Village 23 Map Two: The Plein Air Tavern 24 Map Four: Tombs of the Grail Knight - 25
Parfait Events 10 Event One: The Village Elder 10 Event Two: The Questing Knight 10 Event Three: The Nobleman 11 Event Four: The Next Victim 12 Event Five: The Damsel Speaks 13 Event Six: Burning the Damsel 14 Event Seven: Art Attack! 14 Event Eight: The Knights of Parravon -
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INTRODUCTION
A Portrait of a Grail Damsel is a short scenario that takes place in a small village that can be set anywhere in Bretonnia. The scenario can take place at any time during a campaign or just as a one-off adventure. The scenario is suitable for characters in their second careers; you are free to make any adjustments to suit your gaming group. It is also designed to be non-linear and to make sure that the actions of the players do matter. If the PCs do not intervene or make the wrong move then there will be serious consequences for the unfortunate locals of Parfait.
SYNOPSIS
Portrait of a Grail Damsel surrounds the controversy between an obsessed noble, a small group of travelling Artists, a lonely Tilean artist and a Questing Knight over an oil painting of a Grail Damsel, which is currently being displayed inside a tavern in a little village called Parfait. Upon arrival, the player characters encounter a dead Dwarf below the sign of the villages tavern, The Plein Air. The inhabitants in the tavern bar room are unaware that a murder had just occurred. Following this murder during the adventure will be more events that draw attention to the Grail Damsel painting where several characters are trying to get their hands on it for various reasons. The Questing Knight, Sir Rand of Lyonesse will confiscate the painting, thinking it will provide him a clue to the whereabouts of the grail. Lord Michel de Grosse, the nobleman and one of the recent clients of the Artists is trying to get his hands on the Grail Maiden painting to satisfy his own obsessive behaviour. But for all these attempts to claim the beautiful Grail Damsel portrait, there is a very sinister plot being brewed by the Travelling Artists, secretly known as the Artists of Tzeentch, led by Pablo Rousseau. The cultists have created a chaotic pigment that could make an image within a painting come alive and even step out to appear
(See Page 18) As mentioned in the Profiles section, there are different types of Pigment Creature but the type preferred by the Artists in their efforts to replace each inhabitant are referred to as the Pigment Doppelgangers clones of each individual made from the chaotic pigment theyve created. The real Eleanor Entendre is already dead and her corpse can be found in one of the rooms of the tombs. The real Viggo Crevelli is alive and imprisoned. Since the PCs have never met these characters before, they wouldnt really bat an eyelid when they meet those particular
There is enough accommodation available for the PCs if they require it, more likely they will stay at the tavern for the night (the events that follow will waken them). The only other characters who have accommodation at the Plein Air are Pablo, Kurt, Sanfordar and Ctangus Baitaxe. As for beverages, Redemund regrets that he only serves cheap ale and of course their special wine mainly consisting of squeezed lemon and thin urine not that visitors would know any different in Bretonnia, apart from the fact that it looks overly frothy to be wine. A successful Toughness Test must be made to avoid throwing up the next day if anyone desires to consume the wine, costing an extortionate 12sp. When the characters enter the tavern, they will see the following inhabitants: An elf sat at a table near one of the windows is admiring himself very artistically upon the reflection from a shiny dagger, taking care to perfect a single strand of hair loose from his head, he will glare at any dwarf PC for a moment before returning his gaze back to his reflection. (This is Sanfordar Goldenhair). A rough, dark, but brightly dressed handsome man is admiring the Grail Damsel painting. (This is the Viggo Crevelli Portrait Doppelganger; the real Viggo is imprisoned below the Grail Chapel). A bald-headed man (Pablo Rousseau) and an stern looking man (Handsome Kurt Entraineur) are both sat in their stools, using charcoal onto paper, making swift sketches of three drunken farmers posing comically in front of them (Ferragus, NikNik and Troie). The landlord behind the bar is Redemund, along with his wife Eleanor (his wife is also a Portrait Doppelganger).
NPC REACTIONS
Below are some guidelines for different NPCs should the PCs start to interrogate them over the murder. The Artists Pablo and Kurt: Although their motives are to try and wipe out the whole village by allowing the Pigment Creatures to perform the killings, Kurt and Pablo certainly did not plan the death of this dwarf, nor would they have any other reason for making him the next victim. Because of this, they will not have any useful clues to give to the PCs if questioned. If the Artists notice that the sign they had painted for Redemund outside is hanging loose, then they will definitely realise that this was Drones action for animating the image of the dahlias to strangle the dwarf. Pablo offered Redemund the sign as a kind gesture of the villages welcome (other villages have not been so kind to the Artists due to their foreign art). The PCs could question the Artists whether they know of another artist around in Parfait that could be responsible (if they judge by the colourful markings around Ctanguss neck), Pablo and Kurt may deny that they know any other artist in Parfait. If they need to, they could always rely on the Viggo Doppelganger to act as the culprit of the murder to try and divert the PCs away from them. Sanfordar Goldenhair: Sanfordar was the reason why this dwarf had died. Sanfordar wishes every dwarf he had ever met would just die: This is more than just simple animosity it is his own dark psychological urge to see the mass genocide of the dwarves as he considers them to be not perfect. As the locals are aware, Sanfordar had been insulting the dwarf, Ctangus, far too much. Ctangus at one point threatened to kill Sanfordar for his cruel remarks if he ever did it again. Luckily for Sanfordar, he could not be accused as an actual suspect as a murderer because he had been inside the tavern sitting at the table after Ctangus had left. This will not stop some of the locals to consider Sanfordar as an accessory to the murder (which he is). Sanfordar had access to
CTANGUS BAITAXE
Ctangus Baitaxe came to Bretonnia after leaving Karak Norn, his home city. His reasons were to travel to Lyonesse to catch up with an old friend. Passing through Parfait on his journey back home, he had made many new friends, especially Redemund and the village elder of Parfait, Dickie. But since the arrival of the Artists, Ctangus was often suspicious of them, but worst of all he was taken to boiling point by the irritating elf, Sanfordar Goldenhair, who continuously mocked him for being a dwarf. At best, Ctangus had a very controlled attitude for a dwarf, if only not to disappoint Redemund within the tavern. Before the PCs arrived at Parfait, Ctangus was looking forward to speaking with the Artists, Pablo and Kurt, and their wonderful paintings, but left the tavern to prevent himself from causing a bar room brawl as Sanfordar kept on hurling verbal abuse. When the dwarf slammed the front door behind him, he walked straight into the trap that was waiting, creeping from the tavern sign
1. I reckon it be that elf over there! Sissy creatures the lot of them! They ave the power to kill at a distance them elves, without even looking at their victims. (Partly true but they wouldnt say this if any elf is nearby) 2. Ctangus once told us he had many enemies some even followed him to Bretonnia! (True but has no relevance to his murder) 3. Why Redemund allowed that painting of that Damsel above the fireplace is beyond me that sort of thing is illegal in most places in Bretonnia! (True) 4. Elder Dickie, was never keen on foreigners. Thats why he hasnt come out of his hovel all this time. I fear Pablo and Kurt could be the next victims of the killer as they dont belong in Parfait! (False) 5. Might have been my imagination but weeks ago, in the middle of the night, I saw a weird looking thing with many arms and no legs, but was floating about! Several men in robes accompanied him - I did not see who they were or why they were there. I had to sleep quick! (True this local witnessed the Artists arrival,
PC POSSIBLE CONCLUSIONS
During this event, the player characters could draw out many different conclusions to Ctanguss murder. As GM, you should ensure that the PCs attention is diverted away from the Artists earlier on for more interesting events to come. It is possible that the PCs could try to see if the assassin could be hiding anywhere or even nearby Parfait in which case let them and improvise any details you see fit.
GRAIL CHAPEL
Many years ago, the Grail Chapel was once commissioned by a Grail Knight called Sir JeanLire of Bordeleaux, to be built after he had drank from the Grail in this very spot the same year he defeated his opponent, but has now been long abandoned and its history was never known by the locals. What remains of the chapel are broken stained glass windows of the Lady of the Lake, torn down tapestries, parts of the wall have crumbled very badly and perhaps more insulting to Bretonnia herself, the chapel does not face south-east towards Athel Loren. The locals are uncertain of the safety inside the chapel, but the Artists tried to use it as a hiding place when they first arrived before they presented themselves to the inhabitants of Parfait. Drone was kept concealed inside their cart (which is now left near Farmer Waldons home) until the time was right for him to move into the tombs. They discovered a trapdoor leading down into the old tombs of the Grail Knight.
1. Entrance chamber The stepladder from the Grail Chapel descends down to this place (ladder is indicated). The
PIGMENTS OF TZEENTCH
The first step in the process of creating Pigment Doppelgangers of specific images whether theyre portraits or flowers (like in the Plein Air tavern sign for example) or anything, the pigments must be made to a standard, which can react to the ritual when performed. When the PCs find the powdered pigments, they will notice that there are three jars of each of the eight different colours: White, Blue, Yellow, Green, Brown, Red, Grey and Purple. Clever players or a successful Intelligence Test (+20 for spellcasters) will realise that those colours are in fact the same as the colour of magic - for this is colour magic in its powdered form. The pigments are safe to touch in their powdered form until moistened by oil or water, in which case it will become a hazard as Drone had found to his cost. When Pablo, Sanfordar and Kurt use these paints, they always make sure they paint at a certain distance, with rough clothing and gloved hands to ensure that the pigments do not touch them. Unfortunately for Kurt, he has had a few spurts of the paint unknowingly and has given him a mutation that has made his own insides way too smelly, especially when he cuts himself (see Kurts profile). Sanfordar has also been affected and has driven him insane. The pigments had taken many years to create successfully because of the different ingredients they had to obtain. One such ingredient to ensure
THE CELLS
When the Grail Knight built the tombs, he imprisoned the defeated Dark Knights servants in the cells as a punishment. However, what is left of those beings is very evident from a particular painting bought by Eleanor Entendre. The cells are the darkest areas of the tombs and require a light source or Night Vision to see. All the cell doors are locked and Drone has kept the keys close by to open them, although Pick Lock skill will work as normal. a. When the PCs enter this cell with no light source, they will begin to notice some movement and grunting noises coming from cell b. b. When the PCs illuminate this cell enough or with their night vision, they will see a group of eleven ghastly undead creatures. These are the Knockers (see Knights of the Grail, page 80. A profile is included in page 21 of this scenario). The cells are too well structured for any of these creatures to even think of collapsing them. However, if allowed to walk into Room 5, they may be very tempted to collapse the pillar work, causing a cave-in with a mild earthquake in the village centre above. c. This cell contains nine more knockers. d. Curled into the farthest bottom-left corner and keeping still to avoid attention from the undead creatures is the real Viggo Crevelli. He will be startled by the PCs when they open the door to his cell or if they make a noise nearby. When the PCs mention that they are not with the Artists, then Viggo will be calm. When the PCs start to speak to Viggo, here are some useful guidelines as to what they might say: Why have you been put inside this cell? Those cursed Artists locked me inside. My beloved lady was sucked into one of their paintings after that idiot Kurt pushed her! I tried to warn the authorities back in Parravon about their chaotic plans, but the Artists stopped me before I got a chance. So I sent my only friend, Pez, to deliver a message to Parravon. Soon the Knights will come!
PARFAIT EVENTS
As the player characters are investigating the murder of Ctangus Baitaxe, you may present these events as follows during any time at the desired pace of your gaming session. The Artists of Tzeentchs vital weak spot is obviously Drone. Even if the Artists are found out and killed, Drone will try to continue the plan as best as he can, using the Pigment Creatures to distract or to even ambush the PCs if he realises they are getting too close to the truth. Especially when they manage to discover the secret ladder leading down into the tombs.
Dickie dislikes foreign art and he declined the offer for a portrait (but that hasnt even stopped the Artists of Tzeentch from secretly making one, which is currently drying in the tombs below the chapel). Dickie had accepted from the Artists, just to be polite, a small picture of a beautiful seascape that reminded him of the grand cliffs in Brionne when he was a young lad. It is the only splash of colour within his old, smelly, empty hovel. This landscape is the next Pigment Creature to be controlled by Drone and he will wait until Dickie is asleep to unleash the creature as the image of the waves starts to reach out like vines and entangle his neck with enough force to break it. Eliminating and replacing the Village Elder with a Portrait is an important step for the Artists because Dickie has good influence over the inhabitants of Parfait. Unfortunately, the Artists will not have the time to bring the Dickie Portrait Doppelganger to life as the next events, and also the PCs, will serve to make their plans all the more complicated. It is possible for the PCs to distract Dickie in a way that would prevent him from re-entering his home, depending on what they do. In this case, Drone will miss his chance to kill him. It is also possible for the PCs to keep a close eye on Dickie should they believe that he may have been responsible for the murder allowing them to witness the attack being made!
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He takes a moment to admire the paintings displayed around the bar room, but the moment he sees the portrait of the Grail Maiden above the fireplace, he begins to freeze with an expression of shock and immediately stands up from his chair, almost knocking the table down. Everyone inside will start to feel nervous at the knights reaction. Rand remains in a transfixed state for about a minute and then he kneels on one leg and prays in prayer. Afterwards he stands up and speaks: That Damsel has given me a sign! My quest is at an end! That Chapel must be restored! The locals are dumbfounded by the Rands actions, but even more so when Rand removes the Grail Damsel painting off the wall. Rand throws a small purse of coins towards Redemund. Many apologies, friend, but please accept this for this magnificent painting If the Artists are present, they will look at each other in frustration, wondering exactly what sign the Damsel within the image actually had given the Questing Knight. They begin to suspect the worst in case it leads to them being exposed. Sir Rand then immediately moves to the Grail Chapel and leaves Soleildanseur outside. Anyone inside the chapel will be told to move out. When no one else is inside, he will rest the Grail Damsel portrait upon the Chapels Altar, unaware that there is a secret entrance inside. Rand then kneels in prayer before the altar for the next two hours, muttering words of prayer to the lady, hoping for the Damsel image to speak, or until disturbed by anyone entering the chapel, in which case Rand would try to order them out. If Rand is spoken to, he will say: I have been given a sign! The Damsel blinked and whispered to me to rake her to this very chapel. She told me there was something I needed to see perhaps the rebuilding of this chapel is whats needed for me to find the grail! Please leave, I must have solitude until she speaks again
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This event shall occur when the PCs have managed to rescue the painting. Up until now, the Artists of Tzeentch have not been worrying at all about what happens to the Grail Damsel painting. But now that so many characters are interfering with it, especially after Sir Rand claimed it had given him a sign, then without s doubt, they are really nervous. The Damsel in the painting finally speaks to the PCs. Read the following passage: You hear a ladys whisper, although her lips dont move, you immediately know that the Grail Damsel within the painting is speaking: Do not be afraid, but I am imprisoned by the paints created by those Artists who do not serve Bretonnia. They plan to replace each inhabitant with a replica made from those paints find their pigments and destroy them The PCs might ask her what had happened to her, she will explain that she was pushed into the canvas that was covered with those evil paints and was mutated to become the picture, she will also say that the four Artists, Pablo, Kurt, Sanfordar and Drone are cultists of Tzeentch. If the PCs ask her where the pigments could be found, she will say the following: I am uncertain of their actual whereabouts, but when the handsome knight, Sir Rand of Lyonesse kept me inside the Grail Chapel, I felt that the pigments were very close as though all the nightmares of pain and suffering were mixed within them. This was why I could not speak to Rand whilst inside that damaged chapel it has not been illuminated by the light of the Lady herself! The Grail Damsel had not known about the secret Tombs below the Grail Chapel, because she was covered in a cloth amongst all the other paintings that were stored within the Artists cart, left near the farmhouse.
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If Sir Rand of Lyonesse is accompanying the PCs during this event, he will, after the conversation, kneel down in prayer and call for the Ladys blessing of Ward of Light (to gain +10 to all tests to resist harmful magic), in preparation to help the PCs deal with the Artists.
This event shall occur only if the portrait falls into the hands of the Artists. If not, then ignore this event. The Portrait Doppelganger of the village elder, Dickie, has asked the locals to make a pyre to place the damsel painting on top. The Artists witness this, knowing that their secret would remain perfectly safe now that the Damsel will be burnt. The Artists do in fact have an act to play out because they still wish for their plan to dominate Parfait to succeed so the absolute trust of the villagers is needed. To do this, they try to show a display of respect to Bretonnian tradition. But also as a distraction to allow Drone unleash the attack of all attacks from the pigment doppelgangers! Pablo, Kurt and several village volunteers gather to collect enough wood to form a pyre. Once this is done, if the portrait of a Grail Damsel is still in their possession, they will fit the painting somewhere within the pyre. Then Pablo delivers the speech: Villagers of Parfait. Kurt and I wish to express our most honest gratitude for your wonderful enthusiasm for our works and for helping us fit in within Bretonnian society. However, it has come to our attention that we have caused an uproar amongst some of you over this particular painting of a beautiful lady, not realising the importance of her role in Bretonnia a foreigners mistake you might say. We wish to respect your traditions within your graceful country. Kurt, you may continue to burn the beautiful Damsel
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EXPERIENCE POINTS
If the Grail Damsel painting is safe and given to the Knights of Parravon: 125 points each. For each Artist of Tzeentch killed or arrested: 20 points. For stopping Lord Michel de Grosse: 20 points. For discovering the Tombs beneath the Grail Chapel: 30 points. For destroying the Pigments in anyway other than throwing them into water: 50 points. For saving Farmer Waldon: 10 points. For good roleplaying or any other heroic action within Parfait: 5-30 points each.
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Elf, Mutant, male, Apprentice Wizard (Ex-Artist (Tradesman)) Age: 69 Personality and Appearance: Height 5 9. Slender build. Flauntless complexion and well-kept hair shows that this elf is a little too corrupted by the affliction well known amongst the upper crusts of human society: narcissism. Even his attitude of perfectionism can get far too repetitive. Sanfordar accompanied the Artists several years ago because of their taste in what he calls normal art and none of that inferior Bretonnian tapestry muck! Pablo managed to entice the gullible elf to become not only a dedicated art member but also
SANFORDAR GOLDENHAIR
Human, Mutant, male, Cult Acolyte of Tzeentch. (Ex-Artist (Tradesman)) Age: 34 Personality and Appearance: Height: 6 1. Medium build. Kurt is from Parravon, where he first met the Artists of Tzeentch cult after trying to form his own. Kurt became friends with Pablo the moment they met and immediately became enthusiastic about Pablos idea to create a chaotic pigment that would allow their paintings to come to life. Kurt is much more interested in keeping the portrait of a Grail Damsel for himself, even at the expense of not helping the rest of the group. Kurt is a naturally gifted painter but he doesnt commit his life to it, he is more interested in whether Pablos plan to consume villages and perhaps even cities, is going to work.
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Main Profile WS BS S T Ag Int WP Fel 34% 27% 36% 43% 39% 45% 49% 32% Secondary Profile A W SB TB M Mag IP FP 1 15 3 4 4 1 3 0 Skills: Academic Knowledge (Daemonology, Art), Channelling, Charm, Common Knowledge (Bretonnia), Disguise, Intimidate, Magical Sense, Perception, Read/Write, Ride, Search, Speak Arcane Language (Daemonic), Speak Language (Bretonnia). Talents: Aethyric Attunement, Dark Lore (Chaos - Tzeentch), Dark Magic, Inured to Chaos, Petty Magic (Chaos), Resistant to Magic, Very Strong, Very Resilient, Warrior Born. Armour: None. Armour Points: Head 0, Body 0, Arms 0, Legs 0. Weapons: Sword and Dagger. Trappings: Religious symbol of Tzeentch concealed under Best Quality Clothing. Mutation: Blood Substitution (Excrement If wounded, all adjacent living creatures must make a successful Toughness Test or suffer 10 to WS and BS for D10 rounds due to the stench).
Human, Mutant, male, Cult Acolyte of Tzeentch. (Ex-Artist (Tradesman)) Drone is perhaps the most disturbing member of the Artists of Tzeentch. Once he was a training apprentice wizard of Pablos; now after years of become the guinea pig of trying out Pablos chaotic pigments as well as the over exposure, has reduced him into a levitating sphere of flesh with many limbs and eyes. When travelling, the Artists had to confine Drone inside a large makeshift coffin to ensure no-one witnesses him, this was how the Artists sneaked him into the village and down the Tombs of the Grail Knight before they were eventually thrown out by Rand, who is not in the least aware that the grotesque mutant is hidden underneath the Grail Chapel. Drone is the being that performs the ritual to bring the portraits created by the pigments, to life. During which time, he is in a state of constant meditation to help maintain the animated portraits. Drone can control any number of these animated paintings with no trouble and whatever the painting can see, he sees. This is also a great
DRONE
PIGMENT CREATURES
A Pigment Creature is the broader term for anything animated from a painting that has been made with the Pigments of Tzeentch but the specific type manipulated by Drone to represent the inhabitants after they have been killed are known as the Pigment Doppelgangers. When the ritual is not activated, the Pigment Creature remains within the painting, just as an innocent picture. But when activated, the Pigment Creature controlled by the caster, can step out of its frame, becoming threedimensional, with any limbs or other body parts reshaped to create a fully formed individual, this takes 3 rounds to complete. Afterwards, the caster can control the portrait doppelganger, providing it with voices and actions by mimicking Drone having more than one set of limbs, eyes, can control all the paintings at once if ordered to. The caster can also see through the eyes of each portrait doppelganger he controls.
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Characters who know the subject of the doppelganger personally can make a Routine Perception check (+10%) to realise that there is something very unusual about them. The check neednt be made if the characters have never met them before. Pigment Creatures bleed paint if wounded and dont feel any pain unless the caster decides to make it act out the pain, any splatter results from the Critical Hit Table would result in the attacker having a 40% chance of being hit by the runny chaotic pigment, which would then have the chance of causing a mutation to the person (see Pigments of Tzeentch). Pigment Creatures cannot wear armour and gain no Armour Points for any part of their illustrated being that resembles Armour (so a Pigment Doppelganger of a Knight does not gain any APs for its Plate Armour).
VISITORS TO PARFAIT
Human, male, Questing Knight (Ex-Knight Errant, Ex-Knight of the Realm). Age: 29 Height: 5 11. Medium build. Rand is very handsome, with short dark, wavy hair and looks younger for his age. Rand had decided to leave Lyonesse and go in search for the grail five months ago. His search so far has taken him to the village of Parfait, where he caused a mass uproar amongst the locals the moment he got there. First, Rand expressed his anger over the ruined Grail Chapel which none of the villagers had made any effort to rebuild, since their heads are stuck firmly up their own derrieres because of their willingness to decorate Parfait with more foreign methods; secondly, Rand forced the Artists out of the ruined Grail Chapel as he did not want them to take shelter inside it. Unknown to Rand, Pablo kept the secret ladder down to the tombs covered with raw canvas. And thirdly, Rand took away the Portrait of a Grail Damsel considering it not only an offence to the sacred Damsels form, but also at the moment he saw it he believed it had blinked at him and was calling for his help. Rand now guards the painting inside the chapel and waits patiently for another sign from the Grail Damsel image. Main Profile WS BS S T Ag Int WP Fel 67% 33% 52% 56% 59% 38% 48% 57% Secondary Profile A W SB TB M Mag IP FP 2 16 5 5 4 0 2 0 Skills: Academic Knowledge (Genealogy/Heraldry +10%, Strategy/Tactics), Animal Care, Animal Training, Charm, Command, Common Knowledge (Bretonnia), Dodge Blow +10%, Gossip, Outdoor Survival +10%, Perception, Ride +10%, Secret Language (Battle Tongue +10%), Speak Language (Breton, Reikspiel). Talents: Schemer, Seasoned Traveller, Specialist Weapon Group (Cavalry, Two-handed), Strike Mighty Blow, Strike To Injure, Strong-minded, Sturdy, Very Resilient, Very Strong, Virtue of
PIGMENT DOPPELGANGER
Main Profile WS BS S T 35% 25% 36% 36% Secondary Profile A W SB TB 1 13 3 3 Ag 36% M 4 Int* 32% Mag 0 WP 40% IP 0 Fel* 17% FP 0
PIGMENT CREATURES
Use the following profile for any non-portrait animated paintings such as landscapes. Main Profile WS BS S T Ag Int* WP Fel 35% 0% 36% 36% 15% 32% 40% 0% Secondary Profile A W SB TB M Mag IP FP 1 12 3 3 3 0 0 0 *Use the Int and Fel of the ritual caster controlling the portrait doppelganger the scores in brackets belong to Drone. No Skills or Talents are provided for these creatures, although Knowledge skills are the same as those of its ritual caster.
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MICHEL DE GROSSE
Human, male, Pistolier. (Ex-Noble). Age: 42 Height: 6 3. Medium build. Michel de Grosse lived and was born amongst the upper crusts of Parravon City. Michel is a solitary individual with a passion for Empire gunpowder weaponry and illegally possesses many of them in secret, in a cellar at his own residence in Parravon. How he managed to smuggle such cowardly weapons under the long Bretonnian noses is anyones guess, but he has his own reasons for not actually wanting to go to The Empire itself; over there he is a wanted man. Guilty of murdering three noblemen and is destined for the noose, should the authorities there discover his whereabouts in Bretonnia. Michel met the Artists, along with Viggo and Pez, on his way back from The Empire and had bought some of their works. But soon he fell in love with the portrait of the Grail Damsel to the point of obsession! His first attempt to steal it had failed and led to him being knocked out and left for dead by Handsome Kurt. Michel woke up to find himself buried alive in a coffin; he rung the bell cord inside the coffin to warn those who found him unconscious that he wasnt dead. A month later, Michel recognised one of the Artists, Pez, who had revisited Parravon to warn the knights of the whereabouts of the Artists and their Grail Damsel painting. Michel decided to quickly mount onto his horse, Cric, to reach Parravon to claim the painting for himself, before the knights arrive Main Profile WS BS S 58% 52% 46%
Secondary Profile A W SB TB M Mag IP FP 2 14 4 4 4 0 3 0 Skills: Animal Care, Command, Common Knowledge (Bretonnia, The Empire), Consume Alcohol, Charm, Dodge Blow, Gossip +10, Perception, Read/Write, Ride, Speak Language (Breton, Reikspiel). Talents: Hardy, Luck, Master Gunner, Quick Draw, Seasoned Traveller, Specialist Weapon Group (Fencing, Gunpowder), Schemer, Strike Mighty Blow, Sure Shot, Warrior Born. Armour: Leather Jack and Leather Skullcap. Armour Points: Head 1, Body 1, Arms 1, Legs 0. Weapons: Pair of Pistols with Ammunition and Gunpowder for 14 shots. Trappings: Best Craftsmanship Clothing and Light Warhorse (Cric).
VIGGO CREVELLI
Human, male, Artist (Tradesman) Age: 33 Height: 5 8, slender build. Viggo Crevelli is one of the finest oil painters in Miragliano, Tilea. His most popular works of art take in the form of extra large portraits to show the full character and heroisms of his subjects (occasionally in the nude) to help disguise the facts that they are bloodthirsty savages. Excited to expand his horizons, he decided to travel around the Old World, hoping to get to Marienburg to make use of his artistic talents; unfortunately, due to mass conflicts he could not travel through the Empire, so with the help of vagabonds, he had to divert across the Tilean sea into Estalia, where he met who he considered at the time, the finest artist in the Old World: Pablo Rousseau. Both Artists made their way to Bretonnia, where as fate would have it, Viggo met the Grail Damsel he would soon be linked to having an affair with. Viggo discovered from the Damsel that Pablo was a member of a Tzeentch Cult, planning to create a strange medium that would allow the Artists to summon creatures from paintings. When the Grail Maiden tried to run away, she was pushed into a Tzeentch-pigment drenched canvas and was absorbed to become the portrait itself. Viggo is now imprisoned in the tombs under the chapel in Parfait, where he waits for the Knight of Parravon to arrive after he had sent
T 45%
Ag 42%
Int 36%
WP 42%
Fel 53%
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Secondary Profile A W SB TB M Mag IP FP 1 13 4 3 5 0 3 0 Skills: Common Knowledge (Tilea), Gossip, Drive, Haggle, Evaluate, Perception, Read/Write, Secret Language (Tilean Artists Guild), Speak Language (Reikspiel, Tilean), Trade (Painting and Sculpture).
Talents: Deal Maker, Fleet Footed, Savvy, Suave. Armour: None. Armour Points: Head 0, Body 0, Arms 0, Legs 0.
Weapons: None. Trappings: Best Craftsmanship Clothing.
VILLAGERS OF PARFAIT
Human, male, Village Elder. (Ex-Mediator) Age: 74 Height: 5 3, Dickie has been the Village Elder since the last one passed away 13 years ago. Main Profile WS BS S T Ag Int WP Fel 27% 32% 34% 27% 24% 55% 56% 74% Secondary Profile A W SB TB M Mag IP FP 1 15 3 2 4 0 0 0 Skills: Animal Care, Charm +10, Common Knowledge (Bretonnia +20), Evaluate +10, Gossip +20, Haggle +10, Intimidate +10, Perception +10, Performer (Singer), Speak Language (Breton). Talents: Dealmaker, Master Orator, Public Speaking, Seasoned Traveller, Suave. Armour: None.
DICKIE
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Main Profile WS BS S T Ag Int WP Fel 46% 29% 45% 45% 45% 33% 30% 40% Secondary Profile A W SB TB M Mag IP FP 2 14 4 4 4 0 0 0 Skills: Academic Knowledge (Genealogy/Heraldry, Strategy/Tactics), Animal Care, Animal Training, Command, Common Knowledge (Bretonnia), Dodge Blow, Outdoor Survival, Perception, Ride, Secret Language (Battle Tongue), Speak Language (Breton, Reikspiel). Talents: Etiquette, Seasoned Traveller, Specialist Weapon Group (Cavalry, Two-Handed), Strike Mighty Blow, Virtue of Chivalry. Armour: Full Plate Armour. Armour Points: Head 5, Body 5, Arms 5, Legs 5. Trappings: Icon of the Lady of the Lake, Destrier with saddle and harness.
TYPICAL KNIGHT
NOTES
Ag 10% M 3
WP 40% IP 0
Fel 5% FP 0
Skills: Concealment +20, Silent Move +20. Talents: Frightening, Night Vision, Undead. Armour: None. Armour Points: Head 0, Body 0, Arms 0, Legs 0.
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