TEXT: Walt Ciechanowski
  Walt Ciechanowski
  Le Mousquetaire Déshonoré
  Le Mousquetaire Déshonoré
  Partie Trois: Rançon de Sang
  Partie Trois: Rançon de Sang
  32109
  32109
  ADVENTURE #04
  ADVENTURE #04
  
  
  by Walt CieChanoWski
  editors: toM Cadorette
  Cover, GraphiC desiGn & typesettinG: robin elliott
  illustrations: Fabio porFidia
  all For one line developer: paul ‘WiGGy‘ Wade-WilliaMs
  All For One: Règime Diabolique
  Le Mousquetaire Déshonoré
  Partie Trois:  
  Rançon de Sang
  WWW.tripleaCeGaMes.CoM
  this ebook may be printed for personal use only. no site license in given.
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  used with permission.
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  Introduction
  Rançon de Sang is the third of four adventures in the 
  Le Mousquetaire Déshonoré campaign. this adven-
  ture is designed for moderately experienced characters, 
  although beginning or advanced characters can be easily 
  accommodated. it is not necessary to run Désir Mortel 
  or Le Baiser de la Mort (the previous adventures in 
  the Le Mousquetaire Déshonoré campaign) before 
  running this adventure, although a Gm and players will 
  get much more out of playing Rançon de Sang as a 
  continuation of those adventures.
  in Rançon de Sang the characters learn more about 
  the villain behind the murders of two musketeers. their 
  research into delmar boulanger seems to hit a dead end 
  until le Faucon, a mysterious spy, offers them new infor-
  mation. the daughter of a retired musketeer has been 
  kidnapped, and it seems that boulanger may be plotting 
  to use her to bait her father into a duel. the characters 
  must find and rescue the captive, directly thwarting 
  boulanger’s plan for the first time, and this will lead to 
  the final adventure in the campaign, Le Mousquetaire 
  Final.
  this adventure is divided into three acts, each of 
  which should take a single session’s play to finish, al-
  though some acts may take longer or shorter depending 
  upon the players’ actions.
  in Act 1: Parisian Investigations, the characters 
  learn more about delmar boulanger from athos, a fa-
  mous musketeer that recalls the story of boulanger’s dis-
  grace and (supposed) death. he also knows the name of 
  the magistrate that inquired into the boulanger matter. 
  unfortunately that magistrate is currently out of favor 
  with the king and is imprisoned in the bastille. the char-
  acters’ investigations also pique the interest of Cardinal 
  richelieu, who arranges a meeting with them.
  in Act 2: A Woman in Peril, the characters receive 
  information from the mysterious agent le Faucon. she 
  tells them  about the kidnapping of an ex-musketeer’s 
  daughter, Jeannette d’aronde, a crime that has boulang-
  er’s fingerprints all over it. this information leads the 
  characters to a pirate ship in bordeaux, where they learn 
  that Jeannette is being held in an estate just outside the 
  city.
  in Act 3: A Daring Rescue, the characters must 
  infiltrate a manor well defended by mercenaries to res-
  cue Jeannette. unfortunately, boulanger is not with the 
  mercenaries and the characters must wait to face him 
  another day.  
  Running Rançon de Sang 
  as part of a campaign
  at its core, Le Mousquetaire Déshonoré is a tale 
  of revenge involving former king’s musketeer delmar 
  boulanger. boulanger was thrown out of the company 
  after being caught in a heinous crime. he blames four 
  musketeers for his ouster and resulting disfigurement 
  -- his refusal to leave quietly resulted in the loss of one of 
  his eyes. boulanger has spent more than a decade learn-
  ing to fight with one eye, while simultaneously plotting 
  his revenge. each adventure in the campaign involves 
  boulanger taking revenge on each of the four musket-
  eers before the characters finally confront him.
  this adventure finally reveals boulanger’s crime, how 
  he was disfigured, and the outcome of his ad hoc trial. 
  he has already killed two of the affected musketeers, 
  another died before he could exact revenge, so only 
  one remains: baron hercule d’aronde, who lives in new 
  France, but circumstances have allowed boulanger to 
  bait him back to France for a duel.
  unlike the previous adventures, Rançon de Sang 
  can be divided into two adventures, allowing for adven-
  tures in between if desired. While Act 2 and Act 3 are 
  assumed to take place in autumn, Act 1 can be run im-
  mediately after the events of Le Baiser de la Mort. this 
  makes it convenient for inquisitive characters to look 
  Rançon de Sang
  •
  
  Rançon de Sang
  
  into “delmar” as soon as possible rather than having 
  “Gamemaster fiat” hold the investigation off for a couple 
  of months. should you decide to put some time between 
  Acts 1 and 2, you may wish to slightly increase the power 
  of the supporting cast to compensate, depending upon 
  how the players have spent their experience points in 
  the interim. 
  Running Rançon de Sang
  While you’ll get the most out of Rançon de Sang 
  if you run it as the third part of the Le Mousquetaire 
  Déshonoré campaign, you can certainly run it as a 
  standalone adventure. in this case, the adventure begins 
  with the characters being summoned to lieutenant Jean-
  marc de Guerre’s office to investigate the deaths of two 
  musketeers that were friends of one of the character’s 
  father’s (see A Musketeer’s Child sidebar). the name 
  “delmar” has come to the unit’s attention through Jou-
  bert’s former contacts (possibly le Faucon). 
  using information gained from athos, the characters 
  uncover what happened to boulanger over a decade 
  ago. they are also led to boulanger’s current plot by le 
  Faucon. unless you plan on running Le Mousquetaire 
  Final after this adventure, you may want to create a final 
  scene with boulanger (in this case they can intercept him 
  during his duel with d’aronde). you’ll need to create your 
  own character sheet for boulanger, as there is something 
  special planned for him in Le Mousquetaire Final.
  Adventure  
  Background
  When the king’s musketeers were formed in 1622, 
  delmar boulanger was among the first members of the 
  unit. the second son of a baron, he had gotten himself in 
  trouble repeatedly with his short temper and callous na-
  ture. his father hoped a stint in the army would change 
  delmar. it did: rather than being a hot-headed youth 
  with a short temper, he became a hot-headed youth with 
  a short temper who was also an excellent swordsman 
  and a crack shot.
  m. de tréville, captain of the king’s musketeers, wor-
  ried about boulanger’s lack of discipline despite his obvi-
  ous skills, but lieutenant hercule d’aronde believed that 
  boulanger could made into be a productive and obedient 
  soldier. specifically, d’aronde believed that boulanger’s 
  skills would prove useful on the musketeers’ secret mis-
  sions for the king, to protect the kingdom from the black 
  arts and supernatural threats. tréville eventually agreed, 
  especially since those chosen for such missions tended 
  to have short life-spans.
  Corporal boulanger joined sergeant Francois Jou-
  bert, private roger dupin, and several other musketeers 
  (including one of the character’s fathers – see A Musket-
  eer’s Child sidebar) under the command of d’aronde. 
  the group faced many dangers, including the beast 
  of Gévaudan, before being assigned to what was to be 
  boulanger’s last mission during the second huguenot 
  rebellion.
  the musketeers were sent to the northern coast of the 
  provinces of Guyenne and Gascony to ferret out whether 
  the huguenots were using black magick to protect la 
  rochelle and the islands of ré and d’oléron. some 
  French seamen reported seeing a giant sea creature at-
  tack several royal vessels, leaving rebel ships untouched. 
  the musketeers did discover that black magick was in-
  volved, and in the course of the investigation they faced 
  the enormous sea creature, and in their battle with it, 
  boulanger saved d’aronde’s life.
  unfortunately, boulanger was not destined to go 
  home a hero. he, along with the rest of his band, had 
  been staying at a home owned by a loyal gentleman 
  farmer. boulanger lusted after his host’s daughter, and 
  when she resisted his advances, he did not take “no” for 
  an answer. the young woman’s father and brother came 
  to her defense, upon which boulanger swiftly and ruth-
  lessly slaughtered them for interfering.
  the other musketeers discovered what had happened. 
  boulanger falsely claimed self-defense, upon which one 
  •       •
  A Musketeer’s Child
  if you decide to run the final two adventures of 
  the Le Mousquetaire Déshonoré campaign without 
  playing through Désir Mortel and/or Le Baiser de 
  la Mort, then you will need to select one of the 
  characters to be the child of the fourth musketeer 
  upon which delmar boulanger wishes to take re-
  venge. this becomes important in the next and final 
  adventure of the Le Mousquetaire Déshonoré cam-
  paign, Le Mousquetaire Final.
  the character’s father is deceased, having retired 
  from the company a few years ago, succumbing to 
  an unrelated illness, old injury, or accident (none 
  of which were of boulanger’s design). roger du-
  pin took a personal interest in the development of 
  his old friend’s child—and dupin, one of the four 
  musketeers marked by boulanger, was killed by him 
  in Désir Mortel. in Le Baiser de la Mort Francois 
  Joubert was the second musketeer killed, while 
  boulanger exacts his vengeance against the third, 
  and final living, musketeer, hercule d’aronde, in 
  this adventure.
  at this point in the campaign, it’s fine for the affect-
  ed character to know that a mysterious “delmar” 
  is involved in the deaths of two of his late father’s 
  friends. What the character should not know at this 
  point (and which becomes very relevant in the next 
  adventure) is that delmar boulanger has decided 
  not to let Fate take his revenge away from him. if he 
  cannot destroy the man who took his eye, he will 
  destroy his child…
  
  All for One: Régime Diabolique Adventure #04
  4
  of the musketeers (the character’s father) scoffed at his 
  story, calling him a liar. insulted, boulanger challenged 
  the musketeer to a duel, which ended when the other 
  musketeer gained the upper hand by slashing boulanger 
  up his face, blinding him in his right eye. only d’aronde’s 
  intervention saved boulanger from being run through.
  Feeling an obligation to boulanger for saving his life, 
  as well as having taken him under his wing, d’aronde 
  allowed the wounded musketeer to limp away, essen-
  tially giving him a head start to flee before reporting 
  his crimes. boulanger headed south, intending to go to 
  spain. disgraced and in great pain from his injury, he 
  convinced himself of his own lies, believing himself in-
  nocent of wrongdoing, and that his ex-companions had 
  treated him unjustly. he vowed revenge.
  despite his injury, he managed to save the witch rosa-
  rio from being burned. rosario was part of an andorran 
  coven working for Cardinal richelieu to summon the 
  sea beast at la rochelle. having been abandoned by 
  the Cardinal and rescued by boulanger, rosario treated 
  boulanger’s wounds and pledged herself to him, offer-
  ing him magickal aid as he plotted his revenge.
  it wasn’t enough for boulanger simply to kill his ex-
  comrades: he wanted to defeat them in personal duels. 
  it has taken him ten years of retraining himself to be as 
  skilled with his left hand as he was with his right (his 
  injury now preventing him from using his old stances 
  and moves). he also created a secret hideout in the cave 
  of a beast he’d defeated as a musketeer and had rosario 
  integrate herself into a local traveling troupe to move 
  supplies and add muscle when necessary. With his base 
  of operations secure, boulanger was ready for revenge. 
  he moved first against roger dupin, confident that 
  he could defeat him. next he moved against Francois 
  Joubert. knowing that he could not defeat Joubert in 
  a fair fight, boulanger turned to magick. While rosario 
  could not leave her cover, she provided dupin with 
  another andorran witch, Zaneta, to go to mont-saint-
  michel with boulanger and summon a succubus to “even 
  the odds.” of course, boulanger was wary about trusting 
  two witches on his side and dispatched Zaneta when her 
  work was finished (rosario believes, or more accurately 
  allows herself to believe, that Zaneta was killed by the 
  Cardinal’s inquistors).
  the other two ex-comrades proved more problem-
  atic. one of the musketeers had died, while the other, 
  d’aronde, had become a Catholic priest. When boulang-
  er went to lyon to challenge him, père d’aronde refused 
  to fight him, even offering himself up for execution. but 
  this was not enough for boulanger; he wanted a duel 
  with d’aronde, and nothing less would suffice.
  discovering that d’aronde had a daughter from before 
  he became a priest, boulanger hired remy de rouge, a 
  pirate captain and smuggler operating out of bordeaux, 
  to kidnap Jeannette and hand her over to the merchant 
  bartram morillon. she would remain morillon’s “guest” 
  at his bordeaux residence until boulanger came to fetch 
  her (remy and morillon beleive that Jeannette is being 
  held for ransom, not revenge). boulanger then sent 
  word to d’aronde that, unless he wanted his daughter to 
  be slaughtered, he should travel to “where i [boulanger] 
  was dishonored” and duel boulanger like a musketeer 
  of old. having no other choice, d’aronde has begun the 
  journey.
  meanwhile, the characters are in paris investigating a 
  “delmar.” they soon learn boulanger’s story from the 
  musketeer athos as well as former prévôt nicolas bour-
  get. they also learn that the Cardinal is now interested 
  in their investigation. unfortunately, the trail is thus far 
  producing nothing but dead ends.
  Fortunately, one of the characters’ acquaintances 
  comes to their aid. le Faucon, a mysterious agent, has 
  learned of Jeannette d’aronde’s kidnapping by remy de 
  rouge, the characters soon find their way to the morillon 
  estate where Jeannette is being held. le Faucon believes 
  that boulanger is likely to kill Jeannette no matter what 
  happens, so it is up to the characters to free her. un-
  fortunately, the rescue only serves as a distraction as 
  boulanger takes his revenge.
  Act : Parisian 
  Investigations
  in Désir Mortel or Le Baiser de la Mort the charac-
  ters discovered that someone is killing older musketeers. 
  in the latter adventure they also uncovered his name, 
  “delmar.” in this act, the characters investigate and fi-
  nally discover the link between delmar boulanger and a 
  band of four musketeers. 
  by default, this act takes place in early september, 
  although it can certainly be earlier if the characters 
  wish to inquire about delmar as soon as they return to 
  paris from mont saint-michel (right after the events of Le 
  Baiser de la Mort). Weather-wise this makes little dif-
  ference, as the average temperature in paris varies little 
  between July and september and the city receives the 
  same amount of rainfall. 
  For this adventure the temperature is in the mid-60s 
  and paris is besieged by moderate to heavy rains. note 
  that matchlock weapons are practically useless in rainy 
  conditions and, in any case, king’s musketeers generally 
  don’t carry their arquebuses within the city.
  after the events of Le Baiser de la Mort (or after 
  being tasked by lieutenant de Guerre, if you’re using 
  the standalone option), the characters will likely want to 
  learn more about “delmar.” the lieutenant knows little, 
  as delmar left the unit before “he” joined, and tréville is 
  unavailable, as he is currently involved with the French 
  forces pushing the habsburgs back across the border to 
  the spanish netherlands.
  if the characters ask around, they may hear snip-
  pets that delmar was a musketeer who died during 
  the second huguenot rebellion of 1625. the char-
  acters can get more information from a rather famous 
  •          •
  
  Rançon de Sang
  
  source, the Comte de la Fére, who is better known to 
  the king’s musketeers as athos (see Scene 2: A Mus-
  keteer’s Recollection). From athos, they will learn 
  about prévôt bourget, who now resides in the bastille.  
  Act 1 stands alone as the characters won’t know which 
  way to turn after meeting with the ex-prévôt. this is 
  planned, as the characters are prompted in Act 2 by 
  information given to them by le Faucon. 
  Scene : The Hôtel de 
  Tréville
  the adventure starts in the early evening, with the 
  characters heading to the hôtel de tréville, Captain m. 
  de tréville’s home and the de facto headquarters of 
  the king’s musketeers, after they have performed their 
  requisite guard duty in the louvre. the characters are 
  likely to head into the hôtel to drink, relax, and perhaps 
  find companionship for the evening, although some may 
  prefer to head to the barracks (in the louvre) or their 
  private apartments. this matters little as long as at least 
  one of the characters chooses to go to the hôtel (and if 
  none of them do, then athos contacts them through a 
  servant).
  the hôtel de tréville sits on the rue du vieux 
  Colombier in saint-Germain, requiring the charac-
  ters to walk across the seine over the le pont neuf, 
  a bridge unadorned with shops and thus providing 
  an excellent view of the notre dame de paris. it is 
  assumed they are walking unless they are staying at 
  the barracks, in which case their horses are stabled 
  at the louvre. 
  it is raining heavily and the open sewage drains are 
  overflowing, kicking up the smell and coating the boots 
  of walking characters (not to mention the spray from a 
  passing carriage). the characters also have to watch for 
  bedpans being dumped into the street or else something 
  more substantial than rain pelts their hats and cloaks. 
  read or paraphrase the following aloud: 
  It is early evening as you step out of the Louvre, 
  and the hard rain pelts your hats and cloaks as 
  you head towards the Hôtel de Tréville. If you 
  could see it the sun would be dipping beneath 
  the horizon, but the grayness of a cloud-filled sky 
  offers only darkness as the heavy rain cause the 
  raw sewage to overflow as it runs down the open 
  drains. The aristocrats heading in and out of the 
  Louvre barely notice the weather as their wagons 
  spray water, mud, and sewage on less fortunate 
  passersby.
  Fortunately your journey to the hotel is as un-
  eventful as a walk through Paris can be, as the 
  weather discourages Parisians from venturing 
  out, outside of the odd beggar, prostitute, and 
  street performer. 
  Paris in 66
  the paris of 1636 is almost unrecognizable to its 
  modern counterpart. it is not yet the “city of lights,” 
  nor does the eiffel tower dominate the skyline. the 
  king resides in the louvre, with richelieu’s resi-
  dence, the palais royal, right next door. the bastille 
  still stands at the east end. most of the city is still 
  contained within the walls of phillip augustus ii and 
  Charles v (although louis Xiii is currently enlarging 
  the western portion of the wall on the right bank), 
  with no sign of the wide boulevards that would be 
  cut through the city in another two centuries.
  in short, paris is still a very medieval city, with all 
  that such entails. Fully one-tenth of the population 
  is unemployed, with little prospect for work. streets 
  are small, cramped, and poorly marked, making it 
  difficult to travel through the city quickly or unmo-
  lested. only begrudging efforts at a sewer system 
  have been started; most sewage flows openly down 
  the center of streets, dumping into the tributaries 
  of the seine, as well as the main river itself. the 
  seine, of course, is where most residents draw their 
  drinking water. 
  one way to discern whether a character is noble or 
  common is the presence of la boue de Paris. this 
  “mud,” primarily composed of raw sewage, fills the 
  streets of paris and can easily stain one’s shoes and 
  clothes. nobles avoid the mud by traveling by coach. 
  Commoners cannot afford such a luxury and must 
  deal with stepping through it, often being sprayed 
  by passing hooves or wheels. (you may want to pe-
  nalize a character that walks to a social occasion a 
  -1 or -2 penalty due to his stained shoes, stockings, 
  and coat, not to mention the smell). 
  When the characters move through paris you should 
  do your best to convey to them that the city is hard-
  ly “romantic” and that there are numerous oppor-
  tunities to defend a lady’s honor, fight off robbers, 
  or chase a pickpocket through the streets. Walking 
  through the streets of paris is anything but a pleas-
  ant diversion. and then there are the tunnels below 
  the city…
  one thing to keep in mind about parisian terminol-
  ogy is that the part of the city that the louvre and 
  the bastille sit on is known as the right bank, while 
  the side that the hôtel de tréville sits is known as 
  the left bank. the left bank is the “safer” side, 
  home to many colleges. the right bank, while the 
  administrative center, is starting to see an increase 
  in unsavory neighborhoods and criminal elements. 
  in the center of the seine is the ile de Cité, the old-
  est part of paris which contains the high Court and 
  the cathedral of notre dame.
  
  All for One: Régime Diabolique Adventure #04
  6
  When you finally get to Tréville’s hotel,  you can 
  hear the singing and carousing within its walls. 
  Several musketeers also loiter outside and a 
  crowd is gathered in the courtyard, where you 
  can hear the familiar sounds of steel on steel.
  prior to meeting athos there are a few opportunities 
  for the characters to display their prowess and perhaps 
  earn a style point or two. use the following scenes or 
  make some up on your own.
  A Wet Challenge
  as the characters approach the hôtel courtyard 
  (which is landscaped as a practice field), one musketeer 
  stands out from the rest: Gaspard du montvert, a decent 
  swordsman who has been flexing his fencing muscles 
  since the death of master swordsman roger dupin (in 
  Désir Mortel). Currently he’s besting other musketeers 
  in “friendly” duels and he decides to make sport of one 
  of dupin’s former students (the characters).   aloud: 
  As you approach the courtyard you see a number 
  of musketeers standing out of the rain as they 
  watch two musketeers fencing each other. It’s 
  obvious that one of the musketeers is toying with 
  the other, allowing him to feel as if he’s gained 
  an advantage before turning the tables. As you 
  get closer you realize that the better swordsman 
  is Seigneur Gaspard du Montvert, the son of a 
  count. He is obviously relishing the moment as 
  he feints his opponent to over-extend his thrust, 
  allowing du Montvert to knock him to the wet, 
  muddy ground. The crowd erupts in laughter as 
  the young nobleman spreads his arms.
  “Is there no one to challenge me on this dreary 
  evening? I daresay my mood matches the 
  clouds.”
  He turns to see you and his eyes light up.
  “Ah! You there! One of the late Dupin’s finest? Care to 
  prove to us why Dupin’s technique failed him when 
  it mattered?”
  The crowd laughs, but for many it is an uncomfort-
  able laughter as Roger Dupin was well-liked within 
  the unit. Many of your brothers-in-arms turn to see 
  your reaction.
  obviously, montvert is itching for a fight and has in-
  sulted the memory of a respected musketeer to acquire 
  one. as such it will be difficult for characters to resist 
  without gaining the bad reputation flaw, as if he’d lost a 
  social duel; characters with appropriate motivations and 
  Flaws may earn a style point.
  Assuming that a character agrees to duel Montvert, 
  the contest is a tagging duel with the winner being 
  the first to tag three times -- while Montvert gets 
  frustrated if he’s losing, he’ll keep his cool and 
  accept the loss honorably). Finally, the slippery 
  and wet conditions imposes a -2 penalty on all 
  actions. At the GM’s discretion, if both duelists 
  make their third tag in the same round then the 
  wounds can be declared “simultaneous,” requir-
  ing a fourth tag to win.
  A Wooing Contest
  Characters with an eye for companionship (or the 
  lustful flaw) may catch the attention of brigitte Ferrar, 
  the daughter of a local brewer. brigitte is very attractive 
  and several musketeers have attempted to woo her, but 
  thus far, all have failed.
  brigitte sets her eyes on one of the characters, either 
  the most attractive or the most charismatic. she’ll flirt 
  with him, making it known in both speech and body lan-
  guage that she favors him. Whether or not the character 
  responds favorably is of no consequence, as he soon 
  finds that he has a competitor for her attentions.
  richard argent is a young, suave musketeer with a 
  silver tongue. he offers brigitte a rose and declares his 
  affection for her. When she protests that there is another, 
  richard challenges the character to a wooing contest -
  - a character that backs off acquires the bad reputation 
  flaw.
  if the character accepts the challenge, then he must 
  win a battle of charm against argent. this is an extended 
  opposed Con (seduction) test with a difficulty 3 (this is 
  what is required to impress brigitte). the first charac-
  ter to achieve 4 successes wins. a character whose tally 
  drops below 0 automatically loses. unlike foregoing the 
  challenge, losing the wooing contest does not impose 
  the bad reputation flaw.
  the winner of the contest gets a rewarding kiss from 
  brigitte and a promise of companionship when the 
  character has time to spend with her. he’ll also have the 
  admiration of his peers on his impressive charm.
   Female Musketeers & the 
  Wooing Contest
  the wooing contest can take interesting turns if 
  one of the characters is female. if the character 
  is pretending to be male, then she may be drawn 
  into a wooing contest with interesting results if she 
  wins. if she’s openly a woman, then you can either 
  run this scene as written by swapping genders in 
  the appropriate places, or make her the target of 
  the wooing contest. in this case, her Willpower be-
  comes the difficulty number. For added fun, you 
  can make one of her suitors clearly repulsive but 
  gifted with charm while the suitor she fancies is a 
  bit tongue-tied.
  
  Rançon de Sang
  
  A Knife-Throwing Competition
  a makeshift board with an obvious representation of 
  a Cardinal’s Guard is placed on a wall, with musketeers 
  taking turns throwing daggers at it. an appropriate char-
  acter could get drawn into a dagger-throwing competi-
  tion, or pulled into a gambling match on the contest. 
  should a character participate, then the character that 
  makes the best melee roll gets closest to the bullseye. a 
  character may also perform a trick, throwing the dagger 
  into an, ahem, vital spot on the board.
  Scene : A Musketeer’s 
  Recollection
  assuming that the characters have been asking about 
  “delmar,” they will eventually come to the attention of 
  athos. select a character for athos to encounter -- if none 
  of the characters are conveniently available, then this 
  scene can play “off-camera” with one of the characters’ 
  lackeys. read or paraphrase the following aloud: 
  Having stepped out of the pouring rain, you are 
  now standing inside the hôtel, shaking the rain off 
  your hat and squeezing your tabard dry. Another 
  musketeer walks up behind you and taps you on 
  the shoulder. You turn and are stunned to see that 
  it is none other than Athos, a legend amongst your 
  unit. He stares at you intensely, taking your meas-
  ure for a few moments, before he speaks. 
  “You are asking about Delmar? I can only assume 
  you must mean Delmar Boulanger. Gather your 
  associates and join me for a drink.”
  With that he turns and walks to one of the hotel’s 
  drinking rooms. You get the feeling that he’s going 
  to get started without you.
  assuming that the character fetches his companions 
  and joins athos, they will find the legendary musketeer 
  sitting at a table, mug in hand. While the room is quite 
  full of musketeers, servants, and potential companions, 
  no one dares approach his table. the characters know 
  by reputation that athos always drinks alone unless he 
  invites company, which isn’t often. once the characters 
  are seated, a serving wench puts mugs of ale in front 
  of them. athos takes another swallow before he speaks. 
  read the following aloud: 
  “You’ve been asking about Delmar Boulanger. Al-
  though the Captain is not here, I think he’d agree that 
  you deserve the truth… at least as much of the truth 
  as I know. Actually, you all probably know Boulanger 
  better than I do, given your circumstances.”
  athos lets that sink into the characters’ heads before 
  he continues. he takes another sip first.
  “You serve on one of the Captain’s special bands, 
  do you not? You investigate the… unnatural? 
  Whatever you call it, Boulanger was one of you, 
  and once served the Captain the same way, along 
  with Dupin, Joubert, and (he looks at the affected 
  character) your father. They served under Lieuten-
  ant Hercule d’Aronde.
  “Don’t look so surprised. We all know that the 
  enemies of France take numerous forms and 
  you’re not the only musketeers that have been 
  sent on… interesting missions. Suffice it to say 
  that d’Aronde’s band was sent on one such mis-
  sion during the last Huguenot Rebellion. From 
  what I understand, Boulanger was killed on that 
  mission, but I know little else. The Captain swore 
  the band to secrecy and d’Aronde retired soon 
  thereafter. I wish I could give you more assistance 
  now that Dupin and Joubert are dead. They were 
  both good men and a credit to the Musketeers.”
  With that, he takes another drink.
  athos is actually playing a bit coy. While a bit unchar-
  acteristic for him, athos has decided to have a little fun. 
  he’ll wait until the characters begin to leave or he’ll ex-
  cuse himself, imparting these last words of wisdom just 
  before he and the characters part ways.
  “Why the long looks? I told you that I could give 
  you no more assistance. I did not say that there 
  was no one who could. When d’Aronde’s band re-
  turned, the King assigned Prévôt Nicolas Bourget 
  to judge their actions. Bourget was once a trusted 
  friend of the King back then and oversaw many 
  of the more… delicate matters in which the King’s 
  Musketeers were involved. I am quite sure that 
  Bourget would remember the particulars of the 
  case and, if Boulanger truly has risen from the 
  dead, he may be convinced to loosen his tongue.”
  astute players may note that athos said “bourget was 
  once a trusted friend.” should the characters inquire 
  about this or ask where they may find prévôt bourget, 
  athos finishes his drink and places the empty mug on 
  the table.
  “You can always find Bourget at home. He resides 
  in the Bastille.”
  in other words, bourget is a royal prisoner. if asked 
  why, athos merely shrugs.
  “He fell out of favor with the King or, perhaps 
  more accurately, with the Prime Minister.”
  athos believes that Cardinal richelieu wants informa-
  tion that bourget has, but the former prévôt stubbornly 
  refuses to give him what he wants. richelieu has obvi-
  
  All for One: Régime Diabolique Adventure #04
  
  ously turned the king against him but bourget’s con-
  tinued incarceration must mean that bourget remains 
  loyal. athos cautions the characters against going to the 
  bastille, as news will travel fast to the Cardinal that a 
  band of musketeers went to see bourget. still, he won’t 
  dissuade them, and perceptive characters may even see 
  a glimmer of pride in the older musketeer’s eye. athos is 
  proud that the tradition of fiercely righteous musketeers 
  continues.
  assuming that the characters decide to go to the 
  bastille (Scene 4: A Matter of Judgment), they will 
  have to cross the city on a brutally rainy day (Scene 3: 
  Parisian Diversions). if the characters ask athos for aid, 
  he will politely decline as he has his own mission to com-
  plete, muttering something about “getting there before 
  porthos gets into trouble again.”
  Scene : Parisian Diver-
  sions
  if the characters go to the bastille then they’ll have 
  to get to the other end of the city. travel by horseback 
  is the most common method, although wealthy musket-
  eers may take a carriage instead. as noted in the Paris in 
  1636 sidebar, traveling through the cramped city streets 
  is a dirty and smelly proposition, especially as it is rain-
  ing buckets upon the city. mounted characters are still 
  likely to get the parisian mud on their legs, boots, and 
  cloaks as the horses kick it up trotting through the semi-
  flooded streets.
  it’s likely that the characters will get caught in a few 
  “diversions” along the way, especially once they cross over 
  onto the right bank. a couple examples are given here 
  -- feel free to make up your own. keep the characters’ 
  motivations and Flaws in mind so that these encounters 
  offer potential style points.
  A Damsel in Distress
  a Cardinal’s Guard with too much free time on his 
  hands is entertaining a barmaid. unfortunately, he’s 
  gotten so drunk that she’s lost interest in his clumsy ad-
  vances, but the guardsman is too drunk to take “no” for 
  an answer. read or paraphrase the following aloud: 
  As you make your way through the winding, 
  muddy streets you see a young woman in a di-
  sheveled dress stumble out of a side entrance to 
  a local tavern and trip in the mud, which sends 
  her sprawling across an alley. Three members of 
  the Cardinal’s Guard emerge behind her, with the 
  oldest amongst them laughing heartily. He ap-
  pears to have wine stains on his cloak.
  “Do you see that, seigneurs? She dares insult me 
  and call me drunk when she can’t even stand 
  on her own two feet! Look at her now, all dirty 
  and the stench of the city all over her. Let’s say we 
  clean her up a bit, no?”
  “Please, no!” She pleads as she staggers to her feet; 
  she’s obviously been drinking as well. “Just leave 
  me alone!”
  One of the guardsmen trips her again as they all 
  laugh. It’s obvious that they have no intentions of 
  granting her request.
  should the characters attempt to intervene, then the 
  lead guardsman, sergeant alexandre Champlain, tells 
  them to mind their own business. if the characters press 
  the issue then the guardsmen draw their rapiers. they 
  are tipsy and feeling arrogant; a few lessons from the 
  sober musketeers will convince them to remind the mus-
  keteers about the law against dueling as they scamper 
  away. the woman, Cecile, thanks them for their kind-
  ness and offers to treat them well the next time they find 
  themselves in her tavern. 
  The Clown and the Cutpurse
  the characters pass a clown entertaining a crowd 
  even in the parisian rain. they may also catch a glimpse 
  of something more sinister. read or paraphrase the fol-
  lowing aloud: 
  You pass a crowd congregating around a street 
  entertainer who is using the muck and rain as 
  part of his act. The entertainer is garishly dressed 
  as a clown as he incompetently juggles fruit for 
  the audience. The audience seems thoroughly 
  entertained as they stand in the rain in order to 
  watch his antics.
  have the characters make perception tests at a dif-
  ficulty rating of 3. those that succeed notice two young 
  parisians, a teenage boy and girl (street urchins), making 
  their way through the crowd, cutting purses and stuffing 
  the booty into pockets sewn into their clothes. if ap-
  proached, they will attempt to flee. the clown and the 
  two thieves are siblings; the clown is in his early 20s, and 
  keeps an assortment of knives and a staff on his person. 
  he’ll only engage the characters if he feels that his sib-
  lings’ lives or freedom are at risk. 
  Scene 4: A Matter of 
  Judgment
  the bastille saint-antoine is an imposing fortress on 
  the east end of paris. its eight tall towers, level with rec-
  tangular building’s roof, stand as a symbol of royal power 
  and serve as a warning to would-be invaders, although it 
  is no longer used as a fortress. instead, louis Xiii has 
  turned the bastille into a prison for political prisoners 
  
  Rançon de Sang
  
  – and Cardinal richelieu ensures that there is no lack of 
  inmates.
  prisoners are often arrested without even knowing 
  the charges, assuming charges even exist. most don’t 
  even know how long they are expected to stay. all that it 
  takes to get locked up in the bastille is a lettres-de-cachet 
  (secret warrant) from the king. read or paraphrase the 
  following aloud: 
  The rain continues to pour as you make your way 
  to the Bastille. As you cross the drawbridge, two 
  guards ask you your business here.
  the guards are simply making a routine inquiry. in 
  spite of its reputation (which is nothing compared to what 
  it will be in a few more decades), for some the bastille 
  is actually a quite comfortable, low-security prison. the 
  characters will know that most prisoners’ cells are more 
  like suites and rarely locked; all cells are furnished from 
  the prisoners’ own homes. Wealthy prisoners even have 
  their servants with them. meals are quite sumptuous and 
  prisoners roam freely about the prison. it’s a far cry from 
  what one would expect of a typical French prison.
  nicolas bourget is not difficult to find. indeed, should 
  the characters ask the guards for his location they’ll tell 
  the characters to follow the music of the violin, or a 
  guard might direct them to Guillaume Constant, bour-
  get’s valet. Guillaume is a tall, middle-aged man with a 
  sophisticated look about him, although. he is dutiful to 
  a fault to bourget, but the characters will note a certain 
  tenseness about him, as well as the occasional furtive 
  glance into the shadows or above his head, as if he sees 
  something the characters do not. 
  When the characters meet him, he is currently going 
  over the menus for tomorrow with the head chef. once 
  the characters introduce themselves Guillaume leads 
  them to bourget’s suite. as they approach, they can hear 
  the sound of a violin playing -- bourget is an accom-
  plished violin player and he enjoys performing for the 
  other inmates. read or paraphrase the following aloud: 
  For a prison, you walk into a surreal scene. 
  Expensive curtains and rugs line the walls and 
  floors of a spacious suite. Several paintings adorn 
  the walls between the curtains, with numerous 
  candles lighting the main room. Gathered on 
  rather ornate couches and chairs are several well-
  dressed nobles. A few guards are here as well, but 
  by their disposition they seem to be more inter-
  ested in being entertained rather than actually 
  guarding anyone.
  Standing in front of them is a short balding man 
  just past his prime with spectacles perched on his 
  nose. His portly frame is richly adorned, and he 
  paces the area in front of the audience, expertly 
  playing a most beautiful piece. When he finishes, 
  the audience erupts in applause. They stand, each 
  offering praise before leaving, some of them with 
  their chairs. A couple of guards actually lift one of 
  the couches to take back to another inmate’s cell. 
  As the room quiets down, a distant scream can be 
  heard echoing below from a nearby  floor grate, 
  followed by a clanking of chains and a wrack-
  ing moan that goes on for an uncomfortably long 
  time before it is abruptly cut off ends -- a grim 
  reminder that the lowest level of the Bastille is, 
  after all, a torture chamber, a fact well-known to 
  all. 
  Wincing at the sounds of the tortured, Bourget 
  puts down his violin, half-heartedly waving at 
  the grate and shrugging as if in apology to the 
  characters, and then eyes you curiously. “King’s 
  Musketeers? To what do I owe this pleasure? The 
  last time I’d been visited by the King’s Musketeers 
  it was to lock me in this horrid place. I pray that 
  you are here to see me out?”
  unfortunately, the characters are not. once informed 
  of this fact, bourget sighs and asks Guillaume to get 
  him a drink as well as something for his guests -- the 
  servant pauses for a moment, and whispers something 
  into bourget’s ear. bourget blanches, and then nods 
  hurriedly, shooing Guillaume off to fetch the drinks. he 
  then collapses in a chair by a small window and asks the 
  characters what he can do for them. if the characters ask 
  him about whatever Guillaume told him, he shakes his 
  head, muttering something like “it is of no consequence. 
  The Cardinal has seen fit to pass sentence upon Menar-
  din, a fellow prisoner... he and I play ... or used to play, 
  I should now say ... backgammon frequently to pass the 
  time. But that is not why you are here, I suspect.” 
  When asked about his time as a prévôt, he remains 
  tight-lipped, glancing distractedly beyond the characters 
  as if someone was behind them -- until a character sug-
  gests that delmar boulanger is seeking revenge. read or 
  paraphrase the following aloud: 
  The former prévôt shakes his head. “I told 
  d’Aronde that his kindness would come back to 
  haunt him. Seigneur Boulanger deserved a hang-
  ing for what he did, but d’Aronde robbed us of 
  that opportunity. He decided to play judge… and 
  now a sentence is being levied against him and 
  his comrades.
  “But I get ahead of myself. Lieutenant d’Aronde 
  did lead a band of musketeers to Ile de Ré during 
  the last Huguenot Rebellion. The King feared that 
  the rebels were using black magick to sink French 
  vessels. According to the Lieutenant’s report, that 
  was exactly the case. A group of witches, from An-
  dorra I believe, summoned and controlled a mon-
  strous beast that swam beneath the water. The 
  musketeers encountered the creature during their 
  investigation, and it attempted to kill them. Bou-
  langer saved d’Aronde from certain death during 
  
  All for One: Régime Diabolique Adventure #04
  0
  the fight. The beast had d’Aronde gripped in one of 
  its tentacles as it opened its maw to devour him. 
  Boulanger kicked a barrel of gunpowder into the 
  beast’s mouth, and shot it with a pistol, causing it 
  to explode. D’Aronde was released, and the crea-
  ture sank dead beneath the waves.
  “Unfortunately, Boulanger was quite the beast 
  himself. While d’Aronde’s band was investigating, 
  they stayed at a number of houses in a local vil-
  lage… one dare not refuse a request from a King’s 
  Musketeer. Unfortunately Boulanger took an 
  unhealthy liking to the daughter of a gentleman 
  farmer at whose house they were staying. She did 
  not feel the same for him -- but that did not matter 
  to Boulanger. He demanded her attentions any-
  way and when her father and brother protested, 
  he shot them both dead. It is only because his guns 
  were discharged that the rest of the family escap-
  ing into the street, and Boulanger followed them 
  out with his sword drawn.
  “Fortunately, (the character’s father) came run-
  ning at the sound of the gunshots and intercepted 
  Boulanger. He protested his innocence, claiming 
  he’d only shot the men in self-defense. (The char-
  acter’s father) disputed his facts, so Boulanger 
  challenged him. From what I understand it was 
  an epic duel, ending when (the character’s father) 
  slashed Boulanger down the right side of his face, 
  blinding his eye.
  “Lieutenant d’Aronde and Dupin intervened and 
  stopped the fighting. D’Aronde informed Boul-
  anger that he was no longer welcome in France, 
  and if he returned, it would be the duty of every 
  Frenchman to execute him. 
  “I was not as generous as d’Aronde. When they 
  gave their reports to me I was furious at the Lieu-
  tenant’s action, believing that he had allowed 
  some personal sense of honor to interfere with jus-
  tice. D’Aronde argued that Boulanger had done 
  many great things for France and, in spite of his 
  crimes, deserved a second chance, even if it were 
  somewhere else. 
  “I won the day. On my recommendation the King 
  demanded that d’Aronde resign. As for Boulanger, 
  the King was also horrified that one of his elite 
  soldiers could be capable of such crimes and or-
  dered us all to keep quiet and the reports were 
  burned. For all intents and purposes, Boulanger 
  died on that mission.”
  if the characters ask bourget why he is imprisoned, 
  the ex-prévôt shakes his head. 
  “ I was appointed to the post against the Cardi-
  nal’s wishes, as he knew that he had no hold over 
  me. For several years he tried to pry the secrets I’d 
  learned from me. He was especially furious that I 
  would not answer his questions about Lieutenant 
  d’Aronde’s mission and I know he sent several of 
  his guards and Inquisitors to purge that region of 
  heretics and witches.
  “He accused me of being in league with the rebels, 
  or at least offering them support. Eventually 
  he poisoned the King’s ear enough to have me 
  removed from my position. Ironically I believe 
  that the King sent me here to protect me, as the 
  Cardinal wouldn’t dare harm me here... appar-
  ently not the case for anyone who befriends me, 
  it seems...”
  if the characters ask bourget why the Cardinal has no 
  hold over him, bourget merely shrugs and explains that 
  he’s reformed, or “what you would call a huguenot.” 
  the Cardinal’s religious position means nothing to him, 
  and he believes that royal authority trumps the prime 
  minister’s authority. While bourget had nothing to do 
  with the various huguenot rebellions, the Cardinal did 
  his best to find “ties,” and because of the trumped-up 
  evidence the king has had bourget interred here since 
  1630.
  if asked about d’aronde’s whereabouts, bourget re-
  calls little. he believes that d’aronde had a family farm in 
  brittany, but that is all he remembers. he soon brings the 
  interview to a close, strongly suggesting that the charac-
  ters should leave before some ill befalls them within the 
  walls of the bastille. 
  Scene : An Offer They 
  Shouldn’t Refuse
  as athos warned, news of the characters’ visit with 
  bourget indeed travels fast: the Cardinal now wishes to 
  interview them himself. toward that end he has sent a 
  band of his guards to escort them to his office. read or 
  paraphrase the following aloud: 
  As you leave the Bastille and make your way back 
  across the city, you become aware of two mem-
  bers of the Cardinal’s Guard riding up behind 
  you. After a few moments, more of the Cardinal’s 
  Guard appears in front of you. They are intent on 
  blocking your passage, as the leader of them holds 
  his hand up and speaks.
  “Forgive our alteration of your schedule, Sei-
  gneurs, but the Cardinal wishes to see you. Please 
  come with us.”
  it should be fairly obvious to the characters that the 
  Cardinal’s Guard won’t take “no” for an answer. if the 
  
  Rançon de Sang
  
  characters resist, then the Cardinal’s guardsmen will sub-
  due them and drag them to the Cardinal’s palace. if the 
  characters flee, then the Cardinal’s Guards pursue them. 
  they’ll only break off their pursuit once the characters 
  are in sight of the hôtel de tréville or the louvre.
  in either case, remember that paris is not an open 
  field. there are plenty of opportunities for tricks and 
  modifiers. Fleeing characters have to deal with apple 
  carts and congestion as well as the slippery conditions. 
  Characters looking for a fight are sloshing around in 
  muddy, flooded streets and must negotiate barrels, car-
  riages, tables, and other items strewn around the street. 
  Clotheslines abound in the alleys, as does discarded 
  trash and the ever-present threat of a bedpan shower.
  of course, the characters may choose to go quietly, in 
  which case the Cardinal’s Guardsmen escort them to the 
  Cardinal’s palace for the next scene. the Gamemaster 
  might consider giving each of the players a style point 
  for having their characters reluctantly complying with 
  the Cardinal’s request. 
  Scene 6: A Meeting with 
  the Cardinal
  Cardinal richelieu grows concerned about the char-
  acters might be discovering, given their actions at mont 
  saint-michel (in the previous adventure), as well as 
  their interest in bourget. even if the characters haven’t 
  played through Le Baiser de la Mort, their meeting in 
  the bastille is enough to get his attention. read or para-
  phrase the following aloud: 
  The Cardinal’s Guard escorts you inside the Car-
  dinal’s Palace, pausing momentarily as servants 
  dab the rain and muck from your clothes. You are 
  taken into a rather large room that overlooks the 
  Louvre across the street. The room is lined with 
  paintings of various Biblical events and accented 
  with red curtains. A giant crucifix adorns the wall 
  behind the lone desk in the room.
  Cardinal Richelieu is sitting at this desk, en-
  grossed in writing a letter. Despite his importance 
  in both church and state, he seems rather small 
  and vulnerable in the immense emptiness of the 
  room. Several servants quietly place chairs, one 
  for each of you, in front of the desk. As the feet of 
  the chairs tap on the marble floor the Cardinal 
  finally looks up and beckons you forward.
  “Ah, the King’s Musketeers! Please come in. I thank 
  you for your prompt response to my invitation.”
  the Cardinal orders refreshments to be brought to 
  the characters as they enter. he has a pleasant demeanor, 
  but the characters cannot help but notice the predatory 
  nature behind his smile. he calls them by name and con-
  gratulates them on their previous work for France (he 
  has full knowledge of their previous adventures unless 
  they were specifically hidden from him). he especially 
  thanks them for their work on mont saint-michel, if ap-
  plicable, as they prevented a renegade inquisitor from 
  bringing harm to the nation and casting a pallor over its 
  loyal clergy. 
  Currently, he’s concerned that they may be in league 
  with bourget, who is an enemy of the state. he wants to 
  know why they visited him and what they learned from 
  him (he’s worried that the characters may be connect-
  ing him to the monster that protected the huguenots, a 
  monster he unleashed). the Cardinal is also worried that 
  the characters may believe that he is responsible for the 
  plague on mont saint-michel as well.
  the Cardinal is especially interested as to whether 
  boulanger is working with any witches. While his men 
  did their best a decade ago to kill any remaining mem-
  bers of the coven that he indirectly hired during the 
  huguenot rebellion, the Cardinal is concerned that one 
  of them still may be at large. he makes this explicit. read 
  or paraphrase the following aloud: 
  “It has come to my attention from the Abbot of 
  Mont Saint-Michel that there were two rituals 
  used on the island and that they were unrelated 
  to each other. According to my guardsmen, it 
  is possible that witchcraft was used against a 
  former musketeer, Francois Joubert. Have you 
  any information on this witch?”
  once the Cardinal is satisfied that they can’t conclu-
  sively connect him to anything, he thanks them for their 
  time and grants them leave. if they’ve given him reason 
  for concern, then he’ll start making plans to deal with 
  them. the characters should leave this meeting feeling 
  a bit unnerved.
  on the plus side, characters who think to ask or in-
  quire for help from the Cardinal find that he has excellent 
  records. if asked, the Cardinal puts his records at their 
  disposal. an extended investigation (research) test at 
  difficulty 2 is required, with each roll taking half an hour. 
  after 6 successes, the characters discover that d’aronde 
  had a family estate near brest in brittany, but he sold it 
  a year ago, giving most of the proceeds to the Church. if 
  the characters ask the Cardinal about d’aronde directly, 
  then the Cardinal knows exactly where he is: he is now a 
  priest at the basilica of saint martin-de-ainay in lyon.
  Scene  (Optional): A 
  Meeting in Lyon
  With the war going on, m. de tréville isn’t likely to al-
  low the characters to go on expeditions to brest or lyon. 
  still, if the characters insist, they may be able to talk the 
  Captain into allowing them to speak with d’aronde or 
  his daughter, especially if they mention boulanger. at 
  
  All for One: Régime Diabolique Adventure #04
  
  the very least d’aronde deserves to know that boulanger 
  may be after him (although the Captain believes that a 
  letter would be enough).
  if the characters go to lyon they’ll find hercule 
  d’aronde, a somewhat portly priest whose best physi-
  cal days are behind him, living at the basilica. d’aronde 
  became a priest five years ago after his wife died of 
  pneumonia. he sold his estate after the marriage of his 
  daughter, Jeannette d’aronde. she lives in lisbon with 
  her husband paulo escobar, a successful merchant who is 
  making a fortune with new markets in the new World.
  d’aronde has little use for the king’s musketeers as 
  even a decade later his wound has yet to fully heal. still, 
  he’ll politely greet them. d’aronde is genuinely sad to 
  hear about dupin and Joubert’s deaths, calling them 
  both good men. still, if boulanger wishes to kill d’aronde 
  then he’ll find an easy target. d’aronde would consider 
  it divine justice and make no move to defend himself. 
  he’ll also not go into hiding or do anything other than 
  serve God in the basilica.
  Act : Supporting Cast
  Gaspard du Montvert
  ally 3
  Archetype swordsman
  Motivation Fame
  Style: 2
  Health: 5
  primary attributes
  Body: 3
  Charisma: 2
  Dexterity: 4
  Intelligence: 2
  Strength: 5
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 9
  Defense: 7
  Perception: 6
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  acrobatics
  4
  3
  7
  (3+)
  athletics
  5
  3
  8
  (4)
  brawl
  5
  3
  8
  (4)
  Firearms
  4
  3
  7
  (3+)
  melee
  5
  5
  10
  (5)
  ride
  4
  3
  7
  (3+)
  Talents
  alertness (+2 to perception), Flurry (advanced: total 
  attack at no penalty)
  Resources
  none
  Flaw
  Condescending (+1 style point when he proves 
  someone wrong or establishes his own superiority)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  8n
  (4)n
  arquebus
  3l
  0
  10l
  (5)l
  dagger
  1l
  0
  11l
  (5+)l
  rapier
  2l
  0
  12l
  (6)l
  Brigitte Ferrar
  Follower 1
  Primary Attributes: body 2, dexterity 2, strength 1, 
  Charisma 4 (5), intelligence 2, Willpower 2
  Secondary Attributes: size 0, move 4, perception 4, ini-
  tiative 4, defense 4, stun 2, health 4
  Skills: brawl 3, Con 7, diplomacy 6, empathy 7, street-
  wise 7
  Talents/Resources: attractive (+1 Charisma rating when 
  dealing with people)
  Flaws: short temper (+1 style point whenever her short 
  temper causes trouble)
  Weapons: punch 3n
  Nicholas Argent
  ally 2
  Archetype soldier
  Motivation duty
  Style: 0
  Health: 5
  primary attributes
  Body: 2
  Charisma: 4
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 4
  Defense: 4
  Perception: 5
  Stun: 2
  
  Rançon de Sang
  
  skills
  base
  levels
  Rating
  (Average)
  brawl
  2
  3
  5
  (2+)
  Con
  3
  3
  7
  (3+)
  Firearms
  2
  4
  6
  (3)
  melee
  2
  4
  8
  (4)
  ride
  2
  3
  5
  (2+)
  Talents
  Charismatic (+1 Charisma rating)
  skill aptitude (+2 melee rating) 
  Flaw
  overconfident (+1 style point when forced to ask for 
  help)
  Resources
  Follower 0 (lackey)
  rank 0 (musketeers; +1 social bonus)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  matchlock 
  musket
  3l
  0
  9l
  (4+)l
  rapier
  2l
  0
  10l
  (5)l
  Musketeer Knife-Thrower
  ally 2
  Archetype soldier
  Motivation duty
  Style: 1
  Health: 5
  primary attributes
  Body: 3
  Charisma: 2
  Dexterity: 3
  Intelligence: 2
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 6
  Defense: 6
  Perception: 4
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  4
  7
  (3+)
  Firearms
  3
  3
  6
  (3)
  melee
  3
  5
  8
  (4)
  ride
  3
  3
  6
  (3)
  Talents
  accuracy (advanced: ignore up to a -4 penalty on 
  called shots)
  Resources
  Follower 0 (lackey)
  rank 0 (musketeers; +1 social bonus)
  Flaw
  none
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  7n
  (3+)n
  arquebus
  3l
  0
  9l
  (4+)l
  dagger
  1l
  0
  9l
  (4+)l
  rapier
  2l
  0
  10l
  (5)l
  Olivier d’Athos de la Fère
  patron 4
  Archetype noble
  Motivation re-
  demption
  Style: 4
  Health: 9
  Primary Attributes
  Body: 4
  Charisma: 4
  Dexterity: 4
  Intelligence: 3
  Strength: 5
  Willpower: 5
  Secondary Attributes
  Size: 0
  Initiative: 7
  Move: 9
  Defense: 10
  Perception: 8
  Stun: 4
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  5
  4
  9
  4+
  diplomacy
  3
  3
  7
  3+
  empathy
  3
  3
  6
  3
  Firearms
  4
  5
  9
  4+
  intimidation
  3
  3
  7
  3+
  
  All for One: Régime Diabolique Adventure #04
  4
     Staredown
  8
  4
  melee
  5
  7
  12
  6
     Swords
  13
  6+
  ride
  4
  4
  8
  4
  Talents
  Charismatic (+1 to Charisma rating)
  parry (parry as a reflexive action)
  riposte (immediately follow a parry with an attack)
  savvy Fighter (+2 defense bonus)
  Resources
  Follower 2 (lackey: Grimaud)
  rank 3 (musketeer ensign; +4 social bonus)
  status 3 (Comte; +4 social bonus)
  Flaw
  depressed (+1 style point when his dire prediction 
  comes true or something happens to crush his spirits)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  9n
  (4+)n
  arquebus
  3l
  0
  12l
  (6)l
  main gauche
  1l
  0
  13l
  (6+)l
  rapier
  2l
  0
  15l
  (7+)l
  Wheellock 
  pistol
  3l
  0
  12l
  (6)l
  Cardinal’s Guard Sergeant
  ally 3
  Archetype soldier
  Motivation duty
  Style: 4
  Health: 6
  Primary Attributes
  Body: 3
  Charisma: 3
  Dexterity: 3
  Intelligence: 3
  Strength: 3
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 6
  Defense: 6
  Perception: 6
  Stun: 3
  skills
  base
  levels
  rating
  (Average)
  brawl
  2
  4
  6
  (3)
  Firearms
  2
  4
  6
  (3)
  intimidation
  2
  4
  6
  (3)
  melee
  2
  6
  8
  (4)
  ride
  2
  2
  4
  (2)
  Talents
  Florentine 
  Resources
  rank 2 (Cardinal’s Guard sergeant, +4 social bonus 
  (temporary bonus resource at rank 3))
  Flaw
  Fanatical (+1 style point when his devotion causes 
  harm)
  Cardinal’s Guard
  ally 1
  Archetype soldier
  Motivation duty
  Style: 0
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 2
  Dexterity: 2
  Intelligence: 2
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 4
  Defense: 4
  Perception: 4
  Stun: 2
  skills
  base
  levels
  Rating
  (Average)
  brawl
  2
  2
  4
  (2)
  Firearms
  2
  2
  4
  (2)
  intimida-
  tion
  2
  2
  4
  (2)
  melee
  2
  3
  5
  (2+)
  ride
  2
  1
  3
  (1+)
  Talents
  none
  
  Rançon de Sang
  
  Resources
  rank 1 (Cardinal’s Guards, +2 social bonus)
  Flaw
  Fanatical (+1 style point when his devotion causes 
  harm)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  musket
  3l
  0
  7l
  (3+)l
  rapier
  2l
  0
  7l
  (3+)l
  Cecile
  Follower 0
  Primary Attributes: body 2, dexterity 1, strength 1, 
  Charisma 2, intelligence 2, Willpower 1
  Secondary Attributes: size 0, move 3, perception 3, 
  initiative 3, defense 3, stun 2, health 3
  Skills: brawl 3, empathy 3, streetwise 4
  Talents/Resources: none
  Flaws: short temper (+1 style point whenever her short 
  temper causes trouble)
  Weapons: punch 3n
  Street Clown
  ally 2
  Archetype survivor
  Motivation survival
  Style: 1
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 4
  Dexterity: 4
  Intelligence: 1
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 6
  Defense: 6
  Perception: 3
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  acrobatics
  4
  3
  7
  (3+)
  Con
  4
  2
  6
  (3)
  larceny
  4
  2
  6
  (3)
  melee
  2
  2
  4
  (2)
  performance
  4
  3
  7
  (3+)
  streetwise
  4
  2
  6
  (3)
  survival
  1
  1
  2
  (1)
  Talents
  bold attack (use Charisma for melee attacks)
  Captivate (beguile opponents within 10 feet)
  Resources
  none
  Flaw
  skinny (-2 penalty to strength rolls, +1 style point 
  when his weak physique causes him difficulty)
  Weapons
  Rating
  Size
  Attack
  (Average)
  dagger, 
  concealed
  0l
  0
  4l
  (2)l
  Quarterstaff
  3n
  0
  7n
  (3+)l
  Street Urchin
  ally 0
  Archetype survivor
  Motivation survival
  Style: 0
  Health: 3
  Primary Attributes
  Body: 1
  Charisma: 2
  Dexterity: 2
  Intelligence: 1
  Strength: 1
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 3
  Defense: 4
  Perception: 3
  Stun: 1
  skills
  base
  levels
  Rating
  (Average)
  Con
  2
  1
  3
  (1+)
  larceny
  2
  1
  3
  (1+)
  melee
  1
  1
  2
  (1)
  streetwise
  2
  1
  3
  (1+)
  survival
  1
  1
  2
  (1)
  Talents
  
  All for One: Régime Diabolique Adventure #04
  6
  none
  Resources
  none
  Flaw
  young (+1 style point when his age or size causes 
  him difficulty)
  Weapons
  Rating
  Size
  Attack
  (Average)
  dagger, 
  concealed
  0l
  0
  1l
  (0+)l
  Nicolas Bourget
  ally 5
  Archetype noble
  Motivation duty
  Style: 5
  Health: 7
  Primary Attributes
  Body: 3
  Charisma: 7
  Dexterity: 3
  Intelligence: 5
  Strength: 2
  Willpower: 5
  Secondary Attributes
  Size: 0
  Initiative: 7
  Move: 5
  Defense: 6
  Perception: 8
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  academics
  5
  4
  9
  (4+)
  brawl
  2
  2
  4
  (2)
  bureaucracy
  5
  4
  9
  (4+)
  diplomacy
  7
  4
  11
  (5+)
  Firearms
  3
  2
  5
  (2+)
  intimidation
  7
  5
  12
  (6)
  investigation
  5
  5
  10
  (5)
  linguistics
  5
  2
  7
  (3+)
  melee
  2
  2
  4
  (2)
  Talents
  Charismatic (+1 to Charisma rating)
  Well-educated (knows all specializations in academics)
  Resources
  status 1, Wealth 2
  Flaw
  Fanatical (+1 style point when his devotion to the 
  king causes him harm)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  Act : A Woman  
  in Peril
  the remainder of the adventure begins with the ar-
  rival of le Faucon, whom the characters last met in Le 
  Baiser de la Mort (if le Faucon is unavailable because 
  of the events of that adventure, then she can be recast 
  as a French informant wishing to impart information 
  about the daughter of a fellow musketeer). le Faucon 
  informs the characters that Jeannette d’aronde has been 
  kidnapped, information she believes may be of interest 
  to them. the characters follow the trail to the city of bor-
  deaux and find Jeannette is being held there.
  boulanger has manipulated smuggler-pirate remy 
  de rouge and bordeaux smuggler-merchant bartram 
  morillon into believing that Jeanette is a portuguese 
  noblewoman that boulanger planned to ransom. the 
  co-conspirators don’t even know boulanger’s true 
  name.
  this act begins on a cool, breezy morning, with the 
  weather warming to a mild, comfortable temperature as 
  the day goes on. news of the retreating invasion force 
  continues to be good and some semblance of normality 
  is returning to paris. 
  Scene : The Return of 
  Le Faucon
  la Faucon contacts the characters by hiring a street 
  lad to give them a message. the message reads simply:
  I have information that may be of interest to you. 
  La Maison de Thé, an hour before noon.
  should the characters ask, the boy reveals that his em-
  ployer was a man in travelling garb who didn’t give a name.
  la maison de thé (“the tea house”) is a small outdoor 
  restaurant (similar to the café that becomes popular in a 
  few decades) overlooking the seine. assuming that the 
  characters wish to meet the man that sent the message, 
  read or paraphrase the following as they arrive.
  •          •
  
  Rançon de Sang
  
  La Maison de Thé is a quaint restaurant that sits 
  on the corner of two streets. Its main façade faces 
  the Seine, where a number of tables and chairs are 
  set, overlooking the river. The restaurant is bright 
  and freshly painted, along with an assortment of 
  fresh flowers and shrubs lining the establishment. 
  As you get closer you can smell the brewing tea 
  intertwined with the scent of other delicacies. The 
  smells of the food cooking and the flowers help 
  mask the scent of “la boue de Paris.”
  While informal, the restaurant obviously caters 
  to a middle-class clientele. While it is late for 
  breakfast and early for lunch, you can see a few 
  influential Parisian gentlemen here enjoying tea 
  and a light meal with attractive young ladies who 
  likely aren’t their wives. A smiling server asks you 
  to select a table. He soon returns with a teapot 
  and a cup for each of you.
  the waiter tells them what’s on the menu for the day 
  and takes their orders. as the characters sip their tea 
  (or just glance about nervously), le Faucon makes her 
  move.
  A well-dressed noble woman steps out of a coach 
  and approaches your table. She is a raven-haired 
  beauty carrying a parasol in lace-gloved hands.  
  Oddly, she is unescorted, although she doesn’t 
  seem to mind. The lady smiles 
  broadly as she steps onto the res-
  taurant patio.
  have the characters make a per-
  ception roll (difficulty 2 – le Faucon 
  isn’t being that coy with her disguise). 
  those that make it realize that the 
  young lady is le Faucon, a mysteri-
  ous agent that has given the Captain 
  of the musketeers worthwhile intel-
  ligence for the last couple years. she 
  was thought lost as an agent when 
  her contact, ex-musketeer Francois 
  Joubert, was killed earlier in the year. 
  obviously that appears not to be the 
  case.
  no sooner does le Faucon get to 
  the table than the server brings a chair 
  for her. she politely thanks him and 
  sits. she’ll offer the following informa-
  tion, which you may wish to change if 
  the characters are already familiar with 
  d’aronde’s present circumstances.
  “It is good to see you all again,” 
  she says. “I’d heard that the situ-
  ation in Mont Saint-Michel was 
  resolved, but that is not why I’m 
  here. I’ve come across information 
  that your Captain may be interested in, and you 
  all are the closest thing I have right now to a con-
  tact within the King’s Musketeers. I trust I did not 
  choose poorly?”
  she continues if the characters respond appropri-
  ately.
  “I have learned that a Portuguese ship en route to 
  the Azores was attacked by pirates a week ago, a 
  rather odd circumstance as pirates usually attack 
  ships coming back from the Orient rather than 
  those going to them. These pirates took a young 
  Frenchwoman captive by the name of Jeannette 
  d’Aronde. Perhaps that name has meaning for 
  you?
  “According to my source, the pirate ship that 
  took her is the Sirène Bleue, captained by Remy 
  de Rouge. Captain Remy is officially a privateer...  
  at least when he attacks Spanish vessel, that is. 
  Bordeaux is his usual port of call, and I’m certain 
  that he took Jeannette there.
  “Ordinarily I’d assume that Captain Remy was 
  looking for a ransom paid for her release, but as 
  Jeannette is Hercule d’Aronde’s daughter, I fear 
  that it’s something worse. D’Aronde served with 
  
  All for One: Régime Diabolique Adventure #04
  
  Francois Joubert. If Joubert’s killer is behind this, 
  we must see justice done.
  “There is one more thing. Joubert mentioned that 
  he had attended Jeanette’s wedding. He also told 
  me that Hercule performed the ceremony. If the 
  former musketeer is now a man of the cloth, then 
  he’ll be no match for a swordsman.”
  the characters may be confused as to why Captain 
  remy’s authority to attack spanish vessels extends to 
  portuguese vessels. this is because, since 1580, portugal 
  is ruled by the king of spain even though it is technically 
  still an independent nation (a similar arrangement ex-
  ists between england and scotland).  Jeannette and her 
  husband paulo were on their way to the azores to visit 
  relatives; paulo was wounded in the attack (whether he 
  lives or dies depends on whether you want to play upon 
  a character’s motivations or flaws).
  le Faucon knows that hercule d’aronde is a priest in 
  lyon but she doubts that Jeannette is being taken there. 
  more likely she’s been taken to a secure location to draw 
  d’aronde out (the characters may suspect this as well if 
  they’ve already spoken to d’aronde). she also believes 
  that Jeannette’s life is forfeit no matter what happens 
  unless she is rescued.
  obviously, the characters need permission to leave 
  paris for more than three days. this requires a visit to their 
  immediate superior, lieutenant Jean-marc du Guerre.
  Scene : Permission 
  Granted…But There’s a 
  Catch
  the characters need to go to lieutenant de Guerre’s 
  office in the hôtel de tréville. they’ll first meet his re-
  ceptionist, ensign michel dupree. the overworked en-
  sign tells them that the lieutenant is very busy and asks 
  them their business. once he’s satisfied that the charac-
  ters have good enough reason to bother the lieutenant, 
  ensign dupree steps inside the room to ask. When he 
  emerges, he opens the door to allow the characters to 
  see his superior.
  Lieutenant Jean-Marc de Guerre stands with his 
  back to you as he consults a paper in his left hand 
  and moves a couple of pins on the large map of 
  France on the wall. He nods approvingly to him-
  self as he notes that the enemy is being pushed 
  back toward France’s borders. He speaks to the 
  characters without turning.
  “I am glad that you have come to me; it saves me 
  the trouble of sending Thadeus to summon you. 
  You’ve gained the Cardinal’s attention, I’m afraid. 
  I’ve not known him long but I do know him well 
  enough to know that if he is interested in some-
  thing, he’ll pursue it until he gets what he wants.”
  He turns and places the paper on his desk as he 
  looks at you. “So what brings you here?”
  the lieutenant is in an agreeable mood today. as-
  suming that the characters make even the slightest case 
  for rescuing Jeannette, saving d’aronde, or facing bou-
  langer, lieutenant de Guerre humors them and grants 
  permission. in truth, the Cardinal’s attention is making 
  m. de tréville nervous, and having the characters leave 
  town for a while may relieve that pressure. the lieuten-
  ant does offer a warning.
  “The Cardinal’s attention does not end at the 
  gates. He’ll keep eyes on you once you leave Paris. 
  Deal with them as you must, but it won’t do for the 
  King’s soldiers to be killing each other, especially in 
  light of the invasion. Do keep that in mind should 
  matters become of a combative nature.”
  Lieutenant 
  Jean-Marc de Guerre
  as noted in the previous adventures in this cam-
  paign, lieutenant Jean-marc de Guerre is a woman 
  disguised as a man in order to serve with the king’s 
  musketeers. While m. de tréville knows her secret, 
  he respects her ability and service enough not only 
  to allow her to remain with the company, but has 
  also promoted her to lieutenant, a very respectable 
  position. of course, this requires that she maintains 
  the charade of being a man.
  this need not be the case if the Gamemaster has 
  decided to allow women to serve openly with the 
  king’s musketeers. in such circumstances the lieu-
  tenant makes no effort to hide her femininity,  going 
  by her Christian name marie de Fleur. if you are 
  using Richelieu’s Guide to Expanded Characters, 
  you could choose to have marie either serve openly 
  as a king’s musketeer, or wear the white tabard as 
  a Queen’s musketeer, the latter being preferable if 
  there are Queen’s musketeers in the party. 
  marie undergoes a personality shift if she is not dis-
  guising her identity. While she is still a dedicated and 
  highly efficient musketeer, marie no longer feels the 
  need to keep men at arm’s length. she can be quite 
  charming as long as her abilities aren’t questioned. 
  if they are, she gives the accuser the cold shoulder 
  rather than get drawn into a duel.
  a disguised Jean-marc can be a source of amusing 
  misunderstandings if she favors one of the charac-
  ters, while a female marie would have to deal with 
  the prejudices of her male underlings. in either 
  case, Jean-marc is an excellent resource to help 
  characters earn style points.
  
  Rançon de Sang
  
  Scene : The Journey to 
  Bordeaux
  assuming that the characters ride hard and routinely 
  switch horses every day or two, then it’s possible for 
  them to reach bordeaux within five days. as mentioned 
  in the sidebar, bordeaux is a city in decline, hit hard by 
  the prohibition of trade with england. Government-
  sponsored massacres of huguenots and sympathizers 
  have done little to endear the bordelais to the king, and 
  as the king’s representatives, the characters will get a 
  chilly reception.
  the weather is cooperating a bit more this time. While 
  it’s unseasonably chilly, the skies are clear. unfortunately 
  this only highlights the emptiness of the city, as it’s easy 
  to tell from the working chimneys that a good number of 
  the buildings are unoccupied. the weather also enables 
  more people to be about, but they all give the characters 
  disgusted and fearful stares. in their minds, the pres-
  ence of the king’s musketeers cannot be a good thing. it 
  should be late evening by the time the characters arrive, 
  with the sun only starting to set.
  the characters are likely to enter bordeaux by ferry, as 
  the city sits on the other side of the Garrone river from 
  the road to paris. From this vantage point the characters 
  can see the ships docked in the shadow of Chateaux de 
  trompette and the wall surrounding the city, making 
  only the lofty gothic bordeaux Cathedral and the north-
  ern Chateaux de hotel clearly visible within the city. Just 
  north of the city (or east given the characters’ relative 
  position) rest the crumbling remains of a roman palace 
  and amphitheater.
  once they enter bordeaux, the characters likely do 
  one of two things. they’ll either head straight to port 
  to look for the Sirène Bleue (see Scene 4), or they’ll ask 
  around about remy de rouge. Characters may make an 
  investigation test at difficulty rating 3 (due to their status 
  as king’s musketeers) to learn that remy de rouge is a 
  frequent guest of importer bartram morillon, who lives 
  in a large home not far from the dock.
  if the characters visit morillon before remy, then the 
  adventure can run very differently with morillon doing 
  his best to deflect the characters’ interest (see Act 3: 
  Scene 1: Honored Guests). assuming that the charac-
  ters do speak with remy then you’ll likely jump to Act 3: 
  Scene 2: The Soft Approach, or Act 3: Scene 3: The 
  Hard Approach.
   Scene 4: Catching the 
  Sirène Bleue
  should the characters tip the ferryman, he’ll tell them 
  that the Sirène Bleue is in port today. he describes it as a 
  brig (a small but fast ship), with a beautiful carving of a 
  singing feather-clad woman, painted all in blue. the ferry 
  docks on the downriver end of the docks so as to not get 
  in the way of the shipping lane. read or paraphrase the 
  following if the characters head straight to the docks.
  As you ride toward the docks you notice several 
  docked ships. Some look as though they haven’t 
  moved in weeks. Longshoremen give you nasty 
  stares as they load and unload those few ships 
  still in operation. None of these ships seem to be 
  the Sirène Bleue, as none of them have a singing 
  feathered blue woman on their bows. 
  allow the characters to make perception tests with a 
  difficulty rating of 2. those that make it see a ship with 
  the sculpture of a blue woman on the front of it… but 
  that ship is already moving away from the docks!
  this scene is designed to let the players get creative. 
  the Sirène Bleue hasn’t gotten far yet, so characters may 
  try to ride up and jump for it (hoping to catch a dangling 
  rope), dive into the water and swim for it, or even com-
  mandeer a rowboat and head out to it. the brig has a 
  crew of 25 (including remy) and 12 cannons. should the 
  crew discover the characters swimming towards them, 
  they may fire a warning shot or two (unless they realize 
  that the characters are king’s musketeers).
  Captain remy has a full cargo and doesn’t need any 
  king’s musketeers meddling in his affairs. still, he knows 
  better than to fire upon them, as he might risk losing his 
  lettre de marque from the king. he also has a hold full 
  of wine bound for england, so he isn’t too excited to be 
  meeting them either. once the musketeers are aboard 
  the ship, however, remy realizes that he can do away 
  with them discreetly if he desires, dumping their bodies 
  in the bay of biscay.
  Captain remy is a brash man in his mid-thirties who 
  still has a handsome face; even the marks from a previ-
  ously broken nose along with his stubble only enhance 
  his rugged good looks. befitting his name, remy wears a 
  The Cardinal’s Eyes
  the Cardinal sends a band of his guards (one for 
  each character) to follow them and see what they’re 
  investigating. this band should be led by any 
  guardsman that the characters have met in previ-
  ous adventures (including act 1 of this adventure) 
  to add a personal touch. this band serves to re-
  mind the characters that the Cardinal is starting to 
  breathe down their necks.
  there are no planned encounters with these Cardi-
  nal’s Guards so that you can use them to spice up 
  the rest of the adventure as you see fit. the char-
  acters may spend some time trying to “lose” them 
  on the way to bordeaux, or they may be unlikely 
  rescuers should things go too badly for the charac-
  ters. they may also conduct investigations on their 
  own, causing complications when the characters 
  least need them.
  
  All for One: Régime Diabolique Adventure #04
  0
  red buff coat. he also carries a rapier and his most prized 
  possessions: twin wheellock pistols (he also carries two 
  flintlock pistols when expecting a fight, giving him four 
  shots in battle). his bloodthirsty reputation is largely a 
  ruse, although he won’t hesitate to kill when necessary. 
  in addition to his letters of marque, Captain remy has 
  the implicit support of the bordeaux city government to 
  smuggle wine to english ports. he is very personable but 
  always looks out for himself and his crew.
  assuming that the characters aren’t able to sneak 
  aboard, they’ll soon find themselves surrounded by 15-
  20 sailors, most brandishing belaying pins, knives, and 
  small swords (guns are too inaccurate to fire into crowds 
  and, in any case, the sailors don’t want to risk damaging 
  the ship). unless the characters attack immediately, Cap-
  tain remy emerges and asks them why they’ve boarded 
  his ship.
  if the characters offer the true reason, then remy has a 
  problem. he believes that he is getting part of Jeannette’s 
  ransom and does not want to lose it, as he was duped into 
  thinking he was capturing a portuguesenoblewoman for 
  ransom and thus “supporting” the war effort in a shady 
  sort of way. that said if he can be convinced that there 
  is no ransom forthcoming (Jeannette herself has planted 
  the seeds of doubt in his mind) and that Jeannette is 
  likely to be killed no matter what the outcome, then he 
  claims that the mastermind is a highwayman/burglar by 
  the name of achille un-oeil (who’s description matches 
  boulanger). un-oeil’s main contact in bordeaux is bar-
  tram morillon, a merchant who lives in a large home in 
  bordeaux. remy handed Jeannette over to him (he does 
  not know that he is keeping her for now).
  this scene can be completely roleplayed but, if you 
  prefer to add a quantitative element, then the characters 
  must make an extended opposed diplomacy test. the 
  characters need 4 successes to convince remy to aid them 
  -- if remy gains 6 successes against them then he won’t 
  be convinced absent other means. Characters using Con 
  or intimidation may have a better chance assuming that 
  what they are offering is useful to a pirate. 
  if the characters end up in a fight, the odds are 
  stacked against them. they do, however, have an ace 
  up their sleeve. the Cardinal’s Guardsmen that have 
  been following them are sighted along the river within 
  a couple of rounds. this worries remy, as he fears that 
  there is a larger plot afoot. in this case he calls a truce 
  and gives the characters the name of his contact before 
  lofting them overboard.
  Act : Supporting Cast
  Le Faucon
  ally 4
  Archetype spy
  Motivation (up to 
  Gm)
  Style: 2
  Health: 6
  Primary Attributes
  Body: 3
  Charisma: 5
  Dexterity: 3
  Intelligence: 4
  Strength: 3
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 7
  Move: 6
  Defense: 6
  Perception: 9*
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  An Unfriendly City
  While well-known for its wine industry, bordeaux is 
  in the midst of an economic depression due to an 
  inability to trade with england, the former primary 
  purchaser of bordeaux wines. While still an affluent 
  city, bordeaux survives on the accumulated wealth 
  of its residents. merchants with dwindling coffers 
  often work with smugglers, continuing to illegally 
  sell wine to banned customers. this effort, along 
  with the devastation of la rochelle, keeps the port 
  of bordeaux alive through the thirty years’ War. 
  When presenting the bordeaux of 1636, take cues 
  from modern cities that are in decline. With busi-
  ness drying up, bordeaux would be consolidating, 
  with many abandoned or repurposed buildings. 
  king louis Xiii is almost the enemy, as the residents 
  think of themselves as Bordelais first and French 
  second. the fact that the union cost them their big-
  gest customer base feeds this notion. they sympa-
  thize with the english and the huguenots, suffering 
  persecutions and massacres during the rebellions; 
  a good number of Bordelais are protestants them-
  selves.
  keep this in mind as the characters enter bordeaux. 
  Far from being hailed as heroes, the characters are 
  greeted with angry stares and suspicion. mothers 
  pull their children off the streets. drunken swords-
  men finger their hilts, contemplating a challenge. 
  it takes some arm-twisting to get innkeepers to of-
  fer rooms, even when they have plenty of space. 
  ship crewmen get nervous and disappear into their 
  holds, ensuring that any contraband is well-hidden. 
  some ships cast off, just in case.
  there’s also the possibility that a group of borde-
  lais, strengthened by loss of family or hard drink (or 
  both) may inflict themselves on the characters just 
  to drive home the point that they aren’t welcome.
  
  Rançon de Sang
  
  Con
  5
  1
  8
  (4)
  diplomacy
  5
  3
  8
  (4)
  Firearms
  3
  1
  4
  (2)
  larceny
  3
  1
  4
  (2)
  linguistics
  3
  4
  6
  (3)
  melee
  5
  2
  6
  (3)
  spying
  4
  4
  8
  (4)
     Alias
  9
  (4+)
  stealth
  3
  4
  7
  (3+)
     Disguise
  8
  (4)
  streetwise
  3
  3
  6
  (3)
  Talents
  *alertness (+2 perception rating)
  bold attack (uses Charisma for melee rolls)
  danger sense (always retains full defense rating)
  Resources
  Contacts 1 (varies, +2 social bonus)
  Flaw
  paranoid (+1 style point when she discovers some-
  one working against her)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  1n
  (0+)n
  dagger
  1l
  0
  8l
  (4)l
  rapier
  2l
  0
  9l
  (4+)l
  Wheellock 
  pistol
  3l
  0
  8l
  (4)l
  Lieutenant Jean-Marc de 
  Guerre (Marie de Fleur)
  patron 3
  Archetype swordsman
  Motivation duty
  Style: 6
  Health: 6
  Primary Attributes
  Body: 3
  Charisma: 4
  Dexterity: 4
  Intelligence: 3
  Strength: 4
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 7
  Move: 8
  Defense: 7
  Perception: 6
  Stun: 3
  skills
  base
  Levels
  Rating
  (Average)
  athletics
  4
  3
  7
  (3+)
  bureaucracy
  3
  1
  4
  (2)
  Con
  4
  2
  6
  (3)
  diplomacy
  4
  3
  7
  (3+)
  empathy
  3
  2
  5
  (2+)
  Fencing: 
  anatomie
  4
  5
  9
  (4+)
  Firearms
  4
  1
  5
  (2+)
  intimidation
  4
  2
  6
  (3)
  melee
  4
  2
  6
  (3)
  ride
  4
  2
  6
  (3)
  Talents
  Flurry 2, savvy Fighter
  Resources
  Follower (thadeus), rank 4 (lieutenant)
  Flaw
  New Skill
  Spying 
  Base Attribute: intelligence 
  spying represents your character’s talents at creat-
  ing false identities, operating undercover, and act-
  ing without arousing suspicion. it does not include 
  uncovering secrets—diplomacy, intimidation, lin-
  guistics, and streetwise are more appropriate. 
  your character may specialize in the following: 
  * alias: the ability to create and maintain one or 
  more false identities. 
  * bribery: the ability to exchange money for fa-
  vors and influence, and accurately judge a person’s 
  price. 
  * Forgery: the ability to create false documents. 
  * speed read: the ability to quickly read a docu-
  ment and discern the salient facts. 
  * unobtrusive: the ability to hide in a crowd by 
  blending in and acting like you belong.
  
  All for One: Régime Diabolique Adventure #04
  
  secret (+1 style point when her gender causes 
  problems)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  musket
  3l
  0
  8l
  (4)l
  pistol
  3l
  0
  8l
  (4)l
  rapier
  2l
  0
  11l
  (5+)l
  Ensign Michel Dupree
  ally 3
  Archetype noble
  Motivation duty
  Style: 3
  Health: 6
  Primary Attributes
  Body: 3
  Charisma: 4
  Dexterity: 2
  Intelligence: 4
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 4
  Defense: 5
  Perception: 7
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  academics: 
  law
  4
  4
  8
  (4)
  brawl
  2
  2
  4
  (2)
  bureaucracy
  4
  4
  8
  (4)
  Firearms
  2
  2
  4
  (2)
  linguistics
  4
  3
  7
  (3+)
  melee
  2
  3
  5
  (2+)
  ride
  2
  2
  4
  (2)
  Talents
  none
  Resources
  rank 3 (ensign-king’s musketeers)
  Flaw
  none
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  pistol
  3l
  0
  7l
  (3+)l
  rapier
  2l
  0
  7l
  (3+)l
  Tavern Keeper
  Follower 0
  Archetype merchant
  Motivation Greed
  Style: 0
  Health: 2
  Primary Attributes
  Body: 1
  Charisma: 2
  Dexterity: 1
  Intelligence: 2
  Strength: 2
  Willpower: 1
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 3
  Defense: 2
  Perception: 3
  Stun: 1
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  2
  1
  3
  (1+)
  diplomacy
  2
  2
  4
  (2)
  streetwise
  2
  2
  4
  (2)
  Talents
  none
  Resources
  none
  Flaw
  Curious (+1 style point whenever his curiosity gets 
  him or his companions into trouble)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  3n
  (1+)n
  Ruffian
  Follower 0
  Archetype everyman
  Motivation survival
  Style: 0
  Health: 3
  
  Rançon de Sang
  
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 1
  Intelligence: 1
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 2
  Move: 2
  Defense: 3
  Perception: 3
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  2
  2
  4
  (2)
  intimida-
  tion
  1
  1
  2
  (1)
  melee
  2
  2
  4
  (2)
  Talents
  none
  Resources
  none
  Flaw
  short temper (–2 penalty to Willpower rolls to keep 
  his cool. +1 style point when his short temper causes 
  trouble)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  dagger
  1l
  0
  5l
  (2+)l
  Captain Remy de Rouge
  ally 3
  Archetype adventurer
  Motivation Greed
  Style: 0
  Health: 4
  Primary Attributes
  Body: 3
  Charisma: 4
  Dexterity: 3
  Intelligence: 3
  Strength: 3
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 4
  Defense: 4
  Perception: 4
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  acrobatics
  3
  2
  5
  (2+)
  athletics
  3
  2
  5
  (2+)
  brawl
  3
  2
  5
  (2+)
  Con
  4
  3
  7
  (3+)
  diplomacy
  4
  3
  7
  (3+)
  Firearms
  3
  2
  5
  (2+)
  intimida-
  tion
  4
  3
  7
  (3+)
  melee
  3
  3
  6
  (3)
  Talents
  Charismatic (+1 Charisma rating)
  vigorous defense (may be attacked twice in the same 
  round without penalty)
  Resources
  Fame 1 (+2 social bonus)
  Flaw
  overconfident (+1 style point whenever he is forced 
  to ask for help or when his bravado gets him in over 
  his head)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  pistol
  3l
  0
  8l
  (4)l
  rapier
  2l
  0
  8l
  (4)l
  Pirate Crewman
  ally 1
  Archetype adventurer
  Motivation Greed
  Style: 0
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 2
  Dexterity: 2
  Intelligence: 2
  Strength: 2
  Willpower: 2
  
  All for One: Régime Diabolique Adventure #04
  4
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 4
  Defense: 4
  Perception: 4
  Stun: 2
  skills
  base
  levels
  Rating
  (Average)
  acrobat-
  ics
  2
  2
  4
  (2)
  athletics
  2
  2
  4
  (2)
  brawl
  2
  2
  4
  (2)
  Firearms
  2
  2
  4
  (2)
  melee
  2
  2
  4
  (2)
  Talents
  none
  Resources
  Fame 1 (+2 social bonus)
  Flaw
  overconfident (+1 style point whenever he is forced 
  to ask for help or when his bravado gets him in over 
  his head)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  Club
  2n
  0
  6n
  (3)n
  pistol
  3l
  0
  7l
  (3+)l
  small 
  sword
  2l
  0
  6l
  (3)l
  Act : The  
  Hôtel Morillon
  bartram morillon is a merchant who has made a lot of 
  money acting as the middle man between Captain remy 
  and boulanger, known to him as achille un-oeil (or 
  “achille one-eye”). he believes that boulanger issimply 
  a highwayman and burglar, primarily preying upon the 
  spanish north of the pyrenees. as part of their agree-
  ment he is “hosting” Jeannette d’aronde at his home in 
  bordeaux.
  seigneur morillon is somewhat unsettled about his 
  “guest.” boulanger claimed that she was a portuguese 
  noble being held for ransom (of which morillon would 
  get a cut). While Jeannette is portuguese through mar-
  riage, morillon was unprepared for a French woman. 
  also, she claims her husband may have been killed dur-
  ing her capture, and that, in any case, their holdings are 
  relatively modest, tied to land and trade. there doesn’t 
  seem to be enough for a worthwhile ransom. neverthe-
  less, morillon doesn’t want to cross boulanger. 
  there are three ways that the characters may enter 
  the morillon estate, which sits a half-mile outside of 
  bordeaux. the first is as honored guests (Scene 1), in 
  which the characters visit before realizing that morillon 
  has Jeannette. the second is the soft approach (Scene 
  3), in which the characters try to sneak inside the house 
  to find and free Jeannette. the third is the hard approach 
  (Scene 4), in which the characters utilize the “brute 
  force” method. it’s possible that the characters may shift 
  amongst these three scenes as they assault the hotel. 
  once the characters get to Jeannette’s room, the action 
  moves to Scene 5: The Final Surprise.
  a man of means, morillon has several servants and a 
  half-dozen house guards (not including the one guard-
  ing Jeannette). these are generally disguised as servants. 
  he has a large home by bordeaux standards, a two-story 
  building with several rooms and a grand entrance hall. 
  Jeanette is being held in the attic, which is actually quite 
  large and comfortable. her guard stands outside a door 
  on the second floor that opens to a staircase on the 
  third. 
  Scene : Honored Guests
  if the characters visit morillon through the front door 
  (possibly because they’ve heard that he has a connection 
  to remy de rouge and little else) then he’ll be suspicious 
  but welcoming. morillon’s steward Colmar receives 
  them, taking them to the dining room where morillon is 
  entertaining two “ladies.” Characters that make a percep-
  tion test at a difficulty rating of 3 note that a few “serv-
  ants” are armed, or are within close reach to rapiers and 
  pistols on the walls. read or paraphrase the following:
  The steward leads you into a dining room where 
  a large feast is spread on the table. A well-dressed 
  portly man, Bartram Morillon, is entertaining two 
  impressively dressed women whose approaches to 
  style lead you to believe that they are courtesans. 
  They giggle at the story Morillon is telling as he 
  refills their glasses from the second bottle of wine 
  at the table. He tells them that the next story has 
  to wait as he turns his attention towards you.
  “Bonsoir, Seigneurs! Please, sit down and have 
  something to eat. The chicken you see there 
  is from Bresse, the best in the world. The wine, 
  unfortunately, is red, as Alaine and Louisa have 
  helped me empty the white. If you’d like, I can 
  send Colmar to the basement for another bottle?
  he’ll wait until the characters answer him. even if the 
  •         •
  
  Rançon de Sang
  
  characters decline the bottle, he’ll nod to Colmar. Col-
  mar bows and leaves. the steward then walks around the 
  house, telling the armed servants to prepare to defend 
  the house. after Colmar leaves, morillon continues:
  “To what do I owe the pleasure of a visit from the 
  King’s Musketeers? You are a long way from Paris 
  and the front line, no?”
  if the characters ask about Captain remy then mo-
  rillon is happy to inform them that the Captain is in 
  bordeaux, although he is likely to be leaving soon. mo-
  rillon even offers the use of a servant to take them to 
  the Sirène Bleue. if the characters choose to accept his 
  offer then move to Scene 2: Street Fight. unfortunately 
  for morillon, as noted in Scene 4, he can’t easily extract 
  Jeannette to flee. instead, he holes up in the attic with 
  Jeannette, letting his armed guards protect him.
  suspicious characters may think that morillon has 
  something to do with the kidnapping. an appropriate 
  opposed social skill test can reveal that morillon is hid-
  ing something. should the characters seem suspicious 
  then morillon summons his armed servants to “escort 
  them out.” should the characters resist, proceed to the 
  Scene 4: The Hard Approach.
  should the characters manage to force morillon to 
  surrender, he will tell them what he knows; see Scene 3: 
  The Soft Approach for details.
  Scene : Street Fight
  should the characters accept morillon’s offer of a 
  guide to Captain remy’s ship, he’ll be happy to provide 
  one. the guide is one of morillon’s armed guards -- and 
  morillon also sends another servant to run ahead and en-
  sure that a welcoming party is waiting for the characters 
  on the dock. as the Sirène Bleue is already leaving port, 
  this party is a group of longshoremen loyal to morillon. 
  there should be three longshoremen for each char-
  acter. they surround the characters brandishing short 
  swords, clubs, and other implements.
  As you reach the docks, your guide looks deflated as 
  he points out that the Sirène Bleue is already head-
  ing away from the docks. You have little time to 
  contemplate your next move, however, as a crowd 
  of longshoremen suddenly appear around you. One 
  of them points a small sword in your direction.
  “Well, if it isn’t the King’s Musketeers! It’s long past 
  time that we showed the King how we felt about 
  the deaths of our families by his hand.”
  in truth, the longshoremen have been paid well to 
  kill the characters. if any of them should be captured or 
  interrogated, they will quickly reveal that morillon paid 
  them. this is rather obvious considering that, once the 
  longshoremen attack, the servant draws a pistol and 
  shoots the closest character before running back to the 
  hôtel morillon.
  if the characters continue on toward the Sirène Bleue, 
  go to Act 2: Scene 4: Catching the Sirène Bleue.
  Scene : The Soft Ap-
  proach
  once the characters realize that Jeannette is being 
  held in morillon’s home, they may try to infiltrate the 
  house rather than use a frontal assault. Characters with 
  the disguise skill may attempt to gain access by pretend-
  ing to be a merchant, customer, or servant. 
  While the house stands alone, it is close enough to 
  other buildings that the characters can reach it by mov-
  ing across the rooftops. this requires an appropriate 
  athletics (Climbing) test at an appropriate difficulty 
  (based on how the characters try to get up to the roof), 
  and an acrobatics (balance) test at a difficulty rating of 
  2 to maintain ones balance. Characters that leap from a 
  neighboring roof to the house need to make an athletics 
  (Jumping) test at a difficulty of 3. 
  there is only one attic window, locked, requiring a 
  larceny (lockpicking) test at a difficulty rating of 3 to 
  pick, requiring one of the small window panes to be 
  smashed in order to reach the lock. if the characters 
  choose instead to go to the second floor, there are no 
  locks, although the characters make noise smashing the 
  window. 
  if the characters are coming up from below, they’ll 
  need to make appropriate stealth tests to keep from be-
  ing heard by the armed servants. one guard stands in 
  front of the two doors that give access to the attic. he 
  has orders to kill anyone that approaches him. the locks 
  on the stairway door and the attic door require a larceny 
  (lockpicking) test at a difficulty rating of 4 to pick. mo-
  rillon keeps the keys to these locks on his possession.
  if the characters threaten morillon, he’ll tell them 
  what he knows. 
  “I do have a guest… Achille Un-Oeil needed me to 
  hold her for a ransom. I owe him, you see. Un-Oeil 
  has been very good to me. I sell Spanish items that 
  he… um... procures through less than orthodox 
  means. He told me that he was going to ransom 
  a Portuguese noblewoman and was willing to cut 
  Captain Remy and me in. He assured me that no 
  one was going to be hurt.
  “Something seems very wrong. Senora d’Aronde is 
  a Portuguese noblewoman, but only by marriage. 
  As you can tell by her name she is French. Captain 
  Remy also informed me that not only was her 
  husband shot, but that they had little to offer for 
  ransom, at least nothing tangible. I don’t know 
  why Un-Oeil wanted her so badly. I can only im-
  agine that it is a tragic mistake.
  
  All for One: Régime Diabolique Adventure #04
  6
  “If you want her, take her. It is not worth risking my 
  life over. I planned to free her myself once Un-Oeil 
  came back. I am expecting him in a few days. He in-
  sisted that she not be removed from the attic for any 
  reason short of the house burning to the ground.”
  morillon asks only for his freedom in return. he plans 
  on asking Captain remy for passage if he needs to flee 
  the city. if the characters ask for a description of un-oeil, 
  they’ll recognize him as delmar boulanger.
  Scene 4: The Hard Ap-
  proach
  the hard approach is exactly what it sounds like: the 
  characters storm the house. presuming that the servants 
  see them coming, the guards (at least 2 for each charac-
  ter; adjust as cinematically appropriate) shoot at them as 
  they approach. once they get inside the guards stick with 
  their swords so as to not unduly damage the house. the 
  characters should face half the guards on the first floor 
  and the rest on the second.
  if bartram morillon was not expecting the charac-
  ters, he leaves the courtesans and heads for the attic as 
  quickly as possible (you can play this up for humor as a 
  half-dressed morillon stumbles out of a room while hold-
  ing up his pants).
  storming the house has another potential problem: 
  if the characters make a lot of noise storming the house, 
  it’s possible other bordelais may join the fight to aid their 
  fellow residents. in this case, you may wish to have the 
  Cardinal’s Guard arrive as support for the characters, if 
  appropriate. alternatively, this gives the characters more 
  of an impetus to flee via the roof, making the final scene 
  occur on the rooftops of bordeaux.
  Scene : The Final Sur-
  prise
  Jeannette is being kept in a soundproofed room 
  (thanks to the witch rosario’s magick) on the third floor. 
  she is a well-dressed, attractive young woman whose 
  face is stained with tears. if the characters met her in 
  Act 1, then she remembers them. in any case, she’ll be 
  jubilant, as the arrival of the king’s musketeers can only 
  mean she’s about to be freed.
  if morillon is here, he is found cowering in a corner, 
  and he tells the characters to take Jeannette but begs 
  them to leave him alive.
  Jeannette tells them that she and paulo were on their 
  way to the azores to visit his parents when their ship 
  was attacked by pirates. Captain remy seemed primarily 
  interested in her, and paulo was shot when he tried to 
  protect her. at this point Jeanette breaks down in tears, 
  as she doesn’t know whether he is still 
  alive.
  both Captain remy and morillon 
  seem to think she’s worth a ransom, 
  but Jeannette can’t imagine that her 
  husband has enough money for a 
  ransom. most of their wealth is tied to 
  investments in the new World.
  Jeannette has also been screaming 
  at passersby below her in the street, 
  but the window is locked, requiring 
  a larceny (lockpicking) test at a diffi-
  culty rating of 3 to pick. this is due to 
  a silence ward etched onto the walls 
  of the room, which can only be dis-
  covered if the characters peel back the 
  wallpaper or make an investigation 
  (search) test at a difficulty rating of 
  4. Characters that see the carved-into-
  the-wood runes can make an academ-
  ics: occult test at a difficulty rating of 
  2 notice that there are two different 
  wards at work. one is an aeromancy 
  ritual (for the silence), and the other 
  necromancy. 
  should Jeannette leave the room 
  or the characters attempt to destroy 
  the necromantic ward, then the spell 
  springs, demonically-infused gargoyles 
  appear (one for each character, minus 
  
  Rançon de Sang
  
  one), attempting to kill Jeannette. these gargoyles will 
  not cease attacking until Jeannette is dead or they are 
  destroyed.
  Act : Supporting Cast
  Bartram Morillon
  ally 2
  Archetype noble
  Motivation Greed
  Style: 1
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 4
  Defense: 4
  Perception: 6
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  art: ap-
  praisal
  3
  2
  5
  (2+)
  Con
  3
  2
  5
  (2+)
  diplo-
  macy
  3
  4
  7
  (3+)
  empathy
  3
  2
  5
  (2+)
  Firearms
  2
  1
  3
  (1+)
  melee
  2
  1
  3
  (1+)
  streetwise
  3
  3
  6
  (3)
  Talents
  none
  Resources
  Wealth 2 (Comfortable)
  Flaw
  Coward (+1 style point if he gives up without a fight)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  0n
  (0)n
  Club
  2n
  0
  5n
  (2+)n
  pistol
  3l
  0
  6l
  (3)l
  Courtesans
  Follower 0
  Primary Attributes: body 1, dexterity 2, strength 1, 
  Charisma 2, intelligence 2, Willpower 1
  Secondary Attributes: size 0, move 3, perception 3, 
  initiative 4, defense 3, stun 1, health 2
  Skills: Con 3 (Seduction 4), larceny 3 (Pickpocketing 4), 
  melee 2, streetwise 3
  Talents/Resources: none
  Flaws: lustful (+1 style point whenever her whenever 
  overactive libido gets her or her companions into serious 
  trouble)
  Weapons: punch 0n, dagger 2l
  Morillon’s Armed Servants/
  Guards
  ally 1
  Archetype soldier
  Motivation survival
  Style: 0
  Health: 4
  Primary Attributes
  Body: 3
  Charisma: 1
  Dexterity: 3
  Intelligence: 1
  Strength: 3
  Willpower: 1
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 6
  Defense: 6
  Perception: 2
  Stun: 3
  skills
  base
  levels
  Rating
  (Average)
  brawl
  3
  2
  5
  (2+)
  Firearms
  3
  2
  5
  (2+)
  melee
  3
  3
  6
  (3)
  stealth 
  3
  2
  5
  (2+)
  survival
  3
  1
  4
  (2)
  Talents
  iron Jaw (+1 stun rating)
  
  All for One: Régime Diabolique Adventure #04
  
  Resources
  none
  Flaw
  Callous (+1 style point when he does something 
  particularly selfish or refuses to help someone in dire 
  need)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  dagger
  1l
  0
  7l
  (3+)l
  pistol
  3l
  0
  8l
  (4)l
  rapier
  2l
  0
  8l
  (4)l
  Servants
  Follower 0
  Primary Attributes: body 2, dexterity 1, strength 1, 
  Charisma 2, intelligence 1, Willpower 2
  Secondary Attributes: size 0, move 2, perception 3, 
  initiative 3, defense 3, stun 2, health 4
  Skills: Con 3, diplomacy 3 (Etiquette 4), empathy 2, 
  streetwise 3 (Rumors 4)
  Talents/Resources: none
  Flaws: envious (+1 style point when envy causes him 
  trouble)
  Weapons: punch 0n, dagger 1l
  Longshoremen
  Follower 0
  Primary Attributes: body 2, dexterity 2, strength 2, 
  Charisma 1, intelligence 1, Willpower 1
  Secondary Attributes: size 0, move 4, perception 2, 
  initiative 3, defense 4, stun 2, health 3
  Skills: brawl 4, intimidation 2, melee 4
  Talents/Resources: none
  Flaws: impulsive (+1 style point whenever his impul-
  siveness gets him into trouble)
  Weapons: punch 4n, Club 6n, dagger 5l, small sword 
  6l
  Jeannette d’Aronde
  Follower 1
  Archetype noble
  Motivation survival
  Style: 0
  Health: 3
  Primary Attributes
  Body: 1
  Charisma: 4
  Dexterity: 2
  Intelligence: 2
  Strength: 1
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 3
  Defense: 3
  Perception: 4
  Stun: 1
  skills
  base
  levels
  Rating
  (Average)
  athletics
  1
  2
  3
  (1+)
  bureauc-
  racy
  2
  2
  4
  (2)
  diplomacy
  4
  2
  7
  (3+)
  melee
  1
  2
  3
  (1+)
  ride
  2
  2
  4
  (2)
  Talents
  attractive (+1 Charisma bonus dealing with people)
  Resources
  none
  Flaw
  none
  Weapons
  Rating
  Size
  Attack
  (Average)
  brawl
  0n
  0
  0n
  (0)n
  Gargoyles
  Archetype Construct
  Motivation Duty
  Style: 0
  Health: 4*
  Primary Attributes
  Body: 3
  Charisma: 0
  Dexterity: 2
  Intelligence: 1
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 5 [2]**
  Defense: 6
  Perception: 3
  Stun: n/a*
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  4
  7
  (3+)
  
  Rançon de Sang
  
  stealth
  2
  2
  5***
  (2+)
  Talents
  damage reduction (reduce all damage against it by 
  2 points)
  high pain tolerance 2 (ignore wound penalties)
  Resources
  none
  Flaw
  bestial (Character cannot communicate or use tools)
  Weapons
  Rating
  Size
  Attack
  (Average)
  Claws
  0l
  0
  8l
  (4)l
  * as animated constructs, gargoyles are immune to 
  nonlethal damage, and cannot be stunned.
  ** Gargoyles use their full move rating for flying, and 
  half their move rating when on the ground.
  *** Gargoyles have a +1 size bonus on stealth rolls
  Epilogue
  once the characters have rescued Jeannette, the Car-
  dinal’s Guard leaves them alone once they learn of her 
  identity, the only thing that the Cardinal is likely to be 
  interested in knowing. Jeannette asks the characters to 
  accompany her to lyon to see her father. Whether they 
  go with her or not, the characters soon learn an awful 
  truth: hercule d’aronde left the abbey over a week ago, 
  and was killed in a field outside of la rochelle. With a 
  little research the characters discover that he died on the 
  same spot where boulanger lost his eye.
  boulanger has once again slipped away. he never 
  intended to return to bordeaux, and never really cared 
  what might ultimately happen to Jeannette. instead, he 
  plots his final revenge... to be revealed in the next and 
  final adventure in Le Mousquetaire Déshonoré cam-
  paign, Le Mousquetaire Final.
  
  This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.exilegames.com). Ubiquity Roleplaying System, Exile Games Studio, and all 
  This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.exilegames.com). Ubiquity Roleplaying System, Exile Games Studio, and all 
  associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission.
  associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission.
  © 2011 Triple Ace Games. All For One: Régime Diabolique and all related marks and logos are trademarks of  Triple Ace Games.
  © 2011 Triple Ace Games. All For One: Régime Diabolique and all related marks and logos are trademarks of  Triple Ace Games.
  www.tripleacegames.com
  www.tripleacegames.com
  32109
  32109
  $9.99
  $9.99
  Rançon de Sang 
  Rançon de Sang is the third of four adventures in the 
  is the third of four adventures in the Le Mousquetaire 
  Le Mousquetaire 
  Déshonoré
  Déshonoré campaign.
   campaign.
  Having returned to Paris and inquiring about the mysterious “Delmar” 
  Having returned to Paris and inquiring about the mysterious “Delmar” 
  that was connected to the previous murders, the characters meet the 
  that was connected to the previous murders, the characters meet the 
  famous musketeer Athos, who tells them that the murdered musketeers 
  famous musketeer Athos, who tells them that the murdered musketeers 
  once served with a Delmar Boulanger in a special musketeer unit, but 
  once served with a Delmar Boulanger in a special musketeer unit, but 
  he died on their last mission. He also points them to the Bastille, where 
  he died on their last mission. He also points them to the Bastille, where 
  the judge that may have more information is interred. Unfortunately, the 
  the judge that may have more information is interred. Unfortunately, the 
  characters’ investigations have attracted the Cardinal’s attention…
  characters’ investigations have attracted the Cardinal’s attention…
  A new acquaintance tells the characters about the kidnaping of the 
  A new acquaintance tells the characters about the kidnaping of the 
  daughter of a surviving member of that band. An effort to rescue her 
  daughter of a surviving member of that band. An effort to rescue her 
  leads the characters to Bordeaux, where they must face a dangerous 
  leads the characters to Bordeaux, where they must face a dangerous 
  pirate and try to ﬁ nd Jeannette d’Aronde before an ex-musketeer claims 
  pirate and try to ﬁ nd Jeannette d’Aronde before an ex-musketeer claims 
  another victim…
  another victim…
  This adventure is designed for moderately experienced characters, 
  This adventure is designed for moderately experienced characters, 
  although beginning or advanced characters can be accommodated with 
  although beginning or advanced characters can be accommodated with 
  little difﬁ culty. 
  little difﬁ culty. 
  It is not necessary to run 
  It is not necessary to run Désir Mortel
  Désir Mortel or
   or Le Baiser de la Mort
   Le Baiser de la Mort (the 
   (the 
  previous adventures in the Le Mousquetaire Déshonoré campaign) to 
  previous adventures in the Le Mousquetaire Déshonoré campaign) to 
  run Rançon de Sang.
  run Rançon de Sang.
  All For One: Régime Diabolique
  All For One: Régime Diabolique is a musketeer roleplaying game from 
   is a musketeer roleplaying game from 
  Triple Ace Games for the Ubiquity RPG.
  Triple Ace Games for the Ubiquity RPG.
  Musketeers & Pirates... 
  Musketeers & Pirates... 
  Swashbuckling Adventure Awaits You!
  Swashbuckling Adventure Awaits You!
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/32109 - Adventure 04 - Le Mousquetaire Deshonor 3 - Rancon de Sang.pdf