TEXT: Walt Ciechanowski
  Walt Ciechanowski
  Le Mousquetaire Déshonoré
  Le Mousquetaire Déshonoré
  Partie Deux: Le Baiser de la Mort
  Partie Deux: Le Baiser de la Mort
  32108
  32108
  ADVENTURE #03
  ADVENTURE #03
  
  
  by Walt CieChanoWski
  editors: sCott alan Woodard
  Cover, GraphiC desiGn & typesettinG: robin elliott
  illustrations: Chris kuhlmann
  all for one line developer: paul ‘WiGGy‘ Wade-Williams
  All For One: Règime Diabolique
  Le Mousquetaire Déshonoré
  Partie Deux:  
  Le Baiser de la Mort
  WWW.tripleaCeGames.Com
  this ebook may be printed for personal use only. no site license in given.
  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.
  ©2011 triple ace Games. all for one: règime diabolique and all related marks and logos are  
  trademarks of triple ace Games. all rights reserved.
  
  
  Introduction 
  Le Baiser de la Mort is the second of four adventures 
  in the Le Mousquetaire Déshonoré campaign. this ad-
  venture is designed for slightly experienced characters, 
  although beginning or more experienced characters can 
  be easily accommodated. it is not necessary to run Désir 
  Mortel in order to play Le Baiser de la Mort and, as 
  with Désir Mortel, the Le Mousquetaire Déshonoré 
  campaign arc only tangentially affects the events in this 
  adventure.
  in Le Baiser de la Mort, the characters are tasked 
  with investigating the death of former musketeer fran-
  cois Joubert, and finding le faucon, a mysterious agent, 
  presuming he is still on the tidal island, to acquire the 
  information that he was offering Joubert. the characters 
  soon learn that there is a curse in mont saint-michel 
  causing chaos in the abbey, and that Cardinal richelieu 
  seems to have a particular interest in this curse. the 
  curse is directly related to the death of francois Joubert, 
  as ex-musketeer delmar boulanger has trapped a succu-
  bus within the tidal island in order to make his revenge 
  on francois easier.
  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. if you are pressed for time, 
  you can skip much of Act 1, as some of its scenes are for 
  color and background, to get the players into the spirit of 
  musketeer france, as well as offer them the opportunity 
  to earn some style points. 
  in Act 1: A Time of Troubles, the characters, retreat-
  ing from an invasion by habsburg forces in the spanish 
  netherlands, are sent to investigate the death of a former 
  musketeer, francois Joubert, and obtain information 
  from le faucon. they must cross the chaotic landscape 
  of northwestern france to arrive at the outskirts of mont 
  saint-michel, where they learn of a strange curse grip-
  ping the tidal island.
  in Act 2: Femmes Fatale, the characters enter mont 
  saint-michel and begin their investigation. they are both 
  aided and hindered by the Cardinal’s Guard and an in-
  quisitor. during the investigation, le faucon attempts 
  to make contact without compromising her safety. the 
  characters soon discover that there is indeed a magickal 
  “curse” on the island.
  in Act 3: Tying Up Loose Ends, the Cardinal’s Guards 
  attempt to carry out the Cardinal’s wishes by burning the 
  atrum libri and silencing anyone that may connect the 
  book to him…including the characters. the characters 
  must also decide whether to let the succubus go free or 
  deal with her permanently.
  Running Le Baiser de la 
  Mort as part of a campaign
  at its core, Le Mousquetaire Déshonoré is a tale 
  Partie Deux: Le 
  Baiser de la Mort
  •
  •       •
  The True Knights of  
  Saint Michael
  one of the plots of this adventure is a failed attempt 
  to infect the order of saint michael with a virulent 
  plague. While this plot was foiled, the magickal 
  ward and strange happenings on the island, so 
  close to one of the order’s meetings in the abbey, 
  is certain to draw the attention of the true knights 
  of saint michael. 
  this is a perfect hook if one or more of the charac-
  ters are templars. in addition, the true knights may 
  send agents to aid the king’s musketeers, perhaps 
  arriving just when the Cardinal’s Guard has the up-
  per hand. the templars would certainly find a way 
  to dispatch the succubus, should she remain alive at 
  the end of the adventure.
  
  Partie Deux: Le Baiser de la Mort
  
  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 another musketeer before 
  the characters finally confront him.
  if you choose to run Le Baiser de la Mort as the sec-
  ond part of the campaign, note that the events of Désir 
  Mortel take place several months before this adventure. 
  you may wish to run additional adventures between 
  Désir Mortel and Le Baiser de la Mort. you may also 
  wish to place an adventure or two between this one and 
  the next, Rançon de Sang.
  Running Le Baiser de la 
  Mort as a standalone adventure
  Le Baiser de la Mort can be run as a standalone 
  adventure. in this case, boulanger is simply a less-skilled 
  swordsman with a grudge against francois Joubert for 
  taking his eye in a duel. after solving the mysteries at 
  mont saint-michel, the characters can track down del-
  mar and bring him to justice—you’ll need to create your 
  own character sheet for this version of boulanger, as 
  we have something special planned for him in the final 
  adventure.
  due to the circumstances of this adventure, Le 
  Baiser de la Mort can also be used as a standalone ad-
  venture for characters associated with the true knights 
  of saint michael. in this case, francois Joubert could be 
  a templar that ran afoul of boulanger in the past. the 
  characters need to discover the truth behind the curse 
  before the Cardinal’s Guard learns too much about the 
  secret order.
  Adventure Background
  three plots dovetail together at mont saint-michel. in 
  the first, le faucon meets francois Joubert and offers 
  him information, fearing her mission may be compro-
  mised after Joubert is killed. in the second plot, delmar 
  boulanger traps a succubus within the abbey, forcing 
  it to seduce and drain Joubert. in the third, Cardinal 
  richelieu attempts to break the “curse” only to lose an 
  inquisitor as well as a powerful tome of magic.
  the first plot is relatively straightforward. le faucon 
  learns of a plan for another invasion by england in sup-
  port of the huguenots. she comes to mont saint-michel 
  to deliver the information to francois Joubert, a former 
  musketeer and now a secret contact. he passes along 
  some of the information, and is supposed to pay le fau-
  con for her efforts on behalf of france.
  the second plot is part of the overall metaplot of 
  Le Mousquetaire Déshonoré. delmar boulanger, a 
  former king’s musketeer and companion to Joubert, 
  wishes to exact revenge for his maiming, expulsion, 
  and imprisonment a decade ago. Given that Joubert 
  was the best swordsman in the group, and boulanger 
  has had to retrain himself to fight left-handed, the villain 
  has decided to give himself an edge. he hired Zaneta, 
  a witch from andorra, to summon and ensnare a suc-
  cubus in mont saint-michel to drain Joubert’s energy. 
  once drained, Joubert was no match for a duel against 
  his former friend.
  the third plot is “inspired” by Cardinal richelieu. he 
  suspects that the order of saint michael may be plotting 
  against him (which is untrue—the true knights have yet 
  to suspect the Cardinal), and has sent inquisitor Jacques 
  piaget to “deal with the matter.” piaget interrogated a few 
  members of the order, suspecting that a secret society 
  exists within them. unfortunately, rather than bring this 
  to the attention of the Cardinal, piaget decided to take 
  care of the problem himself with extreme prejudice. 
  knowing that the order was due to gather at mont saint-
  michel in a few weeks, piaget went to the abbey and 
  performed a ritual designed to unleash a plague there 
  while the order is gathered.
  these three plots get tangled together. le faucon 
  gave Joubert information about the english plot against 
  france, but the succubus intervened before Joubert could 
  pay her. the succubus, meanwhile, seeks to be free of its 
  prison, discovering that the inquisitor has the means to 
  free it in his grimoire, the Atrum Libri. it kills piaget, and 
  spirits away his grimoire in order to decode it and figure 
  A Musketeer’s Child
  if you decide to run the rest of the Le Mousqu-
  etaire Déshonoré campaign without playing 
  through Désir Mortel, you will need to select one 
  of the characters to be the child of the fourth mus-
  keteer upon which delmar boulanger wishes to 
  take revenge. this will becomes important in the 
  final adventure of the Le Mousquetaire Déshon-
  oré campaign. 
  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 dupin 
  took a personal interest in the development of his 
  old friend’s child—and dupin, one of the four mus-
  keteers marked by boulanger, was killed by him in 
  Désir Mortel. 
  you should try to slip this information in without 
  arousing the players’ suspicions. this will become 
  more important as the campaign progresses, as del-
  mar 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 #0
  
  out a means past the wards keeping it within the abbey. 
  Cardinal richelieu now fears that someone is onto his 
  scheme and wishes to erase any possible connection to 
  himself. he worries that either there is a secret group 
  within the order of saint michael scheming for his de-
  struction, or that he might be connected with the plot to 
  wipe out the order’s heads.
  on top of these intertwining plots, the ward that Za-
  neta crafted has been tainted by the metaphysical chaos 
  of the sea and the spirits of the dead beneath it. the 
  ward has been becoming increasingly unstable and dan-
  gerous, creating ever-stronger and longer-lasting mists 
  around the tidal island, as well as attracting demonic 
  spirits. more and more pilgrims are being led to their 
  deaths while traveling the causeway, and the monks and 
  villagers on the island report hearing the whispers of the 
  dead carried in the wind.
  the characters fall into the midst of all of this when 
  m. de tréville orders the characters to discover what hap-
  pened to Joubert, and complete the exchange of money 
  for information with le faucon. the characters are hin-
  dered by the Cardinal’s own investigators, a detachment 
  of the Cardinal’s Guard with an inquisitor in tow. in addi-
  tion to unraveling the mysteries of the intertwined plots, 
  the characters also need to deal with the succubus.
  Act : A Time of 
  Troubles
  this adventure takes place in July 1636, as habsburg 
  forces from the spanish netherlands and the holy ro-
  man empire penetrate deep into the Champagne region 
  (the exact dates are unimportant – you can massage 
  them as necessary to work within your campaign). this 
  invasion catches the french completely by surprise, and 
  its repercussions tangentially affect this adventure.
  m de. tréville, captain of the king’s musketeers, 
  has sent a group of musketeers (the characters) to col-
  lect intelligence from mestre de Camp (equivalent to 
  •           •
  Daily Outline
  the following is a list of events that take place up to the characters’ arrival at mont saint-michel. note that act 1: scene 
  1 takes place on day 14.
  Day 
  Events
  1 
  delmar boulanger and Zaneta arrive at the Golden Goose inn. boulanger pretends that he is painting the 
  abbey for a patron and that Zaneta is his assistant.
  2-3 
  boulanger and Zaneta spend three days dropping stones in the water. 
  4 
  boulanger and Zaneta finish dropping stones. they conjure the succubus that night, who then seduces the 
  barmaid Clarisse as “Gaston.”
  5 
  le faucon comes to town and sends word to Joubert. the succubus attempts to seduce Joubert but is 
  rebuffed. the succubus sees le faucon and isn’t fooled. after Joubert leaves, “Gaston” seduces le faucon. 
  Clarisse is heartbroken. Joubert goes to Champ-vert and arranges for the payment.
  6 
  Joubert returns to the inn to inform le faucon that payment is forthcoming in four days. the succubus 
  seduces brother adrien. inquisitor Jacques piaget arrives at mont saint-michel.
  7 
  brother adrien confesses to the abbot. the succubus seduces a pilgrim in the abbey, but  is chased out by 
  brother vachel.
  8 
  monks start reporting to the abbot that they are hearing english and french battle cries in and around the 
  abbey. the succubus seduces brother vachel. 
  9 
  as “Gaston,” the succubus seduces le faucon again and “kisses” her unconscious. she uses le faucon’s dis-
  guise to seduce Joubert as he is about to leave the island, informing boulanger of this. boulanger and Zaneta 
  leave the island, to wait at the other end of the causeway—boulanger kills Zaneta on the way. that night, 
  Joubert is slain by boulanger as they duel. 
  10 
  the succubus attacks and kills piaget, hiding the grimoire in the chapel. Joubert’s failure to arrive at Champ-
  vert to obtain the payment for le faucon is noted, and his death soon discovered.
  11 
  the succubus seduces brother vachel for the last time. piaget’s lackey heads to paris.
  12 
  mansart sends news of Joubert’s death to paris. brother vachel commits suicide. the succubus returns to 
  Clarisse.
  13 
  le faucon threatens Clarisse over Gaston’s true identity.
  14 
  m. de tréville receives news of Joubert’s death. the succubus seduces brother neville.
  15 
  the characters are sent to find out what happened to Joubert, and to conclude the deal with le faucon. the 
  succubus seduces brother neville a second time
  16 
  the characters arrive in Champ-vert and meet sgt. rameau’s team. the succubus seduces Clarisse once 
  more.
  17 
  the characters arrive in mont saint-michel.
  
  Partie Deux: Le Baiser de la Mort
  
  a modern colonel) andré du aiglenoir, who controls 
  a new regiment in the region. the mestre, heir to a 
  barony, is a young, foppish chevalier who hoped that 
  his seemingly safe posting would grant him prestige 
  and allow him to marry well. the mestre is a charm-
  ing and attractive young man with expensive tastes, but 
  has utterly no idea how to handle himself in battle. he 
  greeted the king’s musketeers warmly enough, offering 
  them a rather sumptuous meal, but the surprise inva-
  sion leaves him scrambling. he quickly orders a retreat, 
  begging the characters to escort him back to paris and 
  report directly to the king (or more accurately riche-
  lieu). 
  the mestre insists on taking his four-horse carriage, 
  which is driven by alain hinault, his trusted valet and 
  coachman. hinault is a pleasant, rugged man who cares 
  deeply for his master, and keeps a cool head during dan-
  ger. if there are any female characters, the mestre asks 
  them to accompany him inside the carriage. he expects 
  king’s musketeers to ride as escort and in so doing divert 
  any would-be attacks against the carriage. the trip back 
  to paris is two days’ ride. 
  Scene : Deadly Escort
  the adventure begins with the escort of andré du 
  aiglenoir back to paris. unfortunately, a group of spanish 
  cavalrymen are pursuing the mestre de Camp’s carriage. 
  the characters must prevent them from capturing or kill-
  ing aiglenoir. the cavalry unit (three spanish cavalrymen 
  for every two characters) is closing fast. in three rounds, 
  they will be atop the carriage.
  The Spanish invaded without warning and have 
  broken through French defensive lines. You had 
  little choice but to escort Mestre de Camp André 
  du Aiglenoir back to Paris so that he can present 
  the situation to the King. You’ve been following 
  his carriage for the better part of a day with no 
  sign of the Spanish.
  Your luck runs out as dusk approaches. As you 
  travel through the farmlands of Champagne, a 
  unit of Spanish cavalry bursts out from a vine-
  yard and enters the dirt road, pursuing the car-
  riage. You have no doubt that they realize who 
  is inside the carriage and that they intend to 
  capture him.
  this attack takes place in the open farmland of the 
  Champagne valley, giving the characters little cover in 
  which to hide unless they drive directly through or-
  chards or over farmland dedicated to growing wheat. 
  the mestre shows more of his “character,” screaming at 
  the characters to defend him as he cowers in the carriage 
  with his pistol and sword, praying that he won’t have to 
  use either. hinault is more helpful, keeping two pistols 
  and a small sword close at hand, determined to keep the 
  carriage moving as fast as possible away from the rapidly 
  pursuing spanish cavalrymen. 
  the spaniards spend a round closing, with some 
  of them shooting their pistols, aiming at any mounted 
  characters first; those that discharge pistols draw their 
  rapiers. any spaniard with a loaded pistol who overtakes 
  the carriage will shoot at hinault or into the carriage. 
  those with rapiers will attempt to board the moving 
  carriage, requiring an acrobatics roll (difficulty 3) from 
  horseback.
  Characters or npCs standing atop the carriage must 
  make a balance roll (difficulty 2) each round or fall off 
  the carriage; any that fall can make an athletics roll (dif-
  ficulty 2) to grab the side of the carriage and hang on, 
  dropping unless any held weapons or objects unless 
  they beat the difficulty by one or more successes. 
  as this is the mestre’s personal coach, he has luggage 
  and personal belongings strapped to the roof. Characters 
  can take advantage of these with style points or tricks 
  (All for One, pg. 101). you should be liberal in allowing 
  cinematically appropriate cargo for characters to use, 
  i.e.,  a small barrel of gunpowder that can be kicked off 
  the back and shot, creating a grenade-like effect, bottles 
  of wine that can be ignited and thrown, or fancy clothes 
  that work as parrying cloaks or something with which to 
  blind an opponent.
  assuming the characters are successful, once the 
  battle is over the mestre insists on getting to paris as 
  soon as possible. he will insist the characters take turns 
  with alain to keep the carriage moving. While this will 
  be rough on the horses, it is obvious the mestre really 
  couldn’t care less if they dropped dead, so long as he 
  makes it to the gates of paris. any spaniards captured 
  admit only that their orders were to capture (and, if nec-
  essary, kill) the mestre—they either don’t know or won’t 
  reveal any information regarding the habsburg invasion 
  plans or troop dispositions.  
  if, however, the characters fail and the spaniards man-
  age to capture the mestre, they will take him back to their 
  camp behind the lines for questioning, likely requiring a 
  daring rescue by the characters. it is quite probable they 
  A Matter of Style
  While Le Baiser de la Mort officially starts with the 
  characters in scene 1, you may wish to play out the 
  scene where they meet the mestre if there is an op-
  portunity for style points. in this case, they find the 
  mestre in a farmhouse, being tended to by servants 
  and going over disturbing reports. he will take note 
  of any obviously female (attractive, of course) char-
  acters, perhaps trying to impress them. he is first 
  and foremost a noble, which will likely rub non-
  noble or commoner-sympathizing characters the 
  wrong way.
  
  All for One: Régime Diabolique Adventure #0
  
  will be disinclined to do so because of their dislike for 
  the mestre—they should, of course, be reminded of their 
  duty in this regard. 
  Scene :  
  A Wrenching Choice
  after the battle with the spaniards, the characters will 
  come across a farmhouse soon after dawn with horse-
  men outside. Characters that make a Warfare roll (dif-
  ficulty 1) recognize the horsemen as looters and note 
  that they are not in french uniforms, but are, in fact, 
  bavarian mercenaries, part of the spanish invasion into 
  Champagne.
  the mestre, assuming he is still with the characters, 
  is appalled. he knows that the situation is dire but this 
  farm is well behind the french lines, meaning that the 
  french forces were routed. as the carriage is in a lightly 
  wooded area some distance from the farmhouse, the 
  mestre wishes to keep moving. unfortunately, any char-
  acters that make a perception roll (difficulty 2) hear a 
  young woman’s scream from inside the house, followed 
  by an angry shout and a gunshot. 
  should the characters wish to go to the farmhouse, 
  the mestre is unmoved.
  “I am sympathetic, I assure you, but we must not 
  dally here while I have crucial information to 
  get to His Majesty. If the Bavarians are here then 
  there must be others about and every moment we 
  waste is another opportunity for them to find us. 
  No, we can’t jeopardize my mission for the sake 
  of a few commoners. Distracting the soldiers from 
  us is their duty.”
  the mestre’s position likely sickens the characters, but 
  the fact is that he will not aid nor wait for them should 
  they choose to risk their lives for farmers. he will even 
  suggest that it is treason for the king’s musketeers to 
  leave him defenseless when they were ordered to escort 
  him – a situation that is fertile ground for the awarding 
  of style points.
  should the characters go to the farmhouse, they will 
  find one bavarian soldier outside for each character. they 
  are rummaging through the stables and storehouses for 
  food and supplies. inside, an equal number of bavarian 
  soldiers are threatening the family in the main room. the 
  family (a farmer, his wife, and their four children) are 
  being terrorized. the exact nature of the assaults against 
  the family are left up to the Gamemaster and should be 
  based on what is most likely to award style points for 
  the characters’ motivations, such as Justice, revenge, or 
  survival. 
  once the characters finish helping the farmers they 
  should be able to catch up to the mestre. While he is 
  none the worse for wear, he is still fuming that they left, 
  and assures them that the king will hear about their an-
  tics. unless the characters truly offended him, however, 
  this is just bluster.
  Scene :  
  A Summons to a Mission
  regardless of how the characters get back to paris, 
  they will find the city in panic over the habsburg inva-
  sion. Walls are being reinforced, residents are being 
  trained for war, and supplies are being stocked. the city 
  has taken few refugees; most are encouraged to head 
  south or west. 
  While the mestre goes to see the king, the characters 
  are expected to report their findings to lieutenant Jean-
  marc de Guerre, their commanding officer for field mis-
  sions. Waiting for them by the gates is the lieutenant’s 
  lackey, thadeus, an old soldier with an erratic gait due to 
  the many injuries he received in the service of the king. 
  his long stringy hair has gone white long ago and he 
  sports a bright red nose, an obvious sign of his fondness 
  for drinking. When he sees the characters, he eagerly 
  rushes up to greet them, imploring them with alcohol-
  tinged breath to go directly to the lieutenant’s office.
  de Guerre is an aloof but capable officer, who never 
  carouses with other musketeers–indeed, whenever he 
  does venture into a drinking hall, it generally means 
  that there is a serious matter afoot. thus, a visit or call 
  from the lieutenant is always treated as a matter of great 
  import.
  lieutenant de Guerre’s secretary, ensign michel du-
  pree, receives the characters in his office. dupree looks 
  a bit more harried than usual as he sifts through a num-
  ber of papers on his desk, making notes, and shuffling 
  them into piles—obviously, the spanish invasion has 
  everyone scrambling. dupree makes the characters wait 
  a moment as he makes some quick notes and adds the 
  letter he’s holding to one pile before slapping himself in 
  the forehead and then placing it in a different pile. he 
  then heads into the lieutenant’s office and emerges with 
  another pile of papers, telling them that the lieutenant 
  will see them now as he drops the papers on his desk, 
  sighing as a few papers flutter to the floor.
  inside, de Guerre does his now-customary non-ac-
  knowledgement of the characters.
  As you enter the room the Lieutenant stands with 
  his back to you, reading a letter as he faces a map 
  of France on the wall. Colored pins dot the map, 
  especially in the north and east. He finishes read-
  ing the letter and sighs, simply muttering “Cham-
  pagne” in his French-German brogue. He shakes 
  his head and reaches up to move some of the pins. 
  You are shocked to see just how close the Spanish 
  troops are to Paris.
  “Do not trouble yourselves with my map, Sei-
  gneurs,” the Lieutenant says without turning. 
  
  Partie Deux: Le Baiser de la Mort
  
  “There is another matter that the Captain has for 
  you.” He turns and walks toward the desk. He 
  remains standing but keeps his eyes on the papers 
  in front of him. “The Captain has purchased infor-
  mation from Le Faucon about an English plot with 
  certain Huguenot factions. Payment was sent, but 
  our agent in Mont Saint-Michel never collected it. 
  This agent, a former musketeer named Francois 
  Joubert, apparently died in a duel while on his 
  way to receive payment. His death may be linked 
  to Le Faucon.”
  The Lieutenant looks up at you. “The Captain 
  has tasked me to send a team to investigate the 
  circumstances of Francois’ death and, if possible, 
  to find and pay Le Faucon. We believe that he is 
  still in Mont Saint-Michel. You are to leave imme-
  diately.”
  With that, the Lieutenant returns to looking at the 
  map.
  should the characters dally, the lieutenant turns and 
  angrily orders them away (this anger is unusual, but the 
  lieutenant is clearly worried about the war). he directs 
  any questions they have to ensign dupree.
  if the characters were involved in Désir Mortel 
  (and especially if that adventure immediately precedes 
  this one) then one of the first questions for the ensign 
  should be whether there was a connection between rog-
  er dupin and francois Joubert (the Gamemaster might 
  need to refresh the players’ memories). While the two 
  did serve together, it is difficult to make a strong con-
  nection beyond that. the king’s musketeers are an elite 
  unit, and all members that serve together have a certain 
  camaraderie with each other. dupree does mention that 
  francois was the better swordsman and taught roger a 
  few moves.
  dupree can also tell them that francois Joubert of-
  ficially retired from the king’s musketeers five years ago, 
  taking a position as a guard captain at mont saint-michel. 
  unofficially, francois remained with the king’s muske-
  teers and gathered intelligence on spain and england. 
  even at francois’ age, dupree finds it difficult to believe 
  that he was killed in a fair duel. 
  every french character knows of mont saint-michel, 
  a prominent abbey that sits just off-shore between nor-
  mandy and brittany. the abbey has existed since the 8th 
  century, a popular site for pilgrims. the english tried to 
  take the island several times during the hundred years’ 
  War, always failing. mont saint-michel is also the head-
  quarters of the order of saint michael, although they 
  only hold meetings there once or twice a year.
  the journey to mont saint-michel takes about three 
  days. there is a small village a half-day’s ride from the 
  abbey, Champ-vert, where Joubert maintained a contact. 
  this contact, bernard mansart, is an innkeeper who 
  sends any messages back to paris. he is also the current 
  holder of the Captain’s payment to le faucon.
  Scene : Highway Robbery
  during the first day of their ride, the characters 
  will see many consequences of the spanish invasion, 
  primarily among the peasantry fleeing the oncoming 
  army. makeshift tents are set up on hills, with peasants 
  attempting to purchase or barter for foodstuffs and other 
  goods with their more fortunate countrymen, and even 
  instances of squatters being chased away by angry land-
  owners. a few displaced peasants beg the characters for 
  coin as they pass them by but, for the most part, there 
  isn’t much the musketeers can do to ease the plight of so 
  many suffering.  
  the characters will have a chance to make a small dif-
  ference, however, in the early afternoon.  as they ride 
  through a wooded area, thankful to be out of the hot 
  summer sun, the characters hear a woman’s scream up 
  ahead.
  Lieutenant  
  Jean-Marc de Guerre
  as noted in Désir Mortel, 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 maintain 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 and 
  goes by her real Christian name of marie de fleur. if 
  you are using Richelieu’s Guide to Expanded Char-
  acters, you could choose to have marie either serve 
  openly as a king’s musketeer or wear the white tab-
  ard as a Queen’s musketeer, the latter being prefer-
  able 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.
  
  All for One: Régime Diabolique Adventure #0
  
  Just up the road you see a two-horse carriage sit-
  ting still. Several bedraggled men stand around it, 
  holding muskets and swords. The coachman has 
  his hands in the air as one of the men approaches 
  the carriage door.
  “Come on out, Seigneurs. If you do as I say you 
  won’t be harmed. Our families are starving… 
  you can thank the Spanish for that. You have an 
  abundance of valuables in this very carriage, and 
  I daresay that necklace you wear, madam, could 
  feed our families for a month!”
  inside the carriage is a young married couple, marc 
  and suzanne bazaine. While they aren’t nobles, they are 
  prosperous landowners. they are frightened, however, 
  and the husband is about to do something rash. the first 
  man that touches his wife will get a bullet in return. if 
  combat does break out, use Coachman alain hinault’s 
  statistics for the bazaines’ coachman.
  if the characters are riding to the scene, the bandits 
  will hear them. there are three bandits for each charac-
  ter; while they are numerous, they are no match for the 
  king’s musketeers. the leader of the bandits, rollo, tells 
  the characters that he has no quarrel with the king, but 
  if his majesty is more interested in protecting nobles be-
  hind paris’ walls, then the peasantry must take what they 
  need to survive. the peasants may find an unexpected 
  ally in suzanne bazaine, whose merciful nature is moved 
  by their plight. she’ll lean on her husband to aid the ban-
  dits in some way in return for no further molestation.
  how the characters resolve this situation is up to them. 
  it is possible to negotiate with the bandits (indeed, even 
  the landowner may make accommodations), but it can 
  easily turn into a fight. if it does, then the bandits only 
  fight for two rounds before scattering. seigneur bazaine 
  will be most relieved and offer the characters 20 francs 
  for their trouble… somewhat ironic given the situation. 
  Scene : No Room at 
  the Inn
  the characters should arrive in the village of Champ-
  vert at nightfall before the last leg of their journey. While 
  some characters may wish to press on, their horses are 
  exhausted from the heat and the long ride, and this is an 
  opportunity to rest and perhaps learn something from 
  Joubert’s former contact, bernard mansart. mansart 
  runs the oie-d’or (“Golden Goose”), a small inn that 
  caters mostly to pilgrims and travelers on their way to 
  avranches.
  Night falls as you approach the small village of 
  Champ-Vert. The hub of a farming community, the 
  village boasts only a few buildings nestled in the 
  center of the farms, the largest buildings being a 
  small church and inn. A faded, chipped sign of a 
  golden goose hangs gingerly over the door of the 
  inn and a stable sits at the back. A young lad exits 
  the stable and greets you with a warm smile.
  “Are you staying at the Oie-d’Or? I’ll gladly stable 
  your horses for four sous each.”
  hansart’s son travis is cleaning the stables and can be 
  negotiated down to 2 sous each if the characters are so 
  inclined. Characters inquiring about the horses or other-
  wise taking note of the stables can make a perception roll 
  (difficulty 2). those that make the roll note that horses 
  belonging to the Cardinal’s Guard are stabled here.
  inside, the Cardinal’s Guard—sergeant montegue 
  rameau, henri braudel, and how ever many extra 
  guardsmen needed to make them equal in number to 
  the characters—and inquisitor Claude lemoyne are at 
  one of the two tables in the common room. mansart is 
  cleaning mugs behind the bar and looks a bit nervous as 
  he sees the characters walk in, assuming that they are in 
  their musketeer uniforms. a few local men are drinking 
  at the bar, and one man sits alone at the remaining table, 
  quietly drinking wine.
  presuming that the characters aren’t masking their 
  profession, then sergeant rameau is the first to speak. 
  he stands and raises his mug to them.
  “Raise your mugs, seigneurs! Members of the sec-
  ond-best unit in France are gracing us with their 
  presence! What, pray tell, brings the King’s Mus-
  keteers this far from Paris, and in the opposite di-
  rection of the invasion? Perhaps you are heading 
  to Mont Saint-Michel looking for divine guidance? 
  Or are you just looking for a boat? I hear England 
  is safer these days.” 
  The implication as to your courage is clear. He takes 
  a hearty drink as the other guardsmen snicker.
  sergeant rameau is a little tipsy and having some fun, 
  although he certainly would accept a duel. fortunately 
  for him, inquisitor lemoyne reminds him that dueling is 
  illegal and, while the musketeers and guards may turn a 
  blind eye to the law, God does not. still, there are other 
  ways to challenge or humiliate the Cardinal’s Guard, and 
  you should afford your players every opportunity to gain 
  style points for being creative—and a good old-fash-
  ioned (non-lethal, of course) tavern fist fight is always an 
  option, a tried and true part of the genre.
  mansart, trying to keep the peace (or at least his inn 
  from being destroyed) asks the characters to sit and of-
  fers them a free round of drinks. the only table available 
  has one seat taken by the quiet figure. he wears travel-
  ing clothes of poor make and keeps his hooded cloak 
  pulled over his head. his hand is shaking as it grips the 
  mug; he’s obviously been drinking for quite some time. 
  he slowly nods if the characters ask if they can sit and 
  characters making a perception roll (difficulty 2) notice 
  that the man’s head is tonsured. 
  
  Partie Deux: Le Baiser de la Mort
  
  the man was brother neville demy. he’s since left, or 
  more accurately fled, the maurist order of mont saint-
  michel after succumbing to the wiles of the succubus. he 
  believes that he has committed a mortal sin and could no 
  longer remain with the order. unfortunately, instead of 
  sharing his indiscretion with the abbot, neville simply 
  fled.
  the ex-monk has no wish to discuss his actions, but 
  alcohol has dulled his senses. he gets a -2 on any op-
  posed rolls to resist social skills. he can tell the charac-
  ters that he is originally from Champagne and was once a 
  soldier. he has heard about the invasion and plans to go 
  help—he is secretly hoping, and may hint at such, that 
  his sacrifice will regain him a place in heaven.
  if the characters ask him about Joubert, neville tells 
  them that he knew the man. Joubert was the captain of 
  the abbey guard and reported directly to abbot léon-
  paul proust. he’d heard that Joubert died in a duel sev-
  eral days ago, and as far as he knew, no new captain had 
  been selected.
  if asked about the abbey or mont saint-michel in gen-
  eral, neville is less enthusiastic. if the characters press 
  him (requiring an opposed roll without the -2 modifier), 
  then he’ll mention that strange things have been hap-
  pening at the abbey over the last week or so.
  “There’ve been strange things afoot over the last 
  week or so. The Inquisitor noticed it first; he’d 
  come to stay at the abbey for a while. Something 
  about the mists surrounding the island bothered 
  him. Other monks noticed it, too. They claimed 
  to hear voices in the mist. The Inquisitor prom-
  ised to get to the bottom of it, but he was found 
  dead in the scriptorium after a statue fell on his 
  head. Two days later, Brother Vachel jumped to 
  his death. I fear his sin is my own, but he wasn’t 
  strong enough to seek redemption.
  “Several pilgrims have also died on the cause-
  way. We often lose one or two to the tides, but a 
  handful have died over the last week. Two fishing 
  boats were also discovered adrift, its occupants 
  disappeared. I daresay the mist has gotten worse. 
  I practically needed a knife to cut through it when 
  I left Mont Saint-Michel.”
  a character that makes an academics: occult roll (dif-
  ficulty 2) recognizes the fog as some sort of magickal 
  field. a character that makes an academics: history or 
  academics: religion roll (difficulty 2) recalls that mont 
  saint-michel was attacked several times during the hun-
  dred years’ War. bad things tend to happen when magick 
  meets a battlefield, especially one with an underwater 
  graveyard.
  if the characters speak to neville for any length of 
  time, then inquisitor lemoyne will overhear them. he 
  is appalled that neville abandoned his order, informing 
  him that the best thing he can do is crawl back to mont 
  saint-michel and beg for forgiveness. neville refuses and 
  the inquisitor tells him that he’ll have him dragged there 
  if he resists. obviously the characters can try to diffuse 
  the situation.
  mansart has no rooms left in the inn, but he offers 
  the common room to the characters. this arrangement 
  provides more sport to the Cardinal’s Guard if they over-
  hear it. on a more serious note, if sergeant rameau finds 
  out that the characters are heading to mont saint-michel, 
  then he’ll try to discourage them from going. he has a 
  mission and he doesn’t want the king’s musketeers get-
  ting in the way. Characters winning an opposed empathy 
  roll against rameau’s Con realize that sergeant rameau 
  is uncomfortable with his mission and the king’s muske-
  teers being a part of it. in truth, the sergeant is worried 
  that he may have to kill the characters. 
  if questioned about the death of the inquisitor, the 
  Cardinal’s investigators remain tight-lipped; an opposed 
  empathy roll against their Con rolls reveals that, while 
  they don’t want to talk about it, their mission has some-
  thing to do with the inquisitor’s death.
  if the characters meet privately with mansart (if they’re 
  staying in the common room then the conversation takes 
  place after the Cardinal’s investigators have gone to bed), 
  then he’ll give them the following information.
  “Francois came here about a week and a half ago 
  with information from Le Faucon. He confided 
  in me that it had to do with English intervention 
  on behalf of the Huguenots. I passed the informa-
  tion along to Paris and Francois was supposed to 
  come back four days later to take the payment for 
  Le Faucon. He never came back. 
  “I learned of his death two days later and passed 
  it along. I presume that’s what you’re here for? As 
  for LLe Faucon, I know nothing of him. Only Fran-
  cois spoke to him, but I believe that LLe Faucon is 
  staying at the Pied du Saint, an inn just inside the 
  barbican.”
  mansart has le faucon’s payment, 100 livres, in a 
  barrel in the stable. he reminds the characters not to 
  Making it Personal
  if you’d like to add a little continuity to your ad-
  ventures then you can swap out rameau or another 
  guardsmen for one that the characters have already 
  encountered and preferably hold a grudge. the 
  same can be done for the inquisitor if the charac-
  ters have already encountered one. alternatively, if 
  you are running adventures before this one you can 
  have the characters meet lemoyne or rameau in an 
  earlier adventure. in either case, the existing ten-
  sions of musketeers and guardsmen investigating 
  the same mystery are heightened.
  
  All for One: Régime Diabolique Adventure #0
  0
  give le faucon his payment until he provides concrete 
  information on the english plot.
  in any case, the characters should be able to settle 
  in for the evening and start the journey to mont saint-
  michel in Act 2.
  Act  Dramatis Personae
  Mestre de Camp André du 
  Aiglenoir
  ally 5
  Archetype noble
  Motivation fame
  Style: 3
  Health: 7
  Primary Attributes
  Body: 3
  Charisma: 6
  Dexterity: 4
  Intelligence: 4
  Strength: 3
  Willpower: 4
  Secondary Attributes
  Size: 0
  Initiative: 8
  Move: 7
  Defense: 7
  Perception: 8
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  2
  5
  (2+)
  Con
  6
  4
  10
  (5)
  diplomacy
  6
  4
  10
  (5)
  empathy
  4
  4
  8
  (4)
  firearms
  4
  3
  7
  (3+)
  linguistics
  4
  3
  7
  (3+)
  melee
  4
  3
  7
  (3+)
  ride
  4
  3
  7
  (3+)
  Warfare
  4
  4
  8
  (4)
  Talents
  none
  rank (mestre de Camp; +8)
  Flaw
  Coward (+1 style point if he surrenders without a 
  fight or abandons his allies to save his own skin)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  pistol
  3l
  0
  10l
  (5+)l
  rapier
  2l
  0
  9l
  (4+)l
  Coachman Alain Hinault
  follower 2
  Archetype servant
  Motivation duty
  Style: 1
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 3
  Intelligence: 2
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 6
  Defense: 5
  Perception: 4
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  3
  6
  (3)
  diplomacy
  3
  3
  6
  (3)
  firearms
  3
  3
  6
  (3)
  melee
  3
  3
  6
  (3)
  ride
  3
  3
  6
  (3)
  Talents
  savvy fighter, skilled assistant
  Resources
  none
  Flaw
  none
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  6n
  (3)n
  pistol
  3l
  0
  9l
  (4+)l
  small 
  sword
  2l
  0
  8l
  (4)l
  Spanish Cavalryman
  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
  1
  3
  (1+)
  
  Partie Deux: Le Baiser de la Mort
  
  firearms
  2
  2
  4
  (2)
  melee
  2
  3
  5
  (2+)
  ride
  2
  2
  4
  (2)
  survival
  2
  2
  4
  (2)
  Talents
  Combat skill (+2 defense when using ride)
  Resources
  none
  Flaw
  overconfident (+1 style point when his bravado gets 
  him in over his head)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  3n
  (1+)n
  saber
  2l
  0
  7l
  (3+)l
  Wheellock 
  pistol
  3l
  0
  7l
  (3+)l
  Bavarian Soldiers
  ally 1
  Archetype soldier
  Motivation Greed
  Style: 0
  Health: 6
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 2
  Intelligence: 2
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 5
  Defense: 4
  Perception: 4
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  2
  5
  (2+)
  firearms
  2
  1
  3
  (1+)
  intimidation
  1
  3
  4
  (2)
  melee
  3
  2
  5
  (2+)
  survival
  2
  2
  4
  (2)
  Talents
  robust (+2 health rating)
  Resources
  none
  Flaw
  Callous (+1 style point when he does something 
  selfish or refuses to help someone in need)
  Weapons
  Rating
  Size
  attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  long sword
  3l
  0
  8l
  (4)l
  dagger
  1l
  0
  6l
  (3)l
  musket
  3l
  0
  6l
  (3)l
  Farm Peasants
  follower 0
  Archetype everyman
  Motivation 
  survival
  Style: 0
  Health: 3
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 2
  Intelligence: 1
  Strength: 2
  Willpower: 1
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 4
  Defense: 4
  Perception: 2
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  Craft: farming
  1
  3
  4
  (2)
  melee
  2
  1
  3
  (1+)
  ride
  2
  1
  3
  (1+)
  Talents
  none
  Resources
  none
  Flaw
  poor (+1 style point when he is unable to buy a basic 
  resource)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  0n
  (0)n
  farming 
  implement
  2l
  0
  3l*
  (1+)l
  *Includes a -1 improvised weapon penalty
  Lieutenant Jean-Marc de 
  Guerre
  (Marie de Fleur)
  patron 3
  Archetype swordsman
  Motivation duty
  Style: 6
  Health: 6
  Primary Attributes
  
  All for One: Régime Diabolique Adventure #0
  
  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
  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
  Thadeus
  follower 1
  Archetype servant
  Motivation duty
  Style: 4
  Health: 5
  Primary Attributes
  Body: 3
  Charisma: 1
  Dexterity: 2
  Intelligence: 1
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 5
  Defense: 5
  Perception: 3
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  2
  5
  (2+)
  diplomacy
  1
  2
  3
  (1+)
  firearms
  2
  3
  5
  (2+)
  melee
  3
  3
  6
  (3)
  Talents
  long shot
  Resources
  none
  Flaw
  addiction (+1 style point when his alcoholism causes 
  difficulty)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  pistol
  3l
  0
  8l
  (4)l
  rapier
  2l
  0
  8l
  (4)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
  
  Partie Deux: Le Baiser de la Mort
  
  none
  Weapons
  rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  pistol
  3l
  0
  7l
  (3+)l
  rapier
  2l
  0
  7l
  (3+)l
  Peasant Bandits
  follower 0
  Archetype everyman
  Motivation survival
  Style: 0
  Health: 3
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 2
  Intelligence: 1
  Strength: 2
  Willpower: 1
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 4
  Defense: 4
  Perception: 2
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  archery
  2
  1
  3
  (1+)
  brawl
  2
  1
  3
  (1+)
  melee
  2
  1
  3
  (1+)
  stealth
  2
  2
  4
  (2)
  Talents
  none
  Resources
  none
  Flaw
  poor (+1 style point when he is unable to buy a basic 
  resource)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  3n
  (1+)n
  bow
  2l
  0
  5l
  (2+)l
  axe, hand
  2l
  0
  5l
  (2+)l
  dagger
  1l
  0
  4l
  (2)l
  Seigneur Marc Bazaine
  ally 2
  Archetype noble
  Motivation Greed
  Style: 0
  Health: 5
  Primary Attributes
  Body: 3
  Charisma: 3
  Dexterity: 2
  Intelligence: 3
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 4
  Defense: 5
  Perception: 5
  Stun: 
  3
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  2
  1
  3
  (1+)
  Con
  3
  2
  5
  (2+)
  diplomacy
  3
  2
  5
  (2+)
  empathy
  3
  2
  5
  (2+)
  firearms
  2
  2
  4
  (2)
  melee
  2
  2
  4
  (2)
  streetwise
  3
  2
  5
  (2+)
  survival
  3
  2
  5
  (2+)
  Talents
  none
  Resources
  Wealth 2 (Comfortable; 100 livres a month)
  Flaw
  stubborn (+1 style point when his inflexibility causes 
  him trouble, or he forces others to go along with his 
  idea)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  3n
  (1+)n
  Wheellock 
  pistol
  3l
  0
  7l
  (3+)l
  rapier
  2l
  0
  6l
  (3)l
  Suzanne Bazaine 
  ally 1
  Archetype noble
  Motivation hope
  Style: 0
  Health: 3
  Primary Attributes
  Body: 1
  Charisma: 5
  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)
  art
  2
  2
  4
  (2)
  Con
  5
  3
  9
  (4+)
  
  All for One: Régime Diabolique Adventure #0
  
  diplomacy
  5
  2
  8
  (4)
  empathy
  2
  2
  4
  (2)
  melee
  1
  1
  2
  (1)
  Talents
  attractive (+1 Charisma bonus when dealing with 
  people)
  Charismatic (+1 Charisma rating)
  Resources
  none
  Flaw
  merciful (+1 style point when he is taken advantage 
  of due to her trusting nature)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  0n
  (0)n
  dagger, 
  concealed
  0l
  0
  2l
  (1)l
  Bernard Mansart
  follower 2
  Archetype spy
  Motivation duty
  Style: 0
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 4
  Dexterity: 2
  Intelligence: 3
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 5
  Defense: 4
  Perception: 5
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  1
  4
  (2)
  Con
  4
  4
  8
  (4)
  diplomacy
  4
  3
  7
  (3+)
  larceny
  2
  2
  4
  (2)
  melee
  3
  1
  4
  (2)
  stealth
  2
  2
  4
  (2)
  streetwise
  3
  2
  5
  (2+)
  Talents
  Charismatic, danger sense
  Resources
  none
  Flaw
  none
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  4n
  (2)n
  broken 
  bottle*
  1l
  0
  3l
  (1+)l
  Cleaver*
  2l
  0
  4l
  (2)l
  dagger
  1l
  0
  5l
  (2+)l
  *improvised weapons get a -1 on attack rolls.
  Ex-Brother Neville
  ally 2
  Archetype ascetic
  Motivation redemp-
  tion
  Style: 0
  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: 6
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  academ-
  ics: 
  religion
  2
  2
  4
  (2)
  art: Cal-
  ligraphy
  2
  2
  4
  (2)
  brawl
  3
  2
  5
  (2+)
  Craft: 
  medi-
  cines
  2
  2
  4
  (2)
  firearms
  3
  1
  4
  (2)
  linguis-
  tics
  2
  2
  4
  (2)
  medicine
  2
  2
  4
  (2)
  melee
  3
  2
  5
  (2+)
  Talents
  Quick reflexes (+2 bonus to perception)
  Resources
  rank 1 (Catholic Church; +2 social bonus – neville 
  has yet to officially lose this resource)
  Flaw
  secret (+1 style point when he is confronted with the 
  truth or goes out of his way to protect his secret)
  Weapons
  Rating
  Size
  Attack
  (Average)
  
  Partie Deux: Le Baiser de la Mort
  
  punch
  0n
  0
  5n
  (2+)n
  Club
  2n
  0
  7n
  (3+)n
  Sergeant Montegue Rameau
  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)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  6n
  (3)n
  musket
  3l
  0
  9l
  (4+)l
  rapier
  2l
  0
  10l
  (5)l
  main- Gauche
  1l
  0
  9l
  (4+)l
  Inquisitor Claude Lemoyne
  ally 2
  Archetype soldier
  Motivation faith
  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)
  academics: 
  religion
  3
  4
  7
  (3+)
  intimidation
  3
  4
  9
  (4+)
  Torture
  10
  (5)
  investigation
  3
  3
  6
  (3)
  Interview
  7
  (3+)
  melee
  2
  3
  5
  (2+)
  Talents
  skill aptitude (+2 intimidation)
  Resources
  rank 1 (Catholic Church; +2 social bonus)
  Flaw
  fanatical (+1 style point when his devotion causes 
  harm)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  0n
  (0)n
  rapier
  2l
  0
  7l
  (3+)l
  Henri Braudel (Cardinal’s 
  Guard Spy)
  ally 2
  Archetype soldier
  Motivation duty
  Style: 0
  Health: 4
  primary attributes
  Body: 2
  Charisma: 2
  Dexterity: 4
  Intelligence: 3
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 7
  Move: 6
  Defense: 6
  Perception: 5
  Stun: 2
  Skills
  Base
  levels
  Rating
  (Average)
  acrobatics
  4
  2
  6
  (3)
  brawl
  2
  2
  4
  (2)
  firearms
  4
  2
  6
  (3)
  intimidation
  2
  2
  4
  (2)
  
  All for One: Régime Diabolique Adventure #0
  
  larceny
  4
  1
  5
  (2+)
  melee
  2
  3
  5
  (2+)
  ride
  2
  1
  3
  (1+)
  stealth
  4
  2
  6
  (3)
  Talents
  stealth strike (make a stealth roll against unaware 
  opponent’s passive defense and add your successes 
  to the amount of damage you inflict).
  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
  dagger
  1l
  0
  6l
  (3)l
  musket
  3l
  0
  7l
  (3+)l
  rapier
  2l
  0
  7l
  (3+)l
  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)
  intimidation
  2
  2
  4
  (2)
  melee
  2
  3
  5
  (2+)
  ride
  2
  1
  3
  (1+)
  Talents
  none
  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
  Act : Femmes Fatale
  in act 2, the characters arrive at mont saint-michel 
  and begin their investigation. the tidal island is in the 
  grip of a magickal curse bringing death from beneath the 
  waves and causing chaos in the abbey. this is the result 
  of delmar boulanger’s plot for revenge, which has left a 
  succubus trapped on the island. Wanting to be free, the 
  succubus killed inquisitor piaget for his grimoire, which 
  inadvertently frustrated the Cardinal’s plan.
  le faucon is also on the island, awaiting her payment 
  and worried about her cover. she watches and cautiously 
  approaches the characters at the earliest opportunity. 
  unfortunately, her association with Joubert, along with 
  convenient coincidences, make her an obvious suspect, 
  or might even lead the characters to believe that le fau-
  con actually is the succubus.
  this act ends when the characters have enough in-
  formation to realize what is going on. the next act deals 
  with discovering the grimoire, laying a trap for the suc-
  cubus, and dealing with the Cardinal’s Guard.
  Scene : Crossing the Causeway
  assuming that the characters spent the night in 
  Champ-vert, they’ll reach the causeway at noon. if 
  the characters rode through the night, they’ll arrive 
  in the morning when the high tide has turned mont 
  saint-michel into an island. they’ll have to wait until 
  midmorning in order to cross it. at this time of year, 
  the highest tides are around 8 a.m. and 8 p.m., making 
  it dangerous between 7 a.m. and 9 a.m., and 7 p.m. to 
  9 p.m. (the water rises around 40 feet).
  It is almost noon on a hot summer day as you 
  approach the beach, with the abbey looming in 
  the air above you. An ominous fog surrounds 
  the island, leaving all but the first several yards 
  of the causeway lightly obscured. Only the ab-
  bey itself is in clear view, its height keeping it 
  from being veiled by mists. You can see fishing 
  boats in the distance; most steer clear of the fog 
  except for those that must navigate through it 
  to reach the village on the tidal island. A few 
  pilgrims brave the causeway ahead of you.
  Characters that make an academics: occult roll 
  (difficulty 3) note that the odd shape of the fog of 
  a magickal nature, likely due to a magickal circle or 
  •            •
  
  Partie Deux: Le Baiser de la Mort
  
  ward of some kind. the magick used is raw and cha-
  otic, attracting any supernatural creatures or spirits in 
  the area.
  the causeway takes half an hour to cross, as even 
  characters on horseback should tread carefully. 12 
  successes on a survival (navigation) extended roll 
  (difficulty 3) are needed to cross the causeway. every 
  2 successes mean that a character has crossed 1/6th of 
  the way. due to the nature of the mists and the quick-
  sand, each character must make separate rolls.
  if a character’s successes ever drop to 0 then he has 
  stepped in quicksand. unless he makes an athletics 
  roll (difficulty 3), he is in danger of drowning. he can 
  hold his breath for 1 turn per success on a reflexive 
  body roll. the character can free himself from quick-
  sand with another athletics roll (difficulty 3) but needs 
  to gain at least one success on a survival (navigation) 
  roll to return to the causeway and continue.
  While on the first half of the causeway it is possible 
  that the characters will be tempted by evil spirits (see 
  Scene 1a: Phantom Drowning). after the characters 
  have gotten half way across the causeway, then they’ll 
  encounter evil pilgrims (see Scene 1b: Evil Pilgrims) 
  at some point prior to making it across.
  once the characters have crossed the causeway, 
  they are faced with the wall surrounding most of the 
  island. there is an entrance to their left that leads to 
  the Grande rue, the main street that cuts through the 
  village and continues on up to the abbey.
  Scene a: Phantom Drowning
  Whenever the characters fall short of getting half 
  of the successes necessary to cross, have them make 
  perception rolls (difficulty 2). those that make it hear 
  “pilgrims” pleading for help. some will claim to be 
  drowning, while others claim to be stuck in quicksand. 
  the characters do not hear any other sounds (splash-
  ing, flailing, etc), but this should not be mentioned 
  unless the players ask.
  should the characters follow the voices calling out 
  to them, you have two options. first, this could be a 
  ruse by the evil spirits to coax a character into enter-
  ing quicksand. in this case, a character must make a 
  survival roll (difficulty 2) in order to see the danger. if 
  the character fails, he is caught in quicksand and must 
  escape according to the rules in the previous scene.
  once a character has approached an evil spirit pos-
  ing as a troubled pilgrim, then the evil spirit attempts 
  to possess him. if the evil spirit succeeds, the possessed 
  character attempts to drown himself. a possessed char-
  acter remains possessed until the evil spirit’s control is 
  released or a ritual of exorcism is performed.
  alternatively, the character could find an actual 
  drowning pilgrim and have to save him. this is a won-
  derful opportunity to play with a character’s motivations 
  and flaws. in any case, the pilgrim will be extremely 
  grateful and claim that he or she heard voices in the fog 
  and tried to help them.
  Scene b: Evil Pilgrims
  some anger spirits have possessed pilgrims and 
  forced them to draw rusty blades from the bottom of the 
  sea. they now approach the characters, fighting a war 
  that ended two centuries ago.
  As you continue on the causeway you see pilgrims 
  ahead of you. They are moving towards you and 
  at first you believe that they are simply passing 
  you on the way to the mainland. As they draw 
  closer, however, you notice the anger in their eyes. 
  They hoist rusty blades and shout “For England!”
  there is one possessed pilgrim for each character. 
  they fight until defeated and won’t stop trying to fight 
  until the evil spirit’s control of them ends or the demons 
  within them are exorcised. again, these pilgrims heard 
  voices and attempted to help the victims, only to be pos-
  sessed.
  
  All for One: Régime Diabolique Adventure #0
  
  Scene : The Pied du 
  Saint
  the pied du saint (“saint’s foot”) is the main inn 
  along the Grande rue. it’s a three-story building that 
  caters to pilgrims, although it is only half-full these days. 
  the proprietor, antonin Croix, is a tall, balding man with 
  a full beard. he is jovial and loose with his tongue, espe-
  cially to paying customers. 
  the pied du saint is larger than the oie-d’or, boasting 
  eight tables and a long bar. arms and armor dating back 
  hundreds of years adorn the walls, as well as two paint-
  ings. one depicts the archangel michael slaying a dragon, 
  while the other depicts the english attacking a defiant 
  mont saint-michel during the hundred years’ War.
  Croix employs a couple of barmaids, lucette and 
  Clarisse. lucette is older and a bit more full-figured than 
  the mousy Clarisse. she is very outgoing and gregarious, 
  fascinated by anything to do with the world outside of 
  the island. Clarisse is more reserved; she does her job, 
  but shares little banter with the patrons. she is actually 
  moving a bit slow today, as she is still suffering the effects 
  of being with Gaston (the succubus) the night before.
  While the information in this scene presumes that the 
  characters ask all of their questions now, you should be 
  prepared for them to skip over some of it initially and 
  come back later to fill in the gaps.
  if asked about Joubert, Croix’s demeanor turns sad.
  “It’s a terrible tragedy. Joubert  often came in for 
  a pint after his duties were over. The last time I 
  saw him he’d just finished… um, entertaining… 
  a ravishing young woman, when he met an old 
  friend. He was an artist, I believe, who went by 
  the name Luc, and had been renting a room with 
  me for a week. He seemed a bit odd for an artist, 
  given that he only had one eye and a soldier’s 
  bearing. He had a woman with him, either his 
  servant or his mistress, I couldn’t tell… an Andor-
  ran, who left me cold every time I saw her. The 
  two of them took a boat out for days in order 
  to sketch the mountain from various angles, or 
  so Luc said. They got up early and retired early, 
  never mingling with the other guests.
  “On the day Joubert died he’d come in for a drink 
  before heading across the causeway. He met a 
  friend here, a man named Fauquier… no, that’s 
  not right…  Faucon? Yes, Faucon. Faucon has 
  come through here a few times in the past couple 
  of years… speaks with a Spanish accent, but I 
  don’t think he’s from Spain. Anyway, the two of 
  them went upstairs together and Faucon must’ve 
  left when I wasn’t looking; Francois came down a 
  while later with a young fiery redhead. Ah, mon 
  Dieu, so beautiful and friendly, if you take my 
  meaning… Anyway, I remember Francois looking 
  very haggard… that wench must’ve taken a lot 
  out of him, if you know what I mean…
  “Joubert was surprised to see the artist sitting near 
  the door. The artist had told me that his name 
  was Luc, but Joubert addressed him as “Delmar,” 
  to which he nodded. The three of them, Francois, 
  Delmar, and Delmar’s woman, left together that 
  night. I haven’t seen any of them since, which is 
  odd, since Luc, or Delmar, or whatever his name 
  is left all  his sketches behind.”
  Croix pauses for a moment, as if something just 
  popped into his head.
  “You know, there was something else strange 
  about that day. About a couple of hours afterJou-
  bert left, Faucon came down from his room and 
  asked me if I’d seen him. When I mentioned that 
  Keeping up with the Cardinal
  there are two investigations occurring at the same 
  time. the king’s musketeers are looking into the 
  death of francois Joubert and trying to contact le 
  faucon, while the Cardinal’s Guard is looking into 
  the death of inquisitor Jacques piaget and cleaning 
  up any loose ends, including killing the musketeers 
  should they learn too much. not only will these 
  two investigations clash, but they’ll also seem to be 
  working towards the same end at times. invariably, 
  one group may want or need to shadow the other.
  once the characters start looking into the suc-
  cubus and the circumstances of the magician’s 
  death, sergeant rameau starts to get worried. he’ll 
  have henri braudel shadow them and see if they 
  can find piaget’s murderer as well as the grimoire. 
  once they’ve discovered one or both of them, the 
  Cardinal’s Guard will close for the kill. Characters 
  can periodically note that braudel is following them 
  by making an opposed perception roll against his 
  stealth roll.
  this can also work in reverse. some players may 
  want to keep an eye on the Cardinal’s Guard and 
  see what they uncover. you can also use the Car-
  dinal’s Guard to uncover clues that the characters 
  missed or are waiting for the Cardinal’s Guard to 
  uncover.
  note that sergeant rameau is not comfortable mur-
  dering king’s musketeers. he’ll do everything in his 
  power to prevent that from happening, and he truly 
  hopes that he can get a step ahead of the charac-
  ters, taking what he needs with them being none 
  the wiser. in the end, though, if he has no other 
  choice, then sergeant rameau will fulfill his duty to 
  the Cardinal.
  
  Partie Deux: Le Baiser de la Mort
  
  he’d already met Joubert earlier, Faucon looked 
  confused. I have to admit that he looked quite 
  gaunt, and I jokingly asked if he’d spent time with 
  the same redhead that Joubert had. He gave me 
  an angry look and ran back upstairs. He stayed 
  for the night and settled his tab the next morning. 
  I haven’t seen him since.”
  le faucon’s confusion stems from the fact that the 
  succubus, as “Gaston,” seduced her and drove her 
  into unconsciousness. it then took her form to seduce 
  Joubert so that he was in no condition to duel. if asked 
  about the redheaded woman, Croix mentions that she 
  comes in from time to time, never staying long. 
  if questioned further about delmar, Croix mentions 
  that he’s kept the sketches and that they are actually 
  quite good. if the characters look at the sketches, a char-
  acter who makes an art or Warfare roll (difficulty 3) will 
  discern that all sketches took place the same distance 
  from the island (about 50 meters out, forming a circle). 
  Characters that use these sketches in conjunction with a 
  navigation check need only make a perception roll (dif-
  ficulty 1) to find a painted stone in Scene 7: The Ward. 
  there are 13 sketches, which matches the number of 
  rune stones dropped in the water, as noted in scene 7.
  if asked about anyone else being haggard, Croix can’t 
  recall but lucette chimes in that Clarisse has been look-
  ing pretty haggard lately, after spending the night with 
  her “paramour.” Clarisse refuses to talk about him, but 
  lucette describes “Gaston” as a strong, handsome man, 
  and says he’s been coming in occasionally to see Clarisse 
  for a couple of weeks now (inquisitive characters can get 
  this nailed down to “a few days after the artist rented a 
  room”). Characters listening to lucette describe Gaston 
  while watching Clarisse should make an empathy (dif-
  ficulty 2) roll. those who succeed note that Clarisse has 
  conflicted feelings.
  if the characters can get Clarisse to speak (requiring 
  an opposed diplomacy roll), then she’ll admit that Gas-
  ton walked into the inn and her life almost as if out of 
  nowhere. he showed great interest in her, and to her 
  shame, Clarisse allowed Gaston to be intimate with her 
  that first night. the very next night, Gaston appeared in 
  the common room and acted as if Clarisse didn’t exist. 
  he spoke with Joubert’s friend faucon for a while and, 
  after faucon retired, flirted with a beautiful redheaded 
  woman that Clarisse refers to as “a common whore.” 
  Gaston purchased a room that night just to be intimate 
  with her. he then disappeared for a few days, and then 
  reappeared to bed the redheaded woman again.
  if asked, Clarisse can tell them that the latter tryst 
  happened on the same day that the redheaded woman 
  spent the late afternoon with Joubert, solidifying in her 
  mind that the woman is a prostitute. 
  three days later, Gaston returned to beg Clarisse’s 
  forgiveness. she didn’t want to give in, but she couldn’t 
  resist him. the following day, faucon cornered her in an 
  alley at dagger point and asked her about Gaston. Clar-
  isse pleaded with him that she knew nothing about the 
  man. faucon let her go with a warning: if he discovered 
  that she knew who Gaston was working for, he’d return 
  and slit her throat.
  Gaston did return one final time that same night. 
  Clarisse told him about faucon and Gaston laughed it 
  off. he was intimate with her again and Clarisse once 
  again hates herself for giving in. a character making an 
  empathy roll (difficulty 2) can see that she’s extremely 
  depressed. Whether this leads to something more drastic 
  is left up to the Gamemaster, although Clarisse may be 
  used to trap Gaston in Act 3.
  Scene : The Abbey
  saint michael’s abbey sits at the top of the hill of the 
  tidal island. abbot léon-paul proust, head of the maurist 
  order there, oversees the abbey along with a handful of 
  monks. once a dozen strong, the benedictine monks 
  have recently lost two members: brother vachel paynel 
  committed suicide by throwing himself into the sea a few 
  days ago, while brother neville demy broke his vows and 
  left the abbey without explanation. the abbey also lost 
  inquisitor Jacques piaget a week ago when a statue in the 
  knights’ hall fell on him and crushed his skull.
  Mont Saint-Michel
  most of this adventure takes place in mont saint-mi-
  chel, which straddles the border between brittany 
  and normandy near the mouth of the Couesnon 
  river. an abbey built atop a rocky tidal island, mont 
  saint-michel is one of the most beautiful sights in 
  france. it also houses a fishing village and is well-
  fortified with defensive walls, enabling it to with-
  stand many assaults by the english during the hun-
  dred years’ War. 
  once a popular, if dangerous, pilgrimage site (the 
  quicksand and tides claimed many a pilgrim trav-
  eling across the causeway during low tides), mont 
  saint-michel has lost its luster by the 1600s. after 
  the order of saint michael was founded by louis 
  Xi in 1469, the king intended the abbey to be the 
  chapel for the order, but the island’s remoteness 
  made it far less convenient for the order’s meetings 
  than paris. only one or two symbolic meetings are 
  held in the abbey (which, of course, is when the 
  true knights of saint michael plot and share infor-
  mation).
  if you wish to add a little more descriptive flavor 
  to the architecture of mont saint-michel while run-
  ning this adventure then you may want to consult 
  the Descriptive Guide of Mont Saint-Michel by ed-
  ouard Corroyer. Written in 1883, the book is now in 
  the public domain and the full text is easily acces-
  sible online.
  
  All for One: Régime Diabolique Adventure #0
  0
  abbot proust is a strong, elderly man with a regal 
  bearing—he looks more like a roman senator than a 
  monastery official. While he has a cheerful personality, 
  he runs a strict abbey. all of the monks are also priests 
  and adhere to a strict schedule of prayer, chorus, sleep, 
  and sustenance (see the Daily Business in the Abbey 
  sidebar). the abbot is obviously not happy about the 
  deaths that the island’s endured over the last two weeks, 
  but he is at a loss to explain it, hoping that everything 
  can be resolved before members of the order of saint 
  michael arrive in a few days.
  abbot proust does everything he can to help both the 
  king’s musketeers and the Cardinal’s Guard. he tells 
  the characters that several monks have reported strange 
  “inconsistencies” amongst each other. some monks have 
  reported that they’ve seen a monk in one place when 
  they believed that they should be in another. he men-
  tions that brother adrien confessed to breaking his vow 
  of chastity with a pilgrim, and suspects that brother 
  vachel did as well. this is particularly ironic in brother 
  vachel’s case, as he chased out two pilgrims he found 
  being intimate in the abbey.
  if the characters speak to abbot proust in the pres-
  ence of the other monks, then one of them may spot 
  brother armand duparc looking rather troubled with an 
  empathy roll (difficulty 2). if any of them succeed by 2 or 
  more successes then they also notice that duparc is eye-
  ing brother philippe nice suspiciously. if the characters 
  approach brother armand, go to Scene 5: Too Many 
  Brothers.
  Scene :  
  The Knights’ Hall
  the knights’ hall is a large room held up by rows of 
  arches and columns. it is the gathering place of the order 
  of saint michael when they are in residence, but most of 
  the time it serves as the monks’ scriptorium. in earlier 
  centuries the monks copied and illuminated important 
  manuscripts, but with the advent of the printing press, 
  the scriptorium is used more for study than making cop-
  ies. a few monks may be found studying here during the 
  free periods of their day.
  if asked, the abbot notes that piaget died during the 
  noon service, as the inquisitor rarely attended services. 
  his body wasn’t discovered until after lunch.
  the room is lined with bookcases, statues, and other 
  artifacts. any monk can show the characters where in-
  quisitor piaget died. the monks believe that the statue 
  fell on him as a freak accident. a character examining the 
  statue that was supposedly toppled can, with an inves-
  tigation roll (difficulty 3), determine that the statue hit 
  the ground without anything in the way, making it very 
  unlikely that it fell on piaget; 4 or more successes on the 
  roll will enable the character to find a fireplace poker in 
  the dust of a nearby eave, encrusted with dried blood.  
  Characters looking around the room can find arcane 
  marks hidden behind bookcases, statues, and curtains 
  with an investigation roll (difficulty 1). Characters that 
  make an academics: occult roll (difficulty 3) realize that 
  this was going to be a big necromantic spell. Characters 
  familiar with necromancy can tell that a particularly viru-
  lent plague was due to be unleashed. fortunately, not all 
  of the marks are in place, making the ritual incomplete 
  and harmless.
  the inquisitor was marking the room when the suc-
  cubus bashed his head in from behind with the fireplace 
  poker, and then dragged the body to a statue and toppled 
  it over on him.
  this is one of the scenes that will draw the attention 
  of the Cardinal’s Guard. braudel reports this to sergeant 
  rameau, which may lead into the confrontation in Act 3: 
  Scene 3: A Final Duel?
  Le Faucon
  le faucon (“the falcon”) is not given a scene be-
  cause you should introduce the character when 
  dramatically appropriate. le faucon can be found 
  practically anywhere that the characters visit: in 
  the abbey, in the tavern, or even along the Grande 
  rue.
  le faucon is a mysterious man, not the least be-
  cause she is actually a woman. le faucon slips eas-
  ily between french and spanish, making it equally 
  probable that she’s from either country, although 
  she could just as easily be from any other european 
  or mediterranean country. no one knows where her 
  true loyalty lies and, while m. de tréville pays her 
  for her information, he also realizes that she might 
  as easily be working against france’s interests. the 
  truth is left up to the Gamemaster.
  le faucon always met francois Joubert as a male, 
  and in fact the old musketeer had no idea that she 
  was a woman. the succubus took note of this and 
  used it against Joubert after being unsuccessful in 
  distracting him from le faucon. le faucon spent 
  the early afternoon with “Gaston” on the day of 
  Joubert’s death, and she woke up hours later in the 
  closet. after realizing that someone had imperson-
  ated her to meet Joubert, le faucon went into hid-
  ing as a pilgrim.
  she currently hides in the shadows while she waits 
  for the king’s musketeers to arrive with her pay-
  ment. le faucon correctly believes that Captain 
  tréville still wants her information but she’s being 
  cautious in revealing herself. she’s worried that 
  Gaston is an enemy agent. once she’s made con-
  tact, she’ll give them the names, times, places, and 
  units involved in the english plot.
  presuming that the characters eventually treat le 
  faucon as an ally, she’ll help them against the Car-
  dinal’s investigators as much as she is able.
  
  Partie Deux: Le Baiser de la Mort
  
  Scene :  
  Too Many Brothers
  if the characters begin interviewing monks, they will 
  get an interesting story from brother armand duparc. 
  brother armand is a young, timid man with little worldly 
  experience. unfortunately, he believes that the mist is 
  driving him mad. he has a story to tell but he’s loathe 
  to share it because of its incredulous nature, but can be 
  coaxed to tell it in private, after many reassurances (and 
  appropriate social skill rolls).
  “On the morning that Brother Vachel committed 
  suicide, I was ordered to prepare lunch. The abbot 
  approached me in the kitchen not long afterward 
  and tasked me to bring water to the monks as-
  signed chores in the abbey gardens. There was a 
  thick fog that morning and I was being very care-
  ful in moving to the gardens.
  “While taking water through the cloisters, I spot-
  ted Brother Philippe walking toward Brother 
  Vachel, who’d been assigned to trim the hedges 
  in the cloister garden. I was confused as Brother 
  Philippe was assigned to the abbey gardens, but 
  I said nothing and continued toward the gar-
  dens.” 
  at this point brother armand pauses. if a character 
  makes an opposed empathy roll against his Charisma. if 
  brother armand loses, he’ll say the following.
  “I… I can’t be certain, you see, and I know that 
  bearing false witness is a sin… but the fog, it… it 
  speaks sometimes. Abbot Proust says that some-
  times the drowned souls of soldiers sing to us as 
  verily as we sing to God. I.. .I hear the whispers 
  sometimes… the calls of those in the sea. Yet… 
  there was something else. Brother Philippe disap-
  peared in the fog but I know he was approach-
  ing Brother Vachel. Still… when Brother Philippe 
  spoke to him, it was with a woman’s voice. I was 
  frightened and quickened my pace to the abbey 
  gardens.”
  What brother armand saw was the succubus imitating 
  brother philippe until she got close enough to transform 
  into a woman that could tempt brother vachel to sin. 
  abbot proust’s words were merely a repetition of local 
  legend, although the voices have gotten stronger by the 
  evil spirits enhanced by the magickal ward.
  Whether or not brother armand shares the above 
  information he continues.
  “When I arrived at the abbey gardens I was 
  shocked to find Brother Philippe among the monks 
  there. He… he had no time, you see… and surely 
  he’d have had to pass me. I asked him how he 
  could get to the gardens so quickly and he looked 
  at me like I had three heads. He claimed to have 
  Daily Business in the Abbey
  depending upon when the characters investigate 
  the abbey the monks will be performing certain ac-
  tivities. at midnight, all monks gather for services in 
  the nave, which lasts until about 3 a.m. the monks 
  then retire to sleep until 6 a.m., upon which they 
  get up for another morning service. the monks 
  sleep in their habits so no time is wasted getting 
  changed.
  after the morning service, the monks are given their 
  instructions for the day, which generally involves 
  choral practice, gardening, or study. under the cur-
  rent abbot’s influence, the monks primarily sing in 
  between services, as the printing press has elimi-
  nated the need for illumination (the artistic decora-
  tion of manuscripts). the monks also cater to the 
  pilgrims that gather daily in the almonry, although 
  the gatherings are quite small these days.
  at 9 a.m., the monks attend another service fol-
  lowed by a high mass (most of it is sung and all of 
  it in latin). another service is said at noon and is 
  followed by lunch in the refectory, which consists of 
  one monk reading from the bible while the others 
  eat in complete silence (the reader eats afterward). 
  the meal is primarily vegetarian.
  after lunch the monks get a rest period until anoth-
  er service at 3 p.m., followed by more work. anoth-
  er service is said at 6 p.m., after which the monks 
  have a silent dinner (again, with one monk reading 
  scripture to a silent room). another service is said 
  at 9 p.m., and then the monks sleep in their habits 
  until they start the day again at midnight.
  the villagers below have gotten used to hearing the 
  monks sing, so much so that most tune it out. the 
  singing would, however, be immediately obvious 
  to visiting characters, and the Gregorian chanting 
  adds an extra element to the mysterious feel on and 
  around the island.
  the monks keep the dead in st. etienne’s Chapel, 
  which is below the church level between the infir-
  mary and the ossuary, where the bones are interred. 
  the monks generally keep vigil over the dead for 
  three days and three nights. brother vachel’s body 
  is among the dead on the day that the characters 
  arrive (it is his third day). While vachel normally 
  wouldn’t get such treatment due to his death being 
  the sin of suicide, the abbot ordered his body to be 
  cared for with respect, due to the strange curses af-
  fecting the island. should another victim fall to the 
  succubus or other disaster, his or her body will be 
  brought here.
  
  All for One: Régime Diabolique Adventure #0
  
  been in the gardens all morning, a fact which the 
  other monks confirmed.”
  brother armand thinks that the fog is making him 
  mad. Worse, he thinks that the voices got to brother 
  vachel and encouraged him to leap to his death. brother 
  armand fears that he may be next. 
  this scene should give the players an idea that a 
  shapeshifter or master of disguise is involved. a charac-
  ter making an academics: occult roll (difficulty 3) may 
  suspect an incubus/succubus.
  Scene : The Guards
  Given that francois Joubert was a guard, the charac-
  ters may wish to interview the abbey guards. there are 
  two guards worth speaking with: robert du Galle and 
  Jean-marc fortier. both are willing to speak if the charac-
  ters help them supplement their income a little.
  robert du Galle tells the characters that he recalls a 
  beautiful blonde pilgrim practically throwing herself at 
  Joubert at the pied du saint. he’d gone with Joubert 
  to the inn for a drink but was left to drink alone after 
  Joubert met a friend, someone that he called faucon. du 
  Galle thought it odd that Joubert would turn down such 
  a willing opportunity, even for an old friend. Joubert’s 
  loss was du Galle’s gain, as he entertained the lady for 
  a little while, although he soon fell asleep and was thor-
  oughly exhausted the following morning. he was late for 
  his post, and had his pay docked accordingly.
  Jean-marc fortier spends most of his time patrolling 
  the abbey grounds, ensuring that the pilgrims don’t pilfer 
  from the church. fortier noticed one interesting event in 
  the past week. With the abbey down to a skeleton crew of 
  monks, the monks rarely clean the outlying areas of the 
  abbey. that said, fortier noticed that one monk visited 
  the Chapelle st. aubert, an isolated chapel on the other 
  side of the island, at least once a day. it’s never the same 
  monk and, oddly, usually when the monks are gathered 
  for high mass, a meal, or chorus. Jean-marc assumes that 
  the abbot must want extra prayers for the strange hap-
  penings around the island. 
  should the characters wish to investigate Chapelle 
  st. aubert, then you should go to Act 3: Scene 1: The 
  Chapel.
  Scene : The Ward
  Given that the fog is surrounding the island, the char-
  acters may decide to look for magickal markings on the 
  island itself. this is dangerous for two reasons. first, the 
  fog-shrouded waters around the island are filled with evil 
  spirits and, secondly and perhaps more importantly, the 
  wards are the only thing keeping the succubus confined 
  to the island.
  boulanger hired a fisherman, troy, to ferry him and 
  the witch Zaneta around the island, and Zaneta dropped 
  thirteen stones in the waters around the island, each 
  bearing an arcane symbol of entrapment. if any three in 
  order are removed (or seven total), then the ward col-
  lapses and the succubus is free. 
  Characters deciding to investigate the water need to 
  row out around the perimeter in the fog, hinted at by 
  the sketches left by boulanger at the pied du saint. this 
  requires a boat (which may be rented from a villager, or 
  one might even be persuaded to do the actual rowing) 
  and a riding (vehicles) roll at difficulty 2. failure means 
  that the characters have grounded the boat. 
  the stones can be glimpsed at low tide with a percep-
  tion roll (difficulty 3). they cannot be seen at high tide, 
  although ambitious characters can dive for them. absent 
  magickal aid, a character that dives and scrapes his hands 
  along the floor may come up with a smooth, painted rock 
  (about potato-sized) with a perception roll (difficulty 4), 
  assuming he makes an athletics (swimming) roll (dif-
  ficulty 2) to keep from drowning. 
  evil spirits may plague anyone attempting to swim 
  or row in the fog. using the causeway encounters as 
  a guide, you could have everything from an evil spirit 
  possessing a character to drown himself, to possessed 
  fishermen ramming their boat against the characters, or 
  swimming up and trying to pull them into the water.
  once a rock is found, a character that makes an aca-
  demics: occult roll (difficulty 2) can tell that it is part of 
  a ward designed to keep something in; 3 or more suc-
  cesses will tell the character that it is designed to keep 
  in a succubus. a character that makes his roll also knows 
  that if he dredges up any more rocks then he risks free-
  ing the trapped creature.
  this is one of the scenes that will draw the attention 
  of the Cardinal’s Guard. braudel reports this to sergeant 
  rameau, which may lead into the confrontation in Act 3: 
  Scene 3: A Final Duel?
  Act  Dramatis Personae
  Fisherman
  follower 0
  Archetype everyman
  Motivation survival
  Style: 0
  Health: 3
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 2
  Intelligence: 1
  Strength: 2
  Willpower: 1
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 4
  Defense: 4
  Perception: 2
  Stun: 2
  
  Partie Deux: Le Baiser de la Mort
  
  Skills
  Base
  Levels
  Rating
  (Average)
  Craft: 
  fishing Gear
  1
  1
  2
  (1)
  melee
  2
  1
  3
  (1+)
  survival
  2
  3
  5
  (2+)
  Talents
  none
  Resources
  none
  Flaw
  poor (+1 style point when he is unable to buy a basic 
  resource)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  3n
  (1+)n
  fish knife
  1l
  0
  4l
  (2)l
  Evil Spirit
  Archetype demon
  Motivation survival
  Style: 0
  Health: 4*
  Primary Attributes
  Body: 0
  Charisma: 0
  Dexterity: 2
  Intelligence: 2
  Strength: 0
  Willpower: 4**
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 2
  Defense: 2
  Perception: 6
  Stun: n/a*
  Skills
  Base
  Levels
  Rating
  (Average)
  empathy
  2
  4
  8
  (4)
  stealth
  2
  4
  8
  (4)
  Talents
  possession***
  skill aptitude (+2 empathy rating)
  skill aptitude (+2 stealth rating)
  Resources
  none
  Flaw
  ephemeral (cannot communicate or use tools)****
  Weapons
  Rating
  Size
  Attack
  (Average)
  none
  —
  —
  —
  —
  * Spirits are immune to nonlethal damage, and cannot 
  be stunned. In addition, only cold iron or enchanted 
  weapons (created through Enchantment or Benignus) 
  can inflict lethal damage. In this instance, the weapon’s 
  damage rating is equal only to the magickal bonus 
  granted the weapon. For example, a rapier (2L) granted 
  a +4 damage bonus through Benignus in the hands of a 
  hero with Melee 4 is treated as doing 8L damage against 
  a vampire, not 10L as normal.
  ** Represents an average spirit. Weaker spirits may have 
  Willpower as low as 2, while truly powerful demons 
  may have a rating as high as 12.
  *** Evil spirits need make no physical attack to possess 
  a host—they simply need to be adjacent to them. The 
  demon then rolls its Willpower opposed by that of its 
  prey. With success, the victim is possessed. Possessed vic-
  tims gain a Flaw appropriate to the individual spirit. 
  While these are most often Mental or Social Flaws, some 
  demons cripple their hosts with Physical Flaws. A failed 
  roll means the demon cannot try to possess that par-
  ticular mortal for 24 hours or until he next commits 
  a sin, whichever comes first. It is free to possess other 
  victims, however.
  **** Spirits can pass through solid matter as if it were 
  air.
  Possessed Pilgrim
  follower 0
  Archetype demon
  Motivation 
  revenge
  Style: 0
  Health: 5
  Primary Attributes
  Body: 4
  Charisma: 1
  Dexterity: 2
  Intelligence: 1
  Strength: 4
  Willpower: ¼*
  Secondary Attributes
  Size: 0
  Initiative: 3
  Move: 6
  Defense: 6
  Perception: 2
  Stun: 4
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  4
  1
  5
  (2+)
  Craft: various
  1
  3
  4
  (2)
  empathy
  2
  4
  8
  (4)
  melee
  4
  1
  5
  (2+)
  stealth
  2
  4
  8
  (4)
  Talents
  none
  Resources
  none
  Flaw
  none
  
  All for One: Régime Diabolique Adventure #0
  
  Weapons
  Rating
  size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  rusty long 
  sword**
  2l
  0
  7l
  (3+)l
  * Use the second number for attempts to influence 
  the possessed pilgrim.
  ** Rusty long swords only have a 2L rating due to 
  their ruined blades. If the blades are attacked, they only 
  have a 5 Defense rating (rather than the usual 8).
  Abbey Guard
  resource ally 1
  Archetype soldier
  Motivation duty
  Style: 3
  Health: 7
  Primary Attributes
  Body: 3
  Charisma: 1
  Dexterity: 2
  Intelligence: 1
  Strength: 3
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 4
  Move: 5
  Defense: 5
  Perception: 3
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  2
  5
  (2+)
  firearms
  2
  2
  4
  (2)
  intimidation
  2
  2
  4
  (2)
  melee
  4
  2
  6 
  (3)
  Talents
  robust
  Resources
  none
  Flaw
  none
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  5n
  (2+)n
  dagger
  1l
  0
  6l
  (3)l
  matchlock 
  musket
  3l
  0
  7l
  (3+)l
  sword, 
  long
  3l
  0
  9l
  (4+)l
  Abbot Léon-Paul Proust
  ally 3
  Archetype ascetic
  Motivation faith
  Style: 0
  Health: 6
  Primary Attributes
  Body: 3
  Charisma: 4
  Dexterity: 3
  Intelligence: 3
  Strength: 2
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 5
  Defense: 6
  Perception: 6
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  academics: 
  religion
  3
  4
  7
  (3+)
  art:  
  Calligraphy
  3
  2
  5
  (2+)
  Craft:  
  medicines
  3
  2
  5
  (2+)
  diplomacy
  4
  3
  7
  (3+)
  empathy
  3
  2
  5
  (2+)
  intimidation
  4
  3
  7
  (3+)
  linguistics
  3
  2
  5
  (2+)
  medicine
  3
  2
  5
  (2+)
  Talents
  inspire (grants +2 skill bonus to allies within 10 feet 
  of him)
  Resources
  rank 2 (Catholic Church; +2 social bonus, bonus 
  resource)
  Flaw
  merciful (+1 style point when he is taken advantage 
  of due to his trusting nature)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  0n
  (0)n
  Club
  2n
  0
  2n
  (1)n
  Monk
  ally 1
  Archetype ascetic
  Motivation faith
  Style: 0
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 2
  Dexterity: 2
  Intelligence: 2
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 4
  
  Partie Deux: Le Baiser de la Mort
  
  Move: 4
  Defense: 4
  Perception: 4
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  academics:  
  religion
  2
  2
  4
  (2)
  art:  
  Calligraphy
  2
  2
  4
  (2)
  Craft:  
  medicines
  2
  2
  4
  (2)
  linguistics
  2
  2
  4
  (2)
  medicine
  2
  2
  4
  (2)
  Talents
  none
  Resources
  rank 1 (Catholic Church; +2 social bonus)
  Flaw
  merciful (+1 style point when he is taken advantage 
  of due to his trusting nature)
  Weapons
  Rating
  Size
  Attack
  (Average)
  punch
  0n
  0
  0n
  (0)n
  Club
  2n
  0
  2n
  (1)n
  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)
  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
  Rat-
  ing
  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
  7l
  (3+)l
  Act : Tying Up 
  Loose Ends
  by this point, the characters should have investigated 
  enough to learn that a trapped demon is plaguing the 
  island and that it is likely making trips to the chapel. the 
  •          •
  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 #0
  
  characters need to decide how to deal with the succubus 
  and then evade the Cardinal’s Guards, who are tasked 
  with cleaning up piaget’s failed plan before the order of 
  saint michael learns of it.
  Scene : The Chapel 
  the Chapelle st. aubert is a small, isolated chapel on 
  the remote, high side of the island. it is a small stone 
  building with a modest altar and pews inside. it is also 
  where the succubus has stashed the grimoire in the hope 
  of finding a way to break the ward that binds it to the 
  island.
  Characters investigating the chapel can make an inves-
  tigation roll (difficulty 3) to notice a loose stone on the 
  floor beneath the second pew. if the stone is pried free, 
  then the characters find an old book written in Greek. 
  a linguistics roll or academics: occult roll (difficulty 2) 
  identifies the book as a magickal tome. Characters that 
  spend an extended linguistics roll (difficulty 2 and six 
  successes) realize that the book is coded. attempts have 
  been made in the early pages of the book to decode it. so 
  far, the attempts have been unsuccessful.
  the book is called the atrum libri (“the dark book.”) 
  it is actually a collection of translations of earlier works 
  from around the mediterranean sea and southwest asia. 
  it educates the reader on how to create plagues and 
  other mass effect spells. fortunately, it is written in code 
  and piaget committed the cipher to memory. the suc-
  cubus, while knowing many languages both modern and 
  ancient, has barely scratched the surface of deciphering 
  it.
  this is another scene that will likely trigger the Cardi-
  nal Guards’ need to kill the characters.
  Scene :  
  Baiting the Succubus
  at some point, the characters are going to want to 
  find the succubus. it is hard to spot, as it can assume 
  the form of any man or woman. Currently it has been 
  hiding in the abbey, making itself look like one of the 
  monks when necessary to be seen. its next victim will 
  be young brother bertrand poiret, a quiet monk and 
  former soldier that walks with a slight limp. it comes 
  to him in the form of a spanish peasant girl, as she’d 
  overheard him talking about basque women to other 
  monks. 
  there are many ways to trap the succubus and force 
  it to fight, flee, or bargain. below are the most common 
  ways, although enterprising players will certainly think 
  of others.
  one way the characters might attempt to trap the 
  succubus is to find out who its current victim is. Given 
  that the succubus exhausts its victims, the characters 
  may want to ask the abbot or another monk who’s been 
  running late to services or other duties. the first name 
  that comes up is brother bertrand, who was late to mid-
  night mass this morning (or multiple mornings, if this 
  isn’t the first day that the characters have arrived). 
  it is difficult to see the physical signs on brother 
  bertrand when interviewing him. While he’s exhausted, 
  much can be blamed on his lame leg. if the characters 
  interrogate brother bertrand, then an opposed empa-
  thy roll against his Charisma roll allows a character to 
  know that he’s hiding something. an appropriate op-
  posed social roll can get him to mention his “luisa,” a 
  spanish pilgrim that found her way to his cell on the 
  night brother vachel died. she has been seeing him 
  ever since.
  the succubus generally goes to brother bertrand’s 
  door around 10 p.m. in the guise of a monk. she knocks 
  on the door and transforms into luisa. When brother 
  bertrand opens the door, he sees an impish raven-
  haired spanish woman in a monk’s robe smiling at him. 
  should a character be lying in wait, the succubus hisses 
  and attacks the character before fleeing, or simply flees 
  
  Partie Deux: Le Baiser de la Mort
  
  if woefully outnumbered. the succubus does get a 
  chance to hear the ambush; it can make an opposed 
  perception roll against the characters’ stealth roll. if it 
  hears them it flees and picks another target; possibly a 
  wandering Cardinal’s guardsman or abbey guard.
  another way they attempt to trap the succubus is to 
  roam the abbey and look for any monks walking alone. 
  this is especially useful if the characters know where 
  the other monks are (they are all in the refectory eating 
  or all in their cells), or they’ve given the monks a code 
  word to utter should the characters approach them. 
  it is also possible to “out” the succubus by engaging 
  a lone monk in a lengthy conversation. once the suc-
  cubus gets flustered it will be unable to maintain its 
  impersonation, and either fight or flee.
  yet another way they may try to trap the succubus 
  is to wait for it at Chapelle st. aubert. if the characters 
  have interviewed the abbey guards, they know that a 
  monk goes there at odd times when all monks should 
  be otherwise indisposed. this is especially reinforced 
  if the characters have found the grimoire. again, the 
  succubus should get opportunities to spot the trap 
  before it is caught, using appropriate perception rolls, 
  but otherwise they have caught it (and particularly cun-
  ning players might have a character in position to catch 
  a fleeing monk). a magickal character may be able to 
  weave a spell using the grimoire to find her, especially 
  if he’s using divination.
  While the succubus fights if cornered, it will also 
  bargain for its life. it is willing to share that a one-eyed 
  man and a spanish witch summoned her to “take the 
  fight out of” Joubert, but left the wards up that have 
  trapped it on the island. it also tells them that it killed 
  the inquisitor because it wanted to use his grimoire to 
  find a means of escaping, as the one-eyed man never re-
  leased it; it couldn’t ask the inquisitor for help because 
  he would have killed it.
  What the characters do with the succubus is up to 
  them. While they have made a bargain with it, she is still 
  a demon. this may assuage their guilt if they decide to 
  put her to the sword anyway, but they also risk reputa-
  tions as oath breakers amongst demonic circles.
  this is a scene that will definitely trigger the Cardinal 
  Guards’ need to kill the characters.
  Scene : A Final Duel?
  as much as sergeant rameau may wish it to go dif-
  ferently, the characters’ successful investigation makes 
  them a threat to the Cardinal. unfortunately, this means 
  that he has to carry out his orders, especially if the char-
  acters have the grimoire. he’ll do so without the help of 
  the inquisitor, who remains behind in mont saint-michel 
  to destroy any other evidence that may crop up and to 
  keep an eye on the arriving order of saint michael. 
  While this battle may take place earlier, depending on 
  the circumstances and character choices, the sergeant 
  makes one final stand in the woods just before the charac-
  ters make it back to Champ-vert. he won’t ambush other 
  gentlemen, but instead wait for them calmly on horseback. 
  When the characters approach, he tips his hat.
  “You have my congratulations on your excellent 
  performance, Seigneurs. Unfortunately, I cannot 
  allow you to bring what you know to Paris, espe-
  cially in these turbulent times. Please forgive me.” 
  With that, he draws his sword. “I would prefer to 
  do this honorably. Dueling is illegal, yet it feels 
  appropriate given the nature of my orders.”
  it is possible that a creative player may think of a non-
  violent solution, but in the absence of that, the sergeant 
  and his men fight to the death. once the battle is over, 
  the characters can return to paris unmolested and report 
  all they know to lieutenant de Guerre.
  Act  Dramatis Personae
  Succubus
  Archetype demon
  Motivation survival
  Style: 0
  Health: 7
  Primary Attributes
  Body: 3
  Charisma: 6
  Dexterity: 2
  Intelligence: 3
  Strength: 3
  Willpower: 4
  Secondary Attributes
  Size: 0
  Initiative: 5
  Move: 5
  Defense: 5
  Perception: 7
  Stun: 3
  Skills
  Base
  Levels
  Rating
  (Average)
  brawl
  3
  4
  7
  (3+)
  Con
  6
  4
  12
  (6)
  Seduction
  13
  (6+)
  diplomacy
  6
  2
  8
  (4)
  Talents
  skill aptitude (+2 to Con rating)
  Resources
  none
  Flaw
  lust (+1 style point when her lust causes problems)
  Weapons
  rating
  Size
  Attack
  (Average)
  bite
  0l
  0
  7l
  (3+)l
  kiss*
  0n
  0
  7n
  (3+)n
  punch
  0n
  0
  7n
  (3+)n
  * The succubus can only use this attack on victims 
  
  All for One: Régime Diabolique Adventure #0
  
  that she has grappled (or who cannot resist, such as 
  through being unconscious.
  Sexual Feeding: an incubus/succubus must mate 
  daily to survive. victims of their lustful ways suffer a 
  lethal wound each night, though the feeding leaves no 
  visible signs. a demon who fails to mate suffers a lethal 
  wound each day.
  shapechange: an incubus/succubus can shapechange 
  into any mortal form they desire with an intelligence roll 
  (as a full round action). they can physically duplicate spe-
  cific individuals, though they have no inherent ability to 
  mimic mannerisms or speech patterns, nor do they have 
  any of the person’s memories. so long as the demon keeps 
  quiet and doesn’t have to take many physical actions, 
  however, it is nigh indistinguishable from the original.
  Epilogue
  one of the clues that the characters should have 
  picked up on is the name of the man that killed Jou-
  bert, delmar—they’ll likely connect him in short order 
  to dupin’s death in a duel with a mysterious stranger, 
  from Désir Mortel. they will want to investigate this 
  further, which will take part during the first act of the 
  next adventure.
  if the characters have not released the succubus, then 
  the true knights of saint michael will destroy it and the 
  ward in a few days. 
  Cardinal richelieu has already forged documents 
  stating that he was investigating inquisitor piaget on 
  suspicion of witchcraft. he denies any involvement in a 
  plot against the order of saint michael, and orders the 
  grimoire burned if it is brought back to paris or left in the 
  abbey’s hands.
  le faucon disappears again after giving the characters 
  her information. she begs them to keep her true nature 
  a secret. With her information, the king’s musketeers can 
  move quickly against the huguenot nobles involved and 
  nip the english plan in the bud.
  if you ran this as a standalone adventure, you’ll prob-
  ably want to let the characters encounter and defeat del-
  mar boulanger. see the introduction for details. other-
  wise, the conclusion of this adventure leads directly into 
  the next, Le Mousquetaire Déshonoré Partie Trois: 
  Rançon de Sang.
  
  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
  32108
  32108
  $9.99
  $9.99
  Le Baiser de la Mort 
  Le Baiser de la Mort is the second of four adventures in the 
  is the second of four adventures in the Le 
  Le 
  Mousquetaire Déshonoré
  Mousquetaire Déshonoré campaign. 
   campaign. 
  In this adventure, France reels from an unexpected invasion 
  In this adventure, France reels from an unexpected invasion 
  as the characters are tasked with discovering why a mysterious 
  as the characters are tasked with discovering why a mysterious 
  agent, Le Faucon, has failed to provide information after being 
  agent, Le Faucon, has failed to provide information after being 
  paid. The trail leads to Mont Saint-Michel, where a mysterious 
  paid. The trail leads to Mont Saint-Michel, where a mysterious 
  magickal mist surrounds the island and is causing some of the 
  magickal mist surrounds the island and is causing some of the 
  monks to act strangely. On top of all this Le Faucon’s contact, 
  monks to act strangely. On top of all this Le Faucon’s contact, 
  a former musketeer, has been murdered. Can the characters 
  a former musketeer, has been murdered. Can the characters 
  solve the mysteries of Mont Saint-Michel? And why is the 
  solve the mysteries of Mont Saint-Michel? And why is the 
  Cardinal so interested in their mission?
  Cardinal so interested in their mission?
   
  This adventure is designed for slightly experienced characters 
  This adventure is designed for slightly experienced characters 
  although more or less experienced characters can be 
  although more or less experienced characters can be 
  accommodated with little difﬁ culty.
  accommodated with little difﬁ culty.
   
  It is not necessary to run the other adventures in this campaign 
  It is not necessary to run the other adventures in this campaign 
  in order to play Le Baiser de la Mort.
  in order to play Le Baiser de la Mort.
   
  All For One: Régime Diabolique
  All For One: Régime Diabolique is a musketeer roleplaying 
   is a musketeer roleplaying 
  game from Triple Ace Games for the Ubiquity RPG.
  game from Triple Ace Games for the Ubiquity RPG.
  Evil Curses & Evil Deeds in the Abbey!
  Evil Curses & Evil Deeds in the Abbey!
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/32108 - Adventure 03 - Le Mousquetaire Deshonor 2 - Le Baiser de la Mort.pdf