The Mystery at PARADYS HALL

Frederico Parmigiani

You are Frederico Parmigiani Comondante of the Fratelli Per Anarchico (FpA) {= Brothers for Anarchy}, sometimes called the Fratelli Rossi. They are a body originally having the aim of liberating the people of Italy from oppression by all forms of authority. Having liquidated sundry officials and their supporters, the CIRI (Corpo d’Intelligenzia del Regno d’Italia {State Secret Police}) were closing in on you back in Italy. Unfortunately some of those you killed were in the pay of the Mafia. They made it their business to assist the CIRI in tracking you down. However you had some contacts with the Mori Facile {=Easy Death} organization. They offered to protect you in England if you could provide some art treasures of suitable value. This you did by robbing the Palazzo Marone and taking the antiques to the small port of Cala Martina. There the British Steam Yacht Calleva of the Silchester Line picked you up and took you eventually to the English Channel. One night you and the cargo of the Yacht, were transferred to the steamer Iron Duke which took you ashore in the Port of London. There you were swiftly transported inland in darkness and found yourself in this hilly forested region called the Weald. Il Professore, (the Prof) the leader of the Mori Facile in England, has his Palazzo here called Paradys Hall. He has based you in the stable block with orders to deter any trespassers on his grounds. The actual Hall is guarded by the Butler Daffyd Owen and his servants when Il Professore is absent. The estate’s Agent Andrew Penistone said that there were likely to be few intruders but some are poachers after deer and other game. One of your men Luigi Nascondi encountered one and shot him dead. You then buried him in a secluded spot (The Dell). No one seems to have missed him. When Il Professore heard about it, he warned you not to draw unwanted attention to the estate. Since this was a backward area he thought that a suitably frightening ghost story might drive away even the poachers. His Agent dredged up the story of the headless ghost of Squire Peregrine Oaster. He was beheaded for his part in the Earl of Essex’s rebellion against Elizabeth I. The women in the Hall made a headless Tudor costume for the boy Pepe Rossi, son of Uberto Rossi to wear. The next time a poacher was spotted he was shadowed until he had killed a deer. Then Pepe put on his act screaming at the man and pointing his rapier at him. The man fled but must have returned at some time, because the deer he had dropped, had disappeared by noon the next day! The Agent Penistone reported that the poacher had told people in the Oasthouse Inn at Eridge Green, about seeing the ghost. The Landlord, Makepeace Sefton, is in league with the agent. It was he who had ordered and bought the deer. It seemed to you that not enough fear had been generated. So you and your men stalked the poacher, a one-time charcoal burner named Anselm Whittle. Catching him near his dilapidated cottage Uberto chloroformed him. Then you cut his head off with one blow from a felling axe found in the stables. The Landlord and the agent were to spread the word that his head must have been cut off by the ghost! The police do not appear to believe this but the locals do, which is what was intended. Whittle had many enemies as charcoal burners are not popular but the police are finding it hard to pin down a suspect. Il Professore has said that apart from the police, he has a rival criminal gang leader called Holmes trying to track him down. If he or any of his men appear they are to be killed and buried like the first poacher. You have been given photograph’s of Holmes and his lieutenant Watson.

  After an unfortunate incident with one of the maids from the hall, all persons connected to the Mori Facile have to wear a grey goose feather like a quill pen when in the grounds. Any others should be treated as intruders. One of the advantages of living in England is that the Mafia have few operatives here but one has still to be careful. Cavaliere Tabasco Marone whose Palazzo you robbed, was one of their Dons! The Agent Penistone arranges for supplies of food, drink and other things to be brought to the Hall two days a week. Recently Lady Verdandi, the Amante (lover) of Il Professore with three other women have come to live in the Hall. One is a virago guard Miss Janice Grant who carries a pistol. Lady Verdandi is to be treated with due respect but not permitted to leave the grounds. Neither is she allowed to enter the stables for fear of her taking a horse. The stable’s gate is always left bolted, with someone on duty in the kitchen or office to open it if necessary. These next to the presently empty carriage house are your headquarters and guardroom. Sleeping quarters are above the stable opposite. Night and day you have a sentry at the hide on Dugdale’s Tump which can watch the entrance to the parkland of the estate. The tump is a hillock with one fallen sarsen stone on it. There was a ring of them originally but the rest were sold to a builder merchant to make lintel stones. The entrance is marked by two great Egyptian hound statues. There used to be a gate but it rotted away. It has been replaced by a cattle grid. One problem that you have is that your Fratelli speak very little English. If strangers are spotted the sentry is to give warning by firing two shots. This will alert both you and those in the house. It is two shots to distinguish it from the poacher warning traps. These are single shot and are more often triggered by the deer than poachers. Nevertheless you do investigate such, taking the ghost Pepe with you if it is night time just in case.

 

New Rule

Cattle Grids walking men -1” women -2”. Running D6 3+ OK, 2 hurt -1” to all moves 1 -2” to all moves. 

Impassable to normal  livestock. Stampeding beasts D6 +F Cows -1, sheep -2 Goats -2 Pigs -3 = 2+ OK 1 trapped D6 5+ to escape 0- stuck need help to be freed. {Planks needed to allow horse drawn vehicles to cross. These usually left beside Grid. Takes one man 3 rounds to emplace.}

There are planks hidden near all the five Cattle grids on the table.

 

It is midnight as you lounge with Pepe and Uberto in the Office above the kitchen in the stable block. You hear two shots fired by Ernesto near the gate. Decide what to do? 

 

Outside is a moonlit night but there are occasional clouds. There is a light Westerly breeze. Quills seen at recognition.

In Moonlight sighting is 20” with possible recognition within 8”

In the dark sighting is 10” with possible recognition within 5”    

Dark Movement As normal on paved surfaces but D10 if running 0 trip Bst –3

Cross Country –1” running –2” but D10 1-trip Bst –2

Crops (BCC) –2” running –4” but D10 3- trip Bst -2

 

Besides yourself you have Luigi Nascondi, Ernesto Galletti, Rudolfo Subisari, Guilio Paletti, Uberto Rossi and his son the boy Pepe Rossi.

In the Office upstairs beside the Coach House

Frederico Lea Ac +1 Mo 6”, Fa 2/2/2, Ag 0, Th 0, Me +2 dagger Pst –1 Class IV Unsavoury, Charm M -1, F +1, Coercion +2, MC £3 – 3 – 11d

Revolver Firing 3” 4+ Pst 0, 6” 5+ Pst 0, 11” 6+ Pst 0, 18” 7+ Pst –2, 5 +5 rounds

2 grenades 1 Round to prepare & light, Range 6” burst pattern 4” D10 + Th, 3- lands fizzing D6 2 rounds time (2- fails, 3+ fizzes on, 5+ explodes) 4+ lands 1 ½ ” from target {use arrow dice} 6+ explodes on target 1” Bst -1, 2” Bst -2, 3” Bst -3, 4” Bst -4   

Speaks Italian, English, watch Bullseye lamp Gag & cords watch

Pepe WA-1, Mo 6”, Fa 2/2/2, Ag 0, Th 0, Me -1 Sword Pst 0 Ghost dressed Scream FV 4

Class II Unsavoury, Charm M -1, F + 1, Coercion -1, MC £ 0 – 0 – 1d

Lamp, Speaks Italian & Very Poor English Picks pockets D10 6+, 0 caught!

Uberto Ac-1 Mo 6”, Fa 3/3/3, Ag +1, Th +1, Me +2 dagger Pst –1 Class III Unsavoury, Charm M 01, F +2, Coercion +2, MC £0 – 11 – 0d, Gag & Cords

Revolver Firing 3” 4+ Pst 0, 6” 5+ Pst 0, 11” 6+ Pst 0, 18” 7+ Pst –2, 5 rounds

Bullseye Lamp, Speaks Italian

In hide in bushes on Dugdale’s Tump  

Ernesto Ac Mo 6”, Fa 3/3/3, Ag +1, Th +1, Me +2 dagger Pst –1 Class III Unsavoury, Charm M 01, F +2, Coercion +2, MC £0 – 6 – 8d, Gag & Cords

Revolver Firing 3” 4+ Pst 0, 6” 5+ Pst 0, 11” 6+ Pst 0, 18” 7+ Pst –2, 5 rounds

Bullseye Lamp, Speaks Italian 

On patrol in grounds

Rudolfo Ac Mo 6”, Fa 3/3/3, Ag +1, Th +1, Me +2 pistol Bst –3 Class III Unsavoury, Charm M 01, F +2, Coercion +2, MC £0 – 4 – 0d, Gag & Cords

Revolver Firing 3” 4+ Pst 0, 6” 5+ Pst 0, 11” 6+ Pst 0, 18” 7+ Pst –2, 5 rounds

Bullseye Lamp, Speaks Italian 

Off duty sleeping above Stables

Luigi Vle +1, Mo 6”, Fa 3/3/3, Ag +1, Th 0, Me +1 cudgel Bst –2 Gags & Cords

Revolver Firing 3” 4+ Pst 0, 6” 5+ Pst 0, 11” 6+ Pst 0, 18” 7+ Pst –2, 5 +5 rounds

Class III Unsavoury, Charm M -1, F - 1, Coercion +1, MC £ 0 – 0 – 7d

Can pick locks D10 6+ to pick each move, any 0 lock cannot be picked

Lamp, Speaks Italian & Very Poor English

Guilio WA-1, Mo 6”, Fa 3/3/3, Ag +1, Th 0, Me +1 dagger Pst –1

Class III Unsavoury, Charm M -1, F + 1, Coercion +1, MC £ 0 – 1 – 6d

Speaks Italian & Very Poor English. Lamp

 

Introduction

Sherlock

Butler

OVS

Umpire

Player's Accounts

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